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Mercenaries are soldiers for hire that can be fielded in a variety of Faction armies (see also Who Works for Whom). Alternatively, you can field an army made up entirely of Mercenary models.

Mercenaries are an eclectic bunch from all walks of life; from the in-it-for-the-money Steelhead licensed companies, to the vendetta-focused Nyss Hunters. Some of the colorful characters you'll meet include murderers for hire, shambling undead, snake charming elves, and the list goes on.

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Tip !
New players often misunderstand how they can include Mercenary models in their army (especially Mercenary warjacks & Mercenary warcasters).

  • Mercenary units, solos, and battle engines can be included in any Faction listed on their card.
  • Mercenary warjacks can only be controlled by a Mercenary model.
    In a normal game, this means other Factions need to hire a 'Jack Marshal or Junior Warcaster.
  • A Mercenary warcaster can only be put in a non-Mercenary army if you're playing a 2+ caster game.
    If you're only playing with 1 caster, and that caster is a Mercenary warcaster, then by definition you're playing a Mercenary force.
  • There are many exceptions to the above rules, such as Partisan, Limited Employment, and Maker's Mark.

Alternatively you should simply become a Mercenary player, in which case your entire army must be Mercenary models (warcaster, warjacks, units, etc).

Starting your own Mercenary force[edit]


Most factions represent a group owing allegiance to a particular homeland, organization, ruler, or species. Mercenary models are mostly in it for the money. Some pursue their own specific agenda but all mercs are out to make a lot of cash... except Cephalyx. It's a hard faction to sum up.

When building a pure Mercenary army, most mercenary models can be fielded alongside each other, and together they represent a mercenary force in the employ of any given client. There are some theme restrictions, battlegroup restrictions, and animosities that limit who can be fielded together, but for the most part anything goes. For instance although Rhulic troops will work for a Human warcaster and vice versa, no one will work for the Cephalyx (unless they've been enslaved).


If there is one overarching "feel" to Mercenaries, it is that most of it is second-rate and cobbled together. The warjacks are mostly decommissioned military warjacks or repurposed laborjacks. Mercenaries boast no warjacks that shoot like Cygnaran Defenders or hit like Khadoran Juggernauts. Instead, they rely on cheap mainstays like the Mariner and the Nomad to get the job done on a budget.


Mercenaries have two great strengths compared to the other factions. They have the best selection of solos in the game and a bevy of cheap but effective warjack and unit options. Many Mercenary solos and units hand out abilities that can solve problems that the mercenary casters cannot, such as stealth removal, magic weapon or pathfinder.

Mercenary warcasters tend to be low focus (usually 6), support-oriented, and most have unusual and very powerful feats.

In general, cheaper is better with Mercenaries as many high cost picks are hampered by poor stats. More is more, as they say.

Starter Sets[edit]

Unfortunately, there are no Mercenary starter sets aimed at new players. Maybe that will change with the new Steelhead theme force being released in early 2019, though...

Worthwhile early purchases[edit]

Since there is no starter or theme force box to get you going, a lot of people get into mercs via some other faction like Cygnar. However, most players who pick Mercs first start with either human or Rhulic casters depending on their preference.

If humans are your thing, pick whichever caster you like best (Damiano1 is a good choice for beginners.) then get three Nomad heavy warjack kits (or two and a Toro) and magnetize the arms so you can make them Rovers if you want.

If you choose a Rhulic caster (Ossrum1 is the best of the three.) get 2-4 Grundback Gunners and buy Blaster bits from the PP parts store so you can have either. Then buy 2 Drillers and your battlegroup is set for a good long time.

The first solos you buy should be Ragman, Gorman and probably Eiryss1 in that order.

For units, Steelhead Halberdiers, Kayazy Eliminators and Aiyana and Holt are the most commonly-used. Forge Guard are fine if your starting caster is Ossrum. With that staple, you can run a decent army with almost any caster. (Note: If you pick Shae1 as your first caster, disregard this advice and start collecting Privateer stuff.)

Starting a Theme Force[edit]

It is best to start with Irregulars and branch out since most things in Irregulars can be used in at least one other theme.


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Naturally given the sprawl, there is quite a bloat of models to collect in the Mercenary "faction" if you want to 'catch them all'. Also you can mix-and-match so many different permutations of models/units and it is perfectly fine to field an army with Humans, Trollbloods, Dwarves, Undead, Gatormen, Ogrun, Farrow, Iosans and Nyss. You can do almost anything ... with some exceptions (such as Cephalyx, Rhulic's monopoly on their warjacks, and various Animosities). On top of all these options, a mercenary player has access to every unit from three different factions in the Llaelese Resistance theme force, making the options nearly endless.

However, the theme forces within the faction provide incentive to play groupings of models that make more sense (fluffwise, at least), and are a good point to start your purchasing choice from.

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Line of Sight article : Mercenary List Pairings Part 1 and Part 2
Authored by Charles Soong, one of the best Mercenary players out there, these articles go over how to choose which two Merc lists to take to a tournament. Written in 2018.07. Slightly out of date but still helpful.

Theme Forces[edit]

Flame in the Darkness[edit]

This theme is shared with Khador and Cygnar - it allows you to mix models from all 3 factions. Although it doesn't allow you to take a Khador or Cygnar warcaster, your warcaster will get access to their warjacks.

This theme represents the Thamarite and Morrowan forces putting aside their ideological differences and teaming up to fight off the Infernal invasion.

Hammer Strike[edit]

The Rhul is a nation of Dwarves and Ogrun, located in an impregnable mountainous region between Khador and Ios. Rhul has a military on par with any of the Iron Kingdoms described as being powerful enough to squash the entire Legion of Everblight trivially, and they defend their own borders meticulously, but only involve themselves in the conflicts of the Iron Kingdoms to keep the trade lanes open and provide training and combat experience to its troops. On the tabletop, Rhul play to all the standard tropes of dwarves: slow, sturdy, well-trained, and well-equipped.

Rhulic models are less restricted than Cephalyx, however they have more restrictions than human mercenaries. Unlike the other Mercenary warjacks, the Rhulic warjacks can only be taken by Rhulic warcasters and Rhulic jack marshals.

The Irregulars[edit]

The "default" Mercenary theme force, this theme allows (almost) any Mercenary model, and gives bonuses to jack marshals.

This theme allows so many Mercenary models that it easier to tell you which models aren't allowed in Irregulars:   [Show/Hide]

This list was last updated: 2019.04   (Edit)


Non-character solos

Character warjacks
Actually character warjacks can be taken, but only if in their bonded model's battlegroup.

The Kingmaker's Army[edit]

Cygnaran rebels and hired sellswords led by Magnus in his ultimately successful effort to install a new king of Cygnar.

The models allowed in The Kingmaker's Army are:   [Show/Hide]

This list was last updated: 2019.04   (Edit)



  • Non-character Mercenary warjacks (only the "Human" ones)
  • Character warjacks can be taken, but only if they're in their bonded model's battlegroup.



(★) These models are normally Cygnar models, but become Mercenary models when taken in this theme.

Llaelese Resistance[edit]

A guerilla force made up of Llaelese patriots engaged in a desperate struggle to restore Llael as a free and independent nation.

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The Llaelese Resistance fights against the Khadoran occupation of their homeland. At the beginning of the occupation they sold their services to Cygnar and the Protectorate to fund their war against Khador. They have since morphed into a cloak and dagger organization engaged in a guerilla war. The Resistance is more a ruthless terrorist organization than a group of noble freedom fighters, depicted in the fluff using chemical weapons and torture to achieve their goals.

The models allowed in Llaelese Resistance are:   [Show/Hide]

This list was last updated: 2019.04   (Edit)




Mercenary Units

Non-Mercenary Units
You can also include up to two non-character units from one of Cygnar, the Protectorate, or the Crucible Guard. (Note: The two units have to be from the same Faction.)

Operating Theater[edit]

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Unlike other Mercenary models, Cephalyx may only be played in this theme force.

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Cephalyx are an reclusive and pitiless race of psychically powerful creatures that live underground. They are arguably the worst of the worst as being caught by the Cephalyx is a far worse fate than anything Cryx or Skorne might do to you. They capture and experiment upon live creatures, turning them into unthinking brutes to wage their wars for them. On the tabletop, they play as a swarm of expendable infantry interspersed with hulking Monstrosities and backed by powerful psychic overlords.

Cephalyx fall under the Mercenary umbrella for the purposes of tournament pairings, but are a sub-faction unto themselves for all intents and purposes (although they can include some regular Mercenary units within their armies by using the Cephalyx Dominator). From a fluff perspective, they have no interest in coin or the wars of the world above beyond replenishing their supply of drudges to further their own inscrutable ends. Some Cephalyx models can be used in Cryx armies, notably the Cephalyx Overlords.

The models allowed in Operating Theater are:   [Show/Hide]

This list was last updated: 2019.04   (Edit)





Non-Cephalyx Units

You can also include other Mercenary units, as long as they are led by a Cephalyx Dominator

Soldiers of Fortune[edit]

Soldiers of Fortune is the Steelhead theme force, with a few free agents tagging along. It places a heavy emphasis on combined-arms and features the best artillery in the game.

The Talion Charter[edit]

The Charter is a group of pirates and privateers who also happen to sell their services as armies for hire. It is named after Captain Shae's ship which he captured from Cygnar's Mercarian League in a mutiny. On the tabletop they tend to be flimsy, fast and have trouble with high ARM. The core units gain bonuses from a multitude of solos and command attachments geared specifically toward privateer models. With theme forces and all the associated bonuses becoming the norm, this is no longer a unique feature, but the pirates of Talion charter did it first.

Mercenary Models[edit]

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Unreleased Models[edit]

Last Updated: 2019.04


Ashlynn1 Ashlynn D'Elyse
Blaize1 Constance Blaize, Knight of the Prophet (Cygnar Partisan)
Caine1 & 2 Refer to Cygnar warcasters
Caine3 Caine's Hellslingers (Cygnar Partisan)
Crosse1 Refer to solos, below
Crosse2 Lieutenant Gastone Crosse
Damiano1 Captain Damiano
Fiona1 Fiona the Black
Macbain1 Drake MacBain
Magnus1 Magnus the Traitor
Magnus2 Magnus the Warlord
Montador1 Captain Bartolo Montador
Rehera1 Captain Rahera, Terror of the Wailing Sea (Cryx Partisan)
Shae1 Captain Phinneus Shae
Stryker -1 Steelhead Captain Stryker (Not tournament legal)
Cyphon1 Cognifex Cyphon
Thexus1 Exulon Thexus


Durgen1 Durgen Madhammer
Gorten1 Gorten Grundback
Ossrum1 General Ossrum

Warjacks & Monstrosities[edit]

Light Heavy Character


Battle Engines[edit]


Special Attachments


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Mercenary Minion models[edit]

These models are both Mercenary models and Minion models, making them perfect for a player that wants to expand their collection from one to the other.