Theme - Flame in the Darkness

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Theme - Flame in the Darkness

Khador & Cygnar & Mercenary Theme Force

Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter

Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division

Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter

Mk4 icon.png
Theme Force Deleted
This mk3 Theme Force has no equivalent in mk4. You can't even build something similar using the Unlimited rules.

The enemy of my enemy is my ally. This is understood as the salvation of humanity among the forces of the Church of Morrow that has come together to halt the Infernal procession descending upon the Iron Kingdoms. Driven by the common bond of their religion, forces that might otherwise turn on one another find they are stronger together, and by setting aside their differences, they can save one another alongside everyone else in the path of evil.

Theme Rules

For the core rules on how Theme Forces work, see this article.

Theme Restrictions

An army made use the Flame in the Darkness theme force can include only the following models:

Full model list

The models allowed in Flame in the Darkness are:   [Show/Hide]

This list was last updated: 2020.12   (Edit)

Warcasters - For Mercenary players

Warcasters - For Cygnar players

Warcasters - For Khador players

Note: All warcasters get the same warjacks to choose from, regardless of their original Faction:

  • All non-character Mercenary warjacks (except the Rhulic ones)
  • Up to two non-character Cygnar or Khador warjacks (one of each is legal).
  • Gallant
  • Other character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.



Requisition Options

  • One Command Attachment
  • Two Thamarite Advocate solos
  • One other small- or medium-based solo with a point cost of 5 or less

Theme Bonuses

  1. All models in an army made using this theme force are considered to be of the same Faction as the warcaster in this army.
    Note: The way this benefit is worded means you do not get access to other Faction's warcasters, and vice versa. The warjacks available are the same, no matter the warcaster, though.
  2. Units in this army gain Vengeance.
    Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.

Thoughts on Flame in the Darkness

Blend icon.png

Blended Theme
This theme uses casters from multiple Factions and/or has access to a wide range of models from multiple Factions.

  • If you want to play this theme you'll need to buy models that often don't fit into your main Faction, which can be cost-prohibitive.
  • On the other hand, this theme can be a great stepping stone to expand from your first Faction into a second. There is advice on planning your purchases at Crossing the Themes.

See also Category: Blended Theme

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If you want to use this theme in a two-list tournament then your second list must be the same Faction as the caster you used in this theme. For instance, if you use Zerkova your second list must be a Khador list.

Flame in the Darkness in a Nutshell

This theme represents the Thamarite and Morrowan forces putting aside their ideological differences and teaming up to fight off the Infernal invasion. Odd as it seems, this mirrors Morrow and Thamar’s team up to help their followers fight the Orgoth using the gift of magic bartered from the Infernals.

It is a Mercenary, Cygnar, or Khador theme depending on the faction of the caster you pick.

The theme reflects the tendencies of the Twins' worshippers, being composed mostly of Morrowan units with a few supporting Thamarite individuals.

While the theme has access to ranged units, its great strength is in its unparalleled ability to stack ARM fixers. Between Alexia3, Ragman, Throne, and the Hermit, plus whatever your caster brings, enemy armor should crumble before you.

The most powerful aspect of the theme is army-wide Vengeance on all units, which is exceptionally strong.

Theme weaknesses

Limited guns

There are guns in this theme, but not great guns.

Single Wound Infantry

The theme-wide vengeance and unique units available go a long way to mitigate the weaknesses inherent to running lots of single-wound infantry... but several still remain. Scathers and corrosion effects will circumvent all the defensive tech available to your units except tough.

Limited Pathfinder

Pathfinder is sparse but available from Throne with a huge opportunity cost.

No extra Mercenaries

Unlike normal themes, you're not allowed up to one extra Mercenary solo/unit.

List Building Tips

The most expensive free models you can get are two Thamarite Advocates priced at 6, then Alexia, The Undying, Glyn Cormier, Illuminated One or Hermit of Henge Hold at five. As many of the units take buffs exceptionally well, the cheaper option of Ragman is worth consideration.

There is not a huge diversity of options available. Many lists will have 1 unit each of Precursors and Legion of Lost Souls. Bringing Legion almost mandates Alexia3. Gabriel Throne is an excellent damage buff and pathfinder bot, but pricey. Archons are exceptional models, but are pricey at 8-9 points each - don't go overboard on them unless you have a plan in mind.

Savio is the only Storm Knight in this theme, meaning he can fuel a Stormclad's or Reliant's Accumulator. Combined with Gallant and his Accumulator and you can have a hard-hitting battlegroup that only needs 2 focus from your caster per turn.

Jakes1 is the only junior allowed in theme and she has some useful spells for the jacks she runs making them faster and increasing their DEF, which synergizes very well with Blaize's ability to make her jack even faster still with Crusader's Call and the Morrowan Archon's Blinding Radiance to increase its DEF even further. She can bring a Charger or Hunter to provide the quality guns the theme otherwise lacks, run an extremely dodgy Swashbuckler that can contest and be in the way, or go all-in with Gallant, whom she makes DEF 15 (without Blinding Radiance factored in) with immunity to knockdown, which is insane on an ARM 19 frame. Also, he Accumulates off of her while providing Shield Guard to her.

Caster Thoughts - Cygnar

  • Constance Blaize, Knight of the Prophet will play in this theme almost exclusively. She has fixes for speed, MAT, Melee damage, and general dice reliability on Morrowan models which are the major focus of FitD. The Morrowan Archon also keeps her and her souls safe. Connie also flanks off nearly every model you take.
  • Jakes2 and a Toro or three with Sprint and Counter-Charge makes for an interesting combination, alternatively Freebooters with Excort and Positive Cahrge are very spammable. Her feat allows the low-model-count Vigilants to potentially destroy larger screening units in a single activation and the combination of practiced maneuvers, reach and parry means that a blob of Precursor Knights can charge into some very interesting places (if they survive, and Jakes does nothing to help with that). Bullet Dodger and Blinding Radiance from the Morrowan Archon are an obnoxious combination for models that cannot buff their hit chance. Savio or Black Bella are excellent targets for Bullet Dodger. The latter can also eradicate entire swathes of infantry that are not extremely spread out thanks to Killing Spree and feat-induced reach.
  • Maddox will have a lot of thankful recipients for her upkeeps and feat. Assail on a Devastator is a great use of the spell and the combination of Bulldoze and Beat Back from the feat will make it an incredible scenario piece. Meanwhile Gallant will turn into a melee monster under Thundering Rage. Dauntless Resolve and Snipe can go on the Archons and/or units to great effect (she is almost identical to Stryker1 in this regard). And lastly, almost everything in the theme will benefit from Onslaught.
  • Stryker1 will appreciate the strength buffs from the support solos and the naturally high power of the Precursor Knights, since he doesn't fix the damage. His feat and spells also allow the knights to survive en masse, allowing for a devastating charge with up to 17 weapon master attacks. Both Archons become utterly obnoxious with his defensive upkeeps in play, and all the units with guns appreciate snipe to achieve a shooting threat above their "ok-to-mediocre" baselines. Gallant under Jakes with Sidekick and the feat is an almost impossible to dislodge scenario bully. To top it off, he can run a Blockader in this theme, which reaches very high amounts of ARM and boxes to chew through and naturally hits the hardest out of the colossals available in this theme.
  • Stryker2 is happy getting escorted up the board by the Morrowan Archon under Deceleration. Positive charge plus Alexia3/Throne allows for enough buff stacking for the Vigilants, Resolutes, and Legion of Lost Souls units to shine into harder targets. Between the theme-wide vengeance and his feat, the list can put out quite a lot of attacks in a turn and move much faster than Stryker's lack of a speed buff would imply they should.
  • Stryker3 is an excellent choice for this theme. Escort and Iron Aggression are extremely powerful on a Blockader. Alexia 2's thralls are counted as friendly faction thanks to the theme and become 21" non-linear threat auto hitting power 10s with 5 dice damage. With the prevalence of Archons in metas currently, Stryker 3 is one of the best methods of dealing with them. Auto-hitting charges with an additional die damage kill Archons dead. Fury on Precursor Knights with Throne makes for auto hitting P&S 17s with 5 dice damage on feat+ mini-feat turn or save the mini-feat to have two turns of effective weapon masters instead of just one. If you do decide to do both, 4 precursors do an average of 60 damage to an ARM 20 Colossal or Gargantuan (P&S 17 is dice -3 on 5 dice for 17-3=15 avg each). The Hermit and Battle Priests help keep him alive despite the large base.

Caster Thoughts - Khador

  • Zerkova1 She can easily deliver the infantry with clouds, ghostly and her feat (especially good for the vulnerable Precursor Knights), and she finally gets access to arc nodes. The Hurricane is actually everything she ever dreamed of, being an excellent Watcher target thanks to the slam guns AND sporting a much-coveted Arc-Node (though it will cause issues for your Archons as it takes away their flight). The Thamarite Archon makes her highly accurate with her sprays, and the Hermit offers both hit fixing with telemetry or an armor debuff so arcing through a single well-placed lancer can devastate any kind of infantry less durable than multi-box shield-walls. It is safe to say that Flames is Zerkova's home theme. Two free Advocates are also huge for her.
  • Zerkova2 is unlikely to be played in this theme. She has no synergy at all with the near totally non-magical theme options beyond a few cute tricks like doubling up Alexia's thrall creation, allowing Hermit, Thamarite Advocates, and Ragman to run and cast their spells, or allowing Jakes1 to get two energizers off. These are good "gotcha!" moments but aren't worth what you lose in taking her over her first incarnation.

Caster Thoughts - Mercenaries

  • Ashlynn1 ends up as a weaker version of Fiona in this theme, giving up all of her Llaelese synergies for access to arc nodes. Playable due to her useful spells and great feat, but not the best fit. She can take the Archons and Ragman in Llaelese Resistance anyway, which recommends her to stay home.
  • Constance Blaize, mentioned under the Cygnar heading, can also be taken as a Mercenary caster. In terms of list design, making her a Mercenary in this theme will affect your list pairing in a tournament and that's about it.
  • Crosse2 sacrifices access to Reinholdt and cheap disposable Life Bound targets for ready access to damage buffs and hard-hitting troops. His main problem is that there is only one living 10-man unit for Life Bound, the Precursor Knights, but they hit hard when they get there, and with Ghost Walk, Life Bound, Vengeance, and a turn of Stealth on feat turn they should get there. Ghost Walk is an excellent spell for the units in this theme, providing Pathfinder where you need it. Dauntless Resolve can be on Resolutes to make them ARM 20 or on Archons to make them a headache for your opponent to get rid of. He likes the Morrowan Archon protecting his souls, and the Thamarite Archon makes his assassination runs more dangerous due to the reroll. The free advocates give him a free focus and can fuel his jacks, which becoomes very interesting with Cygnar jack. Chargers need tow focus to fully boost their shots, so Power Up and Power top them off completely at no strain to his focus pool. Hunters only need one focus to operate efficiently, as their preferred targets usually don't warrant boosting to him. Both of these jacks love Fire Group, so are a natural fit for him.
  • Fiona1 brings a valuable ARM debuff that works with shooting, hands out stealth, and creates interesting threat extension with Befuddle. She loves both Archons, with the Morrowan causing living models to easily miss even Toros under her feat and the Thamarite increasing her spell accuracy. Her Cultist options are extremely limited to date (Devils Shadow Mutineers and Field Mechaniks...), but healthy Archons and Resolutes will survive Dark Rituals. You would not go wrong taking her here. Mercenaries can't usually do medium base armies, but Fiona is good with Resolutes which opens up a different playstyle. Like Crosse, she loves free Advocates.

Sample Lists

25 points (Brawlmachine)

In late 2020 and early 2021 Phillip Melvin, one of the LOS authors, put together these three lists for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about their playstyle and expanded it beyond 25 points, which you can read here (Blaize1 in Cygnar) and here (Crosse2 in Mercenaries) and here (Zerkova1 in Khador).

Blaize1 [+29 WJP] (Cygnar)
Morrowan Archon [8 pts]
Grand Master Gabriel Throne [7 pts]
Precursor Knights (Min unit): [8 pts]

Crosse2 [+29 WJP] (Mercenaries)
Thamarite Archon [9 pts]
Thamarite Advocate [3 pts]
Glyn Cormier, Illuminated One [Free] (5 pts)
Order of Illumination Vigilants (Max unit) [10 pts]
Field Mechaniks (Min unit) [2 pts]

Zerkova1 [+28 WJP] (Khador)
Alexia3 [Free] (5 pts)
Thamarite Advocate [3 pts]
Ragman [3 pts]
Legion of Lost Souls (Max unit) [18 pts]

For more Brawlmachine list ideas, see Category: Brawl List



  • Released 2019.07
  • To represent the idea of light being limited it's Flame in the Darkness. Things are so bleak they can't find more than one, despite what some people say!

Other Faction models/themes

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev


Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11
Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae


Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Flame in the Darkness      (Edit)

  • You can take any number of Mercenary jacks. You can also select two additional jacks from Khador and Cygnar in any combination you like. Character warjacks with a bond don't count against this limit of 2. (Infernal Ruling)
  • There is a bug in Warroom that allows you to take two Cygnar and two Khador jacks.
  • Morrowan Battle Priest:
    • If your warcaster is a Cygnar model that makes every unit you take a Cygnar unit, and Battle Priests can be attached to any unit.
      Warroom has a known bug where it doesn't allow this interaction.
    • If your warcaster is a Mercenary or Khador model, though, the only units the Battle Priest can attach to are the Morrow ones.
    • If you attach the Battle Priest to The Devil's Shadows Mutineers then it can be returned via Blood Bound. (Infernal Ruling)
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Rules Clarification: Theme Forces     (Edit)

Themes that change a model's Faction   [Show/Hide]
  • Many themes swap which Faction a model counts as. They're slightly inconsistent with how exactly this is worded. Despite this inconsistency - whenever a model is considered a different faction to normal, it will not be its original faction. (Infernal Ruling)
For instance Lukas stops being a Crucible Guard model when taken in an Infernal army, and as a consequence he cannot take Toros or Vanguards in Infernals. (Infernal Ruling)
Rerolling the starting roll   [Show/Hide]
  • You cannot use the theme benefit to reroll if it is a draw. Instead both players reroll until there is a loser, and then the loser can use their reroll benefit (if they have it). (Infernal Ruling)
  • If both players have a reroll, first the original loser uses their reroll.
    • If the original loser still loses, fine.
    • If the original loser now wins, the other player can use their reroll.
    • If it is now a draw, both players reroll until there is a loser. Then the player that hasn't used their theme benefit reroll can still use it, if they want.
Warjacks/Warbeasts with bonds   [Show/Hide]
  • A warjack/warbeast with a bond can always be included in a theme force, whether or not they're in the list of allowed models, but only if they're controlled by that bonded model.
  • This applies even if that bonded model isn't a full warcaster/warlock (changed as of 2018.06).
Including Mercenaries   [Show/Hide]

Number of Mercenaries

  • If your "up to one Merc" ...
    • ... can take warbeasts/warjacks, then you can add warbeast(s)/warjack(s) (without exceeding your "up to one" allowance)
    • ... comes with a Companion model, then you'll get that Companion (without exceeding your "up to one" allowance)
  • There is a bug in Warroom that allows you to not only take one Merc solo/unit, but the entire FA of that Merc solo/unit. It's a bug.

Mercenaries and Ranking Officers

  • Adding a Ranking Officer to a Merc unit doesn't increase the number of Merc units you can take.


  • See also the section on Partisans
Including Partisan Mercenaries   [Show/Hide]

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)
Requisition Points   [Show/Hide]
  • You can choose the same Requisition option as many times as you like, as long as it doesn't put you over a FA limit.
  • You can't mix and match models from different options. Say one option allows 3 Machine Wraiths and another allows 3 Necrotechs. You can't use your Requisition Point to get 2 Wraiths and 1 Necrotech.
  • If you have an option that allows one other solo, you can't use it to get something already on the list. For instance, Ghost Fleet allows 3 Misery Cages (which are FA 4) for one Requistion Point, and it allows 1 other solo. That "other solo" can't be a 4th Cage.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • Models with the Man-Sized rule count as small-based models for the purposes of being a Requistion Option. (Locked Thread)
Free models and Specialists (ADR)    [Show/Hide]
  • If your theme only allows one merc solo, you can't have one in your main list and a different one in your specialists.
Unit Attachments   [Show/Hide]
  • If a unit is allowed in a theme, any-and-all of its attachments are allowed too. Exception: Ranking Officers are not allowed unless explicitily mentioned.
  • If the theme force gives a benefit to a specific unit, any-and-all attachments to that unit will benefit too. Even if it is a "generic" attachment like the Void Leech. (Infernal Ruling)
    For example, a Trollkin Sorcerer will gain Serenity if its attached to a Dhunian Knot unit in a Power of Dhunia theme force.
  • If your theme allows "3 weapon attachments" as a Requistion Option, you can spread them into different units. (Locked Thread)
  • A non-character unit with a character attachment (i.e. Captain Karli) still counts as a non-character unit. (Infernal Ruling)
When to apply theme benefits   [Show/Hide]
  • With reference to special abilities that themes give to models, Ranking Officers, adding new models, and/or taking control of models:
    1. Theme force benefits are applied when you construct your list or put a new model into play. A model already in play will not lose or gain any theme benefits mid-game based on any changes of faction status or otherwise. (Infernal Ruling)
    2. However, if the theme gives a benefit to models "at the beginning of the game" (such as Devourer's Host letting models begin the game with 1 corpse token) then this benefit does not apply to new models that are put into play mid-game. (Locked Thread)
    • Example 1: Sons of the Tempest says "ATGM units in this army gain Pistoleer". If your opponent takes control of one of them, it keeps Pistoleer while under their control even though it's currently not "in the army".
    • Example 2: Storm Division gives Immunity:Electricity to "Cygnar models in the army." If you include a Mercenary unit with a Ranking Officer, they will get the theme benefit and also keep it even after the Ranking Officer dies.
    • Example 3: Stange Bedfellows gives solos Swift Vengeance. If Nemo4 creates a new solo mid-game, that solo will have Swift Vengeance.

See also these Theme-Specific Rulings   [Show/Hide]
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Rules Clarification : Black Industries      (Edit)

  • The entry which allows "Cephalyx models/units" only applies to Partisan Cephalyx. That's because the theme's rules start off with "this army can only include the following Cryx models"​. Partisan Cephalyx are the only ones that fill that condition.
  • The Cephalyx Agitator also works for Cryx and can go in Black Industries but, because it is not a Partisan, it will use up your Mercenary solo slot.
  • (Infernal Ruling)
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Rules Clarification : The Creator's Might      (Edit)

  • ​Elias Gade is allowed in Creator's Might. (Infernal Ruling)
  • You can spend the "Two Vassal solos" requistion option on one Vassal Mechanik and one Vassal of Menoth. Warroom has a bug and tells you that you can't. (Infernal Ruling)
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Rules Clarification : Flame in the Darkness      (Edit)

  • You can take any number of Mercenary jacks. You can also select two additional jacks from Khador and Cygnar in any combination you like. Character warjacks with a bond don't count against this limit of 2. (Infernal Ruling)
  • There is a bug in Warroom that allows you to take two Cygnar and two Khador jacks.
  • Morrowan Battle Priest:
    • If your warcaster is a Cygnar model that makes every unit you take a Cygnar unit, and Battle Priests can be attached to any unit.
      Warroom has a known bug where it doesn't allow this interaction.
    • If your warcaster is a Mercenary or Khador model, though, the only units the Battle Priest can attach to are the Morrow ones.
    • If you attach the Battle Priest to The Devil's Shadows Mutineers then it can be returned via Blood Bound. (Infernal Ruling)
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Rules Clarification : Llaelese Resistance      (Edit)

  • It is 2 Cruicible or 2 Cygnar or 2 Menoth.
    You can't take more than 2, and you can't mix and match from multiple Factions. (Infernal Ruling)
  • You can have a non-character unit with a character attachment (i.e. Captain Karli). (Infernal Ruling)
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Rules Clarification : The Talion Charter      (Edit)

  • The 3rd benefit is "Sac Pawn [Sea Dog trooper]", not just any Sea Dog. (Infernal ruling)
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Rules Clarification : The Bones of Orboros      (Edit)

  • Una1 cannot be taken in this theme (yet) due to the conflict between the theme's "Only Construct warbeasts allowed" and Una1's "Must take warbeasts with flight". There are no construct warbeasts with flight (yet). But if/when there is, then Una1 can be taken in this theme. (Infernal Ruling)
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Rules Clarification : The Devourer's Host      (Edit)

  • Bradigus1 is not legal in this theme. The theme only allows living warbeasts, his rules only allow construct warbeasts, and you can't just 'skip' his battlegroup - you have to spend your warbeast points.
  • If you create a new model mid-game (ie with the Well of Orboros and that model can have corpse tokens, that model does not enter play with a corpse. Because it's not the beginning of the game. (Locked thread)
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Rules Clarification : The Wild Hunt      (Edit)

  • The animus benefit doesn't apply to enemy warbeasts. (Infernal Ruling)
  • The animus benefit doesn't stack with the Druid Wilder's Herding ability. (Infernal Ruling)
  • When it comes to other things that alter COST (such as Lamentation), follow basic maths: Double/halve first, then add/subtract.
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Rules Clarification : Oracles of Annihilation      (Edit)

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Rules Clarification : The Exalted      (Edit)

  • If a Construct model loses the Construct advantage mid-game, it keeps the theme benefit anyway. (Infernal Ruling)
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Rules Clarification : Band of Heroes      (Edit)

  • Boomhowler2 uses up your Minion slot. His Fell Calls ability is not enough to make him a "Fell Caller model/unit". (Infernal Ruling)
  • Boomhowler3 does not use up your minion slot on account of having the Champion keyword.
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Rules Clarification : The Blindwater Congregation      (Edit)

  • Void Leeches attached to a Gatorman Posse will gain Snacking, but they won't gain extra hitpoints. (Infernal Ruling)
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Rules Clarification : Magnum Opus      (Edit)

  • If Mosby is attached to a Mercenary weapon crew unit, they would gain 3" reposition and would not lose it if Mosby is no longer in the unit. (Infernal Ruling)
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Rules Clarification : Hearts of Darkness      (Edit)