Theme - Heavy Metal

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Cygnar Logo.jpg Theme - Heavy Metal

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

Mk4 icon.png
Theme Force Deleted
This mk3 Theme Force has no equivalent in mk4.

However you can build a similar army in Unlimited Cygnar (if/when the models in this theme get ported to mk4 rules)

Although Cygnar generally prefers a combined-arms approach to conflict, when its advanced warjacks are massed on the field under the control of a skilled warcaster, they are a match for any enemy. Such large, selfsufficient battlegroups are typically deployed to besiege fixed positions or to meet concentrations of enemy armor and heavy infantry on the battlefield. Where Cygnar faces deeply entrenched or armored foes, the tread of its mighty machines shakes the earth and its storm technology blackens the sky.

Theme Rules

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

Theme Restrictions

An army made using the Heavy Metal theme force can include only the following Cygnar models:

  • This army can also include one Mercenary unit, one Mercenary solos, and one Mercenary battle engine that will work for Cygnar.
    • These models/units can be included even if they have the Partisan [Cygnar] rule.
    • Mercenary units can have non-Ranking Officer attachments.
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Tip !
A Mercenary battle engine is allowed, which is unusual.

Full model list

The models allowed in Heavy Metal are:   [Show/Hide]

This list was last updated: 2020.02   (Edit)


  • All Cygnar warcasters


  • All non-character warjacks
  • Ol' Rowdy
  • Thorn
  • Thunderhead
  • Other character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.

Battle Engines




  • Up to one solo
  • Up to one unit
  • Up to one battle engine

(★) Because these partisans are specifically allowed in this theme, they don't use your "Up to one Mercenary" slot.

Requisition Points

You can spend each Requisition Point on either:

  • One Cygnar CA
  • One small- or medium-based Cygnar solo with a points cost of 5 or less

Theme Bonuses

  1. Cygnar solos and Mechanik units in this army gain Reposition [3"]
    Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.
  2. When a model in this army is affected by the Repair special rule, remove 1 additional damage point.

Thoughts on Heavy Metal

Heavy Metal in a nutshell

It's a warjack-centric theme, but that doesn't mean as much as it used to - the 2019 Oblivion update allows any theme to be warjack-heavy. So the question becomes, "Why would I build in this theme when i could use any other theme and have access to better infantry to assist me in scenario?"

You see, the non-warjack options in this theme are quite ... mediocre. That said, Heavy Metal does have several things going for it:

About as much Focus and Support as you could ever want

Access to all the battlegroup controller solos, as well as dedicated support for your jacks and caster in the Squire, Strangewayes and Runewood.

Useful mobility for solos

All Cygnar solos gain reposition (including partisans) which can be very useful especially on Caine0 or the Morrowan Archon. The battlegroup controller solos can also be more active in the game while staying safe.

A lot of friendly faction toys to play with

Unrestricted access to Cygnar Partisan solos and Precursor Knights, meaning you can even field a "Flames in the Darkness lite" kind of list with Precursors, Archons, etc. Every time a new partisan is released can potentially have a huge impact on this theme. This allows Heavy Metal to have some great in-faction support solos and look to Mercs for those less common options such as Ragman or Lanyssa Ryssyll.

Although not an overt theme benefit, the flexibility it gives the theme compared to what you get in Storm Division or Gravediggers should not go overlooked. The changes made by Oblivion have made some difference to those two themes, but brings significant new play style options to Heavy Metal.

Gets to the parts of the battlefield other themes can't reach

3 different sources of pathfinder in Alain Runewood, Gabriel Throne, and Rhupert Carvolo.

If it's broke, you can really fix it

Lastly there is the fact that your mechaniks repair one more box on your jacks thanks to the benefit. This is better than nothing but not worth building a list around, especially since many players don't even use field mechaniks.

Theme Weaknesses

Infantry options are limited and have glaring weaknesses

Outside of Precursors, the infantry options range from mediocre to bad and none of them have Advance Deployment or Ambush, meaning you might struggle with certain scenarios. While Precursors are definitely a quality unit, they need help with delivery. Caster such as the Haleys or Stryker1 and 2 are favored. Same goes for Sword Knights, and the Legion of Lost Souls.

Lack of good theme benefits

The theme doesn't actually reward you for taking warjacks by making them better like many other themes do. You get better repairs and better support solos, but this pales in comparison to flat out getting Gang Fighter, Carapace, Shield Guard, Pathfinder and the like.

Lack of cheap focus support

The only focus support your caster is going to get is from the Squire, which, to be fair, is excellent, and from Strangeways a 4 point character solo and many players will argue paying 4 points for a single Empower is poor value, especially when other factions can get multiple Empower bots for 2 points each.

List Building Tips

When building a Heavy Metal list is is recommended to focus on the aspects of the theme that set it apart from other themes in the faction, elsewise you should think about if your lists wasn't better in another theme.

The Support

  • The Squire and Strangeways are near auto includes in any Heavy Metal list, because as mentioned, they are all the focus support you will ever have in Cygnar and other than Haley and Nemo Cygnar casters aren't known for their high FOCUS numbers.
  • Runewood also has a place in most lists, as he provides some excellent Battle Plans. Don't feel obligated to bring Sword Knights just for him, though.
  • The Journeyman Warcaster is also often seen as a source of Arcane Shield. Cygnar jacks have relatively low ARM (in part to accomodate for the access to this guy.)
  • Many lists usually accommodate one other junior warcaster, usually Caine0, as Jakes1 and the Trencher Lieutenant are more niche pieces. Caine can bring Ace with him for a strong shooting contingent who will snipe out support solos and CAs out for you with Trick shot, keeping you in scenario.


  • Order of Illumination Resolutes are your best unit option in this theme. They are relatively durable (and love Arcane Shield) and hit hard once they get there. Plus they benefit from the extra repairs.
  • Morrowan Archons are a powerful piece, not just as Veteran Leaders to certain casters, Partisans and the Resolutes, but are also great combatants and provide a DEF boost in a 5" aura (Repo helps getting the aura where you need it), meaning casters with their own DEF buffs (aka the Haleys) can field a difficult to hit DEF skew.
  • Nemo4 - A game changer for the theme! He's a great anchor piece who provides you with many ways to stay in scenarion by summoning in a solo, bringing his own unit of mechaniks and shooting enemy models off scenarios. Plus he brings a recursion element which is best abused by Resolutes, who can be repaired (by his own mechaniks) after being resurrected.
  • Major Harrison Gibbs, aka Stryker2's best friend, as he is able to heal Stryker after taking Overload damage. If you bring him, Ragman is a good choice for your merc slot, as he can walk 6", cast Death Shroud and then Repo 3".
  • Vigilants and Glyn Cormier are a nice module for Kraye, as with True Sight they can Light 'em Up even through clouds.
  • Acosta - A very good combat solo in his own right. Due to Dodge and Riposte he appreciates DEF buffs from Archons or your caster.


  • Sword Knights are a bit lackluster and their CA does nothing to alleviate that. They really shine with casters with either Positive Charge, because it stacks with their Flank ability, or DEF buffs because they stack with Set Defence, which also prevents DEF reduction from knock down.
  • Field Mechaniks are cheap point fillers. However for their price you could include a merc solo if you haven't already. Widget costs as much as a min unit, repairs just as well and is an excellent flag camper. They are, however, the cheapest way to include Battle Priests into you list.
  • Trencher Combat Engineers also repair and are much harder to take down with blasts than their Gobber brethren. They also come with Sabotage which can be situationally useful and, probably the biggest reason to ever include them, load up Grenadiers.

The Battle Engine

  • Most HM lists will incorporate at least one Storm Strider, it being one of the best models available in the theme. It's a powerful shooting platform able to fry single wound infantry while also doing decent damage against harder targets, while being durable enough to survive.
  • Nemo4 can be taken in this theme which opens up a few interesting combos; first of all, he can summon a non-character Cygnar solos regardless of theme restrictions, which will usually be a Gun Mage Captain Adept for attack type support, Trench Buster for Shield Guard or Patrol Dog for stealth removal. Secondly, he can recur infantry, which works excellently on Resolutes, who can also be repaired by his Mechaniks. Lastly he brings a Cygnar, CoC or merc jack with him (or more if you want). A jack with a powerful AOE gun, such as an Assimilator, Mule or Mariner will work very nicely with Caine0's FFE upkeep, but a simple Toro with Lightning Shroud is a sight to behold as well.

Non-partisan mercenaries

  • Alexia1 comes with lots of throwaway bodies that can contest scenario elements and she can pick up the bodies of the fallen to create more of them. Or pop out some Thrall Warriors who hit hard. One trick people like to do is shooting Thralls in the back with Storm Striders to get the E-Leaps on models with Stealth or astronomical DEF values.

Starting a 25 point Brawl list

In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Siege1: [+28 WJP]
Caine0: [Free] (4 pts)
Alexia1: [10 pts]

Similarly in 2020.11 LuckGod, a prolific Warmachine blogger, put together this list and wrote an article which you can read here.

Darius1: [+29 WJP]
Field Mechaniks (Min unit): [3 pts]

Total RRP: USD $197 (based on PP's online store prices 2021.03)

Note - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values

Similarly in 2020.11 Jaden Iwassa, another of the LOS authors, put together this Brawl list and accompanying article which you can read here.

Siege1: [+28 WJP]
Caine0: [5 pts]
Alexia1: [10 pts]

Total RRP: USD $197 (based on PP's online store prices 2021.05)

Note - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values

For more Brawlmachine list ideas, see Category: Brawl List

Caster Thoughts

Warjack builds

It's all about the Warjacks, so if you want to get the most from this Theme Force, you should start by looking at Cygnar's main battlegroup Warcasters:


Similar to Sloan: Deploy every Charger you can and build huge synergy chain on feat turn. Consider Cyclones and Cygnar's Colossi for flavor.


Brawl and win the attrition game. Lists with Colossi and Centurions are the mainstay for Darius.


A good mix of Hammersmiths and Ironclads can deliver quick death to the enemy under Escort and Sprint, while Centurions hold down zones. Positive Charge and her feat are also great for flanking Sword Knights. A Sentinel with Arcane Shield on it can hang out around her to give her the Escort bonus. Lastly, Bullet Dodger on a Grenadier with the Trencher Warcaster Lieutenant and Trencher Engineers around can be really irritating for the enemy.


Run and Gun shooter. Kraye can have any heavy Warjack on the halfway line on turn 1 if you opt to go 2nd through trampling and repositioning. And with this theme you can have nearly every single model you take making use of Reposition.


Fully loading an electrical battle group. Nemo3 in Heavy Metal can leverage his ability to fuel multiple Warjacks while further diminishing the ability of Storm Division to assassinate (especially Storm Knight focused lists).


Simple enough: Deploy 5 Chargers and 5 Hunters, then shoot the enemy off the board.

Battle Engine Builds

Two Storm Striders can offer up some serious firepower that is also independent of the Warcaster. This allows them to go wide and contest the extreme zones without having to worry about your Warcaster's control range. In addition, with the release of Nemo4, the scenario game of the Heavy Metal battle engine builds became that much better since he brings a unit with him and can summon a solo of your choice as required.


Her toolkit tends to favour low model count armies with high quality models. Temporal Acceleration and Telekinesis hugely extend the Storm Strider's threat range and a third shot is devastating vs infantry. Combining Caine0 with Thunderhead can also yield some unexpected results by combining Haley's movement buffs with Caine's Spirit Door (And Fire for Effect on Thunderhead).


He loves a boatload of boosted weapons on his feat turn, especially from Chargers. With access to 4 battlegroup controller solos (among them his best friend Caine0) he can tear through medium base spam quite easily. Double Storm Striders through even more boosted shots into the mix which become outright terrifying by applying a Firefly's Ionisation.

Other worthwhile mentions


She offers the heretical option - the infantry-heavy Heavy Metal build. Although Heavy Metal's infantry get a bad rep, Haley3 can do amazing work to make them quite ridiculous by skewing DEF to the point where your opponent will struggle to bring enough high quality attacks to hit anything.

  • Much like Gravediggers, model positioning is key - you're looking to overlap the DEF bonus of Temporal Distortion with the Blinding Radiance of the Archons and blend that with Defensive Line of Sword Knights. Your opponent will have a fit trying to work their way around DEF19 if they're a melee army (Remember that Dirge of Mists is an option for ranged attacks) and you can make it even more hilarious by adding Heroic Call to synergise with the no knockdown aspect of Defensive Line. Arcane Shield even makes them moderately durable if they do get hit.
    • Chances are, if you want to set up flank, you'll want to use melee jacks like the trusty Ironclad, but that makes for a list with very few guns. It's worth looking outside of the Heavies to the light warjacks - Lancers and Fireflies are cheaper but still have 2" reach to trigger Flank from, which is much easier to work with compared to the 1" of most of the bargain heavy warjacks.
  • Precursors are the alternative to the Sword Knights. Precursors don't skew as hard, but they hit like trucks independently of the presence of warjacks and thus give you greater flexibility in order of activation and list building. PKs let you put Chargers on Haley for supplemental shooting instead of having to invest points to get Flank working. They also don't mind Tactical Supremacy to stay in Shield Wall to get up the board. Overlap the DEF buffs and that's effectively DEF 17 + Sacred Ward to boot.
  • A Jakes1 Sidekicked Stormclad benefiting from Temporal Distortion? What about Blinding Radiance? That's effectively DEF 18. You even have access to Ghost Walk to allow it to get around terrain.
  • Acosta at effectively DEF19? I hope you get it at this stage. The added kicker is that any Riposte attack can benefit from the Temporal Distortion debuff.
  • Revive, although not one of Haley3's best spells, can still have a place to keep the pressure up on armies that struggle to generate kills if Future has nothing better to do.
  • Depending on the build, you still have to be aware of whether you want any damage or speed buffs added in, as these are still Haley3's typical weaknesses.

Double Stormwall, on feat turn you press the issue of two practically unkillable colossals at armor 27 with Arcane shield (2 instances of Arcane Shield with the Journeyman).


He keeps everything safe on the way in and gives Sword Knights some useful offensive and defensive buffs.

  • Stryker2 brings Positive Charge to the party. With enough targets for that spell, the knights can be throwing out the equivalent of MAT10 P+S12 weaponmaster attacks thanks to Flank. Deceleration also goes some way to making them more resilient on the way in. If you can combine that with his feat, they will cause a lot of damage.



  • Released 2017 February.

Other Cygnar themes/models

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

Rules Clarifications

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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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)