Theme - Strange Bedfellows

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Convergence Logo.jpg
Mercenary Logo.jpg
Strange Bedfellows

Convergence & Mercenary Theme Force

Clockwork Legions - Destruction Initiative - Strange Bedfellows

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.

Directrix reveals to Aurora that her father is Nemo, and she reunites with him as he lies on his deathbed. She takes him to a Convergence base and transfers his consciousness into a giant metal orb built by Locke, who had built it "just cause I could". With the Infernal invasion looming, Directrix is trying to complete the "Great Work" which is a portal which will bring Cyriss to Caen. Nemo decides that they need to reverse the Great Work, and send the people of Caen to Cyriss. Aurora and Nemo start a civil war to gain control of the Great Work. Meanwhile Asphyxious realizes that if all the mortals are slaughtered, then there will be no fresh meat for the Nightmare Empire, so he decides to "save" the empire of Man. Using constructs and undead against Infernal forces turns out to be effective, as the lack of fresh souls starves the Infernal armies. Asphyxious gets a big head from his success, and decides to go one-vs-one vs an Infernal Master, Omodamos. Asphyxious gets shattered into pieces. Deneghra picks up Asphxyious' phylactery and carries it to Aurora's forces. His consciousness is transferred into a clockwork body, and he joins the civil war. - Thus creates the Strange Bedfellows

Theme Rules

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

Theme Restrictions

An army made use the Strange Bedfellows theme force can include only the following models:

Full model list

The models allowed in Strange Bedfellows are:   [Show/Hide]

This list was last updated: 2021.02   (Edit)



  • All non-character Convergence warjacks
  • All non-character Mercenary warjacks
  • Mortenebra only: all non-character Cryx warjacks
  • Character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.
Note 1: Warcasters can take any mix of warjacks they like, regardless of their original Faction.
Note 2: Vectors keep their Induction node, and Warjacks keep their Cortex, regardless of who their controller is.
Note 3: Asphyxious4 and Nemo4 can also take Cryx or Cygnar warjacks respectively, due to their own special rules.

Battle Engines



Requisition Points

Conflict Chamber will tell you this is a valid list, but it isn't. Strange Bedfellows has a similar problem.

You can spend each Requisition Point on either:

  • One warjack with a point cost of 5 or less
  • One small- or medium-based solo with a points cost of 5 or less
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If you're using Conflict Chamber to do list-building, note that as of 2021.02 there is a bug with the free warjacks: It will put a free warjack in your list by subtracting that many points from what you've spent on troops.

You might underspend on your WJP and overspend on your troops if you're not careful. See screenshot.

Theme Bonuses

  1. All models in this army are considered to be Convergence and Mercenary models.
    Mercenary players get access to Mortenebra and Aurora.
    Convergence players get access to Mortenebra.
    Cryx and Cygnar players cannot use this theme.
  2. Non-Servitor solos in this army gain Swift Vengeance.
    Swift Vengeance - If one or more friendly warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponent's last turn, during your Maintenance Phase this model can advance 3" and make one basic melee attack.
  3. When a model in this army is affected by the Repair special rule, remove 1 additional damage point.

Thoughts on Strange Bedfellows

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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 either a Convergence or Mercenary list, regardless of which caster you use in this theme.

Strange Bedfellows in a Nutshell

This theme represents the alliance between Aurora and Asphyxoius in response to the infernal invasion. It allows only Aurora and Mortenebra casters, but can be played in Convergence or Mercenaries with either.

It allows a mix of Angels and undead thralls, as well as Asphyxious4, Nemo4, Void Archons, Transfinite Emergence Projectors (the TEP), and warjacks from Cryx, Convergence, and Mercenaries.

It is considered both a Mercenary and Convergence theme for tournament purposes. It is not a Cryx theme.

It is most notable for being blisteringly fast and hard-hitting, but it is also fragile.

Vectors & Warjacks & Bears, oh my

So what happens if you put Mercenary warjacks on Aurora, and/or Convergence vectors on Mortenebra? (and/or Nemo4 & Asphyxious4)

  • If you put warjacks in your battlegroup, then they keep their Cortex regardless of their controller.
    • They will gain focus via Power Up.
    • They cannot receive focus via Induction, and they cannot pass on focus via Induction.
  • If you put vectors in your battlegroup, then they keep their Induction Node regardless of their controller.
    • They don't get focus via Power Up.
    • They still use their controller's MAT/RAT.
    • They can receive/pass on focus with their Induction node.

Note that when it comes to "Junior Warcasters" and the Induction node, Vectors can only receive/pass on focus from other vectors in the same battlegroup. This means Induction can be inefficient on a small battlegroup, so it's advised to put non-Vectors on the Junior - especially since Juniors can't take the Corollary to help with focus efficiency. That said the Diffuser can be a solid choice for a Junior.

Requisition Options

Requisition options are harder to work out in Strange Bedfellows than most normal factions because there is so much on offer. The "default" choices for flexible lists are mostly chosen from the six-point options:

  • The Corollary is an auto-include if you are planning on playing a Convergence battlegroup (generally with Aurora2 or Mortenbra2); the ability to store 3 focus from round to round is just incredible.
  • Diffusers might not have Power Up but the Beacon shot is so good it's often worth including one even without any other Vectors.
  • A Galvanizer is decent as a repair/melee vector
  • Mortenbra can bring a Shrike or a Deathripper
  • The Hermit of Henge Hold is only five points but is extremely versatile, a superb scenario piece, and makes almost every part of your army work better. There's a reason he's seen in so many lists throughout the game.
  • Eilish Garrity, the Occultist is a decent upkeep counter with a boosted zap
  • J.A.I.M.s is a melee hunter with Prey
  • Prefect Hypatia leads the angels

Theme weaknesses

There is little to nothing the army can do about cloud walls.

Casters with strong defensive feats blunt the alpha strike

Good early purchases

Start with Asphyxious the Sanctified and 1 or 2 Void Archons. Then pick either Aurora as your caster. Aurora1 wants Soul Hunters and Angels besides Voids and Asphyxious. Aurora2 wants flying jacks (Tesselators, Negators, and Scavengers on Asphyxious) and 1 non-flying heavy with good DEF and good dual attack potential for her upkeep spells like a Swabber or a Vanguard.

Caster Thoughts


Aurora 1 is an infantry caster whose party piece is to give all the warrior models +2 Speed and flight, and can also have warrior models boost off her focus. Strange Bedfellows gives her access to the SPD 9 cavalry Soulhunters (and flying SPD 11 cavalry is no joke) or cheap swarm infantry in the form of Mechanithralls.

Dark Shroud is widely available to the theme so Soul Hunters will be blazing fast and hit quite hard.

She's also not a jack-caster in the slightest, and her Admonition spell can work really well on a counter-charging Toro, so she gets on well with mercenary warjacks she doesn't have to spend 5 points for a Corollary to run well. Having little focus to spare, you could do worse than run a pair of Mariners to sit back and shoot all game, or grab either Manglers or a Diffuser for the free charge. Or just grab a Blockader and write off Apparition. It's unlikely that you ever want to buy jacks with Aurora that aren't either requisition options or are at least partially paid for by her jack points.

Finally, Mechanithralls really appreciate Flare from Attunement Servitors or the Cipher so they can actually hit things. With Necrosurgeons, Enigma Foundrys and Nemo4 the list can be built for recursion (just keep in mind the foundries only support Angels, the surgeons only support Thralls, while Nemo can support both).


Aurora 2 is an air superiority caster who gets along really well with models that can already fly - a list that of course starts with Clockwork Angels and Negation Angels and includes the Void Archon, Carrion Thralls, and Widget. As a jack-caster she has MAT 7, RAT 5, and Spirit Door, and can make one (but only one at a time) of her jacks fly so she can play an effective hit and run game. You might want some Tesselators and Negators in her battlegroup as well since they fly and she has a couple of ways of boosting ranged damage. There seems little doubt that this theme was made for her.


Master Necrotech Mortenebra & Deryliss is a battlegroup-focussed caster and she has a few reasons to go in Strange Bedfellows:

  • Her Sacrificial Lamb spell can stack with Vector's Induction rule giving her warjacks a crazy level of focus to play with each turn.
  • Everything in the theme becomes friendly Faction and so will benefit from her feat. Specifically, Void Archons, TEPs, or even a Blockader will get re-rollable sprays.
  • Mercenary warjacks are good.
  • The combination of Overrun and Beacon from a Diffuser lets a heavy move ridiculously far and charge for free, fully loaded with focus. Spectral Steel adds pathfinder and free strike immunity; a Toro threats 17" and will be ARM 22 with Spectral Steel.

The problem is that, aside from her feat, she does nothing to support the non-warjack parts of her army. So you need to use "self-sufficient" models (which the Void Archon and TEP are - although both like protection).

Also when it comes to Vectors she has a few more minor drawbacks: having Deryliss she can't take the Corollary, her MAT/RAT are nothing to write home about, and she doesn't have a Field Marshal ability. Also, an overrun slingshot can easily send them out of induction range.

Overall, Mortenebra1 in Strange Bedfellows is unlikely to be a meta-defining powerhouse list but there's enough there that she can be interesting.


  • Deryliss' Tune-Up combines extremely well with auxiliary attacks from Widget1.
  • Speaking of Tune Up, using it on the Galleon or Blockader can be very powerful. Spectral Steel is also a very good buff for either of them.
  • If you do take colossals remember that Mortenebra's main trick, Overrun, does not let colossals move.


Mortenbra2 in Cryx is normally crippled by a lack of focus; she has a very good toolkit including Spellpiercer and an effective feat, as well as an ARM debuff. Unfortunately, she has no abilities for focus efficiency so can't run a big battlegroup - and doesn't really do anything for models outside her battlegroup. However between Induction and the Corollary Convergence battlegroups can be extremely focus-efficient. She might want a bonejack to arc through (and to set up a flank on feat turn) although the ADO is more normal.

However, she lacks a delivery mechanism for her army and might get shot off the board. Brute Thralls can go some way to alleviate this, however. Also note that a Negator only gets to flank once at most even under her feat.

Primer - Warjacks

This primer is intended as a very very brief overview of the models available in this theme, so you know whether they're likely to fit in with your existing collection and/or what new tools you might gain.

Cryx Warjacks

  • Arc Nodes: Deathripper, Nightwretch, Ripjaw, and Defiler.
    The Deathripper and Nightwretch are most popular; the Deathripper is cheapest, while the Nightwretch's POW 14 gun means it can do some work and be arced through at the same time for only one point more.
  • Combat Lights: Helldiver, Scavenger, Shrike, Stalker.
    The Stalker is the most popular, especially with Asphyxious4. The Scavenger and Shrike are situationally useful. The Helldiver has seen some resurgence after the Burrow change.
  • Ranged Heavies, Slayer-chassis: Corruptor, Reaper. Crabjack chassis: Desecrator, Harrower, Leviathan
    Crabjacks are slower than the Slayer chassis, but are steady, pathfinder, and have a tiny bit more durability.
    The Corruptor is a utility piece, especially good against living infantry. The Reaper is good against heavies (but not colossals).
    The Desecrator has a stay-in-play AOE that does damage. The Leviathan has a random ROF with Burst Fire. The Harrower is very much a combined-arms jack, and it is slightly over-costed.
  • Colossals
    • Both Cryx colossals are infamous for their "noodle arms": melee weapons with Chain Strike and Chain Weapon. They like to sit behind your troops, reach over with their 4" melee range, and tickle the enemy to death.
    • Kraken is a combined-arms colossal. It has a long-range powerful gun, which it can fire after making melee attacks if it triggers Kill Shot. It has a piddly little second gun. The more living troops it kills in melee, the more powerful it becomes at both melee and ranged.
    • Sepulcher is a support colossal. It has 3 medium-ranged medium-power guns. The main one has a Paralysis AOE, and the two side ones have random ROF with Burst Fire. It synergizes with Mechanithralls.

Convergence Warjacks

  • Support Lights: Corollary, Diffuser
    The Corollary increases your control range and makes vectors more efficient; it is considered an auto-include with every Convergence caster that uses Vectors. The Diffuser fires an accurate Beacon shot that provides free charges and +2" of charge distance.
  • Combat Lights, Walkers: Galvanizer, Mitigator, Floaters: Negator, Tesselator
    The Galvanizer may repair but its main thing is that it's a 5 point warjack so it is very spammable. The Mitigator has a knockdown AOE gun that does auto-damage. However, it is the least popular vector because it struggles to be useful and fit in an induction chain. The Negator is a flying flank jack that wants to be run in multiples. And the Tesselator has some very nice and effective guns and can easily be part of an induction chain.
  • Heavies, Walkers: Cipher, Inverter, Monitor, Floaters: Assimilator, Conservator, Modulator
    The floating ones are slightly faster and have Pathfinder, but weaker and less durable.
    Walkers: The Cipher has a mortar with 3 Attack Types, blast damage, create rough terrain, or Flare. The Inverter is a beatstick with natural POW comparable to most Colossals. The Monitor has a very long-range ricochet gun, and is 1 point cheaper than the Inverter.
    Floaters: The Assimilator has an AOE gun with Ground Pounder. The Conservator is a beatstick heavy with Hand of Vengeance and Shield Guard. The Modulator shoots lightning and is the cheapest heavy vector.
  • Colossals
    • Prime Axiom - Convergence's prime (heh) Colossal, with a pair of tow cables with drag and two very powerful fists. It can also spawn any type of Servitor, making it tactically flexible. The Axiom is Convergence's preferred choice of Colossal, mainly due to its flexibility & ease of use.
    • Prime Conflux - A giant lightning generator that hits as hard as the Prime Axiom in melee and supports other Lightning-damage models in its army.

Mercenary Warjacks

  • Melee Lights: Talon
    A 6 point warjack with a spear and shield.
  • Ranged Lights: Buccaneer, Swashbuckler, Vanguard
    The Buccaneer is cheap and has a knockdown net. The Swashbuckler is an overcosted all-rounder, and the Vanguard is expensive for a light but has a shield, shield guard, a very good halberd, and a gun.
  • Melee Heavies: Freebooter, Mangler, Nomad, Toro
    The Freebooter is better described as a 9 point "light on steroids", the Nomad is a no-frills beater for 11 points, as is the Toro but it has counter charge, and the Mangler is an aggressive jack with a thresher.
  • Ranged Heavies: Mariner, Mule, Rover, Swabber
    The Mariner does everything pretty well, the Mule is a crit-fisher, the Rover is a brawler with a shield and shield cannon, and the Swabber is a heavy with a shield and two guns, one of which drags heavies.
  • Colossals
    Blockader - A powerful melee colossal with 4" rocket fists
    Galleon - A harpoon gun, some support guns, and a power lifter to help someone else move.

Primer - Units & Solos

This primer is intended as a very very brief overview of the models available in this theme, so you know whether they're likely to fit in with your existing collection and/or what new tools you might gain.

Cryx Troops

Asphyxious4 is known as a "Super Junior" and comes with lots of Dark Shroud to debuff armour, the capability to form a cloud wall and personally contribute the way a similarly costed heavy can.

Thrall units are mostly very cheap reanimated corpses with stats to show why they are so cheap/

  • Bile Thralls have a low RAT spray and can blow themselves up to hit automatically. Carrion Thralls are very cheap flyers. Mechanithralls are some of the cheapest combat models in the game and can bring cheap shield guards. Soulhunters are fast soul collecting cavalry. The Necrosurgeon makes small-based thralls, adding recursion to all this chaff.

Thrall Solos are stitched together from corpses.

Convergence Troops

Angels are SPD 7 flying advance deploying skirmishers, used in units of three

  • Clockwork Angels have a POW 10 RNG 10 CRA gun, and Reposition. Negation Angels are slightly more expensive with an 8" range gun - but when using Gang can be POW 14. Prefect Hypatia is the character Angel and hands the rest of them Apparition

Servitors are very cheap solos that you buy in blocks of three. The Prime Axiom can spawn any of the four generic types, while the Prime Conflux & TEP each have their own unique breed.

Optifex are still-living priests of the Convergence

Other Solos

  • Destructotron 3000 carries a couple of electrical guns and makes electrical attacks near it more accurate. The Enigma Foundry is a soul collector that returns convergence warriors to play, mostly used with the medium-base troops. The Frustrum Locus provides anti-magic tech and has a good gun. The Steelsoul Protector is a 4 point support shield guard.

Cygnar Troops

Nemo4 is a battle engine, a troop recursor with electrical guns, and a junior warcaster. His jacks of choice are probably the Firefly, the Charger, the Hunter, and at the expensive end of the spectrum Dynamo.

Stormsmiths throw around lightning and can combine with the Destructotron 3000, the Prime Conflux, and the rest of the electrical charge brigade (including the Modulator) for an electrical-themed list with electrical damage bonuses:


There are some mercenary solos in the list - most of whom provide utility and toolboxes of effects.

  • Eilish1 brings Puppet Master, a magical and boostable zap, and upkeep removal.
  • Hermit of Henge Hold provides an ARM debuff, Ancient shroud, Telemetry, and is very difficult to remove.
  • J.A.I.M.s is the only non-toolbox model, a roving ball of prey and melee sushi-making seen in many Convergence lists.
  • Void Archon costs 9 pts but comes with boostable sprays, teleportation, and a Dark Shroud ARM debuff.
  • Widget, Tinker Extraordinaire is a 3 point mechanic with Ancillary Attack that can be used on any warjack or vector in the theme.
  • Widget, Mathlete Archeologist is a flying model with a hand cannon that drops Servitor solos into play.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this Convergence 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.

Aurora2: [+27 WJP] (Convergence)
Void Archon: [9 pts]
Prefect Hypatia: [Free] (5 pts)
Algorithmic Dispersion Optifex: [2 pts]
Stormsmith Stormcaller: [1 pt]
Negation Angels: [6 pts]
Stormsmith Grenadiers: [5 pts]

In 2021.03 Phillip Melvin, one of the LOS authors, put together this Mercenaries 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.

Aurora1: [+29 WJP] (Mercenaries)
Void Archon: [9 pts]
Prefect Hypatia: [Free] (5 pts)
J.A.I.M.s: [5 pts]
Widget1: [3 pts]
Scrap Thralls: [2 pts]
Negation Angels: [6 pts]

For more Brawlmachine list ideas, see Category: Brawl List



Released 2020.02

Other Faction models/themes

Convergence Logo.jpg       Convergence Index       (Edit)            

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion


Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator


Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor


Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator


Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector - Widget, Mathlete Archeologist

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss 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: 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)