Theme - The Irregulars

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Mercenary Logo.jpg Theme - The Irregulars

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

Some mercenary contracts offer jobs so desperate, so vile, or so insane that no right-minded group of sellswords would ever consider taking them. For the employers who offer these contracts, it is fortunate that the Iron Kingdoms has no shortage of mercenary companies full of the desperate, the vile, and the insane. When such undesirable jobs appear, they attract an unlikely assortment of mercs willing to do anything, no matter the odds of survival, for another fistful of coin.

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  • The Irregulars, the Mercenary theme force.
  • Irregulars, the model ability.

Theme Rules

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

Theme Restrictions

An army made using The Irregulars theme force can include only the following Mercenary models:

Full Model List

The models allowed in Irregulars are:   [Show/Hide]

This list was last updated: 2020.12   (Edit)

Warcasters

  • All Mercenary warcasters, except the Cephalyx ones.

Warjacks

  • All non-character Mercenary warjacks,
  • Character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.

Battle Engines

Units

(★) The Commodore Cannon can only be included if your warcaster is a Privateer.

Solos

Requisition Points

You can spend each Requisition Point on either:

  • One Mercenary command attachment
  • One other Small- or medium-based Mercenary solo with a point cost of 5 or less

Theme Bonuses

  1. If Ace is included in this army it is a friendly Mercenary model instead of a Cygnar warjack.
    Note: Only Caine3 can take Ace
  2. While 'jack marshaled, warjacks in this army gain Flank [Friendly Warrior].
    Flank [ Warrior ] - When this model makes a melee attack against an enemy model in the melee range of a friendly warrior model, this model gains +2 to attack rolls and gains an additional damage die.
  3. You can reroll your starting roll for the game. Your starting game roll can only be rerolled once as a result of this special rule.

Recent Changes

  • Continuous new releases
    • This theme gets new options much faster than most themes, although most of them are similar enough to existing options that it doesn't affect Irregulars' list design.
    • As such this Recent Changes log doesn't normally keep up-to-date with them. You can look at New Releases if you're curious.
  • 2021.10 Mega Update
    • The free solo option now has to cost 5 points or less

Thoughts on this Theme Force

The Irregulars in a nutshell

The Irregulars are conceived as the plucky band of misfits that just don't fit into the many, many other Mercenary themes. However, due to the catch-all nature of character solos and units being allowed, the theme ends up with a glut of powerful choices that rather imbalance it compared to the more cohesive themes. So you end up with a lot of lists running Nemo4, Asphyxious4, Hermit, Harlowe, and whatever else your particular caster needs to do their thing.

It has so many very powerful choices crammed into it that it's borderline overpowered. On top of this, the Riot Quest game continues to provide a nearly endless supply of solos that are automatically allowed in theme, so while most other themes in all the other factions languish, Irregulars keeps getting more powerful.

The theme lets you reroll the dice to see who goes first, which gets +1 from Anastasia, which means you will go first more often than any other theme. It has options for pathfinder, magic weapon, multiple ARM debuffs, reposition 3", multiple threat extenders, recursion, and much more. Coupled with the power of, say... Fiona the Black, and you have a force that could lead to many a rage-quit.

Oh yeah, and your get Flank on marshaled warjacks which you'll probably never use.

Theme's weaknesses

There are virtually none since Asphyxious4 and Nemo4 came out as the theme has a solo or unit to provide almost any bonus you need, but if we must pick nits...

No non-character solos (Gobber Tinker excepted)

For a long time, this wasn't a weakness because there were only about 3 non-character solos (and they were all sort of "meh"). Now, however, some of the recent releases not being available in Irregulars is starting to be a downside. Specifically, the Powder Monkey, the Steelhead Ironhead, and the Archons, even missing out on the Swamp Gobber River Raiders as a 1pt filler model can sometimes be an issue, albeit a 1 pt issue.

  • The jack marshal theme bonus is an almost useless gimmick most strong players avoid since you have access to three journeyman warcasters, four lesser warlocks, and Malvin and Mayhem.

List Building Tips

Casters of Note

  • Shae - His only privateer models are likely only going to be jacks, but that is all right, as the solos and Gaspy4 more than make up for that. He also loves the Flank bonus to marshaled jacks. A Freebooter or Mariner under Boss MacHorne will do lots of heavy lifting.
  • Captain Rahera - She can really maximize her feat and Black Spot with Idrians, Devil Dogs, and Aiyana and Holt. Even if she only brings a Blockader she doesn't mind only having one Empower solo, too.
  • Bart - Irregulars has better solos than Talion and among Bamfist and Sylys he can fully fuel two colossals, upkeep Hotshot, and cast Batten every turn. On top of that, he really loves the damage buffs, solo hunters, infantry clearing, and defensive models in the theme.
  • Ashlynn2 - Gaspy is probably the best model to benefit from True Path. Croes Cutthroats can do a lot of work with Hand of Fate and can be protected by Artifice, doubly so if you have Gudrun the Wasted for Kinetic Distortion. Also, there are lots of great solos to bring back with her feat, such as Scythe, Alexia2, or Princess Delores.
  • Crosse2 - He will find excellent targets for his upkeeps here in Idrians and Gaspy as well as lots of damage buffs to augment his personal output. Nemo4 also adds a recursive element he so loves for his Lifebound unit.
  • Magnus1 can snipe some Idrians or Croes.
  • Damiano can have a field day with Gaspy and Idrians, Croes or even Nyss in tow, making for a very strong melee list that also features great gun play which should give his jacks plenty of RtW moves. He also loves Alexia2 recycling the souls of infantry into Thrall Warriors who turn into P+S 13 weapon master on feat.
  • Ossrum - His feat will only work on his BG and a few limited solos, but that's fine. He can get a lot of value out of Thor and Widget1 with a marshalled Avalancher under FFE, put Snipe on Croes and Bullet Dodger on Crosse. FFE has many more excellent targets here, such as Dez&Gubbin, Glyn, or even a jack under Nemo4 or Gaspy4.
  • Durgen - Dual Attack from the feat is pretty cute on Croes, who are also excellent Primed targets thanks to Reposition 5", which lets them move into enemy lines and threaten explosions.
  • Gorten - Rock Wall and Solid Ground means he can deliver any kind of infantry effectively, and Croes Cutthroats reward him with explosive damage potential, while Eliminators are excellent flanking pieces. Just like in Hammer Strike you can also bring Bamfist and Gudrun2 here for DEF stacking. The main draw however are the many damage buffs in the theme, like Throne and Gaspy, because he has none.

Units and Battle Engines

  • Most good Irregulars lists start with Asphyxious4 and/or Nemo4 which dramatically increases your focus pool and lets you run jack heavy with the best of them. They are probably the main reason to play this theme because not only are they powerful models themselves, they also make everything around them better via recursion, damage fixes, and threat extensions.
    • The Siege Crawler can't actually reinforce anything in theme.
    • Idrian Skirmishers are decent ranged units, though they're slightly below the curve.
    • Nyss Hunters are much cheaper than Idrians and follow a similar combined arms strategy. With no native defensive abilities, you will need to provide them for them, which not every caster can do.
    • Croe's Cutthroats are the next flavour of combined arms single wound infantry. They have built-in Advance Deployment, Stealth, Pathfinder, and Reposition 5"(!) all of which are great abilities. They also have Backstab and Prey which dramatically improve their damage output if combined with Gastone Crosse.
    • Precursor Knights are great in melee, but have delivery issues outside of Flame in the Darkness.
    • Kayazy Assassins similarly have delivery issues due to their low SPD and reach. If you can deliver them you can get one turn of Shadow Dancing Backstab fun.
    • Devil Dogs are 10 knockdowns on a stick.
    • Boomhowler1 are a cheap throwaway unit. Basically, the closest thing you will find as a replacement for Steelhead Halberdiers. Boomy's Cacophony bubble can be randomly very nasty for your opponent to play around if you manage to get him there.
    • Kayazy Eliminators - They are the best two-man units in the faction and if you have 8 points to spare they make a great addition.
    • Lynus & Edrea - They can be cute with Crosse2 to bolster his gun but overall less effective than a 5 point solo
    • Herne & Jonne - Okay-ish with Durgen, but pretty outclassed overall.
    • Lady Aiyana & Master Holt - They used to be an excellent choice, but in lieu of Gaspy4, the Hermit, and Throne handing out damage buffs like candy and magic weapons being more common on individual models, they are the expensive kind of overkill.

Solos

Maximize free solos and bring the most useful ones that fit with what your army wants to do. One of the strengths of Mercenaries is the power of the in-faction solos. Though the solo selection is caster-dependent, it's hard to go wrong with the Hermit as your first freebie.

  • There are too many solos in this theme to do a complete rundown but there are a few standouts and groups of models that do similar things to each other:
    • The lesser warlocks are all usable although they have lost a step in mercs over time.
  • Alten Ashley, Kell Beiloch, Harlowe Holdemhigh, Taryn, Scythe and Princess Graciela are all potent mid-to-long range shooting solos that need zero caster input to be functional. The latter two cannot be requisition options, but have the strongest guns of the bunch, so it becomes a question of how many points you have left to spend on this kind of solo.
    • Gabriel Throne, Ragman, Hermit, Gorman1, Hutchuk - All of them carry damage buffs that get progressively more conditional. Ragman is kinda obsolete thanks to Gaspy4 already handing out Dark Shroud like candy, but Throne, the Hermit, and even Gorman still frequently make it into lists due to the additional utility they bring.
    • Crosse1 is a good choice for Croes-based builds, as he brings the Discombobulate spell that turns Backstab online.
    • Sylys, Hermit - If you have a spell-slinging caster such as Fiona these two make boosting attack rolls on their spells superfluous with Arcane Secrets and Telemetry.
    • Gudrun2, Hermit - When it comes to keeping key models alive, these two have you covered. Kinetic Distortion discourages shooting and can be stacked with concealment or cover and Mad Visions negates one damage roll per game, which can decide whether you lose a colossal completely or not.
    • Anastasia di Bray - She should be in every Irregulars list. Sometimes you forget you wanted to ambush her and never deploy her all game, and she still was worth her inclusion, because she passively grants +1 to your starting roll just by being in your list. That alone is worth 3 points! If she ambushes, kills a solo, and then eats a shot that could have killed something else, she will have made more than her points back. Espionage sometimes randomly wins you the game against an unaware opponent, but it doesn't come up often.
    • Lanyssa - This is the only speed buff in the theme, which some casters love, and some don't care about. She sort of enables the jack marshaling benefit because jacks charge for free against Hunter's Marked targets, so there's that as well.

Jack Marshalling

  • Warcasters that let marshaled jacks charge for free, Magnus1 and Shae might get some use out of the Flank benefit
  • Lanyssa Ryssl, Nyss Sorceress Widget and Bamfist are helpful with marshaled jacks as they hand out free charges, an extra attack or free focus, respectively, allowing them to charge and crush, though it is much easier, albeit more expensive, to just take a Mangler.
  • Jack Marshals are much improved and this theme lets you take the aforementioned Lanyssa, Widget, and Bamfist to greatly augment them.

The Mercenary jack marshals are:


Starting a 25 point Brawl list

In 2021.03 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.

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] (5 pts)
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]


For more Brawlmachine list ideas, see Category: Brawl List


Sample 75pt List

  • [Fiona 1] Fiona the Black [+27]
    • Mangler [14]
    • Toro [13]
    • Sylys Wyshnalyrr, the Seeker [0(4)]
  • Alexia, Mistress of the Witchfire [6]
  • Anastasia di Bray [3]
  • Gastone Crosse [0(5)]
    • Nomad [11]
  • Grand Master Gabriel Throne [7]
  • Hermit of Henge Hold [0(5)]
  • Scythe [6]
  • Thamarite Advocate [3]
  • Thamarite Advocate [3]
  • Asphyxious the Sanctified [14]
    • Talon [6]
  • Croe's Cutthroats (max) [16]

This is a particularly punishing list that crams one of the strongest casters in the game with some of the most powerful models in mercenaries. It provides board control, good shooting, good melee, multiple bonuses to go first, excellent scenario pressure, and tons of focus.

Other

Trivia

Released 2017.08

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

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

"Juniors"

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 : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
  • If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
  • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (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.

Other

  • 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)