Difference between revisions of "Theme - Strange Bedfellows"

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===Rules Clarifications===
 
===Rules Clarifications===
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Revision as of 19:32, 13 February 2020

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

Fluff

Theme Rules

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)

Warcasters

Warjacks

  • 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

Units

Solos

Requisition Points

You can spend each Requisition Point on either:

  • One warjack with a point cost of 6 or less
  • One Convergence Angel unit
  • One small- or medium-based solo

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 ffected by the Repair special rule, remove 1 additional damage point.

Recent Changes

2020.02 Theme released


Thoughts on Strange Bedfellows

Template:Recent Release

Info icon.png

Oblivion's Theme Faction mashup

The 3 themes released in Oblivion mixes up Factions in a new way, so here's a quick recap of what it means in terms of list pairings:     [Show/Hide]
Although there are 6 Factions you can steal from, you have to pick just one then all the stolen models must be from the same original Faction.
It is always an Infernal army and in a Steamroller tournament it must be paired with another Infernal army. (Although you can pair it with another Hearts army, that steals from a completely different Faction.)
It is both a Khador and a Protectorate theme, and can be paired with either a Khador army or Protectorate army.
For example, you could build an army with nothing but Protectorate models in this theme, and you could still pair it with a Khador army.
It is either a Khador, Cygnar, or Mercenary theme, and must be paired with an army from the same Faction.
For example, if you use a Cygnar warcaster in this theme, it is a Cygnar army and must be paired with another Cygnar army.

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, and since both versions of Morty are pretty bad. it's mostly Aurora's home.

It allows a mix of Angels and undead thralls, as well as Asphyxious4, Nemo4, Void Archons,Transfinite Emergence Projectors 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.

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.

Theme weaknesses

Not beginner-friendly in terms of buying models. It's a real mish-mash of forces, and if you collected it as your first ever theme you'd end up with bits and pieces from four different Factions. That makes it very hard to start a second force in another theme without almost doubling your purchase costs.

Good early purchases

Start with Asphyxious the Sanctified and 1 or 2 Void Archons. Then pick either Aurora as you 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 spell like a Swabber or a Vanguard.

Starting with a 25 point force

If you want to try this theme but are still stuck for ideas, try this.

  • text

Caster Thoughts

There are three very different casters who gain a lot by taking models that aren't normally allowed - and they look for three very different lists. One caster doesn't appear to get what she needs from another faction.

Aurora1

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 6 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 Manglers for the free charge. Or just grab a Blockader.

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).

Aurora2

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.

Mortenebra1

Mortenbra1 is probably the least interesting caster on the Strange Bedfellows list. Deryliss means that you can't take a Corollary, and that and MAT 6 RAT 4 with no Field Marshal leads to weak Convergence warjacks. Deryliss' Tune Up combines extremely well with auxillary attacks from Widget. Worth noting is that her feat can lead to a lot of re-rollable sprays from TEPs, Void Archons, and even a Blockader. Speaking of the Blockader, using Tune Up on either merc colossal can be very powerful, Spectral Steel is also a very good buff for either them, just remember colossals cannot overrun.

Mortenebra2

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).

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.

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 popular. 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 coloosal. 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 synergises with Mechanithralls (which I doubt will be allowed in this theme).

Convergence Warjacks

  • Support Lights: Corollary, Galvanizer
    The Corollary increases your control range and makes vectors more efficient. The Galvanizer is a repair bot.
  • Combat Lights: Diffuser, Mitigator
    The Diffuser has a gun which, if it hits, increases model's charge range vs the target. The Mitigator has a knockdown AOE gun which does auto-damage.
  • Heavies, Walking Chassis: Cipher, Inverter, Monitor Floating Chassis: Assimilator, Conservator, Modulator
    The floating ones are slightly faster, 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. The Monitor is equipped a litle bit like a Reaper, but the gun has longer range and doesn't have Drag.
    Floaters: The Assimilator has Ground Pounder. The Conservator is a beatstick heavy with Hand of Vengeance and Shield Guard. The Modulator shoots lightning and fries stuff in between, a bit like a Stormwall's lightning pods do but suffers from its melee being only POW 14.
  • Colossals
    • Prime Axiom - Like a Reaper, it has a Drag & Sustained Attack combo going on. Unlike a Reaper, it has two of these weapons, and the guns do auto-damage so you're nigh-guaranteed a drag. Also, it can spawn new Servitors, of almost any type.
    • Prime Conflux - More of a support colossal. It supports lightning-based models. It spawns it's own pet lightning Servitors.

Mercenary Warjacks

  • Melee Lights: Talon
    Talon - a 7 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 average cost 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 no-frills Nomad has almost been rendered obsolete by the counter-charging shield-carrying Toro for only one point more, 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 - 33 points, an average of 4 sprays with Shooting Gallery, and powerful melee.
    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 both buffs allied constructs and comes with lots of Dark Shroud to debuff armour.

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.

Optifex are 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 - but the Angel units are too small to really take advantage. The Frustrum Locus provides anti-magic tech. The Steelsoul Protector is a 4 point support shield guard.

Cygnar Troops

Nemo4 is a battle engine, a troop recursor with electrical guns, and still in CID. 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):

Mercenaries

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

  • Eilish1 Puppet Master, a magical and boostable zap, upkeep removal.
  • Hermit of Henge Hold is the Hermit. An ARM debuff, Ancient shroud, Telemetry, and the rest of the works.
  • J.A.I.M.s is the only non-toolbox model - a roving ball of prey and melee sushi-making.
  • Void Archon is an 8 point roving ball of death. Boostable sprays, teleportation, and a Dark Shroud ARM debuff.
  • Widget, Tinker Extraordinaire is a 3 point mechanic with Ancillary Attack

Other

Trivia

In CID 2019.10

Other Faction models/themes

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

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

Light

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

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

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

Solos

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)
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

RC symbol.png

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)
RC symbol.png

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)