Forces of Warmachine: Cygnar
Forces of Warmachine: Cygnar Rulebook
Table of Contents
Table of Contents
- Cygnar Theme Forces
- Commander Stryker: Combined Arms
- Lord Commander Stryker: Charge of the Storm Brigade
- Captain Victoria Haley: The Dead Line
- Major Victoria Haley: Gravediggers
- Lieutenant Allister Caine: Sons of the Tempest
- Captain Allister Caine: The Huntsman
- Commander Adept Nemo: Eye of the Storm
- General Adept Nemo: The Weathermen
- Captain E. Dominic Darius: Wrecking Crew
- Major Markus "Siege" Brisbane: The Big Guns
- Captain Jeremiah Kraye: Mobile Strike Force
- Captain Kara Sloan: Gunslingers
- Cygnar Warcaster Profiles
- Major Markus "Siege" Brisbane (Cygnar Warcaster)
- Lieutenant Allister Caine (Cygnar Warcaster)
- Captain Allister Caine (Cygnar Epic Warcaster)
- Captain E. Dominic Darius & Halfjacks (Cygnar Warcaster & Solos)
- Halfjack (Cygnar Solo)
- Captain Victoria Haley (Cygnar Warcaster)
- Major Victoria Haley (Cygnar Epic Warcaster)
- Captain Jeremiah Kraye (Cygnar Cavalry Warcaster)
- Commander Adept Nemo (Cygnar Warcaster)
- General Adept Nemo (Cygnar Epic Warcaster)
- Cygnar Warjacks
- Charger (Cygnar Light Warjack)
- Firefly (Cygnar Light Warjack)
- Grenadier (Cygnar Light Warjack)
- Hunter (Cygnar Light Warjack)
- Lancer (Cygnar Light Warjack)
- Sentinel (Cygnar Light Warjack)
- Thorn (Cygnar Character Light Warjack)
- Centurion (Cygnar Heavy Warjack)
- Cyclone (Cygnar Heavy Warjack)
- Defender (Cygnar Heavy Warjack)
- Hammersmith (Cygnar Heavy Warjack)
- Cygnar Troops
- Arcane Tempest Gun Mages (Cygnar Unit)
- Arcane Tempest Gun Mage Officer (Cygnar Unit Attachment)
- Long Gunner Infantry (Cygnar Unit)
- Long Gunner Infantry Officer & Standard (Cygnar Unit Attachment)
- Precursor Knights (Cygnar Morrowan Ally Unit)
- Precursor Knight Officer & Standard (Cygnar Morrowan Ally Unit Attachment)
- Rangers (Cygnar Unit)
- Storm Lances (Cygnar Storm Knight Cavalry Unit)
- Stormblade Infantry (Cygnar Storm Knight Unit)
- Stormblade Infantry Officer & Standard (Cygnar Storm Knight Unit Attachment)
- Cygnar Weapon Crews
- Trencher Cannon Crew (Cygnar Weapon Crew Unit)
- Trencher Chain Gun Crew (Cygnar Weapon Crew Unit)
- Trencher Commandos (Cygnar Unit)
- Trencher Commando Scattergunner (Cygnar Weapon Attachment)
- Trencher Infantry (Cygnar Unit)
- Trencher Infantry Officer & Sniper (Cygnar Unit Attachment)
- Trencher Infantry Rifle Grenadier (Cygnar Weapon Attachment)
- Field Mechaniks (Cygnar Unit)
- Black 13th Gun Mage Strike Team (Cygnar Arcane Tempest Character Unit)
- Gun Mage Captain Adept (Cygnar Arcane Tempest Solo)
Cygnar Theme Forces
Commander Stryker: Combined Arms
Warjacks: Cygnar non-character warjacks, Ol' Rowdy
Units: Field Mechaniks, Long Gunner Infantry, Trencher Infantry, Stormblade Infantry
Solos: Journeyman Warcaster, Stormblade solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Up to one heavy warjack gains Advance Move for each Field Mechanik unit in the army. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 2
- Requirements: Stryker's battlegroup includes Ol' Rowdy.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 3
- Requirements: The army includes two or more Long Gunner Infantry units.
- Benefit: Add a unit attachment to one Long Gunner Infantry unit free of cost. This unit attachment ignores FA restrictions.
- Tier 4
- Requirements: Stryker's battlegroup includes two or more Lancer warjacks.
- Benefit: Friendly models/units can begin the game affected by Stryker's upkeep spells. These spells and their targets must be declared before either player sets up models. Stryker does not pay focus to upkeep these spells during your first turn.
Lord Commander Stryker: Charge of the Storm Brigade
Warjacks: Cygnar non-character warjacks, Ol' Rowdy, Thunderhead
Units: Field Mechaniks, Storm Knight units, Stormsmith Storm Towers
Solos: Squire, Storm Knight solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Storm Lance units in this army become FA 2. Reduce the point cost of Stormclad warjacks by 1.
- Tier 2
- Requirements: The army includes two or more Stormblade Infantry units.
- Benefit: Add a unit attachment to one Stormblade Infantry unit free of cost. This unit attachment ignores FA restrictions.
- Tier 3
- Requirements: The army includes Major Katherine Laddermore.
- Benefit: Place Major Katherine Laddermore and Storm Lance units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone.
- Tier 4
- Requirements: The army includes two or more Stormclad warjacks.
- Benefit: Your deployment is extended 2" forward.
Captain Victoria Haley: The Dead Line
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers, Thorn
Units: Field Mechaniks, Long Gunner Infantry, Precursor Knights, Sword Knights
Solos: Gun Mage Captain Adept, Journeyman Warcaster
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Reduce the point cost of each Long Gunner Infantry unit by 1.
- Tier 2
- Requirements: The army includes two or more Long Gunner Infantry units.
- Benefit: Add a unit attachment to one Long Gunner Infantry unit free of cost. This unit attachment ignores FA restrictions.
- Tier 3
- Requirements: The army includes one or more 'jack marshaled warjacks.
- Benefit: 'Jack marshaled warjacks and the units that control them gain Advance Deployment.
- Tier 4
- Requirements: Haley's battlegroup includes two or more Hunter warjacks.
- Benefit: Models/units in the army gain Pathfinder during your first turn of the game.
Major Victoria Haley: Gravediggers
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers, Thorn
Units: Field Mechaniks, Trencher Units
Solos: Trencher solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: You can redeploy one Trencher model/unit after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
- Tier 2
- Requirements: The army includes Captain Maxwell Finn.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 3
- Requirements: The army includes two or more Trencher Commando and/or Trencher Infantry units.
- Benefit: For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other.
- Tier 4
- Requirements: Haley's battlegroup includes two or more heavy warjacks.
Lieutenant Allister Caine: Sons of the Tempest
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
Units: Arcane Tempest units
Solos: Arcane Tempest solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Arcane Tempest Gun Mage units in this army become FA U. Reduce the point cost of each Arcane Tempest Gun Mage unit by 1.
- Tier 2
- Requirements: The army includes two or more Arcane Tempest Gun Mage units.
- Benefit: Add a unit attachment to one Arcane Tempest Gun Mage unit free of cost. This unit attachment ignores FA restrictions.
- Tier 3
- Requirements: The army includes three or more warjacks.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 4
- Requirements: The army includes the Black 13th Gun Mage Strike Force.
- Benefit: Caine and Arcane Tempest models/units gain Stealth during the first round of the game.
Captain Allister Caine: The Huntsman
Warjacks: Cygnar non-character light warjacks
Units: Arcane Tempest units, Rangers
Solos: Arcane Tempest solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: You can redeploy one unit/model after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
- Tier 2
- Requirements: The army includes two or more Arcane Tempest Gun Mage units.
- Benefit: Add one Gun Mage Captain Adept solo free of cost. This model does not count toward FA restrictions.
- Tier 3
- Requirements: The army includes one or more Ranger units.
- Benefit: Your deployment is extended 2" forward.
- Tier 4
- Requirements: Caine's battlegroup includes two or more Lancer warjacks.
- Benefit: Friendly models/units can begin the game affected by Caine's upkeep spells. These spells and their targets must be declared before either player sets up models. Caine does not pay focus to upkeep these spells during your first turn.
Commander Adept Nemo: Eye of the Storm
Warjacks: Cygnar non-character warjacks, Thunderhead
Units: Field Mechaniks, Storm Knight units
Solos: Journeyman Warcaster, Squire, Storm Knight solos, Stormsmith solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: If the army includes a Journeyman Warcaster, the Journeyman Warcaster and any warjacks it controls gain Advance Deployment.
- Tier 2
- Requirements: The army includes two or more light warjacks.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 3
- Requirements: The army includes two or more Stormblade Infantry units.
- Benefit: Add a unit attachment to one Stormblade Infantry unit free of cost. This unit attachment ignores FA restrictions.
- Tier 4
- Requirements: Nemo's battlegroup includes the Thunderhead.
- Benefit: During your first turn of the game, models in Nemo's battlegroup gain +2 SPD.
General Adept Nemo: The Weathermen
Warjacks: Cygnar non-character warjacks, Thunderhead
Units: Field Mechaniks, Stormguards, Stormsmith units
Solos: Journeyman Warcaster, Squire, Stormsmith solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: The FA of Stormsmith Stormcaller solos increases by +1 for every heavy warjack included. Additionally, Stormsmith Stormcaller solos gain Advance Deployment.
- Tier 2
- Requirements: The army includes two or more Firefly warjacks.
- Benefit: Firefly warjacks gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 3
- Requirements: The army includes two or more Stormguard units.
- Benefit: Add a Stormsmith Storm Tower unit free of cost. This unit ignores FA restrictions.
- Tier 4
- Requirements: Nemo's battlegroup includes two or more heavy warjacks.
- Benefit: Friendly models/units can begin the game affected by Nemo's upkeep spells. These spells and their targets must be declared before either player sets up models. Nemo does not pay focus to upkeep these spells during your first turn.
Captain E. Dominic Darius: Wrecking Crew
Warjacks: Cygnar non-character warjacks, Thunderhead
Units: Field Mechaniks, Sword Knights
Solos: Journeyman Warcaster, Squire, Captain Arlan Strangewayes
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Models in Darius' battlegroup gain Pathfinder during your first turn of the game.
- Tier 2
- Requirements: The army includes two or more Sword Knight units.
- Benefit: Add a unit attachment to one Sword Knight unit free of cost. This unit attachment ignores FA restrictions.
- Tier 3
- Requirements: There are no light warjacks in the army.
- Benefit: Reduce the point cost of each heavy warjack by 1.
- Tier 4
- Requirements: Darius' battlegroup includes the Thunderhead.
- Benefit: Your deployment is extended 2" forward.
Major Markus "Siege" Brisbane: The Big Guns
Warjacks: Cygnar non-character warjacks
Units: Field Mechaniks, Rangers, Trencher units
Solos: Journeyman Warcaster, Trencher solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Reduce the point cost of each Trencher Infantry and Trencher Commando unit by 1. Additionally, the FA of Trencher Cannon and Trencher Chain Gun units increase by +1 for every Trencher Infantry and Trencher Commando unit included.
- Tier 2
- Requirements: The army includes three or more Trencher weapon crew units.
- Benefit: Add one Trencher Master Gunner solo free of cost. This model does not count toward FA restrictions.
- Tier 3
- Requirements: The army includes two or more Trencher Commando and/or Trencher Infantry units.
- Benefit: For each Trencher Commando or Trencher Infantry unit, place one 3" AOE cloud effect anywhere completely within 20" of the back edge of Siege's deployment zone after both players have finished deploying their armies but before the first player takes his first turn. These cloud effects leave play after the first round of the game.
- Tier 4
- Requirements: Siege's battlegroup includes two or more Defender warjacks.
Captain Jeremiah Kraye: Mobile Strike Force
Warjacks: Cygnar non-character warjacks
Units: Field Mechaniks, Rangers, Cygnar Light Cavalry units, Black 13th Gun Mage Strike Force
Solos: Gun Mage Captain Adept, Cygnar Light Cavalry solos, Ranger solos
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Ranger units in this army become FA U. Reduce the point cost of each Ranger unit by 1.
- Tier 2
- Requirements: Kraye's battlegroup includes two or more Hunter warjacks.
- Benefit: You gain +1 on your starting roll for the game.
- Tier 3
- Requirements: The army includes two or more Ranger units.
- Benefit: For each Ranger unit, place one wall template or 4" AOE forest anywhere completely within 20" of the back edge of Kraye's deployment zone after terrain has been placed but before either player deploys his army. Wall templates and forests cannot be placed within 3" of another terrain feature. Wall templates are linear obstacles that grant cover.
- Tier 4
- Requirements: Kraye's battlegroup includes two or more heavy warjacks.
- Benefit: Heavy warjacks in Kraye's battlegroup gain Advance Deployment.
Note: the Captain Jeremiah Kraye Theme Force names Cygnar Light Cavalry units and Cygnar Light Cavalry solos. Those units and solos are not printed in this book, so they are not transcribed here.
Captain Kara Sloan: Gunslingers
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
Units: Arcane Tempest Gun Mages, Field Mechaniks, Long Gunner Infantry, Rangers
Solos: Journeyman Warcaster
- Tier 1
- Requirements: The army can include only the models listed above.
- Benefit: Models in the army gain Pathfinder during your first turn of the game.
- Tier 2
- Requirements: The army includes two or more Long Gunner Infantry units.
- Benefit: Long Gunner Infantry units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
- Tier 3
- Requirements: The army includes one or more Ranger units.
- Benefit: You can redeploy models in Sloan's battlegroup after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
- Tier 4
- Requirements: Sloan's battlegroup includes two or more heavy warjacks.
- Benefit: Reduce the point cost of each heavy warjack by 1.
Cygnar Warcaster Profiles
Major Markus "Siege" Brisbane (Cygnar Warcaster)
- Stats: SPD 5, STR 7, MAT 6, RAT 6, DEF 14, ARM 17, CMD 9
- Rocket Cannon: RNG 14, ROF 1, AOE –, POW 14
- Havoc (melee): POW 7, P+S 14
- Focus: 6
- Damage: 18
- Field Allowance: C
- Warjack Points: +5
- Base: Small
Feat: Breach. The next time each enemy model suffers damage while in Siege's control area, halve its base ARM when calculating damage from the damage roll. Breach lasts for one turn.
- Rocket Cannon
- Ground Pounder (★Attack): Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll.
- Havoc
- Magical Weapon
- Critical Smite: On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Explosivo | 1 | 6 | – | – | NO | NO | When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE – it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this model's next ranged attack. Explosivo lasts for one turn. |
| Force Hammer | 4 | 10 | – | 12 | NO | YES | Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. |
Tactical Tips
- Ground Pounder: LOS is not a consideration when placing the AOE template.
- Critical Smite: The slammed model is moved only half the distance rolled if its base is larger than the slamming model's.
- Force Hammer: Incorporeal models are not slammed. They just suffer a damage roll.
Lieutenant Allister Caine (Cygnar Warcaster)
- Stats: SPD 7, STR 5, MAT 4, RAT 8, DEF 17, ARM 13, CMD 8
- Spellstorm Pistol (x2): RNG 12, ROF 2, AOE –, POW 12
- Sword (melee): POW 3, P+S 8
- Focus: 6
- Damage: 15
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Maelstrom. Caine makes a normal Spellstorm Pistol attack against every enemy model currently in his control area, ignoring intervening models. Caine cannot use Maelstrom while he is in melee. When resolving Maelstrom, Caine has no back arc and his front arc extends to 360°.
- Caine
- Range Amplifier: When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.
- Spellstorm Pistol
- Magical Weapon
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Blur | 2 | 6 | – | – | YES | NO | Target friendly model/unit gains +3 DEF against ranged and magic attack rolls. |
| Deadeye | 2 | 6 | – | – | NO | NO | Target friendly model/unit gains an additional die on each model's first ranged attack roll this turn. |
| Snipe | 2 | 6 | – | – | YES |
Tactical Tips
- Maelstrom: Remember, if Caine forfeited his movement to gain an aiming bonus this activation, he gains +2 on all Maelstrom attack rolls. These attacks are simultaneous.
- Range Amplifier: Channeled spells do not benefit from Range Amplifier.
- Teleport: This model cannot be placed in an obstruction or in impassable terrain as a result of this spell.
- Thunder Strike: Incorporeal models are not slammed; they just suffer a damage roll.
Captain Allister Caine (Cygnar Epic Warcaster)
- Stats: SPD 7, STR 5, MAT 4, RAT 9, DEF 17, ARM 13, CMD 8
- Spellstorm Pistol (x2): RNG 12, ROF ∞, AOE –, POW 12
- Focus: 6
- Damage: 15
- Field Allowance: C
- Warjack Points: +5
- Base: Small
Feat: Overkill. After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his Spellstorm Pistol damage rolls. When a model is boxed by a Spellstorm Pistol attack, center a 3" AOE on it and remove it from play. Models in the AOE are hit and suffer an unboostable POW 10 blast damage roll. Overkill expires at the end of Caine's activation.
- Caine
- Gunfighter
- Elite Cadre [Arcane Tempest]: Friendly Arcane Tempest models gain Gunfighter.
- Range Amplifier: When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.
- Spellstorm Pistol
- Magical Weapon
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Bolt | 2 | 12 | – | 11 | NO | YES | Magical bolts of energy streak toward the target model. |
| Blur | 2 | 6 | – | – | YES | NO | Target friendly model/unit gains +3 DEF against ranged and magic attack rolls. |
| Gate Crasher | 3 | SELF | – | – | NO | NO |
Tactical Tips
- Overkill: Because the boxed model is removed from play before being destroyed, it does not generate a soul or corpse token. Overkill blast damage rolls are not Spellstorm Pistol damage rolls.
- Elite Cadre [Arcane Tempest]: Remember, Gunfighter does not enable the Gun Mages to make melee and ranged attacks in the same activation.
- Range Amplifier: Channeled spells do not benefit from Range Amplifier.
- Gate Crasher: This model cannot be placed in an obstruction or in impassable terrain as a result of this spell.
Captain E. Dominic Darius & Halfjacks (Cygnar Warcaster & Solos)
- Stats: SPD 5, STR 8, MAT 6, RAT 5, DEF 13, ARM 18, CMD 8
- Steam Cannon: RNG 12, ROF 1, AOE 4, POW 13
- Quake Hammer (melee): POW 7, P+S 15
- Wrench (melee): POW 3, P+S 11
- Focus: 6
- Damage: 22
- Field Allowance: C
- Warjack Points: +5
- Base: Medium
Feat: Pit Stop. Darius and the Halfjacks in his battlegroup currently in his control area can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks.
- Darius
- Activate Halfjack: At the end of your Control Phase, you can put one Halfjack into play within 1" of this model if there are fewer than three Halfjacks in play in Darius' battlegroup.
- Crane (★Action): Knocked down friendly models within 2" of this model immediately stand up and can activate normally this turn. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location.
- Detonate: After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
- Repair [9] (★Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
- Quake Hammer
- Critical Knockdown: On a critical hit, the model hit is knocked down.
- Tremor (★Attack): Tremor affects every model within 2" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcantrik Bolt | 2 | 10 | – | 12 | NO | YES | A warjack damaged by this attack becomes stationary for one round. |
| Fortify | 2 | 6 | – | – | YES | NO | Target warjack in this model's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, pushed, or slammed. |
| Full Throttle | 3 | SELF | CTRL | – |
Tactical Tips
- Pit Stop: This feat does not affect wreck markers.
- Activate Halfjack: A Halfjack can activate the turn Darius puts it in play.
- Repair: A wreck marker cannot be repaired.
- Tremor: This attack roll is boostable.
Halfjack (Cygnar Solo)
- Stats: SPD 6, STR 2, MAT 3, RAT 1, DEF 14, ARM 14, CMD –
- Base: Small
Halfjack (model type: Construct)
- Bodge (★Action): This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.
- Companion [Captain E. Dominic Darius]: This model is included in any army that includes Captain E. Dominic Darius and is part of Darius' battlegroup. If Darius is destroyed or removed from play, remove this model from play. Place all three Halfjacks in play at the start of the game.
- Prime Mine (★Action): Replace this model with a mine marker. You can have up to three mine markers in play at a time.
Captain Victoria Haley (Cygnar Warcaster)
- Stats: SPD 6, STR 5, MAT 6, RAT 5, DEF 16, ARM 14, CMD 8
- Hand Cannon: RNG 12, ROF 1, AOE –, POW 12
- Vortex Spear (melee): POW 6, P+S 11
- Focus: 7
- Damage: 15
- Field Allowance: C
- Warjack Points: +5
- Base: Small
Feat: Blitz. Friendly Faction models beginning their activations in Haley's control area can make one additional attack during their activations this turn regardless of a weapon's ROF.
- Haley
- Arcane Vortex: This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
- Vortex Spear
- Magical Weapon
- Reach
- Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Bolt | 2 | 12 | – | 11 | NO | YES | Magical bolts of energy streak toward the target model. |
| Arcane Shield | 2 | 6 | – | – | YES | NO | Target friendly model/unit gains +3 ARM. |
| Chain Lightning | 3 | 10 | – | 10 | NO | YES |
Tactical Tips
- Blitz: You do not have to spend focus for the additional attacks.
- Chain Lightning: The lightning can arc to models with Immunity: Electricity; it just cannot damage them. Damage from Chain Lightning strikes is magic damage and is not considered to have been caused by a hit.
- Scramble: Position the deviation template normally, with 1 pointing directly away from the origin of the attack.
- Temporal Barrier: If a model cannot charge, it cannot make a slam or trample power attack either.
Major Victoria Haley (Cygnar Epic Warcaster)
- Stats: SPD 6, STR 6, MAT 6, RAT 5, DEF 16, ARM 14, CMD 8
- Hand Cannon: RNG 12, ROF 1, AOE –, POW 12
- Echo (melee): POW 7, P+S 13
- Focus: 8
- Damage: 15
- Field Allowance: C
- Warjack Points: +5
- Base: Small
Feat: Temporal Shift. During your opponent's next Activation Phase, enemy models/units activating while in Haley's control area forfeit either their movement or their action during their activations, as their controller chooses. Affected models/units activate at the start of their controller's next Activation Phase in the order you choose. Temporal Shift lasts for one round.
- Haley
- Replication: When an enemy model in this model's control area spends focus points to cast an offensive spell, this model can cast that spell on your next turn as if it were one of its own spells. This model can upkeep replicated spells.
- Warjack Bond: One non-character warjack in Haley's battlegroup can begin the game bonded to her. If this warjack begins its activation in Haley's control area, it gains +2" movement that activation.
- Echo
- Magical Weapon
- Reach
- Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Bolt | 2 | 12 | – | 11 | NO | YES | Magical bolts of energy streak toward the target model. |
| Deadeye | 2 | 6 | – | – | NO | NO | Target friendly model/unit gains an additional die on each model's first ranged attack roll this turn. |
| Deceleration | 3 | SELF | CTRL | – | NO |
Tactical Tips
- Temporal Shift: You do not have to declare the entire order for the affected models to activate at once. You can activate one, see what happens, and then decide what to activate next.
- Domination: You cannot spend focus points on the affected warjack.
- Time Bomb: These penalties are not cumulative with additional castings of Time Bomb.
Captain Jeremiah Kraye (Cygnar Cavalry Warcaster)
- Stats: SPD 8, STR 6, MAT 6, RAT 6, DEF 14, ARM 17, CMD 8
- Radcliffe Carbine: RNG 13, ROF 2, AOE –, POW 11
- Bitter End (melee): POW 7, P+S 13
- Mount (melee): POW 10
- Focus: 6
- Damage: 18
- Field Allowance: C
- Warjack Points: +6
- Base: Large
Feat: Horsepower. Friendly knocked down Faction warjacks currently in Kraye's control area that were not knocked down this turn immediately stand up. Friendly Faction warjacks currently in his control area can immediately turn to face any direction. Affected warjacks can charge without spending focus. Affected charging models gain +2" movement. Melee attack rolls made by affected warjacks are boosted. Horsepower lasts for one turn.
- Kraye
- Pathfinder
- Iron Horse: Heavy warjacks in this model's battlegroup gain Cavalry model rules. Light warjacks in this model's battlegroup also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5".
- Parry: This model cannot be targeted by free strikes.
- Steady: This model cannot be knocked down.
- Bitter End
- Magical Weapon
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Blast | 3 | 10 | 3 | 13 | NO | YES | A magical energy blast radiates from a single point to strike all models in the AOE. |
| Easy Rider | 3 | SELF | CTRL | – | NO | NO | Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn. |
| Full Tilt | 2 | 6 | – | – | YES |
Tactical Tips
- Horsepower: Apply movement bonuses only during a model's activation.
- Iron Horse: Warjacks can spend focus points to boost impact attack and damage rolls during their activations.
- Guided Fire: This model gains the boosts as well.
- Pursuit: If an affected model made a full advance, ran, or charged during its activation, a model in this model's battlegroup gets to make a full advance.
Commander Adept Nemo (Cygnar Warcaster)
- Stats: SPD 5, STR 5, MAT 5, RAT 5, DEF 14, ARM 14, CMD 8
- Ball Lightning: RNG 10, ROF 1, AOE 3, POW 14
- Lightning Rod (melee): POW 7, P+S 12
- Focus: 7
- Damage: 14
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Electrical Storm. Enemy warjacks and warbeasts currently in Nemo's control area suffer a POW 14 electrical damage roll. Warjacks damaged by Electrical Storm suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Nemo
- Immunity: Electricity
- Arcane Accumulator: When another model casts a spell in this model's control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point.
- Overpower: During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each 1" increase.
- Supercharge: During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battlegroup that is in its control area.
- Ball Lightning
- Damage Type: Electricity
- Magical Weapon
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
- Lightning Rod
- Magical Weapon
- Reach
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Chain Lightning | 3 | 10 | – | 10 | NO | YES | A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d6 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. |
| Deflection | 2 | SELF | CTRL | – | NO | NO | While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round. |
| Disruption Field | 2 |
Tactical Tips
- Electrical Storm: This damage roll can be boosted.
- Arcane Accumulator: A model can have more focus points than its FOCUS as a result of Arcane Accumulator.
- Chain Lightning: The lightning can arc to models with Immunity: Electricity; it just cannot damage them. Damage from Chain Lightning strikes is magic damage and is not considered to have been caused by a hit.
- Electrify: If the model that is affected by Electrify is destroyed by the attack, Electrify expires before it is resolved and the attacker does not suffer its effects.
- Voltaic Snare: If a model cannot charge, it cannot make a slam or trample power attack either.
General Adept Nemo (Cygnar Epic Warcaster)
- Stats: SPD 5, STR 5, MAT 5, RAT 5, DEF 14, ARM 16, CMD 9
- Galvanic Bolt: RNG 10, ROF 1, AOE –, POW 13
- Fulger (melee): POW 7, P+S 12
- Focus: 7
- Damage: 14
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: High Voltage. Each warjack in Nemo's battlegroup currently in his control area is allocated up to 3 focus points.
- Nemo
- Immunity: Electricity
- Elite Cadre [Stormsmith Stormcallers]: Friendly Stormsmith Stormcallers have Stormcall [9] and gain +2 to Stormcall damage rolls.
- Focus Matrix: This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model's battlegroup that are in its control area and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix.
- Galvanic Bolt
- Damage Type: Electricity
- Magical Weapon
- Tractor Field: When a warjack is hit by this attack it cannot advance and suffers -4 DEF. Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round.
- Fulger
- Magical Weapon
- Reach
- Powerful Attack: When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Electrical Blast | 3 | 8 | 3 | 13 | NO | YES | Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.) |
| Energizer | * | SELF | CTRL | – | NO | NO | This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1" for each focus point spent. Energizer can be cast only once per turn. |
| Fail Safe | 3 | 6 |
Tactical Tips
- High Voltage: A warjack cannot exceed normal focus allocation limits as a result of High Voltage.
- Tractor Field: Remember that models that cannot charge also cannot slam or trample.
- Fail Safe: When all its damage boxes have been marked, the warjack is still wrecked as normal.
- Lightning Shroud: The lightning can arc to a model with Immunity: Electricity; it just cannot damage that model. Damage from Electro Leap strikes is not considered to have been caused by a hit or by a melee or ranged attack.
- Polarity Shield: Remember, if a model cannot charge a target, it also cannot power attack slam the target.
Captain Kara Sloan (Cygnar Warcaster)
- Stats: SPD 6, STR 5, MAT 5, RAT 8, DEF 16, ARM 14, CMD 8
- Spitfire: RNG 14, ROF 1, AOE –, POW 12
- Sword (melee): POW 3, P+S 8
- Focus: 6
- Damage: 16
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Firing Squad. While in Sloan's control area, friendly Faction models gain boosted ranged attack rolls. When a model in Sloan's battlegroup that is in her control area hits an enemy model with a normal ranged attack during its activation, immediately after that attack is resolved a model in her control area can make one normal ranged attack. A model can make only one Firing Squad attack. Firing Squad lasts for one turn.
- Sloan
- Arcane Precision: If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation.
- Spitfire
- Magical Weapon
- Weapon Master
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Blast | 3 | 10 | 3 | 13 | NO | YES | A magical energy blast radiates from a single point to strike all models in the AOE. |
| Deadeye | 2 | 6 | – | – | NO | NO | Target friendly model/unit gains an additional die on each model's first ranged attack roll this turn. |
| Dust to Dust | 3 | 10 | – | 13 | NO |
Tactical Tips
- Firing Squad: Remember, special attacks do not trigger Firing Squad. Because the other model is not activating, attacks gained from this feat cannot generate additional attacks. Attacks gained from Firing Squad do not count against a weapon's ROF. Firing Squad damage rolls cannot be boosted because they occur outside the model's activation.
- Arcane Precision: This includes when casting spells.
- Dust to Dust: The boxed model does not provide a soul or corpse token.
Commander Coleman Stryker (Cygnar Warcaster)
- Stats: SPD 6, STR 6, MAT 7, RAT 6, DEF 16, ARM 15, CMD 9
- Disruptor Pistol: RNG 10, ROF 1, AOE –, POW 10
- Quicksilver (melee): POW 7, P+S 13
- Focus: 6
- Damage: 17
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Invincibility. While in Stryker's control area, friendly Faction models gain +5 ARM for one round.
- Disruptor Pistol
- Magical Weapon
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
- Quicksilver
- Magical Weapon
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Blast | 3 | 10 | 3 | 13 | NO | YES | A magical energy blast radiates from a single point to strike all models in the AOE. |
| Arcane Bolt | 2 | 12 | – | 11 | NO | YES | Magical bolts of energy streak toward the target model. |
| Arcane Shield | 2 | 6 | – | – | YES |
Tactical Tips
- Earthquake: This means every model in the AOE is knocked down, friendly and enemy alike.
Lord Commander Stryker (Cygnar Epic Warcaster)
- Stats: SPD 6, STR 7, MAT 7, RAT 6, DEF 16, ARM 16, CMD 10
- Magnum: RNG 10, ROF 2, AOE –, POW 12
- Quicksilver Mk II (melee): POW 8, P+S 15
- Focus: 6
- Damage: 17
- Field Allowance: C
- Warjack Points: +6
- Base: Small
Feat: Rolling Thunder. After all friendly models have completed their activations this turn, friendly Faction models/units currently in Stryker's control area can advance up to 3" and then can make one normal melee attack. When resolving these attacks, affected models can spend focus points to boost attack and damage rolls at 1 focus point per boost.
- Stryker
- Immunity: Electricity
- Elite Cadre [Stormblade Infantry]: Before the start of the game, after both players have deployed, friendly Stormblade Infantry models can make a full advance.
- Overload: Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suffers damage equal to the total of that roll. This bonus expires at the end of this model's activation.
- Warjack Bond: One non-character warjack in Stryker's battlegroup can begin the game bonded to him. The bonded warjack gains an additional die on its first melee attack roll during its activation each turn.
- Magnum
- Magical Weapon
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
- Quicksilver Mk II
- Magical Weapon
- Reach
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Deflection | 2 | SELF | CTRL | – | NO | NO | While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round. |
| Lightning Storm | 3 | 8 | 3 | 10 | NO | YES | Models hit suffer a POW 10 electrical damage roll. The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll. |
| Positive Charge | 2 | 6 | – |
Tactical Tips
- Rolling Thunder: This feat affects models that are currently in Stryker's control area at the time he uses it.
Cygnar Warjacks
Charger (Cygnar Light Warjack)
- Stats: SPD 6, STR 8, MAT 6, RAT 6, DEF 13, ARM 16, CMD –
- Dual Cannon (left arm): RNG 12, ROF 2, AOE –, POW 12
- Battle Hammer (right arm, melee): POW 4, P+S 12
- Field Allowance: U
- Point Cost: 4
- Base: Medium
Dual Cannon
- Powerful Attack: When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Firefly (Cygnar Light Warjack)
- Stats: SPD 6, STR 8, MAT 6, RAT 6, DEF 13, ARM 16, CMD –
- Storm Blaster (left arm): RNG 10, ROF 1, AOE –, POW 10
- Electro Glaive (right arm, melee): POW 5, P+S 13
- Field Allowance: U
- Point Cost: 5
- Base: Medium
Firefly
- Immunity: Electricity
- Conductor: When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller.
Storm Blaster
- Damage Type: Electricity
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
Electro Glaive
- Reach
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Electro Leap: The lightning can arc to a model with Immunity: Electricity; it just cannot damage that model. Damage from Electro Leap is not considered to have been caused by a hit or by a melee or ranged attack.
Grenadier (Cygnar Light Warjack)
- Stats: SPD 6, STR 7, MAT 6, RAT 6, DEF 14, ARM 15, CMD –
- Grenade Launcher (left arm): RNG 10, ROF 1, AOE 3, POW 12
- Mattock (right arm, melee): POW 5, P+S 12
- Field Allowance: U
- Point Cost: 5
- Base: Medium
Grenadier
- Advance Deployment
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
Grenade Launcher
- Arcing Fire: When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Manual Reload: This model can make one additional Grenade Launcher ranged attack during its combat action for each Trencher model B2B with it, up to a maximum of two additional attacks. These additional attacks do not count against the Grenade Launcher's ROF.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Manual Reload: You do not have to spend focus for the additional attacks.
Hunter (Cygnar Light Warjack)
- Stats: SPD 6, STR 7, MAT 6, RAT 7, DEF 14, ARM 15, CMD –
- Long Arm (left arm): RNG 14, ROF 1, AOE –, POW 6
- Battle Axe (right arm, melee): POW 4, P+S 11
- Field Allowance: U
- Point Cost: 6
- Base: Medium
Hunter
- Advance Deployment
- Pathfinder
- Extended Control Range: When checking to see if this model is in its controller's control area for focus allocation, double the area.
- Parry: This model cannot be targeted by free strikes.
Long Arm
- Armor Piercing: When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Lancer (Cygnar Light Warjack)
- Stats: SPD 6, STR 8, MAT 6, RAT 6, DEF 13, ARM 16, CMD –
- Shock Shield (left arm, melee): POW 1, P+S 9
- War Spear (right arm, melee): POW 4, P+S 12
- Field Allowance: U
- Point Cost: 6
- Base: Medium
Lancer
- Arc Node
Shock Shield
- Shield
- Cortex Damage: When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
- Shock Field: If a warjack in this model's front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
War Spear
- Reach
- Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, A, A, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Cortex Damage: Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.
Sentinel (Cygnar Light Warjack)
- Stats: SPD 6, STR 8, MAT 6, RAT 6, DEF 13, ARM 16, CMD –
- Assault Shield (left arm, melee): POW 2, P+S 10
- Chain Gun (right arm): RNG 10, ROF 1, AOE –, POW 10
- Field Allowance: U
- Point Cost: 4
- Base: Medium
Sentinel
- Shield Guard: Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
Chain Gun
- Strafe [d6] (★Attack): Make d6 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack for ROF.
Assault Shield
- Shield
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Strafe: These attacks are simultaneous. Attacks against targets beyond this weapon's range will automatically miss.
Thorn (Cygnar Character Light Warjack)
- Stats: SPD 6, STR 8, MAT 7, RAT 6, DEF 13, ARM 16, CMD –
- Shock Shield (left arm, melee): POW 1, P+S 9
- Disruption Spear (right arm, melee): POW 5, P+S 13
- Field Allowance: C
- Point Cost: 8
- Base: Medium
Thorn
- Arc Node
- Affinity [Haley]: While Thorn is engaged, Haley can channel spells through it as if it were not engaged.
- Imprint: Disengage: During its activation, this model can spend 1 focus point to use Disengage. For one round, when this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes.
- Reaction Drive: Once per turn, immediately after this model's controller channels a spell through it, this model can advance 3".
Shock Shield
- Shield
- Cortex Damage: When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
- Shock Field: If a warjack in this model's front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
Disruption Spear
- Reach
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
- Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, A, A, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Cortex Damage: Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.
Centurion (Cygnar Heavy Warjack)
- Stats: SPD 4, STR 12, MAT 6, RAT 4, DEF 11, ARM 19, CMD –
- Magno Shield (left arm, melee): POW 1, P+S 13
- Piston Spear (right arm, melee): POW 6, P+S 18
- Field Allowance: U
- Point Cost: 9
- Base: Large
Centurion
- Polarity Field (★Action): For one round, this model cannot be charged by a model beginning the charge in this model's front arc.
Magno Shield
- Shield
Piston Spear
- Reach
- Critical Sustained Attack: On a critical hit during this model's activation, attacks made with this weapon against the model critically hit by this weapon automatically hit it. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit it.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Polarity Field: Remember, if a model cannot be charged, it cannot be slam power attacked.
Cyclone (Cygnar Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 7, RAT 6, DEF 12, ARM 18, CMD –
- Metal Storm (left arm): RNG 10, ROF 1, AOE –, POW 12
- Metal Storm (right arm): RNG 10, ROF 1, AOE –, POW 12
- Open Fist (left arm, melee): POW 3, P+S 14
- Open Fist (right arm, melee): POW 3, P+S 14
- Field Allowance: U
- Point Cost: 9
- Base: Large
Metal Storm
- Dual Covering Fire (★Action): Place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this model. A model entering or ending its activation in the AOEs suffers a damage roll with POW equal to the POW of this weapon. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play.
- Rapid Fire [d3]: When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
Open Fists
- Open Fist
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Rapid Fire: Roll for each Metal Storm.
Defender (Cygnar Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 7, RAT 6, DEF 12, ARM 18, CMD –
- Heavy Barrel (left arm): RNG 16, ROF 1, AOE –, POW 15
- Shock Hammer (right arm, melee): POW 5, P+S 16
- Field Allowance: U
- Point Cost: 9
- Base: Large
Shock Hammer
- Cortex Damage: When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Cortex Damage: Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.
Hammersmith (Cygnar Heavy Warjack)
- Stats: SPD 4, STR 12, MAT 6, RAT 4, DEF 11, ARM 19, CMD –
- Hammer (left arm, melee): POW 5, P+S 17
- Hammer (right arm, melee): POW 5, P+S 17
- Field Allowance: U
- Point Cost: 8
- Base: Large
Hammersmith
- Follow Up: When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
Hammer
- Beat Back: Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
- Chain Attack: Smite: If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6" directly away from this model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Follow Up: This model stops moving if it contacts another model. This model does not advance if the model slammed is destroyed by the attack.
- Beat Back: The attacking model can advance even if the enemy model is destroyed by the attack.
- Chain Attack: Smite: A model with a crippled weapon system cannot use it to make chain attacks or special attacks, including power attacks.
Ironclad (Cygnar Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 7, RAT 6, DEF 12, ARM 18, CMD –
- Quake Hammer (left arm, melee): POW 7, P+S 18
- Open Fist (right arm, melee): POW 3, P+S 14
- Field Allowance: U
- Point Cost: 7
- Base: Large
Quake Hammer
- Critical Knockdown: On a critical hit, the model hit is knocked down.
- Tremor (★Attack): Tremor affects every model within 2" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges.
Open Fist
- Open Fist
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Tremor: This attack roll is boostable.
Stormclad (Cygnar Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 7, RAT 6, DEF 12, ARM 18, CMD –
- Generator Blast (right arm): RNG 8, ROF 1, AOE –, POW 14
- Open Fist (left arm, melee): POW 3, P+S 14
- Generator Blade (right arm, melee): POW 8, P+S 19
- Field Allowance: U
- Point Cost: 10
- Base: Large
Stormclad
- Immunity: Electricity
- Storm Accumulator: When this model begins its activation within 3" of one or more friendly Stormblade Infantry models, it is allocated 1 focus point.
Generator Blast
- Damage Type: Electricity
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
Open Fist
- Buckler
- Open Fist
Generator Blade
- Reach
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Electro Leap: The lightning can arc to a model with Immunity: Electricity; it just cannot damage that model. Damage from Electro Leap is not considered to have been caused by a hit or by a melee or ranged attack.
Ol' Rowdy (Cygnar Character Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 8, RAT 6, DEF 12, ARM 19, CMD –
- Quake Hammer (left arm, melee): POW 7, P+S 18
- Open Fist (right arm, melee): POW 3, P+S 14
- Field Allowance: C
- Point Cost: 9
- Base: Large
Ol' Rowdy
- Affinity (Stryker): While B2B with Rowdy, Stryker gains +2 DEF against melee attack rolls and cannot be knocked down. While B2B with Stryker, Rowdy does not move when slammed.
- Counter Charge: When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged.
- Imprint: Grudge: During this model's activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model's combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires.
- Aggressive: This model can run or charge without spending focus or being forced.
Quake Hammer
- Critical Knockdown: On a critical hit, the model hit is knocked down.
- Tremor (★Attack): Tremor affects every model within 2" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges.
Open Fist
- Buckler
- Open Fist
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Aggressive: Yes, this rule is HORDES friendly.
- Tremor: This attack roll is boostable.
Thunderhead (Cygnar Character Heavy Warjack)
- Stats: SPD 5, STR 11, MAT 7, RAT 6, DEF 12, ARM 19, CMD –
- Lightning Coil (integral, ranged): RNG 10, ROF 3, AOE –, POW 14
- Shock Fist (left arm, melee): POW 5, P+S 16
- Shock Fist (right arm, melee): POW 5, P+S 16
- Field Allowance: C
- Point Cost: 12
- Base: Large
Thunderhead
- Immunity: Electricity
Lightning Coil
- Damage Type: Electricity
- Critical Disruption: On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Energy Pulse (★Attack): Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target.
- Sustained Attack: During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
Shock Fist
- Open Fist
- Critical Disruption: On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Sustained Attack: During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
Damage Grid (the printed grid's system letters, listed by row from top to bottom; unlabelled boxes are plain damage boxes. Box-by-box column placement is on the printed card, and the letter meanings follow the warjack damage rules in the base rulebook)
- Row 3 contains the letters: L, R.
- Row 4 contains the letters: L, L, M, C, R, R.
- Row 5 contains the letters: M, M, C, C.
Tactical Tips
- Energy Pulse: The Energy Pulse attack is simultaneous. All models hit are "the last model hit" and are eligible for Sustained Attack. Remember that after making an Energy Pulse attack, this model can spend focus to make up to two additional Lightning Coil attacks.
Cygnar Troops
Arcane Tempest Gun Mages (Cygnar Unit)
- Leader & Grunts stats: SPD 6, STR 4, MAT 5, RAT 7, DEF 15, ARM 11, CMD 8
- Magelock Pistol: RNG 10, ROF 1, AOE –, POW 10
- Sword (melee): POW 3, P+S 7
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 6
- Base: Small
Leader & Grunts
- Arcane Inferno (Order): Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander's ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation.
Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities:
- Critical Brutal Damage: On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
- Snipe: This attack gains +4 RNG.
- Thunderbolt: Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
Magelock Pistol
- Magical Weapon
Arcane Tempest Gun Mage Officer (Cygnar Unit Attachment)
- Stats: SPD 6, STR 4, MAT 6, RAT 8, DEF 15, ARM 11, CMD 9
- Magelock Pistol: RNG 10, ROF 1, AOE –, POW 10
- Sword (melee): POW 3, P+S 7
- Damage: 5
- Field Allowance: 1
- Point Cost: 2
- Base: Small
Attachment [Arcane Tempest Gun Mages]: This attachment can be added to an Arcane Tempest Gun Mages unit.
Officer
- 'Jack Marshal
- Officer
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities:
- Critical Brutal Damage: On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit.
- Snipe: This attack gains +4 RNG.
- Thunderbolt: Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
- Rune Shot: When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one attack type available to this unit to apply to the attack.
- Tactics: True Sight: Models in this unit gain True Sight. (A model with True Sight ignores concealment, Camouflage, and Stealth.)
Magelock Pistol
- Magical Weapon
Tactical Tips
- Officer: Remember this model can issue the Arcane Inferno order to its unit. Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander and 'Jack Marshal.
Long Gunner Infantry (Cygnar Unit)
- Leader & Grunts stats: SPD 5, STR 4, MAT 4, RAT 5, DEF 13, ARM 12, CMD 8
- Repeating Long Gun: RNG 14, ROF 2, AOE –, POW 10
- Sword (melee): POW 3, P+S 7
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 6
- Leader & 9 Grunts (as printed): 10
- Base: Small
Leader & Grunts
- Combined Ranged Attack
- Dual Shot: When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
Tactical Tips
- Dual Shot: This is how the model gets to take the second shot allowed by the ROF 2 of its weapon.
Long Gunner Infantry Officer & Standard (Cygnar Unit Attachment)
- Officer stats: SPD 5, STR 4, MAT 5, RAT 6, DEF 13, ARM 12, CMD 9
- Officer Repeating Long Gun: RNG 14, ROF 2, AOE –, POW 10
- Officer Sword (melee): POW 3, P+S 7
- Standard Bearer stats: SPD 5, STR 4, MAT 4, RAT 5, DEF 13, ARM 12, CMD 8
- Standard Bearer Sword (melee): POW 3, P+S 7
- Officer's Damage: 5
- Field Allowance: 1
- Point Cost: 2
- Base: Small
Attachment [Long Gunner Infantry]: This attachment can be added to a Long Gunner Infantry unit.
Officer
- Combined Ranged Attack
- Officer
- Dual Shot: When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
- Suppressing Fire (Order): This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 14" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. If there are 2–4, the AOE is 3". If there are 5–7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been destroyed or removed from play.
- Tactics: Ranked Attacks: Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
Standard Bearer
- Standard Bearer
Tactical Tips
- Dual Shot: This is how the model gets to take the second shot allowed by the ROF 2 of its weapon.
- Officer: Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander. Remember, only this model can issue the Suppressing Fire order.
Precursor Knights (Cygnar Morrowan Ally Unit)
- Leader & Grunts stats: SPD 6, STR 6, MAT 7, RAT 4, DEF 13, ARM 14, CMD 9
- Blessed Mace (melee): POW 6, P+S 12
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 5
- Leader & 9 Grunts (as printed): 8
- Base: Small
Animosity [Thamarite and Undead]: This model cannot be included in an army that includes one or more models of the listed type.
Leader & Grunts
- Shield Wall (Order): For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
- Spell Ward: This model cannot be targeted by spells.
Blessed Mace
- Magical Weapon
- Blessed: When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
Tactical Tips
- Spell Ward: This model is shielded from friendly and enemy spells alike.
Precursor Knight Officer & Standard (Cygnar Morrowan Ally Unit Attachment)
- Officer stats: SPD 6, STR 6, MAT 8, RAT 4, DEF 13, ARM 14, CMD 9
- Officer Blessed Mace (melee): POW 6, P+S 12
- Standard Bearer stats: SPD 6, STR 6, MAT 7, RAT 4, DEF 13, ARM 14, CMD 9
- Officer's Damage: 5
- Field Allowance: 1
- Point Cost: 2
- Base: Small
Attachment [Precursor Knights]: This attachment can be added to a Precursor Knights unit.
Officer
- Officer
- Morrow's Name: Once per game during its unit's activation, this model can use Morrow's Name. Models in this unit in formation gain an additional die on melee damage rolls this activation.
- Tactics: Ranked Attacks: Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
- Heal (★Action): Choose a friendly living model B2B with this model. That model heals d3 damage points.
- Spell Ward: This model cannot be targeted by spells.
Standard Bearer
- Standard Bearer
- Spell Ward: This model cannot be targeted by spells.
Blessed Mace
- Magical Weapon
- Blessed: When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
Tactical Tips
- Spell Ward: This model is shielded from friendly and enemy spells alike.
- Officer: Remember this model can issue the Shield Wall order to its unit. Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander.
Rangers (Cygnar Unit)
- Leader & Grunts stats: SPD 7, STR 5, MAT 6, RAT 6, DEF 14, ARM 11, CMD 8
- Military Rifle: RNG 10, ROF 1, AOE –, POW 11
- Knife (melee): POW 2, P+S 7
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 5
- Base: Small
Leader & Grunts
- Advance Deployment
- Pathfinder
- Camouflage: This model gains an additional +2 DEF when benefiting from concealment or cover.
- Mark Target: Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS.
- Prowl: This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
Tactical Tips
- Camouflage: If a model ignores concealment or cover, it also ignores concealment or cover's Camouflage bonus.
- Mark Target: This includes other models in its unit.
Storm Lances (Cygnar Storm Knight Cavalry Unit)
- Leader & Grunts stats: SPD 8, STR 6, MAT 7, RAT 5, DEF 12, ARM 17, CMD 9
- Electrical Bolt: RNG 8, ROF 1, AOE –, POW 12
- Electro Lance (melee): POW 7, P+S 13
- Mount: POW 10
- Damage: 5 each
- Field Allowance: 1
- Leader & 2 Grunts (as printed): 7
- Leader & 4 Grunts (as printed): 11
- Base: Large
Leader & Grunts
- Immunity: Electricity
- Assault (Order): Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected model's activation. Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
Electrical Bolt
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
Electro Lance
- Reach
- Brutal Charge: This model gains +2 to charge attack damage rolls with this weapon.
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
Tactical Tips
- Assault (Order): The assaulting model ignores the target in melee penalty even if is not in melee range of its charge target after moving.
- Electro Leap: The lightning can arc to a model with Immunity: Electricity; it just cannot damage that model. Damage from Electro Leap is not considered to have been caused by a hit or by a melee or ranged attack.
Stormblade Infantry (Cygnar Storm Knight Unit)
- Leader & Grunts stats: SPD 5, STR 6, MAT 7, RAT 5, DEF 12, ARM 15, CMD 9
- Storm Glaive Blast: RNG 4, ROF 1, AOE –, POW 12
- Storm Glaive (melee): POW 7, P+S 13
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 5
- Base: Small
Leader & Grunts
- Combined Melee Attack
- Immunity: Electricity
- Electrical Arc: The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls.
Storm Glaive Blast
- Damage Type: Electricity
Stormblade Infantry Officer & Standard (Cygnar Storm Knight Unit Attachment)
- Officer stats: SPD 5, STR 6, MAT 8, RAT 6, DEF 12, ARM 15, CMD 10
- Officer Storm Glaive Blast: RNG 4, ROF 1, AOE –, POW 12
- Officer Storm Glaive (melee): POW 7, P+S 13
- Standard Bearer stats: SPD 5, STR 6, MAT 7, RAT 5, DEF 12, ARM 15, CMD 9
- Standard Bearer Storm Glaive Blast: RNG 4, ROF 1, AOE –, POW 12
- Standard Bearer Storm Glaive (melee): POW 7, P+S 13
- Officer's Damage: 5
- Field Allowance: 1
- Point Cost: 3
- Base: Small
Attachment [Stormblade Infantry]: This attachment can be added to a Stormblade Infantry unit.
Officer
- Combined Melee Attack
- Immunity: Electricity
- 'Jack Marshal
- Officer
- Assault (Order): Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected model's activation. Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
Standard Bearer
- Combined Melee Attack
- Immunity: Electricity
- Standard Bearer
- Storm's Eye: While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3".
Storm Glaive Blast
- Damage Type: Electricity
Tactical Tips
- Assault (Order): The assaulting model ignores the target in melee penalty even if is not in melee range of its charge target after moving.
- Officer: Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander and 'Jack Marshal. Remember, only this model can issue the Assault order.
Stormblade Infantry Storm Gunner (Cygnar Storm Knight Weapon Attachment)
- Stats: SPD 5, STR 6, MAT 7, RAT 5, DEF 12, ARM 15, CMD 9
- Storm Thrower: RNG 10, ROF 1, AOE –, POW 12
- Electrical Blade (melee): POW 7, P+S 13
- Field Allowance: 2
- 1 Gunner (as printed): 1
- Up to 2 Add'l Gunners (as printed): 1 each
- Base: Small
Attachment [Stormblade Infantry]: This attachment can be added to a Stormblade Infantry unit.
Storm Gunner
- Combined Melee Attack
- Immunity: Electricity
- Take Up: If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
Storm Thrower
- Damage Type: Electricity
- Electrical Current: If this attack directly hits a model during this unit's activation, ranged attacks against that model made by models in this unit later this activation automatically hit it.
Tactical Tips
- Take Up: Effects include spells and animi. Remember that if this model remains in play as a result of Take Up it is the same model.
- Electrical Current: This includes ranged attacks made by this model.
Stormguard (Cygnar Storm Knight Unit)
- Leader & Grunts stats: SPD 5, STR 6, MAT 7, RAT 5, DEF 12, ARM 15, CMD 9
- Voltaic Halberd (melee): POW 6, P+S 12
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 6
- Leader & 9 Grunts (as printed): 9
- Base: Small
Leader & Grunts
- Combined Melee Attack
- Gunfighter
- Immunity: Electricity
- Electrical Discharge: After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical.
- Ranged Attacks: Friendly Faction models can ignore this model when determining LOS.
Voltaic Halberd
- Reach
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
- Set Defense: A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
Tactical Tips
- Electro Leap: The lightning can arc to a model with Immunity: Electricity; it just cannot damage that model. Damage from Electro Leap is not considered to have been caused by a hit or by a melee or ranged attack.
- Gunfighter: Gunfighter is on this unit so the Leader can make Electric Discharge attacks while in melee.
Sword Knights (Cygnar Unit)
- Leader & Grunts stats: SPD 6, STR 6, MAT 6, RAT 4, DEF 13, ARM 14, CMD 9
- Battle Blade (melee): POW 4, P+S 10
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 4
- Leader & 9 Grunts (as printed): 6
- Base: Small
Leader & Grunts
- 'Jack Marshal
- Defensive Line: While this model is B2B with one or more models in its unit, it gains +2 ARM.
- Flank [Faction Warjack]: When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
- Penetrating Strike: After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll.
Sword Knight Officer & Standard (Cygnar Unit Attachment)
- Officer stats: SPD 6, STR 6, MAT 7, RAT 4, DEF 13, ARM 14, CMD 9
- Officer Battle Blade (melee): POW 4, P+S 10
- Standard Bearer stats: SPD 6, STR 6, MAT 6, RAT 4, DEF 13, ARM 14, CMD 9
- Officer's Damage: 5
- Field Allowance: 1
- Point Cost: 2
- Base: Small
Attachment [Sword Knights]: This attachment can be added to a Sword Knights unit.
Officer
- Officer
- Defensive Line: While this model is B2B with one or more models in its unit, it gains +2 ARM.
- Drive: Pronto: This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
- Flank [Faction Warjack]: When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.
- Granted: Practiced Maneuvers: While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
- Penetrating Strike: After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll.
- Tactics: Precision Strike: Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
Standard Bearer
- Standard Bearer
- Defensive Line: While this model is B2B with one or more models in its unit, it gains +2 ARM.
Tactical Tips
- Officer: Because this model is an Officer, it is the unit 'Jack Marshal while it is in play. When it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the new unit commander and 'Jack Marshal.
Cygnar Weapon Crews
Trencher Cannon Crew (Cygnar Weapon Crew Unit)
- Leader stats: SPD 4, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
- Leader Cannon: RNG 15, ROF 1, AOE 3, POW 13
- Leader Trench Knife (melee): POW 3, P+S 9
- Grunt stats: SPD 4, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
- Grunt Military Rifle: RNG 10, ROF 1, AOE –, POW 11
- Grunt Trench Knife (melee): POW 3, P+S 9
- Field Allowance: 2
- Leader & 2 Grunts (as printed): 3
- Base: Leader Large; Grunt Small
Leader & Grunts
- Advance Deployment
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
- Range Finder: While B2B with one or more Grunts in this unit, this model gains +2 to attack rolls with this weapon.
Cannon
- Light Artillery: This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
Trencher Chain Gun Crew (Cygnar Weapon Crew Unit)
- Leader stats: SPD 4, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
- Leader Chain Gun: RNG 10, ROF 1, AOE –, POW 10
- Leader Trench Knife (melee): POW 3, P+S 9
- Grunt stats: SPD 4, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
- Grunt Military Rifle: RNG 10, ROF 1, AOE –, POW 11
- Grunt Trench Knife (melee): POW 3, P+S 9
- Field Allowance: 2
- Leader & Grunt (as printed): 2
- Base: Leader Large; Grunt Small
Leader
- Advance Deployment
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
Grunt
- Advance Deployment
- Ammo Feeder: If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks.
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
Chain Gun
- Covering Fire (★Action): Place a 3" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play.
- Light Artillery: This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
- Range Finder: While B2B with one or more Grunts in this unit, this model gains +2 to attack rolls with this weapon.
- Strafe [d3] (★Attack): Make d3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack for ROF.
Tactical Tips
- Strafe: These attacks are simultaneous. Attacks against targets beyond this weapon's range will automatically miss.
Trencher Commandos (Cygnar Unit)
- Leader & Grunts stats: SPD 6, STR 6, MAT 7, RAT 5, DEF 13, ARM 13, CMD 9
- Grenade: RNG 6, ROF 1, AOE 3, POW 12
- Carbine: RNG 10, ROF 1, AOE –, POW 10
- Trench Knife (melee): POW 3, P+S 9
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 6
- Leader & 9 Grunts (as printed): 10
- Base: Small
Leader & Grunts
- Advance Deployment
- Stealth
- Anatomical Precision: When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
Grenade
- Cumbersome: If this model attacks with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
Trencher Commando Scattergunner (Cygnar Weapon Attachment)
- Stats: SPD 6, STR 6, MAT 7, RAT 5, DEF 13, ARM 13, CMD 9
- Scattergun: RNG SP 8 (as printed), ROF 1, AOE –, POW 12
- Trench Knife (melee): POW 3, P+S 9
- Field Allowance: 2
- 1 Gunner (as printed): 1
- Up to 2 Add'l Gunners (as printed): 1 each
- Base: Small
Attachment [Trencher Commando]: This attachment can be added to a Trencher Commando unit.
Scattergunner
- Advance Deployment
- Stealth
- Anatomical Precision: When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
- Take Up: If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
Tactical Tips
- Take Up: Effects include spells and animi. Remember that if this model remains in play as a result of Take Up it is the same model.
Trencher Infantry (Cygnar Unit)
- Leader & Grunts stats: SPD 6, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
- Military Rifle: RNG 10, ROF 1, AOE –, POW 11
- Bayonet (melee): POW 3, P+S 9
- Field Allowance: 2
- Leader & 5 Grunts (as printed): 6
- Leader & 9 Grunts (as printed): 10
- Base: Small
Leader & Grunts
- Advance Deployment
- Combined Ranged Attack
- Assault (Order): Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected model's activation. Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends.
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
- Smoke Bombs (★Action): Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
Tactical Tips
- Assault (Order): The assaulting model ignores the target in melee penalty even if is not in melee range of its charge target after moving.
Trencher Infantry Officer & Sniper (Cygnar Unit Attachment)
- Officer stats: SPD 6, STR 6, MAT 7, RAT 6, DEF 13, ARM 13, CMD 9
- Officer Military Rifle: RNG 10, ROF 1, AOE –, POW 11
- Officer Bayonet (melee): POW 3, P+S 9
- Sniper stats: SPD 6, STR 6, MAT 6, RAT 7, DEF 13, ARM 13, CMD 9
- Sniper Scoped Rifle: RNG 14, ROF 1, AOE –, POW 11
- Sniper Bayonet (melee): POW 3, P+S 9
- Officer's Damage: 5
- Field Allowance: 1
- Point Cost: 3
- Base: Small
Attachment [Trencher Infantry]: This attachment can be added to a Trencher Infantry unit.
Officer
- Advance Deployment
- Combined Ranged Attack
- 'Jack Marshal
- Officer
- Cautious Advance (Order): Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig In special action, then can perform a combat action as its action.
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
- Smoke Bombs (★Action): Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
Sniper
- Advance Deployment
- Combined Ranged Attack
- Dig In (★Action): See above.
- Smoke Bombs (★Action): See above.
- Sniper: When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
Tactical Tips
- Officer: Remember this model can issue the Assault Order. Only this model can issue the Cautious Advance order. Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander and 'Jack Marshal.
Trencher Infantry Rifle Grenadier (Cygnar Weapon Attachment)
- Stats: SPD 6, STR 6, MAT 6, RAT 5, DEF 13, ARM 13, CMD 9
- Military Rifle: RNG 10, ROF 1, AOE –, POW 11
- Bayonet (melee): POW 3, P+S 9
- Field Allowance: 2
- 1 Grenadier (as printed): 1
- Up to 2 Add'l Grenadiers (as printed): 1 each
- Base: Small
Attachment [Trencher Infantry]: This attachment can be added to a Trencher Infantry unit.
Grenadier
- Advance Deployment
- Combined Ranged Attack
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
- Smoke Bombs (★Action): Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
- Take Up: If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
Military Rifle
- Rifle Grenade (★Attack): Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack.
Tactical Tips
- Take Up: Effects include spells and animi. Remember that if this model remains in play as a result of Take Up it is the same model.
Field Mechaniks (Cygnar Unit)
- Crew Chief stats: SPD 5, STR 4, MAT 3, RAT 4, DEF 12, ARM 11, CMD 7
- Crew Chief Rivet Gun: RNG 4, ROF 1, AOE –, POW 10
- Crew Chief Monkey Wrench (melee): POW 2, P+S 6
- Gobber Grunts stats: SPD 6, STR 4, MAT 2, RAT 2, DEF 14, ARM 9, CMD 4
- Gobber Grunts Monkey Wrench (melee): POW 2, P+S 6
- Field Allowance: 3
- Crew Chief & 3 Grunts (as printed): 2
- Crew Chief & 5 Grunts (as printed): 3
- Base: Small
Crew Chief
- 'Jack Marshal
- Officer
- Iron Sentinel: While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
- Repair [9] (★Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
Gobber Grunts
- Assist Repair (★Action): This model can make this special action only when B2B with a friendly Faction warjack. When this model makes an Assist Repair special action, choose another model in this unit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model.
- Repair [6] (★Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
Tactical Tips
- Repair: A wreck marker cannot be repaired.
- Crew Chief: Note that as the unit commander, this model is a 'jack marshal. Because the Crew Chief is an Officer, it is the unit 'jack marshal while it is in play. When it is destroyed it does not replace a Gobber Grunt model. Instead a Gobber Grunt in the unit becomes the new unit commander and 'jack marshal.
Black 13th Gun Mage Strike Team (Cygnar Arcane Tempest Character Unit)
- Lynch stats: SPD 6, STR 4, MAT 5, RAT 8, DEF 15, ARM 11, CMD 9
- Lynch Magelock Pistol: RNG 10, ROF 1, AOE –, POW 10
- Ryan stats: SPD 6, STR 4, MAT 5, RAT 8, DEF 15, ARM 11, CMD 9
- Ryan Magelock Pistol (x2): RNG 10, ROF 1, AOE –, POW 10
- Watts stats: SPD 6, STR 4, MAT 5, RAT 8, DEF 15, ARM 11, CMD 9
- Watts Magelock Pistol: RNG 10, ROF 1, AOE –, POW 10
- Damage: 5 each
- Field Allowance: C
- Lynch, Ryan & Watts (as printed): 4
- Base: Small
Lynch
- Gunfighter
- Officer
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities:
- Black Penny: This attack ignores the firing into melee penalty.
- Brutal Damage: Gain an additional die on this weapon's damage rolls.
- Fire Beacon: This attack becomes AOE 5 and POW – for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud effects when determining LOS to it. The AOE lasts for one turn.
- Snipe: This attack gains +4 RNG.
- True Sight: This model ignores concealment, Camouflage, and Stealth.
Ryan
- Gunfighter
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities:
- Black Penny: This attack ignores the firing into melee penalty.
- Brutal Damage: Gain an additional die on this weapon's damage rolls.
- Snipe: This attack gains +4 RNG.
Watts
- Gunfighter
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities:
- Black Penny: This attack ignores the firing into melee penalty.
- Brutal Damage: Gain an additional die on this weapon's damage rolls.
- Snipe: This attack gains +4 RNG.
- Granted: Prowl: While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
Magelock Pistol
- Magical Weapon
Ryan Only
- Mage Storm (★Attack): Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 magical damage roll. This model does not suffer damage from Mage Storm.
Tactical Tips
- Lynch: Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the unit Leader becomes the unit commander.
Gun Mage Captain Adept (Cygnar Arcane Tempest Solo)
- Stats: SPD 6, STR 4, MAT 5, RAT 8, DEF 15, ARM 11, CMD 9
- Magelock Pistol: RNG 10, ROF 1, AOE –, POW 10
- Sword (melee): POW 3, P+S 7
- Damage: 5
- Field Allowance: 2
- Point Cost: 2
- Base: Small
Captain
- Advance Deployment
- Commander
- Arcane Precision: If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation.
- Attack Type: Each time this model makes a normal ranged attack, choose one of the following abilities:
- Brutal Damage: Gain an additional die on this weapon's damage rolls.
- Phantom Seeker: This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
- Snipe: This attack gains +4 RNG.
Magelock Pistol
- Magical Weapon
Journeyman Warcaster (Cygnar Solo)
- Stats: SPD 6, STR 5, MAT 5, RAT 4, DEF 14, ARM 14, CMD 7
- Hand Cannon: RNG 12, ROF 1, AOE –, POW 12
- Mechanika Blade (melee): POW 5, P+S 10
- Focus: 3
- Damage: 5
- Field Allowance: 1
- Point Cost: 3
- Base: Small
Journeyman Warcaster
- Fearless
- Journeyman Warcaster: This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
Mechanika Blade
- Magical Weapon
Spells
| Spell | Cost | RNG | AOE | POW | UP | OFF | Effect |
|---|---|---|---|---|---|---|---|
| Arcane Bolt | 2 | 12 | – | 11 | NO | YES | Magical bolts of energy streak toward the target model. |
| Arcane Shield | 2 | 6 | – | – | YES | NO | Target friendly model/unit gains +3 ARM. |
Tactical Tips
- Journeyman Warcaster: This model is a non-warcaster model and is not affected by special rules that specifically affect warcasters. Models with the Attached rule cannot be attached to this model.
Stormsmith Stormcaller (Cygnar Solo)
- Stats: SPD 6, STR 4, MAT 5, RAT 4, DEF 13, ARM 11, CMD 7
- Rod (melee): POW 3, P+S 7
- Field Allowance: 3
- Point Cost: 1
- Base: Small
Stormsmith
- Immunity: Electricity
- Stormcall [8]: This model can make one of the following stormcalls. Warjacks affected by a stormcall suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Single Strike (★Action): RNG 10. Target model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical damage roll.
- Surge (★Action): Choose a friendly Stormsmith Stormcaller. If when this model makes this special action the chosen model is within 20" of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen Stormsmith Stormcaller. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens.
- Triangulation (★Action): Choose two other friendly Stormsmith Stormcallers. If when this model makes this special action it and they are all within 20" of each other, this model can target up to three models whose bases are within the triangular area between all three Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action. If this model and the chosen models are not all within 20" of each other when this model makes this special action, nothing happens.
Rod
- Reach
Tactical Tips
- Stormcall: Remember that stormcalls follow normal targeting restrictions and require LOS.
Stormsmith Storm Tower (Cygnar Weapon Crew Unit)
- Leader stats: SPD 4, STR 4, MAT 5, RAT 5, DEF 13, ARM 11, CMD 7
- Leader Storm Tower: RNG 14, ROF 1, AOE –, POW 14
- Leader Sword (melee): POW 3, P+S 7
- Grunt stats: SPD 4, STR 4, MAT 5, RAT 5, DEF 13, ARM 11, CMD 7
- Grunt Sword (melee): POW 3, P+S 7
- Field Allowance: 2
- Leader & Grunt (as printed): 2
- Base: Leader Large; Grunt Small
Leader & Grunt
- Immunity: Electricity
Storm Tower
- Damage Type: Electricity
- Critical Disruption: On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Light Artillery: This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
- Lightning Generator: When a model is hit with this weapon, lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
- Range Finder: While B2B with one or more Grunts in this unit, this model gains +2 to attack rolls with this weapon.
Tactical Tips
- Lightning Generator: The lightning arcs to models with Immunity: Electricity, it just cannot damage them. Damage from Lightning Generator strikes is not considered to have come from a hit or by a melee or ranged attack.
Squire (Cygnar Solo)
- Stats: SPD 6, STR 3, MAT 4, RAT 1, DEF 14, ARM 14, CMD –
- Damage: 5
- Accumulator Circles: 3
- Field Allowance: 1
- Point Cost: 2
- Base: Small
Squire
- Construct
- Arcane Realignment: While this model's warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn.
- Arcane Repeater: While this model's warcaster is within 5" of it, that warcaster's control area is extended 2".
- Attached: Before the start of the game, attach this model to a friendly Faction warcaster for the rest of the game. Each warcaster can have only one model attached to it.
- Reserve Accumulator: Once per turn during your Control Phase, after replenishing focus, if this model is within 5" of its controlling warcaster, you can mark one unmarked accumulator circle on this model's card to give 1 focus point to its warcaster.
Tactical Tips
- Attached: This model cannot be reassigned if its warcaster is destroyed or removed from play.
- Reserve Accumulator: A model can have more focus points than its FOCUS as a result of Reserve Accumulator.
Trencher Master Gunner (Cygnar Solo)
- Stats: SPD 6, STR 6, MAT 6, RAT 6, DEF 13, ARM 13, CMD 9
- Scattergun: RNG SP 8 (as printed), ROF 1, AOE –, POW 12
- Trench Knife (melee): POW 3, P+S 9
- Damage: 5
- Field Allowance: 2
- Point Cost: 2
- Base: Small
Master Gunner
- Advance Deployment
- Commander
- Artillerist (★Action): Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
- Close Fire (★Action): RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn.
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
Captain Maxwell Finn (Cygnar Trencher Character Solo)
- Stats: SPD 6, STR 6, MAT 8, RAT 7, DEF 14, ARM 14, CMD 10
- Mini-Slugger: RNG 10, ROF 1, AOE –, POW 11
- Trench Knife (melee): POW 3, P+S 9
- Damage: 5
- Field Allowance: C
- Point Cost: 3
- Base: Small
Finn
- Advance Deployment
- Commander
- Fearless
- Tough
- Anatomical Precision: When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
- Desperate Pace [Trencher] (★Action): RNG CMD. Target Friendly Trencher unit. If the Trencher unit is in range, it gains +2" movement during its activation this turn.
- Dig In (★Action): This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made constructions. This model can begin the game dug in.
- Smoke Bombs (★Action): Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
- Sprint: At the end of this model's activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
- Veteran Leader [Trencher]: Friendly Trencher trooper models gain +2 to attack rolls while this model is in their LOS.
Mini-Slugger
- Rapid Fire [d3]: When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
Trench Knife
- Thresher (★Attack): This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
Tactical Tips
- Thresher: The melee attacks are all simultaneous.
Major Katherine Laddermore (Cygnar Storm Knight Character Dragoon Solo)
- Stats (mounted): SPD 8, STR 6, MAT 8, RAT 7, DEF 13, ARM 17
- Stats (dismounted): SPD 6, STR 6, MAT 8, RAT 7, DEF 13, ARM 15
- Voltaic Accelerator: RNG 8, ROF 1, AOE –, POW 12
- Voltaic Lance (melee): POW 7, P+S 13
- Mount: POW 10
- Mounted Damage: 10
- Dismounted Damage: 5
- Field Allowance: C
- Point Cost: 5
- Base: Large (mounted); Small (dismounted)
Laddermore
- Commander
- Fearless
- Immunity: Electricity
- Assault: As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
- Dragoon: While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6 and base ARM 15 and loses Assault and Electro Charger, and the Voltaic Accelerator loses Power Up.
- Electro Charger [Storm Lances]: While within 5" of this model, friendly Storm Lance models gain +2 to their ranged attack and ranged damage rolls.
Voltaic Accelerator
- Damage Type: Electricity
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
- Power Up: This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation.
Voltaic Lance
- Reach
- Brutal Charge: This model gains +2 to charge attack damage rolls with this weapon.
- Electro Leap: When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
Tactical Tips
- Assault: The assaulting model ignores the target in melee penalty even if is not in melee range of its charge target after moving.
- Electro Charger: Laddermore does not gain this bonus, and it does not apply to Electro Leap damage rolls.
- Electro Leap: The lightning can arc to a model with Immunity: Electricity; it just cannot damage that model. Damage from Electro Leap is not considered to have been caused by a hit or by a melee or ranged attack.
Captain Arlan Strangewayes (Cygnar Character Solo)
- Stats: SPD 5, STR 7, MAT 5, RAT 5, DEF 12, ARM 16, CMD 8
- Voltaic Gauntlet: RNG SP 8 (as printed), ROF 1, AOE –, POW 10
- Fixer (melee): POW 5, P+S 12
- Damage: 5
- Field Allowance: C
- Point Cost: 2
- Base: Small
Strangewayes
- Immunity: Electricity
- 'Jack Marshal
- Magic Ability
- Evasive Action (★Action): RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
- Power Booster (★Action): RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
- Repair [10] (★Action): This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
Voltaic Gauntlet
- Damage Type: Electricity
- Disruption: A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
Fixer
- Reach
Tactical Tips
- Repair: A wreck marker cannot be repaired.