Mercenary Warcasters

 

Magnus the Traitor (Prime) (24 WJ Points)

Mercenaries_MagnusPrime

SPD: 5
MAT: 3
RAT: 1
MAG: 2
DEF: 3
ARM: 3
FOC: 6

Spells

  • Arcantrik Bolt: [Cost: 2, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 6 Damage, a Warjack Damaged by this attack becomes stationary for one round.
  • Blur: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit gains +2 DEF against ranged and magic attacks. This spell has Disbursal.
  • Iron Aggression: [Cost: 3, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
  • Obliteration: [Cost: 4, Range: 10 AOE: 4, Upkeep: No, Offensive: Yes] Does 10 Damage.
  • Temper Metal: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly warjack gains +1 Mitigation and is immune to continuous effects.
  • Snipe: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly units ranged weapons gain +4 range and ignore Mitigation on a critical hit. This spell has Disbursal.
Feat
  • Hit and Run: Units in Magnus’ battlegroup currently in his control area can make a full advance or run after all friendly units have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement units cannot be targeted by free strikes.
Passives
  • Backstab: This unit does Additional Damage on back strike attacks.
  • Feign Death: This unit cannot be targeted by ranged or magic attacks while knocked down.
  • Resourceful: This unit can upkeep spells on units in its battlegroup without spending focus.
Weapons
  • Scattergun: [Ranged: Spray 10, RoF: 1, 6 Damage]
  • Foecleaver: [Melee, 7 Damage] Magical Weapon. Powerful Attack (When attacking with this weapon, this unit can spend 1 focus point to boost the attack and Damage of the attack).
  • Mechanikal Arm: [Melee, 5 Damage] Knockdown. When a unit is hit by an attack with this weapon, it is knocked down.

 

Ashlynn D’Elyse (24 WJ Points)

Mercenaries_Ashlynn

SPD: 6
MAT: 4
RAT: 2
MAG: 2
DEF: 5
ARM: 2
FOC: 6

Spells

  • Admonition: [Cost: 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] When an enemy unit advances and ends its movement within 6 squares of target unit in this units battlegroup, the affected unit immediately disengages 3 squares directly away from the attacker, then admonition expires. The affected unit cannot be targeted by free strikes during this movement.
  • Distraction: [Cost: 2, Range: 8, AOE: -, Upkeep: No, Offensive: Yes] Target enemy Warrior unit cannot make ranged attacks and suffers -2 DEF and -2 MAT for one round. This spell has Disbursal.
  • Flashing Blade: [Cost: 1, Range: SELF AOE: -, Upkeep: No, Offensive: No] Make one normal melee attack against all targets in your melee range and LOS.
  • Gallows: [Cost: 3, Range: 10, AOE: -, Upkeep: No, Offensive: Yes] Does 8 Damage. When an enemy model is hit by this attack, it can be pushed 1-6 squares directly toward Gallow’s point of origin.
  • Quicken: [Cost: 3, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly unit gains +2 SPD and +1 DEF against ranged and magic attack rolls. This spell has Disbursal.
  • Twister: [Cost: 2, Range: 10, AOE: 3, Upkeep: No, Offensive: Yes] Deals 9 Damage, the AOE is a cloud effect that remains in play for one round.
Feat
  • Roulette: While in Ashylnn’s control area, units gain two additional dice on their attack rolls. Friendly units drop the two lowest dice, and enemy units drop the two highest dice.
Passives
  • Gunfighter
  • Parry: This unit cannot be targeted by free strikes
  • Quick Draw: The first time during your opponent’s turns that this unit would be hit with a ranged attack, this unit immediately makes a ranged attack against the enemy unit before the hit is confirmed. If this unit’s ranged attack hits, the enemy unit suffers no damage but their ranged attack automatically misses.
  • Riposte: When this unit is missed by an enemy melee attack, immediately after the attack is resolved it immediately makes one normal melee attack against the attacking unit.
  • Virtuoso: This unit can make melee and ranged attacks during the same combat action. When this unit makes its initial attacks it can make both its initial ranged and melee attacks.
Weapons
  • Hand Cannon: [Ranged: 12, RoF: 1, 6 Damage]
  • Nemesis: [Melee, 5 Damage] Magical Weapon, Weapon Master.

 

Drake MacBain (Prime) (24WJ Points)

Mercenaries_Drake

SPD: 6
MAT: 2
RAT: 1
MAG: 2
DEF: 4
ARM: 2
FOC: 6

Spells

  • Countermeasure: [Cost 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] While within 5 squares of target friendly unit, enemy units cannot make ranged attacks. This spell has Disbursal.
  • Energizer:  [Cost: 1-3, Range: Self, AOE: Ctrl, Upkeep: No, Offensive: No] This unit spends up to 3 Focus points to cast Energizer. Units in its battlegroup that are currently in its control area can immediately advance up to 1 square for each Focus spent. Energizer can be cast only once per turn.
  • Failsafe: [Cost 3, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] Target friendly warjack gains +1 ARM and does not suffer negative stat penalties from the effects of enemy spells or abilities.
  • Fortune: [Cost 2, Range: 6, AOE: -, Upkeep: Yes, Offensive: No] When target friendly faction unit misses an attack roll, immediately make a second attack roll to check for a hit. Each attack roll can only be rerolled once as a result of Fortune.
  • Jackhammer: [Cost: 1, Range: 6, AOE: -, Upkeep: No, Offensive: No] Target unit in this unit’s battlegroup can immediately make one normal melee attack.
  • Rift: [Cost: 3, Range: 8, AOE: 4, Upkeep: No, Offensive: Yes] Does 8 Damage and affected spaces become Rough Terrain for one round.
Feat
  • True Grit: Choose a number of friendly faction Warrior units currently in MacBains control area up to the number of focus points on him +5. When a chosen unit would be killed, it remains at 1 health and is knocked down. True Grit lasts for one round.
Passives
  • Tough
  • Gang Fighter: When making a melee attack targeting an enemy unit in melee range of another friendly faction warrior unit, this unit gains +1 to melee attack rolls and +1 to damage.
  • Unyielding: While engaging an enemy unit, this unit gains +1 ARM.
Weapons
  • Hand Cannon: [Ranged: 12, RoF: 1, 6 Damage]
  • Undertaker: [Melee, 7 Damage] Magical Weapon, Reach, Grievous Wounds (When a unit is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.

 

Mercenary Warjacks

 

Talon (Light) [8 points]

Mercenaries_Talon

SPD: 6
MAT: 2
RAT: 0
DEF: 1
ARM: 4

Weapons

  • Shield: [Melee, 5 Damage] Shield
  • Stun Lance: [Melee, 6 Damage] Reach, Powerful Charge (This unit gains +1 MAT to Charge attack rolls), and Stall (A Warjack hit by this attack suffers the Stall continuous effect).

 

Renegade (Light) [12 Points]

Mercenaries_Renegade

SPD: 5
MAT: 2
RAT: 2
DEF: 0
ARM: 5

Passives

  • Arc Node
  • Custom Warjack [Magnus]: This unit can be included only in a battlegroup controlled by Magnus.
Weapons
  • Obliterator: [Ranged: 14, ROF: 1, AOE: 4, 10 Damage] Arcing Fire (When attacking with this weapon this unit can ignore intervening units except those within 1 square of the target), Knockdown (When a unit is hit by an attack with this weapon, it is knocked down), One Shot (An attack with this weapon can be made only once per game).
  • Shredder: [Melee, 7 Damage] Critical Shred (On a critical hit, after the attack is resolved this unit can make one additional attack against the unit hit. Attacks generated from critical shred cannot generate Critical Shred attacks), Sustained Attack (During this unit’s activation, when it makes an attack with this weapon against the last unit hit by the weapon this activation, the attack automatically hits).

 

Vanguard (Light) [10 Points]

Mercenaries_Vanguard

SPD: 6
MAT: 1
RAT: 1
DEF: 2
ARM: 4

Abilities

  • Assault: Select a valid charge target, after completing the charge but before making a melee attack make one ranged attack against the target. The unit assaulting does not suffer the target in melee penalty on the ranged attack.
  • Shield Guard: When this unit activates Shield Guard it must select an adjacent friendly unit. While Shield Guard is active, ranged attacks targeting the unit affected by Shield Guard have a 50% chance of being deflected to this unit. Shield Guard ends immediately if this unit is no longer adjacent to its Shield Guarded target, is knocked down, or made stationary.
Weapons
  • Shield Gun: [Ranged: 8, ROF: 1, AOE: -, 6 Damage]
  • Tower Shield: Shield [Melee, 5 Damage]
  • Guisarme: [Melee, 7 Damage] Reach and Set Defense (Increases DEF by 1 against charge, slam, and impact attacks made in this character’s front arc.).

 

Nomad (Light) [12 Points]

Mercenaries_Nomad

SPD: 5
MAT: 2
RAT: 1
DEF: 0
ARM: 4

Weapons

  • Open Fist: [Melee, 8 Damage] Open Fist
  • Battle Blade: [Melee, 11 Damage] Reach

 

Mangler (Heavy) [16 Points]

Mercenaries_Mangler

SPD: 5
MAT: 2
RAT: 0
DEF: 0
ARM: 4

Abilities

  • Thresher: Special Attack – Wrecker. This unit makes one melee attack with this weapon against each unit in its line of sight and this weapon’s melee range.
  • Punching Spike: [Melee, 9 Damage] Open Fist
Weapons
  • Wrecker: [Melee, 11 Damage] Reach, Chain Weapon (This attack ignores mitigation from the Shield Wall ability, this weapon also ignores the Shield advantage).

 

Mercenary Warriors

 

pEiryss [6]

Mercenaries_Eiryss

SPD: 7
MAT: 2
RAT: 5
DEF: 4
ARM: 1

Abilities

  • Attack Type: When making a normal ranged attack this unit selects one of the following abilities.
  • Death Bolt: This attack deals 5 Damage and ignores all mitigation to living units, and otherwise deals 3 damage and ignores all mitigation.
  • Disruptor Bolt: A unit hit loses all focus points. A unit hit with the Focus Manipulation ability does only replenishes half of their focus points on their next turn. A Warjack hit suffers Disruption for one round.
  • Phantom Seeker: When making this attack this unit can target any model in range regardless of line of sight. When resolving the attack, ignore concealment, cover, and intervening models.
Passives
  • Mercenary: This unit will work for Cygnar, Khador, the Protectorate, and the Retribution.
  • Advance Deployment
  • Fearless
  • Pathfinder
  • Stealth
  • Camouflage: This model gains an additional +1 DEF when benefiting from Concealment or Cover.
  • Retribution Partisan: When this unit is included in a Retribution squad, this unit is a Retribution unit instead of a Mercenary unit and does not count against the squad’s mercenary budget.
  • Technological Intolerance: When this unit ends its normal movement within 5 squares of a friendly non-myrmidon warjack, its activation ends immediately.
Weapons
  • Crossbow: [Ranged: 12, RoF: 1, 5 Damage]
  • Bayonet: [Melee, 5 Damage]
  • Saber: [Melee, 5 Damage]

 

Greygore Boomhowler [4]

Mercenaries_GreygoreBoomhowler

SPD: 6
MAT: 3
RAT: 1
DEF: 1
ARM: 3

Abilities

  • Fell Howl: This unit can make one of the following fell calls anytime during its activation. Unless otherwise specified these abilities do not consume this unit’s combat action.
  • Call of Defiance: Greygore Boomhowler and Boomhowler Company Members currently within 10 have a 50% chance to trigger Tough, and while knocked down Boomhowler and Boomhowler Company Members can trigger Tough 33% of the time. Call of Defiance lasts for one round.
  • Call to Action: Friendly knocked down Warrior and Warcaster units within 10 immediately stand up.
  • Rage Howler: Enemy units currently within 10 have a 50% chance of suffering the Terrified effect. Warjacks and Warbeasts currently within 10 suffer -1 to MAT and RAT for one round.
Passives
  • Mercenary: This unit will work for Cygnar, Cryx, and Khador.
  • Combined Melee Attack
  • Tough
Weapons
  • Blunderbuss: [Ranged: 8, RoF: 1, 5 Damage]
  • Great Axe: [Melee, 6 Damage]

 

Kell Bailoch [4 Points]

Mercenaries_KellBailoch

SPD: 6
MAT: 1
RAT: 4
DEF: 3
ARM: 1

Abilities

  • Crippling shot: Make a normal ranged attack against non Warjack unit. This attack does not benefit from the Sniper passive. A unit hit by Crippling shot suffers -1 SPD for one round and cannot charge.
  • Disabling shot: Make a normal ranged attack against a non Warjack unit. This attack does not benefit from the Sniper passive. For one round the unit hit by Disabling Shot cannot use special actions or special attacks.
Passives
  • Mercenary: This unit will work for Khador and the Protectorate.
  • Advance Deploy
  • Dual Shot: When this unit forfeits its movement to gain the aiming bonus it can also make one additional normal ranged attack this activation.
  • Prowl: This unit gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
  • Sniper: This unit’s normal ranged attacks ignore base ARM and Shield Wall against non Warjack small and medium units.
Weapons
  • Silence: [Ranged: 14, RoF: 2, 5 Damage]
  • Sword: [Melee, 5 Damage]

 

Gorman Di Wulfe [6]

Mercenaries_GormanDiWulfe

SPD: 6
MAT: 1
RAT: 1
DEF: 3
ARM: 1

Abilities

  • Smoke Bombs: RNG 2; Covers a 3×3 space with a cloud effect that lasts for one round.
  • Attack Type: When making a normal ranged attack this unit selects one of the following abilities.
  • Acid Bomb: Units in the AOE are hit and suffer 6 Corrosion Damage and the Continuous Corrosion effect.
  • Black Oil: This attack causes no Damage. Instead, units in the AOE are hit and suffer Blind for one round. (A blind unit cannot make ranged or magic attacks, and suffers -2 SPD, –2 MAT,  –2 DEF, and cannot charge.)
  • Rust: This attack causes no Damage. Instead, warjacks in the AOE are hit and suffer -2 ARM for one round.
Passives
  • Mercenary: This unit will work for Cygnar, Cryx, Khador, and the Protectorate.
  • Immunity: Corrosion
  • Immunity: Fire
  • Stealth
  • Alchemical Mask: This unit ignores gas effects. When determining LOS or resolving attacks, this unit ignores cloud effects.
Weapons
  • Alchemical Grenades: [Ranged: 6, RoF: 1, AOE: 3, - POW]
  • Stiletto: [Melee, 5 Damage]

 

 

Steelhead Halberdier [2]

Mercenaries_SHHalberdier

SPD: 6
MAT: 1
RAT: 0
DEF: 2
ARM: 1

Abilities

  • Pike Hedge: This character enters a prepared state, if this unit is charged within its front arc or an enemy unit ends a run action in its front arc, before the charging unit makes its attack this unit immediately makes one normal melee attack against it, and then the Pike Hedge expires.
Passives
  • Mercenary: This unit will work for Cygnar, Cryx, Khador, and the Protectorate.
  • Combined Melee Attack
Weapons
  • Halberd: [Melee, 5 Damage] Reach, Powerful Charge (This unit gains +1 MAT on charge attack rolls with this weapon), Set Defense (Increases DEF by +1 against charge, slam, impact attacks made in this character’s front arc).

 

Steelhead Rifleman [2]

Mercenaries_SHRifleman

SPD: 6
MAT: 1
RAT: 1
DEF: 2
ARM: 1

Abilities

  • Take a Knee: This unit may immediately make a normal ranged attack against an enemy in range with the aiming bonus, even if it moved this round, but it must sacrifice its movement or combat action next round.
Passives
  • Mercenary: This unit will work for Cygnar, Cryx, Khador, and the Protectorate.
  • Combined Ranged Attack
Weapons
  • Military Rifle: [Ranged: 10, RoF: 1, 5 Damage]
  • Sword: [Melee, 5 Damage]

 

Jarok Croe [5]

Mercenaries_JarokCroe

SPD: 6
MAT: 3
RAT: 2
DEF: 2
ARM: 1

Abilities

  • Shiv: Make a normal melee attack against target living warrior unit with 3 or less hit points. If this attack hits, this ability immediately kills the target. This ability may be use at any time during this unit’s activation except for after a charge and may only be used once per round. Using Shiv does not consume this unit’s combat action.
  • Bushwhack: This ability may only be used prior to movement. When activated, this unit may do their combat action prior to their movement action.
  • Track: Range 10, dispersal. Target enemy unit within range. This ability requires an attack roll against a target number of 9. For one round the target does not benefit from concealment or stealth and cannot turn invisible.
Passives
  • Mercenary: This unit will work for Cryx, Khador, and the Protectorate.
  • Advance Deploy
  • Pathfinder
  • Stealth
  • Backstab: This unit gains Additional Damage on its back strike Damage.
Weapons
  • Hiss: [Ranged: 10, RoF: 1, 5 Damage] Silencer (A unit directly hit by this weapon cannot cast spells for one round).
  • Two-Handed Sword: [Melee, 5 Damage] Reach, Poison (Gain Additional Damage on this weapon’s Damage against living units.)

 

Cutthroat [4]

Mercenaries_Cutthroat

 

SPD: 6
MAT: 2
RAT: 1
DEF: 2
ARM: 1

Abilities

  • Bushwhack: This ability may only be used prior to movement. When activated, this unit may do their combat action prior to their movement action.
Passives
  • Mercenary: This unit will work for Cryx, Khador, and the Protectorate.
  • Advance Deploy
  • Hunt: This unit gains +1 to MAT and RAT against a target affected by Jarok Croe’s Track ability.
  • Pathfinder
  • Stealth
  • Backstab: This unit gains Additional Damage on its back strike Damage.
Weapons
  • Crossbow: [Ranged: 10, RoF: 1, 5 Damage] Poison (Gain Additional Damage on this weapon’s Damage against living units.)
  • Murder Weapons: [Melee, 5 Damage] Poison (Gain Additional Damage on this weapon’s Damage against living units.)