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[WARMACHINE & HORDES] 1+1=Cyriss is calculating... calculating... seven! And you're dead.



  • ForceVoidForceVoid Registered User regular
    Pirate CID is live, there's a lot there.
    New Models

    Captain Rahera, Terror of the Wailing Sea

    Captain Rahera is a new Mercenary Warcaster who is also a Cryx partisan. That means there is a lot of ground to cover with her since she will be playable in two factions and many themes. She is designed to be a versatile hit-and-run caster who can do a lot of killin' on her own, while also broadly supporting her army. Rahera has a combined arms approach, favoring a selection of both 'jacks and infantry, which we have baked into her design with her feat and powerful spell list like Manifest Destiny. With her high natural speed, Sprint, and Blood Boon on one of her weapons, she should be able to get in and get out while getting a free casting of one of her more powerful spells.

    Things to Test: Did Windstorm provide suitable protection for both Rahera and her army? Did it allow you to play her a tad more forward to leverage her hit-and-run tactics? Was Manifest Destiny impactful in Talion Charter? What about the other Mercenary themes? What about Cryx? Did her feat allow you to swing attrition by returning models? What about the Critical Decapitation aspect? The Critical Decapitation aspect is random by design, but did it feel like it never came up, or came up too often? Also, how does her package work with lists like nine Slayers in Cryx?


    The Blockader is an alternative chassis for the Galleon, focusing on close-up, in-your-face rocket punches and sprays. The Blockader ditches the crane and harpoon for powerful, long-range punches that grab you and haul you around the battlefield. When it isn't punching you, the Blockader can lay down a withering array of sprays to decimate packed enemy formations.

    Things to Test: Does the Blockader feel like it mixes up the game plan of the Galleon and offer an alternative? Do the push-and-pull style mechanics of the rocket fists feel too oppressive in terms of movement shenanigans for your opponent? Do the sprays offer a enticing alternative to just punching when faced with droves of enemy infantry?


    The Swabber is a new heavy 'jack chassis coming to the Talion Charter. This 'jack combines some ranged shooting along with some support abilities and the ever-present threat of dragging enemy models into awkward situations.

    Things to Test: Does Lash and Girded help build you a little bunker to help get fragile models across the table? Did you feel like the Swabber was able to lay down a couple good ranged attacks before dragging an opponent's model in for a good thwacking? Did the threat of the Swabber's harpoon force your opponent to respect the area around it to minimize the potential drag? Did the Swabber feel a little bit sturdier than the existing Talion 'jacks? Did you feel like you would add this 'jack to a non-Talion Mercenary army?


    Scallywag is Shae's new character 'jack, but he is available to the entire charter. He is a light 'jack with all sorts of cool tricks that makes him difficult to pin down. He brings a pretty wide-array of decent weapons for his size. Parry, Bounding Leap, and Overtake means he can pretty much go where he wants to. Feign Death, Hit the Deck! and Rise make him pretty difficult to shoot off the table. He is quite the little swiss army knife.

    Things to Test: Does he feel good with 'casters other than Shae? Does his package give him too much movement? Or too much anti-shooting defense? Is his damage output feel right for his point cost?


    A new light warjack, the Swashbuckler is more about swashing some buckles than his chassis-companion, the Buccaneer. The Swashbuckler can lay down some light ranged fire as it crosses the table, but it's main purpose is to get in close and personal and give 'em the clamps (so that he can then give 'em the peppa box!). He has a high volume of decent attacks, and can put a Pepper Box shot into surprising places courtesy of Dual Attack.

    Things to Test: Does his damage output feel good for his points? Does the package "work?" Does the Close Volley on his Clamp feel good to use? Does Dual Attack allow you to pick off a key solo or support piece in weird places?

    Powder Monkey

    The Powder Monkey is an explosive new support solo for the privateers. This monkey provides an exceptionally cheap 'jack support tool that frees up a lot of the focus load from your 'caster. Primarily, he brings Ancillary Attack to Privateer 'jacks (please note the specific typing on this ability!) and Empower. Secondarily, he... uh, blows up. Yes, that is a feature. And it is not tied to an enemy attack.

    Things to Test: The Powder Monkey is specifically designed to favor Privateers first and foremost. Was a 2-point Empower-bot still useful in other Mercenary themes? We are very cautious about how and where we offer Ancillary Attacks in the game. Does having access to three Ancillary Attacks do too much to Privateer 'jacks or does it give them the bump they need (remember, a single model can only be Ancillary'd once a turn, so you have to spread them out)? As a late game tool, does the monkey blowing up feel like a useful option, or is it too good, especially given you can trigger it with your own attacks?

    Legacy Models

    Fiona the Black

    Fiona got a pretty expansive re-work. We kept her overall theme intact, but fiddled around with her spell list quite a bit and also amped up her "Cultist" game-play. Now, her Cultists allow her to upkeep a single spell for free (as long as an in-formation model is in her control area, sorry, no parking an out of formation Cultist behind her). Additionally, we gave her Dark Rituals, replacing Telgesh Mark as her arcnode ability. The last function of her Cultists is also that she can arc through them with Dark Rituals without damaging the models.

    As for spells, this is where the major changes happened. We cut several spells and really focused on giving her meaningful conjurations, as the resident Pirate Spell Lady. Curse of Veils is a replacement for Nonokrion Brand, still providing the "does not block LOS" aspects with an ARM debuff. Chasten gives Pirates some access to upkeep removal, and Befuddle provides some control elements. Occulation speaks for itself as a useful delivery/protection tool. We're hoping to really dial in on Fiona being the versatile, spell-slinging Pirate of the bunch.

    Things to Test: How does the new Cultist mechanic feel? Was arcing through them "for free" feel good? Did arc'ing through various solos (who typically won't die from the damage roll) also feel useful? How does her spell list feel? Did you have various useful answers to many different problems? Befuddle can sometimes be as potent, or moreso than Telekinesis, depending on the situation. Did it ever feel too difficult for your opponent to protect key models from Befuddles?


    We dropped the Galleon's points down significantly and also gave him a power lifter (cause he's got that big clampy arm!). This should help define him as the more backfield, lay-down some fire while moving models around center-piece while the Blockader is the more in-your-face version.

    Things to Test: Does his points feel better now? Is he a good option for your armies? How does power lifter feel? Is there some absurd jank with power lifter that may have slipped through the cracks?

    Buccaneer, Mariner, Freebooter

    I'm lumping these three together. In general, we've added a point of ARM to all the non-colossal pirate 'jacks to make them just a tad sturdier. The general goal is to have relatively cheap 'jacks that really dial in on the Pirate theme'ing (worker 'jacks converted into weapons of war). We also added Amphibious to the Buccaneer, because, well, that makes sense! We also gave the Buccaneer a point of MAT to help him whack things with his big stick. However, as far as the Buccaneer is concerned, the MAT and ARM buff, combined with his existing abilities warranted a slight point creep up to cost 7.

    The Freebooter didn't see any changes beyond the ARM bump.

    However, in addition to the ARM boost, we also increased the range of the Mariner's Anchor to 2".

    Things to Test: Do these 'jacks feel sturdier with the ARM increase? How do they feel in comparison to the new 'jacks? Does the whole 'jack catalog of Privateers feel like you have a useful variety of choices? Does the Buccaneer feel a bit more consistent at MAT 6? Did the additional reach on the Mariner come into play at some point in your game? Does the Freebooter feel like a suitable value-heavy?

    Devil's Shadow Mutineers

    We just made them straight-up Cryx partisans, so go wild and put them in lists! Additionally, we gave them all tough (a theme you'll see recurring as we get into other pirate stuff below). Lastly, Mar's Saber was increased to range 1", because it was just too hard to hit things with it (should make Berserk'ing a bit easier).

    Things to Test: How do the Mutineer's feel now? Does Tough combined with their Blood-Bound make them feel a bit more resilient?

    Press Gangers, Sea Dog Pirates, Sea Dog Rifleman

    Another group post. Pretty straight-up here. We reduced their cost on the minimum unit of Press Gangers and gave them native Ambush (pulling that benefit from the theme for a new one, read below). All Sea Dog models gained Tough, and the RAT of the Rifleman went up by one to RAT 5.

    Things to Test: Pirates in general are all about powerful layered buffs courtesy of various characterful solos. When you have "the complete package" in play, did Sea Dogs feel like they were pulling their weight? Did Ambushing Press Gangers feel like a useful unit choice that changed the way your opponent deployed models and advanced them up the table? Did the Rifleman feel like a useful addition to a unit of Sea Dogs?

    Sea Dog Deck Gun

    The deck gun got several changes that warrant it having it's own header. Just like all other Pirates, it was given Tough. Additionally, the RAT was increased to 5 and we gave it Advance Deploy. This should give the Deck Gun a useful niche as a cheap, light artillery piece that can pick away at enemy models while remaining fairly mobile.

    Things to Test: Did Advance Deployment make this model feel more relevant? How about the RAT 5? We don't expect Tough to often come into play on an artillery piece, but sometimes your opponent just has to focus down that last contesting model or open up that charge lane. Did Tough do something clutch in those situations?

    Bloody Bradigan

    We bumped his DEF to help him get there and stick in the fight. We really like Bradigan as a cheap, punchy option that can do surprising things to enemy models when things lines up.

    Things to Test: Three points for 8 boxes, DEF 14 and a bunch of punchy rules. How does that feel?

    Bosun Grogspar

    We amped up a couple things on Bosun Grogspar, like giving him a point of RAT and changing his No Sleeping on the Job from Sea Dog to Privateer, making it impact A LOT more models (it still only affects living, sorry 'jacks!) As a result, we also bumped his cost up one to five. Lastly, we added Crit Devestation to his Harpoon Gun as a little cherry on top.

    Things to Test: Is No Sleeping on the Job for Privateers a tad too oppressive, or was it just right on keeping some key models upright? Did the bump to his RAT also help him put a gunshot where he wants it? Did you get lucky and get a gnarly Crit Devestation on essential enemy models? Was that fun, or too much?

    First Mate Hawk

    Hawk also saw a slight point increase from four to five. However, this is because we gave her a bunch of tasty, tasty rules. First, we added Lunge to her weapon, so during her activation, she has Range 2" on her melee attacks. We also added Sprint to her so she can get in, and then out into just the right spot to deliver her Object of Desire buff to friendly Sea Dogs. We did cut Sucker! because it is redundant with the new theme benefits (see below).

    Things to Test: Is Acrobatics, Parry, Lunge, and Sprint too awesome of a package for getting to the model you want to kill and then back out to safety? Inquiring Devs want to know!

    Lord Rockbottom

    Not many changes to Rockbottom, but the one change is pretty relevant. Since we've handed out Tough to basically all the Privateer models, his Walk It Off Incentive didn't really do much, so we changed it from providing Tough, to removing Continuous Effects, Knockdown, and Stationary on affected models. Now, if you're outside Grogspar's bubble (or he is dead! Gasp!) and your models take a nap, you can pop them back up. It can also save you from Fire and Corrosion Continuous effects (especially those that might be applied during your turn from opponent abilities). Also gets you out of Stationary, which could be very useful.

    Things to Test: Is this a useful, match-specific change to Walk It Off? Did it feel too tilting for your opponent who brings 'casters like Sorscha or Kreoss?

    Master Gunner Dugal MacNaile

    MacNaile remains a potent ranged support solo. We dialed that in even further, but first, we cut his Veteran Leader because we just straight-up gave the Deck Guns an additional RAT. However, his compensation more than makes up for it, adding Spyglass to his list of useful things he can do. Now he gets to make useful decisions from turn-to-turn, either handing out Artillerist or removing Stealth from an enemy model.

    Things to Test: Spyglass! Does stealth removal help the Talion Charter out a lot? Does MacNaile feel like he gets to make meanginful decisions each turn?

    Theme Forces

    The new text for the theme force is below. We cut Ambush on Press Gangers and just gave them the ability. We cut Dodge in favor of a stronger defensive option for your solos in the form of Sacrificial Pawn [Sea Dog Model]. Pirates are at their best when their units can benefit from the powerful, layered buffs offered by their characterful solos, and we really wanted to emphasize that by giving your solos a bit more survivability (and let's be fair, they probably got to their position of authority on the backs of less ruthless pirate compatriots).

    Also, the Talion is offshore and making it's presence known! We added a pre-game cannon barrage to the Pirate theme. Please note, we have specifically designed this ability to not be able to harm opponent models before they move. However, the broadsides are rough terrain and also a hazard that hurts enemy models, so they should help you funnel enemy troops.

    Oh yeah, and we added Scharde models to the theme force. No big deal. Except it is a big deal! That means you can now take Scharde Pirates and Dirge Seers, adding some fresh alternative units to your lists. Please note that the theme will make them Privateers, but not Sea Dogs.

    Lastly, you can always take Scallywag in the Talion Charter (but he only gets his bond with Shae).

    Theme Forces

    Mercenary Theme Force: Talion Charter

    Army Composition:

    Add Scallywag.

    Change the First benefit to the following:

    This army can also include Cryx Scharde units. These units are considered to be friendly Mercenary
    Privateer units instead of Cryx units and can include attachments but cannot include Ranking Officers.

    Change the second benefit to the following:

    For every full 25 points of Privateer models/units in this army, you can add one solo or two weapon crew units
    to the army free of cost. Free models/units do not count toward the total point value of Privateer
    models/units in the army when calculating this bonus.

    Change the third benefit to the following:

    Solos in this army gain Sacrificial Pawn [Sea Dog model]. (When a model with Sacrificial Pawn [Sea Dog
    model] is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Sea Dog
    trooper model within 3˝ of it directly hit instead. That model is automatically hit and suffers all damage and

    Add the following benefit:

    After models are deployed at the start of the game, you can choose up to three points on the table at least
    10˝ away from the nearest enemy model. Roll deviation from each of these points, with direction 4 on the
    deviation template pointing directly toward the rear edge of your deployment zone. Center a 4˝ broadside
    AOE on each point of impact. Broadside AOES are hazards that remain in play for the first round of the
    game. Broadside AOEs are rough terrain. A model entering or ending its activation in a broadside AOE
    suffers an unboostable POW 12 blast damage roll XICONX.

  • BrodyBrody The Watch The First ShoreRegistered User regular
    That all looks rather exciting. I really wish a couple of the Pirate jacks looked a little less ridiculous to me, because the sea theme is my favorite.

    "The shore does not dream of you." - Blind poet Gallan.
  • novaspikenovaspike Registered User regular
    Man, they're really trying to make me regret selling my Cryx.

    I like the look of the new stuff. Also monkeys.

  • SteelhawkSteelhawk Registered User regular
    Does anyone know what happened to the ongoing fluff? Did they just drop everything after Exigence?

    I really wanna know if Everblight gets his second taste of Anthac!

  • BrodyBrody The Watch The First ShoreRegistered User regular
    Steelhawk wrote: »
    Does anyone know what happened to the ongoing fluff? Did they just drop everything after Exigence?

    I really wanna know if Everblight gets his second taste of Anthac!

    I'm pretty sure its not entirely dead, hence the way Grymkin and Infernals are supposed to be tied together. But I haven't really had the energy to really break into the plot line yet.

    "The shore does not dream of you." - Blind poet Gallan.
  • ForceVoidForceVoid Registered User regular
    Infernals CID 06Mar

  • novaspikenovaspike Registered User regular
    ForceVoid wrote: »
    Infernals CID 06Mar

    I'm fairly interested.

  • No-QuarterNo-Quarter Nothing to Fear But Fear ItselfRegistered User regular
    I know they were working on Tharn CID during the summer. Have they gotten around to Wolves and Grayle?

  • PMAversPMAvers Registered User regular
    In case anyone wants some deals, The War Store is running a Spring Cleaning sale until the end of the month.

    Like, would you like the plastic Prime Axiom for $33?

    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • PMAversPMAvers Registered User regular

    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • BrodyBrody The Watch The First ShoreRegistered User regular
    Infernal CID is out, and they look BALLER!

    "The shore does not dream of you." - Blind poet Gallan.
  • ForceVoidForceVoid Registered User regular
    Infernal pre orders are up, including an army box

  • Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    edited April 17
    Warstore's got them up.

    Dr_Keenbean on
    PSN: Dr_Keenbean LIVE: Dr Keenbean Drkeenbean#1951
  • Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    They do look pretty awesome, I'll wait for them to come out before picking anything up but they definitely look like my kind of thing.

  • PMAversPMAvers Registered User regular
    The Oblivion CID is also going on right now.

    I'm... actually severely tempted to dust my Cygnar stuff off to run the Flame in the Darkness theme list, which is a combo Morrow/Thamarite one.

    Plus I love that the Legion of Lost Souls is finally showing up!

    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • novaspikenovaspike Registered User regular
    I'm not sure how I feel about Oblivion in general.

    Like I'm excited for all the new stuff, the narrative league, and the new models, but I'm not sure how it feels effecting the game overall.

    I sorta hope that the cross themes and archon stuff is contained to just Oblivion. But I could be wrong and it'll fit everything and remain balanced.

  • BrodyBrody The Watch The First ShoreRegistered User regular
    So I know that no one actually plays this game, but I finally got Eyriss1 glued together. It's a real shitty job, with glue filling part of the area between her arm and her body, but at least I'm done fighting with that specific model. On to my Invictors, and then maybe I'll finally get past battlebox games the once a year I play.

    "The shore does not dream of you." - Blind poet Gallan.
  • novaspikenovaspike Registered User regular
    I play just about every week. But there isn't much discussion here sadly.

  • see317see317 Registered User regular
    Mystery boxes are back through the end of the month (or stock runs out). $69.99 gets you $300+ worth of stuff. $200 worth of minis from a single random faction, and also maybe pins, books, plushies bringing the total MSRP up to 300+.

    Ringo wrote: »
    Well except what see317 said. That guy's always wrong.
  • SvenskaSvenska Registered User regular
    Yeah, I regretted not getting in on the last one. Happy they're doing it again.

    Since your name means "swedish" in swedish, I just assumed you were, ya know, swedish.

  • Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    That's a really good deal. But I don't have much extra money...

    Might ask for an advance on my birthday present this year >.>

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