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====[[Mercenaries]]==== Mercenary models were initially meant to be auxiliaries available to multiple factions rather than an army unto themselves. Due to their popularity, Privateer Press has since released rules for fielding pure Mercenary forces. These range from [[dwarf|dwarves]] [[Awesome|in powered armour, fielding the O.G. warjacks that served as the basis for the tech that ousted the Orgoth]] to Llaelese rebels fighting for their homeland's freedom to pirates being pirates. Basically, when playing Mercenaries, you pick a theme and, and then go as normal. The only restrictions are that dwarven warjacks must be controlled by dwarven warcasters, and [[Cephalyx]] Monstrosities must be controlled by their Overseers. You are now able to mix and match any merc beyond those restrictions. Below are examples of some more thematic armies within the Mercs umbrella: *'''Steelhead Battalion:''' The premier franchised mercenary company/meatshield manspam horde in the region, jacks of all trades masters of none. *'''Searforge Commission:''' They're [[dwarves]], and come with everything you'd expect from the same. They aren't going anywhere fast, but they are ''ludicrously'' 'ard, and they hit like a ton of bricks. It's also worth noting that the signature dwarven warcaster, Gorten Grundback, is pretty much the most stupidly tanky thing in the fucking game and is functionally immune to damage. Note, however, that the dwarves in this universe are not Scottish, because the Trollbloods are already Scottish. It is generally agreed that the dwarves in Warmachine have a New Zealand accent. *'''Puppet Masters:''' The Cephalyx started out as the Iron Kingdoms' steampunkified non-Product-Identity version of the [[Illithid|Illithids]] -- bizarre creatures who live deep underground and love mind-controlling the lesser races of the surface world, except they do it using technology rather than magic. Now they're a Mercenary faction of their own, complete with giant sewn-together Frankenstein monsters which act as their warjack-equivalents. They're extremely new, with very limited unit options - but that's okay since they can steal a unit from another Mercenary faction thanks to the Cephalyx Dominator. Has a focus on dirty tricks rather than straight-up brawling, also has a "human resources" approach to super-buffing its infantry. *'''Talion Charter:''' Pirates. Lots of pirates. How many pirates can you imagine? There are more than that. Also, a peg-legged Napoleon dwarf. Also, a fuckhueg cannon that is easily the best damn artillery piece in the entire game if you manage to get anything in its line of sight. This group is all about synergy with their units, which on their own are the worst in the game. Start adding in their solos and unit attachments, though, and suddenly you've got yourself a unit that can do some damage.
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