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Mk I Archive
Galleon - Mercenary Colossal
The raw might of a naval ironhull now walks the lands as the Galleon. The colossal fires a rolling broadside before reaching out with its enormous cargo claw to toss warjacks like rag dolls. It can also use its massive trident to reel in foes and finish them off at close range with a series of punishing blows. The Galleon commands a high price, but for those mercenaries who have the fortune to spend, it fights as a symbol of unquestionable affluence and might.
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Interpreting the Statblock
Overall, a fairly average statline that isn't really surprising for a Mercenary colossal although it's twice as expensive as any mercenary heavy jack (or three times as expensive as a
). It is important to note that, unlike the other colossals, the Galleon does not possess a Superstructure system.
Weapons and Attacks
– Pretty good POW, though mediocre range.
- If this weapon damages an enemy with an equal or smaller base size, after the attack is resolved the target is pushed directly towards this model as far as possible. This model then gets 1 free melee attack against the target, and can also purchase additional melee attacks during its activation.
Gun Port (x2)
– Identical stats to the
Sea Dog Deck Gun
; a good range on the guns, POW in the very low teens, and a small AoE
- This weapon makes d3 initial ranged attacks, but it only counts as ROF 1.
– Less P+S than the Trident, but still respectable.
– This grants access to more Power Attacks.
– It has more POW than the Cargo Claw and is more powerful than most heavy warjack weapons.
- Colossals are giant warjacks, even bigger and stompier. They all share a stack of standard special rules.
Thoughts on the Galleon
The Galleon in a nutshell
The Galleon is a winner, with lots of long-range infantry-destroying AOEs and the ability to drag a heavy warjack long distances (considering the range buffs available) to trash and/or throw to the rest of your army. On most turns, its combat action should consist of firing the Gun Ports, then using the Harpoon Gun to drag in a heavy and stabbing it with the Harpoon melee weapon. It's considered the second best Mercenary colossal but this is deceptive; it's possible to argue that the
is the best Colossal in the game - even as Colossals go the Galleon is extremely strong. As it has the highest P+S in Mercenaries, and the faction lacks for heavy hitters outside of Cephalyx, the Galleon is a mainstay of all but a few human Merc casters.
Combos & Synergies
A very nasty and oft-complained-about Mercenary list with the Galleon as its centerpiece is as follows: The list includes
Wrong Eye & Snapjaw
, and of course the Galleon; it costs 27 points if you include Bart's warjack points, and you can drop MacNaile if you feel cruel enough to try that list in a 25-point game. A few other models like
complement this list well, but those models form the core of it.
The basic theory is that all non-Galleon models hide behind it at deployment to protect themselves from enemy attacks. Bart casts & upkeeps
on the Galleon, then casts
Batten Down the Hatches
and allocates the rest of his focus to it every turn. Dougal MacNaile uses Artillerist and Double Powder Ration on the Galleon, and Wrongeye casts
to boost the Galleon's ARM (Wrong Eye has to cast it because the Bull Snapper is a Minion and Spiny Growth is a friendly faction-only spell. Wrong Eye is a Mercenary as well as a Minion, so it works). This gives the Galleon amazing damage and accuracy from aiming without needing a single focus point, as well as very high ARM and a nasty punch-back sting against any warjack/warbeast that gets into melee with it. The list turns the Galleon into an incomparable juggernaut, which is probably the most powerful single model in the game.
A few more warcaster synergies include:
's spells go well on the Galleon.
is particularly nasty because with Dougal MacNaile's minifeat you should be able to yank an enemy heavy into the Galleon's base on the second turn, and not many strategies in the game can work around that one.
makes it deadly in melee and
hard to remove. Remember that Magnus1 does not need to pay for upkeeps on battlegroup models, which saves focus that can be allocated to the Galleon.
almost always runs the Galleon since
on something with this many health boxes is very stout, and Jackhammer is fun after a successful Drag attack.
Captain Phinneus Shae
usually has a Galleon in his tier list for multiple reasons. The ranged firepower is very useful. It's a heavy hitter he otherwise lacks. Phantasm keeps it safe from shooting. Coup de Main lets it charge farther if needed. The Commodore Cannon can slam enemy models for easy drags.
and and his feat combined with
means that the Galleon will be getting two turns of shooting/smashing the enemy into the ground. He can also bond with it giving it four focus, which is unique.
- Damiano doesn't do much for it compared to many of the others, and he would rather be spending his focus on other things, but it works alright. Deadeye means easily hitting with the Harpoon and his feat will either make the Galleon wreck anything, become more stable or both.
on a huge base means a lot of area where your infantry can screen the Galleon from counterattacks.
Fiona the Black
means nothing can hide from the Galleon (though hiding from a huge base is pretty hard without another huge base to hide behind), and her feat means a lot of stuff will only scratch its surface. Otherwise, she only really gives it three focus per turn.
and her feat provide most of her support for the Galleon.
provides an interesting option: with his help, Ashlynn's
has a 12" range (further than the Galleon's Drag range). Use it to pull a target into Drag range and have the Galleon then drag it in to finish off. On her feat turn, it should be simple to pull a heavy out of cover and wreck it. With Quicken and Dougal's Double Powder Ration, she has good assassination potential on her feat turn as the Galleon threats 23", though this won't catch a skilled opponent.
- The ability to repair a huge-based model is always helpful.
- Death Field applied to a huge-based model possessing Drag is just evil.
Drawbacks and Downsides
Enemies will armlock their own models to prevent you hitting them.
It's so obviously better than just about all of the Merc heavies that it gets taken all the time.
Tricks and tips
When given the choice between shooting and melee why not both? Shoot, drag, finish shooting then buy extra harpoon attacks.
Originally released in the
How can I include this model in my army?
"Standard" Mercenary Warjacks must be controlled by a "Standard" Mercenary Warcaster or Mercenary Jack Marshal.
Models which can control "Standard" mercenary warjacks
¹ - -
Fiona the Black
Magnus 1, Traitor
Magnus 2, Warlord
Sam & the Devil Dogs
"Standard" Mercenary Warjacks
² - -
Note 1: These models can only be mercenaries in a
contract. Normally they are
models and must use Cygnar warjacks.
Note 2: Magnus (either version) is the only model that can use the
Note 3: Jack Marshals cannot control Colossals.
Theme Forces this warjack can be taken in
Ashlynn1 - Viva La Resistance
Bart1 - Rough Seas
Damiano1 - Free Company
Fiona1 - Devil to Pay
MacBain1 - Soldiers of Fortune
Magnus1 - Most Wanted
Magnus2 - Magnus' Agenda
Shae1 - A Pirate's Life
Shae1 - Agents of Jhord
Drag, Pull, & Catch
These three abilities are very similar, and share (most of) the same clarifications, which can be found on the
page - it's such a long list we didn't want to repeat it here.
The extra attacks from Rapid Fire do not require you to spend fury/focus - they all count as
You roll for the number of initial attacks at the beginning of your combat action,
making any attacks with
If you roll for number of attacks, you're committed to making those attacks.
. You can't change your mind and use a Cumbersome weapon (Strakov) or a Covering Fire mode (Stormwall) instead.
If you have 2 rapid fire weapons, you roll the d3 separately for each.
Colossals & Gargantuans
Colossals are immune to
. However, they're not immune to other effects that prevent focus allocation (such as
's Technological Interference ability).
can hop into a dying friendly gargantuan.
Circular vision & Fire Arcs
have (or can gain) the
ability. This only affects their front arc,
the fields of fire.
Battle Engines/Colossals with Circular Vision are able to fire weapons which are
marked with L or R in
directions thanks to CV, but weapons which
marked L or R will still be bound to the specific 90 degree field of fire.
Colossal/Gargantuan vs Sniper
If the attacker is able to choose which column is damaged (eg
) then they still get to choose that. But they don't get to choose which
is damaged - that is still determined by which firing arc the attacker is standing in.
Power Attack: Sweep
Sweep does not benefit from weapon abilities. For instance a
won't gain 4" from Chain Strike
nor will a
The melee range of a colossal is divided into a Left and Right arc. This means that a Sweep attack can only hit models in a 90-degree arc.
Even if a model has 360-degree vision, it still has to pick one arc. Back arc is not a legal choice. Neither is "all 360."
A colossal does not add the POW of a sweeping weapon to the damage rolls resulting from that sweep (although the STR of a colossal is formidable enough that this shouldn't matter).
You need LOS to your targets, meaning the back-rank of densely packed troops have a chance of being completely unaffected despite being within 2".
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