Assault from the skies — Pre-order your Crucible Guard Core Expansion today
The Crucible Guard idea of a fight is a surgical strike from the skies coupled with dangerous chemistry, and that’s exactly what the new Core Expansion brings, coupled with long-range persuasion from a Dragon’s Breath Rocket for good measure.

The Crucible Guard Core Expansion is now available to pre-order. If your idea of battlefield control involves disciplined line infantry, warjacks built to carry proprietary alchemical horrors, and rocket troops who think gravity is more of a suggestion, you’re in the right place.
Strap in. Pre-order your Crucible Guard Core Expansion today, ready for take off on Jan 29
But that’s not all. Print your expansion at home. STLs for the Crucible Guard Core Expansion will be crashing into the Warmachine 3D store on MyMiniFactory when the Core Expansion releases in January.
Can’t wait? Try a little alchemy at home! concoct your own Crucible Guard Command Starter & Battlegroup Box on your 3D printer’s bed right now by grabbing them both on MyMiniFactory
A “Major” by popular demand (and then by official paperwork)

Warcaster Major Aline Bennet became a symbol in the worst days of the Infernal War, taking to the skies over Midfast with whatever rocketmen she could muster and diving in to protect civilians and drive off Infernal forces.
She even picked up the honourific “Major” from her fellow rocketmen before it ever existed as a real rank. The Guard couldn’t exactly discipline a morale icon, so they made it official and gave Aline command of her own company.
She’s still out there leading from the front: coordinating squadrons in the air, hunting for allies in trouble, and turning threats to ash with her custom underslung flamethrowers, followed by a wink and a thumbs-up before she blasts off again.
The Heavy warjack: reliable, utilitarian, and packs a punch (or Pyrodraulic Jet)
The heavy chassis can become a Vindicator, Toro, or Suppressor, with part options to kit out to your needs.
The Ordic Toro heavy warjack earned its reputation the old-fashioned way: straightforward design, enduring durability, and reliability that makes it a favourite workhorse chassis.
Crucible Arms now oversees production, pushing out upgraded Toros to keep the Guard’s armoury sharp, and the platform’s become a trusted foundation for experimentation and alternate builds fitted with proprietary weapons tailored to how the Guard fights.
Choose your solution: pyrodraulic jets or psychoactive shells

Building from the heavy chassis, you’ve got three options, and all pack a punch.
The Suppressor trades the Toro’s melee focus for pyrodraulic jets that hurl alchemical agents at high pressure, delivering substances that ignite on contact, freeze targets in place, or leave armour brittle and rusted.
The Vindicator brings versatility: it can smash in close with a heavy maul or fire its multi-chambered compression cannon to deploy entropic and psychoactive substances at range, using pressure valves to redirect force and extend that reach when it matters.
Hermetically sealed henchmen

Crucible Guard line infantry make up the bulk of the force: an all-volunteer corps drawn from Cygnar, Llael, and Ord, trained to hold the front line in tight skirmish formations.
Their standard kit says everything about how the Guard wages war: Crucible Arms Model 609 rifles with variable ammunition, hermetically sealed armour treated to withstand caustic agents, and breather masks to filter smoke and toxins so they can operate in hostile environments for prolonged periods.
It’s heavier kit than most armies hand out, and that weight has consequences. The Guard accepts vulnerability for disruption as a trade-off.
Rocketmen: Weaver carbines, gravity bombs, and flanking strikes at speed

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Crucible Guard rocketmen are a swift mobile infantry division using advanced rocket packs whose secrets the Order guards closely, giving the Guard an edge over more numerous foes.
They range ahead of the main force, harass and disengage at speed, assault flanks, pick targets off with Crucible Arms Weaver carbines, and drop gravity bombs into packed formations.
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When the job needs something with a bit more punch, rocketmen gunner teams bring heavy slug guns designed to pierce even heavily reinforced warjack hulls.
Amongst them are the adrenaline junkies. Rocketman Stingers. The Stingers are those obsessed with danger enough to fly straight at the enemy and get close enough to inject troops, warbeasts, and warjacks with foul chemicals, using needle-like injectors and a backpack canister of concoctions.
If you thought a Rocketman burning up there alone was crazy, wait til you see the Stingers doing it strapped with a pack of potentially unstable substances.
Rocketmen Ace: Always watching your flank
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After racking up enough high-value kills, the best of the best earn their place among the Rocketman Aces.
Following Major Bennet’s example, Aces operate with a flexible doctrine that gives them the freedom to hunt targets at will, using their full toolkit to pick apart key threats and turn battlefield momentum on a dime.
The Rocketmen Aces excel in dogfighting, allowing them to gain boosted attack and damage rolls against airborne enemies that dare step into their danger zone.
Prospero: we can rebuild him. Probably.
Prospero should’ve been one of the Order’s greatest warcasters. That was until the invasion of Llael left his body ruined by a concussive lance. His brother Syvestro saved what mattered, preserving Prospero’s brain in an alchemical bath, and Midfast rebuilt him into a towering mechanikal man.
Now, he’s functional and furious. Prospero's warcaster gift is muted in this new form, so Prospero works alone as a journeyman warcaster, pushing himself (and his battlegroup) with Guided Fire and detonating unstable warjacks, all the while he hunts for the breakthrough that’ll bring his full power back.
Combat Alchemists: the guard’s strong arm.

Combat alchemists are junior alchemists with proper combat training, packing specialised alchemical grenades for a wide range of targets.
They’re trained in pathfinding and skirmish warfare, often deployed ahead of the main army to neutralise dangerous positions like artillery emplacements or munitions stores. When the shooting stops, they also support the Guard’s medical corps and munition officers to keep essential supplies flowing.
Mechaniks: expendable experts

Crucible Guard Mechaniks don’t operate in cosy repair crews. They work as independent agents, expected to be reactive to the ebb and flow of battle, largely because the Guard has so few combat-ready engineers to spare.
It’s dangerous work. These lone figures operate so close to the thick of fighting that many are simply lost in the chaos and found afterwards among the trampled and mangled dead.
Unleash a toxic payload
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The Crucible Guard refined self-propelled artillery with the Dragon’s Breath rocket: long-range bombardment that follows wide parabolas over the battlefield to deliver a volatile payload.

Each rocket hits with a concussive blast wave, then releases an aerosol of harmful alchemical agents that blankets the target in a cloud of toxic gas.
Range is flexible, too. Crews can vary propellant charges from one for shorter shots up to seven when they need to bombard a distant camp or city without worrying too much about surgical precision.

Requisition approved
The Crucible Guard’s approach to war is simple: be smart, blast your foes with overwhelming firepower, rockets and be quick about it. Just let it be known, your foes can always face the terrifying prospect of flying headlong into the Dragon’s Breath rocket's toxic payload.
Pre-order the Crucible Guard Core Expansion now — Coming Jan 29

