Professional Documents
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Credits
President: Sherry Yeary
Chief Creative Officer: Matthew D. Wilson
Creative Director: Ed Bourelle
Director of Business Development: Will Shick
Director of Operations: Jason Martin
Project Director: Bryan Cutler
Publications Manager: Aeryn Rudel
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles
Graphic Design Director: Josh Manderville
Development Manager: David DC Carl
Marketing Manager: Lyle Lowery
RPG Producer: Matt Goetz
Editorial Manager: Darla Kennerud
Studio Director: Ron Kruzie
Hobby Manager: Stuart Spengler
Playtest Coordination: Jack Coleman
On the Cover
Immortals by Andrea Uderzo
Juggernauts Journey:
St. Louis, Missouri
Contributors
Oren Ashkenazi, David DC Carl, Josh Colon,
Matt Goetz, Rob Hawkins, William Hungerford,
Dallas Kemp, Lyle Lowry, Aeryn Rudel,
Michael G. Ryan, Michael Sanbeg,
Douglas Seacat, William Shick,
William Oz Schoonover, Tim Simpson,
Stuart Spengler
Illustrations
Chris Bourassa, Carlos Cabrera, Oscar Cafaro,
Scott Fischer, Laine Garrett, Ross Grams,
Johan Grenier, Andrew Hou,
Imagionary Friends Studio, Nicholas Kay,
Aleksey Kovalenko, Michael Lisowski,
Nstor Ossandn, Karl Richardson,
Mike Schley, Brian Snoddy, Andrea Uderzo,
Eva Widermann, Matthew D. Wilson
Making its way across the U.S., our Juggernaut plans to stay for a weekend but can only stay a
few seconds (one Mississippi, two Mississippi) as it passes beneath the gateway.
Photo by Amy Compton & Tim Simpson
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All content copyright 20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal Fantasy,
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Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES, HORDES High Command, Monstrous Miniatures Combat, Circle Orboros,
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printing Vol. 10, Issue 56: September 2014. Printed in the USA. This magazine contains works of fiction, any resemblance to actual people, organizations, places, or events in those works of fiction
are purely coincidental. Duplicating any portion of the materials herein unless specifically addressed within the work or by written permission from Privateer Press is strictly prohibited. In the
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preserve all marks associated thereof. LEVEL 7 is a registered trademark of Matthew D. Wilson, Individual. Used with permission.
Table of contents
News from the Front
New Releases
12
14
17
LEVEL 7 Chronology
20
24
33
39
46
50
20
LEVEL 7 CHRONOLOGY
Immortality Part IV
Table Of Contents
90
Scoundrels
& Sell-Swords
104
56
64
75
80
Monsternomicon
88
90
104
Career Counseling
108
Player Galleries
110
112
Campaign Terrain
Windy Thorp
33
80
50
64
Table Of Contents
News from the Front brings you recaps and advance information about WARMACHINE and HORDES-related
events, as well as updates on products and people in the community. Is there a cool event taking place in your area?
Tell us about it at: submissions@privateerpress.com
Players looking to test their mettle can find an opponent in the Iron Arena or
compete in one of the many WARMACHINE and HORDES tournaments running
all weekend long. Privateer Press staff will also be on hand to play some games
and enjoy the festivities.
Only a few qualifiers for the 2014 Invitational remain before the event itself
and its Last Chance Qualifier. For more info, locations, and updates, check out
www.warmachineweekend.com.
Con:
WARMACHINE Weekend
WARMACHINE Weekend has
grown bigger and better every
year since its inception in 2004,
and it continues to be the premier
independent Privateer Press gaming
event. With events and tournaments
for players of all types and skill level,
the centerpiece of this convention
is the WARMACHINE Weekend
Invitational. The Invitational is an
event that brings the best players
from around the world to compete
at the highest level for praise and
prizes. WARMACHINE Weekend
will be back for its 11th year in
St. Louis, Missouri, this November.
New releases
HORDES: Exigence
As titanic battles are fought across western Immoren, the fires of
a war more ancient and terrible than any of those conducted by
mortals is being stoked to world-consuming fury. The leaders of
the United Kriels fight to ensure their survival by calling on both
old and new allies, including the recently awakened mountain
kings. Aloof from the struggles of the other factions, Xerxis leads
an army in a risky gambit amid the larger plans of Supreme
Archdomina Makeda, positioning the skorne to subjugate Ios.
Meanwhile, events already set in motion by Krueger the Stormlord
threaten to scar the face of Caen itself as he works toward his
ultimate goal: the destruction of the dragon Everblight. Ancient
beings advance toward an apocalyptic end game with no regard
to the innocents caught in their path, and only time will tell if
great heroes will find a way to forestall this doom.
release: october
PIP 1058 $34.99 (softcover)
PIP 1059 $44.99 (hardcover)
NEW RELEASES
NEW RELEASES
New releases
NEW RELEASES
release: september
PIP 410 $29.99 (softcover)
NEW RELEASES
New releases
Escalating Conflict
WARMACHINE High Command: Faith & Fortune Expansion
release: september PIP 61023 $15.99
10
NEW RELEASES
Croes Cutthroats
game: warmachine/mercenaries
release: september PIP 41123 $59.99
NEW RELEASES
11
12
privateer PINS
For pin collectors who have not yet had a chance to trade
with Privateer Press staff and volunteers, the guidelines
are pretty easy to master. Once you find a crewmember
wearing a lanyard with Privateer Pins on it, simply offer
an official Privateer Pin in exchange for a pin on the
crewmembers lanyard, and the deal is done!
A couple of things to keep in mind: your pin cant be
damaged, has to have its original backer, and cant be
a pin already on the crewmembers lanyard. You can
only trade with the crewmember once per day, one pin
for one pin, and you cant trade for a pin thats not on
the crewmembers lanyard (crewmembers often display
upcoming pins that havent been released yet).
privateerpress.com/pins
privateer pins
13
escalating
CONFLICT
Card List
By David DC Carl
Escalating Conflict is the first expansion for WARMACHINE High Command: Faith & Fortune. Escalating Conflict
gives Retribution of Scyrah, Convergence of Cyriss, Highborn Covenant, and Four Star Syndicate players
their first taste of new options for their reinforcement decks. The Escalating Conflict expansion set expands
upon the themes established in Faith & Fortune and introduces the first 5-cost warcasters to these new factions,
giving Faith & Fortune players the choice between speed and power in their warcasters. Each faction gains one
new warcaster card along with five copies each of four new army cards players can use to customize their
detachments.
These colored pips represent the maximum number of times a card can
appear in a particular detachment.
14
Retribution of Scyrah
1 CMD
1 WAR
2 CMD
GRIFFON
WARJACK
2 WAR
IMPERATUS
CHARACTER, WARJACK
FLEET
PHOENIX PROTOCOL
PURCHASE:
3 WAR
RUSH:
PURCHASE:
7 WAR
6 WAR
RUSH:
VP
8 WAR
WARCASTER
2 CMD
Vyros, Incissor of
the Dawnguard
4
REINFORCEMENTS
Griffon
0 WAR
RUSH:
2 WAR
Imperatus
Y
R
2 CMD
ARCANE INTERFERENCE
UNYIELDING
PURCHASE:
5 WAR
4 CMD
RUSH:
Convergence of Cyriss
0 CMD
2 WAR
VP
PURCHASE:
4 CMD
DAWNGUARD, WARRIOR
5 CMD
RUSH:
7 CMD
2 CMD
ASSIMILATOR
WARJACK
2 WAR
INVERTER
WARJACK
ASSIMILATION
DISCHARGE
PURCHASE:
4 WAR
RUSH:
PURCHASE:
5 WAR
6 WAR
RUSH:
VP
8 WAR
WARCASTER
0 CMD
2 WAR
REINFORCEMENTS
Assimilator
Inverter
BATTLEGROUP COMMANDER
Friendly warjack cards at Lucants location gain +1 Power.
CLOCKWORK REINFORCEMENT
Friendly cards at Lucants location cannot be destroyed.
RUSH:
5 WAR
Transverse Enumerator
Core
PRIEST, WARRIOR
0 WAR
ERADICATORS COMPLEMENT
WARRIOR
Eradicators Complement
P
R
2 CMD
REALIGNMENT
VARIABLE
PURCHASE:
4 CMD
RUSH:
VP
7 CMD
PURCHASE:
4 CMD
RUSH:
8 CMD
15
Highborn Covenant
1 CMD
2 WAR
1 CMD
DUELIST
WARJACK
2 WAR
WROUGHTHAMMER ROCKRAM
WARJACK
ASSAULT
POWERFUL ATTACK
While another card ability causes this card to gain
Power, it gains an additional +1 Power.
PURCHASE:
5 WAR
RUSH:
VP
PURCHASE:
6 WAR
5 WAR
RUSH:
VP
10 WAR
WARCASTER
Ashlynn,
Heart of the Resistance
4
REINFORCEMENTS
Duelist
2 CMD
1 WAR
RUSH:
WARRIOR
1 WAR
Wroughthammer Rockram
2 CMD
CONCENTRATED FIRE
5 CMD
PURCHASE:
4 CMD
RUSH:
BOUNTY HUNTERS
0 CMD
2 WAR
PURCHASE:
4 CMD
RUSH:
6 CMD
0 CMD
MARINER
WARJACK
2 WAR
MULE
WARJACK
LOADER
STEAM PRESSURE
PURCHASE:
3 WAR
RUSH:
PURCHASE:
4 WAR
6 CMD
CHARACTER, WARRIOR
5 WAR
RUSH:
VP
9 WAR
CHARACTER, WARCASTER
WARCASTER
Magnus the Warlord
REINFORCEMENTS
2 CMD
0 WAR
Mariner
Mule
B
R
BATTLEGROUP COMMANDER
Friendly warjack cards at Magnus location gain +1 Power.
KILL BOX
When you rush Magnus, choose one enemy card at his location.
All other enemy cards here are returned to their owners hands.
RUSH:
5 WAR
16
1 CMD
1 WAR
THRALL RUNES
OBJECT OF DESIRE
PURCHASE:
3 CMD
RUSH:
7 CMD
PURCHASE:
4 CMD
RUSH:
VP
5 CMD
Model
Preview
By David DC Carl with Michael Sanbeg
Art by Nicholas Kay and Andrea Uderzo
The release date for HORDES: Exigence is just
around the corner, and we couldnt be more excited
to share with you an incredible preview of this
amazing book. Weve already delved into the Circle
Orboros and taken a close look at Trollbloodsnow
its time to see what the future holds for the Legion
of Everblight. Prepare yourself for the awesome
might of Absylonia, Daughter of Everblight.
17
ABSYLONIA
7 8 7 6 15 16 8
Claw
POW P+S
14
Stinger
POW P+S
12
Fury 6
Damage 18
Field Allowance
C
Warbeast Points
+5
Medium base
Feat:
Metamorphose
Showing
his
favor,
Everblights
blighted
power flows freely through
Absylonia and responds to
her call. When she unleashes
a massive pulse of draconic
energy, her followers are
transformed. Their bodies
seethe and change to emulate
their masterlimbs lengthen,
muscles thicken, and wings
sprout from their backs. They
launch themselves high into
the air before falling on their
foes with a dragons fury.
ABSYLONIA
Abomination
Conferred Rage Warbeasts in this models battlegroup
beginning their activations in its control area can charge or make
power attacks without being forced. When this model destroys
one or more enemy models during its activation, warbeasts in its
battlegroup beginning their activations in its control area gain +2
SPD and MAT for one turn.
Flight This model can advance through terrain and obstacles without
penalty and can advance through obstructions and other models if it
has enough movement to move completely past them. This model
ignores intervening models when declaring its charge target.
Claw
Magical Weapon
Stinger
Magical Weapon
Energy Siphon When this attack hits an enemy model with 1 or
more focus or fury points on it, that model loses 1 focus or fury
point and this model gains 1 fury point.
Absylonia, Daughter of
Everblight
Absylonia has been no stranger to transformation and now,
thanks to the gifts of Everblight, her body has settled into a stable
form. On huge wings she flies over the battlefield, conveying
her killing rage to the spawn that follow her. Though her own
body no longer shifts, her blood is still attuned to the morphic
energies of Everblight, and the ravenous spawn she commands
now gain the same mutability she herself once possessed.
18
Spells
Fortify
Yes No
Psycho Surgery
Self Ctrl
No No
Each model in this models battlegroup currently in its control area immediately
heals d3 + 1 damage points. This spell can only be cast once per turn.
Return Fire
No No
Teleport
2 Self
No No
Using Absylonia,
Daughter of Everblight
Absylonia, Daughter of Everblight may be the factions purest
reflection of Everblights will and power. She fits in beautifully
amid an army of dragonspawn, impelling her warbeasts to
ever-greater feats of destruction with each strike she inflicts
against Everblights enemies.
The Legion of Everblight already has magnificent warbeast-buffing
potential. Blighted Nyss Shepherds, Forsaken, and Spawning
Vessels stand ready to support a horde of dragonspawn regardless
of the attending warlock, but Absylonia amplifies that power
considerably. Her Conferred Rage ability does not require her to
sacrifice her attacks or her furyit simply works. In her presence,
Abyslonias warbeasts can charge or make power attacks without
being forced. This allows every warbeast that makes a charge or
power attack to enhance its peak performance. The beast can put
that fury capacity toward performing an additional attack, boosting
another roll, or using its animus.
But thats just the beginning. Should Absylonia defeat her foe, her
warbeasts also gain +2 SPD and MAT for the turn. Thats SPD 8
and MAT 8 for Carniveans, Scytheans, Archangels, etc.and
those beasts still charge for free! With her own SPD 7 and a trio of
initial attacks, Absylonia will be able to trigger the Conferred Rage
bonuses reliably, and her Teleport spell allows her to wing away
from danger while her dragonspawn do the heavy lifting.
Her remaining spellsFortify, Psycho Surgery, and Return
Firegive her dragonspawn additional staying power while
her Metamorphose feat cranks up the carnage even further.
Metamorphose boosts Absylonias STR and Reach, and it
provides all of her dragonspawn with +2 STR, Flight, and Reach
on top of the bonuses theyre already receiving from Conferred
Rage. Once her armies are in position, there will be no halting
the maelstrom of destruction theyll wreak in Everblights name.
19
LEVEL 7
Ch r o n o l o gy
The first two games in the LEVEL 7 saga,
LEVEL 7 [ESCAPE] and LEVEL 7 [OMEGA PROTOCOL],
take place in the present day2014, to be exact.
LEVEL 7 [INVASION] advances the story to 2020, in a
near-future where an alien invasion threatens humanity
with extinction.
/1947
The U.S. government recovers a crashed alien spacecraft and makes first contact with
a dying alien race known as the Ghin. Led by Dr. Cronos, the Ghin had fled their home
world after their species was brought to near-extinction by an incurable plague.
1950
1960
OBJECT:
G/X-21478-AP/006
/1953
President Dwight D. Eisenhower
initiates Project Aquarius, a
program to provide sanctuary
to Ghin refugees in return
for exclusive access to their
advanced technology.
20
/1969
Construction on Subterra
Bravo is completed.
1970
1980
Subject: Dr. Cronos
Species: Extraterrestrial
/1989
The Soviet Union collapses, ending the Cold War. Now free of the
looming threat of the U.S.S.R., the U.S. government begins to cut
funding and support to Project Aquarius.
/2010
/1996
The U.S. government attempts to shut down
Project Aquarius. In response, Dr. Cronos
threatens to expose forty years of government
collaboration to the American public. The
government responds by severely cutting
funding to the Subterra facilities, leading to everincreasing tension between the U.S. collaborators
and the Ghin within the Subterra facilities.
/ FEB 2020
Available OCTOBER at
skullislandx.com
/ 2019
Dr. Cronos establishes
a relationship with an
alliance of South American
governments and creates a
new research facility in the
southern Andes Mountains.
Located:
[Ghin Secret Base]
Continent:
South America
Region:
Southern Andes
1990 2000
/ 2014
Escapees in the Subterra Bravo facility destabilize an
already tense situation. Open conflict erupts between the
Ghin and human forces within the base. Having prepared
for this eventuality, the government enacts Omega
Protocol. Combat teams are dispatched to all Subterra
facilities. In the ensuing battles, Subterra Bravo is
destroyed while Alpha and Charlie are reclaimed without
major losses. Immediately before the destruction of
Subterra Bravo, aerial satellites confirm that a small
unidentified flying object escapes the base. The status of
Dr. Cronos remains unknown.
2010
/ APR 2020
SIGNAL INTERCEPT
Frequency:
4308.12kHz
13:04:59
2020
2030
/ AUG 2020
/ SEPT 2020
23
dossiers give a
s premier spy. Gathered at great expense and risk, these
Take a look inside the files of Gavyn Kyle, the Iron Kingdom
HORDES.
and
CHINE
WARMA
in
rs
characte
nt
importa
of
ions
behind-the-scenes look at the histories and motivat
Shick
By William d Matthew D. Wilson
n
rmann a
y Eva Wide
Art b
Skarre Ravenmane
Though there are many names among the
disreputable pirate captains of Cryx that evoke
dread, none have the notoriety of the Satyxis
warcaster Skarre Ravenmane or her infamous
flagship the Widower. For over thirty years, Skarre
has carved her legend as both a ruthless pirate
queen and a powerful warcaster of the Nightmare
Empire. In the last three years, she has united the
Cryxian fleet as no other captain has before her,
and under her leadership, Cryx has demonstrated
a heretofore unseen naval strength.
And yet for all her skill and success, perhaps the
most unusual and fascinating aspect of Skarre
Ravenmane is that she has achieved such a vaunted
position within the ranks of Cryx as a living soul.
This is an anomaly among the great leaders of that
horrific nation, nearly all of whom are undead.
While hundreds of reports concerning her exist, it is
impossible to know how many more of her actions go
undocumented, and thus any attempt at a completely
accurate view of her actions is folly. What follows is
as comprehensive a list of all known actions taken by
Skarre, up to the current day, that I have been able to
compile. As always, it is worth bearing in mind that
even my extensive information network has limits
when it comes to the higher echelons of Cryx. I feel
certain this summation is incomplete.
GK
Gavyn Kyle
25
26
Gavyn Kyle
Enclosures:
of Events
Kaptain
Dvoskts
Report
that
the
Gavyn Kyle
27
28
Gavyn Kyle
22 Trineus, 588 AR
My Dear Warmaster,
By now you have no doubt had the opportunity
to review the numerous reports detailing the,
if I may be frank, disastrous defeat our fleet
suffered in the recent battle of Middlebank at
the hands of the Cryxians. That we could suffer
such a blow is unfathomable to me.
Gavyn Kyle
29
Bloody Ragesunk
Mindersunk
Talonsunk
Spectresunk
Axiaras comment that Skarre Ravenmane has
the ability to foresee and manipulate future events
led me to try to confirm the veracity of her claims.
Oracles and auguries are not unknown within
the Iron Kingdoms, and such precognition is not
without precedent. Ultimately, such claims are far
beyond my ability to prove. What I can tell you is
that even a brief look at Skarres record points to
an incredible sense of timing. Skarre is seemingly
able to continually be in the right place at the right
time. It is for this reason that I find the following
report acquired from the files of the CRS especially
fascinating with regards to Skarres active
manipulation of events to suit her desired outcome.
GK
HMS Ajaxcaptured
HMS Ascendantcaptured
HMS Bastiondamaged, four months dry dock
HMS Bellerphonsunk
HMS Censuresunk
HMS Colossusdamaged, three months dry dock
HMS DefianceFlagship, captured
HMS Firedrakesunk
HMS Florencesunk
HMS Interdictordamaged, two weeks dry dock
HMS Liberatordamaged, six months dry dock
HMS Majestysunk
HMS Maraudercaptured
HMS Royaldamaged, two weeks dry dock
HMS Spiritdamaged, one month dry dock
HMS Swiftsuredamaged, three months dry dock
HMS Thunderersunk
HMS Tonesunk
30
Garrotesunk
Gavyn Kyle
Gavyn Kyle
31
32
Gavyn Kyle
slaves
For Blood or Gold:
Skorne
By rob hawkins
In this Modeling & Painting series, were going to show you how to convert various Mercenary and Minion units to
match the aesthetic of their preferred client factions. Never content to limit ourselves to a simple palette swap, like
painting Steelhead Halberdiers in Khadoran colors, well expand our focus to converting the models equipment to reflect
modifications obtained during extended deployments.
My inspirations for this Skorne Gatorman Posse were Nile crocodiles, some of which display a mottled yellow-brown
coloring. I imagined a more arid variety of gatormen living near the waterways of the Bloodstone Marches and
enslaved by the Skorne Empire. Under the command of a paingiver taskmaster, these brutal creatures are brought
into battle adorned with ornate armor and weaponry.
Parts Used
Cataphract Arcuarii left shoulder x9
Praetorian Karax shoulder x2
Praetorian Praetor shoulder x8
Tyrant Commander & Standard tyrant right arm x2
Tyrant Rhadeim weapon x4
Tyrant Xerxis banner
33
34
A) Well use the Cataphract Arcuarii left shoulder pads on the grunts and the Tyrant Commanders right arm for the
leader. Because the backs of the shoulder pads have holes for banners, we need to do a little extra work. Use a hobby
knife or file to carefully remove some of the metal so both sides of the armor match. In the image, you can see the red
areas that should be trimmed away to create the scalloped shape. You also need to remove the Tyrants arm.
B) Add some Formula P3 Brown/Aluminum Putty to smooth over the remnants of the holes and even out the thickness
of the edging. You need to reverse orient the Tyrant shoulder pads on the Gatorman leader as the outside point is
now at the top. Because of this, the horns will be pointing out and down. To get them going the right way, bend them
upward with a pair of smooth-tipped pliers.
C) Attach some plastic strips just as in Step 1, then glue the shoulder pads in place. The Gatorman grunts are finished
now its time to work on the unit leader!
35
Colors
Used
Armor Wash
Bloodstone
Bootstrap Leather
Brown Ink
Gun Corps Brown
Jack Bone
A) To create Gatormen with a sandy hue, begin by basecoating the model with straight Rucksack Tan. Dont worry
about the armor and weapons, but apply a coat or two to ensure solid coverage.
B) Basecoat the underbelly, including the underside of the jaw, with Moldy Ochre. Then lightly brush over those scales
with a 1:1 mix of Jack Bone and Moldy Ochre.
C) Next, apply a wash of Bootstrap Leather, Gun Corps Brown, and Rucksack Tan to the underbelly. Use a clean, dry
brush to wick some of the wash away from the bulges on the chest and belly.
D) Finish off the underbelly by highlighting the scales with a little Menoth White Highlight.
E) With the gatormans underbelly out of the way, its time to move on to the rest of his leathery hide. Wash the sides,
head, and limbs with Gun Corps Brown darkened with a little Umbral Umber.
F) Apply another wash of straight Umbral Umber on the sides closer to the back plates. Paint this wash into the
shadows between the fingers as well as under the arms and legs, in the eyes, and along the mouth and nostrils.
G) Finish up by using a Formula P3 Small Flat Brush to drybrush the color back up on the gatorman. Use Bootstrap
Leather and Umbral Umber on the sides and straight Bootstrap Leather on the head and limbs.
36
Forces of HORDES: Skorne has a comprehensive guide for painting red and gold armor. Im matching the standard
faction color scheme but using a slightly different technique to knock out the armor quickly.
A) Paint the straps with Umbral Umber and highlight them with Bloodstone and a little Menoth White Base. Then mix
a batch of Rhulic Gold and Umbral Umber and basecoat the armor, including the gold bits on the weapon.
B) Drybrush the gold with a 1:1 mix of Rhulic Gold and Solid Gold.
C) Apply Armor Wash into the slits on the tips of the shoulder plates. Then use a Formula P3 Fine Studio Brush to paint
Skorne Red into the recessed areas of the armor. Thin the paint with a little water so it flows smoothly.
D) Once the red has dried, wash the armor plate with Brown Ink. This will shade both the red and the gold to define the
details. After the wash dries, touch up the highlighting on the gold trim with a 3:7 mix of Rhulic Gold and Solid Gold.
A) To quickly paint the mouth, basecoat the mouth and tongue with Sanguine Base and then highlight the edges of the
tongue with a mix of Sanguine Base and Midlund Flesh. Pick out the teeth with Menoth White Base, and then wash
the whole mouth with Brown Ink. Paint the eyes with a sliver of Menoth White Highlight and a vertical line of Thamar
Black for the pupil.
B) Basecoat the weapon handle with Gun Corps Brown and the claws and bone spikes with Menoth White Base. Then
wash all of those elements with Brown Ink. Add a little Menoth White Highlight to the tips of the spikes and claws.
37
Conclusion
There are many armor parts available in the Privateer Press Online Store, particularly for the Skorne range, so feel free to
experiment with different configurations. And remember, shoulder pads arent just for shoulders anymore. Cyclops halberds
would offer a suitable alternative for the weapon swaps, as well. Circle-themed Gatormen can take advantage of parts from the
similarly sized Tharn Ravagers and Skinwalkers. The possibilities are limited only by your imagination!
38
By Oren Ashkenazi
Art by Oscar Cafaro
Map by Mike Schley
lhen
INTRODUCTION
The Ordic village of Lhen is a community threatened from the inside
by ethnic conflict and from the outside by monstrous denizens of
the Olgunholt Forest. Tensions are high between Thurians, who
make up the majority, and the more affluent Tordoran minority,
both groups stirred up by their feuding leaders. Meanwhile, even
as Lhens citizens draw closer to open conflict with one another,
dark things emerge from among the trees to threaten what little
stability the village maintains.
Demographics
Approximate Population: 325 Thurians; 150 Tordorans; small While many Thurians saw this situation as inequitable, it remained
stable throughout most of Lhens history. The balance only began
numbers of gobbers and trollkin.
Climate: Mildly temperate, with winter temperatures rarely below to change very recently with the coming to power of Thane Nivin
freezing and comfortably warm summers. Cloudy days are common, Roan in 601 AR. Her first act was to seize control of Lhens timber
rights through a careful manipulation of the gravs land tenure
and strong winds often blow from the west.
Terrain: Rolling moorlands to the south and west, the Olgunholt
Forest to the north and east. The Olgunholt is an ancient and
densely packed forest, which makes travel through it difficult.
The moors stretch for miles to the south and west, and the nearest
neighboring town is two days away by foot.
Natural Resources: The Olgunholt provides a generous supply of
timber, though cutting it is hazardous work. The moors contain large
deposits of peat, which the townsfolk use as fuel when the price of
lumber is high or venturing into the forest is deemed too dangerous.
Military Presence: The Roan family retains a small militia that
also functions as the town guard. These part-time guards draw their
pay directly from Thane Roan and normally number around thirty.
Increased dangers from the Olgunholt and tensions within Lhen have
led Thane Roan to hire an additional twenty recruits.
Ruler: Thane Nivin Roan
History
Lhen is a small village in the Hetha Grav of southwestern Ord.
Founded in 260 AR, it was one of many timber outposts feeding
the expansion of Ords navy during the reign of King Merin III.
laws, passing control of these rights to her own loyal retainers and
ordering new logging camps built deeper within the Olgunholt to
harvest valuable hardwoods.
This move earned Roan friends and enemies alike. In both word
and deed, she made it clear her mission was to give other Thurians
a more equitable share, even if doing so drove wealthy Tordorans
under her rule from the region. She might have fully accomplished
her goal if not for the arrival of Lorio Casini and his compatriots
two years later.
Casini brought more coin to Lhen than most of the townsfolk
would otherwise have seen in their lifetimes. He and those with
him were each the second or third child of wealthy families, people
with ample money and little responsibility. In short order, they
had gained as much or more influence over Lhen as Thane Roan.
Casini and his allies chose Lhen as their base of operation for
its proximity to one of the more untamed sections of the great
Olgunholt Forest. They had been drawn by stories of monstrous
beasts living among the ancient trees and were determined to
claim the most impressive specimens as trophies.
39
40
Rather than bringing the town together, the monsters have only
made Lhens divisions more severe. Many Thurians blame the
Long Shots for stirring the Olgunholts denizens into a frenzy,
while the Tordoran community largely believes Thane Roans
expanded logging operation has disturbed the creatures from their
lairs. Whatever the true cause, the monsters appearances have
quickly made a tense situation far worse.
When Thane Roan attempted to exercise her authority, the situation
only escalated further. She sent her captain, Conor Roan, with
a squad of militia to arrest Lorio Casini and stop any additional
expeditions. When Conor and his Thurian men arrived at the Long
Shot Society Lodge, Casini was addressing a crowd of Tordorans to
calm their fears. Several Tordorans intervened when Conor tried to
make the arrest. Angry words were a precursor to drawn weapons,
and shots were fired. Conor and his militia were forced to retreat,
and a handful of men and women on both sides were killed.
In the days since then, Lorio Casini and Thane Roan have held
back from open conflict to gain better understanding of each
others capabilities first, though not all their followers have done
the same. Numerous clashes between Tordorans and Thurians,
with aggressors from both camps, have led to casualties on either
side. The number of dead is likely to increase exponentially if
something is not done soon.
The Town
Lhen is a small community built around a hill upon which rests
the Roan estate. The town is surrounded by a sturdy palisade but
boasts no other fortifications.
Lhen is connected to the rest of Ord by a rough dirt and stone
road just wide enough to transport felled tree trunks. The town
has never received many visitors, and even fewer are willing
to travel there today given the current troubles. Most of its
buildings are small homes, with a handful of larger dwellings for
wealthier residents.
Structures great and small are made primarily of wood from the
towns sawmills, with stone or brick reserved only for the most
Notable Locations
The Roan Estate: Built on the hill in the center of Lhen,
this three-story home and its handful of outbuildings represent the
Roan familys seat of power. It houses a dozen of Nivin Roans
cousins and her most loyal retainers. It is a serviceable structure,
built to last but with few trappings of wealth.
Citizens
Thane Nivin Roan, ruler of Lhen: After a
successful tour of duty in the Ordic Army, Nivin Roan came to her
position at a time when her familys power had become entirely
symbolic, usurped by the wealthier Tordorans who truly directed
the towns future. Reclaiming her authority became not only her
goal but her obsession. She elevated many Thurians but in the
process began to see enemies among the Tordorans, even where
there were none. Some consider her a hero, others a tyrant.
Nivin is an austere woman with prematurely grey hair. She cares
little for social graces and expects her orders to always be obeyed.
Those who break her trust, even accidentally, can expect swift
retribution. She holds Lorio Casini entirely responsible for Lhens
troubles and would like nothing more than to drive him from her
town. The fact that she cannot, at least at the moment, is a source
of great frustration for her.
Destroyed farms: Outside the palisade are the collapsed holdings before the thane seized the towns logging rights,
remains of over two-dozen farmhouses. Wooden walls have
provided little obstacle to the Olgunholts enraged denizens, and
the signs of their dangerous presence are everywhere.
41
Rosa has recently found herself drawn closer and closer to Lorio
Casini. She is the one he employs when his weapons require
maintenance or he needs ammunition. She is the only local with
regular access to the Long Shot Societys armory, as no one else has
the gunsmithing expertise to keep complicated weapons in good
repair. She has even been given her own keys to the building in
order to expedite the work.
Rosa has found Casinis business very valuable, but she still does
not entirely trust him. He seems more interested in his own glory
than any greater good for the town. At the same time, Rosa has all
but despaired of working with Nivin Roan. The thane has rebuffed
her petitions several times, and Rosa is tired of seeing her fellow
Tordorans persecuted without cause. The violence that broke out
when Conor Roan tried to arrest Casini has only made Rosa more
certain the Roan family cannot be reasoned with.
The Armory
42
Factions
Lhen is a town divided, with different groups locked in a struggle
for dominance. Ordinary citizens from the Thurian and Tordoran
neighborhoods attack each other in back alleys and vandalize
property owned by those of the other ethnicity. The violence has
been restrained so far, but it will soon escalate.
Monster Encounters
The Monsters
The wild creatures of the Olgunholt are a very real threat to Lhen,
regardless of who rules the town. No monsters have breached the
palisade protecting the town yet, but it is only a matter of time
before they do. The monsters exact nature is left up to the Game
Master, but they need not all be of the same type. While monsters
of different species will undoubtedly fight among themselves,
they are primarily a threat to Lhen. Monsters common to the
Olgunholt include argus, crypt spiders, devil rats, dusk wolves,
gorax, razor bats, trolls, and vektiss (see Iron Kingdoms Full Metal
Fantasy Monsternomicon).
Until recently, the Olgunholt nearest to Lhen had been relatively quiet.
There are several reasons why the monsters have suddenly become so
active. The following are some possibilities for what has been stirring
the beasts to attack the town, but the Game Master is free to develop
another reason why they are attacking the small town.
The dire troll whose head currently graces the Long Shot
Society Lodge had previously served as the areas alpha
predator, and without it, lesser monsters are now swarming
to fight for territory. The sudden influx of creatures into the
region has pushed some of these monsters territories into
Lhens outer limits.
The Long Shots frequent hunting expeditions have killed
enough monsters that the survivors have come to view
humans as a danger that must be destroyed. Many creatures
now attack on sight, and more aggressive species are actively
seeking to eliminate the threat.
43
Usurpers
Where Thane Roan is brusque and authoritarian, Lorio Casini is
charismatic and charming. He is likely to see adventuring PCs as
kindred spirits, and, of course, he pays well. Like his enemy, Casini
is well aware that he needs allies and will be eager to recruit the
PCs when they arrive. Before asking the PCs to do anything on his
behalf, Casini will spend time trying to ingratiate himself to them.
Fine cigars and good drink are the least of what he can offer. If any
characters are interested, Casini will gladly take them on one of his
hunts into the Olgunholt.
When Casini decides it is time to move against his enemy, he will
not use diplomacy. With his hunters mentality, Casini believes
eliminating Thane Roan will cripple her faction and that Lhen
will then fall naturally under his authority. In his mind, this is
the only way to save the town, and he will count on his father to
handle any potential legal repercussions. If the PCs go along with
Casinis plan, they will find Roans supporters more resilient than
expected. Conor Roan or another family member will take Nivins
place, and the Long Shots will have a difficult fight on their hands.
If the PCs persuade Casini to take a diplomatic approach, their
best chance is to convince Conor Roan to overthrow his cousin.
Convincing the thane herself to accept Casinis terms will be
almost impossible, but her cousin is more pliable. Conor already
worries Thane Roans uncompromising stance is tearing Lhen
apart by reinforcing divisions among the population. If the PCs
can demonstrate to him that all of Lhen will be better served by
accepting Casinis authority, he will follow their lead.
Restorers
Thane Roan is desperate for powerful allies, though she is loath to
admit it. Either she or one of her retainers will try to recruit any
newcomers to her cause. Roan is Lhens rightful ruler, and if the PCs
choose to help her, they will be acting to restore law and order to the
town. To do this, the Long Shots will have to be dealt with.
Convincing Casini to back down will be extremely difficult. To
even have a chance, the PCs must first earn his respect, perhaps
by joining a hunting expedition or showing their support of fair
treatment for Lhens Tordorans. The PCs chances of success will
be much greater if they manage to bring the likes of Rosa Petry,
Andari Gratza, and Tara Florys to their side.
If diplomacy fails, Thane Roan will insist Casini be brought down
by force. This will be a bloody affair, especially if the Long Shots are
able to arm their supporters among Lhens Tordoran population.
Stealing or destroying the societys armory will give the PCs a major
advantage, but this will be a serious challenge in itself. The Long
Shot Society Lodge is a fortress, and only those with great stealth or
cunning might gain entry. Rosa Petry can be of assistance here, as
she possesses the only set of keys outside the lodge. A frontal assault
is always an option, albeit a very dangerous one, and whatever the
result, it will not entirely eliminate the presence of military-grade
weaponry among Tordorans.
44
Using Monsters to
Keep Things Moving
Mediators
Uninvolved
PCs who are particularly ambitious may try to bring the Roan
family and the Long Shots together without siding with either
faction. This is by far the most difficult option, but it can be done
if the PCs are determined enough. Simply sitting Roan and Casini
down to discuss their differences will not work; each will need to
see that cooperating with the other is their only option.
Monster Hunters
No matter how the PCs choose to deal with (or avoid dealing with)
Lhens internal conflicts, there are still monsters outside the citys
fragile defenses to consider. If open fighting breaks out within the
town, especially at night, some of the Olgunholts more intelligent
denizens may use the distraction to mount a major assault.
Even if the PCs manage to keep things relatively quiet, Lhens farms
and logging camps will need to be made safe again. One option to
this end is to require a massive push into the Olgunholt to kill the
alpha monsters and drive away their lesser brethren. Doing so will
almost certainly require support from the townsfolk; otherwise, the
PCs will be overwhelmed by sheer numbers.
45
Forces of
Distinction XViiI
By David DC Carl Art by Carlos Cabrera
Animal Testing
Eager to verify the specimen was indeed alive and was the
species he suspected, Doctor Arkadius checked the flow
of drugs to the massive slumbering hog and approached
the new body with unchecked curiosity. He pulled a
trigger nozzle from an apparatus above the monstrous
creature and removed a plug from the shallow sink-like
table so water could drain below the laboratory and into
the drainage ditch outside. Man the bellows, Targ, the
doctor instructed, his curiosity building as he began to
notice details of the creatures anatomy.
Theme forces offer players the opportunity to play thematic armies that spotlight particular aspects of a warcaster or warlocks
character or history. From time to time, Privateer Press will introduce new theme forces in the pages of No Quarter.
These theme forces are fair game upon publication and usable in our organized play events.
46
Forces of Distinction
FORCESOFDISTINCTION
Forces of Distinction
47
48
Forces of Distinction
Dr. Arkadius
by David DC Carl
Tier 1
Tier 3
Benefit: For each Gun Boar, Road Hog, and War Hog in
Arkadius battlegroup, add one Razor Boar to Arkadius
battlegroup free of cost.
Tier 2
FA
U
POW
POW
PC
4
12
P+S
12
P+S
5
12 16
CLAW
CLAW
3
6
9
SP
5
6
2
1
FURY
BODY
IN
D
ESHOL
HR
IR
IT
GORAX
GORAX
COST RNG AOE POW UP OFF
2
6
NO NO
ANIMUS
PRIMAL
GORAX
Target friendly living warbeast gains +2 STR and MAT for one
round and automatically frenzies during your next Control Phase.
GORAX
Tier 4
Forces of Distinction
49
IRON KINGDOMS
ARCHIVES
50
202 AR
236 AR
204 AR
Benewic the Bold, the first king of Cygnar,
establishes a formal relationship with Rhul.
Both nations sign the Treaty of Enclaves;
Rhul agrees to aid in the reconstruction of
Cygnaran cities in exchange for several
pieces of land in the Wyrmwall Mountains,
which are subsequently settled by the
dwarves and subject to Rhulic law.
209 AR
Vladin Tzepesci usurps power in Khador
following the assassination of King
Makaros the Oath-Maker and focuses his
reign on an unsuccessful attempt to reunify
Old Umbrey.
223 AR
Herald of Bloodsbane seizes the Cygnaran
throne with the support of King Lyle
Kyrvin II of Llael.
229 AR
King Vladin is killed by Llaelese Umbreans
who refuse to consent to his rule, and Geza
Tzepesci assumes power. In the years that
follow, ancestral Tzepesci lands will be
notably reduced through continual warfare.
232233 AR
Magus Severin Copernicun uncovers an
infernalist conspiracy within the Fraternal
Order of Wizardry in Ceryl. Following
a series of unsuccessful assassination
attempts against him, Copernicun allies
himself with the Church of Morrow and
founds the Order of Illumination.
241 AR
With the aid of the Steam & Iron Workers
Union, Fraternal Order Magus Bastion
Rathleagh builds the first steamjack.
242247 AR
The First Trollkin WarReacting to treaty
violations incurred over logging by Cygnar
and Ord, trollkin kriels of the Gnarls and
the Thornwood engage in mass uprisings to
reclaim lost lands.
243 AR
Encouraged by Levash Tzepesci, Khadoran
members of the Fraternal Order of
Wizardry plunder many of the orders
greatest arcane secrets before leaving to
form the Greylords Covenant.
247 AR
Unable to match the power of Cygnars
colossals, the trollkin suffer incredible
casualties and are eventually forced to
surrender. This brings to a bitter end the
First Trollkin War.
250257 AR
The Colossal WarKhador simultaneously
invades both Ord and Llael, permanently
shattering the peace created by the Corvis
Treaties. Cygnar intervenes, bringing its
own colossals to the field. At the wars end
Khadors colossals are decommissioned
and destroyed.
262267 AR
The Second Trollkin WarWarjacks are
invented in Cygnar and fielded against the
trollkin kriels. King Woldred the Diligent of
Cygnar ends the war after engaging in peace
talks with the trollkin at Hadriel Fens.
271 AR
Bolis Turgeon, a notorious Five Fingers
entrepreneur and criminal mastermind,
dies and ascends as the Thamarite scion
of gamblers, smugglers, and fences.
Folk legends describe how his divided
remains were incorporated into various
artifacts thought to bring both luck and
misfortune.
SYMBOL OF
SCION BOLIS
272 AR
King Dmitry Dopatevik ends the
warmongering
Tzepesci
dynasty,
establishing a formalized monarchy and
taking the title of king. He forges an amiable
relationship between Cygnar and Khador.
283 AR
Fraternal Order astronomer Aldophous
Aghamore discovers the planet Cyriss,
originally dubbed The Dark Wanderer.
He and others who have heard the goddess'
whispers soon form the Cult of Cyriss.
286 AR
King Woldred decommissions Cygnaran
colossals and drafts the Accord-By-Hand
Covenant, permitting the kings of Cygnar to
choose their own successors.
King Dmitry Dopatevik is assassinated,
after which the Khadoran throne is claimed
by his wife, Queen Cherize Vanar. Cherize,
an alleged Thamarite, enters an agreement
with Tharn tribes of the Thornwood in
preparation for the impending Border Wars.
289 AR
Woldred dies and his nephew Malagant
stages a coup to seize the Cygnaran throne.
The Church of Morrow endorses Malagant,
but the Temple of Menoth refuses to do so.
290 AR
In an effort to strengthen his hold on the
Cygnaran throne, Malagant orders the
execution of thirty-eight ranking nobles
and 217 Menite priests who continue to
oppose his reign.
The first major gathering of the Cult of
Cyriss takes place at a secret summit near
the southern Cygnaran city of Mercir.
293 AR
Malagant declares the Church of Morrow
to be the official Cygnaran state religion.
51
293313 AR
The Border Wars (including the First
Expansion War)Khadoran rulers engage
in an extended period of warfare against
Cygnar, Llael, and Ord in an effort to expand
their national borders, seeking to redress the
alleged inequities of the Corvis Treaties.
The Border Wars are initiated by Queen
Cherize of Khador in a series of attacks
against the Thornwood Forest and northern
Cygnar. These wars are sustained primarily
by Lord Regent Velibor of Khador through
the lengthy First Expansion War and finally
ended by Queen Ayn Vanar V. While these
wars do result in territorial gains, Khador
also incurs tremendous costs and nearly
bankrupts its treasury.
295 AR
The Lost DayAmbushed by Tharn forces
under the command of Queen Cherize Vanar,
the Eternal Host of Cygnar is killed along
with Cygnars Queen Serahzha. The Eternals
are subsequently interred in the Dragonspire
Peaks, from where they are fated to return as
the undead Legion of Lost Souls.
Queen Cherize vanishes, her body never
discovered, and the Tharn are first affected
by a mysterious plague known as the Ten Ills.
Two months later, King Malagant dies from
an unknown wasting disease.
Lord Regent Velibor assumes power in
Khador. The Caspian Council governs
Cygnar alongside various military leaders
during this period of Menite uprisings and
Khadoran aggression.
TOMB OF THE
ETERNAL HOST
295304 AR
308 AR
296 AR
Iosan agents seize a pair of laborjacks in Llael
and reverse-engineer their cortexes to create
their own warjack technology.
311 AR
301 AR
312 AR
302 AR
313 AR
304 AR
Khadors Lord Regent Velibor convinces the
northern Tharn tribes to strike Ord rather than
pillaging undefended Khadoran farmlands as
they had initially intended.
Construction of Stasikov Palace is completed.
The Khadoran advance into Ord stalls with
the Siege of Midfast.
305 AR
The Siege of MidfastMost northern
tribes of Tharn are decimated by
surprise reinforcements following the
ongoing Tharn attack against
the Ordic city of Midfast.
Markus Graza, the officer in
charge of the citys defense,
ascends as the patron of
soldiers and watchmen after
he is killed during the siege.
STASIKOV PALACE
52
314 AR
350 AR
320 AR
356 AR
325 AR
The Cygnaran King Bolton I disappears while
leading an expedition into the Bloodstone
Marches and is presumed dead. The Royal
Assembly governs during his absence.
326 AR
Construction of the Cygnaran fortress of
Northguard, between the Khadoran border
and the Thornwood Forest, is completed.
328 AR
King Lymos II of Llael founds the city of
Laedry near the site of Old Korska, the ancient
Umbrean capital.
King Bolton returns to Caspia, alone and
overcome by incomprehensible madness.
Deemed unfit to rule by the Royal Assembly,
he is placed in private care for the remainder
or his life.
335 AR
Using the Cipher Engine at the Foundry of
Enumeration, Helicratus translates the first
major directive from Cyriss.
343 AR
Magus Julian Montfort creates a prototype
suit of warcaster armor.
363 AR
Father
Lucant
successfully
transfers
Helicratus soul into a clockwork body, the
first such successful transfer. Helicratus is soon
abducted by the outcast priestess Lucidia, who
betrays the cult and defects to Cryx. Helicratus
is presumed destroyed. Lucant subsequently
becomes the first surviving clockwork priest
of the cult and in his new form relocates the
Cipher Engine, rescuing it from the collapse of
the Foundry of Enumeration.
370 AR
Lucant founds the Convergence of Cyriss,
creating its hierarchy and becoming its first
iron father, the leader of the organization.
The Nine Harmonics and the Great Work
are elucidated.
Following Queen Rosas death, Vasparez Mateu
seizes control of Ord to begin the Mateu dynasty.
390 AR
The dragon Everblight razes the city of Issyrah
and is physically destroyed by a vast Iosan
army. His athanc is extracted, contained, and
initially isolated at Mount Shyleth Breen, the
tallest mountain south of Ios.
In later years the athanc would be removed
and relocated to the Shard Spires west of the
Nyss homeland.
Organization
Foundings
211 AR
The Steam & Iron Workers Union
is founded in Caspia.
218 AR
The Loyal Order of the Amethyst Rose
is formed in Llael.
233 AR
The Order of Illumination
is founded in Caspia by
Vigilant Magnus Severin Copernicum.
243 AR
The Greylords Covenant forms in Korsk.
274 AR
The Royal High Guard of Llael is formed.
293 AR
The Knightly Order of Precursors
is formed in Cygnar.
294 AR
The Khadoran Institute of Engineering
is established in Korsk.
393 AR
The Khadoran Mechaniks Assembly
is established, promoting engineering
and spurring major improvements in
Khadoran infantry.
398 AR
The Iron Fangs are established by the
Khadoran King Ioann Groznata IV.
409 AR
The Steelheads Mercenary Company
is founded in Berck.
415 AR
Denounced as a witch by Mercirs Fraternal
Order of Wizardry, the Thamarite arcanist
Stacia Versh evades capture.
Over the next six years she will wage
war against the citys arcane society with
increasing brutality.
421 AR
After having killed nearly every opposing
arcanist of note in the vicinity of Mercir and
consumed three-quarters of the city in flame,
Stacia dies under mysterious circumstances.
The Fraternal Order of Wizardry takes credit
for her death, although her followers claim
she self-immolated following a battle amid
ruins in the mountains northwest of Mercir
to invoke her own dark ascension as the scion
of arsonists, revenge, and the persecuted.
436 AR
Magus Ashlan Halstead of Cygnar invents
the arcantrik relay, an early version of the
modern-day arc node.
442456 AR
Archduke Vinter Raelthorne I becomes king
of Cygnar after the Iron King Godwin is killed
during an expedition to Morovan Island.
53
Major Battles
of the First
Thornwood War
Ashtoven 15th, 510 ARKhadoran cavalry
musters on Llaels western border
Glaceus 12th, 511 ARA Cygnaran army
under the command of Vinter Raelthorne II
marches north to support Llael
Casteus 6thKing Vygors army enters
the Thornwood
Casteus 16thKing Vygor takes
Deepwood Tower
Trineus 3rdBattle of Thornfall
Trineus 4thVinter Raelthorne IIs army
turns south
Trineus 11thBattle of Deep Gulch
Trineus 20thBattle of Tolok Kriel
Tempen 2ndBattle of the Tongue
452453 AR
464468 AR
459 AR
MAP KEY
Khador
Cygnar
Mercenaries
vinter
raelthorne II
king vygor
khadoran army
morridane
scouts
468 AR
457 AR
Cygnaran army
M
daggermoor
rovers
C
reinforcements
shields
of durant
M
C
colonel
cathmore
54
470 AR
Jachemir Venianminov establishes the
Man-O-War as a supplement to Khadoran
warjacks, entering mass production in 474 AR.
472 AR
Civil strife and war begins in Cygnar during
the rule of Bolton V.
475 AR
Visgoth Sulon of eastern Caspia declares
himself hierarch and summons Menites on a
pilgrimage to the holy city.
478 AR
The KorskSkirov line, the first major rail
system in Immoren, is completed.
482 AR
Sagriv Vanar I takes the Khadoran throne
after Ayn VI is assassinated.
482484 AR
The Cygnar Civil WarArmed conflict
between Morrowans and Menites in Cygnar
gives rise to the Protectorate of Menoth.
Following Visgoth Sulon's death, High
Prelate Shevann of the Church of Morrow
negotiates peace with his successor, Visgoth
Ozeall. Cygnar cedes an expanse of land
east of the Black River and half of Caspia,
renamed Sul, to the nations Menites.
483484 AR
The Coin WarTaking advantage of the
Cygnaran Armys absence from Llael,
mercenaries in Khadors employ engage in
an ongoing campaign against their neighbor,
defended primarily by mercenaries of its own.
486 AR
Jozef Vanar becomes king of Khador after
Sagriv Vanars death at the hands of Vindol
tribesman during an expedition into the
Malgur Forest.
499 AR
Jozef Vanar is falsely accused of being
complicit in the assassination of his mother,
Queen Ayn VI. Though the evidence against
him is insufficient to prove his guilt, Jozef
abdicates the throne. Ruslan Vygor, who
claims to be Priest King Khardovic reborn,
becomes king of Khador. The Vanars go
into hiding, and Ruslan Vygor restores the
primacy of the Old Faith in Khador.
500 AR
High Prelate Shevann ascends as the Morrowan
patron of merchants, oratory, and conciliation.
504 AR
An earthquake strikes Imer, the greatest city
of the Idrian tribesmen, during an attack by
forces of the newly established Protectorate of
Menoth. Causing great casualties among the
native Idrians but leaving the Menite faithful
largely untouched, this event inspires a mass
conversion of Idrian tribes.
510511 AR
The First Thornwood WarIn what would
later be deemed a mad scheme to reclaim the
glories of the Khardic Empire, King Vygor of
Khador launches a two-prong attack on Llael
and Cygnar.
Initiating a bold gambit against western
Llael, King Vygor deploys the bulk of
his nations famed cavalry to harass the
border defenders there. As this cavalry has
traditionally served as the vanguard of the
Khadoran Army, the Llaelese believe an
invasion to be imminent and send an urgent
request for aid to their ally Cygnar.
King Malfast of Cygnar sends a sizable army
led by Archduke Vinter Raelthorne II to
Llaels capital.
Meanwhile, King Vygor leads a second,
larger army into the Thornwood, intending
to penetrate the dense forest and catch the
Cygnaran city of Corvis unaware. The bulk
of Khadors heavy infantry is counted within
this army, including the full ranks of Iron
Fang pikemen and Man-O-War, together
with every battle-ready warjack in Khadors
arsenal. This army carves its way through
the forest, leaving behind a cleared stretch
referred to as the Warjack Road.
511 AR
The Battle of the TongueIn the last
major battle of the First Thornwood War,
the Cygnarans attempt to prevent the
Khadorans from crossing the Black River.
The Khadoran vanguard, led by Greylord
Magziev Alexander Karchev, is defeated in
an ambush led by Colonel Drake Cathmore.
Though mortally wounded, Karchev invokes
a sorcerous blast that kills the Cygnaran
warcaster. Vinter Raelthorne II arrives in time
to flank the Khadorans and attack King Vygor
directly. The Khadoran king meets his end on
Vinter IIs blade, thereafter named Kingslayer.
This marks the defeat of Khador, after which
the survivors are permitted to withdraw.
Jozefs son, Sagriv Vanar II, is crowned in
Korsk and reclaims the Khadoran throne for
the Vanars.
Cygnars King Malfast falls ill a few years after
the war and on his deathbed name Vinter his
heir. King Vinter Raelthorne's II is crowned in
515 AR to begin the Raelthorne dynasty that
continues to this day.
55
56
Faction Breakdown
One of the original four factions of WARMACHINE, the
Protectorate of Menoth has been smiting its foes for a very
long time now. If you asked most players to define the
Protectorate in three words, the most likely answers you
would receive would be: synergy, warjacks, and fire.
Understanding and maximizing the synergy between
the various units and models in a Protectorate army
is the key to victory. Protectorate forces often include
layer upon layer of various abilities and buffs that,
when properly applied, can turn even the most average
rank-and-file soldiers into killing machines. More than
with almost any other faction in all of WARMACHINE
or HORDES, understanding your order of activation
is critical to success with Protectorate. When playing
Protectorate, activating a model or unit too early can
easily cost you the game.
Protectorate warjacks are feared with good reason by
many players. This faction has some of the best warjack
support available. Two key warjack support pieces are
57
Point Cost
+5
8 each
Monolith Bearer
Redeemer
Vassal of Menoth
Total
50
Assassination
Building an assassination list for Protectorate is an
interesting exercise. The faction excels at control, denial,
and attrition strategies but isnt as strong at assassination
as a lot of other factions. Just because this factions inherent
assassination capabilities as a whole arent as strong as
Cryxs or the Legion of Everblights, however, doesnt mean
we cant still cook up an awesome assassination list built to
end the game early and decisively.
My strategy with this list is quite simple, one that has
existed since the introduction of WARMACHINE over
a decade ago: Im going to knock down the enemy
warcaster and blow him up with a massive amount of
ranged attacks. While the goal of this list is simple, the
list itself is not. There are several important questions
I have to answer with this list: What happens if a
warcaster cant be knocked down? What happens if
an enemy model can block LOS to their warcaster at
all times? What if their warcaster has a high enough
ARM that the firepower Im bringing cant get the job
done? All of these questions boil down to one ultimate
question: What do I do if Plan A fails?
58
59
Attrition
Let me point out that my attrition list will have a lot of
control elements and my control list will have several
attrition elements. Denying your opponents tactical
options while grinding away at their available resources is
an incredibly viable playstyle when playing Protectorate
competitively. So many of the factions synergies lend
themselves to providing you with both attrition and
control options that youll often find yourself playing to
both archetypes in the same list.
Before I break down the individual army selections, let me
discuss the approach I want to take with the Harbinger
of Menoth in an attrition-focused list. The Harbinger
provides amazing infantry support, especially given
the power of her Martyrdom ability. Being able to flatout stop a friendly Faction model from being destroyed
multiple times per turn is a major game changer. It can
completely ruin your opponents plans and throw him
off guard.
My goal with this list is to out-attrition my opponent
by flooding the board with a horde of soldiers, buffed
to be as resilient as possible, and then to rely on the
Harbingers Martyrdom ability to deny death whenever
my opponent does manage to overcome the various
defenses stacked on my infantry.
Ill start with the infantry options I could use as the core of
my force. Ill need a minimum of thirty fighting warriors
on the field, and I want them to be as resilient as possible
with minimal support from the Harbinger herself. I plan
to use Martyrdom multiple times per enemy turn, so the
majority of my focus will be spent healing the Harbinger
during her activations.
I considered the Protectorate options first, mulling
over whether to go with an Exemplar-heavy build or a
combined forces approach. The Exemplar build was very
tempting, as I could flood the board with a ton of weapon
masters with decent DEF and ARM and who potentially
couldnt be knocked down thanks to High Exemplar
Gravus, and at least one unit per turn that can be Tough
due to Rhupert Carvolo, the Piper of Ord.
I soon considered another option, howevera less divine
and more dastardly option. If I traded in the high ARM
and the Weapon Master advantage of the Exemplars,
I could instead flood the board with thirty privateer
models that would ALL be Tough, nearly all of which
pass Tough rolls on a 4+ instead of a 5+, and cant be
knocked down. So, basically, it comes down to which Ill
favor more: damage output or resiliency. Ill go with the
resiliency option.
60
Ill start my list with the large units to form the core of
my unbreakable horde. Press Gangers are a great choice
because they are naturally Tough, low cost, hard-hitting
with Gang, and add a recursion element to my force
via the Shanghai ability. As Ill be taking so many Press
Gangers, its a no-brainer to add a full unit of Sea Dog
Boarding Crew as well.
At this point I have to determine my unit attachments. Ill
certainly take the maximum field allowance of Attendant
Priests so the privateers will benefit from the Harbingers
Martyrdom ability. With three Mercenary units and only
two Attendant Priests allowed, however, I have to choose
one unit to battle without divine guidance. Since the Press
Gangers do not normally have a unit attachment and the
Sea Dog Boarding Crew has a fantastic unit attachment
in Mr. Walls, that decision made itself.
Next, Ill need to include a package of solos to boost my
infantrys resilience through the roof: Lord Rockbottom
for giving out Tough to the Boarding Crew, Doc
Killingsworth for allowing successful Tough rolls on a 4,
Bosun Grogspar for his No Sleeping on the Job ability
to prevent knockdown, and the Covenant of Menoth
to provide an additional bubble that will prevent
knockdown on my two units with Attendant Priests.
Keeping these solos alive, especially Rockbottom,
Killingsworth, and Grogspar, is going to be a top priority
at all times.
The main issue at this point is my damage output. My list
can reliably deal with other light infantry, but I need a few
ways to increase the power of my attacks. Rockbottom
already helps to some degree with his Money Shot
ability, but adding First Mate Hawk allows my Sea Dogs
to really do some work on enemy warrior models. Even
with Hawk added, I still need just a bit more, so Ill
include Lady Aiyana & Master Holt for Aiyanas Kiss
of Lyliss special attack. The duo brings a lot more to the
table than just that one attack, but their primary purpose
is to help my forces slog through any high ARM infantry
that attempts to jam my lines.
Looking at my list, I realize I only have 15 points left to
spend and I havent taken a single warjack yet! I want to
keep the focus load on the Harbinger as low as possible,
so Ill only take a single warjack and likely wont take
any warjack support at all. At this point, Ill review the
potential weaknesses of my army.
High ARM, multi-wound targets, especially Colossals
and Gargantuans, are going to be a problem. Additionally,
I dont have any fantastic ranged threats to keep backfield
casters or support solos honest. I considered dropping
Aiyana & Holt and adding a Judicator, but I have a
sinking suspicion my Judicator would blow up my own
engaged pirates with its deviating AOEs.
Point Cost
+5
Crusader
Bosun Grogspar
Doc Killingsworth
Lord Rockbottom
6 each
Attendant Priest x2
2 each
Vessel of Judgment
Total
50
61
Control
62
The three lists Ive constructed are incredibly fun and still
quite competitive. The key to winning with these lists is
going to be in getting a lot of practice. In each list I have
a good amount of activations every turn, and if Im not
on the ball I could easily death clock myself in any given
round. I cant wait to see the look on my opponents
face when he sees the Harbinger followed by nearly the
entire Talion crew. Maybe Ill have to convert a Harbinger
model to have an eye-patch and a peg leg just for that list!
Conclusion
Point Cost
+6
Hierophant
Judicator
18
11
Vassal of Menoth
Total
50
63
GUTS
&
GEARS
Guardians: Vessels
of the Great Ones
History
64
65
Construction
66
Role
Ancestral guardians have always
served as vessels for the most
important of the exalted, giving
them mobility, should they wish it.
Considered far too valuable to risk
on the field of battle, the first and
most ancient ancestral guardians
guarded tombs, sacred sites, and
67
Combat
Each ancestral guardian houses the spirit of a
mighty warrior, one who has proven himself
on countless battlefields; as such, guardians
fight with superlative skill. The vast majority
are armed with a halberd
or glaive also constructed
of obsidian. This weapon
is constructed separately
from the main body of the
guardian. The power of
the ancestor inhabiting a
guardian flows through its
weapon, investing the halberd
with sacral energy.
An ancestral guardian fights in a style
reminiscent of the warrior whose essence is
enshrined within it. Certain abilities, however,
are developed as the warrior within adapts
to his new form. All guardians are expert at
drawing an enemy close then striking with
blinding speed before the enemy can launch
an attack against them.
Beyond their extreme skill at arms, guardians
can use the collected energy from the spirits of
slain skorne warriors to augment their attacks
and speed. Tales of ancestral guardians
striking with supernatural accuracy and
force or momentarily gaining the speed of the
living abound.
Immortals:
Revered
Companions
History
Even before ancestral guardians gained the
ability, extollers of houses would follow
behind an army in battle and seek to preserve
warriors who distinguished themselves with
their prowess and dedication to hoksune.
Those below the status necessary to earn
68
Role
Construction
Combat
Immortals are armed with a great stone blade made of
any stone that can channel sacral energies, similar to
although sometimes using lesser grades of stone than
those employed in constructing the weapons of ancestral
guardians. These weapons are far heavier than living
skorne could wield, and they kill more by crushing than
by cutting the flesh of an enemy. Immortals are deployed
in small units and fight in formation, presenting an
impenetrable wall of stone bodies and blades.
69
Immortals Tactics
By David DC Carl
Sculpting Tools
Killer Statuary
Threat Assessment
70
Constructing
Victory
Soul Food
to ARM 18, 10 damage boxes, and Steady, but the biggest First and foremost,
difference is their Soul Guardian ability. As living Skorne
Ancestral Guardians need living warrior models for
warriors fall in battle, Ancestral Guardians gain their soul
their souls! Though any old unit will do the trick, dont
tokens. These tokens can then be used to boost rolls or
forget about Paingiver Beast Handlers. Their point cost
make additional attacks. With a full complement of three
is unbeatable, and theres no difference in soul quality
soul tokens, an Ancestral Guardian can make up to four
between a Paingiver and a Cataphract. Toward the later
attacks in a single activation or can sacrifice some of those
turns in particular, dont hesitate to send Beast Handlers
attacks to boost important hit rolls or damage rolls.
to their deaths to obtain their tasty, tasty souls.
Though you wont need to boost attack rolls very often. Since theyre solos, its more common to buff Ancestral
At MAT 8, the Ancestral Guardian is among the most
Guardians with control area spells or feats than with
accurate melee attackers in the entire game.
target model/unit effects. In a pinch, though, it might be
worth putting that Fury spell on Hakaar (for example).
Up to five attacks at MAT 9 and P+S 16 is comparable to
many heavy warjacks or warbeasts.
Hakaar the Destroyer provides yet another variation on
Ancestral Champion
the exalted warrior formula. His Righteous Vengeance Control area spells and abilities like Carnage, Road
ability allows him to make a full advance and an attack
to War, and various Skorne warlock feats are the
during the Maintenance Phase if an ally died within 5.
usual tools to support solos like Ancestral Guardians,
Hakaar also retains the Soul Guardian ability of the nonbut dont underestimate indirect buffs like Master
character Ancestral Guardians.
Tormentor Morghouls Pain & Suffering feat or
Tyrant Xerxis Inhospitable Ground spell. Keeping an
Rather than wielding a single P+S 13 Magical Reach
opposing warjack or warbeast from ever reaching your
weapon, however, Hakaar has two. And Combo Strike.
Ancestral Guardian is much better protection than a
And Life Drinker.
+2 ARM spell.
Life Drinker is particularly noteworthy because of
Hakaars Ghost Shield ability. As he collects Skorne And perhaps foremost in Ancestral Guardian synergy,
we must not forget about Supreme Aptimus Zaal. Not
souls, Hakaars ARM 18 increases to as much as ARM 21.
only does this warlock have a tailor-made theme force
This makes it far more likely he will survive long enough
for these models, but hes also loaded with spells and
to drink d3 life from each living enemy he destroys. Its a
abilities that work well with any of Skornes warrior
sound tactic to attack with Hakaar early in a turn before
constructs. Best of all, his feat is a powerful attrition tool
sending in additional warrior models for an opponent
upon which these models can easily capitalize.
to deal with before he reaches the character Ancestral
Guardian. This will help Hakaar achieve maximum
armor before his enemies are even able to bring their
weapons to bear.
71
Masterfully carved from clay and stone, the Ancestral Guardians and Immortals of the Skorne Empire provide
a variety of options for hobbyists to bring them to life. You only need to look outside for inspiration. From the
studio paint scheme of black onyx to sandstone, granite, or any other natural palate, you can create an interesting
group of living statues that would make any extoller proud. For this article, I imagined a group of white-marble
Immortals and an Ancestral Guardian animated by the souls of important heroes from one of the many warrior
houses of skorne society.
PAINTS USED
Bastion Grey
Bootstrap Leather
Brown Ink
STEP 1
Preparation
Thamar Black
Trollblood Highlight
Umbral Umber
72
Necrotite Green
STEP 3 gold
1. Paint all areas that will be gold with Bootstrap Leather. This will let the gold go on much easier, provide better coverage with
fewer coats of paint, and give the color some depth.
2. Cover the brown areas with Rhulic Gold. You may need to apply several thin coats to get a smooth surface.
3. Create a wash using equal parts Brown Ink and Sanguine Base with a drop of Mixing Medium. Wash all the gold areas with
this mix, taking care to keep it clear of the grey areas. In the deepest recesses of the gold, apply a shade of 1:1 Exile Blue
and Umbral Umber.
4. Reclaim the gold areas with Rhulic Gold. Be careful to leave any shading that has accumulated.
Colors Used: Bootstrap Leather, Brown Ink, Exile Blue, Rhulic Gold, Sanguine Base, Umbral Umber
STEP 4 Gems
Colors Used:
Ember Orange,
Khador Red Base, Menoth White
Highlight, Thamar Black
73
STEP 5 FACE
Blend Necrotite Green around the eyes and the edges of
the face.
Conclusion
74
Although the stone warriors are the focus here, you could certainly use the same techniques
on the armor of the powerful titan warbeasts or perhaps even on a stylized Khadoran warjack!
Nothing makes an army stand out better than a unique color scheme. With a little forethought,
planning, and a touch of creativity, you can wield a distinctive force to crush your foes.
The Ways
of the Kriels
75
years before the first human settlements were built. This legacy
of history ties the members of a trollkin community together
and, when combined with the stories of other communities,
weaves connections between trollkin across western Immoren.
Storytellers known as chroniclers are a respected part of trollkin
communities, often traveling between groups to recount tales
of ancient heroism and stylized versions of current events.
Even in the modern world, trollkin maintain tribal ties similar
to their brethren living in the wilds. Trollkin are members of
tightly knit families called kith, and multiple kith together
form a kriel, which is akin to a clan or tribe. The kriel is the
most important division of trollkin society, although this
distinction might be more important to those in the wilds
than those in the cities. There are over two hundred kriels of
various sizes across western Immoren, from the massive forest
76
Cygnar
Trollkin in the
Iron Kingdoms
77
Khador
Trollkin are far more numerous in the northwestern towns, is entirely controlled by the citys trollkin population.
with kith descended from the large population of hearty
northern kriels that dominates the vast Scarsfell Forest. The
Kossites dwelling in northwestern Khador in cities like Ohk
are much more comfortable with and amiable toward their
trollkin neighbors than most other Khadoran peoples. Trollkin
laborers live in significant numbers in other cities such as
Port Vladovar and Rorschik, performing heavy labor. The
The blighted trollkin of the Scharde Islands share
prevalence of Menites in Khador occasionally leads to friction
little in common with their counterparts on the
with trollkin, particularly those who openly espouse their
mainland other than a shared belief in fidelity
Dhunian faith or seek to erect prominent places of worship.
to kith and kriel. These trollkin are descendants
The trollkin in urban centers have learned to be discreet in
of the ancient Molgur, but blight has twisted
order to avoid fomenting conflict with their neighbors.
their bodies to grow wicked spurs of bone and
Blighted Trollkin
of Cryx
Ord
Ords trollkin population enjoys almost as much liberty in the
cities and towns of southern Ord as it does in Cygnar. Urban
trollkin of Ord sometimes come in as shipside laborers, trading
their strength for coin on the decks of ships docked in Ords
ports. Those who choose to remain can earn a respectable wage
as stevedores and labor bosses on the dockside, though some
choose the dangerous life of bodyguards-for-hire.
There are significant differences in attitudes toward trollkin
between Ords two major ethnicities. Trollkin are generally
warmly welcomed and accepted by the Thurians who control
southern Ord and northwestern Cygnar, and they have a number
of cultural affinities. Thurians and trollkin share several favored
gambling and sporting pastimes, including feats of strength like
78
Divided Llael
Only a few thousand trollkin live in what was once Llael. The
nations cities have never supported sizable trollkin populations,
and current circumstances have done little to encourage them to
remain. Many of those who once lived in Llael fled south with
other refugees to Cygnar and Ord, while some have returned
to the kriels of the Glimmerwood. Of those who remain within
Llaels former borders, the majority dwells in isolated kriels
beyond the cities. Some mercenary trollkin offer their services
to the embattled resistance fighters of free Llael, but they are
greatly overshadowed by their Rhulic and ogrun peers.
In all of Divided Llael, the Territory of the Northern Crusade
is home to the smallest trollkin population. Even before
the arrival of Protectorate Menites, Leryn was not a place
where trollkin were made welcome. Many of the trollkin
living in the region left during the initial Khadoran
invasion, some going north into Rhul or rejoining the
few nearby mountain kriels while others joined
their strength to the Resistance fighters in the
south. While Protectorate priests insist they
are as tolerant of trollkin as any who obey the
True Law, in practice many zealous Menites
treat members of this race with suspicion and
barely disguised hostility.
Protectorate
of Menoth
There are very few trollkin living within the borders of the
Protectorate of Menoth and almost none in its cities. This is
not due to any active persecution of trollkin in the present by
Menite authorities, but from historical conflicts from the early
crusades after the founding of the Protectorate. During those
formative decades the trollkin were lumped in with other
accused heretics and driven from the region and have since
had no motivation to return. In theory, ruling priests have no
qualms with trollkin so long as they do not openly practice
their faith and respect the Protectorates laws. Protectorate
military forces have occasionally hired small groups of trollkin
as mercenaries, but as yet there has been almost no interest by
trollkin in settling in Protectorate towns or cities.
The few trollkin found within the territory of the Protectorate
live among scattered desert kriels dwelling within the nations
borders, but those are not at all affiliated with the theocracy.
When the Protectorate interacts with these trollkin, it is almost
always with hostilitythese tribes are treated similarly to nonMenite Idrians. Small excursions are occasionally launched to
drive such nonbelievers deeper into the wastes.
79
campaign terrain
Windy Thorp
By William Hungerford
setting up
Any map of the Iron Kingdoms will depict a vast collection of cities, fortresses, ruins, and natural landmarks. Western
Immoren is far more settled and populated, however, than most maps might lead you to believe. Scattered all across the
Iron Kingdoms are small villages, some with only a dozen or more inhabitants. These tiny communities live off the natural
resources of their outlying areas, trading with outsiders as necessary while living peaceful, quiet lives.
As war has spread across the continent, however, these communities have been increasingly disrupted or even destroyed
by the vast armies of the Iron Kingdoms. The resources they harvest and create become meager supplies, quickly consumed
by the military war machines of great nations.
One example of such a community is a thorp. Located on rolling hills, these settlements are often home to no more than
twenty or thirty villagers. The majority of this windy thorp is made up of plain homes typically constructed from lumber
and straw. Any stonework found in a windy thorp would be reserved for the three common buildings the villagers rely
on to make their livings: a windmill for milling grain, a barn to store the grain, and a public house where locals meet and
travelers rest for the night.
80
Terrain Building
setting up
In a game of WARMACHINE or HORDES, if both players When you set up your table, avoid putting any two
agree, your battle can play out within a windy thorp. To set terrain pieces within 3 of each other or placing any of the
obstructions within a players deployment zone. This table
up the location, use the following terrain features:
is going to be more crowded than most, but youll want
1 barn (obstruction)
to leave room for that enormous Stormwall or terrifying
1 public house (obstruction)
Mountain King to run around.
1 windmill (obstruction)
Place the windmill, the barn, and the public house in a
46 small rural homes (obstructions)
triangular formation with each terrain feature roughly 58
24 wheat fields (rough terrain)
A variety of small forest and shallow water terrain features apart with no other terrain features within the triangular
area between these three buildings. The layout of the homes,
The three key terrain pieces for the windy thorp are the barn, the farms, small woods, and water features are all up to your
discretion. Make this town your own, and have fun with it!
windmill, and public house.
gameplay
When battling in a windy thorp, the following rules are in Natural Fuel When a model begins its activation within
4 of the barn it can run or charge without being forced or
effect:
spending focus.
Windy Whenever an AOE scatters, it deviates an additional
3 regardless of the distance between the AOEs point of Bar Fight When a living non-warcaster non-warlock
origin and its intended target.
warrior model begins its activation within 4 of the public
house it gains Stumbling Drunk for one round (a model with
Take Cover! Models within 4 of the windmill are immune
Stumbling Drunk cannot be knocked down. If it is hit by an
to blast damage.
enemy attack anytime except while it is advancing, after the
attack is resolved it is pushed d3 in a direction determined
by the deviation template, then you choose its facing).
10
Player 2 Deployment
BARN
58
ROADSIDE
INN
58
58
WINDMILL
Player 1 Deployment
7
EXAMPLE SETUP
Terrain Building
81
By Stuart Spengler
Buildings and other structures are among the most intimidating terrain features to construct, but the character they lend to
your battles is well worth the effort. In this article, you will find some tips and ideas about how to create your own simple
structures and work up to more complex centerpieces.
barn
In essence, a simple building is just a large box, so this barn has been made out of a small
shipping box. Always keep your eyes open for small boxes that are a good size and shape
to become your next terrain piece.
The barn is a good example of a simple building you can design to get a feel for projects
such as these. With a little experience, you can start to see how more complex buildings
are just groups of simple buildings or details attached to each other. For example, dormer
windows are just smaller roofs attached to a larger roof at a 90 angle.
82
Terrain Building
Bamboo skewers
Dry grass tufts
Basswood strips
Cardboard tube
Construction adhesive
Foam core sheet
Formula P3 Hobby Knife
Formula P3 Super Glue
Hot glue
Insulation foam
Leather punch tool
Medium-weight cardboard
Packing tape
Pencil
Plastic card sheet, strip, and
tube
Rubber bands
Ruler
Sandpaper/sanding block
Scissors
Small shipping box
Thin cardboard
Utility knife
Wood glue
Step 10: Cut out shingles from a thin piece of cardboard such
as a unit box. The shingles should be cut into rectangular
shapesin this example, 15 mm by 10 mm. Once you have an
ample supply of shingles, glue them along the bottom of the
roof, working your way up toward the peak. As you overlap
the rows, make sure the upper row is aligned over the gaps
of the previous row and that it is low enough to hide the base
of the roof.
10
To keep up the ramshackle appearance, dont apply the shingles in an especially exacting manner. If you do need shingles
in a uniform alignment, youll find it easier to cut long, thin
strips with small v-cuts to delineate the individual shingles.
11
Step 11: Finish the barn with details such as pipes and sheet metal patches.
Terrain Building
83
Roadside Inn
The inn is a more complicated structure than the barn, but it begins with the same premise: your basic shape is a box. This box
has been constructed from scratch, however, and will have an atypical shape.
Step 1: Make a template for the rough size and shape
for your building, then cut out the foam core pieces for
the main structure. This building has two ends, a back,
a first level, upper levels, and an overhang.
84
Terrain Building
windmill
The barn and inn are both rectangular buildings, but other obstructions might call for unusual shapes and a different
approach to accomplish the final product.
Step 4: Glue the foam strips to the base. Cutting the stone detail into the foam will
make the strips more flexible, but it may be necessary to shave the strips down.
Slowly shave the strip from the back to thin it down and make it more flexible.
Super glue will eat the insulation foam, but construction adhesive or lowtemperature hot glue are good alternatives. Start with one strip and work your
way around and up the base. Use rubber bands to keep the foam strips in shape
as the glue sets. Padding the foam with small pieces of scrap foam will help
prevent the rubber bands from leaving marks in the foam, though using thick
rubber bands will also eliminate this problem.
Terrain Building
85
Step 9: Glue the individual blades together. The extra 1/4 length on
the 5-3/4 pieces allows the blades to interlock to provide a stronger
join. For extra security, glue stripes of banding across the seams.
Step 10: Glue a piece of plastic card to the center of the wheel, then
glue a plastic tube that will sleeve into the peak tube from Step 6
to serve as the axle. Glue a piece of the larger diameter tube to the
base of the axle against the blades. This will strengthen the overall
connection and offset the blades away from the base of the windmill.
86
10
Terrain Building
11
Conclusion
Dont be afraid to experiment with your
terrain projects and expand your skills. After
a while, even the most complex and ornate
structures will not be nearly as intimidating
as you once thought!
Terrain Building
87
be careful what
you wish for
Players of the Iron Kingdoms Full Metal Fantasy Roleplaying
Game have been asking for it, and now theyre going to get
itand its terrifying. Monsters. Big ones. Fast ones. Mean
ones. An entire book of monsters ready to make players
think twice about traipsing into abandoned tombs and dark
swamps: the new Full Metal Fantasy Monsternomicon.
Western Immoren is a big place, and around every corner
a deadly threat lurks, waiting to rip apart careless PCs
who wander into its territory. Running the gamut from
the diminutive (but ferocious) burrow-mawg to the truly
massive dracodile, the creatures of the Iron Kingdoms are
enough to test even the heartiest heros mettle.
While the Core Rules provides guidelines for creating NPC
antagonists using the races and careers in the book, and the
Monsternomicon & Beyond series of articles in No Quarter
provides select creatures to expand the roster of antagonists
at the Game Masters disposal, players made it clear they
wanted more.
Thus, the upcoming Full Metal Fantasy Monsternomicon.
Compatible with both the Iron Kingdoms Full
Metal Fantasy and Unleashed roleplaying games,
the new book contains dozens of handpicked
monsters and antagonists. Included are
updated entries of select creatures from
the pages of No Quarter and the Core Rules,
as well as creatures never before seen
in the Iron Kingdoms Full Metal Fantasy
Roleplaying Game. Each entry is packed
with information about a creature,
giving the Game Master everything he
needs to create countless opportunities
for challenging and interesting
encounters perfect for a wide range of
different XP levels.
88
Duskwolf Male:
8 EP
Duskwolf Female:
4 EP
Duskwolf Female:
4 EP
Duskwolf Female:
4 EP
Juvenile Duskwolf:
2 EP
Total:
22 EP
89
immortality
By Michael G. Ryan and Matt Goetz
Art by Johan Grenier, andrew hou, and Aleksey Kovalenko Map by Mike Schley
Part 4: Many
Deaths, One Life
Immortality is a six-part adventure scenario for use with the Iron
Kingdoms Full Metal Fantasy Roleplaying Game. Each part builds on
those preceding it, and the whole adventure is designed to be easily
integrated into a Game Masters existing campaign as a standalone
adventure. It centers on the machinations of the central villain,
90
The PCs entered the courtyard and possibly the first floor of the
tower at the end of part 3, Mercilessly Alive, overcoming Gallo
Morado, known as the Crimson Man, in the process. Now, in order to
stop the mad alchemist Olivia Morado from pursuing her unethical
experiments in alchemically induced immortality and to rescue her
victims, they must work their way higher into the tower, overcoming
obstacles and defeating Olivias coterie of elite guards, including a
young victim they learned about in the neighboring town.
Scenario Synopsis
In Many Deaths, One Life, as the PCs make their way to the top of
the tower Torre Tombafyr, closing in on Olivia Morado, they uncover
the hideous results of her experiments in immortality and do battle
against the guards who protect her.
SCENE 1:
Assessment Room
INVESTIGATIVE
The exploration of Torre Tombafyr begins in a prison chamber for
those who have been injected with alchemical concoctions. Many have
died while being indifferently observed for signs of recovery, but a few
yet remain to report what theyve seen.
As the PCs move up the staircase from the Needle Room, read or
paraphrase the following:
The rancid odors reach you first: human waste, vomit, and rotting flesh, all
underscored by a faint, medicinal smell. The lighting beyond the stairs is
limited to a few sources that make shadows dance across the ceiling of the
room above as you climb the worn stone steps.
The rooms stone floor is slick with blood and other bodily fluids, and
alchemical compounds float atop them. In chains on the walls, three victims
hang by their wrists. They moan as you enter the room where the towers
mistress is keeping them for observation.
The Assessment Room is where test subjects from the Needle Room below
are brought for observation as they either excel from what was done to
them downstairs or die from it. Two windows on the far wall have been
bricked over, though the one that overlooks the courtyard remains intact.
A PC who makes a successful Alchemy roll against a target number
of 12 can determine the alchemical compounds on the floor are a
byproduct of blood and fluids from test subjects mixing; the floor is
thus covered with an acidic mix that burns exposed flesh, causing
d3 damage points to a character who starts his turn with his skin in
contact with it.
The walls are lined with shackles where three victims of experimentation
hang, an older man and two women. Each is misshapen and bleached
of color. Each of them moans louder when the PCs enter the chamber,
their muscles taut, straining against their shackles. The older man,
Benicio, speaks for the trio in begging for help.
Benicio is a farmer from Erofeev who was kidnapped from his fields and
brought to the tower less than a week ago. Yesterday he was injected
and then brought to the Assessment Room. Thus far, his symptoms have
consisted of feverish delusions and painful distortions to his body.
91
He knows there are others held in cells on the next floor up, and if
asked he can confirm that Belesar Marconi, the patriarch of the Marconi
family, is there now. More important, Benicio knows that guards who
were previously in this chamber and in the chamber below raced
upstairs when the battle broke out in the tower, and he overheard one
of them whisper the word ambush.
Benicio knows the other two victims. They are also from the Erofeev,
but they seem to have mentally suffered more.
If the PCs free the victims, one of the women begins to cry and says
she overhead Olivia Morado speak of her experiments: She says she
can make her master live forever now. Hes here with her. If she does it, hell
kill everyone who knows about him.
If freed, all three victims can find their way out of the tower
unaccompanied. If the PCs try to have any of the three accompany
them as they work their way higher into the tower, however, they
become hysterical with terror and attempt to fleethey cannot
be convinced to climb higher to what they believe is their doom. If
the PCs attempt to force the victims to accompany them, the three
become violent, attacking the PCs (see Iron Kingdoms Full Metal Fantasy
Roleplaying Game Core Rules, p. 330, for Simple NPCs rules).
A heavy wooden table with two chairs on one side sits in the center of
the room where witnesses can observe the prisoners. A single drawer
in the table contains several sheets of paper: documentation of the
state of each victims physical and mental condition, with notes about
which alchemical compounds were tested on them, and specifics about
how they died or were killed before being dumped into the disposal
trench in the courtyard below.
Any PC who chooses to read the documents for at least 5 minutes
finds references to an antidote meant to halt or even reverse the effects
of the alchemical compounds being tested on the townspeople of
Erofeev. The text further indicates that some alterations and variants
92
Alchemy
Roll
Information Discovered
12
13
14
A stone staircase ascends to a closed door on the next floor. Set in the
stairs beneath this is a locked metal door. A PC who makes a successful
Lock Picking roll against a target number of 12 can unlock the door
to reveal a weapons cache that includes a carbine with 10 rounds, a
pair of repeating crossbows with 10 bolts each, and a repeating pistol
with a single ammo wheel. (See Ranged Weapons in Core Rules, pp.
260271.) There are several empty spots that once held much larger
weapons, taken by the guards prior to moving out of the room.
In one corner is a long metal shelf, inset into the stone wall, with
locked sliding doors. A PC who makes a Lock Picking roll against a
target number of 14 can unlock the doors. Inside are six vials of a clear
fluid, unidentified except for the words For Emergency Use, and
two-dozen other bottles of alchemical ingredients. A PC who makes
a successful Alchemy roll against a target number of 12 can identify
the unlabeled vials as single doses of the antidote. (If the same PC has
not reviewed the documents from the table drawer, the contents of
these vials remain a mystery, regardless of the roll. Once the PC has
reviewed the document, he or she may attempt the skill roll a second
time to determine the content of the vials.)
Contained are:
2 units alchemist stone
1 burrow-mawg adrenal gland
1 unit mutagentic extract
2 units organic acid
4 units organic toxin
If a full dose of the antidote is given to one of the test subjects, they
require extended rest to recover, and the antidote knocks them
unconscious for the next six hours.
SCENE 2:
The Cell Floor
INVESTIGATIVE/COMBAT
As the PCs move up the staircase from the Assessment Room to the
Cell Floor, read or paraphrase the following:
The torches have been dimmed on the next floor upso much so that you
can only discern the shadowy outlines of doors circling most of the floor. The
differences between them are still distinguishable: what appears to be a closet
door, a closed wooden door to a separate chamber, and a half-dozen metallic
cell doors, their windows lined with bars, four of the six held fast with small
padlocks. A heavy wooden table and chairs sit in the middle of the chamber.
No sounds come from the closet or the wooden door, but from the cells come
low, suffering criesthe hopeless moans of surrender to an inevitable doom.
The stairs continue on up to the next floor, though a door at the top of the
stairs seals that floor from this one. The stairs pass by a shuttered window
that, if opened, overlooks the landscape beyond the towers courtyard.
Morado Guard
Preparations
The Morado guards react dynamically to the actions of the PCs
as the PCs move through Torre Tombafyr. The more time the
PCs spend on each floor, the better prepared the guards will be
to confront them on each subsequent floor. The Game Master
is free to use as many or few of these preparations as needed,
though the amount he uses should be dictated by how long the
players take to reach a higher floor.
Barricades: Hastily built from furniture, barrels, and anything
else at hand, barricades are a simple method of slowing down
an opponent. Barricades are obstacles represented by a wall
template in play. A barricade is an object with ARM 14 and 10
damage points. Each floor has only enough material to fashion
a single barricade.
Debilitating Gas: Morado guards equipped with gas masks
may choose to flood a floor with alchemical gas in order to
gain an advantage. Characters on a floor flooded with gas are
affected as if in the AOE of a stink gas field alchemy effect
and suffer 2 on attack rolls unless the gas is dispersed by
breaking a window, blowing a hole in the tower wall, or some
similar action.
Grenade Traps: The Morado guards have access to a number
of different alchemical grenades produced by Olivia Morados
assistants, primarily concussion and explosive grenades. The
guards rig the grenades to detonate when doors are opened.
A character opening a door detects a rigged grenade with a
Detection roll against a target number of 13. If the grenade is
detected, the character can disarm the grenade by spending a
quick action. If the roll fails, treat the character as if he were
directly hit by a grenade of the chosen type.
The Cells
Four of the six cells are locked with padlocks a PC can open with a
successful Lock Picking roll against a target number of 13.
Inside the first cell is a corpsea young, deformed man who hanged
himself from the bars of the doors window with a shredded shirt. He
scratched a message into the wooden cell door behind him: I stabbed
her. She did not die. She barely bled. By Menoth, she will make us like
she did the boy. We can only pray.
The second cell, which is unlocked, appears to be empty, but a PC who
makes a successful Detection roll against a target number of 10 finds
a loose stone in the floor, beneath which is a hidden half-full vial of
fluid. A PC who has identified the antidote previously and who makes
a successful Alchemy roll against a target number of 10 can identify the
vial as a single dose of the antidote.
Inside the third cell is a prisoner, an older man with white hair. He
identifies himself as Belesar Marconi, the patriarch of the Marconi family.
He is emaciated and clearly ill. A PC who makes a successful Medicine
roll against a target number of 10, can stabilize Marconi enough for him
to provide additional information if he is questioned. Otherwise, he only
spouts erratic sentences about his family being in danger, saying Inspector
Denikin will save us if you wont but saying nothing about his whereabouts,
and generally babbling about the madwomans experiments.
Once Marconi is stabilized, a PC can make a Negotiation or
Interrogation roll to learn the specifics of what he has been incoherently
explaining. If the PCs tell him about his surviving family members
prior to questioning him, add +2 to the die roll.
Negotiation/Interrogation
Roll
Information Discovered
10
or
less
12
93
94
TOWER GUARD
The fourth cell, which is unlocked, is empty. Deep gouges in the stone
walls, spaced like fingers, contain fine shavings of bright metal. A PC
who examines the cell easily finds a loose stone without rolling, which
uncovers a shallow hole containing half of a broken holy symbol of
Cyriss, the Maiden of Gears.
Skills:
Inside the fifth cell is a heavily drugged woman, Zia, who is very close
to death. Her physical disfigurements are devastating, and the smell
of her twisted flesh is repulsive. (If a full dosage of antidote is given to
her, she is knocked unconscious for the next six hours.) In her current
state, she is able to convey in a very scattered, almost incomprehensible
manner that she is a former guard of the tower who planned to escape
with her lover, Marlow, in the next cell. She was found out by Morado,
who was convinced that Zia and Marlow would tell the world of her dark
experiments. Thus were they imprisoned. She managed to pass her map
for escape to Marlow before she was searched, and so shes still optimistic
about her chances of getting out alive. If questioned, she can confirm that
the Morgue is on the next floor up, and somewhere beyond that are the
Unkillables, which she describes as the worst experiments. The top of
the tower, she knows, is where the mistress and her monster live.
PHYSIQUE
PHY 6
SPEED
SPD 6
STRENGTH
STR 5
AGILITY
AGL 4
PROWESS
PRW 5
The Closet
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 4
sword
MAT
POW P+S
7 3 8
INITIATIVE
INIT 15
DEFENSE
DEF 11
(Crucible Leather -3)
ARMOR
ARM 14
(Crucible Leather +8)
WILLPOWER
Abilities:
Crucible Armor This character
has Immunity: Corrosion.
Crucible Round Select one of the
following:
Standard Round No special
effects.
Blazers A character hit by this
round suffers 1 additional point
of fire damage.
Explosive An explosive round is
AOE 3, POW 10.
Defensive Line While this
character is B2B with one or more
friendly characters, he gains +1
ARM. While the character is B2B
with one or more friendly characters
who also have this ability, the bonus
increases to +2.
Gas Mask This character is
immune to gas effects.
Sentry Once per round when an
enemy is placed in or moves into
the line of sight of this character,
this character can immediately make
one attack, targeting that enemy.
WILL 10
AGILITY
3
4
IQ
Barracks
POI 5
PHYS
The closet contains shelves of food stores for the tower, mostly dried
meats, sealed canisters of vegetables, jugs of water, and so forth. A PC
who makes a successful Detection roll against a target number of 14 finds
injection sites in some of the cans and jugs, though what was injected cant
be determined. A successful Alchemy roll against a target number of 12
reveals traces of antidote at these injection sites, suggesting the residents of
the tower take antidotes regularly, presumably to guard against possible
contamination arising from Olivia Morados experiments.
POISE
+ Rank
*
6
7
6
*
6
ECT
Inside wait three tower guards who awoke when they heard the fighting
in the courtyard and on the floors below. Now they listen carefully to
the PCs movements among the cells, and if the PCs attempt to pick the
lock on the wooden door, the guards immediately burst forth to attack.
Otherwise, they wait until the PCs take the stairs to the next floor before
slipping out of their barracks and ambushing the PCs from behind. If the
guards attack the PCs from behind they gain surprise.
Command Range: 6
TE
LL
95
Guard Tactics
The Morgue
The guards objective is to ambush the PCs. If the barracks are not entered,
they sneak out and take cover before firing a volley at the PCs backs with
their rifles. If the PCs manage to break into the barracks, the guards take
whatever cover they can find and fight desperately to hold them off.
As the PCs enter, the guards in the Morgue open fire. The guards use
the autopsy slabs as cover, though they are knowledgeable enough to
steer clear of the stacked wooden crates, which could release hazardous
alchemical clouds if ruptured.
Terrain
Once the PCs break through the barred door to the chamber and the
battle with the guards ensues, the two doctors abandon their efforts to
destroy evidence. As one of them rushes past the guards to escape, he
shouts, Shes lost her mind! Shell kill us all before she lets us go! Save
us! Save yourselves!
SCENE 3:
The Morgue
INVESTIGATIVE/COMBAT
The stairs from the Cell Floor end at a locked wooden door leading to
this floor, the Morgue. The door is barred from the insidethe PCs can
knock it down, either by damaging the door enough to destroy it or
making a STR roll against a target of 14. The door is ARM 14 and can
withstand 10 damage points.
If the PCs do not handle the guards hiding in the barracks on the Cell
Floor, they are ambushed from behind as they reach the door. In either
case, the occupants of the Morgue are alerted to the PCs assault.
This floor is divided into a number of different sections: the Morgue
itself and its cold storage facility; an additional experiment chamber;
and an office from which a ramp exits up to the next floor.
A guard shoots him in the back for his betrayal, killing him.
The second doctor, Grec, sensing his demise could follow, ducks behind
the table and arms himself with beakers of acidic alchemical compounds
he can throw. When he hits someone, the acid causes damage per
simple acid rules (Iron Kingdoms Full Metal Fantasy Roleplaying Game
Core Rules, p. 296). He attacks anyone hostile to him. Grec attempts to
slip out past the battle down the stairs, but if he is confronted, he will
fight. For close quarters, Grec carries an injection pistol loaded with
Somnolence Elixir, intended to incapacitate experiments if they break
free. Grec is a battle NPC with the Anatomical Precision ability and is
trained in Alchemy and Medicine.
The papers the doctors were destroying contain alchemical
compound theories, injection rates and dosages, organ weights,
causes of death, and a host of other details related to the experiments
and autopsy results Olivia Morado has been using in her quest for
alchemical immortality.
A successful Research roll against a target number of 12 confirms that,
based on the advanced ages of the individuals used in the experiments,
none of corpses in the vault are the two missing Marconi family
members, Tobin or Tara, both of whom are under 25 years old.
The papers also contain the unlock sequence for the vault wheel,
scrawled across the top of a page. A PC only needs to read the papers
to notice this information.
If Grec is captured, he says proceeding up the ramp to the Unkillables
level is certain death. He also tells the PCs that all the doctors in the
tower had planned to escape as soon as Olivia goes to see the Master,
and theyll kill to get out if they must. He also says he has heard
speculation that Olivia Morado has a plan to destroy the entire tower
rather than have her crimes revealed to the world.
96
Guard Tactics
The four guards fight until they are killed or are taken prisoner. If they
are overcome by the PCs, an Intimidation roll against a target number
of 15 convinces them to reveal the information they possess: the next
floor up is home to the Unkillables, where only certain guards are
authorized to enter. See p. 95 for guard stats.
Terrain
The Vault
The cold storage vault is closed with a large wheel locking it. It turns
to the left and right. A PC can open the vault with a successful Lock
Picking or INT roll against a target number of 16. The sequence is also
written in the notes the doctors were destroying when the PCs entered
the chamber.
The cold storage vault contains six corpses wrapped in black
sheets. Three of them are tagged with shipment notes for delivery
to Abrosims headquarters for further examination. One is tagged
return to Iokavs temple, Khadorinside is the vessel of a
clockwork priest, the essence chamber ripped from its frame.
A handwritten note is attached to the tag: He was unimpressed
with your results, Makar, and he was unhappy about the loss of the
vessels soul. Nonetheless, I will speak on your behalf to the master
when I reach headquarters, signed by Olivia.
The corpses are mutated in various ways and pockmarked with
injection holes. All of them are dressed in plain white robes, similar
to the doctors attire. They are all barefoot. These robes are easily
removed, if the PCs choose to use them as an improvised disguise.
If the PCs attempt to press her, Tara mutters about seeing Armand
the teamster from Erofeev escorting her brother Tobin through this
chamber. She has no idea where they went.
Once Tara is conscious enough to convey this information, she
becomes violent, randomly attacking anyone within reach if she has
been freed from her bindings. If she is still strapped down, she strains
helplessly against the bonds. She can be subdued with an injection of
the antidote; otherwise, she must be knocked unconscious or killed to
quell her rage. (If she attacks, use Simple NPCs Core Rules, p. 330.)
The Office
The last chamber contains a ramp that ascends to the next floor, where
the Unkillables are kept. The chamber itself is an office containing a
rack of white surgical gowns, gloves, goggles, and facemasks. In one
corner is a shelf with built-in hooks and pegs for restraints used to
control those who survive experiments on this level. Finally, a small
desk and shelf contain logs about the successes and failures of Olivia
Morados experiments. They include references to the Marconi farm
girl and the violent reaction she had to the final alchemical solution
she was injected with less than two days ago. The recommendation in
the logs is to destroy her. A PC who reads the logs for at least 5 minutes
can make a Research roll to find additional information.
research
Roll
Information Discovered
10
12
16
The ramp that exits this room proceeds up into utter darkness and
dead silence on the floor above.
97
SCENE 4:
The Unkillables
COMBAT
Once the PCs reach the top of the ramp, read or paraphrase the
following:
Thrall Guard
The ramp joins into a dark, sterile corridor curving away to the left and the
right. You can hear a faint sound in the deathly silencea scratching that
comes from the inside wall of the empty corridor.
98
The guard to the west (left) stands outside the hidden elevator
shaft and the door to the central chamberit is a malformed thrall
covered in runes wherever its rotted flesh appears from beneath
its plate armor. The runes are elaborate and specializeda PC
who makes a Lore (undead) roll against a target number of 16
can only identify that the runes empower the thrall with greaterthan-average capabilities.
The thralls first action upon seeing the PCs is to unbar the
chamber door and free the Unkillables. Unkillables attack at
random. Once the Unkillables are released, the thrall fights
alongside them, snarling as it attacks, though it does not hesitate
to attack the Unkillables if they attack it. The PCs may be able to
surprise the thrall, however, and prevent it from releasing the
Unkillables. (See Core Rules, The Surprise Round, p. 201.)
Once the PCs attack the thrall, a gunshot rings out from within
the Unkillables chamber. This is Denikin defending himself
against Unkillables with the pistol taken from the murdered
guard. When he hears the PCs battling the thrall, he opens fire to
get their attention so they might save him.
The Elevator
At the end of the corridor to the west (left) of the entrance ramp
are the hidden elevator and a guarded, barred door into the center
chamber. If the thrall guard is eliminated, a PC who makes a
Detection roll against a target number of 12 locates a hidden panel
that unlatches the elevator door. Inside are the mechanical pulleys
and interlocking ratchet brake gears that bring the elevator back
down from the living quarters on the top floor. A ladder on the
inside wall of the elevator shaft provides an additional means of
reaching the next floor; it descends all the way down to the bottom
level of the tower, where the shaft opens to the outside beyond
the courtyard wall. The elevator does not descend beyond the
Unkillables floor. The shaft walls are old construction, built of
large slabs of fitted stone with plentiful hand- and footholds.
A wheel and crank inside the elevator operates a series of
mechanical pulleys that moves it between the two floors. But the
noise of using itfirst bringing it down from the floor above
alerts Olivia Morado on the top floor that the PCs are near.
The ladder is trapped. Assuming anyone trying to reach her
secretly would use it instead of the elevator, Olivia has coated
the ladder with an alchemical substance that poisons anyone
who touches it with exposed skin. To avoid the necessity of
reapplying the poison with any regularity, however, Olivia has
had the ladder coated with a binding grease that is evident to
thrall guard
Skills:
INTELLECT
INT 1
ARCANE
ARC
PERCEPTION
PER 3
PHYSIQUE
PHY 8
SPEED
SPD 5
STRENGTH
STR 6
AGILITY
AGL 2
PROWESS
PRW 5
POISE
POI 1
great sword
MAT
6
POW P+S
6
12
INITIATIVE
INIT 12
DEFENSE
DEF 9
ARMOR
Abilities:
Cleave When this creature
incapacitates one or more enemies
with a melee attack made with a
great weapon during his turn, the
creature can make one additional
melee attack immediately after the
attack is resolved. A creature can
gain only one additional attack from
Cleave each turn.
Rune Hardened The creature
gains +1 PHY (included).
Spell Ward This creature cannot
be targeted by spells.
Terror The creature has Terror [12].
Undead The creature is not a
living character and never flees.
ARM 16
(Full Plate +8)
WILLPOWER
WILL 8
VITALITY: 8
Command Range: 1
Base Size: small
Encounter Points: 7
Equipment:
Full plate, great sword
If the PCs unbar and open the unguarded door, the remaining
ten Unkillables inside retreat across the room to hide behind the
broken wallthey react instinctively because in the past, when
this door has been opened, bad things happened to them. If the
PCs enter through this door, Denikin rises and whispers loudly in
Khadoran from the other side of the wall to draw their attention.
If the PCs approach the door that the thrall guards, the Unkillables
are prepared to rush the door in an attempt to escape. The
Unkillables are unable to distinguish the PCs from Torre Tombafyr
tower guards and immediately attack them. Denikin staggers
behind them, escaping the chamber, firing at the nearest Unkillable
as he joins the battle but collapses to the floor. His ability to walk
is extremely limited. At the end of each round, Denikin makes a
single RAT 7 pistol shot at one of the Unkillables, selecting targets
not engaged in melee whenever possible.
In battle, the Unkillables are brutal, merciless, and thorough.
They attack anything in their path but have a preference for
humans, which they view as a potential meal. Their wounds heal
quickly, making them harder to kill. If an Unkillable is injected
99
Denikin
The missing Khadoran official Denikin was thrown among
the Unkillables as a prisoner once he was captured while
investigating the tower. He attempted to escape earlier, clubbing
a guard to death and then attempting to smash through a window
to the outside. He was caught, severely beaten, and taken to this
chamber to die at the hands of the Unkillables, but not before
he was able to secretly steal the dead guards pistol, which he
has used to protect himself in the hours since, as he suffered an
injury during his capture that has made walking, even standing,
difficult for him. He has shot two Unkillables to death, but each
required multiple bullets. He has only a few bullets left, but now
that hes killed a pair of Unkillables, the rest keep their distance,
waiting for him to fall asleep or otherwise become vulnerable.
Denikin came in search of Olivia Morado of his own accord, certain
he had stumbled onto a larger plot to overthrow Empress Ayn
Vanar from within, devised by a former Greylord who escaped
execution many years prior and who was now experimenting
with alchemical means of extending his life. Though Denikin
attempted to convince his superiors and then the Ministry of the
Great Vizier itself of his theories, his messages were buried in the
bureaucracy. But Denikin was certain evidence of these illegal
alchemical experiments would rouse the Intelligence Kommand
to action, and so he tracked the source behind alchemical
experiments to the missing citizens of Erofeev and then to this
tower. He then confirmed her connection to the mad Greylord.
Denikin cannot escape the tower on his own. If he survives the
battle against the Unkillables, he encourages the PCs to bring
him evidence of Olivia Morados activities that he can present to
the ministry. He cannot accompany them higher into the tower,
though he can confirm that Olivia is on the next floor up. He also
knows that she has a prisoner with her, a boy from a local farm,
though he has no idea why she chose him.
SCENE 5: The
Alchemists Lair
INVESTIGATIVE/COMBAT
Once the PCs reach Olivias lair, read or paraphrase the following:
100
unkillable
tobin marconi
Skills:
Skills:
PHYSIQUE
PHY 8
SPEED
SPD 6
STRENGTH
STR 8
AGILITY
AGL 3
PROWESS
PRW 5
POISE
POI 3
INTELLECT
INT 1
ARCANE
ARC
PERCEPTION
claw
MAT
7
PER 3
POW P+S
2
10
INITIATIVE
INIT 14
DEFENSE
DEF 12
ARMOR
ARM 15
(Natural Armor +7)
WILLPOWER
+ Rank
7
5
5
Abilities:
Blood Thirst When it charges
a living character, this character
gains +2 of movement.
Berserk When this character
incapacitates or destroys one or
more other characters with a melee
attack during its turn, immediately
after the attack is resolved it must
make one additional melee attack
against another character in its
melee range.
PHYSIQUE
PHY 10
SPEED
SPD 4
STRENGTH
STR 8
AGILITY
AGL 3
PROWESS
PRW 5
POISE
INT 2
ARCANE
ARC
PERCEPTION
PER 4
WILL 10
VITALITY: 10
Command Range: 1
POI 4
INTELLECT
smith hammers
MAT
7
POW P+S
5
13
+ Rank
6
7
*
12
Abilities:
Fearless The character is utterly
fearless and automatically passes
Willpower rolls to resist Terror.
Tough When this character is
disabled, roll a d6. On a 5 or 6 the
character heals 1 vitality point,
is no longer disabled, and is
knocked down.
Beat Back When this character
hits a target with a melee attack,
he can immediately push his target
1 directly away. After the target is
pushed, this character can advance
up to 1.
Shield Guard Once per turn,
when a friendly character is directly
hit by an attack while within 2 of
this character, this character can
choose to be directly hit instead.
This character cannot use Shield
Guard if he is incorporeal, knocked
down, prone, or stationary.
INITIATIVE
INIT 13
Encounter Points: 9
DEFENSE
DEF 10
(Tailored Plate -1)
AGILITY
3
4
ECT
IQ
LL
If you keep coming, he calls out from the railing, his voice
muffled by the ice, I will bury youif Olivia doesnt first.
WILL 12
PHYS
WILLPOWER
TE
From the moment the PCs first stormed the courtyard, Olivia has
been preparing the explosive contents of the black metallic box.
She does not believe Tobin can defeat the PCs, given how far they
have come, so she is prepared to protect Abrosims secrets by
destroying herself and all the research she has collected for him.
ARMOR
ARM 17
(Tailored Plate +7)
Moments of Madness
Command Range: 2
Base Size: medium
Encounter Points: 15
Equipment:
Smiths Hammers (x2), Tailored Plate
101
Olivia Morado
in Combat
Olivia Morado does not roll Initiative. She effectively holds her
action from the moment the PCs arrive in her private laboratory,
waiting to determine the outcome of the confrontation with Tobin
before she acts. If Tobin falls, Olivia attempts to detonate her
alchemical bomb, pouring the green liquid in the beaker into the
black box, where it interacts with a second alchemical compound.
Unless injected with the alchemical antidote, Olivia resists serious
injury, but she can be rendered ineffective by a successful attack.
Olivia is DEF 14 and ARM 14, and is disabled by any attack that
deals damage.
102
Detection/Interrogation
Roll
Information Discovered
10
or
less
12
14
15
CONCLUSION
Whether the PCs were caught in the explosion that destroyed the top
floor of the Torre Tombafyr tower or were able to capture or kill Olivia
Morado, those who survive should be aware that Abrosims plans are
close to completion and that due to their knowledge of his activities,
they will eventually be targets of his wrath, should they fail to stop him.
Once the PCs escape the towerdealing with surviving victims or
remaining foes along the waythey have acquired the necessary
information to know where to go next: the Grove of Wracks in the
forest called Shadoweald, ten miles north of the tower, where Olivia
planned to meet up with another of Abrosims lieutenants and journey
to the former Greylords headquarters in the mountains beyond.
After they have left the tower, they see green-eyed ravens on a regular
basis, stalking them no matter where they go next.
EXPERIENCE
With the defeat of Olivia Morado, the PCs have reached the second
major milestone in the Immortality adventure: they have thwarted her
work for Vladislav Abrosim and driven him back to his headquarters.
The XP below is based primarily on the PCs actions in reaching this
point in the adventure.
Play Award: Each character gains 1 XP for participating in each
session of the adventure.
Conditional Awards: If the PCs saved both Tara and Tobin
Marconi, each character gains 1 XP. If the PCs prevented Olivias
bomb from exploding, each character gains 2 XP.
Milestone Bonus: If the PCs played through the previous three
parts of Immortality, each character gains 2 XP for reaching this
stage in the adventure. If the PCs killed Gallo Morado in the
previous installment of Immortality, each character gains 1 XP; if
they killed any thrullgs, each character gains 1 XP.
103
Thalen Malvyss
he Iron Kingdoms abound with people both good and evil, but many others live, survive, and even thrive in the grey shadows between
heroics and villainy. Social misfits but not always social outcasts, they make their way through the world any way they caneven if it
results in hardship for others. In the end, even scoundrels and sell-swords feel justified in doing what they must to stay alive. These kinds of
characters make excellent NPCswhether as antagonists or alliesfor your Iron Kingdoms RPG campaign. This time, youll meet a mage hunter
assassin whose who may (or may not) hear a god's whispers in his ear.
104
Thalen
Malvyss: A
Brief History
Like most young mage hunters, Thalen Malvyss
was assigned to various Retribution cells across
the Iron Kingdoms during his first two decades
of service. Working alone or within small
teams, he completed his missions with skill
and dedication, eliminating human spellcasters
and any enemy combatants who stood between
him and his targets. Even in those early days,
he was regarded as a promising talent for his
seemingly endless patience when stalking his
quarry, waiting weeks or even months in harsh
environments for the perfect opportunity to
strike. This attribute, as well as his zealous
devotion to the Retributions cause, saw Thalen
deployed to some of his orders most dangerous
assignments, particularly those requiring long
surveillance in remote locations.
During one of these assignments, Thalen joined
a small strike team to hunt down and eliminate a
powerful gun mage who was formerly a captain
adept with the Militant Order of the Arcane
Tempest. The target had left the military and
taken to hiring his services out as a mercenary.
Thalens strike force tracked the gun mage
across the Cygnaran border and into a remote
area southeast of Merywyn to a forest inn known
to be popular with sell-swords and outlaws.
The mage hunters waited for several days for
their target, who finally left the tavern late one
evening with a pair of companions. Thalen
advised the team leader to further observe the
unknown man and woman before acting, but the
leader ignored his warning and issued the kill
order. As chaos broke out, Thalen was dismayed
to discover their targets allies were a pair of
veteran Llaelese gun mages. The team leader
had greatly underestimated their adversaries.
The trio reacted too quickly to the strike teams
ambush, and many of Thalens comrades were
killed. Eventually, only Thalen and three others
stood against the lone surviving gun mage, their
original target. Thalen distinguished himself
by saving his leaders life and completing the
mission with a crossbow bolt between the arcane
gunfighters eyes.
105
106
thalen malvyss
SPEED
SPD 6
STRENGTH
STR 4
AGILITY
AGL 5
PROWESS
PRW 5
POI 5
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 4
crossbow
saber
MAT
POW P+S
6 4 8
INITIATIVE
INIT 15
DEFENSE
DEF 14
(Tailored Plate -1)
ARMOR
ARM 12
(Tailored Plate+7)
WILLPOWER
WILL 9
ECT
AGILITY
+ Rank
7
*
5
5
7
6
7
6
6
Abilities:
POISE
IQ
PHY 5
PHYS
PHYSIQUE
LL
Out in the
World
TE
Skills:
Command Range: 6
107
CAREER
COUNSELING
By Tim Simpson
Art by Imagionary Friends Sudios
and Karl Richardson
Manhunter: Hunting
the Most Dangerous Prey
Manhunters are born in the most rugged and dangerous terrain in
Khador. It takes a special breed to not only survive in such a harsh
climate but to thrive in it to become an expert hunter, tracker, and
woodsman. These masters of Khadors wild hinterlands often
accompany others, guiding them through inhospitable grounds
to destinations unreachable by nearly everyone else. While Iron
Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and
Gods provides a starting point for using a Mighty Cutthroat/Ranger,
the following choices offer some imaginative alternate ideas for
creating a manhunter.
The Ranger is a good core career choice for a manhunter, providing
key abilities such as Pathfinder and Camouflage. But the archetype
and second career is where you can begin to play with this concept
and take it to a new direction. Looking to play a Gifted manhunter
who can manipulate magic and navigate terrain? While Sorcerer is
108
Career counseling
manhunter
Career counseling
109
player Gallery
MAR S HAL L I N G
110
player gallery
Player Gallery
The No Quarter Painting Challenge in No Quarter #54 tasked our hard-working audience to field the finest huge-based models they could
manage. Here are our top three entries.
GOLD
Konrad Krolicki
SILVER
Joel Teply
Inspired by the continuing story of the Iron Kingdoms, Joel
Teply reveals his incredible Charsaug-spawned Archangel.
SILVER
Erik Swinson
Fresh from the Meredius, Erik Swinsons magnificent
Kraken emerges to complete our trio of winners.
Keep an eye on the No Quarter Facebook page in the days ahead for photos of our amazing Honorable Mentions.
Player Gallery
111
NO QUARTER
PAINTING CHALLENGE
The new No Quarter Painting Challenge has now removed nearly
all restraints on your creativity, limiting it to a single theme and
broadening the challenge to include all Privateer Press models within
that theme. Simply paint your model, take a few publication-quality
digital photos of it, and send those photos to us. (See No Quarter #53
for photography guidelines.)
Once we receive your pictures, Studio Director Ron Kruzie will judge
your work by the same criteria used in the world-renowned Formula P3
Grandmaster Painting Competition held at Lock & Load GameFest and
Gen Con each year. Models will be judged individually on their own
merits. Top entries will be published here in the pages of No Quarter
and awarded either gold or silver honors, and winners will receive an
extremely limited-edition No Quarter Painting Challenge Coin, in gold or
silver coloration, to proudly display alongside their model.
Get in character
This issues theme:
character WArjacks/warbeasts
So prep your models, dip your brushes, and start painting.
The thrill of victory, the accolades of your peers, and a shot
at the No Quarter Painting Challenge Coin await you!
To submit your entry, fill out a submission form
and send it plus digital photographs of your model to
submissions@privateerpress.com. Before you send your
entry, read the rules and submission guidelines at
privateerpress.com/no-quarter/no-quarter-challenges
One Enemy.
One World.
Its All or
Nothing.
A SEMI-COOPERATIVE BOARD GAME
OF STRATEGIC GLOBAL DEFENSE
SEPTEMBER 2014
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20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press and its logo are registered trademarks of Privateer Press, Inc. LEVEL 7 is a registered trademark of Matthew D. Wilson, Individual.
VISIT www.privateerpress.com/pins
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