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GUTS & GEARS

Ancestral Guardians and Immortals

FORCES OF DISTINCTION XVIII


The experiments of Doctor Arkadius

IMMORTALITY: MANY DEATHS, ONE LIFE


Part 4 of the ongoing roleplaying adventure

For more details on Privateer Press Digital and No Quarter subscriptions visit privateerpress.com and store.privateerpress.com/subscriptions.aspx
*While supplies last. 20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press, No Quarter, and their logos are trademarks of Privateer Press, Inc.

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

Editor-in-Chief: Michael G. Ryan

On the Cover
Immortals by Andrea Uderzo

Juggernauts Journey:
St. Louis, Missouri

Editing: Michael G. Ryan,


Michael Sanbeg
Proofreading: David DC Carl, Matt Goetz,
Aeryn Rudel
Continuity Editors: Douglas Seacat, Jason Soles
Graphic Design: Richard Anderson,
Matt Ferbrache, Laine Garrett, Josh Manderville
Photography: Amy Compton, Matt Ferbrache,
Rob Hawkins, Dallas Kemp, Tim Simpson,
Stuart Spengler
Studio Miniatures Painting: Matt DiPietro,
Geordie Hicks, Ron Kruzie

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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No Quarter
on Facebook!

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,
Immoren, WARMACHINE, Forces of WARMACHINE, WARMACHINE High Command, Steam-Powered Miniatures Combat, WARMACHINE: Tactics, Convergence of Cyriss, Convergence, Cryx, Cygnar,
Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES, HORDES High Command, Monstrous Miniatures Combat, Circle Orboros,
Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Orgoth, cephalyx, War Room, Lock & Load, Steamroller, Hardcore, Iron Gauntlet, No Quarter, Formula P3, Formula P3 Hobby Series,
Bodgers, Heap, Infernal Contraption, Infernal Contraption 2: Sabotage!, Scrappers, Zombies Keep Out, Grind, Skull Island eXpeditions, SIX, Dogs of War, Exiles in Arms, Called to Battle, The Warlock Sagas, The
Warcaster Chronicles, Privateer Pins and all associated logos and slogans are trademark property of Privateer Press, Inc. All other trademarks appearing are property of their respective owners. First
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
event that permissions are granted such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or
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

Fall In: Privateer Pins Takes Autumn by Storm

12

High Command Previews

14

HORDES: Exigence Preview

17

LEVEL 7 Chronology

20

Gavyn Kyle Files: Skarre Ravenmane

24

Modeling & Painting: Slaves of the Skorne

33

Iron Kingdoms Gazetteer: Lhen

39

Forces of Distinction XVIII

46

Iron Kingdoms Archives: The Iron Kingdoms Era

50

20

LEVEL 7 CHRONOLOGY

Quick Shot Scenario

Immortality Part IV

Table Of Contents

90

Scoundrels
& Sell-Swords

104

Tournament Triple Threat: Protectorate of Menoth

56

Guts & Gears: Ancestral Guardians and Immortals

64

Races and Cultures: Trollkin

75

Campaign Terrain: Windy Thorp

80

Monsternomicon

88

Quick Shot Scenario: Immortality Part IV

90

Scoundrels & Sell-Swords: Thalen Malvyss

104

Career Counseling

108

Player Galleries

110

No Quarter Painting Challenge

112

Modeling & Painting


Slaves of the Skorne

Campaign Terrain
Windy Thorp

33

80

Iron Kingdoms Archives


The Iron Kingdoms Era

Guts & Gears: Ancestral


Guardians and Immortals

50

64

Table Of Contents

News from the Front


Project
Orange Crush
The Orange Crush Army is an orangethemed army painted by volunteers
from around the globe. Every dollar
donate earns you another chance
to win the entire army, along with
additional prizes from Privateer Press
and other game vendors.

Battling Hunger: Foodmachine 2014


For nine years now, the annual Foodmachine charity drive has made a difference in
the lives of people in need. Created by the St. Louis River Dogs, Foodmachine has
increased in popularity and food and financial donation levels each year. In 2013,
the organization collected over 42,000 cans of food and a record $7,130 to benefit
Action Against Hunger.
The drive now stretches around the worldlast year included events in Canada;
the United Kingdom; Reykjavik, Iceland; Malaga, Spain; and Munich, Germany.
The top overall donations came from the Buffalo Wargamers from New York with
18,636 cans, while the top average donation came from Vault Comics & Games with
1,017 cans per player. The highest donation by any single person consisted of 950
cans of food, from Chris Swasey of the Buffalo Wargamers. In keeping with these
exceptional standards, the events leaders encourage Privateer Press Gangers and
other event organizers to hold local Foodmachine tournaments and to collect food
or cash donations for local charities that help people right in their own hometowns.

This years Orange Crush Army


will consist of forces of the Legion of
Everblight, with a trio of army lists
created by Charles Arrasmith (Omnus)
and Chuck Elswick (bulldog). You
can check in on the army as it races
toward completion at razoo.com/
thrallharvest2014. And while youre
there, take a moment to donate to the
cause. A sign-up sheet will soon be
available on handcannononline.com/
foodmachine2014 along with some
painting suggestions for Project Orange
Crush Army models you may wish to
donate. Over the years, Orange Crush
has had models painted by some of the
best miniatures painters in the world.
This year, once again leading the charge,
will be Privateer Press Matt DiPietro
with Absylonia, Daughter of Everblight.

Foodmachine Event Organization


In early October, event organizers can download an event packet at
handcannononline.com/foodmachine2014. This rules pack will help organizers
start their own Foodmachine events and even includes suggestions for how to
publicize the drives. It also contains the best part of a Foodmachine tournament:
the cheats. Every Foodmachine tournament includes a system that allows
players to cheat in their games in exchange for donated food. The more players
give, the more they can cheat.
After the event, organizers report their collections to ThrallHarvest2014@comcast.
net so Foodmachine central can track the success of this worldwide event. If youve
already held your event this year, please email the results right away; otherwise,
Foodmachine encourages you to plan your event to occur between November 1, 2014,
and January 15, 2015, and to email the results as soon as the event concludes. You
can use any method of donation you choose (such as cash/can equivalent amounts or
straight cash numbers) when planning your event and reporting your results.
For all the details about Foodmachine 2014, visit handcannononline.com/
foodmachine2014 or email ThrallHarvest2014@comcast.net.
Reporting by Kevin Wojciechowski

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

News from the front

Skull Island Uncovers


a Murder in Corvis
Something evil moves through
the dark streets of Corvis, leaving
mangled victims in its wake. Even the
criminal underworld is not immune
to the killers predations, and when
the authorities are unable handle the
situation, a local crime boss takes
matters into his own hands and hires
an unlikely group of heroes to stop
the murders.
The novella Murder in Corvis
brings together the Black River
Irregularsthe iconic heroes from
the Iron Kingdoms Full Metal Fantasy
Roleplaying Gamefor the first
time. This exciting tale of mystery
and murder by Richard Lee Byers
will be available through the Skull
Island eXpeditions website (www.
skullislandx.com) and other e-book
retailers beginning September 26th.

Three-Day Weekend of War


Privateer Press hits St. Louis, Missouri, this November 79 for WARMACHINE
Weekend. Featuring classes, seminars, and an Iron Gauntlet Qualifier, this is
one event you wont want to miss! There will also be a load of exclusives and
prereleases available in the vendor hall and the WARMACHINE Weekend
Invitational streaming worldwide.

Pros & Cons

Pro: Carl Morgan


Carl stumbled onto WARMACHINE
at Gen Con in 2002the demo game
he played there hooked him and
never let him go. Since that day,
fostering a healthy community of
players has been priority numberone for Carl. That ideal has taken him
from running local gaming events to
creating and running (with a lot of
help along the way) WARMACHINE
Weekend. With the assistance of his
local gaming community, he has
been able to expand WARMACHINE
Weekend from a small, regional
event to one that draws players from
around the world. Carl currently
resides and organizes in the
Southwest Missouri area.

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.

NEWS FROM THE FRONT

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)

Bradigus Thorle the Runecarver (resin/metal)


game: hordes/circle orboros
sculptor: russ charles
painter: geordie hicks
release: october PIP 72085 $34.99

NEW RELEASES

Borka, Vengeance of the Rimeshaws (resin/metal)


game: hordes/trollbloods
sculptor: brian dougas
painter: geordie hicks
release: october PIP 71085 $59.99

Neraph/Seraph Heavy Warbeast Plastic Kit


game: hordes/legion of everblight
sculptor: brian dugas
painter: matt dipietro
release: october PIP 73081 $34.99

NEW RELEASES

New releases

Cephalyx Mind Slaver & Drudges (plastic)


game: warmachine/mercenaries
sculptor: doug hamilton painter: matt dipietro
release: september PIP 34116 $49.99

Cephalyx Dominator (metal)


game: warmachine/mercenaries
sculptor: doug hamilton
painter: matt dipietro
release: september PIP 41115 $17.99

NEW RELEASES

Cephalyx Agitator (metal)


game: warmachine/mercenaries
sculptor: doug hamilton
painter: matt dipietro
release: september PIP 41116 $15.99

Iron Kingdoms Full Metal Fantasy


Monsternomicon
In the Iron Kingdoms peril lurks at every turn, as
fearsome and terrifying creatures both great and
small look to turn unwary adventurers into their next
meal or enslave them beyond death. From ferocious
packs of ravenous burrow-mawgs to deadly ethereal
pistol wraiths that haunt the back roads and forgotten
cemeteries, the Monsternomicon is filled with creatures
both mundane and supernatural to challenge even the
most experienced adventuring parties.
This essential full-color guide to the wicked denizens
of the Iron Kingdoms gives you everything you
need to introduce them into your own adventures.

release: september
PIP 410 $29.99 (softcover)

Jaga-Jaga, the Death Charmer (metal)


game: hordes/minions
sculptor: carlos castao
painter: matt dipietro
release: october PIP 75049 $27.99

Absylonia, Daughter of Everblight (metal)


game: hordes/legion of everblight
sculptor: doug hamilton
painter: matt dipietro
release: september PIP 73080 $24.99

NEW RELEASES

New releases

WARMACHINE High Command: Faith & Fortune


release: september PIP 61020 $44.99

Escalating Conflict
WARMACHINE High Command: Faith & Fortune Expansion
release: september PIP 61023 $15.99

10

NEW RELEASES

Castle of the Keys


HORDES High Command Expansion
release: october PIP 61022 $21.99

Classic HORDES Model Now Available in plastic


Nephilim Protector
game: hordes/legion of everblight
release: september PIP 73073 $18.99
Classic WARMACHINE and HORDES Models Now Available in Full-Size Units
Paingiver Beast Handlers
game: hordes/skorne
release: october PIP 74085 $34.99

Croes Cutthroats
game: warmachine/mercenaries
release: september PIP 41123 $59.99
NEW RELEASES

11

PRIVATEER PINS Takes Autumn by Storm


In just a few months, every WARMACHINE player will get
a chance to battle in the brand-new WARMACHINE: Tactics
game; not every WARMACHINE player, however, will get
a chance to add the new Privateer Pins WARMACHINE:
Tactics pins to their collection.

September through November brings more new pins for


collectors of faction logos (Minions), Gobbers (the Gobber
Mage Hunter), chibis (Aurora, Numen of Aerogenesis
and the first two-pin pin of Kaya the Moonhunter and
Laris), and even a special zombe warcaster Halloween set.

In the wake of major pin releases at Lock & Load GameFest


2014, San Diego Comic Con, and Gen Con, Privateer Pins
will release at the end of the convention season a limitededition set that includes an impressive seven-pin lineup in
support of the new video game. Featuring six key characters
and the games logo, the WARMACHINE: Tactics set is
limited to a run of only 300 and will be available exclusively
through the Privateer Pins website.

The Privateer Pins website, privateerpress.com/pins,


continues to be the go-to source for information of all things
Privateer Pins related: release dates, availability online, and
upcoming launches for the entire program. Its also a good
place to acquire unlimited pins and to plan ahead for trading
at conventions with Privateer Press staff and volunteers
who may have limited-edition pins.

The Kickstarter campaign gave us a strong sense of just


how popular the video game will be with our players, says
Privateer Press Director of Business Will Shick. We wanted
to give those players who also collect Privateer Pins a chance
to add something really unique to their collections. Once
this set is sold out, Shick says, it will never be reprinted,
increasing its collectability.

12

privateer PINS

WARMACHINE Weekend is coming up this November in


St. Louis, Shick notes, and well be there with some rare
pins to trade, including an exclusive con pin. We anticipate
plenty of trading opportunities for our collectors.

At this past summers cons, we heard quite a few


suggestions from collectors about what we should do
next, Shick says, So, the line keeps growingwere
adding a Minions faction pin, a unique Holiday Sale pin,
and quite a few surprises yet to come, including some of
those special requests.
By the end of 2014, the Privateer Pins line will consist of more
than 125 pinssome extremely rare, like the UK Nationals
event pin, and some available only through trade, from an
event, or for achieving key successes in competition. And
the line will expand even further in the coming year.
We have determined our Privateer Pins releases through
the first half of 2015, Shick says. The individual lines get
stronger and the points of entry get even easier. In the end,
we want to give collectors the very best we can with every
single pin in every single release. Thats our pin plan, and
were going to stick to it.

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).

FOR MORE PINS

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

High Command Previews

Retribution of Scyrah

Vyros, Incissor of the Dawnguard is an


amazing warcaster to send into a big
battle. Hell deliver not only death to
your enemies but also a huge hand of
cards for another offensive push next
turn. Speed, Power, Healththe Retributions new army cards
bring a broad range of new and potent options to the table. The
Imperatus stands out even among this company for its ability
to obtain temporary immortality when you need it most.

1 CMD
1 WAR

2 CMD

GRIFFON

WARJACK

2 WAR

IMPERATUS

CHARACTER, WARJACK

FLEET

PHOENIX PROTOCOL

When you rush this card to a location with a friendly


warcaster card, pay its purchase cost instead of its rush cost.

During your orders step, you can refresh one Imperatus


card in your reserves without discarding a card. If you
do, this card cannot be destroyed this turn.

PURCHASE:

3 WAR

RUSH:

PURCHASE:

7 WAR

Illus. by Neil Roberts Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

6 WAR

RUSH:

VP

8 WAR

Illus. by Nstor Ossandn Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

VYROS, INCISSOR OF THE DAWNGUARD


CHARACTER, WARCASTER

WARCASTER

2 CMD

Vyros, Incissor of
the Dawnguard
4

REINFORCEMENTS

Griffon

0 WAR

Eiryss, Angel of Retribution


BATTLEGROUP COMMANDER
Friendly warjack cards at Vyros location gain +1 Power.
TIDE OF WAR
When you move Vyros to your occupying forces pile, draw cards
equal to the number of cards destroyed at his location this turn.

RUSH:

2 WAR

Imperatus

Y
R

2 CMD

EIRYSS, ANGEL OF RETRIBUTION

CHARACTER, MAGE HUNTER, WARRIOR

House Nyarr Destors

ARCANE INTERFERENCE

UNYIELDING

At the start of an attack at this location, if there are


any enemy warjacks here, this card gains +2 Power
until the end of the turn.

PURCHASE:

5 WAR

4 CMD

RUSH:

Convergence of Cyriss

Father Lucant, Divinity Architect is


reminiscent of warcasters that reduce
opposing cards Power, but he brings
more offense and can protect his
cards from destroy effects as well.
Assimilators and Eradicators Complements deliver a whole lot
of combat capability for 4 WAR or 4 CMD, respectively, while
Transverse Enumerator Cores enhance the great machine, and
Inverters smash opposing army cards to bits.

0 CMD
2 WAR

At the start of an attack at this location, if any opponents


have more cards here than you do, this card gains +2 Health
until the end of the turn.

VP

PURCHASE:

4 CMD

Illus. by Eva Widermann Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Illus. by Nstor Ossandn Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

HOUSE NYARR DESTORS

DAWNGUARD, WARRIOR

5 CMD

RUSH:

7 CMD

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

2 CMD

ASSIMILATOR
WARJACK

2 WAR

INVERTER

WARJACK

ASSIMILATION

DISCHARGE

When this card is destroyed, return it to your hand if one or


more enemy warjack or construct cards were also destroyed
at this cards location this turn.

This card suffers 3 Power during other players


turns.

PURCHASE:

4 WAR

RUSH:

PURCHASE:

5 WAR

Illus. by Luis Gama Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

6 WAR

RUSH:

VP

8 WAR

Illus. by Susan Luo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

FATHER LUCANT, DIVINITY ARCHITECT


CHARACTER, WARCASTER

WARCASTER

0 CMD
2 WAR

Father Lucant, Divinity


Architect
5

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

TRANSVERSE ENUMERATOR CORE

REALIGNMENT

VARIABLE

When you deploy or rush a card to this cards


location, reduce the cost by 1 CMD or 1 WAR.

PURCHASE:

4 CMD

RUSH:

VP

7 CMD

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

At the start of each attack at this location, this card gains


your choice of +1 Power or +1 Health until the end of
the turn.

PURCHASE:

4 CMD

RUSH:

8 CMD

Illus. by Luis Gama Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

High Command Previews

15

Highborn Covenant

The Highborn Covenant introduces


an epic warcaster unknown to our
WARMACHINE community: Ashlynn,
Heart of the Resistance. Her recurring
warrior cards can crush any defenses,
and the new Highborn Covenant warriors, the Ogrun Assault
Corps and Dannon Blythe & Bull, are solid new additions.
Meanwhile, the Duelist and Wroughthammer Rockram back up
the resistance with their steam-powered support.

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:

This card gains +2 Power the turn you deploy or


rush it.

VP

PURCHASE:

6 WAR

Illus. by Raphael Lbke Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

5 WAR

RUSH:

VP

10 WAR

Illus. by Franz Vohwinkel Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

ASHLYNN, HEART OF THE RESISTANCE


CHARACTER, WARCASTER

WARCASTER
Ashlynn,
Heart of the Resistance
4

REINFORCEMENTS

Duelist

2 CMD
1 WAR

Ogrun Assault Corps


BATTLEGROUP COMMANDER
Friendly warjack cards at Ashlynns location gain +1 Power.
LLAEL WILL RISE AGAIN
When you rush Ashlynn, return all Warrior cards from your
discard pile to this location; discard them at the end of the turn.

RUSH:

Dannon Blythe & Bull

WARRIOR

1 WAR

Wroughthammer Rockram

2 CMD

OGRUN ASSAULT CORPS

CONCENTRATED FIRE

5 CMD

PURCHASE:

4 CMD

RUSH:

BOUNTY HUNTERS

Magnus the Warlords Kill Box ability is


virtually guaranteed to turn the tide of
battle and to frustrate one or more of your
opponents. The Mariner and Mule lend
additional options to the Syndicates warjack
roster, and the Warrior Thrall Mob cranks up the damage output of the
necromancy subtheme. Pirates are another great Four Star Syndicate
subtheme, and First Mate Hawk is ready to step up to lead them.

0 CMD
2 WAR

PURCHASE:

4 CMD

RUSH:

6 CMD

Illus. by Matt Wilson Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

0 CMD

MARINER

WARJACK

2 WAR

MULE

WARJACK

LOADER

STEAM PRESSURE

At the start of an attack at this location, reveal the top card


of your army deck to all players. If its a warrior, this card
gains +2 Power until the end of the turn.

During your battle step, when you attack at another


location, increase your overall Power there by this
cards base Power.

PURCHASE:

3 WAR

RUSH:

PURCHASE:

4 WAR

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

MAGNUS THE WARLORD

When deploying or rushing this card, reduce its Purchase


and Rush costs by 1 CMD for each enemy warrior card at
the location.

6 CMD

Illus. by David Kuo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Four Star Syndicate

CHARACTER, WARRIOR

At the start of an attack at this location, this card gains


+1 Power for each other friendly warrior card here until the
end of the turn.

Illus. by Nstor Ossandn Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

DANNON BLYTHE & BULL

5 WAR

RUSH:

VP

9 WAR

Illus. by Chippy Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

CHARACTER, WARCASTER

WARCASTER
Magnus the Warlord

REINFORCEMENTS

2 CMD

WARRIOR THRALL MOB


UNDEAD, WARRIOR

0 WAR

FIRST MATE HAWK

CHARACTER, PIRATE, WARRIOR

Mariner

Mule

Warrior Thrall Mob

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

Illus. by Carlos Cabrera Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

16

1 CMD
1 WAR

High Command Previews

First Mate Hawk

THRALL RUNES

OBJECT OF DESIRE

You can deploy this card from your discard pile.

At the start of an attack at this location, if there are


any other friendly Pirate cards here, this card cannot
be destroyed this turn.

PURCHASE:

3 CMD

RUSH:

7 CMD

Illus. by Nstor Ossandn Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

PURCHASE:

4 CMD

RUSH:

VP

5 CMD

Illus. by Andrew Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

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, Daughter of Everblight


Legion Epic Blighted Nyss Warlock

ABSYLONIA

SPD STR MAT RAT DEF ARM CMD


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.

Models in Absylonias battlegroup that are currently in her control


area gain +2STR and Flight, and their melee weapons gain Reach
. Metamorphose lasts for one round.

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

Cost RNG AOE POW UP OFF


2

Yes No

Target warbeast in this models battlegroup gains +2 ARM. The affected


model and any friendly model B2B with it cannot be knocked down,
pushed, or moved by a slam.

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

When target friendly Faction model is targeted by an enemy ranged attack,


after the attack is resolved the affected model can make one normal melee
or ranged attack, then Return Fire expires. Return Fire lasts for one round.

Teleport

2 Self

No No

Place this model anywhere completely within 8 of its current location,


then its activation ends.

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.

Although the LEVEL 7 games are set in the present and


near-future, the story actually begins in 1947. To prepare
you for your first foray into LEVEL 7 [INVASION], here
is a timeline of important events to bring you up to date
with the state of the world in the LEVEL 7 universe and to
illustrate where each game fits.

/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

The original purpose of this


Ghin module is unknown.
It was acquired from the
Subterra Charlie facility in
the late 70s. Initial testing
indicated that it allowed 1/A
test subjects to subsume
the will of a variety of lowergrade subjects. More testing
was counter indicated due to
elevated levels of subject loss.

/1969
Construction on Subterra
Bravo is completed.

1970

1980
Subject: Dr. Cronos
Species: Extraterrestrial

Ht: 7 5 Wt: 248 lbs.


Classification: Ghin

Threat: Extremely High [DO NOT ENGAGE]


Dr. Cronos should be handled with extreme caution.
He is the most dangerous Ghin encountered by
the Agency to date. His involvement with the U.S.
government since 1953 has given him insight
into our operational systems and access to other
sensitive information. He is frequently accompanied
by Ghin sub-creatures of class 5 or higher.

/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.

An extraterrestrial spacecraft carrying


a small force of Hydra warriors lands
in the American Southwest at the
former Subterra Bravo site. The U.S.
military is alerted to its approach by
a network of advanced sensors based
on reengineered Ghin technology.
Fearing that Cronos has returned, the
government sends an overwhelming
force to intercept the ship. The
resulting battle
decimates
a large area
surrounding the
former facility,
including
a
small town a
few miles away.
Available at skullislandx.com

2010

/ APR 2020

SIGNAL INTERCEPT

Dr. Cronos, having monitored the


conflict with the Hydra, broadcasts
a message to the people of Earth.
He informs humanity that the Ghins
ancient enemy, the Hydra, have arrived,
and only he is capable of defeating
them. Most of the worlds leaders
regard the message as a hoax. The
U.S. government, convinced that the
Hydra are working with Cronos, treat
his announcement as a ploy to gain
the support of the worlds leaders and
continue making contingency plans for
dealing with this new alien race.

Frequency:
4308.12kHz

13:04:59

2020

2030

/ AUG 2020

/ SEPT 2020

A large object is detected entering the solar system, moving


unnaturally and on a vector that will intercept the Earth.
Less than a day later it moves into Earths orbit. Without
warning or any attempt to communicate, it launches a
barrage of objects at the planet. Some of the objects are
intercepted by Earths defenses, but many impact the
planet. These objects carry the first wave of
an alien invasion.

During the first month of the invasion, it appears the


forces of Earth are holding off the Hydra while suffering
major losses. During these early waves, however, the
Hydra are merely probing the Earths defenses. They
begin the invasion in earnest with a large-scale attack
that disperses poisonous chemical clouds into the
atmosphere. As millions begin to die and
the Hydra, now adapted to fight the humans,
begin to invade, the governments of Earth
are left with no other option than to turn to
Dr. Cronos for aid.

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

573 AR Skarre leads an attack on the Ordic


port town of Alecento from the Cryxian pirate
cutter Night Terror. This is the first documented
instance of a ship carrying her flag.
Cinten 574 AR The KNV Ivanovich is captured by
the Night Terror.
Solesh 574 AR A ship later identified as the
Ivanovich, renamed as the Banshee and bearing
Skarres personal flag, raids the Cygnaran town of
Reachers Comb.

575 AR The Banshee attacks a trio of Mercarian


vessels en route from Caspia. The ships Glory and
Merdera are captured at sea. The ship bearing the
largest store of goods, the Carlita, is allowed to
escape.
576 AR A joint task force of two ships of the line
from Cygnar and Ord, the HMS Falcon and the ORN
Resolute, are ambushed while tracking down a pirate
cove within the treacherous Scharde Islands. The
ships are presumed lost until three years later,
when the Cygnaran Navy rescues a crewman from the

Gavyn Kyle

25

Resolute from a Cryxian slaver vessel. This survi


vor
reports the attack in which he was captured was
led
by the Banshee.
Tempen 577 AR A Cygnaran Navy task force is
intercepted by Skarres growing pirate fleet amid
a sudden squall. Skarre is able to use the weath
er
to separate the Cygnaran ironhull HMS Malco ntent
from its escor ts.
Octesh 577 AR Official Khadoran repor ts indic
ate
the vessel KNV Koldstadt is fired upon by the
HMS Malco ntent. The Cygnaran vessel flees befor
e
reprisals can be made.
Katesh 577 AR The KNV Koldstadt and its escor
t
group is lost off the coast of Ord after setting
sail to execute a reprisal raid. Neither Ord nor
Cygnar has any records of their ships engaging
the
Khadoran flotilla.
577578 AR Skarre is implicated in official
documentation in raids against no less than twent
y
coastal towns and ports and in attacks on forty
different vessels.
579 AR Skarre takes control of the Widower.
584 AR The Scharde Invasions begin. Skarre leads
a growing fleet of ships in several terror raids
against the Broken Coast, wiping out the Cygna
ran
town of Ingrane from which the Cygnaran warca
ster
Major Victoria Haley is the only survivor.
585587 AR As the number of seemingly rando
m
raids attributed to the Widower continues to grow,
King Vinter Raelthorne IV demands results from
the Cygnaran admiralty in hunting down the nowinfamous blackship. Confounded by the rando mness
of Skarres attacks and faced with increasing
pressure from the king, the admiralty begins
formulating a plan to ensnare Skarre with an
overwhelming fleet actio n.
588 AR Skarre perso nally leads a large Cryxi
an
fleet at Windwatchers Passage in one of the
largest sea battles ever fought by the Cygnaran
Navy. Skarre deals the Cygnarans a major
defeat, crippling or sinking more than half the
HMS vessels. Her victory opens up the Gulf of
Middlebank. This catastrophic defeat results in

26

several of Cygnars top admirals resigning or


being
tried for treason.
After this purge of naval officers, Cygnar condu
cts
a number of successful counterattacks and regai
ns
naval superiority with the help of Ordic allies at
the
Battle of Sandbottom Point later in the year. Skarr
e
is not reported to be present at this engagement
.
This year also marks the end of the Scharde
Invasions, with Cygnar declaring victory over Cryx.
589604 AR Skarre and the Widower are
increasingly seen at the head of sizable Cryxian
pirate fleets. Reports abound during this time from
Khador, Ord, and Cygnar of her activities and action
s
against both merchant and naval vessels as well
as
sporadic raids against coastal towns.
Throughout this period, Cygnar enlists the aid
of the Ordic Navy to patrol shipping lanes and
confront Cryxian piracy. Despite several close
calls, these combined fleet actio ns fail to catch
the infamous Satyxis. Their effor ts do, however,
lead to several victories over other Cryxian
vessels, including several blackships.
Tempen 606 AR CRS repor ts indicate Major
Victoria Haley engaged in a perso nal confrontat
ion
with Skarre within Blackwater.
Cinten 606 AR Skarre is repor ted to be prese
nt
within the Thornwood at the battle at the Templ
e
Garrodh. Though the accuracy of even official
repor ts from that chaotic battle are questionab
le,
Skarre is witnessed alongside Lich Lord Termi
nus
battling against other Cryxians under Lich Lord
Asphyxious.
Doloven 606 AR - Skarre commands a major assau
lt
on Port Vladovar in Khador, dealing a staggering
blow to that natio ns naval capabilities as her
fleet cripples or captures many of Khadors fines
t
warships while dealing significant damage to
the
port itself. It is the first witnessed instance
of
a major coordinated effor t by the combined Black
Fleet against any natio n.
608 AR Skarre is sighted leading a large
contingent of Cryxian riverboats along the Drago
ns
Tongue River.

What little is known about Satyxis culture is that


bloodline plays a limited role in their hierarchy. While
short dynasties may exist, those who rule must do
so through their own skill, ability, and ruthlessness.
Though born to the queen of the Satyxis, Skarre
received limited benefit from it. She was required to
prove herself as any other Satyxis warrior.

it significant that some of her earlier years were spent


not exclusively among Satyxis but among raiders
her people might have deemed inferior. This suggests
a desire to learn a broader spectrum of skills and
tactics. She also began to harness her arcane talents,
as witnessed in the first confirmable documentation
of her activities from 573 AR.

Skarre served for several years aboard a vessel of


one of the raider captains. While I was unable to
procure any direct accounts of these early years, I
believe it is safe enough to assume that during this
time Skarre learned the basic trade of piracy. I think

The report detailed a Satyxis raid upon the Ordic town


of Alecento, along Ords southern coast, under the
personal banner Skarre uses to this day. The report
had been filed by a surviving Steelhead named Oliver
Lymwood from the town garrison.

Gavyn Kyle

Despite the horrific injuries Lymwood suffered in the


attack, he has lived to a ripe old age serving as a clerk
in the Berck Steelhead chapterhouse. I managed to
track down the old soldier and obtain this first-hand
account from him detailing the raid and his encounter
with Skarre.
GK
My company had been stationed at the quiet
little port of Alecento for nearly fifty years
before I even joined up with the Steelheads.
Wurms beard, wed been there so long that the
folks didnt even consider us mercenaries. We
were more like regular army than the Ordic Army
itself was to them. That kind of feeling, of being
part of something, well, it makes the job less
like a job. It becomes about you protecting your
home. I think thats what haunts me most of all.
Why the nightmares have never gone away even
after almost thirty years of trying to forget.
It started out like any night. I was on second
watch with my squad. The Meredius was so calm.
Peaceful. There wasnt a cloud in the night sky.
I remember looking out over the vast sea at the
moons, filling my lungs with the cool summer air.
Buckley saw it first: a ship, a small knife-like
cutter speeding toward the port on the horizon.
It was unusual for a ship to come into Alecento
at night, but we had been expecting one of our
regular visits from the Mercarian League,
and so we just assumed this arrival was them.
The ship didnt attack. It was even flying
Mercarian colors. So we didnt rouse the rest of
the company. Looking back on it, it was like the
pirates knew we were expecting a visit. Any other
time and even the arrival of a Mercarian vessel
would have put us more on guard.
Instead, me and my squad simply gathered the
other on-duty squad and went down to meet
the ship at port. Menoths Law, their witch of a
captain played it so well. Played us so well.
It wasnt until the boarding ramp hit the dock
that I got that soldiers itch on the back of my
neck. The one that tells you something aint
right and death is hovering over your shoulder.
But before I could open my mouth, a pair of
shadows leapt on us, steel glinting in the orange
glow of the dock lamps. Horned devils they were.
Satyxis. Several of my fellows were struck down
in mere moments, their guts laid out from their
bellies by the whips of that ships unholy crew.
I shouted for Buckley to run back and raise the
alarm, but the poor boy was run through by a
cutlass as he turned to go.
We may have been caught flatfooted, but my boys
were well trained, and we quickly pulled together
to mount a defense. We might have held, too, at
least long enough for the sounds of battle to
raise the rest of the company, but thats when the

captain of that damned ship stepped forward. Ill


never forget her face. Sharp features framed by
long, tangled jet-black hair. Lips painted black
to match her hair and her eyes glowing sickly
green with dark power. A pair of massive curved
horns jutted from her, and she held a wicked
cutlass that glowed blood red.
She uttered some fell incantation, and we were
suddenly swept up within a swirling storm from
which a torrent of scalding poison surged, the
drops melting armor and eating through flesh. As
our skin bubbled and sloughed off our bones, the
captain and her crew simply walked on, content to
let us die slowly and painfully.
Menoth knows I tried to push through the pain
the white-hot agony of my seared flesh. I know I
managed to draw my hand cannon from my hip. But
it fell from my half-burned hand. The last thing
I remember is looking up at the ships mast to see
the Mercarian colors fall away, and the image of
a horned goat skull over crossed bones unfurl to
take its place.
While Skarres innate arcane talents were front and
center during the raid on Alecento, when exactly
her warcaster talent manifested is difficult to
determine. Through no small effort, however, I was
able to narrow down a small window during which
this burgeoning power seems to have manifested.
Using my extensive contacts, I was able to procure
this Khadoran report that details Skarres capture
of the Khadoran Navy Vessel Ivanovich. A ship she
would later rename the Banshee and which would
serve as her flagship for the next several years.
GK
From: Kaptain Ivan Dvoskt
To: Kommandant Tveslkt Yorgi
Subject: Report of action for 7 Cinten, 574 AR

Enclosures:
of Events

Kaptain

Dvoskts

Sketch of pirate symbol


attacking vessel bore

Copy of report of losses

Report

that

the

1. This report is compiled entirely from the


memory of Kaptain Ivan Dvoskt of the KNV
Grizzlywho had intimate knowledge of the events
that took place. Although approximate times are
stated, it may be some of them are somewhat in
error.
2. On the evening of 7 Cinten, 574 AR, the Grizzly was
part of a task force led by the KNV Ivanovich The
group was comprised of three ships, the ironhull
Ivanovich and the frigates Grizzly and Victory.
The task force had been assigned patrol duties
northwestward of Ships Lament.

Gavyn Kyle

27

At 18:00 a cutter of unknown origin was spotted


south of our position by the Victory The ship
was flying Mercarian League colors. Orders were
passed down from the Ivanovich for all ships to
go to Alert One as is protocol upon the observance
of any unknown vessel.
At 18:45 the cutter passed approximately
5 nautical miles from our task force.
At 19:00 our own spotter raised the alarm as
two new ships were seen bearing from the same
direction as the Mercarian League cutter. The
Ivanovichimmediately signaled for all ships to
go to Alert Three, and battle stations were called
as the ships were identified as Cryxian vessels.
Our task force came around with speed to engage
the Cryxian vessels.
At 19:15 an alarm was again raised from the
spotter on the Victory. The Mercarian cutter had
suddenly altered course and was approaching
astern of our task force. We now found ourselves
exposed to this new attack, as our attentions had
been focused on the threat of the newly spotted
Cryxian vessels. The Grizzly attempted to turn
to face the onrushing cutter while the Ivanovich
and the Victorymaintained course to engage the
Cryxian vessels. The cutter had the wind to its
stern, however, and its approach was too fast for
our ship to come about effectively. We were only
able to fire a single broadside, which fell short,
before the cutter slipped behind us and came up
on the Ivanovichs port side, blocking it from
our guns. Our sister ships were already engaged
in a close-quarter battle with the two Cryxian
vessels that had expertly maneuvered to pull
the two ships out of formation. Before either ship
could react to the new arrival, the Mercarian
cutter began boarding the Ivanovich. I ordered
the Grizzly to come around that we might aid the
Ivanovichbut with our formation so scattered
we were unable to come about quickly. From my
vantage point I could see the battle on the deck of
the Ivanovich. It quickly became clear the pirate
cutter was no ordinary pirate vessel as ghastly,
green-fire-burning warjacks were observed upon
the deck of the Ivanovich in the company of what
appeared to be a Satyxis sea witch.
I saw Kommander Fydor of the Ivanovich engage
the Cryxian warcaster in personal combat. He was
cut down at the helm of his own ship.

28

The capture of the Ivanovich represents the


beginning of Skarres work to build her personal
pirate fleet with which to pursue her own agenda.
Skarre continued to gain both notoriety and power
through her continued raids and uncanny ability
to know precisely when to attack mainland naval
ships at their most vulnerable. It was not until
579 AR that Skarre took control of her blackship,
the Widower.
Through one of my many aliases, I was able to broker
an information exchange with the infamous Axiara
Wraithblade. While I am not at liberty to discuss
the particulars of the deal, suffice to say that I have
added an addendum to the original quoted cost
along with this report to represent the expense of
obtaining this critical information.
GK
You want to know of Skarre Ravenmane and how
she came to captain the Widower? The same way
by which any Satyxis worth their salt earns
anythingthrough cunning and killing.

The Victory exchanged broadsides with the


Cryxian pirate vessels at close range, but the
action was too late to save the Ivanovich which
was quickly overwhelmed by the boarders. The
Cryxians turned the Ivanovichs port guns on the
already listing Victory, blasting her apart. At
this point, I chose to disengage from the battle,
being outnumbered four to one.

The Widower always had a reputation among the


captains of the Black Fleet. The captain before
Skarre was a black ogrun called Hellspite. He was
cunning for a black ogrun, a natural sailor and
pirate. Under his watch, the Widower earned its
name among the other ships of the Black Fleet.
But Hellspite was more pirate than anything
else. He didnt particularly like putting his
feet on dry land. He avoided mainland raids and
focused instead on preying on merchant ships and
lone navy vessels.

By 19:30 the Ivanovich disappeared into the mist


to a fate unknown.

Hellspite didnt believe in keeping prisoners, and


he certainly didnt believe in leaving survivors.

Gavyn Kyle

Rumor is he liked to partake in the same rituals


as the Bloodgorgers who sailed with him.
Hence why youre unlikely to find mention of the
Widower among the mainlanders before Skarre
took over as captain.
Ravenmane desired the ship for her own since I
first set sail with her. She told me once that the
Dragonfather himself whispered to her. Told her
the Widower was a vital component in his plans
for her. That with it she would rule the Satyxis
and the Meredius. While I cant say if it be the
Dragonfather himself she hears, there is no
question Ravenmane has keen insight into the
weaves of fate.

forces during this time, it is Skarres command


of the battle at Windwatchers Passage that truly
revealed her as something far more than a simple
bloodthirsty pirate raideras a formidable military
leader instead. As one of the largest naval battles
fought by Cygnar on record and the largest nautical
defeat ever suffered by that nation, the Battle of
Windwatchers Passage would certainly have led to
Skarre being noticed by the Lich Lords of Cryx.
GK
From: Admiral Gorman Travess
To: Prince Leto Raelthorne, special military
advisor to the king

Taking the Widower was not to be a simple task.


It wasnt til after she had amassed a small fleet
of her own that Ravenmane revealed her plot to
me. She manipulated her way onto the Widower
as an officer under Hellspite. While aboard, she
worked on the crew, insidiously turning many
against Hellspite. Using their lust for plunder
or their own petty grievances against Hellspites
supporters to bind them to her.

22 Trineus, 588 AR

It didnt take long for Ravenmane to be ready to


make her play. I received word to bring her fleet
to a specific set of coordinates. There we found
the Widower alone and adrift, a bloody battle
being waged upon her deck. The distraction gave
us the opportunity to board, free from the worst
of the Widowers guns, Hellspites crew being
distracted what with Ravenmanes mutiny.

We have oft known of the dangers Cryxian pirates


pose to coastal cities and isolated merchant
shipsindeed, we have even seen their abilities
within the engagements during the years of
the Scharde Invasions. We have observed the
unnatural power and maneuverability of the
blackships, which we thought to be few in number.
But to have these ships engage and defeat one of
the largest fleet actions this nation has fielded
within our own waters? It is unthinkable. Given
such facts I can understand the actions of your
brother the King in trying many among the
admiralty for treason.

I only saw glimpses of the pairs duel. Hellspite


was far quicker than I would have believed, given
his size. But for all Hellspites strength and
speed, Skarre was simply the greater warrior.
She ran Hellspite through with her blade before
unceremoniously kicking his hulking body over
the rail to be consumed by the dark waters of the
Meredius.
Their captain gone, it was only a matter of time
before the fight went out of the rest of the
Widowers loyal crew, and Ravenmanes flag flew
upon the main topmast.
Skarre took an extremely active role in the Cryxian
terror raids during the Scharde Invasions. Armed
with the power of the Widower and her growing
fleet of pirate vessels, she reaped a bloody toll on
the Cygnaran Navy and coastline, striking with
impunity and seemingly at random. It was during
the Scharde Invasions that the name Skarre
Ravenmane and the Widower took their place as
tales told to scare unruly children in coastal towns
into behaving.
While there are several official documents from
various actions that Skarre was a part of during the
frequent clashes between Cryxian and Cygnaran

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.

The truth is, we were bested by a better opponent.


Outmaneuvered, outsmarted, and out-sailed. How
the Cryxian fleet was somehow able to ascertain
our fleets action and course after leaving
Westwatch remains to be understood, but in the end,
the element of surprise should have only granted
them a small advantage, given our fleet was clearly
superior in terms of strength and number.
I have no doubt that, at the end of our Kings
investigation, several among the admiralty will
pay on the gallows the same price paid by so many
of our brave sailors in that battle.Perhaps it is
only fitting, a just punishment for our hubris.
History teaches us, after all, that the biggest
threat to any military is complacency.
While I have not been marked out for trial,
I cannot in good conscience continue to serve
knowing that, in the end, I am just as responsible
for the failings of the admiralty that led to this.
As such, I respectfully resign my commission and
pray that Morrow grant our nation the strength
to recover from this egregious mistake.

Gavyn Kyle

29

To: Prince Leto Raelthorne

HMS Wildcatdamaged, six months dry dock

From: Navarch Giles Calteron

Confirmed Cryxian significant ship losses:

The following report details the losses and


damages suffered by the Royal Cygnaran Fleet
under Admiral Gallowswood at the battle of
Windwatchers Passage, 11 Trineus, 588 AR.
In all, the fleet accounted for 34 ships of the
line and 2,626 guns. This was in addition to
the support elements, which comprised over 21
additional ships ranging from cutter to frigate
class vessels, and 223 guns.

Bloody Ragesunk

Based on official captain reports, it has been


determined the Cryxian fleet was composed of
28 ships of equivalent size to our own ships-ofthe-line, of which only three were classified as
blackships. The flagship for the enemy fleet was
marked out as the Widower, which our intelligence
says is captained by the Satyxis warcaster
Skarre Ravenmane. One other notable ship was
the Morbid Angel believed to be captained by
the Satyxis Axiara Wraithblade. In addition,
the Cryxian fleet boasted a large contingent
of pirate support elements with an estimated 32
additional ships ranging from cutter to frigate
class vessels.

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

The specifics for each vessel are enclosed;


however, a summary of the full report follows
with notable losses/damages called out.

To: Scout General Bolden Rebald

Cygnaran Ships of the Line:

While Major Haley may have taken great pains


to obfuscate her personal trip to Blackwater
in pursuit of the known Cryxian warcaster and
pirate Skarre Ravenmane, such a disappearance
by a high-ranking warcaster did not go
unnoticed. Following your orders, I tracked
Major Haley to Blackwater three weeks following
her initial disappearance. Though she attempted
to cover her tracks, for all her talents the major
isnt an experienced CRS operative. By the time
I found her in Blackwater, Major Haley had been
there at least two weeks. I tailed her around
that contemptible port for several days, trying
to discern what possible motives she had in
deserting her post to come in secret to a den of
Cryxian filth. While I found it hard to believe,
her actions certainly seemed to point to the
fact that her confrontation with the warwitch
Deneghra within the Thornwood might have
compromised her loyalty. Major Haleys true
motives were to become apparent in spectacular
fashion, however.

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

From: CRS Colonel Cassius Fitzgerald

I witnessed Major Haley confront Skarre within


one of the many seedy taverns in Blackwater,
one she had determined was a primary haunt for
the Satyxis warcaster during her visits to port.
The major, in a canny display of planning, paid
a gobber guttersnipe to abscond with Skarres
weapons, which the Satyxis warcaster had
conveniently stowed upon the bar before the
major engaged her. While plenty of patrons fled

the tavern at the first sight of trouble, the pair


were so engaged that it was a simple matter to
conceal myself at a vantage allowing me to see
and hear what transpired. After a brief, though
explosive, altercation, Major Haley had Skarre
seemingly dead to rights and was prepared to end
the Satyxis in retribution for the annihilation
of Ingrane, her hometown.
Skarre sought to parley for her life by informing
the major of a plot by the Iron Lich Asphyxious
within the Thornwood, one apparently being
carried out on his own initiative. When the major
pressed Skarre for why shed sell out her master,
the Satyxis confessed to Major Haley that she no
longer served Asphyxious but had transferred
her loyalties to the Lich Lord Terminus. The
broader implications for Cygnar of this change in
loyalty is unknown to me beyond the conclusions
drawn below.
The major spared Skarres life and made her way
quickly back to the mainland. Unfortunately,
at this point, Major Haley must have made me,
as she shook me on the streets of Blackwater
following a particularly riotous commotion,
which resulted in a street-wide battle. As such,
I was unable to make my report until after the
events that transpired in the Thornwood at the
Orgoth ruin where Commander Nemo and Major
Haley engaged forces from Cryx, the Protectorate
of Menoth, and Khador.
Given what Ive been able to piece together from
the reports of that chaotic battle, it would seem
there must be a rift among the Cryxian lich
lords. We have confirmed eyewitness reports
that Skarre was seen alongside Lich Lord
Terminus and a sizable Cryxian army in battle
against the forces of Lich Lord Asphyxious at
that same Orgoth ruin. This seems to corroborate
her statements in Blackwater.

in which it transpired. Certainly the majors


actions in diverting Commander Nemo to the
battle within the Thornwood ensured Asphyxious
defeat and the destruction of the temple itself
at a cost far lower in Cryxian bodies than would
have likely occurred had our forces not spent
themselves against the Iron Lich initially.
I realize that such claims are impossible to
prove, but all my years of experience are telling
me the official accounting just doesnt add up.
As I have covered in many instances before, the
battle at Temple Garrodh in the Thornwood is a maze
of conflicting and often contradictory reports. It is
clear, though, that at some point during the battle,
the Cryxian Lich Lord Terminus arrived with a large
force and attacked the Cryxians under Iron Lich
Asphyxious. Skarre is noted in several reports as
having been present fighting alongside Terminus.
This is perhaps most intriguing, as Terminus has
long been attributed to be the master of Cryxs
dreaded Black Fleet and presumed to be in charge
of the entire Cryxian navy, such as it is. Skarres
aligning herself with Terminus against Asphyxious
would certainly explain her subsequent authority
over such a large portion of the Cryxian fleet, as
evinced in the attack on Port Vladovar.
The excerpt below is from the extensive afteraction report filed by Khadors intelligence Section
Three to the Prikaz Chancellery concerning the
Cryxian attack on Port Vladovar that crippled
Khadoran naval efforts in 606 AR. For an additional
fee, I would be happy to provide you the complete
document for your review. It is most enlightening
on the subject of Khadors and Cryxs navies.
GK

If I may venture into some slight conjecture


regarding this strange set of events, I believe
Major Haleys encounter with Skarre was
orchestrated by the Satyxis warcaster in order to
further her own aims. With Asphyxious as a mutual
foe, it seems probable she hoped to set Haley in
motion against him. Otherwise, it simply doesnt
make sense that a warrior of such reputed skill
as Skarre would make such a foolish mistake as
allowing her weapons to be taken. Nor does it add
up that someone of her reported arcane talents
would fail to sense another warcaster in such
close proximity, especially one as powerful as
Major Haley. Their clash, while genuine to Haley,
was in fact a staged ruse.
Uncorroborated reports suggest Skarre may
possess some limited type of prescience. I believe
such power was at work here and that Skarre took
a calculated gamble in setting up the encounter
between herself and Major Haley in the manner

Gavyn Kyle

31

To: Prikaz Chancellery


From: Kapitan Boris Yugov, Section Three
What follows is an official report on the Cryxian
attack on Port Vladovar. The contents of this
report have been compiled from both oral and
written testimony of the Khadoran officers who
survived the attack, as well as from intelligence
gathered from the questioning of Cryxian
pirates who were captured during the battle.
While this report attempts to be as thorough
and as accurate as possible, as it is compiled
from witness testimony, certain events detailed
contain conflicting information. Where this has
occurred, I have left all accounts noted within
the report.
Section VIII
Though accounts are varied and will likely be
impossible to ever pinpoint given the nature of the
Cryxian fleet and the chaos that ensued following
the surprise attack, the bulk of the Cryxian
fleet was comprised of somewhere between 40 and
60 Cryxian pirate vessels. Reports indicate the
Cryxian ship Morbid Angel, a vessel known to
serve as flagship for the Satyxis pirate Axiara
Wraithblade, commanded this fleet. Several
ships from this fleet were identified as ships
captured or lost from our own fleet, including the
ironhulls Ivanovich, Koldstadt, and Makarov.
Reports also confirm that at least 16 ships
from the ghost fleet were present and disgorged
landing parties to serve as the vanguard of
the Cryxian ground assault alongside their
living counterparts. This included the infamous
Atrementous, which our previous intelligence
indicates is the flagship for the so-called
Ghost Fleet.
Reports conflict regarding the final count, but
somewhere between 26 and 30 blackships were
present under the direction of the Widower, the
personal flagship of the Satyxis warcaster
Skarre Ravenmane. The Widower and its blackship
fleet led the Cryxian naval battle efforts while
both the ghost fleet and a large number of lesser
pirate vessels conducted land operations. Only
the blackship Exhumator was reported to have
made landing at Vladovar. With the element
of surprise and overwhelming superiority in
terms of ships and guns, the Cryxian blackships
inflicted a catastrophic defeat upon the home
fleet. In total, twelve vessels were captured
and ten others sunk in battle or scuttled by the
landing parties during their assault on the port.
Interrogations of the few Cryxians captured
following the battle have yielded little useful
information. The only concrete fact we have
been able to confirm is that this attack was
orchestrated and led by Skarre Ravenmane. Given
that, even without exact ship numbers for the

32

Gavyn Kyle

combined Cryxian fleet, this attack represents


the largest fleet action conducted by the Cryxian
navy in Khadoran waters and was comprised of
ships from multiple fleets, it seems reasonable
to conclude that Skarre Ravenmane has been
entrusted with considerable authority.
It is the strong recommendation of this report
that the danger and combat strength of the
Cryxian navy be immediately reconsidered and
upgraded among High Kommand, and that efforts
are immediately taken to recover our naval
strength as quickly as possible. In addition, it is
the position of this report that we should expect
additional fleet actions from Cryx at any time.
All other naval facilities should be placed on
high alert.
The attack at Port Vladovar is unsettling for several
reasons, perhaps the largest of which is that it
showcased the unity of purpose of the Cryxian fleet,
including coordinated efforts with pirate raiding
vesselsa conclusion reinforced by Cygnars
Hurstwallen Report. While I do not believe that
such collaboration was brought about by her hand
alone, there is no question that Skarre represents
one of the most significant commanding officers
of Toruks armed forces. Through a combination
of ruthlessness, cunning, and innate power, she
has risen to a station previously thought to be
impossible for a living mortal. She has bound the
formidable fleet of Cryx to her and seeks to use it
to achieve her unknowable vision in service of her
undead masters.
Though the Cryxian fleets have proven more than
capable of dealing grievous defeats to the other
navies of the Iron Kingdoms, it did not follow up on
the attack at Port Vladovar as was expected. Why
Cryx was willing to allow Khador the time to rebuild
its naval strength is unknown. Regardless, it is clear
that, should she wish, there are few targets that
Skarre could not strike and be confident of victory.
What her next target might be remains a mystery.
Perhaps it is simply the calm before the storm, or
perhaps whatever has drawn Skarre into the interior
of the mainland has granted the inhabitants of the
Broken Coast a brief respite. Whatever the truth, it
is clear Skarre remains a deadly if unpredictable
foe, one whom the sovereigns and generals of the
Iron Kingdoms underestimate at their own peril.
GK

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.

Converting the gatormen


Start by assembling the head, body, and legs of the
Gatorman grunts and puttying any gaps in the joins.
We will be using Praetorian Praetor shoulders for the
gatormans knee pads.

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

Modeling & Painting

33

Step 1: Attaching the Knee Pads


a

A) Create some straps for the


armor by slicing strips of thin
plastic card. The card should be
about 1 mm thick and the strips
1/16 wide. Use a steel ruler and
a Formula P3 Hobby Knife to
make straight, even cuts.

B) Apply Formula P3 Super Glue to the


inside of the plastic strip and wrap it
around the back of the models knee. Hold
it in place until the glue sets.
C) Trim the excess plastic and glue the
shoulder pad onto the knee, making sure
the horn points upward.

Step 2: Replacing the Halberd Heads


a

A) To give the Gators more ornate weaponry, you can use


any halberd head you like. Ive selected Tyrant Rhadeims
weapon. Begin by cutting away the red-shaded portions as
indicated. Once you remove the plastic halberd blade, use
your hobby knife to whittle away the wrappings on the
gatormans weapon shaft, creating a smooth, even end to
the handle.
B) Cut the end of the weapon handle to match the angle
of the halberd head. For added stability, use a Formula P3
Drill and 0.85 mm rod to drill and pin the parts together.

C) Super glue all of the parts together for the Gatormen


arms and weapon. Check the fit on the model to make
sure the spikes on the knee pads dont interfere with the
arm placement. If they do, clip off the arms shoulder peg.
This will allow you to twist the arm a little so the weapon
or hand clears the knee pads.
D) When you are satisfied with the weapon placement,
super glue the arms onto the model. Dont worry about
any slight gaps in the shoulder joins; these will be hidden
by the shoulder pads.

34

Modeling & Painting

Step 3: Converting the Shoulder Pads


a

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!

Step 4: Modifying the Leaders Headdress


a

A) Carefully slice the feathers off of the leaders head.


B) Trim the little bird skull on his forehead so a Cataphract Arcuarii shoulder pad will fit over top. Before attaching this
shoulder pad helmet, trim and putty it as in Step 3.
C) Fill in under the shoulder pad with putty and fit the feathers in place. It may be necessary to trim the bottom of the
feathers a little so they fit snugly against the helmet and over the plates on the gatormans back.

Step 5: Converting the Leaders Staff


a

A) Remove the red-shaded skull at the top of the staff to create a


smooth point at which to attach Xerxis back banner. You wont
need to pin the parts together, but use a 1.90 mm bit to drill a hole to
accommodate the peg on the banner.
B) Super glue the two parts together and carefully bend the
streamers so they have a more natural hang.
C) Conceal the join with a little putty. Roll a thin sausage of putty
and wrap it around the staff. Flatten it a little with your sculpting
tool to re-create the staffs wrappings.

Modeling & Painting

35

painting the gatormen


Step 1: PAINTING GATORMEN FLESH
a

Colors
Used
Armor Wash
Bloodstone
Bootstrap Leather
Brown Ink
Gun Corps Brown

Jack Bone

Menoth White Base


Menoth White Highlight
Midlund Flesh
Moldy Ochre
Rhulic Gold
Rucksack Tan
Sanguine Base
Skorne Red
Solid Gold
Thamar Black
Umbral Umber

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

Modeling & Painting

Step 2: PAINTING THE BACK PLATES


a

A) Carefully basecoat all the back plates with Bootstrap Leather.


B) Wash the plates with Umbral Umber, taking care that it stays in
the recesses and doesnt pool on the scales. Once the wash is dry,
drybrush the color back up with Bootstrap Leather and mix in a
little Rucksack Tan for the final highlight.

Step 3: PAINTING THE ARMOR


a

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.

Step 4: Painting the Final Details


a

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.

Modeling & Painting

37

Step 5: Desert Basing


a

A) Begin by basecoating all of the sand with Bloodstone.


B) Next, heavily drybrush the sand with a mix of Bootstrap Leather and
Moldy Ochre.
C) Finish the sand by washing it with a mix of Brown Ink and Gun Corps
Brown.
D) Paint the base rims black, add some static grass, and the model is ready
to fight for blood and glory!
E) The extra details on the unit leader require a little more work, but they
follow the same steps for the wood, bone, and armor.

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

Modeling & Painting

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

Though successful enough to subsist, Lhen has never drawn much


attention from anyone of importance. Even its own moorgrave
barely knows the town exists.
Thurians form the majority in Lhen; they were the original workers
brought in to remove timber from the Olgunholt. By contrast, rights
to the sawmills and timber have been closely held by descendants
of the Tordoran families first sent to provide lumber to Ords
navy. Thus, although Lhen was governed in name by the Thurian
Roan family, Tordorans have long controlled most of the wealth.
As a matter of course, the ruling thane has always taken his or her
cues from those controlling Lhens primary industry.

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.

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39

With just a fraction of their combined wealth, Casini and his


compatriots built the Long Shot Society Lodge, a base from which
to launch their hunting expeditions. It wasnt long before their
hunts bore fruit, and the lodge was soon adorned with the heads
of many powerful beasts.
Thane Roan was furious about the Long Shots new influence over
her domain, but her options for dealing with them were limited.
Casinis family ties made any appeal to Merin untenable, and the
Long Shots were too well armed to simply force them out.
Tensions between the Roan family and the Long Shots might have
carried on indefinitely had not new troubles appeared from within
the Olgunholt. While the dangers of the Olgunholt were well
known, Lhens citizens had always been safe, provided they did
not venture too far into the trees. Certain well-known boundaries
were never crossed, but within six months of the Long Shots first
expedition this was no longer the case.
Monsters of many different breeds emerged from deep within the
forest, lashing out at anything in their way. In short order, workers
could no longer reach the new logging camps, cutting Lhen off
from its largest source of income. Then the monsters went further,
rampaging over outlying farms and any other structures beyond
the towns palisade.
For months, Lhen has existed under what amounts to a siege.
Messengers have been sent to Berck and Carre Dova, but those who
have returned bring word that authorities in Ord have no help to
offer such a small settlement. When our current difficulties have
been resolved, the messengers have been told, relief will be sent.
Lhen will need help long before then. It is dangerous enough to
venture out during the day, and once the sun sets, only the very
brave or the very foolish dare to go beyond the gates. Even Lhens
leaders have been helpless to resolve the situation. Casini and
the other Long Shots make expedition after expedition into the
Olgunholt, but no matter how many beasts they bring down, more
always appear. Roan and her retainers escort Lhens farmers to
tend what is left of their fields during the day, but at night even the
Thanes most hardened followers must retreat.

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Iron Kingdoms Gazetteer

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

important buildings. The streets are hard-packed dirt. While there


are no laws restricting where people may live, Thurian homes are
traditionally built on the east side of town while Tordorans prefer
the better-developed western neighborhoods.
Eastern Lhen also hosts buildings serving the towns lumber
industry: saw and pulp mills that under normal circumstances
employ more than half the towns workers. With no river nearby,
Lhens mills must rely on steam power, so in addition to the towns
main mechaniks shop there are a number of mechaniks employed
directly by the mills.

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.

Lorio Casini, leader of the Long Shot


The Long Shot Society Lodge: Standing on the society: The third son of a wealthy castellan, Casini grew up

western edge of town, this building is the base of operations


for Casini and the other Long Shots. It is designed for comfort,
featuring cellars stocked with fine wine and a pantry bursting
with exotic delicacies. In the main hall hang the hunters trophies,
the most impressive of which is the enormous head of a dire troll
Casini brought down soon after arriving in Lhen.
Beneath its luxurious exterior, the lodge is built for security.
The stone walls are strong enough to withstand anything short of a
cannon shot, and the storerooms are packed with enough weapons
and ammunition to equip a small army.

Petrys Firearms and Supplies: By far the largest


store in Lhen, Petrys stocks a decent selection of firearms and
other weapons, along with ammunition and related equipment. It
also serves as a gathering place for many Tordorans, who use the
stores back porch as a place to discuss important issues of the day
while enjoying some of Rosa Petrys imported spirits.
Asc. Gordenns Church: With so many farmhouses
outside the palisade destroyed, many displaced families have
taken up residence in Lhens only church. The Morrowan priest
and acolytes do their best to keep conditions livable, but the
overcrowding is slowly grating on peoples nerves. While nearly
everyone in Lhen is Morrowan, attendance at the church is
overwhelmingly Thurian, with most Tordorans choosing to skip
church services and pray in private chapels or visit the temple
during hours when few Thurians are around.

with enough money to do whatever he wanted. He was always


popular in the court of Merin, but the life of a courtier proved
less than satisfying. It was in big game hunting that Casini found
his true calling. At first he joined expeditions all over western
Immoren, but as hostilities with Khador heated up, Casinis gaze
turned back to his own country and the primal Olgunholt Forest.
He created the Long Shot Society with the intent to tame a piece
of that vast wilderness, and he has had no trouble attracting
others to the venture.
He first came to Lhen because it seemed to offer a perfect base
of operations. It was large enough to provide whatever services
he needed but not so large that local authorities could cause him
trouble. Casini was also well aware of how far his money would
stretch in a community of Lhens size.
Lorio Casini is an educated and charismatic man who makes friends
easily. While he does genuinely believe that killing monsters is to the
benefit of Lhen, his primary motivation will always be the thrill of
the hunt. It is this that allows him to pit himself against the greatest
creatures in nature and emerge triumphant. He sees Lhen as a
rural backwater outpost in need of his assistance, and he believes
the Tordoran minority is being discriminated against for no reason
other than their ethnicity. He reserves a special disdain for Thane
Roan, whom he considers to be little better than a half-educated
commonera farmhand with a title.

Rosa Petry, owner of Petrys Firearms


and Supplies: Having fortuitously diversified her familys

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.

Logging camp: Located inside the Olgunholt itself, this


area is extraordinarily dangerous, even during the day. Most of
the equipment was abandoned when the monsters attacks began,
and very little of it remains intact.

Rosa is Lhens third wealthiest citizen behind only Lorio Casini


and Thane Roan herself. Rosa often serves as spokeswoman
for the Tordoran community, and she has petitioned the thane
many times on their behalf. Even among the Thurians, many
respect her. She and her family run the towns largest store, and
she has done what she can to help those who are suffering due
to the current hardships.

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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

The lodges armory may contain any of the


portable firearms from the Iron Kingdoms Full
Metal Fantasy Roleplaying Game Core Rules
other than magelocks, with an emphasis on
long range and high damage. At the Game
Masters discretion, some weapons, such as
Casinis heavy rifle, may even have been
enhanced by mechanika.

Valoria Breno, Tordoran landholder: A


respected businesswoman and unofficial representative of the
towns Tordoran elite, Valoria was until recently a local logging
magnate and mill owner. She was fortunate to have stored away
a good deal of her wealth prior to the recent loss of her familys
long-held logging rights, but despite her significant savings
and continued ownership of a number of properties within the
town, Valorias income is a fraction of what it once was. She is
eager to regain her previous wealth, and the social standing that
accompanied it, by any means necessary. To this end Valoria has
allied herself with Lorio Casini, though she is not currently a
member of the Long Shot Society. Whatever acts her anger and
desperation may drive her to, many Tordorans will surely follow.

Andari firmly believes the thanes recent revocation of privately


held logging rights to be both illegal and unethical, and he has
repeatedly appealed this oppression to Thane Roan and even
to Moorgrav Lochlan himself. He has not yet been granted a
personal audience with the moorgrav, however, and in any case
the moorgravs concern for Lhen is small enough that Lochlan is
ultimately unlikely to counteract the thanes decisions. Andari
has grown increasingly frustrated by his inability to change the
situation in Lhen, but he is still hopeful for a peaceful resolution
and thus has not allied himself with any of Lhens more
reactionary Tordoran figures.

Luan Bray, Thurian woodsman: While the wealthy


and powerful of Lhen clash, people like Luan Bray struggle
to survive. Luans home was among the first destroyed when
monsters came surging out of the Olgunholt, and now his family
has little option but to take up residence in the crowded church.
Luan is desperate for money and can serve as a talented guide for
the right price. He knows both Lhen and the forest around it well.
Luan has disdain for both of Lhens would-be leaders. He blames
Lorio Casini for stirring up the monsters and Thane Roan for not
doing more to stop them. Some of those who died when Conor Roan
tried to arrest Casini were Luans friends. He is a straightforward
man and will not hesitate to speak his mind to anyone who asks.
Perhaps because of this, Luan is well liked among the townsfolk.
There are many Thurians and even a few Tordorans who greatly
respect his opinion.

Conor Roan, guard captain: First cousin to Nivin


Roan, Conor oversees the thanes militia. A recent graduate of
the Auldscomb Military College, Conor grew dissatisfied with
the prospect of a lifelong career in the Ordic military and took a
leave of absence after serving his first term as an officer. Having
returned to Lhen to consider his prospects, he was soon recruited
to serve as his cousins guard captainchosen more for his loyalty
than his ability.
As Thane Roans closest relative, Conor would be next in line
to rule if anything happened to the thane. Conor looks to his
cousin with adoration, however, and would be unlikely to harbor
thoughts of treacheryafter all, she is the woman who brought
their family to prominence again. Even so, the current situation
has strained his devotion. He sometimes wonders privately if her
hard stance against the Long Shots is really serving Lhens best
interests. This concern has been compounded by guilt over those
who died in his botched attempt to arrest Casini.

Tara Florys, Long Shot lieutenant: Tara is


Andari Gratza, Tordoran merchant: Though one of the towns few Llaelese refugees lucky enough to have a

never directly involved with the logging industry himself, Andaris


fortunes have taken a drastic downturn since the start of Thane
Roans leadership. As the owner of several stores and the towns
sole purveyor of fine and rare goods, Andaris businesses relied
on the steady and extravagant incomes of his primarily Tordoran
customers. The current economic situation in Lhen has compelled
many of his fellow Tordorans to hold on tightly to their coins yet has
enriched few Thurians enough to bring them to his shops.

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Iron Kingdoms Gazetteer

wealthy and well-connected family. Her parents are now based


out of Merin and were more than happy to send their daughter
off with the son of a powerful castellan in the hopes of forging
closer ties. On the surface, Tara shows the same thrill of the hunt
as Casini and is just as contemptuous of the Roan family. Secretly,
however, she worries open conflict between the two factions might
be looming ever closer.

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.

The Roan family: Lead by Thane Nivin Roan, this faction


includes both her immediate family and those sworn to her service.
They are overwhelmingly Thurian and are based out of the Roan
estate. The men and women of this faction make up the bulk of the
local militia and Thane Roans personal guard. Many served with
her in the Ordic Army and are hardened combat veterans. At full
strength there are about thirty of them, armed mostly with older
weapons.

The Long Shot Society: The fraternity of hunters is a


much smaller group than its rivals; there are only a dozen or so
official members of the Long Shot Society. They are based out of
the Long Shot Society Lodge. Like Casini, most are from wealthy
Tordoran families in northern Ord, with one or two foreigners
lured in by the prospect of thrilling big-game hunts. The Long
Shots also employs a dozen local Tordorans at high wages for tasks
like maintaining equipment and mounting trophies.
While they are few in number, the Long Shots are heavily armed
with modern, military-grade firearms, as hunting the Olgunholts
denizens with anything less would be suicidal. In the event of
open conflict, they have enough weapons to outfit most of Lhens
Tordorans as a deadly fighting force. Casini himself favors an
imported Vanar Liberator, and it is rumored that the Society lodge
contains even more powerful weapons.

The townsfolk: There are deep divisions among


Lhens citizenry. Many Thurians feel they have not been given
their fair share, while local Tordorans deny the legality of the
thanes actions and fear what they have left may be taken just
as callously. Ethnic tensions have only been strengthened by
the brewing conflict between Thane Roan and Lorio Casini.
Thurians see their thane as a means to even the scales of economic
prosperity, though they are fearful of the well-armed and
increasingly aggressive Tordoran minority. And although many
Tordorans are well versed in the use of weaponry as a result of
their upbringing, the numerical superiority of the Thurians gives
them cause for concern, compelling many to look to Casini for
protection from what they perceive to be an angry rabble.
At the same time, there is still a slim hope for unity should a
neutral party find some way to mediate an agreement. Thurians
and Tordorans alike are suffering from the monsters attacks
against Lhen. Goods cannot be exported or imported, and much of
this years harvest has been destroyed. Families on both sides are
already struggling to put food on the table, and all they see from
those in power is pointless conflict.

Monster Encounters

Random monster encounters are meant to be


a serious threat, so the Game Master shouldnt
be afraid to ratchet up the encounter points
for any attack. Canine pack hunters like argus
and dusk wolves might ambush the PCs as they
first approach the townit is even possible the
two species might act together if threatened
simultaneously be enemies, though this joining
of forces goes against the natural behavior of
the creatures.
A group of gorax or full-blooded trolls could
launch an attack on Lhen itself, using their
great strength to tear massive rents in the
palisade. More exotic creatures are likely to
be encountered only if the PCs venture into
the Olgunholt itself, but the Game Master
should feel free to be creative. Nearly any
forest creatures from the Iron Kingdoms Full
Metal Fantasy Monsternomicon can be used
to build diverse encounters for PCs exploring
the forest near Lhen.

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.

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43

A new logging camp commissioned by Thane Roan has


disturbed territory previously untouched by humans, and the
monsters are responding to this threat.
Enraged by both the hunters actions and Thane Roans
unwitting violation of boundary markers, a local druid of the
Circle Orboros is compelling the forests denizens to assault
the town in hopes of destroying it utterly and forcing any
survivors to flee the region.

The Outsiders Role


Lhen is a community on the brink of disaster. Anyone arriving
in town will notice ugly looks between the citizens and will see
weapons displayed openly on the street. Insults between Thurians
and Tordorans escalate to blows. If something is not done soon,
the hostilities between Thane Roan and Lorio Casini will erupt into
open war, pitting the citizens against each other. No matter who
wins, they will then be at the mercy of the beasts in the forest. As
newcomers, the PCs will find it nearly impossible to avoid being
drawn into the conflict. Both leaders will try to enlist them, or they
may be caught in the middle when things start to turn ugly. Even
leaving will be difficult with creatures stalking the road.
The longer the PCs wait to take action, the worse things get. Brawls
turn into knife fights and shootouts. Townsfolk are killed. Thurians
burn down Petrys Firearms and Supplies, and Tordorans attack
the church in retaliation. Lorio Casini attempts to have Nivin Roan
assassinated. The thane sends out her militia to storm the Long
Shot Society Lodge. Lhen burns, and the monsters close in on
whoever is left standing.

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.

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Iron Kingdoms Gazetteer

Using Monsters to
Keep Things Moving

Monster attacks are a great tool if the game


ever begins to lose momentum. Not only will
they provide exciting opponents for the PCs,
they will also increase tensions within Lhen as
townsfolk in both camps blame each other for
any new attack.
The PCs may be attacked any time they
venture outside Lhen, but being inside the
town is no guarantee of safety; a wooden
palisade is hardly sufficient to hold back a
determined assault from the Olgunholts
savage denizens. The PCs might also witness
such an attack against innocent civilians,
including those who have angered them.
How the PCs handle these fights could
have a significant impact on their ability to
accomplish their goals. A former enemy might
be beholden to them for saving his life, or a
former ally might learn that the PCs stood idly
by as a family member died.

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.

It is also possible the PCs will show no interest in Lhens troubles.


If this occurs, the town will soon descend into chaos around them
as the fragile peace between Roan and Casini collapses. Thurians
and Tordorans will take up arms against each other. As outsiders,
the PCs will eventually be targeted by both sides.

One way to force the issue is by rallying the townsfolk of Lhen,


Thurian and Tordoran alike, to the cause. This will be no easy task
and will likely require the support of respected members of the
community like Luan Bray, Rosa Petry, and Valoria Breno. Even
then, convincing large groups of people to turn against their leaders
will require someone with a gift for inspirational speeches.
Another option is to work against both leaders from within. Though
loyal, Conor Roan and Tara Florys are not fanatics. If it can be made
clear to them that Thane Roan and Lorio Casini are piloting Lhen
toward destruction, they may lend their aid to the PCs.

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.

Iron Kingdoms Gazetteer

45

Forces of
Distinction XViiI
By David DC Carl Art by Carlos Cabrera

Animal Testing

Too smelly to eat, Blunder informed him with a shrug.


You can pull out all its inside-parts.

Doctor Arkadius handed the heavy bone saw to his


hunchbacked assistant, Targ, and took a deep breath to
steady himself. He had lost track of how many times he had
fused mechanika into the brachiocephalic musculature of
one of the hulking porcine beasts, but he recalled each of
his failures in vivid detail. On three occasions, he had cut
too deeply, causing substantial loss of anterior mobility in
the upper limbs. The doctor frowned at his past failures
as he gently lowered his scalpel to the connective tissue
and slowly exhaled. A war hog that couldnt swing an
axe wasnt good for much no matter how brilliant the
biomechanikal engineering work was.

Doctor Arkadius approached the body cautiously,


fighting to keep his expectations realistic and his curiosity
in check. He had his suspicions about the unconscious
creature on his table and wished to prove or disprove
them as quickly as possible. He contained his enthusiasm
long enough to throw one final barb at the savage farrow.
Was it entirely necessary to drag more swamp down
here than meat? the doctor demanded. Blunder merely
snorted his pseudo-laughter in response before waving
his meaty fist toward the door, a signal his fellow warriors
quickly followed, only too eager to leave the laboratory
behind.

A mere moment before his scalpel bit into the delicate


nerves beneath its blade, the laboratory door swung
open and slammed loudly against the wall. Gods in
Urcaen, Arkadius cursed, dropping his scalpel from
shaking hands while attempting to control the adrenaline
coursing through his veins. You imbecile, he roared at
the intruder, folding his arms across his chest. You know
better than to interrupt me while Im working. Targ
fixed the intruder with a silent glare that drew his brows
into an angry, bushy line.

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.

The burly farrow snorted haphazardly in what could


only loosely be described as laughter. Brought you
something, funny machine-maker-man, proclaimed the
slaughterhouser known as Blunder. No, Arkadius corrected
himself, its actually Grundar if memory serves, though
Blunder is a far more apropos moniker. Arkadius suspected
the other slaughterhouses had put forward Blunder as
their spokesperson since, unlike the rest of them, he was
too dim-witted to be intimidated by the doctor. Arkadius
had decided to be tolerant of the idiots unintentional
insubordination, though there were times...

Once he heard the soft whoosh of pressurized water,


Doctor Arkadius pulled the trigger and directed the nozzle
toward the body, allowing mud and detritus to wash down
the drain. The first rush of water was enough to reveal the
beasts nature. Doctor Arkadius had seen gorax specimens
before but never one this large. As the water continued
to flow, additional details gradually revealed themselves
to the eccentric mechano-surgeon. The beasts scarred
and broken body was roughly the size of a gun boar but
with great meaty fists that dwarfed those of his boars. It
had a mane of coarse hair and a maw of sharp teeth for
consuming the flesh of other beasts. The most exciting
revelation, however, was that the creatures chest rose and
fell ever so slightly, confirming the doctors suspicions.

At Blunders direction, a pair of slaughterhousers lugged


a giant, stinking corpse toward the nearest lab table and
dumped it unceremoniously onto the bare metal. Though
thoroughly accustomed to the smell of death, Arkadius
wrinkled his nose at the beast. It was not death he smelled.

Its alive, the doctor whispered to his assistant


reverentially.

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

His previous operation long forgotten, Doctor Arkadius


worked feverishly to prevent his new patient from
expiring. Staunching the internal bleeding in the
goraxs abdominal cavity took first priority, but there
were countless wounds to suture, sew, or cauterize
before he could be certain the beast would survive.
He supplemented his considerable surgical skills with
liberal application of alchemical and pharmacological

compounds. After several hours under the doctors


expert care, it was clear the patient would pull through.
The doctor hastily rinsed his hands before gleefully
turning his attention from emergency medical treatment
to groundbreaking medical discovery.

Look here, Targ, he called out excitedly, observe the


size of these adrenaline glands. Theyre nearly as large
as the kidneys beneath! The stimulus of battle is certain

Forces of Distinction

47

to trigger an extreme reaction, and its fight-or-flight


response could likely be sustained for an extended period
of time. Arkadius grabbed a large notebook off his shelf
and flipped through its well-worn pages. I wonder
the doctor mused as he ran his finger down the master list
of his favorite alchemical compounds.
When his finger neared the end of the second page, the
doctors eyes lit up, and he laughed as he considered the
vast potential before him. This is the one. Just imagine,
Targ, what would happen if we added alchemical injectors
containing my devotion elixir to the creatures adrenal
glands! With every battle stimulus, it would become
more determined to protect me from danger. With every
wound suffered, it would fight harder to destroy my
enemies. Targ simply stared at him, clearly impressed
with the course the doctor had outlined.
With the gratification of new discovery infusing his every
step, the doctor began yanking parts from his shelf and
instructing Targ to bring him the proper tools.

When the band of trollkin crested the hill, Blunder


scowled. Too few, he complained, too weak.
Too loud, Doctor Arkadius hissed, poking the
slaughterhouser champion in the chest. This is not
some battle for glory or loot, he whispered disdainfully.
This is far more important. This is an experiment. This
is for science!
It was clear the slaughterhouser did not like it when
Arkadius spoke to him in that tone, but the farrow
respected strength above all other virtues. The doctors
strength was different than that the farrow typically
valued, but they had all seen how formidable he could
be. The ability to mentally command warbeasts alone set
him apart as predator rather than prey, not to diminish
the syringe by which he could paralyze a farrow in an
instant for transformation into a lab experiment.
For this particular engagement, the doctor had selected
as his escort a pair of razor boars, a gun boar, and the
newest addition to his roster, his gorax, torn between
instincts both animal and chemical. Doctor Arkadius
feared Blunder was right, however. A dozen or so trollkin
warriors with swords and axes would barely slow down
his slaughterhousers much less provide a suitable field
test for his newest warbeast.
As the trollkin and their three wagons drew closer,
Doctor Arkadius held the flat of his palm backward
to indicate the farrow forces should wait. Targ stood
still as he intently watched the approaching band, and
the warbeasts were a coiled spring held in check by

48

Forces of Distinction

Arkadius mental commands, but Blunder and his gang


of slaughterhousers shifted their weight impatiently
like small children who needed to relieve themselves.
The slaughterhousers were a bit of a nuisance at times
Arkadius suspected Carver had not given him the best of
his soldiersbut their proficiency with cleavers rendered
them useful tools under the proper circumstances.
As the trollkin neared their position, Doctor Arkadius
estimated they would soon hear his group. His little war
band was far from silent, and the noises of the forest
around them were insufficient to mask their presence.
He waited as long as he dared and then motioned for
farrow and beast alike to charge forward.
Trollkin steel soon clashed with slaughterhouser pole
axes and beastly jaws. Doctor Arkadius directed his gun
boar to fire upon the apparent leader of the trollkin band
and imbued his razor boars with the primal rage just
beneath the surface of the gorax. It proved an effective
means of increasing the carnage coefficient each of the
smaller beasts could bring to bear against the trollkin.
He could feel the goraxs rage building for battle, ready
to explode into action, but Arkadius held it close, taking
note of the way its protective instincts grew as well.
The doctor wondered if this protective behavior could
be learned, if a sufficient quantity of battles with his
elixir coursing through the goraxs veins would turn
it into a devoted protector without need for further
chemical treatment. He had enough blunt instruments
at his disposal already, so the perfect bodyguard would
provide a far more novel tool.
Doctor Arkadius pulled his attention back to the battle
in time to see a tarp pulled back on the rearmost of the
three wagons. It revealed a group of pygmy trolls with
long rifles and a pair of trollkin with a heavy cannon.
The diminutive pygmy trolls opened fire immediately
as the larger trollkin worked the cannon into position.
The rifle fire felled one of the slaughterhousers, but most
of the bullets were directed at the warbeasts.
The doctor smirked at their paltry efforts and directed
arcane energies to knit his warbeasts wounded flesh,
much to the consternation of the pygs and trollkin.
Doctor Arkadius calmly advanced alongside his gorax
to deal with this new threat when the heavy trollkin
cannon bucked suddenly. Too late, Doctor Arkadius
realized the cannon was not focused on his gun boar
but past the beast. He felt a familiar surge of adrenaline
begin its energizing course as time seemed to slow
around him, and realization hit him like a charging
boarthe trollkin were aiming directly at him. He had
underestimated the small trollkin band, a mistake that
could have grave consequences.

In a blur of muscle and fur, the gorax interposed itself


between Doctor Arkadius and the heavy projectile, its
chemically induced behavioral patterns overriding its
instinct for survival. The gorax was blown backward
several feet and knocked to the ground. With the pain of
its wounds and its protective tendencies both spurring it
to action, the beast angrily rose to its feet to destroy this
threat to its master.
While the trollkin fumbled to reload their cannon for
another shot, Doctor Arkadius turned the gorax over to
its baser instincts and mentally prompted it to unleash

its pent-up rage. The gorax charged into the side of


the cart with a full head of steam, splintering boards
beneath heavy claws and dumping the cannon to the
dirt beneath. In another instant, it ripped apart trollkin
and pygmies alike before raising its head and releasing
a primal roar that made the relative quiet that followed
sound eerily silent in comparison. The remaining
trollkin dropped their weaponry and fell to their knees
to beg mercy.
Make a note, Targ, Doctor Arkadius instructed his
assistant. Im going to need a few more of these.

Dr. Arkadius

Nature of the Beast


Warbeasts: Minion Farrow
non-character warbeasts

by David DC Carl

Units: Farrow Bone Grinders, Farrow Slaughterhousers


Solos: Targ

Tier 1

Tier 3

Requirements: The army can include only the models


listed above.

Requirements: Arkadius battlegroup includes five or


more warbeasts.

Benefit: Dr. Arkadius battlegroup can include Gorax light


warbeasts. These warbeasts are considered to be friendly
Minion Farrow light warbeasts. Additionally, Gorax in
the army gain Shield Guard. (Replace the Gorax card with
the theme force Gorax card found in this article.).

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

Requirements: Arkadius battlegroup includes two or


more Gorax.

Requirements: The army includes Targ.

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

SPD STR MAT RAT DEF ARM CMD

ANIMUS
PRIMAL

GORAX

Target friendly living warbeast gains +2 STR and MAT for one
round and automatically frenzies during your next Control Phase.

PAIN RESPONSE While damaged this model can charge or make


power attacks without being forced.
SHIELD GUARD Once per round, when a friendly model is directly hit
by a ranged attack during your opponents turn while within 2 of this
model, you can choose to have this model directly hit instead. This
model is automatically hit and suffers all damage and effects. This
model cannot use Shield Guard if it is incorporeal, knocked down,
or stationary.

GORAX

Benefit: Warbeasts in the army can run without being


forced during the first round of the game.

Illus. by Carlos Cabrera Privateer Press, Inc. All Rights Reserved.


All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

MINION FARROW LIGHT WARBEAST

Benefit: Your deployment zone is extended 2 forward.

Tier 4

Forces of Distinction

49

THE CYGNARAN CIVIL WAR, 482484 AR

IRON KINGDOMS

ARCHIVES

The Iron Kingdoms Era


(202511 AR)

BY MICHAEL SANBEG ART BY Scott fischer, laine garrett, ross grams,


aleksey kovalenko, michael lisowski, Nstor Ossandn, and brian snoddy

he Iron Kingdoms Era was a


remarkable period of innovation
and progress directly following the
successful Rebellion against the Orgoth.
Having at last freed themselves from the
relentless tyranny that had dominated every
aspect of life for the previous eight centuries,
the people of western Immoren labored not
only to rebuild cities affected by the Scourge

50

Iron kingdoms archives

but also to recover and expand the many


technologies and industries lost during the
Occupation. Shipbuilding and architecture
soon flourished, the steam engine was
employed for myriad uses, and trade between
the nations created strong new economies.
To provide historical continuity, royal lines
were founded based on the ruling families of
the ancient, pre-Occupation kingdoms.

Though this era began with accord between


the Immorese, old rivalries and grudges
were quickly rekindled and war between
these nations erupted at regular intervals.
Advancements forged during the Rebellion
were used to empower armies of the Iron
Kingdoms, with colossals and subsequently
warjacks added to their arsenals, and the
borders of these evolving kingdoms were
reshaped numerous times amid these wars.

202 AR

236 AR

With the ratification of the Corvis Treaties,


the nations of Ord, Cygnar, Khador, and
Llael are officially established within the
regional boundaries previously created by
the Orgoth. These post-Orgoth nations are
referred to from this point forward as the
Iron Kingdoms, initially in homage to the
Iron Alliance that overthrew the Orgoth.

Gezas brother Levash Tzepesci the


Tormentor assumes power following
Gezas death in battle against Llaelese
Umbreans. Seeking the restoration of
Tzepesci lands, Levash reshapes Khadoran
industry and society as instruments of war
against the south.

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.

The Council of Nobles passes the Charter of


Ministries, greatly reducing the power of the
Llaelese monarchy.

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.

Iron kingdoms archives

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

THE FIRST EXPANSION WAR

295304 AR

308 AR

The First Expansion WarUnder Velibors


direction, Khadoran aggression broadens to
encompass both Ord and Llael during the
bloodiest years of the ongoing Border Wars.

Juliana the Maiden Queen takes the


Cygnaran throne and subsequently deploys
armies to support Ord and Llael against
Khadoran aggression.

296 AR
Iosan agents seize a pair of laborjacks in Llael
and reverse-engineer their cortexes to create
their own warjack technology.

311 AR

Priests of Cyriss write Principles of Geomantic


Energy, which will soon unlock the power
source for Convergence temples.

301 AR

312 AR

The Battle of the Broken SwordThe Ordic


King Alvor Cathor I is killed in battle
against Khador.

The Cyrissist Foundry of Enumeration


is secretly constructed in the southern
Wyrmwall Mountains.

302 AR

313 AR

Khador seizes the Ordic port city of Radahvo,


achieving its greatest and most lasting victory
of the Border Wars.

Queen Ayn Vanar V ousts Velibor and


negotiates peace to end the Border Wars. While
most conquered territories are returned, Khador
retains a small part of western Llael and several
greater Ordic territories, including the city of
Radavho, now renamed Port Vladovar.

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

Iron kingdoms archives

314 AR

350 AR

Llael under King Malyk forms a permanent


alliance with Cygnar.

The first known sighting of the Deathjack in


Tverkutsk, Khador.

320 AR

356 AR

Ayn Vanar V abdicates the Khadoran throne


to Ioann Groznata III. Over the course of his
thirty-two year reign, King Ioann will succeed
in unifying Khador for the first time by
strengthening the monarchy and reducing the
relative power of the Great Princes.

While working at the Cygnaran Observatory,


Father Ghil Lucant of the Cult of Cyriss
discovers a previously unknown planet,
which is then named after him.

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.

Iron kingdoms archives

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

The murdered King Dobrynia Groznata


returns from the grave to reclaim the throne of
Khador but disappears after being denounced
as an imposter named Grigor Otilpaev.

The Second Expansion WarKhador invades


Ord in reaction to a long dispute over attacks
by Ordic privateers. The nations finally declare
peace after Cygnar intercedes and King Mikhail
dies, allegedly from the curse of Ivan Vladykin.

Barak Shumov becomes king.

Ivan Vladykin the Frenzied, an alleged


necromancer, seizes the Khadoran throne after
Shumov is killed in the Battle of the Barrens.

Mikhails only surviving heir, Ayn VI,


becomes queen of Khador. Under her reign
Khador will initiate the first major efforts to
unite its vast landscape by rail.

459 AR

Ayn later marries Dragash Vygor but keeps


the throne with the Vanars, declaring Sagriv,
her eldest son from her previous marriage, to
be a Vanar and her lawful heir.

Supported by the Church of Morrow, Great


Prince Mikhail Vanar ousts Vladykin to begin
the current Vanar dynasty.

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

Iron kingdoms archives

470 AR
Jachemir Venianminov establishes the
Man-O-War as a supplement to Khadoran
warjacks, entering mass production in 474 AR.

THE BATTLE OF THE TONGUE

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.

En route to support Llael, Vinter II learns


of Vygors plans, at which point he diverts
his army south. On Vinters orders,
Vygors army is repeatedly delayed due
to a series of desperate attacks by the
Thornwood defenders supported by hired
mercenaries. Efforts to slow the Khadoran
advance include Cygnaran agents diverting
the invaders through a sizable trollkin
kriel, resulting in hundreds of incidental
casualties. Combined with the dense terrain,
these efforts succeed in impeding Vygors
army until Vinter II is at last able to intercept
them at the Dragons Tongue River.

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.

Iron kingdoms archives

55

56

Tournament Triple Threat

By william hungerford Art by Andrea Uderzo


Building a great WARMACHINE or HORDES army takes practice, ingenuity, and a deep understanding of the play style you
enjoy most. Sure, you could copy whichever army list did best at the most recent Iron Gauntlet event, but youll almost always
have more fun and perform better at competitive tournaments when you play a list youve created on your own.
This article series focuses on the art of building an awesome list that works for you. The idea isnt to provide you with a list you
should copy and use for yourself, though that certainly is an option. Rather, were going to dissect the process of choosing models
for different types of forces with their own distinctive play styles. While these decisions will be specific to each author and each
list, they will provide insight into concepts to consider when building a list with specific goals in mind.
As with previous Tournament Triple Threat articles we offer three lists, one for each of three major army archetypes: assassination,
attrition, and control. There are definitely more archetypes, but this trio is the most popular and prevalent.
Lets jump right into our latest entry in the Tournament Triple Threat series with the fanatical Protectorate of Menoth!

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

the Choir of Menoth and the Vassal of Menoth. These


models not only provide amazing support, but they
are flexible in the types of support they can offer, both
offensively and defensively. A few games against even
the most basic Protectorate warjacks and players will
quickly learn just how destructive these divine machines
can be when properly supported.
The Protectorate has access to more spells, abilities, and
effects that cause continuous fire than any other faction.
The fire effect can be described in two words: unreliably
devastating. POW 12 damage rolls are nothing to scoff
at, especially when they occur repeatedly, but like all
continuous effects, you cannot count on fire to stick
around when you need it. Think of fire as a bonus to your
attacks and abilities that may cause extra damage, but
avoid building your plan for the turn around itthat is,
unless you are playing Feora, Protector of the Flame and
can guarantee your fire damage will occur.

Tournament Triple Threat

57

ASSASSINATION: 50-POINT LIST


Model
High Exemplar Kreoss
Reckoner x2

Point Cost
+5
8 each

Choir of Menoth (6)

Exemplar Errants (10)

Exemplar Errant Officer & Standard

Holy Zealots (10)

Monolith Bearer

Initiate Tristan Durant

Redeemer

Nicia, Tear of Vengeance

Vassal of Menoth

Visgoth Juviah Rhoven & Honor Guard

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

Tournament Triple Threat

My army needs to be constructed in such a manner that


if Plan A fails, it can still function and win games as if my
feat didnt even exist. While pop-and-drop is my trick,
it cant be my only trick. With this in mind, Ill choose
models for my army based on their ability not only to
assist in my main assassination strategy but to adapt and
fill a variety of roles in the battle as needed.
Ill start building my list by determining how many
warjacks I want to bring and how I will manage my focus
to run these jacks most effectively. Sticking with the
idea of bringing models that could ranged assassinate
but could also switch gears and perform other roles
if needed, I decide to take two of what is arguably the
Protectorates most feared heavy warjack, the Reckoner.
This warjack provides a gun with amazing threat range,
damage, and utility. And since the Reckoner is able to
seamlessly transition into a melee beat-stick for those
times when shooting isnt the best option, its a perfect
warjack for this list.
I want some additional firepower to pump into a knockeddown warcaster that could also work double duty and
help clear out infantry in the early game, so Ill round out
my warjack selection with the classic Redeemer. With the
introduction of Initiate Tristan Durant, I can now run the

focus-hungry Redeemer without having to tax Kreoss


focus efficiency any further, allowing me to upkeep or
cast vital spells as needed or even to hang onto focus for
additional armor.
With my jack choices made, Ill turn to my support
options. Stealth could be an issue for me, and if I face a
Stealth warcaster Ill want the option to land at least one
ranged shot each turn, so Ill add Visgoth Juviah Rhoven
& Honor Guard. Like my other choices, Rhoven will
primarily focus on assisting with ranged assassination,
but if need be his three-man team can definitely hold
its own in melee. Rhoven has a few other interesting
utility capabilities that can prove valuable in a variety of
situations, especially against a HORDES army.
My warjack support choices start with the obvious:
a full unit of Choir of Menoth. This invaluable unit is
the foundation of Protectorate warjack support, and it is
rare that I dont field at least a minimum unit. After the

Choir, Ill add a single Vassal of Menoth. I want the utility


this solo provides both offensively and defensively, and I
may even add a second, but Ill need to see how my other
army choices shape up before deciding whether Ill have
enough points for it.
My remaining army points are starting to run a bit low,
and I still havent added any real fighting infantry, so that
will be my next consideration. Ill turn first to the Exemplar
Errants, a unit that performs admirably in any battlefield
role. Whether it is being used to shoot down the enemy with
the units blessed crossbows, charging into melee as a tenman unit of weapon masters, or just holding the line with
its unique defensive capabilities, this unit can do whatever
I need it to at any stage in the game.
A single unit wont be enough for my army, however.
Up until I added the Errants, I had a good deal of singletarget damage dealers and some decent unit-clearing
capabilities in the Redeemer, but if I faced a horde
of enemy models I could still be in trouble. Enemy
infantry can easily jam up my Errants, and while I could
use Kreoss feat to free them, adding another infantry
unit would be more beneficial. Holy Zealots meet my
needs easily. Not only can the Zealots obliterate entire
enemy units at a time, they can also deal significant
damage to hardier targets, and with the inclusion of the
Monolith Bearer, the Zealots will provide me with what
is arguably one of the best tar pits in the game for a
single turn.
With only three points left to spend, its time to decide
if I want to add that second Vassal of Menoth, perhaps
accompanied by a Wrack or a Vassal Mechanik, or
to choose something else entirely. While the Vassal
choices would be solid, it wouldnt hurt to add an
additional model with a threat range comparable to
that of the Reckoners. I want a model that can strike
from far away to get the job done and something I can
consider using as a diversion.
I need a true assassin model to keep my opponent
sweating and distracted. Nicia, Tear of Vengeance is
the clear choice here. She can assassinate via ranged or
melee attacks, she is incredibly hard for opponents to
defend against thanks to acrobatics and Kreoss feat,
and Stealth will help keep her safe as she runs off alone
toward the enemy.
I felt very confident in this list, which is capable of
assassinating quickly and efficiently while also being
flexible enough to completely switch gears midgame.
Perhaps I will need to feat defensively or to wipe out
the first waves of enemy infantryor it could happen
that my feat may not be particularly game changing. No
matter the situation, with the right maneuvering I feel
certain Ill come out on top the majority of the time.

Tournament Triple Threat

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

Tournament Triple Threat

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.

attrition: 50-POINT LIST


Model
The Harbinger of Menoth

Point Cost
+5

Crusader

Bosun Grogspar

The Covenant of Menoth

Doc Killingsworth

First Mate Hawk

Lady Aiyana & Master Holt

Lord Rockbottom

Press Gangers (10) x2

6 each

Attendant Priest x2

2 each

Sea Dog Boarding Crew (10)

Mr. Walls, the Quartermaster

Vessel of Judgment

Total

50

Ill add the Vessel of Judgment as a serious ranged


threat. Sure, Im not going to one-round a Stormwall
with the Vessel, but the capacity to fire off boosted POW
15s is sorely needed. Additionally, the Vessel makes the
resiliency of my force even more punishing. Jamming
my line will be difficult thanks to the Vessels Eruption
of Faith ability, which can send the offenders flying
backward in flames, while the Doors of Judgment ability
means that when the enemy finally manages to kill a
Press Ganger I allowed to die, I can punish them for their
transgression.
With only 6 points left, 5 of which are the Harbingers
warjack points, I obviously need to add a warjack to my
forcenot only because I have the points designated for
it but because I really need something that can do serious
damage to an enemy heavy warjack. I considered taking
a Devout and a Vassal Mechanik to give the Harbinger
some measure of protection and allow me to repair the
damage done to the Vessel by its Miracles, but I would
be in major trouble in certain matchups if I didnt take a
heavy warjack of my own.

A Crusader is just the answer Im looking for. It hits like


a ton of bricks, even without the infamous Protectorate
jack support, and its dirt-cheap. With this final addition,
my list is truly complete. I already reviewed my strengths
and weaknesses, and while I have by no means fixed
them completely, Ive at least provided some form of
response. This list is going to be a blast to play, and Im
betting that for every 10 games I win, 9 of them will be
via scenario victory.
That said, I do have to be incredibly careful about
protecting my key solos and the Harbinger herself. If
I leave openings for my opponent to scalpel out of my
integral support models, Im going to lose fast.

Tournament Triple Threat

61

Control

As I mentioned previously, my control list definitely has


some heavy attrition elements to it. For this list, I want
to approach control in a way thats very unique to the
High Reclaimerby controlling enemy LOS with cloud
effects. Obviously, this list isnt going to function as
well against some forces as others. Trying to control the
Legion of Everblight by blocking their LOS with a bunch
of cloud effects is . . . well, its a very bad idea.
In a Masters or Iron Gauntlet environment, I would know
my enemys faction and three lists before I chose which
army I want to use, so I would only drop this list against an
opponent who couldnt negate my plan. Unlike my Kreoss
list, Im going to be a bit less flexible in how I handled the
situation where Plan A may not work.

I want the High Reclaimer to cast Burning Ash for


as many cloud effects as possible every turn, so Im
going to need a self-sufficient warjack and a bit of
focus support. The Judicator is fairly self-reliant,
generating its own focus each turn, and it provides a
ton of firepower, but it will also be visible behind my
wall of clouds. This means the enemy will be able to
target the Judicator in hopes of deviating AOEs onto
my other forces as I march up the field, which is a
pretty major disadvantage. Still, the benefits outweigh
the negatives in my opinion, and Ill add a Judicator to
my battlegroup.
In order to enhance the High Reclaimers focus efficiency,
Ill also added a Hierophant. While most turns this
means I will effectively get a single cloud effect for free
out of Burning Ash, it also means that in the late-game Ill
have an easier time casting and boosting Ashes to Ashes
as needed. Even though Im only taking one Judicator,
the Colossal is still an important enough piece of my
plan that some warjack support needs to be added to
my list. A minimum unit of Choir is my first selection,
as its Safe Passage ability can be very helpful in stopping
some of those AOEs from targeting the Judicator in the
first place. Ill also add a Vassal of Menoth because, well,
when youve got ranged weapons as awesome as the
Judicators, who doesnt want a free shot each turn?
Next up, its time to add some hard-hitting infantry to
the list. The point of this list is to deny my opponents
any chance to soften up my elite forces before they smash
headfirst into their lines and break through to their caster.
I want high ARM, hard-hitting soldiers who can get the
job done.
Ill start with two elite units, Exemplar Bastions and
Exemplar Vengers. The Bastions will be my second wave,
along with the rest of my infantry, whereas the Vengers
will be the first to crash into the foe. After the Vengers
initial charge, Ill continue to march my forces up the
field as my opponent is forced to deal with five largebased models smashing into the middle of his line.
I considered adding a second unit of Exemplar Bastions
to round out my infantry choices, but I decided instead
that I wanted more bodies to provide souls for the High
Reclaimer in the mid- to late-game. Sticking with my
idea of the type of infantry I want, Ill add a full unit of
Temple Flameguard along with their unit attachment.
With the Iron Zeal ability from the Officer, I have the
option to charge behind the Vengers while maintaining a
decent ARM or to advance in front of the Bastions using
Shield Wall and Iron Zeal to create a barrier that will be
incredibly difficult for an opponent to overcome.

62

Tournament Triple Threat

At this point, I have many of my bases covered. I can


deliver wave after wave of elite infantry, I can handle
enemy Colossals and Gargantuans by softening them up
with my Vengers or Bastions and following through with
my Judicator, and I can protect my forces by denying LOS
for my opponent. Also, thanks to the High Reclaimers
feat, Ill have some fun assassination angles after I lose
soldiers later in the game. But I still foresee two major
issues I need to address.

This list is going to be an absolute nightmare for some


armies to battle, and I have to make sure I choose
carefully who will face it. Since all of my lists would have
to be played at least once in a Masters or Iron Gauntlet
tournament, I would play this list as early as possible
to avoid getting locked into using it in an unfavorable
matchup later in the tournament.

With my Kreoss and Harbinger lists, I was never too


concerned about enemy upkeeps, thanks to Purification on
both warcasters, but with the High Reclaimer there are a
few spells that can really devastate my forces. For instance,
a well-placed Arc Node within a cloud effect followed by a
boosted Grippling Grasp would put me in serious trouble.
I need a way to remove upkeeps, and that calls for Eiryss,
Angel of Retribution. With the infamous Eiryss on my
team, I feel a bit better about my matchups against certain
nasty spellcasters. Finally, I need a way to handle rough
terrain. If my plan is to march my forces upfield under
the High Reclaimers protective ash, anything that might
significantly slow me down is going to be an issue. Since
I havent already used Rhupert Carvolo, Piper of Ord in
either of my previous lists, hell be a perfect fit for my final
two points.

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

Control: 50-POINT LIST


Model
The High Reclaimer

Point Cost
+6

Hierophant

Judicator

18

Choir of Menoth (6)

Eiryss, Angel of Retribution

Exemplar Bastions (5)

Exemplar Vengers (5)

11

Rhupert Carvolo, Piper of Ord

Temple Flameguard (10)

Temple Flameguard Office & Standard

Vassal of Menoth

Total

50

Tournament Triple Threat

63

GUTS

&

GEARS

By aeryn rudel art by Andrea Uderzo

Guardians: Vessels
of the Great Ones

It is well established that Master Voskune was not only


the first mortitheurge but also the first to discern what
awaited the skorne beyond death. In the course of his
occult studies, he was dissatisfied with the limits of mortal
vision and so undertook a ritual wherein he plucked out
one of his eyes and replaced it with a crystalline oculus.
Translated by Viktor Pendrake from The Vivakios, a treatise by Through this oculus, he perceived the spirit realm,
Extoller Jushk of House Kursorik, written at the request of the witnessing the wispy ephemera of spiritual energy that
Vinter Raelthorne IV during the period in which he acted as leaves a body after death. He watched in horror as these
the supreme archdominar of the Skorne Empire.
shrieking spirits were swallowed by the Void, there to
experience an eternity of pain and madness.
Date of Origin: 599 AR (approximately)
Date of Transcription: 607 AR

Knowledge of this terrible fate might have broken the


will of a lesser skorne, but Voskune was a visionary. He
Translators Note: For ease of reading, I have replaced all dates
in this manuscript with corresponding dates from the standard learned how to shape and manipulate spiritual energy,
and he theorized there might be a way to keep it from
calendar. These dates should be considered approximate.
vanishing into the Void. He was the first to suggest the
At the request of the supreme archdominar, I, Extoller possibility of exaltation, but he did not live to see this
Jushk of House Kursorik, have been tasked with compiling mystery solved. On his death his spirit was lost, a great
what knowledge exists regarding the use of the exalted sorrow for all future generations.
ones who walk as living statues alongside our armies. I
am honored that the mighty Supreme Archdominar has Masters Ishoul and Kaleed expanded upon Voskunes work
taken an interest in my lifes work, and I shall endeavor to and after many decades at last achieved the breakthrough
to make exaltation a reality. They discovered certain
elucidate for him all that I can on the subject.
crystals had a special resonance with spiritual energy. If
I have personally overseen both the physical creation of properly carved and purified, such a crystal would attract
many ancestral guardians and the fitting and awakening a recently freed spirit into itself and then preserve the
of the sacral stones that give them motion and strength. I essence of the slain eternally within its faceted depths.
will, however, endeavor to summarize this information, This would be referred to as a sacral stone, while those
painstakingly gathered over many decades, in a way that who were saved from the Void became exalted. Dominar
can be comprehended by those who have not spent a Vuxoris, he who established the code of hoksune, was to
lifetime in such studies.
be the First Exalted in the hopes his wisdom and courage
would be saved to benefit those who came after him.

History

Before I expound upon the creation and role of the ancestral


guardians and the lesser exalted known as immortals, I hope
the Supreme Archdominar will indulge me a short foray into
the annals of history so that he might better understand how
and when these vessels of the exalted came to be.

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Guts & Gears

The earliest extollersbeing those who followed in the


footsteps of Ishoul and Kaleed by sacrificing an eye for an
oculus to see and manipulate spiritsworked to preserve
the greatest and most worthy skorne leaders, each
becoming an exalted ancestor. These sacral stones became
prized relics of their houses, but their value was more than
symbolic. Extollers could speak with the ancestors to gain
the benefit of their wisdom. But it was soon discovered

Guts & Gears

65

these stones also emanated great mystical energy, power


that could be harnessed to empower weapons and armor.
The greatest of sacral stones could even be shaved and
divided, and each chip and fragment contained a portion
of the power of the original stone. By this method, the elite
warriors of a house could be armed and protected by the
strength of the ancestors.

the elite bodyguards of these tyrants, were also preserved


to honor their final sacrifice and to serve as companions
for the exalted in death. This way they would be forever
connected to their liege, often found set into immobile
stone bodies, watching the tombs of the house.
In 707 BR, during the great conflict known as the War of
the Exalted, the number of great leaders transformed into
ancestral guardians rose significantly. During this conflict
the extollers discovered the process whereby a guardian
could be empowered to collect the spirits of the worthy
slain, and the body of each guardian was set with receptive
and empty sacral stones for just this purpose. This changed
the way great houses viewed their guardians, who were
taken from the shrines and treasuries and sent out onto the
battlefield alongside house armies to preserve the worthy.

Some of the earliest extollers were incautious with the


stones left in their charge, too intent on empowering
the armies of their houses. Eventually a divided sacral
stone would be whittled down to nothing, the ancestor
ultimately divided so badly that his mind would be lost,
his wisdom sacrificed. Before the founding of the first city
of Malphas, many of the eldest sacral stones, including
that of Vuxoris himself, suffered this fate. This lesson has
not been lost on the extollers of today, and strict limits
Since 707 BR, the form and function of the guardians has
have been imposed on the degree to which a sacral stone largely been unchanged, and there have been countless battles
can be reduced to create relics of power for house leaders. in which they have played a pivotal role. Entire dynasties
Some seven hundred years after the founding of Malphas, have been preserved from the Void by their efforts. During
the War of Unification, more ancestral guardians were seen
the cities of Kalvat, Kaleed, and Halak were founded.
on the battlefield than ever before. Your wisdom, Supreme
As skorne civilization expanded, so too did the use of
Archdominar, in using these great ancestors, who clearly
sacral stones. In this era, around 3100 BR, we find the support your cause, to defeat the armies of Archdominar
first mention of ancestral guardians. An extoller named Narkuuru was unprecedented and masterful. This can only be
Iskeel briefly described the process of fitting a sacral stone seen as further testament that you are truly the Reborn.
to a stone body, accompanied by his theory that a body
carved of the right stone would be animated by the sacral
energies of the enshrined ancestor. He writes: Dominar
Hashaaks sacral stone was placed within the vessel, From the earliest times, ancestral guardians have been
a body carved for him from stone receptive to spiritual carved from stones sensitive to sacral energies. To date,
energies. As I suspected, once the stone was in place, the the stone that has proven to have the best combination
dominars powerful will animated his new body, allowing of qualities required for this task, as well as durability to
our great lord to walk among us once more. All who saw serve in battle, is obsidian. This black stone is found only
him were awed by an ancestor given a semblance of life in areas where there is or has been volcanic activity. The
stone is fairly plentiful, but it can be dangerous to handle.
through once unyielding stone.
When chipped, it produces an edge as sharp as any blade,
Although Iskeel writes of his lord walking among them, a useful trait when constructing the weapons wielded by
it is clear ancestral guardians during this period were used the ancestral guardians, but more than one quarry worker
most often to guard shrines and treasuries of the powerful has been fatally cut by the razor-edged pieces.
families to which they belonged.
The body of an ancestral guardian is carved by only the
The number of ancestral guardians grew slowly but most gifted stonemasons and then only under the direct
steadily in the many wars during the following millennia. supervision of an extoller. Every detail must be flawless,
Although the process of creating a guardian was extremely and the stone must be kept in one solid piece. Chips,
expensive and time consuming, in any given war, a few cracks, and other imperfection are a great insult to the
great warriorsusually only the greatest leaders of a ancestor who will inhabit the guardian. The forms of
house who fell in battlewere seen as worthy by the the ancestral guardian have changed over the millennia,
extollers of exaltation. The most alert and war-ready of although they often bear similarities depending upon
these were chosen to inhabit a statue and possibly become the noble house that they serve. Although aesthetics are
an ancestral guardian.
important in honoring the ancestor, efficiency and utility
It should be noted that during this era, ancestral guardians in combat are seen as important as well.

Construction

lacked the ability to gather the spiritual essence of worthy


skorne warriors and store them in sacral stones. This
was solely the role of the extoller and only done during
battle. The greatest and most worthy tyrants would be
selected to become an ancestral guardian. Others, such as

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Guts & Gears

Significant ancestors, the greatest warriors the empire has


known, have often been provided with unique vessels that
better utilize their particular skills. The most prominent
example is the mighty vessel of Lord Tyrant Hakaar, the
Destroyer. Hakaar was one of the most gifted swordsmen

in the history of the Skorne Empire, and his mighty deeds


and heroic death in the War of the Exalted earned him
exaltation. Hakaars ancestral guardian was created to
reflect his peerless skill with twin blades and thus is armed
with two great swords instead of the standard halberd.
It should be noted that, above all, ancestral guardians
are created to honor the great warriors whose essences
they contain. In fact, some ancestors rarely if ever
animate the statues into which they have been placed.
This is especially true of the most ancient of ancestors,
who have moved deeper into contemplation and have
largely left this world behind. Such is the case with the
aforementioned Hakaar. While he was once active and
frequently sent into battle, in time he awakened less
and less, and now it has been over a thousand years
since he strode the battlefield. Perhaps one day, when
the empire has need of him,
Hakaar will walk again.

household estates. When they were used in times of


war, they were carefully deployed so as not to risk the
priceless sacral stones.
When it was learned that guardians could be imbued
with the ability to preserve worthy skorne after death
on the battlefieldpreviously the exclusive role of
extollersthe role of the ancestral guardian expanded.
Ancestral guardians, although not indestructible, are
mighty combatants and can withstand much punishment
before their stone bodies succumb. It became common for
the most recently exalted, those still eager for battle, to
march into combat alongside the cohorts of their house,
fighting not only to achieve victory but to preserve other
worthy warriors to become revered companions.

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

Guts & Gears

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

The information you have requested about


the ancestral guardians, Archdominar, would
be incomplete without mention of the more
numerous stone soldiers known as immortals.

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

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Guts & Gears

Role

true exaltation were nonetheless saved from the Void and


interred in lesser sacral stones as revered companions.
The sacral stones of these warriors would then be fitted to Like the ancestral guardian, the role of the immortal has
stone bodies within the tombs of their exalted rulers.
changed over the centuries, although not as dramatically.
At first, revered companions who could animate their
It was once rare that these lesser exalted were given forms
stone forms were used to protect sacred sites and noble
expected to rouse to movement. But in time the statues
estates. When they became more common after the War of
afforded the revered companions were improved, and
the Exalted, immortals were deployed on the battlefield to
extollers sought to awaken them as well, allowing these
fight the enemy and protect ancestral guardians.
warriors to also contribute to the wars of their houses.
During the War of the Exalted, the first great conflict in At first, immortals were deployed in small numbers,
which ancestral guardians were used to collect the spirits usually no more than a datha, to serve as an honor guard
of the worthy, the number of revered companions grew. to an ancestral guardian. Often, these immortals were the
It was discovered that proximity to an ancestral guardian same spirits as those warriors who served the ancestors
quickened the will of these companions, and more of them of the guardian in life. As the ranks of immortals grew,
joined the fray as the war continued.
they were deployed in larger numbers, as many as might
comprise a taberna. Such a force would include two or
Shortly after the War of the Exalted, those revered
three ancestral guardians acting as commanding officers
companions who could animate their stone bodies
and lending the immortals speed and battle vigor. In
became known as immortals. Noble houses with
modern times, the number of immortals deployed with
large numbers of immortals deployed them alongside
each ancestral guardian has increased. Dozens or even
their ancestral guardians, where they could shield the
hundreds of immortals might be led in battle by a single
guardian from enemy attacks and gain strength from its
guardian. Some houses have enough immortals to field
presence. The chance of losing the sacral stones of these
an entire decurium of the stone soldiersa daunting
lesser exalted was considered well worth the risk when
sight to any enemy.
weighed against their combat effectiveness.
Some venerable ancestral guardians have been fighting
Today, all the great houses can field a sizable force of
alongside the same immortals for centuries. In such cases,
immortals, as their numbers have swelled with the many
the immortals act as a kind of honor guard to these revered
conflicts and wars over the centuries.
ancestors, and they are never separated from one another.

Construction

Immortals, like ancestral guardians, are largely constructed


of obsidian, but lesser stones that are nonetheless reactive
to spiritual energies may also be used in the crafting of an
immortal. This allows immortals to be created far more
quickly than guardians.

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.

The exact form of the immortal is less important than that


of the ancestral guardian, and less precision is needed in
their construction. Still, a gifted stonemason is needed
to carve the bodies, and an extoller must be present to
awaken the skorne ancestor within the sacral stones. Most
Although powerful and skilled with their weapons,
immortals resemble skorne warriors of ancient times,
immortals are slow moving and can sometimes be
although there are slight variations from house to house.
outflanked by a more nimble foe. This flaw can be
The bodies of immortals are often destroyed in battle, but mitigated by the presence of an ancestral guardian, whose
if the sacral stone can be recovered, a new body can be sacral stone augments the immortals own spiritual
constructed for the revered companion. In some cases, energies, giving them greater speed and agility.
when an immortal has fought and survived numerous
battles, it is gifted with a more elaborate form to reflect
its greater status.

Guts & Gears

69

Immortals Tactics
By David DC Carl

Sculpting Tools

Sacral stones arent just pretty rocksthe power of these


stones allows the greatest skorne warriors to defy death
and to fight on within stone bodies for the greater glory of There are plenty of weapons in
the Skorne Empire.
the Skorne arsenal to empower
Immortals to even greater acts
of carnage. Between spells,
feats, animi, and abilities, there
The Immortals have plenty going for them, but their
is no shortage of powerful tools
impressive weaponry is as good a place to start as any.
for enhancement.
At P+S 13, their Great Swords are the strongest melee
weapons of any 10-man Skorne unit. The Reach advantage The best place to start when
allows the Immortals to bring more of their Great Swords
looking to support a unit
to bear on a single target, and the Magical Weapon
or two of Immortals is
advantage lends them the ability to cut down Incorporeal
an Ancestral Guardian
models or Paladins in an Impervious Wall.
solo. The Resonance ability
relies on an Immortal beginning its activation anywhere
Having a Great Sword is one thing, but Immortals make
within 10 of an Ancestral Guardian, so even one of these
the most of these weapons with the Vengeance ability. Once
medium-based solos can cover quite a few Immortals.
in the thick of combat and beginning to suffer casualties,
Immortals can move and attack in the Maintenance Phase Spells like Defenders Ward, Inviolable Resolve, and
as well as in the Activation Phase. A pair of Great Sword
Ashen Veil greatly enhance the Immortals survivability.
attacks each is certain to bring the pain against a broad
Couple one of these spells with the Basilisk Kreas
range of enemy targets.
Paralytic Aura to make Immortals virtually immune to
many common ranged attacks.
Immortals are also fairly resistant to damage on their way
toward that melee maelstrom. With ARM 17, they barely Immortals also benefit greatly from melee buff spells
even notice the blast damage of most AOE weaponry
and feats. Upkeep spells like Silence of Death, Fury,
and can shrug off a direct hit from an Exemplar Errants
Carnivore, and Ignite are particularly attractive since
crossbow or a Blighted Nyss Raptors longbow more often
they work during Vengeance attacks as well as during
than nota rare distinction among single-wound units.
the units activation.

Killer Statuary

Threat Assessment

Perhaps best of all, other models can boost an Immortals


units already impressive mobility. Tyrant Commanders
At a glance, however, the biggest strength of the Immortals
can give Pathfinder or cancel out knockdown, and
might appear to be their biggest weakness as well. SPD 4
various warlocks can provide benefits like Savagery,
can be a tough pill to swallow for a melee unit, even one
Road to War, or Ghost Walk.
with a solid ARM value to resist attrition. But Immortals
dont really have SPD 4. So long as they took even one
casualty in the previous turn, each remaining Immortal
has an additional 3 move during the Maintenance Phase.
During the Immortals activation, Resonance has the
potential to add another 2 on top of that. Then youve got
Reach to consider. All said and done, an Immortals true
charge threat range is a whopping 14, exceeding even
that of Iron Fang Uhlans!
Use board positioning in an attempt to force opponents to
destroy an Immortal or two while keeping the bulk of the
unit less vulnerable to harm. Then, on the following turn,
show that opponent just how fast a SPD 4 unit made of
clay and stone can be.

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Guts & Gears

Ancestral Guardian Tactics


By David DC Carl

Constructing
Victory

The Ancestral Guardian solos (including the character


Ancestral Guardian, Hakaar the Destroyer) stand out
even among the ranks of Skornes exalted warriors. These
sturdy and powerful constructs represent the pinnacle of
As solos with respectable
the extollers craft.
power, amazing MAT
scores, and the means
to boost their own rolls,
Ancestral Guardians have a lot in common with Immortals: Hakaar the Destroyer
a P+S 13 Reach Weapon with the Magical Weapon and other Ancestral
advantage, a means of making another attack each round Guardians
really
depending on an opponents actions (Defensive Strike), dont need much in
a base SPD 4, and a means of increasing their movement the way of support.
speed (Spirit Driven).
Even so, a bit of
The Ancestral Guardians are tougher to dispatch thanks backup never hurt.

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.

Guts & Gears

71

Ancestral Guardian & Immortals


By Dallas Kemp

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

STEP 2 Grey Stone

Preparation

1. Basecoat the model with Trollblood Highlight, adding


several thin coats to provide a smooth surface.

Prime the model with


Formula P3 Black Primer.

Cryx Bane Base


Ember Orange
Exile Blue

Khador Red Base


Menoth White Highlight
Mixing Medium
Morrow White
Radiant Platinum
Rhulic Gold
Sanguine Base
Solid Gold

5. Highlight further with Morrow White, then line the


undersides of the cracks with Morrow White.

Thamar Black
Trollblood Highlight

Colors Used: Bastion Grey, Cryx Bane Base, Morrow


White, Thamar Black, Trollblood Highlight

Umbral Umber

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Guts & Gears

3. Create the darkest shadows by blending Bastion Grey


with a touch of Thamar Black. Then use this mixture
to carefully paint the cracks of the stone. To make
this easier, thin the paint just a touch to increase the
capillary action. If this darker shade gets into any areas
not intended, go back and touch up those spots with
Trollblood Highlight.
4. Using Trollblood Highlight mixed with a drop of
Morrow White, blend highlights onto the stone
surface. Additionally, create a soft line under each
crack, pulling the line out slightly further than the
corresponding crack to help create a marbled
appearance.

Necrotite Green

2. Shade using the two-brush blending technique,


adding shadows made from a 1:1 mix of Bastion Grey
and Cryx Bane Base.

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

1. Basecoat the gems with Khador


Red Base mixed with a drop of
Thamar Black.
2. Blend a small spot of Thamar Black
onto the top left of each gem.
3. Starting on the bottom right of
each gem, blend Khador Red
Base up the gems surface.
About one-third of the gem
should be covered.
4. Create a 1:1 mix of Ember Orange
and Khador Red Base. Blend this
onto the very bottom of the gem.
5. To make the gems really pop out,
add Menoth White Highlight to
the previous mix and put a small
dot on the bottom right of the gem.
Then add a dot of pure Menoth
White Highlight to the top left.

Colors Used:
Ember Orange,
Khador Red Base, Menoth White
Highlight, Thamar Black

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73

STEP 5 FACE
Blend Necrotite Green around the eyes and the edges of
the face.

STEP 6 FINISHING TOUCHES


After sealing the models with flat topcoat, go back and
carefully apply Morrow White to the center of the eyes.
Next, highlight the gold by applying a mix of Radiant
Platinum and Solid Gold along the edges. Then, carefully
apply brush-on gloss coat to each gem.
Colors Used: Morrow White, Radiant Platinum, Solid Gold

Conclusion
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Guts & Gears

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

By matt goetz and douglas seacat


Art by Chris bourassa and Nstor Ossandn

an affinity for city life rarely have any interest in alchemy,


engineering, or other technical skills. A notable few might earn
Since before the rise of human civilizationand perhaps a reputation as skilled blacksmiths or stonemasons, but most
even before the creation of humanity itselfthe resilient and rely on their physical strength and stamina to secure low-skill
tenacious trollkin have dwelled in the wild places of western jobs. Urban trollkin thrive predominantly in manual labor
Immoren. They are a complex race divided between two ways where their prodigious strength and endurance are an asset,
of life: living in the wilderness, following their old ways and working in shipyards, as porters, as construction laborers, or
traditions, and living within the cities of mankind as citizens of performing bodyguard or similar mercenary work.
the Iron Kingdoms.
Trollkin are a deeply religious people, arguably the most
The trollkin have had a hand in shaping the history of western spiritual of the Dhunian races. Even in the cities, elder trollkin
Immoren since the earliest days of civilization. They were shamans lead their people in worship of Dhunia. Shrines
counted among the warriors of the Molgur in the wilds beyond dedicated to her can be found wherever trollkin dwell, from
the first cities of mankind, attacking the armies of the priest- small, simple shrines on street corners surrounded by humble
kings with fervor. They joined their strength to the efforts to sacrifices of food and drink to huge carved stones around
cast out the Orgoth, and a trollkin was even on the Council which trollkin regularly gather. Such monuments are tolerated
of Ten who signed the Corvis Treaties and shaped the Iron in Morrowan-dominated towns across Cygnar and Ord
Kingdoms. Trollkin uprisings have changed the course of though some locals may grumble about them. Trollkin have
military development, forcing humanity to reconsider the learned not to erect obvious shrines in areas dominated by
designs of their massive colossals and replace them with the the Menite faith, where such iconography attracts xenophobic
attention. This is true more generally across Khador; in these
smaller warjacks.
areas, Dhunian services can be misidentified by the ignorant as
While trollkin are a relatively common sight in the cities and
veneration of the Devourer Wurm.
towns of the Iron Kingdoms, their actual numbers are limited
in most urban centers. Even in cities with an active trollkin The trollkin race has strong ties to its history, reinforced by
community, urban kriels comprise only a small minority of ancestral tales etched in stone and on scrolls or passed by
the population. Often the trollkin of a given town are isolated word of mouth from one generation to the next. Old stories
families or individuals descended of those who have left the tell of heroes centuries gone and of the glory and downfall of
wilds to enjoy a different sort of life. Even those trollkin with chieftains and champions who lived and died hundreds of

races and cultures

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

The United Kriels

The United Kriels is a loose confederation of


scattered wilderness kriels, forced to band
together in response to humanitys wars.
Many of the kriels living in the Thornwood Forest,
through no fault of their own, found themselves
in theno-mans-land springing from Cygnar and
Khadors war. Massive troop movements and
battles between opposing sides wreaked havoc
on these kriels. The situation became exacerbated
when Cryxian opportunists followed in the wake
of the conflict and began to set upon the nearest
kriels, eventually displacing most from their
ancestral homes. After this, the kriels formerly of
the Thornwood Forest and those still present in the
Gnarls joined their strength under the leadership
of powerful war chiefs like Madrak Ironhide and
Hoarluk Doomshaper. This alliance has come to
be known as the United Kriels, which also
includes among its number some warriors
drawn to the cause from the northern
kriels of the Scarsfell Forest. While the
Gnarls remains a bastion of strength
and reinforcements, there is no room
there for the displaced. The majority
of the United Kriels have taken up
a nomadic existence, seeking a
place to permanently settle but
finding only warfare and strife.
Their struggles bring them
into conflict not only with the
nations of the Iron Kingdoms
but also with other wilderness
inhabitants. The alliance
between
Gnarls
and
Thornwood trollkin began
after
an
assassination
attempt on Madrak Ironhide
by blackclads of the Circle
Orboros, and since then there
has been no peace between
these groups. From the cold north
of Khador to the Fenn Marsh on the Gulf
of Cygnar, trollkin come to join the fight
of their brethren, inspired by tales of both
tragedy and heroism.

76

races and cultures

kriels of northern Cygnar to the relatively small urban kriels.


Among the smallest trollkin communities where there are no
kriels, kith take on added importance. Members of the same
kriel can be easily distinguished by the shared quitari patterns
of the traditional tartans they wear. Trollkin refer to members
of their race as kin to signify their entire people, and there
is a sense of blood connection between even far-flung kriels,
though they may clash or compete with one another.

living are often limited to a narrow range of fields with a few


rare exceptions. Trollkin communities are often built in less
savory parts of town, sequestered behind rows of industrial
workhouses and manufacturing centers. Trollkin often
experience daily prejudice, which embitters some of them and
might be used as justification for a criminal lifestyle. Yet there
are many more who stoically endure countless slights in order
to contribute to their communities.

There is also a subset of trollkin known as shenkriel. Shen


is a term for young trollkin who are encouraged to leave a
kith in the hope of eventually finding a mate. This period of
freedom and exploration away from kith and kriel is a major
transitional period for such trollkin, when they must find their
place in the world. While attitudes vary, many shen have short
tempers and are prone to picking fights in the course of testing
their limits and bonding with peers.

Cygnar

Of the Iron Kingdoms, Cygnar is the most accepting of its


urban trollkin population, despite historical and more recent
hostilities with the wilderness kriels. Trollkin living in the
cities of Cygnar can generally expect to be treated as well as
other non-humans. There are relatively plentiful employment
opportunities, and their ability to work long, laborious hours
on the docks and in factories ensures there will always be a
It is common for shen to band together for mutual protection, place for them among the nations workers. Further, trollkin
picking the toughest among them as a leader. In the cities, have earned leadership positions in several fields. The Steam
trollkin who have banded together in this way are very similar & Iron Workers Union in particular commands a sizeable
to criminal gangs and are often treated as such. Shenkriel workforce of trollkin. They are especially well represented
trollkin can be found in most cities with trollkin communities, among the Ironhands, the dedicated mercenary company
fighting to maintain control over their turf while selling their employed by the Steamos.
services as warriors. Trollkin of the kriels often express pity
at the plight of shenkriel: the name means lost and without Many of the largest populations of trollkin dwell within
Cygnars borders. They live in wilderness kriels in the nations
people, a tragic life for a race defined by its bonds of blood.
mountains, swamps, and forests, and most major cities support
a significant urban population. For example, the southern city
of Mercir has a large enough population to support multiple
kriels occupying a predominantly trollkin neighborhood.

Trollkin in the
Iron Kingdoms

Trollkin are found in all of the Iron Kingdoms, with a majority


living in the wilderness and a smaller minority dwelling in
towns and cities. Like those directed at many other non-human
races living among the human cities, opinions and attitudes
about trollkin vary greatly between cities and regions. The
imposing size and strength of the trollkin, combined with
their distinctive scowling demeanors, cause some to regard the
trollkin with fear, but when given the opportunity trollkin prove
themselves to be a race of complex, deep-thinking individuals,
as varied in personality as those of any race. When opportunity
for legitimate work is denied to trollkin, however, it is true that
some turn to lives of crime or violence. A combination of natural
fighting prowess and unparalleled physical hardiness allows
them to excel as bodyguards and fighters within many urban
gangs. This same propensity can just as often be turned to lawful
work as soldiers for mercenary companies, working as bouncers
in taverns, or joining the city watch.
Even when employed lawfully, trollkin tend to be treated as
second-class members of society. Trollkin can expect to earn a
consistently lower wage than a human for the same job and to
be passed over for advancement. Their opportunities to earn a

Cygnars relationship with its trollkin is complex, colored


by a long and complicated history. Many Cygnarans are
accommodating of trollkin, but there is still an undercurrent of
bigotry, particularly in the wake of recent conflicts with the United
Kriels at Crael Valley and the Gnarls uprising. Most Cygnarans
differentiate between urban- and wilderness-dwelling trollkin
but may still be prone to anti-trollkin sentiments. This prejudice
rarely degenerates into violence, but tensions between the two
sides create an atmosphere of isolation and separatism. Many
urban trollkin keep to districts predominantly populated by
Dhunian or other non-human races. Most large cities have one
or more of these neighborhoods preferred almost exclusively
by trollkin, ogrun, gobbers, Rhulfolk, and sometimes even the
occasional bogrin, Iosan, or Nyss.
Patriotic Cygnaran trollkin are given the opportunity to serve
their king and nation as members of the military, which is far
less common in other kingdoms. Trollkin are encouraged to
sign up as trenchers, where they are almost guaranteed to pass
the rigorous screening due to their natural hardiness. Trollkin
trenchers can haul military equipment or dig for hours on
end without flagging, and they will continue fighting despite
fatigue and injury, making them priceless and valued soldiers.
While their numbers have always been few, trollkin trenchers

races and cultures

77

caber throwing, and a preference for festivities and strong drink.


In general, southern Ord is accepting of all the Dhunian races,
but this atmosphere is not reflected by the Tordoran-dominated
north. Tordorans are more coolly dispassionate toward citydwelling trollkin, who are expected to keep to their own kind
and not interfere with Ordic citizens. Many Tordoran castellans
Trollkin living within the borders of Khador are treated well, strongly associate trollkin with disreputable or criminal activities
if somewhat distantly, while some view those living in the and presume them to be unsavory mercenaries or bandits until
wilderness as backward tribesmen. Trollkin living within cities it is proven otherwise.
are typically trusted, provided they are willing to integrate into Five Fingers is home to western Immoren's largest population
Khadoran society. Even when families have lived in a town or of urban trollkin. They thrive in many of the citys seedier
city for generations, they are rarely fully accepted as Khadoran districts with little fear of disease and infestation, and there is
citizens. This can affect them in myriad ways, particularly if plentiful work for them as mercenaries and laborers. Hospice,
they run afoul of the law.
the southernmost island, is home to the Kithgrav Bourg, which
have distinguished themselves many times in battle, some
even earning the prestigious Star of Valorthough to date, no
trollkin to earn the award has been offered the knighthood and
land that are ordinarily attached to this honor.

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

Despite their natural toughness, trollkin are not conscripted


in Khador to join the forces of the Winter Guard. Khadors
willingness to accept its trollkin population only goes so
far: High Kommand has deemed training and arming the
trollkin an unwise course of action. Still, some trollkin can
find work in peripheral roles, including among the irregulars
or as mercenaries. Materiel must be ported between cities,
fortifications built, and innumerable support roles must be
filledand trollkin are skilled at these tasks.

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

races and cultures

curving horns. The effect of Toruks corruption


is strongest in the minds of the savage island
kriels. Blighted trollkin are fiendish butchers that
revel in the act of slaughter and the consumption
of their enemies. They gorge their sickening
appetites on their still-living victims, consuming
bloody flesh and evoking the power of blood
sacrifice to empower themselves in battle.
The most infamous of these twisted trollkin are the
Bloodgorgers, currently united under the command
of the war-hungry General Gerlak Slaughterborn,
a depraved creature who constantly leads forces
of blighted trollkin on campaigns of carnage.
Slaughterborn serves Lich Lord Terminus, who
makes good use of trollkin as horrifying shock
troops that can undermine the morale of even the
most hardened veterans on the mainland.
Some minor blighted kriels on isolated islands
live unaware of these campaigns. These trollkin
are separate from the remainder of Cryx,
opportunistically falling upon any vessels
Cryxian or otherwisethat land on their shores.

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.

races and cultures

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

Building a Windy Thorp

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

Materials & Tools

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.

Step 1: The barn starts out as a 6x4x3 shipping


box. With the box still flat, mark two of the small
flaps with a centerline. This line will be useful to
illustrate where to cut the pitch of the roof and
align features such as doors.

Step 3: Tape the bottom of the box


to create a solid base. Note that the
big flaps have been cut down to
match the angle of the roof. These
flaps have also been taped down
to provide a solid base for the roof.

82

Step 2: Draw and cut the lines for one


side of the roof. Once the first side is
cut, use the offcut as a template for the
other three cuts you will need to make.

Terrain Building

Step 4: Make the doors out of basswood strips cut


down to size and glued to a cardboard backing.
Building the doors separately allows you to finetune the alignment of the planks and cut them
evenly as a group. Also, it is easier to place the
door as one solid piece than as a multitude of tiny
pieces.
To make iron bands for the main door, use a
leather punch to create a line of indentations that
will serve as rivets on a plastic strip. Since the barn
is intended to be a little run down, the placement
of these rivets should be a bit haphazard.

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 5: Glue the doors to the body


of the barn. You can see how the
centerline is useful when aligning
the pieces in relation to one other
and to the barn as a whole.

Step 6: Use basswood strips to make the siding. Take care to


ensure the ends of the strips meet the cardboard neatly. Once
the strips have been glued on, they can be trimmed down to fit
as needed. Use a different width of strip than you used for the
doors so the pieces wont blend into each other.
Step 7: Cut out the roof from a piece of medium-weight
cardboard. In this case, I used a box and cut the roof from
around a crease. Using the crease as the peak of the roof
is a good way to make the roof nice and square. A bit of
fine-tuning may be necessary, so cut the roof piece a little
larger than you need it. Again, as this piece is intended to be a
bit run down, cut a hole in the roof.
Step 8: While the roof is separate, glue a few basswood pieces
to the inside of the roof to create the broken inner structure.
Step 9: Glue the roof to the body of the building.
Use a slow-setting glue such as hot glue to give yourself time
to align the pieces.

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.

While calculating your final dimensions, keep in


mind the thickness of the material and consider
how the pieces will go together. The cut size of
some pieces may need to be slightly smaller than
you would expect to accommodate the thickness of
other pieces.
Step 2: To make the inn look as if its made out of
brick, peel one side of the paper off the foam core
and lightly sand it to expose the bare foam. You
can then expose the foam and inscribe it to give it
texture. Keep in mind which sides will be external
and thus should have the paper peeled off.

Whenever you are sanding foam and bits of paper,


use proper ventilation and respiration and dispose
of waste appropriately.

Step 4: Again, while the pieces


are separate and easier to handle,
inscribe brick texture into the
external surfaces with a hobby
knife. You can then widen the
gaps between bricks by lightly
cutting into them again with a
pencil. Keep adjacent wall pieces
nearby to compare the stone
detail and make sure it aligns
reasonably well.
Step 5: Line the windows with
thin basswood strips. Then
block the window holes from
the back with thin cardboard.
Step 6: Glue the foam core pieces
together to create the structure of
the building. Keep in mind that
super glue will dissolve exposed
foam, so youll need to use an
alternative such as hot glue or
wood glue. If you are using a
slow-setting glue such as wood
glue, use masking tape to help
the piece retain its shape as the
glue sets.

84

Terrain Building

Step 3: While the pieces are still


separate, mark and cut any details
such as windows and doors.

Step 7: Affix the roof, constructed


from a thin piece of cardboard,
again using a slow adhesive.

After the roof has been attached,


add details such as metal banding.
The banding on the walls will hide
any exposed edges, giving the
piece a more finished appearance.
To give the inn a more bizarre
feel, add a small addition to one
side. This shanty is like a smaller
half-barn glued to the second
level.

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 1: Find or cut a tube or


cylinder to serve as the base
for the windmill. Here, Ive cut
down a tube left from a roll of
shrink-wrap to be the stone base.
PVC pipe, plastic cups, and bottles
are all good materials for similar
bases.

Step 2: Cut thin strips of insulation


foam for appliqu stone texture.
Ive cut this foam into 1/41/8
wide strips from 2 offcuts.
1 foam would work too, though
you would need twice as much.
Take your time to make sure the
strips are relatively even.

Step 3: Cut stone texture into the foam strips


with a hobby knife and pencil as described in the
instructions for the inn. To eliminate the regular
pattern the edges of the strips would normally
make, cut the edges into irregular shapes. Start
with one piece and use it as a tracing template for
its neighbors edges. Once all your pieces are ready,
they should jigsaw together into one surface that
will hide the edges of the individual pieces.

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 5: Cut a smaller-diameter tube or cylinder


so your windmill can pivot. Then attach the
pivot to the base of the structures peak.
Step 6: Build the peak out of foam core. Attach a piece of plastic tube that a smaller plastic tube will sleeve into in the center of one
end. This tube will be the attachment point for the windmill blades. Make sure the tube is well secured and able to take the weight
of the finished blade assembly. For storage purposes, the blades should remain separate. A bit of forethought will save potential
problems with transporting or storing your terrain pieces later on.
Step 7: Add shingles and siding to the peak.
Step 8: Draw up a plan for the blades, then cut out the appropriate
pieces. Here, a thicker 1/4 piece cut 5-3/4 long will form one
arm of the main support with 1/8 thick pieces making up the rest
of the blade assembly. Three 5-1/2 pieces will run parallel to the
main support while ten 1-1/2 pieces form the span of each blade.

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

Step 11: Add surface details as needed. Aside from enhancing


the overall look of the piece, these will hide any problem areas
where the strips didnt line up quite as intended.

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

Old Dogs, New Tricks


Along with the entries themselves, the Monsternomicon
includes numerous pages of creature templates, which
provide creatures with special rules and abilities, allowing a
Game Master to create incredibly diverse monsters. A pack of
the same creature, with several templates applied to some of
them, creates a whole new experience.
Using a single base creature and choosing a selection
of appropriate templates, a Game Master can design an
encounter with a range of different threats and abilities while
still having a group of monsters that makes cohesive sense.
To demonstrate how the different templates in the
Monsternomicon can help build interesting and diverse
challenges, below is a pack of duskwolves designed to
threaten four starting characters (e.g., 28 EP worth of wolves).
Normally a Game Master would have seven identical
duskwolves, but by applying templates on the creatures, the
encounter becomes more varied. Templates are something like
a creatures careers: when theyre added to the creature, it gains
any modifiers, skills, and abilities of the template. A creature

isnt limited to choosing just one template, either. Creatures


can have multiple templates as well in order to make powerful
central antagonists out of a simple creature entry.
Looking at the duskwolfs suggested templates, the Duskwolf
Male and Juvenile templates are a good starting point to
create a pack of the beasts.

defensive ability. These two examples indicate how templates


can affect a creature in both positive and negative ways. So,
the encounter now looks like this:

Duskwolf Male:

8 EP

Duskwolf Female:

4 EP

Duskwolf Female:

4 EP

Duskwolf Female:

4 EP

Juvenile Duskwolf:

2 EP

Total:

22 EP

With 6 EP left to play with, consider options for additional


templates. Adding Swift to each duskwolf for 1 EP each
makes them faster and harder to hit, or, to contrast the
males offensive capabilities, a Game Master can add the
Protector template to the duskwolf females. They are
protective of the cubs in the pack, with abilities to help the
young to survive an encounter, as well as giving her the
ability to mete out some punishment if members of the pack
are damaged.

The Duskwolf Male is twice the cost of a normal duskwolf


due to his increased vitality and hitting power. On the other
hand, the EP discount of the Juveniles make them half as
much, trading their strength and some vitality for increased

There are a number of other routes a Game Master could


take designing the pack, including making one or more of
the duskwolves Maneaters, which gives them additional
combat ability against living targets, or even tainting the
whole pack with dragonblight. The varied encounters Game
Masters can build with these templates will keep players
guessing each time they enter combat, and allow for a richer,
more interesting view of the Iron Kingdoms as a whole. Full
Metal Fantasy Monsternomicon gives both players and Game
Masters are in for a real treatof the monstrous kind.

89

QUICK SHOT SCENARIO

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

Quick Shot scenario

Vladislav Abrosim, as established in the adventure Spirit in Steel


(No Quarter #44) and continued in the first three parts of Immortality
(Undeath Metal in No Quarter #53, Act of Murder in No Quarter
#54, and Mercilessly Alive in No Quarter #55). In order to play
this part of Immortality, players need to have at least played through
Mercilessly Alive.
Many Deaths, One Life is designed for 35 Hero-level characters
between 8 and 16 XP each. It takes place in Torre Tombafyr, the tower
of the Morado family in northern Ord near the Khadoran border.

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.

For the Game Master


For the last eight months, Olivia Morado, an alchemist serving as a
lieutenant for the former Greylord Abrosim, has hidden in Torre
Tombafyr, the tower of her ancestors, as she applied her skills to finding
an elixir that will extend Abrosims lifespanperhaps eternally.
Lacking proper test subjects, however, she commanded her servants
to bring villagers from the Khadoran town of Erofeev to act as living
experiments to receive the alchemical compounds she developed.
Those who showed positive responses, she retained as prisoners for
observation; those who degenerated, she disposed of.
Now, with her brother Gallo dead or otherwise defeated, her master
Abrosim directly supervising her activities, and the PCs breaching
the walls of her tower, Olivia Morado has found her isolated world
invaded. She has begun a plan of self-destruction should they reach
her. The guards inside the tower are on high alert in the aftermath of
the confrontation between the PCs and Gallo, and Abrosimwhose
scrutiny she initially welcomedis prepared to take flight and leave
Olivia Morado to her fate.

Getting the Players Involved


The adventure began when the PCs stormed the towers courtyard
and confronted Gallo Morado, the Crimson Man, in the previous
adventure, Mercilessly Alive. Now they stand on the threshold of
climbing the tower where they can already predict what they will
find: the imprisoned people of Erofeevin particular, the members
of the Marconi family. Unless they stop Olivia Morados experiments,
she will undoubtedly continue to torture and kill innocent people in
pursuit of Abrosims goal or they may die at the hands of Abrosim
himself, should he succeed.
The PCs may have chosen to rest and recover either before of after
investigating the Needle Room in Mercilessly Alive. If they did,
Olivias guards will spend that time reinforcing the entrances to upper
levels, either barricading the stairwell with debris to use as cover,
barring doors, or laying deadly traps within the rooms (p. 93). If the
PCs attack immediately, however, the guards will still be scrambling to
respond to the sudden invasion.
Once the PCs have explored the Needle Room (No Quarter #55, p. 107)
and are ready to proceed up the stairs from the chamber, they hear
moans of pain from the room above.

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.

Game Master Note


Many Deaths, One Life begins immediately after the events in
Mercilessly Alive. While it is possible to play this part without
having played Mercilessly Alive, few if any of the story elements
will have relevance to or impact on the PCs. Its strongly
recommended that players play through Mercilessly Alive
before pursuing this adventure in the tower Torre Tombafyr.

Quick shot scenario

91

Game Master Note


The PCs may choose to skip this floor for any number of
reasonsno desire to deal with the victims, fear of somehow
contracting a disease or condition from the people here, the
absence of any clear opponents, or just a desire to move to
the top of the tower as quickly as possible. Even if they do
investigate this floor thoroughly, they may not find or be able
to recover the vials of antidote locked up here. If this happens,
move the vials to another higher floor for the PCs to discover,
as the antidote gives them greater options in the conclusion
of this scenario. When relocating the vials, make them readily
accessible to the PCs, and if they return in search of the
original vials on this floor, they have already been taken by
guards or escaped victims who came through this floor after
the PCs moved on.

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

Quick Shot scenario

may be necessary before providing the antidote to victims with certain


symptoms. Finally, the text indicates, multiple vials of antidote should
be kept on hand for emergencies. After identifying the components of
the antidote, a PC can make an Alchemy roll to figure out how to recreate the compound, given access to the specific ingredients.

Alchemy
Roll

Information Discovered

12

The antidote includes the same components as


one-half dosage of batch 191 (ectoplasm, crypt
spider brain, gland of anura, mutagenic extract),
which the PCs may have discovered earlier in
the Needle Room on the first floor of the tower.

13

The antidote, when completed, must be introduced


directly into the bloodstream for the maximum
effect; if consumed, the effect of the antidote will
take 5 minutes and requires a die roll. On a 13,
the antidote fails to have any effect.

14

The antidote is fatal if applied to anyone who has


not been the test subject of any of the more than
200 alchemical batches designed by Olivia Morado.

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.

A PC who makes a Climbing roll against a target number of 10 can exit


this window and reach a turret that rises between the next two floors. If
the PCs choose to skip this floor and continue up to the next one, three
heavily armed guards in the barracks beyond the closed wooden door on
this floor ambush the PCs from behind. (See p. 95.)

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

Marconi saw his sixteen-year-old son, Tobin,


alive but near death when he was taken up
higher into the tower. Now that he is being
treated, Marconi recognizes the PCs as people
who can help save his son, and he begs the PCs
to do so. He does not know what has become of
his daughter, Tara.

12

The Khadoran official in the empty cell, Denikin,


was nearly dead when he was taken from the
second cell for further experiments upstairs.
Denikin said he came to town to investigate
rumors of a rogue alchemist whom his superiors
had dismissed as insignificant. But Denikin told
Marconi, It was much bigger than anyone
could have guessed. She is not the one I need to
find.

Though Marconi is too weak to accompany them, he whispers


information to help them rescue his son. He tells them that a trio of
armed guards is behind the closed wooden door.

Quick shot scenario

93

94

Quick Shot scenario

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

Inside the sixth cell is Marlows corpse. He clearly died of whatever


experimentations were done to him. He doesnt have any possessions
on his person. A PC who makes a successful Detection roll against a
target number of 10 discovers a sheet of paper pasted to the wall above
the sixth cell door, deliberately dirtied to camouflage it. On the other
side of it is written a message in code. A Cryptography roll against a
target number of 13 reveals the message is an escape plan that uses
a hidden ladder from the floor below it to the top floor of the tower
where there is a balcony. Anyone who reaches the balcony can attempt
to climb down the outside of the tower. A single practical note on the
plan: The ladder has been poisoned. Wear gloves and shoes.

The Closet

INTELLECT

INT 4

ARCANE

ARC

PERCEPTION

PER 4

crucible arms model 603

rat Rng AOE POW


6 10 11
Abilities: When a character fires this weapon,
choose a Crucible round (see Abilities)

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

If told of Marlows death, she immediately becomes catatonic and


says nothing further.

Name Stat Rank Stat


Command SOC 2
Rifle
POI 1
Hand Weapon
PRW
2
Sneak AGL 2
Deception SOC 2
Disguise INT 2

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

Beyond the locked wooden door is a small barracks. A Detection roll


against a target number of 15 reveals nervous breathing and movement
on the other side.

Base Size: small


Encounter Points: 7
Equipment:
Ammo bandolier, Crucible Arms Model 603
(Kings, Nations, and Gods, p. 309) Crucible
guard armor (Kings, Nations, and Gods, p.
307), gas mask, sword, blasting powder and
bullets for 15 shots, d6+6 gc

Quick shot scenario

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!

The Cell Floor has the following terrain features.


Heavy wooden table and chairs: The table and chairs are of made of
thick teak. The table can be overturned to create a barricade or cover.
Overturning the table requires a PC to spend a quick action and make
a STR roll against a target of 12. The table is ARM 16, can withstand 10
damage points, and is solid cover.
Dim torches: The torches on this floor provide dim light. A character
can spend a quick action to remove a torch from a wall sconce. Torches
can be used as Hand Weapons with a 1 attack modifier. A successful
attack made with one of the torches causes 1 point of fire damage.
Cell and barracks doors (metal and wood): The cell and barracks doors
can be broken down, if the PCs fail to pick the locks. The barracks door
is reinforced wood (ARM 16, 10 damage capacity), and the cell doors
are made of metal (ARM 20, 20 damage capacity).

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.

As the PCs enter the Morgue, read or paraphrase the following:


The chamber gas clearly repurposed as a morguethe mutilated corpses
on the autopsy slabs are indicative of thatand the bloody chamber looks
like a place for the dead. Buckets and tubs at the base of each slab are
stuffed with body parts; bodies were clearly shot while hanging in chains
on the walls. Bloody footprints crisscross the floor, as if no one could be
troubled to mop up the pools and puddles spilled from the remains. A pile
of wooden crates is stacked on the far wall, and not far from the staircase
is a metal door sealed by a vault wheel.
As you enter, a pair of frightened-looking men in bloodied white coats
with face masks hanging below their chins scramble to empty beakers
of alchemical fluids into boiling vats, and burn body parts from their
experiments with acid. Their actions fill the chamber with a low haze of
acrid smoke. Four armed guards watch over them, ready to open fire on
either the doctors or the intruders.

96

Quick Shot scenario

Game Master Note


Unkillables are experiments that have gone so completely
wrong that they have become uncontrollable yet are still
potentially viable as case studies. Their designation as
Unkillable springs from their ability to survive and recover
from wounds that would kill a normal human. Grec and all
of the guards encountered on the Morgue level know what
the term means.

Guard Tactics

The Advanced Experiment Chamber

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.

Beyond the interior door of the Morgue is a chamber containing two


tables with straps to hold a victim in place and a table of needles, glass
bottles with needles and metal tubes for intravenous use, scalpels, and
amputation saws. The room itself is immaculate, in sharp contrast to
the rest of the Morgue.

Terrain

On one of the two tables is an unconscious young woman with blonde


hair. She is strapped down and has a needle attached to her arm
running to an unlabeled bottle of an alchemical compound hanging
from a bolt on the wall. If the PCs wake her, she identifies herself as
Tara Marconi.

The Morgue has the following terrain features.


Autopsy slabs: The autopsy slabs are obstacles that provide solid cover.
Blood-covered floor: The blood on the floor is slick, making it
difficult to safely navigate. A character without Pathfinder who
moves over his base SPD while on the bloody floor must make an
AGL roll against a target number of 10. If the roll fails, the character
is knocked down after moving his base SPD.
Smoke: The haze of smoke in the room makes seeing difficult.
Unless the PCs somehow air out the room, all characters on this
level have concealment.
Wooden crates: The three crates contain stored chemical compounds
and are marked with warning signs: Volatile. Do not drop, crush, or
shake. Inside the crates, the chemicals are contained in individual
half-gallon bottles, each marked as to their contents.
If a character fires at a target that is using the crates as cover and the
attack roll misses, roll a d6. On a roll of 3 or higher, nothing happens;
either the attack miraculously missed the crates or impacted them
without penetrating to cause a detonation. On a roll of 1 or 2, an
explosion occurs when the chemicals inside are impacted by the shot.
Roll deviation for one 3 AOE centered over the crates. The AOE is a
cloud effect that stays in play for one round. Characters who start or
end their turns in the AOE suffer a POW 10 corrosion damage roll.

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

References to Tara Marconis brother Tobin and


a nameless man referred to as the Khadoran
troublemaker say the former is considered
reasonable for Mistress Morados personal
uses and the latter is a potential problem.

12

One passage says Olivia Morado is using her


alchemical compounds on herself, suggesting
for good or illwe are nearing the end of her
experiments.

16

A buried notation near the back of the primary


log reads: Iokav and Morado to go to Abrosim
HQ w/Pavor Rostisfenko to deliver respective
results; they meet at Grove of Wracks. Below
this is the note, Good riddance! in very, very
small handwriting.

The ramp that exits this room proceeds up into utter darkness and
dead silence on the floor above.

Quick shot scenario

97

SCENE 4:
The Unkillables
COMBAT

Just outside this door on a hook is a checklist detailing the


physical and mental conditions of those within who were deemed
Unkillable. They have been cast into this sealed chamber until
the experiment outcome is achieved, and these failures are
no longer needed for research purposes. One entry indicates a
Khadoran spy, injured trying to escape, is among the victims.

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.

The corridor on this floor follows the outer-wall perimeter of the


towerit encloses a large chamber in the center of the floor, but
it does not join to form a complete circuit of the tower. Instead,
it comes to a dead end in either direction. At each dead end is
a barred door on the inside corridor wall leading to the inner
chamber. In the gap between the two corridors is a hidden
manual elevator that ascends to the next level. The elevator is
accessible only via a door camouflaged to blend into the wall at
the end of the corridor west (left) of the entrance ramp.
Also to the west is an alcove created by a turret tower faade. In
the alcove is a life-size statue of a handsome young man with
a cloak made of a red marble. This is Gallo Morado before he
allowed himself to be a test subject for his sisters experiments.
While she managed not to kill him with one failed attempt after
the next, he was irreversibly deformed. Even the antidote she
devised for later batches proved incapable of reversing the harm
done to Gallos body.
To the east (right) of the entrance ramp is a second alcove. In this
alcove is a life-size statue of Olivia Morado, an ordinary-looking
young woman, her fists behind her back, her head thrown back
in pride, her eyes almost lifelike.
Further down the corridor to the right is an area lined with
floor-to-ceiling windows that overlook the wall of the courtyard
below. On the floor is a dead guard; the back of his skull is caved
in, and a bloody brick lies near the body. If hes examined, the
PCs see an empty pistol holster on his hip. Above him, one of
the windows is bloody and cracked, as if smashed repeatedly
by a fist. Bloody fingerprints trail down the glass, and bloody
footprints crisscross one another around the corpse, boot prints
and one pair of bare feet. The blood trails up the corridor and
toward the door just beyond the windows. This is where the
Khadoran official Denikin made his last bid for freedom before
being cast among the Unkillables.
At the end of the corridor to the east (right) of the entrance
ramp is an unguarded door into the center chamber; the PCs
can choose to remove the bar on this door that keeps the horrors
within at bay. These are the Unkillables. If the PCs open the
door, the Unkillables inside retreat to the opposite end of the
chamber, waiting behind the ruined center wall for the PCs to
enter (see below).

98

Quick Shot scenario

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

the naked eye. A PC who makes a Detection roll against a target


number of 10 can see something amiss with the ladder. Normal
gloves and shoes provide adequate protection against this effect.

thrall guard
Skills:

The poison on the rungs is absorbed through the skin. During


an affected characters Maintenance Phases (or every 5 minutes
outside of combat), that character must make a PHY roll against
a target number of 14. If the character succeeds, nothing happens.
If he fails, his PHY is reduced by 1. If the characters PHY is
reduced to 0 as a result of the poison, he dies. If a character
succeeds on three PHY rolls, the poison has run its course and
no longer affects the character. A character recovers PHY lost as a
result of this poison at a rate of 1 point per hour of rest.

Name Stat Rank Stat + Rank


Detection
PER 1
3

Alternatively, a PC who makes a Climbing roll against a target


number of 13 quietly scales the inner walls of the elevator shaft
to reach the next floor without being detected or using the
ladder. An unsuccessful roll indicates a loud attempt, once again
warning Olivia Morado of the PCs presence.

INTELLECT

INT 1

ARCANE

ARC

PERCEPTION

PER 3

The Unkillables Chamber


The chamber is divided down the center by a wall that the
Unkillables have battered and broken in numerous places. No
light permeates this room except for that which the PCs bring
with them. The chamber reeks of waste and rot, and the walls
are smeared with blood. Gnawed body parts, both those that
have fallen off the Unkillables and those left over from their
grisly meals, are scattered all around.
The Unkillables are mutated, with elongated limbs, the
occasional missing hands or feet, and misshapen faces. They
survivors of multiples waves of experiment who are broken
beyond Olivia Morados needs yet who she is unwilling to
destroy and end their suffering; their appearance is akin to
Gallo Morados, suggesting Olivias brother was subjected to a
similar experiment.

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

Abilities: This weapon has Reach

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

Quick shot scenario

99

with antidote, the Unkillable is sent into a frenzy, attacking the


nearest target. The injected Unkillables gain boosted attack and
damage rolls and then collapse concussed at the end of the round.
Three Unkillables stay behind when the others attack or
escapethey are incapable of walking, though they are still
aggressive if anyone steps within their reach.
The noxious fumes given off by the dead and dying in this
chamber force a PC entering the chamber to make a PHY roll
against a target number of 12 to avoid debilitating nausea that
imposes a 2 DEF for 5 minutes.

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:

The top floor of Torre Tombafyr is a hodge-podge chamber of unkempt


personal quarters and chaotic private labs. You catch glimpses of
portraits, austere furniture, balcony curtains, and floor-to-ceiling
windows on every wall. But as you enter the room, a horrifying creature,
towering over a furious woman standing behind it, moves to intercept
you. The woman, standing at one of the tables with her hands working on
the contents of a black metallic box, reaches for a beaker of green fluid on
the table beside her. Great black birds hover near her. The curtains blow
in the breeze and part long enough for you to see a dark shape outside,
moving quickly but confidently toward the balcony railing.
Olivia Morados quarters are both the bedroom she and her brother
shared and a private laboratory where she could work without
interference. A painting of a couplea handsome young man in a red
cloak and a young woman in a green dress that look like the statues
on the floor belowhangs above a small curved couch covered with
a drop cloth. Tables and shelves overflow with laboratory glass and
open trays of alchemical compounds, some of which glow with
unnatural light. A large wardrobe with clothing spilling out of it
stands between a pair of military cots; the red cloaks and enormous
mismatched boots at the foot of one bed are reminders of the late
Gallo Morado, the Crimson Man, Olivias brother.
The monstrous bodyguard standing between the PCs and the
woman shudders and trembles with its heartbeat, which is so loud
the PCs can hear it as the bodyguard moves to engage them. This
is Tobin Marconi. He is a horror to beholddisproportionately
tall, incredibly muscular, forced into ill-fitting armor too small
for its frame. One telltale sign the bodyguard was once the boy is a
ragged patch of blond hair at the back of its misshapen skull.
Olivia Morado is a short woman with dark but greying hair. Her face
and eyes give away her madness, as her otherwise ordinary features
twist into rage and murderous intent when the PCs enter her chamber.
Instead of dealing with the PCs, however, she holds her beaker above
the contents of the metallic box she has been preparing.

The Boy Named Tobin


The malformed bodyguard Tobin is so transformed that even
identifying him by name elicits no response. Only by injecting
him with the antidote can the PCs prevent him from fighting to
the death. Tobin attacks with pair of large smiths hammers. He
stands between the PCs and Olivia Morado to buy her time to
finish a suicide attackthe detonation of an alchemical bomb
that will destroy the entire floor and all her secret work with it.
Like the Unkillables, once Tobin has been injected, he attacks in
frenzy, lashing out at any target within reach. He gains boosted
attack and damage rolls before he collapses like the Unkillables.

100

Quick Shot scenario

unkillable

tobin marconi

Skills:

Skills:

Name Stat Rank Stat


Unarmed Combat
PRW
2
Detection
PER 2
Sneak AGL 2

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

Name Stat Rank Stat


Detection
PER 2
Hand Weapon
PRW
2
Intimidation SOC 2
Jumping
PHY 2

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

Darksight Characters in dim light


do not gain concealment from this
character.
Unkillable During each
Maintenance Phase, this character
regains d3+1 vitality. It cannot
regain vitality while incapacitated.

WILL 10

VITALITY: 10
Command Range: 1

POI 4

INTELLECT

smith hammers
MAT
7

POW P+S
5
13

Abilities: Chain Attack: Flatten If


this character hits the same target with
both its initial attacks with this weapon,
after resolving the attacks it can make
one additional melee attack against the
target hit. If the attack hits the target
does not suffer damage but is pushed
d3 directly away from this character and
is knocked down.

+ 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.

Base Size: small

INITIATIVE

INIT 13

Unyielding While engaging an


enemy, this character gains +2 ARM.

Encounter Points: 9

DEFENSE
DEF 10

(Tailored Plate -1)

Mighty This character rolls an


additional die on melee damage rolls.

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

If the PCs bypass Tobin and Olivia to reach the balcony as


quickly as possible, they catch a glimpse of a shrouded man
Abrosimas he turns toward them and blasts a Deep Freeze
spell back into the chamber, heedless of Olivia or Tobin. If all
PCs are affected by the spell, Abrosim draws a hand cannon and
targets the closest PC. After doing so, or if at least one PC is not
damaged by Deep Freeze, Abrosim casts a spell, creating a thick
wall of ice blocking the balcony door between himself and the
PCs and then climbs onto the railing. The ice is an obstacle with
ARM 20 with 20 damage capacity, but the PCs can see through it.

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

Quick shot scenario

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.

With that Abrosim steps backward into thin air. As he disappears


over the edge, presumably to plummet to his death, a flock of
ravens bursts into the sky where he fell, preventing anyone from
immediately pursuing him as the birds swoop and dive at the
PCs approaching the balcony. By the time they can look below
for Abrosims body, he has vanished.
Olivia Morado is fearless once the battle is joined. She does not
attack the PCs, but rather holds back to see if Tobin can deal with
them. She stands ready to pour her beakers contents into the
black box. If Tobin falls to the PCs, Olivia attempts detonate the
alchemical materials inside the box.
If the green fluid in the beaker is poured into the box, it begins to
sizzle and bubble, releasing a vile-smelling odor as the volume
of its interaction grows louder and more ominous. The plumes
of smoke are breathable, but they continue to grow in size and
the sounds in volume for one turn before the mix detonates
in a massive fireball, causing a POW 16 fire damage roll to
everything on the floor, setting fire to all wood, paper, leather,
fabric, and flesh. Metal is superheated, causing a POW 12 fire
damage roll to anyone in contact with it. Olivia successfully
destroys all evidence of her activities on Abrosims behalf. The
explosion is powerful enough to instantly kill Olivia and
anyone else adjacent to the bomb when it goes off; however,
the formula she has tested on herself will restore her to life in a
day, albeit weak and vulnerable. Once recovered, she must take
another injection or she will be mortal.
If the bomb is cast off the balcony or dropped down the elevator
shaft, it does no discernible damage to the tower or anyone inside.
If Olivia is prevented from setting off her bomb, either by being
successfully damaged by an attack or if the bomb is removed
from the encounter by throwing it off the balcony or dropping it
down the elevator shaft, Olivia draws her pistol from her belt and
turns it on herself to prevent being taken prisoner and to give the
illusion of her own demise. While the shot seemingly kills her, the

102

Quick Shot scenario

alchemical compounds she has tested on herself prevent her from


dying, though the PCs may not be able to tell. A PC can make an
Alchemy or Forensic Science roll against a target number of 10 to
identify injection marks on Olivias body and her bodys changes
due to the compounds in her system. If they abandon her body,
she recovers in a day, requiring another injection of the formula to
regain the ability to survive another lethal wound.
If the PCs take Olivias body with them, they begin to see signs
of her recovery within hoursif they kill her again once her
recovery begins, she dies. Otherwise, she recovers fully, weak but
alive, and the PCs need to determine what to do with her.
If Olivia is given the antidote after shooting herself or being
mortally wounded, the antidote restores her normal human
tolerances immediately, leading to her death from her wounds.
If Olivia is taken prisoner before she can either detonate her
bomb or shoot herself, she rages at the PCs for interfering with
the work she has done for Abrosimand for the world. She hints
that she was close to success, and that with what he knows of her
work, Abrosim will be unstoppable. And then, she says, he will
come for me. And you will all do something he cannotyou will die.
If the chamber is not destroyed in an explosion, the PCs can search
Olivias rooms for additional clues about her work or her plans. On
one of the tables is an empty injector labeled FINAL COMPOUND.
A PC can make a Detection roll to locate documents scattered around
the chamber. If the PCs took Olivia alive, she can be interrogated for
the same information.

Detection/Interrogation
Roll

Information Discovered

10
or
less

Written correspondence between Olivia Morado


and a man named Pavor Rostisfenko outlines
their plans to meet up at something called
the Grove of Wracks ten miles north in the
Shadoweald to travel together to Abrosims
headquarters in the mountains to the north of
the woods. There, the two will share the results
of their current experiments. They are to meet
in less than a months time.

12

In a journal full of alchemical notations, Olivia


notes that Abrosim has begun to prematurely use
some of her early research on himself, and she
worries about the long-term effects of this.

14

A handwritten note to Olivia: I understand


your hesitancy, but I want to see this elixir of
yours in action just the same. Do not worry,
OliviaI am aware your success is incomplete,
and I wont stay long. I have greater matters to
attend to, so close to the end.

15

Olivias journal has records of her tests, including


FINAL COMPOUND FOR ABROSIM as the last
entry. Given that this test was just a few hours
ago, Olivia does not know its effectiveness. The
bottom of the page, which contained the formula
for the compound, has been torn away.

In Gallos overstuffed wardrobe is a small lockbox with a simple


combination lock on it. (If Olivia detonates her alchemical bomb, the
lockbox survives the explosion.) A PC can make a Lock Picking roll
against a target number of 12 to open it, or break it open with a STR
roll against a target of 15. Inside are a dozen gold coins, a small rolled
portrait of a familyparents with two children, who are clearly Gallo
and Olivia; in his youth, Gallo was an attractive child while Olivia was
unremarkableand a stack of letters Olivia wrote to Gallo while he
was abroad in Khador. If a PC spends 15 minutes scanning the letters,
the following note dated three months earlier catches his attention.
I need you to come home as soon as possible. I am anxious to give Abrosim
what he needs and then to put distance between our family name and his
plans before they come to fruition. To that end, I have a series of compounds
to testyou are the only soul I would trust with these injectionsand after I
meet with him to pass on my discoveries, we need to disappear for a time. He
will succeed in attaining immortalityand when he does, thousands of deaths
will follow as he builds an army of soldiers that are impossible to kill. Given
time, no kingdom will be able to stand long against him. No religion will be
able to stop him. He may spend years harnessing his forces, but it is inevitable
that he will one day rule whatever nation or nations he chooses. We want to
be far away from here long before his plans for domination begin because those
who know how he came to be will be the first to die.

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.

Quick shot scenario

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.

By josh colon ART BY aleksey Kovalenko

The Mage Hunter

Thalen has since become a lone wolf, even by the standards


of the mage hunters, going months without contacting
any Retribution cell and then only for necessary resupply.
A fearsome and devout member of the Retribution of
Thalen seems to no longer answer to any of the Retributions
Scyrah, Thalen Malvyss embodies both the highest ideals
regional commanders, instead wandering the nations of men
and lowest instabilities of his order. Having singlehandedly
while determining his targets directly through visions and
brought down dozens of human arcanists and sorcerers over
portents from the goddess. Such behavior has been tolerated
the decades, it appeared Thalen would likely one day be
because, several years ago, Oracle Relvinor Luynmyr of
counted among the paragons of his sect. Ten yearsago,this
the Nine Voices let it be known that Thalen was allowed
Iosan believed he experienced a vision of the goddess herself
autonomy so long as his actions did not interfere with
and became convinced he had received the gift of foresight
ongoing operations. If the oracle knew of the increasingly
and the ability to spot those whose arcane power drained
wayward actions of this once-esteemed hunter, he would
life from Scyrah years before their abilities would manifest.
undoubtedly revoke this privilege.

104

Scoundrels & Sell-Swords

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.

Scoundrels & Sell-Swords

105

Following this incident, Thalen had the full respect of his


peers and superiors. A few years later, in his third decade
of service, he was given command of his own strike team.
His group was stationed in one of the largest Retribution
cellsnear Ceryl, a city known for being a major gathering
point and learning center for human arcanists. Eventually,
Thalens unit was ordered to eliminate a senior member of
the Fraternal Order of Wizardry, a powerful arcanist named
Isaac Applebry. After weeks of reconnaissance, Thalens
team prepared to strike when Applebry and a personal
retinue would be traveling northeast toward Corvis. As
the two target coaches neared a small town to settle for the
night, his mage hunters struck.
Subsequent investigations by both Cygnaran officials and
Retribution agents failed to uncover the full details of what
transpired that night. The bodies of Applebry and every
member of his caravan were found the next day, brutally
executed. Thalen Malvyss alone survived the conflict,
and in the intervening years, he has refused to speak of
what transpired that night, even under direct orders from
Retribution commanders to reveal what became of the nine
mage hunters under his command.

During his extended recuperation, Thalen Malvyss believes


he had a fevered vision of Scyrah appear before him, placing
her hand on his forehead and, with a whisper, blessing him
with the gift of foresight. This ability allegedly allowed him
to determine human arcanists on sight, even when the targets
concealed their true natures by posing as common laborers
or merchants. Thalen immediately determined he had been
chosen and that all the suffering he had endured was meant
to prepare him to become a singular instrument of wrath.
With his new mission kept secret from his Retribution
comrades, he began leading a double life, completing
the simple missions his superiors assigned to him while
awaiting whatever subtle or esoteric portents appeared to
name his next divinely chosen target for elimination.
Whether or not Thalen Malvyss truly experiences visions
has been a topic of intense debate among Retribution leaders
who learned of his actions, particularly in light of his recent
deadly, yet methodical, actions and his utter dismissal of
caution. For nearly a decade he conducted these killings in
secret, using his experience as a mage hunter to perpetrate
seemingly random assassinations across the Iron Kingdoms.
From a stonemason in Berck to a city watchman in Mercir,
Thalens killings were never connected to one another, and
until recently, the infrequency of his visions had kept the rest
of the Retribution of Scyrah from discovering his murderous
activities. In the past year, however, Thalens behavior has
reached deeper and more erratic levels. Whereas before
he would go months between visions, his killings are now
becoming increasingly frequent.

Thalen was sent to a remote safe house to recover from his


injuries while his superiors debated his fate. Ultimately,
his years of service and dedication to the cause earned
him leniency from Retribution leadershipan unknown
benefactor within the leadership championed Thalen and
stood by his actions, despite heavy oppositionand he was
allowed to continue his work, albeit stripped of his rank. This
Even more disturbing, Thalen believes he has achieved a
mercy would ultimately prove to have dire consequences.
deeper understanding of Scyrahs messages such that he
can now foretell which humans will develop arcane powers
years before they manifest. He has committed more and more

106

Scoundrels & Sell-Swords

thalen malvyss

SPEED

SPD 6

STRENGTH

STR 4

AGILITY

AGL 5

PROWESS

PRW 5

Ambidextrous The character does


not suffer the normal attack roll
penalty with a second weapon while
using the Two-Weapon Fighting ability.

POI 5

INTELLECT

INT 4

ARCANE

ARC

PERCEPTION

PER 4

crossbow

rat Rng AOE POW


5 10 12
Abilities: This weapon requires a full
action to reload.

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

Camouflage The character gains an


additional +2 DEF when benefitting
from concealment or cover.
Crackshot The character can
accurately track his target despite its
attempts to take cover. When making
a ranged or magic attack against a
target that has concealment, cover,
or elevation, this character gains +2
on the attack roll.
Crossbowman The character can
reload a crossbow as a quick action
instead of a full action.
Feat Points This character starts
each encounter with 2 feat points.
He is allocated 1 feat point at the
start of each of his turns. He can only
have up to 2 feat points at a time.

Guided Hand The character can


spend 1 feat point to designate a
living human target. The character
gains a +2 bonus on attack rolls made
against the designated target and a
+2 bonus on Tracking and Detection
skill rolls to locate the target. Guided
hand lasts until the designated target
has been eliminated.

Arcane Assassin When making


attacks, this character ignores focus
points overboosting the targets
Power Field and spell effects adding
to its ARM or DEF.

Feat: Untouchable The character


can spend 1 feat point during his
turn to gain +3 DEF for one round.

AGILITY

+ Rank
7
*
5
5
7
6
7
6
6

Abilities:

POISE

IQ

Given Thalens unquestioning belief that his actions are


justified, PCs may be able to see his confusion and realize
what has happened to him, but only if they include an Iosan
who is somewhat versed in Retribution beliefs. It is worth
remembering that very few non-Iosans are aware of the goals
of the Retribution. If PCs learn of Thalens madness, they
may be inclined to deal with him more humanely, perhaps
even breaking the cycle of serial murders, or more likely
may find themselves the targets of one of his visions.

PHY 5

PHYS

There is a wide range of possibilities for PCs to encounter


Thalen Malvyss. Any group with one or more investigators
might find themselves drawn to the mysterious and
seemingly random nature of the Greenleaf Killings. PCs
might encounter Malvyss just before (or after) one of his
divine killings, as any human is a potential victim. An
NPC ally or even one of the PCs may find themselves in
Thalen Malvyss sights. If one of the characters is a mage
hunter, he may be assigned by leaders of the Retribution to
investigate the recent murders. The particular threat Thalen
Malvyss brings to the table represents a unique opportunity
for characters who would normally oppose one another to
come together for a mutual purpose.

PHYSIQUE

LL

Out in the
World

Name Stat Rank Stat


Crossbow
POI 2
Deception SOC 1
Detection
PER 1
Disguise INT 1
Hand Weapon
PRW
2
Jumping
PHY 1
Sneak AGL 2
Survival
PER 2
Tracking
PER 2

TE

The most recent killing was in the Cygnaran town of


Whitehaven, just northeast of Fharin, where the local
mayors family was found murdered, each victim holding
a green leaf with a red eye in one hand. Because the victims
were the family of a public figure, word of the so-called
Greenleaf Killings began to spread throughout the
eastern Midlunds. With this latest massacre, Malvyss has
at last given strong hints to probable madness, perhaps
having fully lost his grip on reality. He clearly believes he
has reached the highest communion with the Goddess and
that he now knows which bloodlines will give rise to human
arcanists, even generations on. Thus, he has taken it as his
sacred duty to put an end to these bloodlines before the
threat they represent can manifest. Thalen Malvyss takes
no pleasure in his dark mission, but he will do whatever is
necessary to extend Scyrahs life, no matter the cost.

Skills:

murders of innocent men and women all across Cygnar


and Ord, and Thalen has begun to leave a sigil behind: a
single green leaf with a vertical eye painted in red at its
center, placed in the right palm of each victim. A sacred
sign, praising the Goddess. While no human investigators
have uncovered the meaning behind this grisly calling card,
Thalens sigil has finally drawn the attention of agents of
the Retribution, who have dispatched other mage hunters to
gather information on the murders.

Iron Will The character can reroll failed


Willpower rolls. Each roll can be rerolled
only once as a result of Iron Will.

Command Range: 6

Skilled The character gains an


additional attack during his activation
phase if he chooses to attack that turn.

Base Size: SMALL


Encounter Points: 19
Equipment:
Crossbows, flint, handful of green leaves,
tailored plate, rope, small container of red
paint with brush, small hunting knife, water
skin, 200 gc

Two-Weapon Fighting While


fighting with a one-handed weapon
or pistol in each hand, the character
gains an additional attack for the
second weapon.

Scoundrels & Sell-Swords

107

CAREER
COUNSELING

By Tim Simpson
Art by Imagionary Friends Sudios
and Karl Richardson

his article series is designed to aid Game Masters and


players alike, providing guidance to create characters
reflecting iconic models in both WARMACHINE and
HORDES. The advice provided within is deliberately broad,
presenting variants of these models with compelling backgrounds to
help breathe life into the characters as they make the transition from
the tabletop to the roleplaying game. These characters can provide
players with a framework for building their own PCs or can be used
by Game Masters to flesh out the world of the Iron Kingdoms.
This session of Career Counseling takes us into the far north:
Khador. While Khador can be a cold and harsh locale, the
Motherland produces strong, hardy, and resourceful characters.
The wild mountain men known as manhunters and the kayazy
assassin underbosses are certainly no exceptions, as they are
some of the toughest characters in Khador. It is no surprise,
then, the Khadoran High Kommand has many of these men and
women in their steady employ.

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

an optioneach elemental choice can play into the manhunters


abilities within the environmentPriest can also be an interesting
career choice. Perhaps this manhunter is more akin to a wandering
missionary, spreading the word of Menoth or Morrow to the farflung reaches of the icy north.
This type of manhunter could be played more altruistically than a
pure hunter of beasts and men, stopping to help others in need. A
Gifted Priest/Ranger could also swap out the traditional manhunter
weaponry of two axes for a battle staff or perhaps even a bow,
representing a hunting tool wielded in the name of the characters
god. A Priest/Ranger also has a wide variety of spells to work
with, in addition to formidable melee skills. A Menite manhunter
has much more offensive punch than a Morrowan version, using
spells such as Immolation, Cleansing Fire, and Ashes to Ashes to
release purifying fire against his enemies. There are also a few more
indirect spells, such as Purification and True Path, to help your party
with enemy spells and terrain hindrances. A Morrowan manhunter
could use True Sight to track his enemies in complete darkness while
seeing through any obfuscation those foes may use. There is also the
option of using Blessing of Health, Triage, and eventually Heal to
keep other party members and important NPCs alive throughout
an adventure. Last but not least, there is Hand of Fate, allowing the
manhunter to improve his already impressive attack abilities.
For a darker tone with the potential for some intense storytelling,
consider a Mighty Doom Reaver/Ranger. This manhunter
may have discovered one of the ancient Orgoth Fellblades and
has begun using it in his exploits. Manhunters can already be
portrayed as dark characters, hunting and killing their fellow man,
so adding a blade that wears down its owners willpower as it
works to convince him to give in to his rage can really ratchet up
the tension. This may lead to an increasingly insane party member
who becomes even more potent in melee due to the Berserk ability,
as well as one becoming an Abomination.
The final manhunter example, the Intellectual Aristocrat/Ranger,
plays against the manhunters common image as an untamed
wild man. Most would expect a manhunter to be uneducated

With the Archetype feats Bounding Leap and Vendetta, the


underboss can reach his target despite obstacles, and he can
ensure it is put into the ground for good. The underboss may
have been in the military but was discharged and forced into
the underworld, where his trained military skills allowed him
to rise to the top ranks of a gang. Archetype abilities such as
Righteous Anger and Invulnerable create an underboss who is
protective of his party but is also a fairly hard character for any
foe to overcome. Swapping out the traditional assassin blade for
a maul or war hammer can make for a powerful underboss who
can smash anything or anyone.

manhunter

and backward, but this type of manhunter is built to defy that


stereotype. This manhunter comes from one of the northernmost
parts of Khador, such as Feodoska or Vardenska, where there are
few major cities. Though part of a minor noble family, he does
not look like a noble or portray himself as one. In fact, he might
even seek to deny his noble birth, living among commoners
of his province without being noticed. Supplementing his
axes, perhaps this manhunter uses a rifle he has trained with
since childhood. With archetype abilities such as Photographic
Memory or Prescient, you can have a manhunter who truly
knows every inch of his land in detail or a manhunter who can
always take the first turn of combat.

Kayazy Assassin Underboss:


The 1,000 Ways of Death

A final creative underboss to consider is a Gifted Thamarite


Advocate/Cutthroat. This devotee of Scion Khorva strives to be a
master assassin. Using the Thamarite Advocates abilities Imbue
Weapon and Soul Taker, the underboss becomes a whirling dervish
of death, wielding an imbued assassins blade to slit the throats
of his enemies and steal their souls. Add in the Archetype ability
Combat Caster and spells such as Ghost Shroud and Dark Fire
for a potent assassin who can supernaturally avoid enemy strikes
and trap their souls without much effort. In a more social setting,
this type of underboss can make good use of the Corruptor ability,
along with the Devils Tongue spell, to slowly seduce his gang into
increasingly hideous acts to further his own objectives.
Once his gang is convinced, the underboss can send his men out
to plunder the morgues and cemeteries of his city, robbing graves
for materials he can use to build a steadily growing army of thralls.
With the combined force of his living and undead gang, theres
nothing to stand in the underboss way.
Regardless of whether these character builds fulfill your own
vision, let the process of this article serve as a guideline to develop
your character in the Iron Kingdoms Full Metal Fantasy Roleplaying
Gameeither in emulating your favorite solo or perhaps creating
something entirely new.

On the urban streets of Khador, there is little more intimidating than


the prospect of running afoul of an underboss of one of the local
bratyas. A standard kayazy underboss could likely be a Cutthroat/
Duelist, as many of those careers abilities fit within what a kayazy
underboss does in WARMACHINE. The following career choices
offer different takes on a kayazy underboss character.
A Skilled Bounty Hunter/Cutthroat could be an underboss who
has started hunting others for profit, sport, or both. With abilities
such as Take Down and Binding, and Archetype abilities like
Disarm or Preternatural Awareness, this underboss would be
constantly aware of his surroundings and can take prisoners dead
or alive. Instead of the typical assassins blade, this underboss
might choose to carry manacles and several bolas, specializing in
taking down his prey before killing them or turning them over to
his superiors in the gang.
A Mighty Cutthroat/Military Officer makes for an underboss who
leads a squad of soldiers. This underboss is extremely deadly, using
Natural Leader and Team Leader abilities to direct his comrades
against horrific odds and into dangerous encounters.

Kayazy Assassin Underboss

Career counseling

109

player Gallery

MAR S HAL L I N G

Marshall Reeves is the Lock & Load GameFest 2014 Hardcore


Master Craftsman champion and recipient of the P3 gold medal
for Best Battlegroup. We spotted his amazing Trollbloods army
on the Lock & Load tournament tables and are pleased to
feature it in this issues Player Gallery.
My goal with this army was to make something that really
pops on the battlefield. I wanted to utilize rarely seen
color combinations: hence, the pink, grey, and red motif.
To add even more character to these forces, I created extra
details like custom walls, war paint, and signs.

110

player gallery

The armys centerpiece, Mulg the Ancient, is the brainchild of


Kelowna, British Columbias Press Ganger, Will Hellebrand.
I wanted Mulg to tower over everything, befitting of the
most fearsome warbeast in all of HORDES. Will created a
massive monster of a Mulg model out of an Extreme Dire
Troll Mauler, and he worked the Earthborn Dire Troll into an
awesome new pose, leaving me to add the finishing touches.
I worked to get the beasts to look as if they were almost
a part of the environment itselfancient and full of
natural aggression.

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

Konrad Krolicki crushes the challenge with his unique


purple-and-gold Ghordson Earthbreaker.

Check out page 112


for the next
No Quarter
Painting Challenge!

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
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One Enemy.
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Its All or

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SEPTEMBER 2014

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