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WARMACHINE: TACTICS ARRIVES!

FORCES OF DISTINCTION XVII


IMMORTALITY: MERCILESSLY ALIVE
Expanded look at the new video game

Commander dalin Sturgis and Sturgis the Corrupted

Part 3 of the ongoing roleplaying adventure

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Credits
President: Sherry Yeary
Chief Creative Officer: Matthew D. Wilson
Creative Director: Ed Bourelle
Director of Business Development: Will Shick
Director of Operations: Jason Martin
Project Director: Bryan Cutler
Publications Manager: Aeryn Rudel
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles
Graphic Design Director: Josh Manderville
Development Manager: David DC Carl
Marketing Manager: Lyle Lowery
RPG Producer: Matt Goetz
Editorial Manager: Darla Kennerud
Studio Director: Ron Kruzie
Hobby Manager: Stuart Spengler
Playtest Coordination: Jack Coleman

Editor-in-Chief: Michael G. Ryan

On the Cover
Sturgis the Corrupted by Todd Harris

Juggernauts Journey:
Hollywood, california

Editing: Michael G. Ryan,


Michael Sanbeg
Proofreading: Matt Goetz, Aeryn Rudel
Continuity Editors: Douglas Seacat, Jason Soles
Graphic Design: Richard Anderson,
Matt Ferbrache, Laine Garrett, Josh Manderville
Photography: Michael Archer, Matt Ferbrache,
Rob Hawkins, Dallas Kemp, Tammy Ryan
Studio Miniatures Painting: Matt DiPietro,
Geordie Hicks, Ron Kruzie

Contributors
Michael Archer, David DC Carl,
Matt Goetz, Rob Hawkins,
Dallas Kemp, Michael G. Ryan,
Michael Sanbeg, Will Schoonover,
Douglas Seacat, Tim Simpson

Illustrations
Brian Despain, Todd Harris,
Luke Mancini, Nstor Ossandn,
Karl Richardson, Mike Schley,
Andrea Uderzo, Greg K. Smith,
Brian Snoddy, James Wolf Strehle,
Francis Tsai, WhiteMoon Dreams

Racing down the coast, our Juggernaut looks to make its big-screen debut in Tinseltown, only
to find they mean something different there when they say, were shooting today.

Photo by Tammy Ryan

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All content copyright 20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal Fantasy,
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,
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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 55: July 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

Stay Sharp: Privateer Pins Guns into Summer

12

WARMACHINE: Tactics Arrives

14

High Command Previews

24

High Command Faith & Fortune Preview

32

HORDES: Exigence Previews

37

Zombies Keep Out: Night of the Noxious Dead

42

LEVEL 7 [INVASION]: The Conflict Expands

44

Forces of Distinction XVII

48

14

WARMACHINE: Tactics Arrives

Quick Shot Scenario

Immortality Part III

Table Of Contents

94

Scoundrels & Sell-Swords


Balukar Rageborn

88

Modeling & Painting: Circle Slaughterhousers

54

Guts & Gears: Precursor Knights

60

Terrain Building: Skorne Encampment

70

Iron Kingdom Archives: 605 AR

78

With a Vengeance: New Career Options

84

Scoundrels & Sell-Swords: Balukar Rageborn

88

Career Counseling

92

Quick Shot Scenario: Immortality Part III

94

Gen Con P3 Rules

109

Staff & Player Galleries

110

No Quarter Painting Challenge

112

Modeling & Painting: Circle of Orboros


Slaughterhousers

Terrain Building
Skorne Encampment

54

70

HORDES: Exigence
Previews

LEVEL 7 [INVASION]
The Conflict Expands

37

44
Table Of Contents

News from the Front

The Essence of Essex:


The South East
Club Challenge
Held in Essex, United Kingdom,
this past April, the South East Club
Challenge brought players from
various clubs together for a great day
of gaming and camaraderie. Team
CGC Bridge won the day among 14
five-player teams, and Tom Hutchings
took home the Best Painted award for
his stunning Circle Orboros force.
Watch for the Club Challenge to
return next year!

More Essex Essentials:


South East Masters
This
October
1112,
Tabletop
Nation in Essex, United Kingdom,
will once again host a three-list,
50-point Masters tournament for
up to 64 intrepid WARMACHINE
and HORDES players. Also featured
will be a raffle in support of Help
for Heroes (www.helpforheroes.org.
uk), giving players a chance to win
a variety of prizes, including new
starting forces of 25 points or more.
Check out tabletopnation.simpletix.
com/EventDetails/122/Time/110 for
more details.

California Dreamin
Now in its fifth year, NorCon is
moving to an expanded location at Big
League Dreams in Redding, California.
NorCon will host a multitude of events
this July 2627, including Steamroller
and Highlander tournaments, game
demos, and open play sessions.
More information can be found at
www.norcononline.com.

To the Victor, the Spoils


The winner of this years first-ever Iron Gauntlet WARMACHINE and HORDES
World Championship, Jay Larsen, took home quite a treasure: a spectacular
trophy, unveiled to the public just before this years Lock & Load GameFest 2014!

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

Indy Exclusives:
Privateer Press at
Gen Con

Pros & Cons

Privateer Press returns to Indianapolis,


Indiana, for Gen Con 2014, bringing
players plenty of ways to get their
game on. The Iron Arena will run all weekend long, giving players a chance to
challenge one another and earn Skulls to redeem for prizes. For those who prefer a
more structured experience, Privateer Press will offer a host of tournament options
ranging from the casual Spell Draft to an Iron Gauntlet World Championship
qualifier, as well as 8-man pods of Kingmaker play for High Command.
At the Privateer Press booth, players can purchase prerelease products and
exclusive first-release Privateer Pins, as well as enjoy introductory sessions for
LEVEL 7 [INVASION], Zombies Keep Out, and Iron Kingdoms: Unleashed. As if that
werent enough, WhiteMoon Dreams Interactive will also be on hand to showcase
the new WARMACHINE: Tactics video game.

PRO: James Moreland


After the release of Escalation
ten years ago, James picked up
WARMACHINE: Prime and was
immediately hooked. A few
months later, he began playing a
Protectorate of Menoth army in a
local Escalation League, his first
exposure to the vibrant Privateer
community in St. Louis, and his
involvement grew steadily from
there. James is currently the team
leader for Privateer Weekend at
DieCon, a Press Ganger, a Privateer
Judge, and he can be found working
at both WARMACHINE Weekend
and the Gateway Open. There
is nothing he enjoys more while
working at conventions than seeing
all the players having a great time!

Running the Gauntlet


Now in its fourth year, the Running the Gauntlet Tournament Series will once
again provide an outlet for stores and players to connect within the Tri-State Area!
This 50-point Steamroller series will continue through September 14, with events yet to
come in Somerville, Maplewood, Saddlebrook, and Boonton, New Jersey.
For more details go to privateerpressforums.com/showthread.php?198769Running-the-Gauntlet-Tournament-Series.
We encourage everyone to run the gauntlet!

Taking Point:
No Quarter Pin
Now Available
New and extended subscriptions to
No Quarter now come with a unique
limited-edition pin, part of the Privateer
Pins collection. Measuring 1 x 1-1/4,
the No Quarter pin is only available to
subscribers (both print and digital), not
on the online store or at conventions,
and its only while supplies last.
For the other pins available in
the Privateer Pins line, check out
http://privateerpress.com/pins.

CON: Privateer
Weekend at DieCon
Conceived in 2008 by a group of
enthusiastic PGs and volunteers as
a sub-event of DieCon, Privateer
Weekend has grown from a group
of 40 players to over 100 enthusiastic
attendees. Privateer Weekend has
consistently had a great turnout
for all of its events, particularly
its official Hardcore tournament.
Through the hard work of the
Privateer Weekend team and the
support of the players, this subevent became an official Masters
event location in 2014 in addition to
being a WARMACHINE Weekend
qualifier.

NEWS FROM THE FRONT

New releases

Lieutenant Allison Jakes (metal)


game: warmachine/cygnar
sculptor: michael jenkins
painter: geordie hicks
release: july PIP 31104 $14.99

Kovnik Andrei Malakov (metal)


game: warmachine/khador
sculptor: michael jenkins
painter: geordie hicks
release: july PIP 33103 $14.99

Aiakos, Scourge of the Meredius (metal)


game: warmachine/cryx
sculptor: doug hamilton
painter: geordie hicks
release: july PIP 34108 $15.99

Initiate Tristan Durant (metal)


game: warmachine/protectorate of menoth
sculptor: michael jenkins
painter: geordie hicks
release: july PIP 32102 $14.99

Elara, Tyro of the Third Chamber (metal)


game: warmachine/retribution of scyrah
sculptor: doug hamilton
painter: matt dipietro and geordie hicks
release: july PIP 35061 $14.99

Gastone Crosse (metal)


game: warmachine/mercenaries
sculptor: doug hamilton
painter: geordie hicks
release: july PIP 41111 $14.99

NEW RELEASES

Servath Reznik, Wrath of Ages (resin/metal)


game: warmachine/protectorate of menoth
sculptor: dave kidd
painter: matt dipietro
release: july PIP 32099 $74.99

Gatormen Posse (plastic)


game: hordes/minions
sculptor: brian dugas painter: matt dipietro
release: august PIP 75048 $44.99

NEW RELEASES

New releases

Exulon Thexis (metal/resin)


game: warmachine/mercenaries
sculptor: michael jenkins
painter: matt dipietro
release: august PIP 41113 $27.99

Subduer/Warden/Wrecker
Heavy Monstrosity Plastic Kit
game: warmachine/mercenaries
sculptor: michael jenkins
painter: matt dipietro
release: august PIP 41114 $34.99

NEW RELEASES

Cephalyx Mind Bender & Drudges (plastic)


game: warmachine/mercenaries
sculptor: doug hamilton painter: matt dipietro
release: august PIP 41117 $49.99

Nephilim Bloodseer (plastic)


game: hordes/legion of everblight
sculptors: bobby jackson and nate scott
painter: geordie hicks
release: august PIP 73089 $18.99

Dozer & Smigg (resin/metal)


game: hordes/trollbloods
sculptors: jonathan flanders and michael jenkins
painter: matt dipietro
release: july PIP 71086 $54.99

NEW RELEASES

New releases

WARMACHINE High Command: Colossal Warfare


release: august PIP 61010 $15.99

HORDES High Command: Gargantuan Might


release: july PIP 61016 $15.99

10

NEW RELEASES

LEVEL 7 [invasion]
release: august PIP 62007 $89.99

Zombies Keep Out: Night of the Noxious Dead


release: july PIP 60010 $17.99

Classic HORDES Models Now Available in plastic


Trollkin Runeshapers
game: hordes/trollbloods
release: august PIP 71089 $31.99

Earthborn Dire Troll


game: hordes/trollbloods
release: august PIP 71100 $34.99

Classic WARMACHINE Models Now Available in Full-Size Units


Bile Thralls
game: warmachine/cryx
release: july PIP 34102 $49.99

Alexia Ciannor & the Risen


game: warmachine/mercenaries
release: august PIP 41097 $64.99
NEW RELEASES

11

PRIVATEER PINS Guns into Summer


As the convention season hits full stride, so does Privateer
Pins with dozens of new additions to the growing
collection of faction logos, popular characters, and unique
twists on familiar icons.
After a successful launch at Lock & Load GameFest 2014
in early June that saw exclusive and limited-edition pins
sell out at high speed, Privateer Pins drives into July and
August with a whole range of pins releasing during San
Diego Comic Con and Gen Con. In July, zombie editions
of characters like Lord Carver, Commander Adept Nemo,
and Saeryn, Omen of Everblight will share space on
lanyards next to chibi (smaller, cartoon-like) versions
of warcasters like Major Siege Brisbaine, Tyrant Xerxes,

and Kommander Karchev. In August, more faction logos


and a sizable host of popular characters like Iron Mother
Directrix and Ashlynn dElyse accompany the release of
more icon logos, more zombies, and more chibis, including
Father Lucant and Pirate Queen Skarre.
Were growing and expanding a whole series of lines,
says Privateer Press Director of Business Development Will
Shick. Different players have different preferences, so were
making sure we have a pin or two for everyone. We also
have San Diego Comic Con, Gen Con, and WARMACHINE
Weekend exclusivesat San Diego, for instance, we have
a special Zombies Keep Out limited-edition set that you can
only get at the convention. And as we get into fall, well

We saw a lot of excitement and enthusiasm

JULY releases
12

privateer PINS

AUGUST releases

for collecting and trading at Lock & Load


celebrate the launch of WARMACHINE: Tactics with a
special Privateer Pin set release.
The Privateer Pins website, privateerpress.com/pins,
continues to be an excellent resource for information on
all things Privateer Pins related: release dates, availability
online, and upcoming launches for the entire program. Its
also a good place to acquire unlimited pinsso players
will have spares when they do get the chance to trade with
Privateer Press staff and volunteers who may have limitededition pins. And with the approach of San Diego Comic
Con and the release of the July pin line, Shick anticipates
another fast-paced weekend of trading.
We saw a lot of excitement and enthusiasm for collecting
and trading at Lock & Load, Shick notes. Players are
really supporting our goal to foster our community
of players through our pin program. We plan to keep
building on that idea as the con season progresses.

At Gen Con in August, Privateer Pins will add more than


30 additional pins to the collection, including a special
set of RAM Beer characters based on the light-hearted
characters created for Privateer Press partnership
with RAM Restaurant & Brewery each year during the
convention. These limited-edition pins are certain to be
hot properties.
We want to keep the mix varied, Shick says, and we
want players to be surprised and excited by the choices
we make. While we know they want the Butcher and the
Convergence logo, we also want to give them pins way
beyond their expectations.
To date, the pins have been well received by players
looking to display their faction and character favorites,
and limited-edition pins have been particularly popular.
Were glad our players are enjoying this new line, Shick
says. In the end, thats the whole point.

FOR MORE PINS

privateerpress.com/pins
privateer pins

13

Arrives
By Michael G. Ryan

bringing the tabletop


to the screen
With the release of the long-awaited WARMACHINE: Tactics
video game for desktop PCs and Macs this August, players who
have spent more than 10 years in the Iron Kingdoms through
the tabletop game, the roleplaying game, or the card game will
have a bold new way to explore western Immoren. Through
the eyes of novice warcaster Allison Jakes, even players new to
the Iron Kingdoms can experience the depth and breadth of a
world at war as Jakes makes her way across the battle-scarred
landscape in a video game long in the making.
Matthew D. Wilson, owner and Chief Creative Officer of
Privateer Press and Privateer Press Interactive, and Jay
Koottarappallil, co-owner and CEO of WhiteMoon Dreams,
have spent years working together on the idea of a game set
in the Iron Kingdoms that has culminated with bringing Jakes
twenty-one missions to the screen. From the initial storyNo
Mans Landto the game designs for each individual mission
to the noteworthy multiplayer functionality, both men and their
teams have created a game that brings WARMACHINE to life
for the very first time. Soon, warjacks and warcasters will do
ferocious battle on screens worldwide.
Its incredible fun to get to see these characters doing things
we only ever imagined before, Wilson says. Characters and
ideas that were only dreams before are about to be realized in
a whole new way.

14 Warmachine: tactics

Kickstarting a
Strategy
Like allocating a warcasters focus, the development of
WARMACHINE: Tactics has been all about forethought, careful
planning, and perfect timing.
While the relationship between Privateer Press and WhiteMoon
Dreams had been moving forward for several years by 2012
in fact, for most of WhiteMoon Dreams seven years in the
businessthe fluctuating state of the video game industry had
held the creation of a WARMACHINE game at bay. The concept
was there, the creative team was there, and the audience was
there, but publishers and financial resources were always
in question. The advent and rise of online crowdfunding,
however, changed everything that was possible.

Characters and ideas


that were only dreams before
are about to be realized
in a whole new way.

We saw the opportunity to take the project into our own


hands, Wilson says, without compromising our vision.

Warmachine: tactics

15

Under the newly formed Privateer Press Interactive brand, the


Kickstarter campaign for the game launched in July of 2013 to
a thunderous reception. Thirty-six hours after going public, the
game was fully funded. And twenty-eight days and more than
20,000 backers later, supporters had contributed over 1.6 million
dollars toward making WARMACHINE: Tactics a reality.
We didnt dare to dream that we would be one of the top
gaming Kickstarters for 2013, Koottarappallil says, but once
we smashed that category, we targeted blowing people out of
the water with the gameplay experience.
Wilson agrees. Thats when we dug in and got down to the
serious work.

The team spent months researching the Kickstarter site and


the track records of similar video game projects, he recalls,
before taking the next step: designing a Kickstarter campaign
and financing the early development of Tactics in order to
share the games vision with potential backers. We wanted
people to see that this was more than just an ideawe were
already putting a great deal of effort into it.
Privateer Press and WhiteMoon Dreams then spent months
developing graphics for the Kickstarter page, crafted a
marketing campaign, shot a promotional video to showcase
the vision for the game, and determined rewards both
physical and digital for backers: novice journeyman warcaster
models, digital extreme warjacks and custom decals, rewards
deliberately designed to be top of the line.

16 Warmachine: tactics

Warmachine: tactics

17

War Stories
After growing for more than 10 years, the epic storyline of
WARMACHINE already includes an entire army of individual
characters both heroic and villainous. But for Tactics, Wilson
wanted to tell a new story, one that would grant newcomers to
the setting easy access while still rewarding veteran players.
At Privateer Press, we were developing a new round of
novice warcasters to be featured in Vengeance, he explains.
And as time goes on, we plan to evolve these characters into
epic incarnations. So, we hit upon the idea of telling their
origin stories through Tactics.
Enter Allison Jakes, lieutenant in the Cygnaran Army.

18 Warmachine: tactics

Though she already existed in the tabletop game design,


Jakes and all the other novice warcasters had not yet been
visualized, so even as her story developed, so too did her
appearance as conceived by the art team. In gameplay, Jakes
rapidly becomes the eyes through which the player views the
Iron Kingdoms. As the campaign unfolds over 21 individual
missions, players learn a great deal about the world, about
the role of the warcaster, and about what it means to lead a
squad of soldiers and warjacks into battle. Each mission is
introduced by narration from Jakes as she recounts the story
to a Cygnaran tribunalthe purpose for which leads to a
mystery only revealed at the end of the story.

By the fifth mission, Wilson says, Jakes is getting a lot of


experience as a leader but at the same time, she finds herself in
way over her head, which demands that she either evolve or die.
Contributing to this fate, several well-known characters from
the setting make appearances in Tactics, including at least one
representative from HORDES, a cameo (of sorts) that keeps
the promise made to HORDES players during the Kickstarter
campaign. All of these characters were chosen based on the
story Wilson wanted to tell, as well what was available in the
overall scope of the game. In the end, however, the story of
Tactics is about Allison Jakes rise and Dalin Sturgis fall.

The mission to rendezvous with the 7th Infantry [see sidebar]


fails to go as planned, and the fall and fate of Commander
Sturgis leaves a number of unanswered questions. In as
much as this is part of Jakes origin story, Wilson explains,
its also the story of what happened to Sturgis and how he
ended up on Cryxs roster as the first warcaster to ever jump
factions in the tabletop game.

The Tactics Tale


In WARMACHINE: Tactics, set after the events of
Vengeance, Jakes prepares for her first extended
deployment under the command of her mentor,
Commander Dalin Sturgis. Their mission: to lead
Cygnars 29th Brigade into the Khadoran-occupied
Thornwood Forest and rendezvous and give support
to Major Brisbane and the entrenched 7th Infantry as
they hold back the powerful Khadoran advance. To join
them, Jakes, Sturgis, and the 29th need to first liberate
Fisherbrook and then commandeer an old locomotive
that once serviced a coalmine deep in the forest before
the war began. As they prepare to mobilize, however,
an agent from the Cygnaran Reconnaissance Service
appears with murderous Khadorans in close pursuit.
The agent has stolen information about Khadoran
plans to recover a powerful ancient Orgoth artifact
that could turn the tide of the war in their favor if the
Khadorans are not stopped.
What happens next will test the novice warcaster
Jakes resolve by pitting her against a host of enemies
and stripping her of the leadership of Commander
Sturgis when a fate worse than death befalls him

Warmachine: tactics

19

The Ways of War


The entire campaign began with Wilsons initial synopsis, a
skeleton of the high concept: the storys key plot points and
a loose structure for the achievement goals intended for each
of the mission scenarios. Once the WhiteMoon Dreams staff
created maps and began designing a game for each mission,
Wilson then set about tightly scripting the story and filling in
the narrative between the linear missions. In the end, Wilson
says, the script was about the length of a two-and-a-half hour
feature screenplay.
With the game on a tight deadline, we didnt really have the
luxury of changing story elements in post, Koottarappallil
points out, so we really needed to make sure that everything
was good to go from the beginning.

20 Warmachine: tactics

For his part, Koottarappallil, though CEO of WhiteMoon


Dreams, also served as tech artist for the game, helping the art
staff for the game get the most bang for each pixel on screen
by understanding the technology better. His enthusiasm for
the game dated back to before his initial involvement in the
video game. In fact, many of WhiteMoon Dreams twentyfive staff members in downtown Los Angeles had been
WARMACHINE players well before launching their studio.
When the opportunity to finally begin Tactics came, they
knew the scope of the project was larger than most Kickstarter
games, but they were prepared.
Game development began with multiplayer, which was up
and running early on in the process, and the team was thrilled
to see it all begin to take shape, even in what seem like the
simplest of moments. For example, he explains, some of the
best moments were when I could see the work of several team
members all working together. Having a character run across
the grid involves engineers to get the character showing up
in the first place, artists to build the character, animators to
make the idle, walk, and run animations, designers to design
the paths and length that he runs, and then engineers again to
make sure he runs where hes meant to. A moment like that is
a great one for the team.
But, he adds, you can only assume so much before you go
into building the game. We know exactly how long its
going to take to build and animate a model, he says, but
a lot of tasks, especially in engineering, are really educated
guesses. Thus, the process for designing and developing
Tactics was best served by keeping production all under one
roof as much as possible. If animators and engineers are able
to communicate face to face, Koottarappallil says, they are
able to debug a problem in minutes instead of far longer.
Wilson, too, stayed close to the studio
in order to be on top of the rapidly
developing game as it races into the final
stages of production. His main function,
he notes, is to ensure the final video
game does justice to the tabletop game,
despite the difference in scope. Tactics
is a squad-based game, he explains,
and as such, every unit operates
as an individualas if everyone
were a solo. This requires some
amount of redesigning and a
different approach to the math
behind the game.
For their part, the WhiteMoon Dreams team was
equally focused on the single and multiplayer experience. I
cant wait for people to play our Orgoth levels, Koottarappallil
says, though he reserves his highest praise not for the game
itself but for the WARMACHINE community. Theres such
wonderful camaraderie and spirit in the tabletop game, and
I hope it finds its way to our multiplayer community and
grows it in a friendly, positive way. It will be what helps us
grow Tactics over the years to come.

Warmachine: tactics

21

Scouting the Future


The future of WARMACHINE: Tactics is unfolding in the
present: though the game officially releases in late August, the
early access phase has already begun, and Kickstarter backers
who pledged at a level including Beta now have their hands on
the game to play. Besides the game itself, the shipments of all
other physical rewards for backersan unexpectedly daunting
manufacturing and shipping task after so many backers
contributedis also completed, right on schedule.
As the game races toward its release, Wilson continues to
oversee all aspects of its final stagesartwork, game design,
script revisions, and directing the cut-scene animations and
the voice talent for the characters (at press time, the voice cast
had been assembled and recording was underway). But as
one stage of the game ends, the next one begins.
Tactics isnt just a one-off game, he explains. The
campaign is half of the core game experience; the other half
is multiplayer. Every month were going to introduce new
contentplayers will be able to grow their armies, fight over
new battlefields, try out new factions, and even play other
campaigns that well be developing in the months and years
ahead. Further, he anticipates supporting the game with
tournaments and leagues in the near and foreseeable future.
And the Iron Kingdoms will keep expanding; on the horizon,
there is still HORDES to consider.

22 Warmachine: tactics

Bonus Tactics
As much as we would have loved to, we just couldnt mix
WARMACHINE and HORDES in this specific release,
Wilson says. The scope would just have been far too big to
do either of them justice. That said, however, he is confident
HORDES is in the video games future in order to to get as
much of the world into the game as possible.
Getting to see the characters moving and fighting will
hopefully be incredibly exciting for players, Wilson says
as he looks back over the course of the lengthy project,
Its gratifying for me personally because making a
WARMACHINE video game has been an ambition of mine
since I first designed the tabletop game over twelve years ago.
And now its finally about to happen. But more than anything
else, I want this to be a great experience for everyone whos
ever traveled across the Iron Kingdoms in their imaginations.
Theyve waited a long time for this.

Theres still more to learn about WARMACHINE:


Tactics even before you play it. Behind-the-scenes
articles, fiction about the new warcasters, and more
is all available now.
No Quarter #49: The New Faces of WARMACHINE
by Matthew D. Wilson will introduce you to some of
the characters with early sketches of Allison Jakes,
Gaston Crosse, and both Cygnaran Commander
Sturgis and Sturgis the Corrupted. (Check out http://
privateerpress.com/no-quarter/issues for back issues!)
No Quarter #52: How to Make a Level by Scott
Campbell, Creative Director of WhiteMoon Dream, will
walk you through how a mission map comes together.
No Quarter #53: Love and the Art of Character
Construction by Scott Campbell shows you how
characters in the video game go from concept to
modeling to beyond.

And for that army of WARMACHINE players, eager to explore


western Immoren in a whole new way, the wait is almost over.

No Quarter #54: Story & Character: From


Journeyman to Warcaster by Matthew D. Wilson
explores in depth the growth of Lieutenant Allison
Jakes and the journey she undertakes in Tactics.

warmachine: tactics

Skull Island eXpeditions: You can read stories about


Allison Jakes and the other new novice warcasters from
WARMACHINE: Tactics in the Skull Island eXpeditions Rites
of Passage anthology, available now at skullislandx.com

AUGUST
2014

WARMACHINE: Tactics Kickstarter: You can check


out more than 50 updates to the original Kickstarter
campaign, including videos, images of the unique
models, and more. Go to Kickstarter.com and enter
WARMACHINE: Tactics in the search field.

Warmachine: tactics

23

colossalCardwarfare
List
By David DC Carl
Colossal Warfare provides WARMACHINE High Command players access to the biggest,
baddest warjacks and warriors in High Commandcolossals and battle engines. Much
like Gargantuan Might for HORDES High Command, this expansion gives players
expensive yet powerful new options for their Cygnar, Protectorate of Menoth, Khador,
and Cryx reinforcement decks, along with new resource cards that make it a bit easier to
deploy these massive machines of war. Each faction gains a new warcaster card as well as
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.

24

High Command Previews

Cygnar

2 CMD
2 WAR

There is no shortage of high Power


and Health stats in Colossal Warfare,
but Cygnar brings more defensive tech
to the table than any of the other three
factions. The Stormwall cuts down on
opposing Power slightly, while the Storm Strider shuts down
loads of synergistic enemy Power buffs. Meanwhile, the Storm
Lance Platoon brings pure offense and is one of the best cards
in the game for assaulting an occupied location.

3 CMD

STORMWALL

COLOSSAL, WARJACK

3 WAR

LAUNCH LIGHTNING POD


When you deploy or rush this card, you can destroy
one enemy warrior card at this location with 2 Health
or less or cause one enemy warjack card at this
location to suffer 1 Power until the end of the turn.

PURCHASE:

8 WAR

RUSH:

VP

STORM CHAMBER RESEARCH


RESOURCE

If this card is discarded to pay the CMD or WAR cost to


purchase, deploy, or rush a colossal or battle engine, it is
worth 5 CMD or 5 WAR instead of 3.

PURCHASE:

12 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.

3 CMD
3 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.

CAPTAIN E DOMINIC DARIUS

CHARACTER, WARCASTER

WARCASTER
Captain E Dominic Darius

2 CMD
0 WAR

0 CMD

STORM LANCE PLATOON

STORM KNIGHT, WARRIOR

2 WAR

STORM STRIDER

BATTLE ENGINE, WARRIOR

REINFORCEMENTS

Stormwall

Storm Chamber Research


Storm Lance Platoon

BATTLEGROUP COMMANDER
Friendly warjack cards at Darius location gain +1 Power.
PIT STOP
Friendly warjacks at Darius location cannot be destroyed.

RUSH:

Storm Strider
ASSAULT

REPULSOR FIELD

This card gains +2 Power the turn you deploy it.

VP

PURCHASE:

2 WAR

5 CMD

RUSH:

PURCHASE:

8 CMD

Illus. by Lars Grant-West 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.

Protectorate
of Menoth

The Judicator emphasizes the Protectorate


theme of building an efficient deck
and swarming locations with low- to
moderately costed cards (like the Exemplar Vengers Phalanx). Its
Reliquary ability can keep it surrounded with Crusaders until the
location is captured for the Creator of Man. Speaking of efficient
costs, for a reasonable 6 CMD, the Vessel of Judgment packs 2 CMD
or WAR, 2 VPs, and respectable combat capabilities.

2 CMD
2 WAR

Enemy cards at this location must use their base


Power during the battle step.

COLOSSAL, WARJACK

3 WAR

RELIQUARY
If this card is at a location when you draw cards at
the end of your orders step, draw one additional
card.

PURCHASE:

7 WAR

RUSH:

VP

11 CMD

WHISPERS OF MENOTH
RESOURCE

If this card is discarded to pay the CMD or WAR cost to


purchase, deploy, or rush a colossal or battle engine, it is
worth 5 CMD or 5 WAR instead of 3.

PURCHASE:

14 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.

RUSH:

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.

3 CMD

JUDICATOR

7 CMD

VP

3 CMD
3 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.

THE HARBINGER OF MENOTH

CHARACTER, WARCASTER

WARCASTER
The Harbinger of Menoth

1 CMD
1 WAR

EXEMPLAR VENGERS PHALANX


EXEMPLAR, WARRIOR

2 CMD
2 WAR

VESSEL OF JUDGMENT

BATTLE ENGINE, WARRIOR

REINFORCEMENTS

Judicator

Whispers of Menoth
Exemplar Vengers Phalanx

BATTLEGROUP COMMANDER
Friendly warjack cards at the Harbingers location gain +1 Power.
GODHEAD
When you rush the Harbinger, destroy all enemy cards at her
location with 2 Health or less.

RUSH:

2 CMD

Vessel of Judgment
RIGHTEOUS VENGEANCE

ERUPTION OF FAITH

At the end of each turn, you can move this card to a


location where one of your cards was destroyed that turn.

At the start of an attack at this location, enemy cards


with 2 Health or less return to their owners hands.

PURCHASE:

4 CMD

RUSH:

6 CMD

Illus. by Imaginary Friends Studios Privateer Press, Inc. All Rights Reserved.
Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

PURCHASE:

6 CMD

RUSH:

VP

12 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.

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


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

High Command Previews

25

khador

2 CMD
2 WAR

Between Karchev the Terrible, the


Conquest, and the Winter Guard Gun
Carriage, Colossal Warfare brings a ton
of new heavy hitters to the Khadoran
arsenal. Invasion of Sul took Khador
a step toward a leaner fighting style, but Colossal Warfare is a
big return to the Khadoran roots of massive Health, massive
damage, and massive purchase costs. Its a good thing the
Prikaz Chancellery Initiative card came along when it did!

3 CMD

CONQUEST

COLOSSAL, WARJACK

3 WAR

CREEPING BARRAGE
Opponents cannot rush or deploy warbeast, warjack,
or warrior cards here that have 2 Health or less.

PURCHASE:

8 WAR

RUSH:

VP

PRIKAZ CHANCELLERY INITIATIVE


RESOURCE

If this card is discarded to pay the CMD or WAR cost to


purchase, deploy, or rush a colossal or battle engine, it is
worth 5 CMD or 5 WAR instead of 3.

PURCHASE:

15 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.

3 CMD
3 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.

KARCHEV THE TERRIBLE

CHARACTER, WARCASTER

WARCASTER
Karchev the Terrible

1 CMD
1 WAR

1 CMD

IRON FANG UHLANS

IRON FANG, WARRIOR

1 WAR

WINTER GUARD GUN CARRIAGE

BATTLE ENGINE, WINTER GUARD, WARRIOR

REINFORCEMENTS

Conquest

BATTLEGROUP COMMANDER
Friendly warjack cards at Karchevs location gain +1 Power.
TOTAL WAR
While Karchev is at a location, reduce the Purchase and Rush
costs of your cards by 1 WAR.

RUSH:

Prikaz Chancellery Initiative

Iron Fang Uhlans

Winter Guard Gun Carriage

2 WAR

DEFENSIVE LINE

BLAST

At the start of an attack, if there are any other friendly cards


at this location, this card gains +1 Health until the end of
the turn.

At the start of each players attack, choose an


opponent. This card gains +1 Power for each warrior
card at this location that is friendly to that player.

PURCHASE:

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


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

4 CMD

RUSH:

PURCHASE:

6 CMD

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.

cryx

2 CMD
2 WAR

As much as Id like to say Incorporeal


battle engine and then drop the mic
for the Cryx Colossal Warfare entry,
theres so much more to this release!
Venethrax brings a versatile yet
subtle new feat to High Command, and the Kraken can eat
your opponents warrior cards. Those cards stay beneath the
Kraken card, adding to its Power, and they dont return to
your opponents discard pile until the Kraken is destroyed.

COLOSSAL, WARJACK

3 WAR

COLLECTOR
When an enemy warrior card is destroyed at this
location, you can put it under this card (instead of
its owner discarding it). This card gets +1 Power for
each card under it.

PURCHASE:

7 WAR

RUSH:

VP

10 CMD

DEATHS HARVEST
RESOURCE

If this card is discarded to pay the CMD or WAR cost to


purchase, deploy, or rush a colossal or battle engine, it is
worth 5 CMD or 5 WAR instead of 3.

PURCHASE:

12 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.

RUSH:

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.

3 CMD

KRAKEN

6 CMD

VP

3 CMD
3 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.

LICH LORD VENETHRAX

CHARACTER, WARCASTER

WARCASTER
Lich Lord Venethrax

1 CMD

BANE RIDERS CADRE

BANE, UNDEAD, WARRIOR

1 WAR

WRAITH ENGINE

BATTLE ENGINE, UNDEAD, WARRIOR

REINFORCEMENTS

Kraken

Deaths Harvest
Bane Riders Cadre

BATTLEGROUP COMMANDER
Friendly warjack cards at Venethraxs location gain +1 Power.
CHARNEL FLAMES
When you rush Venethrax, choose one card. That cards Power is
reduced to 0 and it cannot be destroyed while Venethrax is in play.

RUSH:

2 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.

26

1 CMD
1 WAR

High Command Previews

Wraith Engine
BRUTAL CHARGE

INCORPOREAL

If an opponent deployed one or more cards to this


location this turn, this card gains +1 Power.

PURCHASE:

5 CMD

RUSH:

VP

6 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.

When you deploy or rush this card, until the start


of your next turn it cannot be destroyed and cannot
attack.

PURCHASE:

6 CMD

RUSH:

VP

11 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.

castle Cardof Listthe keys


By David DC Carl
The Castle of the Keys campaign expansion for HORDES High Command
continues to broaden the High Command gameplay experience by giving
players new Winds of War and location deck options in addition to new
cards for Trollbloods, Circle Orboros, Skorne, and Legion of Everblight
reinforcement decks. Castle of the Keys focuses on the perilous journey
these factions took into Pyromalfics lair deep within the ruins of the
Castle of the Keys. As with the WARMACHINE High Command: Invasion
of Sul campaign expansion, the four warlocks in Castle of the Keys were
previously available and are the cards some players had the chance to
pick up during the HORDES High Command release events last fall.
These colored pips represent the maximum number of times a card can
appear in a particular detachment.

High Command Previews

27

Locations

As with other campaign expansions, the Castle of the Keys location cards
substantially change the way combat occurs at that location. There is even one
card, Escape Tunnel, that changes the way combat occurs at other locations.
More than ever, players will need to incorporate the location cards into their
tactics to ensure success. Castle of the Keys has three specific locations originally
seen in HORDES: Evolutionthe Cavern of Inscriptions, Escape Tunnel, and
the dragon Pyromalfic himself. (Yes, hes big enough to be his own location;
check out the story in Evolution if you have any doubts.) Castle of the Keys
also includes three copies each of general locationsCliffside Vantage Point,
Perilous Ruins, Blighted Passage, and Crumbling Parapet.
The Castle of the Keys locations emphasize a more maneuverable fighting style
than the Invasion of Sul location cards that showcased a pitched street-to-street
battle. Cards like Cliffside Vantage Point and Escape Tunnel in particular give
players a speed and adaptability wholly unlike the tanky Gates of Sul and
Walls of Sul location cards. The Castle of the Keys location deck also includes a
theme of peril. The Castle of the Keys is an ancient ruin occupied by a blighted
dragon, after all. Cards like Perilous Ruins and Pyromalfic are high-reward
cards with massive VPs, but they also carry a hefty risk.

2 CMD
2 CMD
2 WAR
2 CMD
2 WAR
2 WAR

PERILOUS
RUINS
PERILOUS
PERILOUSRUINS
RUINS

At the end of your turn, if you have


8
At the
your at
turn,
you have
fewer
thanend
twoofcards
thisiflocation,
VP8
At the
end
ofcards
your at
turn,
iflocation,
you have
than
two
this
yourfewer
cards
at this
location
are
destroyed.
VP8
fewer
than
two
cards
at
this
location,
your cards at this location are destroyed.
VP
your cards at this location are destroyed.
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.
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.
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.

2 CMD
2 CMD
3 WAR
2 CMD
3 WAR
3 WAR

BLIGHTED
PASSAGE
BLIGHTED
BLIGHTEDPASSAGE
PASSAGE

At the start of your battle step, if you


Atcards
the start
of your
battle
step, if
you
have
at this
location,
choose
one
6
Atcards
theThat
start
of your
step, if
you VP6
have
at this
location,
one
card
here.
card
losesbattle
its choose
abilities
have
cards
at this
card
here.
That
card
loses
its choose
abilitiesone VP6
until
the
end
of location,
the
turn.
VP
carduntil
here.the
That
card
loses
its abilities
end
of the
turn.
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.
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.
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.

28

High Command Previews

3 CMD
3 CMD
2 WAR
3 CMD
2 WAR
2 WAR

CLIFFSIDE
VANTAGE POINT
CLIFFSIDE
CLIFFSIDEVANTAGE
VANTAGEPOINT
POINT

When you rush or deploy a card to this


5
When you
deploy
a card
location,
yourush
can or
refresh
one
cardto
inthis VP
5
When you
or
deploy
a card
location,
yourush
can
refresh
one
cardto
inthis VP
your
reserves.
5
location, your
you can
refresh
one
card
in
reserves.
VP
your reserves.
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.
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.
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.

3 CMD
3 CMD
3 WAR
3 CMD
3 WAR
3 WAR

CRUMBLING
PARAPET
CRUMBLING
CRUMBLINGPARAPET
PARAPET

At the end of each turn, return any cards


At the
endmore
of each
return
anyto
cards 7
here
with
thanturn,
4 base
Health
VP
At the
endmore
of each
return
anyto
cards 7
here
with
thanturn,
4 base
Health
their
owners
hands.
VP7
here with
more
than
4
base
Health
to
their owners hands.
VP
their owners hands.
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.
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.
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.

0 CMD
0 WAR

PYROMALFIC

At the start of your turn, destroy one


friendly card here. When Day of
Reckoning is revealed, destroy all cards
here before resolving it.

13

VP

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.

2 CMD
2 WAR

CAVERN OF INSCRIPTIONS

When you rush a card to this location,


the rush cost is decreased by 2 CMD
or 2 WAR (to a minimum of the cards
purchase cost).

VP

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.

1 CMD
1 WAR

ESCAPE TUNNEL

If you control more cards at this location than


any other player, when one of your cards at any
other location is destroyed or discarded, you can
move it to your hand instead of your discard pile.

VP

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.

Winds of War

The Winds of War deck in Castle of the Keys builds on the themes found in its location deck. Amassing for War, Calculated Sacrifice, and
Decisive Assault add to the scouting and maneuverability theme by giving players more speed and adaptability to compound with that
of the location deck. Additionally, Redirection and Isolated Forces add to the perilous vibe of Pyromalfics fortress ruins. When combined,
the location cards and Winds of War cards become more than the sum of their parts. Consider, for example, combat at the Perilous Ruins
while one of the Isolated Forces cards is showing. This combination screams that horror movie adage, Dont go into the dark alone!
Even some of the cards that do not showcase raw elements of peril have a risk-and-reward component to them. Cautious Advance
allows players to sacrifice some of their momentum now for a more advantageous next turn. At Any Cost does just the opposite
by allowing a player to draw a whopping four additional cards now if that player is willing to gamble his or her entire next turn
(a turn that may or may not come to pass, depending on the position of the Day of Reckoning card in the Winds of War deck).

EARLY

The cost of the first card you purchase or


The
of the
first card you
rush
thiscost
round
is decreased
by 2purchase
CMD oror
rush this round
is decreased by 2 CMD or
2 WAR.
2 WAR.

I know the location of a dragon, a sibling to the one


you serve.
dragon
that of
is acrippled,
andtohiding
I knowAthe
location
dragon, weak,
a sibling
the one
to recover
its A
strength.
would
be easy weak,
prey for
even
you serve.
dragon Itthat
is crippled,
and
hiding
the least It
of would
its kin.be easy prey for even
to recover its strength.
Goreshade
the
astard
the least
ofBits
kin.
Goreshade the Bastard

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.
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.

Each time you purchase a card this round,


Each time
card this round,
youyou
can purchase
bank oneacard.
you can bank one card.

Why not make a stand here and hold this place? We


cannot
keep
rebuilding
Why
notbuilding
make a and
stand
here and and
holdkeep
this nothing.
place? We
arGess
, of the
thornwood
rielskeep nothing.
cannotK
keep
building
and
rebuildingKand
KarGess, of the thornwood Kriels

If you shuffle your deck this round, you can


move one additional card to your occupying
forces pile.
I thought it best to report to you and ask your
guidance. Say the word and I will leap from this
cliff if I have proven unworthy.
deacon halvys

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.
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.

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.

MID

If you shuffle your deck this round, you can


move one additional card to your occupying
forces pile.
I thought it best to report to you and ask your
guidance. Say the word and I will leap from this cliff if
I have proven unworthy.

You cannot rush warbeast, warjack, or


warrior cards this round.

If one of your cards is the only friendly card


at a location, it suffers 2 Power.

Meanwhile, other dangers have arisen in their place.


Sometimes, I wonder if there is a deliberate agency at
play here, one that has not yet revealed itself.

She is too far from any reinforcements. They destroyed


our stones at Kelvanesh two weeks ago. This is just a
small remnant force left as a trap.

lord tyrant hexeris

Morvahna the autuMnBlade

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.

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.

deacon halvys

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.

You can rush cards with a purchase cost of


rush
with
purchase
cost of
upYou
to 3can
CMD
or cards
3 WAR
for atheir
purchase
up to 3 CMD
3 WAR
for their purchase
costsorthis
round.
costs this round.

They have no resolve. No courage. No inner strength.


They
hidehave
behind
rifles and
to weak
They
no resolve.
Nopray
courage.
No gods.
inner Make
strength.
them
to behind
those gods
forand
mercy
face
realMake
Theybeg
hide
rifles
prayastothey
weak
gods.
warriors
them beg to those
godsat
forlast!
mercy as they face real
hoarluK dooMshaper
, shaMan
of the Gnarls
warriors
at last!
hoarluK dooMshaper, shaMan of the Gnarls

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.
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.

LATE

You cannot rush warbeast, warjack, or


warrior cards this round.

If one of your cards is the only friendly card


at a location, it suffers 2 Power.

Meanwhile, other dangers have arisen in their place.


Sometimes, I wonder if there is a deliberate agency at
play here, one that has not yet revealed itself.

She is too far from any reinforcements. They destroyed


our stones at Kelvanesh two weeks ago. This is just a
small remnant force left as a trap.

lord tyrant hexeris

Morvahna the autuMnBlade

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.

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.

You can draw four cards at the start of your


draw
fourdo,
cards
at your
the start
your
turn You
this can
round.
If you
skip
nextofturn.
turn this round. If you do, skip your next turn.
Every victory you gain by its edge is tainted. I fear for
what
doom
has followed
to our door.
Every
victory
you gain your
by itsfootsteps
edge is tainted.
I fear for
shaMan
KrasMaryour
JaGGedscar
what doom
has followed
footsteps to our door.
shaMan KrasMar JaGGedscar

For each location, if a player has at least two


more cards than any other player there, he
immediately captures that location. Then
destroy all army cards, and the game ends.
They have won this battle, but in doing so may have
lost everything. A larger army will arrive soon. We
may yet crush what remains of them.
Morvahna the autuMnBlade

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.
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.

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.

High Command Previews

29

trollbloods

In addition to one of my personal


favorite warlocks, Calandra Truthsayer,
Kriel Oracle, the Trollbloods receive
Troll Impalers, Kriels War Banners, and
Runebearer Elders. The War Banners
are a great support card with decent staying power for their cost,
while the Runebearers new Power Glyphs ability synergizes
beautifully with banking a card, Snacking, Desperate Times,
Fury Vault, or Battle-Driven.

0 CMD
2 WAR

1 CMD

TROLL IMPALER
WARBEAST

0 WAR

CRITICAL SMITE

TROLLKIN, WARRIOR

OVERCOME

At the start of your attack, if you have a warlock


at this location choose an opponent who has cards
here. That player discards a card.

PURCHASE:

KRIELS WAR BANNER

4 WAR

RUSH:

VP

When you rush a card to a location containing one or more


friendly cards with Overcome, reduce the rush cost by 2 CMD
or 2 WAR (to a minimum of the cards purchase cost).

PURCHASE:

5 WAR

Illus. by Daren Bader Privateer Press, Inc. All Rights Reserved.


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

2 CMD

RUSH:

4 CMD

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


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

CALANDRA TRUTHSAYER, KRIEL ORACLE


CHARACTER, WARLOCK

WARLOCK
Calandra Truthsayer,
Kriel Oracle
2

REINFORCEMENTS

Troll Impaler
Kriels War Banner

2 CMD
0 WAR

RUNEBEARER ELDERS

TROLLKIN, WARRIOR

1
4

Runebearer Elders
BATTLEGROUP COMMANDER
Friendly warbeast cards at Truthsayers location gain +1 Power.
GOOD OMENS
After you attack at Truthsayers location, draw two cards.

RUSH:

POWER GLYPHS
If you control one or more cards with Power Glyphs, once
per turn when you bank cards you can add the top card of
your army deck to your banked cards.

PURCHASE:

2 WAR

4 CMD

RUSH:

7 CMD

Illus. by Jeff Axer 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.

circle orboros

The new Circle cards start out with the


Reeves of Orboros, a very low-cost card
that excels at contesting locations, thanks
to Camouflage. Add in the Reeve Master
Huntsman, and they turn from location
blockers into serious combat threats. The Warpwolf Stalker is
wildly efficient, but it comes with a drawback. May I recommend
sending a Warpwolf Stalker over to the Blighted Passage? The
location ability can negate drawbacks or advantages.

0 CMD
2 WAR

1 CMD

WARPWOLF STALKER
WARBEAST

1 WAR

SPRINT

4 WAR

RUSH:

VP

GRAYLE THE FARSTRIDER

CHARACTER, WARLOCK

Grayle the Farstrider

REEVE MASTER HUNTSMAN


REEVES, WARRIOR

REINFORCEMENTS

Warpwolf Stalker

Reeves of Orboros
Reeve Master Huntsman

BATTLEGROUP COMMANDER
Friendly warbeast cards at Grayles location gain +1 Power.
DARKEST NIGHT
After your battle step this turn, you can move friendly cards
from this location to other locations however you choose.

RUSH:

2 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.

30

2 CMD
0 WAR

High Command Previews

3
3

REEVES COMMANDER
At the start of an attack, other friendly Reeves cards
at this location gain +1 Power and +1 Health until
the end of the turn.

PURCHASE:

4 CMD

RUSH:

During your battle step, you can choose to skip your attack
at this location.

PURCHASE:

6 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.

WARLOCK

REEVES, WARRIOR

CAMOUFLAGE

If there is an attack at this location this turn, return


this card to your hand at the end of the turn.

PURCHASE:

REEVES OF ORBOROS

VP

6 CMD

Illus. by Adam Gillespie Privateer Press, Inc. All Rights Reserved.


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

2 CMD

RUSH:

3 CMD

Illus. by Eric Deschamps Privateer Press, Inc. All Rights Reserved.


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

skorne

1 CMD
1 WAR

The Basilisk Krea is a low- to midrange warbeast worth considering for


its victory point alone. Against Cygnar
or Legion of Everblight, however, its a
true terror. The Venator Flayer Battery
provides solid Power and another victory point, but the
Praetorian Karax may be the star of the show. Ranked Attacks
is a solid support ability, but it becomes truly impressive on a
4-Health card with a mere 3-CMD purchase cost.

1 CMD

BASILISK KREA

BASILISK, WARBEAST

2 WAR

PARALYTIC AURA
1

VP

3 WAR

VENATOR, WARRIOR

NEEDLEBURST

Enemy cards at this location lose Superior Range.

PURCHASE:

VENATOR FLAYER BATTERY

RUSH:

This card gains +1 Power if there are any enemy


warjack or warbeast cards at this location.

PURCHASE:

5 WAR

Illus. by Brian Snoddy Privateer Press, Inc. All Rights Reserved.


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

4 CMD

RUSH:

VP

7 CMD

Illus. by Michael Phillippi Privateer Press, Inc. All Rights Reserved.


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

DOMINAR RASHETH

CHARACTER, WARLOCK

WARLOCK
Dominar Rasheth

2 CMD
0 WAR

PRAETORIAN KARAX
WARRIOR

REINFORCEMENTS

Basilisk Krea

Venator Flayer Battery


Praetorian Karax

BATTLEGROUP COMMANDER
Friendly warbeast cards at Rasheths location gain +1 Power.
PLAGUE WIND
Enemy cards at Rasheths location suffer 1 Health.

RUSH:

1
4

RANKED ATTACKS
Friendly cards without Ranked Attacks at this location
cannot be destroyed.

PURCHASE:

2 WAR

3 CMD

RUSH:

6 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.

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.

legion of everblight

Legion of Everblight gains some


solid raw power with Longbow
Archer Champions as well as a
couple of subtler but very cool cards.
Dragonspawn Shepherds allow any
warbeast without Blight Gift to pretend it has the ability
when deploying or rushing to a specific location. The Harriers
are one such warbeastthat you can also deploy from your
discard pile. Be sure to pack a Spawning Vessel!

0 CMD
1 WAR

1 CMD

HARRIER

WARBEAST

2 WAR

DRAGONSPAWN SHEPHERDS
WARRIOR

BLOOD CREATION

BEAST MASTER

You can deploy this card from your discard pile.

When you deploy or rush warbeasts to this location, you


can use CMD, WAR, or a combination of the two.

PURCHASE:

2 WAR

RUSH:

PURCHASE:

4 WAR

Illus. by Karl Richardson Privateer Press, Inc. All Rights Reserved.


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

3 CMD

RUSH:

4 CMD

Illus. by Karl Richardson Privateer Press, Inc. All Rights Reserved.


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

RHYAS, SIGIL OF EVERBLIGHT


CHARACTER, WARLOCK

WARLOCK
Rhyas, Sigil of Everblight

2 CMD
0 WAR

LONGBOW ARCHER CHAMPIONS


WARRIOR

REINFORCEMENTS

Harrier

Dragonspawn Shepherds
Longbow Archer Champions

BATTLEGROUP COMMANDER
Friendly warbeast cards at Rhyas location gain +1 Power.
TIDE OF BLOOD
If more than one opponent has cards at Rhyas location, double
her Power.

RUSH:

2 CMD

3
2

SUPERIOR RANGE
This card cannot be destroyed if there are any
friendly cards without Superior Range at this
location.

PURCHASE:

4 CMD

RUSH:

VP

7 CMD

Illus. by Karl Richardson Privateer Press, Inc. All Rights Reserved.


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

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.

High Command Previews

31

By David DC Carl
The new WARMACHINE High Command: Faith & Fortune
core set includes the requisite Winds of War and Location
cards, along with four new playable factions for High
Command. Two of the new factions, the Retribution of
Scyrah and the Convergence of Cyriss, showcase the
Faith side of the equation while our mercenary forces,
the Highborn Covenant and Four Star Syndicate, favor
Fortune instead. Each one brings its own new twist on
High Command game play, and many include multiple
sub-themes within a single faction.

32

High Command Faith & Fortune

WARMACHINE High Command: Faith & Fortune will


have its own expansion packs releasing hot on the
heels of the core set, providing each of these factions
with additional options that flesh out those themes.
So whether you gravitate to the Highborn Covenants
dwarves or freedom fighters, the Four Star Syndicates
pirates or zombies, or anything in between, theres
plenty more soon to come!

Retribution of Scyrah
Overview

ADEPTIS RAHN

CHARACTE
R, WARCA
STER

Once considered a fringe organization of zealous and


violent fanatics bent on the destruction of human
wizards and sorcerers, the Retribution of Scyrah has
recently found its voice within Ios and won new allies
to its cause. Its faith now represents a viable political,
religious, and military power that continues to gain
ground with the Iosan people. The Retribution of Scyrah
forces now encompass the mighty warriors of House
Nyarr, the mages and myrmidons of House Shyeel, and
the regimented Houseguard troops from other houses
throughout the Iosan nation. The military might of Ios
has joined up with the fanatical Mage Hunters who
began hunting down human magic users long before Ios
marched to war. Armed with their faith, they embark on
a mission of retribution against the human nations.

B
P
BATTLEGROUP
COMMANDER
Friendly warja
ck cards at Rahn
s location gain
ARCANE ALIGNME
+1 Power.
When you rush NT
Rahn, draw 3 car
ds then discard
3 cards.

Play Style

RUSH:

Retribution of Scyrah cards typically tend to be a bit


more expensive than those of other factions, but they also
average higher Power and Health values. The Retributions
reinforcement deck is an elite fighting force that can build
up to a very dominant position, but it also risks being
overwhelmed by nimbler Faith & Fortune armies.
One key way the Retribution of Scyrah offsets their more
gradual offense is with numerous cards that allow a
player to draw one or more cards and then immediately
discard one or more cards. Though this doesnt usually
increase the raw quantity of available cards, it does help
a player get the right cards for a given situation and run
through a deck more quickly, enabling the player to tune
the deck a bit further each time he shuffles.

2 CMD
2 WAR

2 CMD

PHOENIX

WARJACK

2 WAR

2 CMD

Illus. by And
Iron Kingdom
rea Uderzo
s, all faction
Privateer Pres
names, logos,
s, Inc. All Righ
warjack, war
ts Reserved.
caster, and war
beast are TM
Privateer Pres
s, Inc.

Card Previews

Adeptis Rahn and the Phoenix are just two of the


Retribution of Scyrah cards that utilize this draw-discard
mechanic and showcase how readily a Retribution
player can reach the right cards at the right time while
digging through his deck.
The Stormfall Archer Company shows off one of the
smaller themes of the Retribution, that of catching an
opponent alone and unprepared, while the House Nyarr
Sentinels are a good representative of the overarching
theme of the Retributions elite fighting forces.

0 CMD

HOUSE NYARR SENTINELS

DAWNGUARD, WARRIOR

2 WAR

PHOENIX FIELD

DEFENSIVE LINE

At the start of your battle step, draw 1 card and then


discard 1 card.

PURCHASE:

7 WAR

RUSH:

VP

9 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.

HOUSEGUARD, WARRIOR

BRUTAL SHOT

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


any other friendly cards here, this card gains
+1 Health until the end of the turn.

PURCHASE:

STORMFALL ARCHER COMPANY

5 CMD

RUSH:

VP

9 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.

If there is only one enemy card at this location, this


card gains +2 Power.

PURCHASE:

4 CMD

RUSH:

VP

6 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.

High Command Faith & Fortune

33

Convergence of Cyriss
priests of the Convergence have entered into battle across
the Iron Kingdoms in the name of the Maiden of Gears.

IRON MOTHER DIRECTRIX

STER
R, WARCA
CHARACTE

Play Style

As in WARMACHINE, the Convergence of Cyriss in


High Command has gameplay elements that reflect their
clockwork nature. By the middle of a game of High
Command, a Convergence of Cyriss army deck functions
as a great machine with interlocking parts that create a
whole greater than the sum of its parts.

For example, a player might discard an Accretion Servitor


Array and Modulator to deploy a Corollary but later get
the servitors back thanks to Pervasive Attendants and
then get the Modulator back thanks to the Corollarys
Power Transfer. High Command players who enjoy
puzzling out intricate combinations of card effects will
really enjoy crafting a clockwork engine of death out of
their Convergence of Cyriss reinforcement deck.

B
P
n +1 Power.
COMMANDER
BATTLEGROUP cards at Directrixs location gai
ck
Friendly warja
PERFECTION
e Power of all
MATHEMATICAL
to the total bas
Power is equal
Directrixs base
n.
atio
loc
her
at
friendly cards

RUSH:

2 WAR

ts Reserved.
Inc.
ateer Press,
s, Inc. All Righ
Privateer Pres and warbeast are TM Priv
rea Uderzo
, warcaster,
Illus. by And
logos, warjack
es,
nam
ion
s, all fact
Iron Kingdom

Overview

The second faction representing the faith side of High


Command: Faith & Fortune is the Convergence of Cyriss.
The clockwork goddess Cyriss has followers throughout
the Iron Kingdoms, most of whom are regarded more as a
novelty than any real threat. Their mathematical, scientific,
and engineering research and development are valued
highly enough that their religious views are largely ignored.
The inner circle of Cyrissists, the Convergence of Cyriss,
has recently become most difficult to overlook. With vast
clockwork armies and powerful machines of war, the

2 CMD
2 WAR

RESOURCE

2 WAR

These preview cards offer just a few examples of the


interactivity one can build into a Convergence of Cyriss
army deck. The cards you draw are not limited to being
single-use resources or combatants but are instead cogs
in a machine that consists of your army deck, hand, and
discard pile.
Cards at a location also have a high degree of interactivity
and combination-oriented abilities aplenty. Even a
humble Convergence of Cyriss card like an Obstructors
Complement can become very difficult to dislodge from
a location, and even when it is destroyed, an Enigma
Foundry Core can bring it back!

2 CMD

COROLLARY
WARJACK

0 WAR

When you discard this card for CMD or WAR, you can also
move one Servitor card from your discard pile to your hand.

PURCHASE:

2 CMD
2 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.

34

0 CMD

PERVASIVE ATTENDANTS

Card Previews

High Command Faith & Fortune

ENIGMA FOUNDRY CORE


WARRIOR

POWER TRANSFER

RECONSTRUCTION

Before drawing cards at the end of your orders step, you can
move one warjack card from your discard pile to your hand.

At the end of your turn, you can move one warrior


card with a purchase cost of 3 CMD or less from
your hand or discard pile to this location.

PURCHASE:

3 WAR

RUSH:

4 WAR

Illus. by Anthony Jones Privateer Press, Inc. All Rights Reserved.


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

PURCHASE:

5 CMD

RUSH:

VP

7 CMD

Illus. by Ross Grams Privateer Press, Inc. All Rights Reserved.


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

Highborn Covenant
ASHLYNN DELYSE

Overview

CHARACTE
R, WARCA
STER

Once a prosperous nation, Llael has fallen upon


hard times. Occupied by forces of Khador and the
Protectorate of Menoth, many have lost hope for Llaels
future. Some remain, however, who will not go quietly.
Freedom fighters wage a guerilla war against the armies
occupying their home, and dispossessed nobles hire the
best mercenary forces money can buy.

The Highborn Covenant military is no true army but


a motley mix of Llaelese freedom fighters, human sellswords, and dwarven mercenaries from the nation of
Rhul. Until the occupying armies are driven back or the
bountiful coffers of the Llaelese nobility run dry, these
soldiers of fortune will not stop fighting for the dream
of a free Llael.

O
G
BATTLEGROUP
COMMANDER
Friendly warja
ck cards at Ashly
nns location gai
ROULETTE
n +1 Power.
When you rush
As
+2 Health or ene hlynn, choose one: friendly
car
my cards here
suffer 2 Power. ds here gain

RUSH:

Play Style

One of the key elements of the Highborn Covenant


reinforcement deck is a spirit of cooperation. The army
has numerous cards that become more powerful or more
resilient when fighting alongside other friendly cards.
Other cards in the Highborn arsenal protect friendly
cards in some way or another. This includes a couple of
different cards with the familiar Shield Guard ability, but
it extends to other types of protection as well. Abilities
like Stall, Entangle, and Quick Draw help protect
the underdog Highborn forces even when they are
outnumbered or outmatched.

1 CMD
2 WAR

1 CMD

GRUNDBACK GUNNER
WARJACK

2 WAR

2 CMD

Illus. by Matt
Iron Kingdom
Wilson Priv
s, all faction
ateer Press,
names, logos,
Inc. All Righ
warjack, war
caster, and war ts Reserved.
beast are TM
Privateer Pres
s, Inc.

Card Previews

The Grundback Gunner and Hammerfall War Marshal are


a great example of Highborn cooperation. Though they
have a combined base Power of just 3, that jumps up to
5 after factoring in Warjack Marshal and Powerful Attack.
Whether alone or alongside other Highborn cards, the
Amethyst Rose Gun Mages Quick Draw is one of several
support abilities with which the Highborn Covenant can
make it very difficult for enemies to conquer locations,
allowing the Llaelese Resistance to hold their ground
against daunting odds.

2 CMD

HAMMERFALL WAR MARSHAL


DWARF, WARRIOR

1 WAR

AMETHYST ROSE GUN MAGES


GUN MAGE, WARRIOR

POWERFUL ATTACK

WARJACK MARSHAL

QUICK DRAW

While another card ability causes this card to gain Power, it


gains an additional +1 Power.

At the start of an attack at this location, choose a friendly


warjack card at this location. It gains +1 Power until the
end of the turn.

When you deploy or rush this card, you can choose a


warrior here. It has 0 Power until the end of the turn.

PURCHASE:

3 WAR

RUSH:

7 WAR

Illus. by Brian Snoddy Privateer Press, Inc. All Rights Reserved.


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

PURCHASE:

3 CMD

RUSH:

6 CMD

Illus. by Chris Bourassa Privateer Press, Inc. All Rights Reserved.


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

PURCHASE:

5 CMD

RUSH:

VP

6 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.

High Command faith & fortune

35

Four Star Syndicate


represents a legitimate work-for-hire contract, but far
more often it represents opportunistic manipulation
or outright piracy.

FIONA THE BLACK

STER
R, WARCA
CHARACTE

Play Style

Of the four High Command: Faith & Fortune factions, the


Four Star Syndicate has both the lowest average Health
values and the lowest average purchase costs. Under
the right circumstances, they can reduce their costs even
further with abilities like Death Field and Shanghai.
This allows a Syndicate commander to overwhelm a
location with numerical superiority more easily than
any previous High Command faction.

Y
P

Beyond their raw numbers, the Four Star Syndicate also


has numerous cards that utilize a gambling mechanic.
Pirates and cutthroats are no strangers to gambling, and
when the cards fall their way, cards like the Trollkin Sellswords become more dangerous than ever.

+1 Power.
COMMANDER
BATTLEGROUP cards at Fionas location gain
ck
Friendly warja
its a resource card, draw .
DARK OMEN
of your army deck. If
as the revealed card
a, reveal the top card
When you rush Fion up to one card here with the same card type
roy
two cards. If not, dest

RUSH:

2 CMD

ts Reserved.
Inc.
ateer Press,
s, Inc. All Righ
Privateer Pres and warbeast are TM Priv
rea Uderzo
, warcaster,
Illus. by And
logos, warjack
es,
nam
ion
s, all fact
Iron Kingdom

Overview

The Four Star Syndicate isnt following some grand


divine plan, and its members are not freedom fighters
seeking the liberation of their people. This second
fortune-seeking faction is all about booty. These pirates,
cutthroats, cultists, and necromancers are mercenaries in
every sense of the word.
The goals of the Four Star Syndicate are not well
publicized or well understood, but if theres some
angle to play and some coin to earn, you can bet
the Syndicate will be involved. In some cases, this

2 CMD
2 WAR

RESOURCE

2 WAR

The Nomad and Cultist Ritual cards are a couple


examples of the gambling effects within the Four
Star Syndicate card roster. Though these gambling
effects arent as reliable or predictable as cards with
raw discounts, a free Nomad or basic resource card
can allow you to pull off a bigger turn than your
opponents are expecting.
Even when the cards turn against you, however, the
Syndicate is well known for its big turns. With the help of
a couple of Press Gangers or Wandering Necromancers,
its not uncommon to deploy four or more cards to one
location in a single turn.

1 CMD

NOMAD

WARJACK

1 WAR

When you discard this card for CMD or WAR, reveal the
top card of your army deck to all players. If its a basic
resource, draw it.

PURCHASE:

2 CMD
2 WAR

Illus. by Brian Snoddy & Mariusz Gandzel Privateer Press, Inc. All Rights Reserved.
Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

36

0 CMD

CULTIST RITUAL

Card Previews

High Command faith & fortune

RELIABLE

PIRATE, WARRIOR

SHANGHAI

When this card would be destroyed, reveal the top


card of your army deck. If its a resource, return this
card to your hand.

PURCHASE:

PRESS GANGERS

4 WAR

RUSH:

VP

9 WAR

Illus. by Brian Snoddy Privateer Press, Inc. All Rights Reserved.


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

If there is an enemy warrior card at this location, when you


deploy or rush another Pirate card here, reduce the cost
by 1 CMD.

PURCHASE:

2 CMD

RUSH:

4 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.

Model
Previews
By David DC Carl
Art by Nstor Ossandn and Andrea Uderzo
In this second installment of HORDES: Exigence previews,
were focusing on the Trollbloods. Well start with the first
Trollbloods cavalry warlock, the bear-riding beast master
Borka, Vengeance of the Rimeshaws. Borka is certainly a
tough act to follow, but well give it our best shot with a
massive new Dire Troll character warbeast, Gunnbjorns
new best friends Dozer & Smigg.

37

37

Borka, Vengeance of the rimeshaws


Trollblood Epic trollkin cavalry warlock

Feat: Ice Storm

BORKA
SPD STR MAT RAT DEF ARM CMD


7 9 8 5 14 18 9

Bomb
RNG ROF AOE POW

8 1 3 12

Trauma

POW P+S

15

Mount

POW

14

Summoning the freezing


wind of his northern
homelands, Borka
shrouds his forces in an
obscuring gale. With
his allies protected
by the wintry cold of
Dhunias blessings, any
who strike against them
become frozen to the
earth, vulnerable to his
retaliation.

While in Borkas
control area models
gain Stealth .
When an enemy model
without Immunity:
Cold
hits one or
more friendly models
in Borkas control area
that has Immunity: Cold
with a melee attack, the enemy
model becomes stationary for one round after the attack is
resolved. Ice Storm lasts for one round.

Fury 5
Damage 18
Field Allowance
C
Warbeast Points
+6
Large Base

BORKA
Pathfinder
Tough
Assault As part of a charge, after moving but before making its
charge attack, this model can make one ranged attack targeting the
model charged unless they were in melee with each other at the start
of this models activation. When resolving an Assault ranged attack,
the attacking model does not suffer the target in melee penalty. If the
target is not in melee range after moving, this model must still make
the Assault ranged attack before its activation ends.
Combat Rider During a combat action it did not make a charge
attack, this model can make one melee attack with its Mount.
Field Marshal [Immunity: Cold] Models in this models
battlegroup gain Immunity: Cold .

Trauma
Magical Weapon
Reach
Critical Smite On a critical hit, this model can slam the model hit
instead of rolling damage normally. The model hit is slammed d6
directly away from this model and suffers a damage roll with POW
equal to this models STR plus the POW of this weapon. The POW
of collateral damage is equal to this models STR.

Mount
Critical Brutal Damage On a critical hit, gain an additional die
on this weapons damage roll against the model directly hit.

Borka, Vengeance of the Rimeshaws


Atop his bellowing mount, Borka, Vengeance of the
Rimeshaws is as unstoppable in battle as a winter avalanche.
His power over the northern cold has grown stronger, and

38

Spells
Cost RNG AOE POW UP OFF
Battle Charged 2 Self Ctrl Yes No
While in this models control area, models in its battlegroup gain Counter
Charge. (When an enemy model advances and ends its movement
within 6 of a model with Counter Charge and in its LOS, the model with
Counter Charge can immediately charge it. If it does, it cannot make
another counter charge until after your next turn. A model cannot make a
counter charge while engaged.)

Frost Hammer

Frost Hammer causes cold damage

SP 8

stationary for one round unless it has Immunity: Cold

Snow Shroud

12

No Yes

. On a critical hit, a model becomes

Yes No

Target friendly Faction model/unit gains concealment and Immunity: Cold

in battle he can summon and wield the inexorable might of


winter itself. Like a savage chieftain of old, bringing hope to
his beleaguered kin and swift death to his enemies, Borka is
ever at the front of the charge, he and his battlegroup avatars
of winters fury. Borka revels in combat more now than ever,
each blow fueled by the certainty that in following his own
call to battle he serves his people in their time of greatest
need. This knowledge leads Borka to be still fiercer and more
determined, as he understands the toll in blood should he fail.
Using Borka,
Vengeance of the Rimeshaws
Borka Kegslayer and his Pyg Keg Carrier are a tough act to follow.
Barroom Blitz, Mosh Pit, and Stumbling Drunk really give players
a feel for this crazy, drunken trollkin on the tabletop. This new
Borka, the Vengeance of the Rimeshaws, shows a different side of
the brutal northern warrior. He effortlessly wields the power of
winter and readies his troops for an onslaught against the enemies
of the kriels. Im betting one of them spilled his drink.
Astride his polar bear Arktos, Borka is still immune to cold
spells and effects, and now so are all his warbeasts and any other
model or unit under the effects of his Snow Shroud spell. Beyond
making Sorscha cry, this vastly limits the offensive capabilities of
various Greylord and Nyss spellcasters against Borkas armies.
More important than the solid-yet-situational protection
Immunity: Cold provides, this has an additional effect when used
in conjunction with Borkas feat, Ice Storm. Ice Storm provides
stealth for all models in Borkas control area (yes, even enemy
models) and makes it truly daunting to fight Borkas forces using
melee attacks. When a friendly model with Immunity: Cold is
struck by an enemy model, the enemy model becomes stationary
right after the attack is resolved. Against a Bronzeback Titan that
was about to make eight powerful melee attacks, Ice Storm puts a
real crimp in an opponents game plan.
This is not to say that Borka is a defensive warlock or a control
warlock. He still packs plenty of offense. Between Battle Charged,
Assault, Combat Rider, and Critical Smite, Borka and his
battlegroup are going to be tearing through their enemies just fine.

39

Dozer & Smigg

Trollblood dire troll character heavy warbeast

DOZER & SMIGG

DOZER & SMIGg


SPD STR MAT RAT DEF ARM CMD

5 12 5

6 12 19

Bombard
RNG ROF AOE POW

14 1

3 14

Claw

15

Claw

POW P+S

15

2
BODY

3
4

IR
IT

IN
D

SP

Affinity [Gunnbjorn]
While Dozer & Smigg is
in Gunnbjorns control
area, it gains boosted
blast damage rolls.
Regeneration [d3] This
model can be forced to
heal d3 damage points
once per activation.
This model cannot use
Regeneration during an
activation it runs.

POW P+S

Gunfighter

Fury 4
Threshold 10
Field Allowance
C
Point Cost
9
Large Base

Snacking When this


model boxes a living
model with a melee
attack, this model can
heal d3 damage points.
If this model heals, the
boxed model is removed
from play.
Special Issue
[Gunnbjorn]
This model can be
included in Gunnbjorns
theme forces. It can also
be bonded to Gunnbjorn.

Veteran Leader [Dire


Troll Blitzer] Friendly
Dire Troll Blitzer
warbeasts gain +2 to attack rolls while this model is in their LOS.
Virtuoso This model can make melee and ranged attacks during
the same combat action. When this model makes its initial attacks, it
can make both its initial ranged and melee attacks.

Bombard
Arcing Fire When attacking with this weapon, this model can
ignore intervening models except those within 1 of the target.
Inaccurate This model suffers 4 to attack rolls with this weapon.

Claw
Open Fist

Dozer & Smigg


Outfitted with a crudely rigged bombard salvaged from a
Khadoran Destroyer, Dozer is an impossible fusion of natures
fury and mechanical destruction. From his perch atop Dozer,
Smigg operates the wildly inaccurate bombard with surprising
effectiveness and is revered as an ace by other pygs. So
spectacular are Dozer and Smiggs battlefield rampages that
other blitzers are inspired by their example and strive to make
every attack count.

40

ANIMUS Cost RNG AOE POW UP OFF


Bank Shot

No No

Target friendly Faction model gains +2 to AOE ranged


attack rolls. When the target models AOE ranged attacks
deviate, you can reroll the direction and/or distance of
deviation. Each roll can be rerolled only once as a result of
Bank Shot. Bank Shot lasts for one turn.

Tactical Tips
Snacking Because the boxed model is removed from play before
being destroyed, it does not generate a soul or corpse token.
Special Issue This only gives the warbeast the potential to bond
to the warlock. It does not automatically add a bond.

Using Dozer & Smigg


Dozer & Smigg are a great partner for Captain Gunnbjorn
and a leader for Dire Troll Blitzers and Dire Troll Bombers.
The Trollblood forces have increasingly made use of heavy
ordnance developed by the human nations of the Iron
Kingdoms. Captain Gunnbjorn is at the forefront of that
advancement with Dozer & Smigg at his side. Dozer & Smigg
can fit into Gunnbjorns theme forces, and they gain boosted
blast damage rolls while in Gunnbjorns control area.
One of the first things worth noting about Dozer & Smigg is
their high ARM value. Their armored plating gives the duo
the highest base Trollblood warbeast ARM (tied with Mulg the
Ancient). Add in a Krielstone Bearer and they catch up with
the Behemoth. Then add in the right feat or animus, and you
can take that even higher. This is just one element of Dozer &
Smigg that showcases them as not your typical long-range fire
support warbeast. Youll want to get Dozer & Smigg into the
action, and their impressive ARM will keep them there.
The Virtuoso ability couples perfectly with the mixed melee/
ranged role for Dozer & Smigg. In a single turn, they can
make a pair of Claw attacks, a Bombard attack, and up to
four additional melee attacks. Charging and then using the
Bombard gives Dozer & Smigg quite a threat range even
before considering spells, feats, and animi that extend their
threat range even farther.
Personal combat capabilities aside, Dozer & Smigg provide
support to Dire Troll Blitzers with their Veteran Leader ability
and Dire Troll Bombers with their Bank Shot animus. Against
tightly positioned enemy troopers, Bank Shot allows Dozer
& Smigg, a Dire Troll Bomber, or other Trollbloods models/
units with AOE weaponry to more accurately position an AOE
template for maximum destruction. A good deviation is a
great means of dealing with certain types of enemy troopers
but why rely on luck when Dozer & Smigg can manipulate the
odds in your favor?

41

By David DC Carl

Zombies? We Dont Need No Stinkin


Wait, Yes We Do
I

really cant take credit for the existence of Zombies Keep Out:
Night of the Noxious Dead. I figured Zombies Keep Out would
be a stand-alone product like our other Bodgers Games. But
Creative Director Ed Bourelle had other ideas.
As the playtesting phase for Zombies Keep Out was really
hitting its stride and player feedback was becoming
increasingly positive about the evolving balance and direction
of the game, Ed approached me with a wild look in his eyes.
We need to do an expansion, he insisted, and it needs
glow-in-the-dark zombies. Make it happen.
When a zombie Brute tells you to make Stinkers, you make Stinkers.
So, after an initial development pass on our new cards and game
mechanics, Night of the Noxious Dead quickly joined its predecessor
in playtest, where it evolved into the expansion due for release this
July. By now, you might be able to smell it coming.

More Zombies
Zombies Keep Out: Night of the
Noxious Dead introduces the
putrescent Stinker zombies,
fifteen additional zombie
figures in a sickly, glowing
green color. To account for
these new zombies, we also
needed new Terrible Things
cards that would allow players
to place these zombies on the
board and move them closer to
the workshop. This gives players a whopping 60 zombie figures to
shamble, shove, and smash their way into the bodgers workshop.

42

zombies keep out

The new zombie type also means new part cards for Night
of the Noxious Dead. These new part cards give players the
ability to destroy Stinker zombies when using Defend
actions. There are also several new cards with double
barricades to help players out with Repair actions to hold
back this new and dangerous (oh, and rancid) menace.

More Fun
The new Stinker rules in Night of the Noxious Dead are not
long or complex, but they do add a new facet to Zombies
Keep Out gameplay.
The most obvious element of this new foe is that Stinkers
stink. Even other zombies will not stay in the same space
with Stinkers, shoving until no space contains both Stinkers
and non-Stinkers. Certain Terrible Things extend this effect,
forcing any zombie that is even adjacent to a Stinker to
shamble forward.
Its also important to note that Stinkers are unpredictable.
They dont follow a set path on the board like other
zombies but can shamble like Runners, Leapers, Creepers,
or Brutes, depending on the wording of the Terrible
Thing chosen. This makes it difficult to plan ahead, and
sometimes leads to a whole lot of shoving!

More Contraptions
More important than the new part cards, however, are the
new contraption cards. A normal game of Zombies Keep
Out uses just a few of the games fifteen contraptions.
Night of the Noxious Dead brings ten more contraptions to
the table for twenty-five total zany bodger contraptions to
choose from.

Last, but not least, Stinkers are contagious. Some of the


most troublesome Terrible Things of all are those that turn
multiple non-Stinker zombies into Stinkers.
Even though the raw quantity of zombies
in play remains the same, it amps up the
danger substantially because well
Stinkers stink, and theyre unpredictable.

New contraptions like the Tripwire Speargun offer


players additional and flavorful ways to get a few
zombies off the board while others provide more
specialized effects. The Porcupine Siding contraption, for
example, is the only Push the Button effect that combines
adding a barricade to a location with destroying a
zombie there, and the Search Engine is just the thing
for players who seem to draw the wrong part type no
matter how many times they Scrounge.
Combined , these elements allow this new zombie type to
create a fresh challenge for players to overcome when all
smell breaks loose.

The End Is Nearand It Stinks


I hope this article gives you a better idea of what to
expect from Zombies Reekuh, KeepOut: Night of the
Noxious Dead, and I hope youre as excited about this
new addition to the zombie experience as Ed Bourelle
was that day he burst into the office with a strange
zombie glint in his eyes. I think our expansion hits his
idea right on the nose.

zombies keep out

43

THE CONFLICT EXPANDS


By will schoonover

This August, the invasion of Earth begins when the third


standalone game in the LEVEL 7 series becomes available at
game stores everywhere. LEVEL 7 [INVASION] continues
the story that began with LEVEL 7 [ESCAPE] and continued
in LEVEL 7 [OMEGA PROTOCOL]. In this chapter, the
stakes are raised higher than ever: every nation on the
planet is in dangerand its your task to save them all.
As in the previous two games, INVASION explores the
LEVEL 7 setting with its own unique rules. INVASION
is played semi-cooperativelyeach player takes control
of a coalition of human governments struggling to hold
themselves together while working alongside the other
coalitions in the Earths defense. Dr. Cronos, the evil
Ghin mastermind who opposed the players in the first
two games, has now been forced to work with humanity
in order to save himself. This means that all players work
together to control Cronos, which is the only way to win
the game. The threat facing the world is an alien race
Cronos calls the Hydra, a powerful new addition tied to
Cronos dark past.

44

The Board

LEVEL 7 [INVASION] greatly expands the scope of the


LEVEL 7 setting. Previously, players explored the Subterra
Bravo facility as escapees and later as commandos. As the
story of this game opens, years have passed since Disco
Team fought the Ghin in secret. Dr. Cronos has escaped
from the facility, and the world has become aware of the
existence of extraterrestrial life. Many nations have had
contact with Cronos since then, and a group of South
American nations has formed a new alliance with him.
Nowhere is the global scope of the game more apparent
than in the board its played on. Many aspects of the game
are tracked on the board, but its primary function is to
show the positions of invading forces and the coalition
armies battling them.

The Hydra invasion began with massive bombardments


that slaughter millions of people and released poisons over
large areas of the planet. In the aftermath of this destruction,
the surviving governments of Earth reorganize into
regional alliances to better defend themselves. This divides
the globe into five coalitions that roughly correspond to
the continents of North America, South America, Europe,
Africa, and Asia.
Each of the five coalitions is made up of five territories.
Some of these territories correspond with familiar national
borders, but others reflect the instability created by the
invasion. One territory of each coalition is its capital and
must be defended at all costs.
In addition to the twenty-five coalition territories, four
territories are known as dead zones. The Hydras initial
bombing and the following ground attacks completely
decimated these areas, so they are now completely
Overrun by enemy forces.

The Coalitions

Each player manages his coalition through a console and


tech cards.

Console

A coalition console is used to track how many resources


that coalition has, its overall capability to maintain itself, the
power of its military forces, how terrified its population has
become, and the status of its territories.
Each coalitions console lists the income it gains each
round. Some of these resources are tracked by the three
small dials on the console.

land throughout the game, however, territories become


Overrun. When a territory is Overrun, a status card is
placed on the console and the territory begins to inflict
resource penalties on the coalition. Overrun territories
can be Liberated by a coalitions forces. This flips the
status card over, but the territory remains damaged in
some way that continues to affect the coalitions income.
If a coalitions capital becomes Overrun and it is not
liberated quickly, that coalition is defeated.

A coalitions capability to maintain itself


is called its Military-Industrial Complex,
which represents both its infrastructure and
its workforce. The large dial on each console
tracks this value and indicates how much
food the coalition must expend each turn to
feed its population.
A coalitions military Power determines how
well it can fight the Hydra. As the coalition
researches new and more powerful military
technologies, its Power increases.
A coalitions terror level represents its
population becoming paralyzed by fear. As this
terror grows, the coalition finds it increasingly
more difficult to collect resources and will
eventually have trouble recruiting soldiers.
The status of a coalitions territories also
affects its resource-gathering capabilities.
Each territory begins the game Secure,
meaning the coalition has the area under
control. As more and more Hydra forces
45

Technologies

In addition to the console, each coalition has four


technologies, represented by stacks of cards. These
technologies include the coalitions military equipment,
biological sciences, social programs, and communications.
These technologies begin the game at tier 0 or 1 and can
be upgraded during the course of the game to tier 5.
Coalitions use Research tokens associated with certain
territories, along with Money and resources, to upgrade a
technology to the next tier.

As each technology is upgraded, it grants the coalition


new abilities. These abilities improve a coalitions ability
to deal with threats presented by the Hydra and to better
maintain itself.
C oa l i t i o n P ow e r
The tier of a coalitions Military Equipment technology
determines its military power.

Every round, the Hydra land giant drop ships full of


soldiers on the planet. Where these drop ships land is
determined by the Drop Ship deck.
Event cards control where the Hydra target their continuing
bombardments and how
their forces spread across
the map. Each Event card
lists two versions of an
Event and details which
drop ships deploy troops.
During the Events step
of the round, each player
draws an Event card and
secretly chooses whether
the Alpha or Bravo event
will be resolved. As the
cards are resolved, invader
units are placed on the map
at the drop ships and dead
zones listed in the ground war box on the card.
The Hydras ability to reengineer their troops and to
adjust their tactics is controlled by the Adaptation deck.
Each time an invader unit or drop ship is destroyed, the
Adaptation dial on the board is advanced to the next
higher number. When the dial reaches 12, an Adaptation
card is drawn and resolved. Many of these cards send
Hydra reinforcements to Earth, but they can also increase
the military Power of the invaders or set back the
advancements of the coalitions technologies.

During a battle, the military power of the coalitions army is


compared with that of the Hydrathe stronger side is the
attacker while the weaker side is the defender. The outcome
of battle is decided with a series of die rolls. Each roll of the
die indicates if the attacker or defender has managed to kill
one of his opponents. The attacker has an advantage, but the
defender always has a chance to hold his ground.

The Invaders

The Hydra are an advanced alien race of warriors that


defeated the Ghin in the last century and have been hunting
down the remaining Ghin ever
since. The Ghin are master
geneticists, but the Hydra
have far surpassed them in
their ability to manipulate the
physiology of their warriors
in order to create the perfect
weapons.
Numerous aspects of the game
govern how the Hydra attack
Earth and how they will react
to any resistance they face.
46

Dr. Cronos

Cronos has long kept the true reason for his presence on
Earth a secret; however, the Hydra invasion has forced
Cronos to explain himself to the leaders of humanity.
Though they do not fully trust him, the overwhelming
power of the invaders has compelled the governments of
Earth to agree to help him.
This is represented during the game by two different systems:
the Cronos Project cards and the Ghin black market.

The Cronos Project

The experiments Cronos has been working on for the


past fifty years culminate in INVASION with the Cronos
Project. These seven cards must be funded by the
coalitions so that the Hydra can be defeated. The first six

cards require Cronos to


be in the territories of a
specific coalition and
must be completed in
a certain order, which
means the coalitions
must keep Cronos safe
as he travels around
the globe.
When the seventh
and final card in the
Cronos Project has
been funded, the end
of the game is triggered, and the coalitions
must survive one final wave of Hydra forces before
declaring victory.

The Ghin Black


Market

Cronos is not the only Ghin on the planet, and he has


access to the genetic creations he perfected while working
in Subterra Bravo.
The Ghin black market is made up of Ghin Mercenary cards
that coalitions can purchase to gain powerful benefits. Some
of these benefits are combat related while others provide
additional scientists to bolster research efforts.

starting military and will struggle to feed its population,


but it has stronger Defenses and much more Fuel and
Minerals than it needs.
These differences encourage players to cooperate, primarily
through the trading of assets. Money, resources, MilitaryIndustrial Complex, Research tokens, and favors can all be
traded. Its up to each player to decide when it will be to
his advantage to cooperate with the other coalitions and
when he needs to be more selfish.

Escalating Danger

As the coalitions fight to defend the Earth, the Hydra


respond with increased force. At the beginning of the
game, called the Assault Wave, the Hydra are confident
they can easily defeat humanity. As their forces continue
to be repulsed, they realize they are running out of time
and Cronos may be able to defeat them. At this point, the
Devastation Wave begins.
During the Devastation Wave, the Hydra land a fourth
drop ship each round to increase the amount of ground
forces humanity must face. Each Devastation Event card is
also much deadlier. Making matters worse, each coalition
is likely to be gaining less income due to lost territories and
high terror. This is when each coalition must do all it can to
survive or see the world slip away to the enemy Hydra

The End?

So, will you lead a coalition to cooperative survival or will


you fall to utter destruction at the hands of the Hydra? You
can demo LEVEL 7 [INVASION] at Gen Con this year to
find out, and then bring your friends into the struggle by
picking up the game at your local retailer in August. In the
end, the fate of the entire world is in your hands!

Cooperation
and Escalating
Danger

In addition to all the parts of the game explained so far,


there are two greater concepts that tie everything together.

Cooperation

LEVEL 7 [INVASION] is the most cooperative game in


the LEVEL 7 series, but it is still only a semi-cooperative
experience. The entire Earth must share resources and
assist each other to survive, but each player only wins the
game if his coalition is still standing at the end. The different
coalitions each have strengths and weaknesses that give
them different tools with which to survive. North America
has the largest starting army and the highest income, but
it has a very small Military-Industrial Complex, and many
of its territories can be easily Overrun. Africa has a smaller
47

FORCESOFDISTINCTION

Forces of
Distinction XVii
By Michael G. Ryan Art by Todd Harris

Ambush
Cygnar, Wexmere, 609 AR

I: Contempt
Dalin Sturgis thought the mining town of Wexmere stank
of simple-minded stupidity. The sour stench of lumber,
the sweaty desperation that oozed from the flesh of the
gold miners, the muddy animal trails the locals called
streetsSturgis loathed it all. That he had ever given so
much as a drop of blood defending the future of these
simpletons stabbed him with self-revulsion.
Kill them or save them, or save them to kill them, no, kill
them to save them.
The arrival of the late-night train in the Steelwater
Rail Station distracted him from listening to the
voices in his head, both of which were his own.
As the passengers descended onto the
platform in the rain, Sturgis watched them
with almost pathological indifference
that slowly shifted into annoyance.
The dozen mercenaries could only
have stood out more if they wore
signs of fire around their necks,
he thought, though perhaps
the people of Wexmere had
seen their kind enough that it
didnt matter. Some of them
glanced his way, but none
saw past the occultation that
allowed him to pass unnoticed
by the casual observer. He
gripped Severance tighter and
imagined revealing himself
by lowering his disguise and
raising his dual-bladed staff
to terrorize the more slackjawed mercenaries. Their fear
would fill him the way pride in his soldiers once had.
Of course, Malathrax would be furious to have his hired
contacts tested in such a manner, but Sturgis could justify

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.

48

These theme forces are fair game upon publication and usable in our organized play events.

Forces of Distinction

Thunder follows lightning.


Sturgis twitched. The moment passed. His indifference to
the men settled in again. It was cool and stoic, and it had
no impact on him.
Their leader came down from the train car last, a smalleyed man, stocky and thick, and he seemed to emerge
from the rain like a cloud across the sun. He wiped the
rainwater from his face by running his hand over his
features, and like his men, briefly scanned the station. As
he looked Sturgis way, Sturgis let his occultation spell
fall for a moment, allowing the man to see him in his full
Cryxian armor, his hideous bladed staff held at the ready,
his eyes alive with death.
The mercenary leader barely reacted except to wipe his
face dry again. Sturgis expected nothing less, given
what Malathrax had told him of this one, a man who so
frequently sent men to their inevitable deaths in the service
of a lich lord for coin. Another mercenary, a wisp of a man
with a tight face, followed as the first man approached
but stopped short to keep his distance; he also had clearly
seen Sturgis face, and his reaction was rightfully terrified.
The leader continued until he was close enough to speak
without being overheard.

FORCESOFDISTINCTION

it to the lich lord by arguing how obvious they had been.


They were unsuited to a mission requiring stealth, Sturgis
could argue. Malathrax would rage, but by then, it would
be too latethe mercenaries who did not meet Sturgis
standards would already have fled.

future. He pays me for bodies. The coin he gives me


covers the cost of them going from living to dead.
Sturgis grimaced. Thats just one way they can go. And is
your own ticket also one-way?

Hardly. I go back on the next train out of this pit. Vinenko


looked across the tracks at the black, stagnant waters of
the Salmon River, almost invisible in the evening rain.
Im the intermediary, not the primary. Lose them, I can
find more. Lose me, and your lords intelligence network
truly suffers.

Once more, Sturgis found himself harboring a strong


dislike of Vinenko, this time for his typical mercenary
insolence. Though Malathrax regularly used mercenaries
in his operations, it still frustrated Sturgis, though he
knew he would need to learn to accept the fact. Ultimately,
the men were to serve as fodder, which satisfied Sturgis
distaste for them. They were a distraction to draw fire
while Sturgis did the real deed
I dont need to unless I want to but I want to need to kill them
because

of murdering the three Cygnaran officers Malathrax


had identified, officers who knew things Malathrax
needed to know, officers Sturgis had known before. Yet
the mercenaries were distracting Sturgis himself, and he
already wished them dead. Swallowing fire, he thought
how he preferred his indifference to his contempt. They
serve a purpose, he told himself.

Commander, he began.

Who is this, then? Sturgis asked, gesturing for the wispy


man behind Vinenko to come forward.

Do not address me by any name or title, Sturgis said.


Rank is irrelevant to me. Now.

This is Sergeant Fosters, Vinenko said as the man


stepped closer. He knows his business.

The mercenary shrugged. If thats what you want. I am


Vinenko. I have brought the men your lord requested.
And they know nothing about the mission, as he desired.

Fosters did not make eye contact, Sturgis noted. Instead,


the mercenary cleared his throat, though it did not keep
his voice from quivering, and said to Vinenko, I dont
like this. No one said anything to us about the undead
being the

Sturgis watched the mercenaries gather together at one


end of the station platform as they unloaded the baggage
compartment, boxes stacking up at their feet, presumably
their armor and weapons. Requested. Desired, he
thought. As if Malathrax simply asked for these men. He
handed the mercenary a mid-size bag of coins that
Vinenko did not open to count; the mercenary put it
directly into a larger pouch at his hip.
I have never heard of mercenaries taking passenger
trains to their assignments, he said. Are you on vacation,
Vinenko?
Vinenko remained cool. No. One-way tickets. No horses
to retrieve afterward. No camping equipment to provide
when its just going to be left behind to rot with the bodies.
I save a great deal on expenses.
Your faith in your men is admirable.
Your lord does not pay me to be optimistic about their

You were a smuggler, Vinenko cut him off. Your men


are one step removed from prison. No one asked for your
approval because no one needs your approval. Ill pay
you when the missions done, and you will find all gold
spends just the same, regardless of where it comes from.
Fosters appeared not only unfazed but amused. He
kept his attention away from Sturgis, but at Vinenko he
smirked. Yes, Im sure thats what Ill find. Maybe you
should come with us on this mission so I can keep that
bag of gold in sight.
Vinenko was about to respond when Sturgis cut them off.

Make no mistake: Ive paid for your loyalty, he said in a


low voice, addressing both men at once. He adjusted his
grip on his double-bladed staff Severance for emphasis,
relishing for a moment the sergeants widening eyes.

Forces of Distinction

49

FORCESOFDISTINCTION

And I assume I have it.


Vinenko nodded, but Fosters face went blank. Our
loyalty is bought, Vinenko assured him. You have
nothing to fear.
No, Sturgis thought, I do not. Not now. The days of fear are
behind me. He felt both weary and angry, a restlessness
to get the mission underway gripping him as fiercely as
death.
Vinenko said, May I ask what the objective is?
Cygnaran officers, Sturgis said. I have been told
they will be arriving here in Wexmere soon enough.
He considered Fosters, whom he suspected would soon
enough be dead, before he added, I need their skulls.

II: Chaos
The twenty-two mercenaries were not snipers; they
didnt need to be, though they did not know this. Still,
once Vinenko and Fosters dealt with the railway station
official and the local law enforcement officerboth of
whom accepted gold to look away for an hourSturgis
positioned the mercenaries beyond the station as if they
were marksmen. He could tell Fosters wanted to question
why they were taking up posts in the thick, dark tree
line up the hill on the other side of the river, the station
platform below them. From here, they would be firing
over the train cars as the Cygnaran troops climbed down
onto the platforma sloppy ambush, Sturgis knew. And
clearly, any initial rifle assault couldnt be followed up by
hand-to-hand combat because of the hindrance the water
presented; worse, the train would offer the Cygnarans
shelter as the mercenaries approached. The men muttered
and Fosters paced in the rain, but Sturgis felt no need to
clarify his tactics.
The Cygnarans
We

would not expect an attack so deep in their own


territory, despite the oddity of being forced to stop in
Wexmere. Damage to the Market Line railway north of the
town, theyd been told, as reported by the passenger train
that had delivered the mercenaries. Even if the Cygnarans
correctly assumed the damage was sabotage, even if
they were on alert, even if they expected an ambush, a
rifle assault from across a river would hardly threaten
the military resolve of their officers. Not with gun mages
in their midst and warjacks ready to be jack marshaled
stored on the flatcars behind them, already powered up
and ready for offloading.
This complacency was precisely what Sturgis expected.
The train rolled in an hour before dawn, its steam grey
and visible above the woods long before it snaked
through the darkness into the Steelwater Rail Station.

50

Forces of Distinction

Sturgis alerted Fosters by jabbing him with one pointed


end of Severance, but then left it to the sergeant to rouse
the others. They were dead silent as they prepared for the
attack. No one shirked his duty; no one lowered his rifle
to question the bands odds of survival. Sturgis watched
them impassively.
Dead silent, dead right. There are no odds.
Steam brakes hissed as the engine came to a halt, pulling
two passenger cars and three flatcars behind it. The two
Sentinels and one Grenadier on the flatcars, fired up and
on standby, adjusted their balance and assumed defensive
stances as the train stopped in this unscheduled outpost;
Sturgis knew the Cygnaran officers had not expected
to be bivouacked anywhere except the front lines in the
north. Now they would be looking to establish temporary
barracks in Wexmere. Neither of them, he knew, thought
they could die here.
He watched the scattering of blue and golduniforms
and insignias, long guns at ease, bare heads where there
should have been helmets. One of their number, a barrelchested man with a gobber bodger at his heels, wandered
down the platform toward the flatcars, one hand running
admiringly along the train cars as he walked. Sturgis
silently indicated him to Fosters, who in turn directed
a pair of mercenaries to take aim at the mechanik. One
less jack marshal, one less warjack. Sturgis didnt care.
He scanned the Cygnaran troops milling about on the
platform, immune in their indisputable power, and
just as he spotted the major and the captain huddled to
confer together under the stations awning, one of the
mercenaries opened fire.
Below, the mechanik spun like a puppet, arms flailing, a
burst of blood exploding on both sides of his head. The
gobber backpedaled from the corpse, dancing out of
harms way but looking around in alarm. And though
the other mercenaries reacted quickly to the unexpected
shot, they were no match for the response speed of the
Cygnaran military. The soldiers on the platform scattered
for cover. One of the Sentinels belched a cloud of steam as
if clearing its throat.
Sturgis turned toward Fosters, weighing his options for
the blatant disregard of his command. The hand cannon
at his hip. Severances blades, always bloodthirsty. A spell
that would shred the sergeants soul. Fosters deliberately
avoided Sturgis stare; the sergeant shifted his weight back
to account for the hills slope, the mud, and his rifles recoil.
The rain ran in his eyes. He couldnt see the Cygnarans
anymore; his mercenaries were forced to target the flash of
long guns and military rifles on the train platform. Bullets
splatted in the wet leaves of the hill, making them jump
like living things startled from sleep. The activated Sentinel
was thundering down from its flatcar. The Grenadier

His man was dead. And Sturgis was gone.


It was like squeezing his eyes shut to stave off dizziness.
In one moment, Sturgis was surrounded by dark trees
and the rattling clip of sporadic gunfire underscoring a
steady rain among the leaves; in the next, he appeared
unceremoniously in the dry entryway to the Steelwater
Railway Station, facing the same direction as he had in
the woodsthe platform was now at his back. He swung
about, bringing Severance to bear, and mere feet away
were the major and the captain, their backs exposed to him,
their guns aimed up the hill across the river. The silence
of the woods was replaced by the battle volume of the
station. To his right, the Sentinel was lumbering toward
the front of the train, where it would have a clearer line
of fire up the hill; the Grenadier was slowly turning on
its flatbed, lifting its left arm to aim its grenade launcher
up at Fosters and his mercenaries. Sturgis could easily
determine who the jack marshals werethey shouted
orders as they coordinated their warjacks. Yet Sturgis
wouldnt bother with themthey werent his targets.

FORCESOFDISTINCTION

was prepared to step down as well, its jack marshal


supervising a team crawling around it to feed grenades
into its launcher. Fosters heard a nearby groan as one of his
men took a bullet, and he had no option but to turn to look.

could hardly appear nondescript after attacking two


men, so the loss of the spell didnt matter at this point
anyway. He drew himself up to his full height and
stared into the majors eyes, his head tilting to one side
as he unexpectedly envisioned a handshake between
soldiers, between comrades, between patriots. He could
not remember where or when it had happened; it was a
painting in his memory, static yet with depth.
Your handshake means nothing to me now. It never did.

He knew that was not true. Like thunder, the contradiction


roared in his head, a recollection overriding reality.
Severance suddenly felt incredibly heavy.
Welcome aboard, major. Im

Commander Sturgis? the major whispered. He cradled


the stump of his ruined forearm. Sir, is that you? What
happened to you, sir?

Beyond the major, the Sentinels chain gun opened up,


lighting up the train station platform as it strafed the
hillside from right to left. Closer to the stations awning,
grenades rushed from the Grenadiers launcher with a
faint whumping sound, followed by a deafening explosion
amid the mercenary ambushers dying on the hill.
Thunder follows lightning.

The Cygnaran captain never knew it was coming, never


saw the innocuous shadow approaching him from behind.
Just as Sturgis reached the two men, he dropped his
occultation; the captain half-turned his head at the sound
of Sturgis footsteps on the platform, but he failed to see
the face of his killer in time. Lunging forward, Sturgis
drove one of Severances blades through the Cygnarans
armor, ripping through his spine as he jerked the blade
out again. The captain shrieked wordlessly and collapsed,
his legs now useless, his hands groping behind him for
a weapon that was no longer there. As his life bled out
through his back, mixing in pools of rainwater, Sturgis
turned his attention to the major. The man pivoted, raising
his hand cannon as Sturgis swung his bladed staff in a
twisting arc that brought its second blade down across the
majors wrist. With surgical precision, it severed the hand,
sending it skittering across the platform, still gripping its
gun. The major cried out and staggered backward against
the pole hed been using for cover.

The major raised his one good hand to Sturgis as if


pleading, as if he could stay a killing blow with such a
simple gesture. Sturgis had given very little thought
to how the tales of his fall might have spread through
the Cygnaran Army. Rumors and gossip would change
nothing that had gone before or that had come after. But it
had not occurred to him that someone hed once known

The mans face gave Sturgis pause. Young but wearied


by experience. Laugh lines at his eyes. A sadly amusing
attempt at growing a moustache.

III: Chasm

Its like Nemos, sir.


Major, Ill have you know Nemo could have grown that pathetic
thing when he was seven years old.
Sturgis felt his lip curl at the voices in his head, and his
concentration slipped. His occultation fell; he knew he

befriended

might not have heard of his service to the lich lords


of Cryx, might not know to be afraid of him now. The
strength was returning to his arms; he gripped Severance
tighter.
The ones Ive befriended will suffer more.
Sir? the major said.
Befriended.
Major, Sturgis answered.
Beheaded.

The Cygnaran mine in the mountains above Wexmere had


been abandoned for a long time, but Sturgis imagined he
could still smell the desperation and fear of the men who
had died here when the walls caved in. While he waited
in the thin grey light seeping in from the top of the shaft,
he thought about the crude warning sign at the mines
entrance: CONDEMNED, someone had scrawled in red
paint on a board. ENTER AND DIE.

Forces of Distinction

51

FORCESOFDISTINCTION

The light fluttered, and as if he had been there waiting all


along, Lich Lord Malathrax appeared.

If you were to assume I was watching you, would you


hold to that claim so fiercely?

His head nearly reached the top of the mine tunnel, and the
layers of black cloth he favored made him appear to be little
more than a floating metallic face and clawed hands in the
darkness. Sturgis watched the lich lords face shift, layers
of metal plates sliding back into the depths of his hood, to
reconfigure into the cold, smiling face of a child. Yet when
Malathrax spoke, his voice was anything but childlike.

He knows. For a moment, Sturgis wondered if the lich lord


could read minds.

I greet you, Sturgis, my most useful weapon and


servant, he said. The air felt colder when he spoke, and
Sturgis grimaced as he stared up into the false face.

Malathraxs face shifted, the child disappearing to be


replaced by a mask with a demonic snarl and furious
eyes. Do not lie to me, Sturgis the Corrupted. Do not
think you can blind me to your weaknesses.

Ive brought you what you demanded, he said, hefting


a bloodstained burlap bag; he could feel the two heads
collide within as he did. I did no damage to their skulls.
Are we already beyond formalities? Malathrax asked.
His black robes rustled, shapes moving up and down his
body beneath them like rats beneath a carpet. The clicking
sound of metal on metal echoed in the dead mine until
the movement settled and finally stopped. Sturgis had
seen the shapes beforethey were skulls, human and
otherwise, augmented with metallic plates and driven by
necromantic magic. They were the ones Malathrax would
not allow to die. Some of them had been loyal servants,
Sturgis knew.
Lord Malathrax, he said, bowing his head slightly.
Malathrax made a guttural laughing sound, and the
shapes beneath his robes twitched. Thats better. One
must not forget ones place in the greater scheme of
things.
Sturgis resisted a frustrated sneer. The lich lord had made
him what he was, and could unmake him as easily. He
was not ready to surrender his existence. As you wish.
As I wish.
Sturgis extended the bag. I brought them. He briefly
frowned as he did sothe voices in his head had died to
mere whispers, but they were still there, relentless, as if
waiting for a moment of vulnerability to begin again.
Malathrax said, What is it that troubles you?
There is no trouble. There never has been.
I knew one of them. The major.
You knew both of them, Malathrax corrected him, taking
the bag. You knew their families, their friends, and their
other faults. Did they die easily?
I dont know. Compared to what?
Malathrax said, Compared to your desire to spare them.
Sturgis considered the lich lord carefully, but there were no
telltale features to read in Malathraxs metal mask; the childs
smile would never betray a ploy. I had no such desire.

52

Forces of Distinction

He said, I would.
And if in fact I chose them because they were known to
you, would you concede you considered sparing them?
I would not.

Sturgis gripped Severance loosely as he crossed his arms


and stared up into the lich lords new face. He suspected
he should feel fear, but this was hardly his first time
so close to oblivion. Hardly. Allow me to be equally
formal. I had not a single thought to spare them, my
Lord Malathrax.
Malathrax paused, his face unchanging. Then his
thunderous laughter filled the empty mineshaft, hideous
enough to make the bones of the dead miners in the
chasm far below them shudder beneath the cave-in that
killed them. The plates of Malathraxs features withdrew
into his hood, and the childs face returned.
So we are, the lich lord said. You did not disappoint me,
Sturgis. You succeeded where I thought you might fail.
I dont fail. Sturgis stared for a moment at the bloody
bag, trying to remember the face of the major. It would not
come to him. I didnt then. I dont now.
No, you do not. And to think, I do not even require
the skulls of these men. Still, they were an excellent
sacrifice that we could have this certainty between
us. When Sturgis only blinked, Malathrax laughed
again. Disregard. I jest with you, a sign of our growing
friendship. These dead ones will serve me well, never
fear. More will follow. Soon. You did well, Sturgis.
The lich lord took a step backward from the mineshaft
into the darkness, and he was gone as if hed never been.
The thunder of his laughter echoed a moment longer, and
then that too was gone.
Sturgis stood silently in returning grey light from above,
listening. There was nothingno drip of water, no
movement of air, no clicks of metal, nothing to suggest he
was not alone.
When he was certain Malathrax had gone, when the last
of his restraint had died in a chaotic maze of voices in his
head, he smashed Severance into the wall and screamed
in rage until the voices were finally silent.

United We Stand
Warjacks
Cygnar non-character warjacks
Battle Engines
Storm Strider

Units
Rangers, Stormsmith units,
Trencher units

Tier 1

FORCESOFDISTINCTION

Commander Dalin Sturgis

by David DC Carl

Solos
Lieutenant Allison Jakes,
Squire, Stormsmith solos,
Trencher solos

Tier 3

Requirements: The army can include only the models


listed above.

Requirements: The army


Stormsmith weapon crews.

includes

Benefit: For each Trencher unit in the army, increase the


FA of Stormsmith Stormcallers by 1.

Benefit: Stormsmith weapon crews in the army gain


Advance Deployment
.

Tier 2

Tier 4

Requirements: The army includes one or more Trencher


models/units and one or more warjacks with Advance
Deployment
.

Requirements: The army includes Lieutenant Allison


Jakes, and Sturgis battlegroup includes two or more light
warjacks.

Benefit: Trencher models/units in the army gain


Pathfinder
during the first round of the game.

Benefit: Add one Grenadier or Firefly to Jakes battlegroup


free of cost.

Sturgis the Corrupted


Divided You Fall
Warjacks
Cryx non-character warjacks,
Mercenary non-character
warjacks*

one

or

more

by David DC Carl

Units
Solos
Mechanithralls,
Skarlock Thrall,
Necrosurgeon & Stitch Thralls, Mercenary solos*
Mercenary units*

Tier 1

Tier 3

Requirements: The army can include only the models


listed above.

Requirements: The army includes three or more


Mercenary solos.

Benefit: Mechanithralls units are FA U.

Benefit: Place the models in Sturgis battlegroup after normal


deployment. These models are placed at the same time as
your models with Advance Deployment (if any). These
models must be placed within your normal deployment zone.

Tier 2
Requirements: Sturgis battlegroup includes two or more
bonejacks with Flight or Stealth
.
Benefit: Add a Mercenary solo with a Point Cost of 4 or
less to the army free of cost.

Tier 4

Requirements: The army includes one or more Mercenary


units and one or more Mechanithralls units.

Benefit: For each Mercenary unit in the army, one Cryx


unit gains Advance Deployment
.

* Note that the Mercenary units and solos must still work for Cryx, and the Mercenary warjacks must still be assigned to
Mercenary battlegroups or Jack Marshals. The Tier 1 requirements reduce the options normally available to a standard
faction army. When new options are added to a factions normal army construction rules in a theme force, they appear
as one of the Tier Benefits.

Forces of Distinction

53

For Blood or Gold:

Farrow
slaughterhousers
of the circle orboros

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.
Converting Farrow Slaughterhousers into a Circle Orboros-themed unit is something of a challenge. These are fairly solid models,
so simply replacing shoulder pads and other armor bits isnt really an option. Instead, weapon swaps are the way to go. One of
the weapon shaft styles happens to match the Warpborn Skinwalkers halberds, and since the Slaughterhousers have a piecemeal,
mismatched appearance to their armor anyway, I decided to supply part of the unit with the Warpborn Skinwalker weaponry. The rest
will have the voulges wielded by the Druids of Orboros, adorned with trophies and skulls.

painting the slaughterhousers


Step 1: Swapping the Halberd for the Lance
a

A) Using Formula P3 Clippers, cut away the red-shaded


portions of each weapon. Trim the ends of the weapon
haft flat with a hobby knife.

54

Modeling & Painting

B) This will leave you with the Slaughterhousers


weapon haft and the head and end of the Skinwalkers
axe. Leave as much of the narrow posts as possible to
function as a pin to secure the parts together.

C) Use a 1.25mm drill bit to make a hole in each end of


the weapon shaft.

D) Super glue the end parts into the holes. If the fit is too
tight, file the post a little until it fits.

E) With the Skinwalker weapon completed, assemble


the model.

Step 2: Sculpting the Shoulder Pad


The weapon swap is a simple conversion to give the Slaughterhousers a little Circle flair, but if youre feeling
ambitious, you can add some sculpted detail to the shoulder armor.

A) Press some Formula P3 Brown/


Aluminum Putty onto the shoulder
armor, making sure to cover it all the
way to the edges.

B) Flatten it to create a thin layer,


then smooth the surface with your
sculpting tool. Trim away any excess
putty to create clean, smooth edges.

C) Using a mechanical pencil with


the lead removed, press some rivets
into the putty at the armor plates
attachment points.

The putty will cure rock-hard, so let it cure partially before continuing. Drying times may vary, so let the
model sit for about an hour, checking on it periodically. You can gently poke the putty with the point of a
sculpting tool to test its firmness. When the point wont go in and the putty feels firm and rubbery, move
on to the next step.

Modeling & Painting

55

D) Using a marker, draw lines to indicate where the raised


areas of the shoulder pad will be. Look at other Circle
models and replicate the lightning bolt-style details.

E) Slice away the putty with a Formula P3 Hobby Knife,


essentially drawing with the blade and pulling out the
negative spaces to leave behind a raised latticework.

F) Once youre satisfied with the results, let the putty


cure completely and gently file over the surface. This
will smooth the latticework, square the corners, and
remove marker lines that might interfere with priming
and painting.

Step 3: Adding Druids of Orboros Voulges and


Gallows Grove Trophies
a

A) Use parts from the Gallows


Grove to attach grizzly trophies to
your Slaughterhousers weapons.

B) Begin by removing the redshaded portions of the parts.

c
D) Attach the completed weapon
and finish assembling the model.

C) Use a .85mm drill bit and rod to pin the parts together as shown.

56

Modeling & Painting

painting the slaughterhousers


Step 1: Painting the Flesh and Fur
A) Basecoat the Slaughterhousers
flesh and fur with Gun Corps
Brown.

B) Wash the flesh and fur with a mix


of Thornwood Green and Umbral
Umber.
C) Once the wash has dried,
drybrush the flesh with Gun Corps
Brown and add a few highlights
of Gun Corps Brown mixed with
Rucksack Tan.
D) Wash the fur mane with a mix of
Umbral Umber and Thamar Black.
Darken the fur at the tips by adding
extra Thamar Black into the mix.

Step 2: Painting the Leather Straps


A) Basecoat the leather straps
with Battlefield Brown. Be sure to
include the straps at the head of the
weapon. Basecoat the bandages with
Rucksack Tan.

B) Highlight the straps with a mix


of Battlefield Brown and Bootstrap
Leather, bringing the mix to straight
Bootstrap Leather for the final
highlight. Give the bandages a light
drybrush of Menoth White Base.
C) Pick out the rings, rivets, and
chain mail with Cold Steel, then
wash the metal with Brown Ink.
Wash the bandages as well, but take
care not to darken them too much.
D) If the bandages become too
muddied, as mine did, add some
highlights with Rucksack Tan and
Menoth White Base.

Modeling & Painting

57

Step 3: Painting the Wood and Bones


a

A) Using a controlled drybrush so you dont mess up


your previous work, paint the bones with Menoth White
Base and the wooden weapon head with Rucksack Tan.
B) Paint the brass details of the weapon head with a mix
of Molten Bronze and Rhulic Gold.

Step 4: Painting the Armor


a

C) Wash it allbones, brass, and woodwith Brown Ink.


D) Once the wash has dried, lightly drybrush the bone
back up with Menoth White Base and highlight it with a
mix of Menoth White Base and Menoth White Highlight.
Similarly highlight the wooden voulge head with
Rucksack Tan and Menoth White base.

A) To match the color scheme of the


Circle Orboros armor, basecoat the
plates with a mix of Molten Bronze
and Rhulic Gold. Pick out a few
details like the gauntlets, hoof plates,
and weapons with Pig Iron.
B) Wash the brass armor with Brown
Ink and the steel with Armor Wash.
Take care not to get any of the wash
into the sculpted recesses of the
shoulder pad; the next step will be more
difficult if the recesses are too dark.

C) Mix equal parts Iosian Green and


Turquoise Ink and paint it into the
recessed areas of the weapon heads
and shoulder pads. If any of this
wash strays onto the surface, touch
it up with the armors base color.
Highlight the edge of the Skinwalker
axes with Quick Silver.
D) Since not all of the models
have sculpted shoulder armor,
incorporate the green color by
washing the armor with the
Turquoise Ink/Iosian Green mix
to create a patina on the brass. This
is particularly effective around the
armors rivets and large studs.

58

Modeling & Painting

Step 5: Painting the Final Details

Highlight the lips and ears with a mix of Gun Corps Brown and Midlund Flesh. Give the models a once-over to pick
out any additional details like the tusks, wolf tails, necklaces, and earrings. Base the Slaughterhousers to match your
Circle armys basing scheme, and theyre ready to butcher your foes!

Conclusion
I hope this gives you some inspiration and ideas on how to incorporate Farrow units into your army. You could
theme the entire unit to match a Druidic or Wolf theme, or you might use a mix as Ive done here. Since the
majority of this conversion revolves around weapon swaps, its easy to apply these techniques to other factions
as well. Its not difficult to imagine Skorne-enslaved Slaughterhousers armed with Karax halberds and painted
in a red-and-gold color scheme.

Modeling & Painting

59

By Michael Sanbeg and douglas seacat art by Karl Richardson, greg K. smith, and James wolf strehle
Of the numerous martial orders within the Church of
Morrow, among the most prominent and widely known is
Cygnars Knightly Order of Precursors. The knights of the
order have defended their nation and their faith for more
than three centuries and are today concentrated most
heavily on Cygnars western coast to combat the ceaseless
incursions of Cryx. There and throughout Cygnar,
Precursors stand ready to oppose all who threaten their
nation or the people of the Morrowan faith.

60

Guts & Gears

The History of the


Order of Precursors
Inception of the Order
Far removed from the spirit of peace and hope enjoyed
by the populace during the final years of King Woldreds
rule, Cygnar under Malagant the Grim was a kingdom
plagued by internal and external political turmoil.
In 290 AR, Malagant ordered the execution of thirty-eight
ranking nobles and 217 Menite priests in his bid to seize
the throne, creating an atmosphere of fear and political

tension that would last throughout his reign. Similarly,


diplomatic relations between Cygnar and Khador soured
virtually overnight with the assassination of Khadors
King Dmitry Dopatevik and the subsequent rise of Queen
Cherize. It was clear from the onset of Cherizes reign that
war between Cygnar and Khador was inevitable.
Malagant spent his first years on the throne securing his
own power and gathering support for Cygnars impending
confrontation with Khador. It was widely believed
among Cygnarans that Queen Cherize was a Thamarite
and a practitioner of dark arts, a fact that strengthened
Malagants position. Further, Cherize had formed an
alliance with several northern tribes of the Tharn: a fierce,
cannibalistic people who venerated the Devourer Wurm
with human sacrifices.
When the Border Wars broke out in 293 AR, Malagant and
his advisors presented the conflict as good versus evil,
the last shining hope for civilization to stand against the
vast hordes of northern barbarians. To further support
this idea, the Church of Morrowlong viewed as a
bastion of mercy and human decency and a supporter of
Malagant from the startwas established as the official
state religion of Cygnar. Later that same year, the Knightly
Order of Precursors was founded with the approval of the
Exordeum, primarily to care for the injured and dying
Morrowans in Cygnars military but also to contribute
directly to the war effort. Most of the first knights sworn
into this order were already protectors of the church and
included members of several minor regional orders that
were consolidated as a single organization.
King Malagant was swift to endorse the founding of the
Precursors, ordering his generals to accept the assistance
of these knights and any other church personnel willing
to help the war effort. The Precursors were given leave to
fight alongside the Cygnaran Army, and their skills were
integrated into the standard military tactics. The ranking
knights agreed to abide by the orders of commanding army
officers during shared actions for ease of operations, but
the order retained its own hierarchy as well. The Precursors
established a permanent headquarters and barracks in the
Sancteum within Caspia, and knights were soon sent to
camps and military hospitals along the northern front.

chapter houses in Fharin, Mercir, and Ceryl, each working


closely with the vicarate councils in those cities. Without
the pressures of war in the north, the order shifted its focus
to growth, structure and policies, and its relationship with
the Cygnaran military.
The orders placed a high priority on protecting Cygnaran
citizens from profane and unholy threats and began
to shift its attention to the threat of Cryx following the
Border Wars. The inland chapter houses remained centers
of recruitment, training, and logistics, but knights seeking
active service were often sent to fight alongside Cygnaran
Army and Navy personnel protecting the western coast.
Beginning in 432 AR, Iron King Godwin Blackwood
strengthened Cygnars defenses by transforming Highgate
from a single watchtower to a major naval fortress and
port city. As Highgate became increasingly significant to
western defense, the order expanded within the growing
city, and by 434 AR, the order had established a full
chapter there. When the Cygnaran Army was reorganized
under King Vinter II in 517 AR to create the Third Army
headquartered at Highgate, the Knightly Order of
Precursors renewed their partnership with these fighting
forcesa relationship that remains strong today.
In 482 AR, the principal chapter in Caspia became
embroiled in the Cygnaran Civil War. There were some
within the Church of Morrow who considered it a mistake
to become involved in this conflict. In the early weeks
of the war, the Precursor Knights were kept in reserve
and employed solely to tend to the wounded and dying.
As the fighting intensified and Caspia itself seemed at
risk, however, the knights were given leave to support
the Cygnaran Army once again. Local Precursors were
deployed alongside Cygnaran soldiers in defense of the
Sancteum itself. Though they performed valiantly in this
role, few within the order relished the prospect of killing
fellow Cygnarans, regardless of their religious beliefs.
Word of their involvement and that of the other knightly
orders of the church quickly spread even beyond the
nations borders, deepening the animosity many Menites
felt toward the Church of Morrow.

The Scharde Invasions

The Broken Coast has been plagued by the sporadic


attacks of pirate raiders and the undead since Cygnar
was founded, but these incidents escalated alarmingly in
584 AR. The four years of warfare that followed, which
The ascension of Markus Graza in 305 AR as the patron
became known as the Scharde Invasions, revealed the
of soldiers and watchmen reinvigorated the popularity of
true threat of the Nightmare Empire as a cohesive and
the Church of Morrow, particularly among those in armed
organized enemy. During this period, the might of Cryx
service. Like all Morrowan martial orders, the Knightly
came crashing into the nations western shores. Thankfully,
Order of Precursors benefited from this, experiencing
King Vinter Raelthorne IV was quick to rally his forces
a surge in recruitment that would not be repeated for
to the nations defense, efficiently drawing troops from
almost three hundred years. The period following the
across Cygnar to face the vast Cryxian incursion.
Border Wars was a time of relative peace throughout the
Iron Kingdoms. During these years the order established

Development through
to the Modern Era

Guts & Gears

61

The Katrinskya Massacre


In the winter of 607 AR, Primarch Arius sent Precursor
Knights to the Khadoran capitol of Korsk to protect the
Katrinskya Cathedral and Nyss refugees given sanctuary
there. The primarch was motivated by a prophetic vision
bestowed by an avatar of Morrow that suggested the
importance of safeguarding these refugees and a holy
relic they bore. Despite the primarchs involvement, the
climate of war between Khador and Cygnar made this a
contentious decision, one only reluctantly accepted by
the Khadoran empress, for which reason a smaller group
was dispatched than initially planned.
In perhaps the most inexplicable and ominous Cryxian
attack in Khadoran history, the cathedral was assaulted
by the notorious undead warcaster Goreshade.
The eldritch massacred all the Precursor Knights, entered
the cathedral, and murdered the refugee Nyss and several
priests of Morrow before finally being driven away.
This incident exacerbated tensions between northern and
southern Morrowans and demonstrated the perils faced
by Precursor Knights operating on foreign soil, even when
conducting a mission endorsed directly by Morrow.

Recovery and Expansion


Fortunately for the order, the hardships of war had a
strong unifying effect upon the population of Cygnar,
particularly within the long-beleaguered western reaches
of the nation. The ordeal strengthened Cygnarans
resolution and inspired many to enter into the Church
of Morrows comforting embrace, due in part to the
prominent role the order played in the war.
Each of the major chapter houses saw an influx of men
and women seeking to become initiates in the order.
Unwilling to compromise its physical requirements and its
expectations of unimpeachable moral standing and ethical
behavior, the order turned many away, and this limited
the pace of recovery. Despite the orders high standards,
however, it has bolstered its numbers and continues to be
the largest martial order within the Church of Morrow.

More recently, the Precursor Knights refrained from


involvement in the Llaelese War from 604-605 AR. This
was a controversial decision, as the Merywyn Vicarate
Council repeatedly pleaded for martial support from
the Exordeum. Given the strain between high-ranking
members of the church in Khador and Cygnar, the Order
of Precursors was asked to remain in reserve, providing
only limited support. Some Precursors were active in the
northern theater at this time but in limited numbers and
While the brunt of the defense of Cygnar fell to the army primarily in defense of the northern Thornwood. Only
and navy, the Precursor Knights played an invaluable knights already serving in Llael before the start of the war
role during these engagements. General Leto Raelthorne, were allowed to remain, as the church hoped to avoid the
brother of the king, worked closely with senior officers impression that it was taking an active role in the war.
among several branches of Morrowan knights to lend
support to more conventional armed forces. Additionally, The order would be drawn into another major military
while the army and navy were focused on specific larger- conflict when Caspia was threatened by its Menite
scale operations, small patrols of Precursors gave their neighbors. The Church of Morrow had prohibited
lives to protect many small townships and villages that Precursors from contributing to Cygnars initial invasion
were otherwise undefended. Their tireless efforts in of Sul, but as the Caspia-Sul War escalated and intensified,
seeing to the fallen prevented many of Cygnars slain these knights were gradually allowed to lend their support.
When the fighting was focused in Sul, knights were
soldiers and citizens from rising to join the undead.
deployed solely to defend the westernmost region and help
This war against the Nightmare Empire saw a continual maintain supply lines into the city. They also ensured last
rise and fall in numbers among the Precursor Knights, rites were provided to Morrowan soldiers killed in action
as many pious and loyal Cygnarans joined the order and assisted with the treatment of the wounded.
and gave their lives in the fight against the undead.
Every branch of the order contributed its full strength In the last stages of this war, after Hierarch Voyle led a
to the war, committing more fully than they had in any Protectorate army to invade Caspia itself, the Knightly
conflict before or since, for this was seen as a fight not Order of Precursors took up arms in greater numbers to
merely in defense of Cygnar but in defense of humanity defend the city. When it became clear the Menite army
as a whole. As a result of this strong involvement, the war planned to march on the Sancteum, Primarch Arius
took an incredible toll on the Precursors, and by the time personally authorized the mustering of the entire Caspian
the armies of Cryx were driven from Cygnars shores in chapter along with reinforcements from several nearby
588 AR, the orders numbers were reduced by more than a branches. Many knights earned praise and honors in the
quarter. The end of the Scharde Invasions began a period battles that eventually stopped the Menites and forced
of reconstruction, as the order sought to return to its them to withdraw to Sul.
pre-war strength.

62

Guts & Gears

Organization
and Training

knights by leading prayers and conducting necessary rites,


but do not have priestly responsibilities outside the order.

The chapters of the order maintain a close relationship


with local church authorities within its vicarate, and each
Leadership Structure and
depends on the vicarate for funding and access to nonRelationship with the Clergy
combat personnel to varying degrees. It is only at its highest
The central headquarters and training facility of the levels, however, that the orders hierarchy crosses with that
Knightly Order of Precursors is part of the Sancteum in of the clergy. For example, the master of the chapter in
Caspia. Each of the major chapter houses of the order Fharin will consult with the Fharin vicars on local matters
located in Caspia, Highgate, Mercir, Ceryl, and Fharin and will generally cooperate with requests. However,
hosts a number of lesser satellite holdings, usually little orders from the grand master are given priority, even if in
more than barracks sufficient to hold its knights and conflict with a vicar, unless the Exordeum intervenes.
associated support personnel. The most significant of
these holdings are at Westwatch, Point Bourne, Fort Falk, Individual priests below the rank of exarch have no
specific authority over even the lowest knights of the order
Middlebank Fortress, Eastwall, and Orven.
and must send requests through the proper channels.
The Precursors are currently commanded by Grand Individual knights are expected to be respectful and polite
Master Druce Brickton, who answers to the Exordeum to all priests of Morrow, regardless of circumstances,
and to Primarch Arius. The grand master commands the but they obey only their Precursor superiors. This rigid
various chapter houses and oversees a council made up adherence to internal hierarchy is vital when knights are
of the orders officer of hospital affairs, master-at-arms, deployed on foreign soil. Precursor Knights on a mission
military liaison, and church liaison. A senior knight with to Ord, for instance, would not answer to Ordic vicars. It
the rank of master commands each of the chapter houses. is up to the church liaison in Caspia to coordinate with
Serving beneath the masters are the chapters captains local church authorities to facilitate missions abroad
and sergeants. The junior-most ranking members of the and to answer complaints. Given the potential political
order are simply known as knights, while new recruits are complications, the grand master only sends Precursors
referred to as initiates. Among the knights are a number outside Cygnar when it is a vital necessity. Similar rules
recognized as battle-chaplains. By their vows they are govern other regional Morrowan martial orders, but the
treated first and foremost as knights, not clergy, and this size and armed might of the Knightly Order of Precursors
role does not affect their rank. They serve their fellow grant its actions a special weight.

Guts & Gears

63

Recruitment and Training


The Precursor Knights seldom actively recruit potential
initiates. Instead, their ranks are filled with those drawn
to serve the church and the nation of Cygnar. There is no
age restriction to join the order, though many successful
applicants attempt to join as early as their mid-teens.
Those who are accepted into the order are then carefully
evaluated for their piety, physical stamina, and martial
prowess. Most applicants have by this point never received
formal instruction in combat, though they are expected
nonetheless to display a certain degree of martial instinct,
battlefield judgment, and an eagerness to learn and to
persevere despite both mental and physical hardship.
Once a candidate has passed through the screening
process, he will be initiated into the order. Now cloistered
within the training facility, initiates enter an intense
two-year religious and martial training regimen that
has been carefully constructed and revised throughout
the orders three-hundred-year history. Initiates engage
in combat training and religious study anywhere from
fourteen to twenty hours a day, with occasional days
set aside for spiritual reflection. By the end of the twoyear training period, an initiate enters the order with

the rank of knight and returns to the outside world as a


sanctified weapon of war.
Occasionally, knights from other martial orders, either
Morrowan or secular, may feel the call to join the Precursor
Knights. Such individuals are screened and their fighting
prowess evaluated. Although experience might expedite
training, even veteran knights of other orders must spend
several months learning the ways of the Precursors and
drilling alongside their brothers- and sisters-in-arms.

Spiritual Practices
and Conduct
All Precursor Knights are adherents to the martial trinity
of ascendants: Katrena, Marcus, and Solovin. All battle
chaplains and many knights, particularly officers ranked
lieutenant or higher, carry into battle the holy book
Prayers for Battle. This catechism compiles Morrows
philosophical writings on warfare with the teachings of
the martial trinity. All Precursor officers are expected to
have a thorough understanding of these precepts and
to weigh them when making decisions. The principal
mandate of the order since its foundation has been to
ensure honorable conduct in warfare, to
sanctify the fallen, and to protect and care
for the wounded in battle. This extends to
the protection of the defenseless of the faith.
Like other knightly orders of the Church of
Morrow, the Precursors are also tasked with
preserving the Sancteum.
All members of the order are entitled to
conduct basic rites to sanctify the dead,
making it more difficult for necromancers
or Cryxian agents to reanimate them.
Similarly, Precursors must see to the rites of
the fallen and aid in any battle against the
undead or other unholy creatures. In some
instances, the priority of this calling has
requires the Precursors to battle alongside
Cygnars enemies against Cryx. The fight
against evil is of greater significance to the
order than any similar engagement against
mortal foes.
The order stands as a sacred bastion
against any who threaten the Morrowan
faithful of Cygnar, especially against
unholy horrors that threaten not only the
body but the immortal soul. As long as
such creatures roam Immoren in search
of living prey, the resolute warriors of the
Knightly Order of Precursors will stand to
face them armed with Morrows strength
and shielded by his holy might.

64

Guts & Gears

Precursor knights tactics


By David DC Carl
The Precursor Knights bring solid offense and defense to
Cygnaran and Mercenary armies in the name of Morrow.
They hold enemy attackers and spells at bay before crushing
those attackers beneath their blessed maces.

Consecrated Defenders

When it comes to various knight units in WARMACHINE,


players have certain expectations. Knights can be SPD 5 or
6; Precursor Knights are SPD 6. They can be MAT 6 or 7;
Precursor Knights are MAT 7. They can be DEF 12 or 13;
Precursor Knights are DEF 13. Before we even get past the
Precursors stat line, its already clear they have a number
of advantages over other knightly orders. They can move
relatively quickly even while utilizing the Shield Wall
Order to take their ARM up to a solid 18 on top of their
other impressive stats.
Another key element of these Morrowan knights is their
immunity to spells. Though Spell Ward will prevent you
from supporting Precursors with targeted magic, it will
also prevent them from being blasted by offensive damage
spells or hindered by debuffs to their SPD or ARM.
Enemies like Druids of Orboros, Cephalyx Overlords, and
Greylord Outriders become more bark than bite when
staring down a wall of Morrowan shields.
Not only does offensive magic fail against the Precursor
Knights, but attacks from their blessed maces ignore
any defensive magic as well. Front line units frequently
rely on protections like Arcane Shield, Defenders
Ward, and Iron Flesh, but such defenses mean nothing
to these knights of Morrow.

In Morrows Name

The Precursor Knight Officer & Standard Bearer unit


attachment makes the unit far less likely to flee in the face
of danger and introduces a powerful leader for our intrepid
knights. The Officer has a MAT value equal to that of Fenris
or the Lord of the Feast and has Tactics: Ranked Attacks,
an ability that synergizes particularly well with Cygnars
combined arms philosophy. A wall of knights is a great
asset, but a wall of knights that your Gun Mages can see
through and your enemies cant is even better.
As useful as these perks may be, none of them compare to
the Officers Morrows Name ability. Once per game, the
Precursor Knights Officer can invoke Morrows Name to
give all models in the unit in formation an additional die
on their melee damage rolls. This additional damage die
turns the Precursor Knights from a unit that can go toeto-toe with other units into a unit that can reliably wreck
warjacks and warbeasts, especially when charging.
Its important to time Morrows Name correctly to

maximize its effectsuse


it too early, and it will have
little impact, but use it too
late, and there will not be
enough troopers left to
capitalize on its power.

Divine
Blessings

On one hand, Precursor


Knights
have
fewer
synergies to consider because
they cannot be targeted by
spells, but they have far more synergies to consider because
they can be fielded with numerous Mercenary warcasters
as well as all the Cygnaran warcasters.
Spells that affect friendly models within a certain
area or that target enemy models rather than friendly
ones will still have a big impact on the efficiency of
your Precursor Knights. Lord Commander Strykers
Deflection and Positive Charge, for example, help
Precursors just as well as they help Sword Knights,
and his Rebuke spell can stop an enemy from
charging the Precursors on the following turn.
Powerful feats are also a great support element
that doesnt mind Spell Ward. From Blitz, Breach,
Lightning Charge, and Conquest substantially
improving
the
Precursor
Knights
offense
(especially when combined with Morrows Name)
to Invincibility, Temporal Shift, Roulette, and True
Grit protecting them from enemy attacks, theres
no shortage of warcasters ready to assist Morrows
knights on their feat turn.
Warcasters arent the only models that benefit
Morrows faithful knights. Gorman Di Wulfes Black
Oil or Rust and Lady Aiyanas Kiss of Lyliss can
pile pain on top of pain by combining a debuff on
an enemy model/unit with the Precursors Morrows
Name. Rhupert Carvolo or Anastasia di Bray can also
support the Precursors with non-magical support
abilities that enhance their potential.
As a Morrowan model herself, Constance Blaize is
worthy of special attention. She prevents nearby
Precursor Knights from ever fleeing, enhances their
charge range with Crusaders Call, and amps up their
accuracy and/or damage with Transference. Add
in her Divine Intervention feat, and a few casualties
quickly turn a Precursor Knights Shield Wall into an
impenetrable wall of Morrowan iron.

Guts & Gears

65

Precursors of Highgate
By Dallas Kemp
Members of the Knightly Order of Precursors are stationed throughout Cygnar, where they routinely
fight alongside the varied elements of the Cygnaran military. By far the most renowned of these Precursor
forces is that of the Highgate chapter, which joins Cygnars Third Army to form the first line of defense
against the ceaseless incursions of Cryx. This alternate color scheme represents the Precursors of Highgate,
clad in vibrant gold armor and carrying shields marked with a distinctive wave pattern reminiscent of the standard
emblem of the Third Army.

STEP 1 GETTING STARTED

PAINTS USED
Armor Wash

Greatcoat Grey

1. Prime the model black.

Battlefield Brown

Mouldy Ochre

Bootstrap Leather

Morrow White

Brown Ink

Radiant Platinum

Coal Black

Rhulic Gold

Cold Steel

Sanguine Base

Cygnar Blue Base

Solid Gold

2. Apply a coat of Bootstrap Leather. Much of this models


surface will be painted gold, and painting gold over
brown works better than painting over black. This will
give you a rich brown color to work up from, and youll
find it easier to get a smooth surface to start with. If you
arent using an airbrush, avoid painting over any areas
that will later be painted with Cold Steel.

Cygnar Blue HIghlight

Thamar Black

Exile Blue

Trollblood Base

Frostbite

Umbral Umber

3. Keep the shields separate for now to give yourself easier


access to all areas of the model and to keep them flat
and steady for free-handing in Step 5.
Colors Used: Bootstrap Leather

STEP 2 GOLD
1. Paint Rhulic Gold over the previously painted Bootstrap Leather. Several coats may be
necessary to achieve a smooth surface.

2. Wash the gold with a 1:1 mix of Brown Ink and Sanguine Base, thinned with a drop of
Mixing Medium.
3. Add a touch of Coal Black and Umbral Umber to the previous mix and blend this into the
deepest shadows.
4. Reclaim the armor with Solid Gold. Leave areas of shadow around the rivets.
5. Paint the filigree, rivets, and studs with Cold Steel. Add a touch of Armor Wash around those
areas to accentuate the details, but be careful to avoid the gold armor.
Colors Used: Armor Wash, Bootstrap Leather, Brown Ink, Coal Black, Cold Steel, Mixing
Medium, Rhulic Gold, Sanguine Base, Solid Gold, Umbral Umber

66

Guts & Gears

STEP 3 STEEL
If you used an airbrush, youll first need to paint over the steel areas in Thamar Black.
1. Basecoat the steel areas with Cold Steel.
2. Shade with a 1:1 mix of Armor Wash and Greatcoat Grey.
3. Add a touch of Thamar Black for a final shade. Carefully shade the deepest recesses.
4. Reclaim steel areas and carefully pick out any of the chainmail that may have been over-shaded with Cold Steel.
Colors Used: Armor Wash, Bootstrap Leather, Cold Steel, Greatcoat Grey, Thamar Black

STEP 4 TABARD
1. Basecoat the tabard with Cygnar Blue Base.
2. Shade with Exile Blue.
3. Deepen the shadows with Exile Blue mixed with a drop of Battlefield Brown. Blend the shadows into the folds of the cloth,
but keep the shadows deep or the cloth will end up looking brown.
Colors Used: Battlefield Brown, Cygnar Blue Base , Cygnar Blue Highlight, Exile Blue, Frostbite, Morrow White, Trollblood Base

Guts & Gears

67

STEP 4 TABARDS

continued

4. Highlight the cloth with Cygnar Blue Highlight.


5. Add a touch of Frostbite to the Cygnar Blue Highlight for the final highlights.
6. Paint two horizontal decorative bars of Trollblood Base at the bottom of the tabard.
7. Shade the bars the same as the tabard, as described in Steps 2 and 3.
8. Highlight the bars by blending Morrow White mixed with Trollblood Base onto the upper edges.
Colors Used: Battlefield Brown, Cygnar Blue Base , Cygnar Blue Highlight, Exile Blue, Frostbite, Morrow White, Trollblood Base

STEP 5 SHIELD
1. Paint the whole shield in Bootstrap Leather as in Step 1, then basecoat the center of the
shield with Cygnar Blue Base.
2. Carefully draw a wave pattern across the center of the shield with Trollblood Base, behind
the Radiance of Morrow symbol. If you muddle up the waves, simply go back with Cygnar
Blue Base to tighten up the edges until you are happy with the final look. Practice a few
times by painting on a piece of paper to get the motion down.

3. Add a touch of Morrow White to the Trollblood Base and apply it to the tips of the waves.
4. Use Cygnar Blue Base to paint the accent line across the bottom of the waves.
5. Finish the rest of the shield by using the formulas for gold and blue in Steps 2 and 4.
Carefully paint a mix of Exile Blue and Umbral Umber on the Radiance of Morrow,
then shade and highlight the blue center as outlined in Step 4.
Colors Used: Battlefield Brown, Bootstrap Leather, Cygnar Blue Base, Cygnar Blue
Highlight, Exile Blue, Morrow White, Rhulic Gold, Sanguine Base, Solid Gold, Trollblood Base,
Umbral Umber

68

Guts & Gears

STEP 6 FINISHING TOUCHES


1. Add the final highlights to the metal with a mix of Radiant Platinum and Solid Gold for the gold areas and pure Radiant
Platinum for the steel areas.
2. Pick out the wood handle, leather straps, and book with Bootstrap Leather. Highlight with Moldy Ochre, then blend a shade
of Umbral Umber into the recesses.
3. Give the outside of the book a glaze of 10:1 water and Sanguine Base.
Colors Used: Bootstrap Leather, Moldy Ochre, Radiant Platinum, Sanguine Base, Solid Gold, Umbral Umber

Conclusion

This color scheme offers a few fun and unique challenges, but regardless of which
faction or models you apply it to, the end result will be a striking addition to any army.
I hope you enjoy conceiving a force of golden-armored warriors of your own and that you
find the process worthwhile when you field them against your next opponent.

Guts & Gears

69

TERRAIN building

SKORNE ENCAMPMENT
By michael archer
Forests play an important role in WARMACHINE and HORDES, but what if you want a similar terrain feature in the desert
or in some other desolate area? It would look odd to have a cluster of trees in such an environment, but a forest does not
necessarily have to be represented by trees. This article will show you an alternative interpretation of concealing terrain:
a skorne encampment, complete with tents and banners.

Materials & Tools


Bamboo skewers
Dry grass tufts
Fine sand
Formula P3 Brown/Aluminum Putty
Formula P3 File Set
Formula P3 Hobby Knife
Formula P3 Model Drill & Pinning Set

70

Terrain Building

Formula P3 Sculpting Set


Formula P3 Super Glue
Formula P3 Clippers
MDF board
Plastic card, 1/16
Plastruct 3/64/1.2mm x 380mm
Buty Coated Wire

PVA glue (white glue)


Rotary tool
Ruler
Sand paper
Skorne Tent Flaps printout
Steel wire, 26-gage
Wood glue

CREATING THE BASE

Before you get started, decide how big youd like the piece to be. Will this be a
large grouping of tents or a single tent on a smaller base? In this tutorial, well
go through the process of making a small stand with a single tent and a stand of
banners to accompany it.

Step 1: Draw an organic blob approximately 5 by 9 at its widest points on a


piece of MDF board.
Step 2: Cut out the shape using a jigsaw, then bevel the edges with a belt sander
or similar sanding tool.
Step 3: Draw two organic shapes on a sheet of papera larger shape for the tent
and a smaller shape for a stand of bannersand use a Formula P3 Hobby Knife
to cut them out. Place them on the base to make sure they fit.

Step 4: Use these shapes as templates, tracing the larger one onto 1/16 plastic
card and the smaller one onto 1/8 MDF.
Step 5: Cut out the bases and bevel the edges with a hobby knife or a rotary tool.
Sand down any remaining hard edges. Sand the top surface of the plastic card so
the basing sand will adhere better.

MAKING THE FLAPS

Step 1: Print out the Skorne Tent Flaps


PDF, which you can download at:
privateerpress.com/no-quarter/webextras/no-quarter-55-skorne-tent-flaps

Step 2: Using a hobby knife and a metal


ruler, cut the flaps out carefully. Leave
the ovals between the points where the
two connect uncut for now.

Step 3: Fold each flap in half to make


double-sided flaps. Start by holding the tips
together, then crease the fold with as little
white showing at the edges as possible.

Terrain Building

71

ROPE MINI TUTORIAL

The easiest way to make rope is with


a rotary tool or drill, though the same
effect can be achieved by hand with
pliers and lots of twisting. Use 26-gauge
wirefound at most craft stores in the
jewelry aisleto make your rope.

a
Step 4: Unfold the paper and brush a
1:1 mix of PVA glue and water onto
the blank white sides. Fold them back
together, making sure the points meet
up and that there is as little white
showing as possible. Check that the
sides havent curled apart.

Step 5: Holding the piece by the uncut


white part, so as not to dirty the printed
material, spray or brush on a 5:1 water
to PVA glue mixture.
Step 6: While the flaps dry, prepare
rope to tie them to the stakes.

A) Measure out approximately 26


of wire, then bend it in half.

7
B) Fit the folded end into the chuck
of the rotary tool, then screw the
chuck tight.

Step 7: Once the glue on the flaps is dry, cut off the white half-circles at the broad
end, carefully following the curve with your P3 hobby knife. Trim away any extra
white paper that may be overhanging from the edges.

C) Clamp the other end of the wire


down to a table.

D) Hold the wire taught and turn on


the rotary tool at its lowest speed.

Step 8: Run a black permanent marker


along the white edges.

72

Terrain Building

Step 9: Now its time to attach ropes to


secure the flaps to the tent poles. Cut
three pieces of wire rope about 1-1/4
inches in length for each tent flap.

E) Cut the ends off, and youll be


left with a perfect scale rope.

ASSEMBLING THE TRENCH

10

11

12

Step 10: Fold the wire ropes in half


around one of the Plastruct Buty
Coated Wires, which will be used as
your tent poles in a later step. Twist
one half of the rope around the other to
form something that looks like a very
small noose.

Step 11: Apply a bit of Formula P3


Super Glue to the straight, unwrapped
rope end and glue it to the underside of
one of the points of the flap. Youll need
to hold it in place for a little while, as the
glue will not cure very quickly on paper.
Once the glue starts to set, put it aside
and move on to one of the other flaps.
Use a small, heavy object to weigh the
points of the flap down so they will sit
flat on the table while the glue dries.

Step 12: Once the glue is completely


dry, press a small ball of Formula P3
Brown/Aluminum Putty over the
wire rope under the tent flap. Using a
Formula P3 Sculpting Tool, push the
putty flat and shape it to the edges of
the flap. This will hide the glue and
give the ropes extra stability.

PREPARING THE DETAILS


The addition of a few model bits from
the Privateer Press Online Store will
really add detail to the tents and make
the finished product stand out. Since
these are skorne tents, well use shields,
spears, and banners from Skorne
faction models to add personality to
our battle encampment.

1
A

PARTS LIST
A. Titan Gladiator banner x2
B. Venator Reiver Officer
personal banner

C. Molik Karn banner


D. Tyrant Rhadeim banner
E. Lord Assassin Morghoul fan
F. Tyrant Rhadeim shield
G. Praetorian Karax shield
H. Paingiver Task Master staff

Step 1: Clean all the parts using a


Formula P3 File Set.
Step 2: Use Formula P3 Clippers, a file,
or a rotary tool to remove the arms
attached to the shields.

Step 3: Cut the pole off the back banners


at the first loop of cloth to allow for a
clean join when you attach the new poles.
Choose a variety of spears for the tent
stakes, then cut the heads off just below
where they connect to the spear shafts.
File the cut ends flat to leave just the heads
of the spears with no poles remaining.
Step 4: Use a Formula P3 Modeling Drill
with a .85mm bit to drill a 1/8 deep hole in
the center of the spear heads and banners
where they will attach to their new poles.

I. Ferox Praetor 2
weapon arm bent x2
J. Cataphract Cetrati body 2
weapon and shield sprue x2

Terrain Building

73

SETTING UP THE LAYOUT


With the details prepared, its time to lay out the tent and set up the poles. Use your tent flaps to measure where the poles will go.

Step 1: Cut a piece of bamboo skewer Step 2: Place the pole on edge of the
3-1/4 long to serve as the main tent pole. plastic card base, leaving room for the
flaps to come down at a decent angle.

Step 3: Once you have the pole in place,


mark its spot and drill a hole that will
provide a tight fit. Drill a hole in the top
of the pole to fit a .85mm brass rod.

Step 4: Glue the main pole in place, then use a piece of .85mm brass rod and the
tent flaps to mark out where the tent stakes will go. Give some thought to how
tight you want the flaps to appear. For this tutorial, the tents will be blowing
in the desert wind, and to create a bowing effect Ill draw the marks slightly in
toward the center of the base. Make sure the ropes overlap correctly on the poles,
and take into account that some poles will have multiple ropes tied to them.

Step 5: With the marks in place, drill a


hole that will provide a tight fit for the
Buty Coated Wire. Test fit scrap pieces
of wire with the tent flaps to make sure
everything lines up. Bend the wire
ropes slightly to help the flaps fit and
look natural.

Step 8: Glue the flags to their respective


poles, making sure the bottom of each flag
meets up with the plastic around the wire.
Make sure all the wire poles are straight.

74

Step 6: Remove the flaps and place


scrap wire in the holes so they wont
fill up with sand at the basing stage.

Terrain Building

Step 7: Cut pieces of Buty Coated Wire


for each of your banner stands. Youll
need pieces that are about 1 to 1-1/4
long for the two larger banners, 1 to
1-1/2 long for the three smaller banners,
and a little over 2 long for the fan. Use a
hobby knife to strip the plastic off about
1/8 from one end of each piece of wire.

10

Step 9: Mark out six spotsrandomly Step 10: Dry-fit the completed banners
placed but evenly spaced outon your or scrap pieces of coated wire to keep
small piece of MDF and drill them to fit sand from collecting in the holes.
the wire banner poles.

TEXTURING AND PAINTING THE BASES


Since desert ground is mostly bare, you want to give it a lot of attention when painting and texturing to create as much
visual interest as possible. This skorne encampment will be painted in a slightly red-tinted desert color scheme.

Colors Used
Bloodstone

Gun Corps Brown


Hammerfall Khaki
Idrian Flesh
Menoth White Base
Mixing Medium
Rucksack Tan
Step 1: Apply a 2:1 mix of
wood glue and water to the
base and sprinkle fine sand
over it. Remove any extra
sand that may have stuck to
the pole.
Step 2: Once the glue is dry,
paint the base with Gun
Corps Brown.
Step 3: Carefully remove
the placeholders and give
the sand a heavy drybrush
of Rucksack Tan.
Step 4: Drybrush
Hammerfall Khaki.

with

Step 5: Apply a wash of 2:1


Bloodstone and Hammerfall
Khaki with a few drops of
Mixing Medium.
Step 6: While the wash is wet,
lightly stipple the base with
Idrian Flesh and Bloodstone.
These colors will blend with
the still-wet wash to create
interesting undertones in the
finished product.

Step 7: Let the paint dry,


then lightly drybrush with
Menoth White Base.

Terrain Building

75

PAINTING THE DETAILS

Colors Used
Bastion Grey
Black Primer
Brown Ink
Ember Orange
Flesh Wash
Idrian Flesh
Menoth White Base

Mixing Medium
Pig Iron
Rhulic Gold
Rucksack Tan
Sanguine Base
Skorne Red
Thamar Black

Step 1: Cut four 2 lengths of Buty


Coated Wire and trim about 1/8
of plastic off one end, then glue the
spearheads on using the exposed
wire as a pin. Prime the flags, shields,
spears, and pole topper black.

Medium and 3 drops of water. Shade


the cloth with Sanguine base, then
touch up any mistakes and paint the
backs of the shields with Thamar Black.
Step 5: Freehand skorne symbols
onto the banners with a 1:1 mix of
Ember Orange and Rucksack Tan.
When doing freehand work, its helpful
to apply a light underpainting and then
paint over it.

Step 2: Basecoat the spearheads with


Pig Iron, the banners and inset areas
of the shields with Sanguine Base,
the filigree with a few coats of Rhulic
Gold, and the banner details with
Step 6: Paint the ropes of the flaps
colors of your choice.
with Rucksack Tan. Use Idrian Flesh
Step 3: Paint over the Sanguine Base to make the sculpted putty look like
with multiple coats of Skorne Red.
leather, then wash it with Flesh Wash.
Step 4: Create a wash to shade the Step 7: Paint the Pole with Rucksack
Rhulic Gold by mixing 2 drops of Tan and apply a light coat of Bastion
Brown Ink with 1 drop of Mixing Grey to make it look aged.

76

Terrain Building

ASSEMBLY AND FINISHING TOUCHES

Step 1: Glue the banners in place.


Step 2: Test fit the flaps of the tent.
Step 3: Glue the tent pole topper in,
but dont glue any of the ropes in place
yet. Insert the spear shafts in their
respective tent flap ropes, then glue the
spears in place. Make sure your tent
flaps are in the correct positions before
gluing them to the spear shafts so they
can no longer move up and down.
Clean up any excess glue and repaint
any chipping that may have occurred
during assembly.
Step 4: Print out some resized Persian
rugs to put under the tent. I found these
stock images online and resized them
to vary from 2 to 1-1/2 in length.

Step 5: Cut the rug images out, making


sure no white is showing on the edges,
then run a permanent marker along the
white edges.

Step 6: Create a mix of about 4:1 PVA


and water with a drop of Menoth
White Base. Paint the rugs one at a time
on both sides until they are soaked
through. Lay the glue-soaked rugs out
below the tent, overlapping in a way
that appears haphazard and natural.
Step 7: Apply dry grass tufts sparingly
over the whole model with P3 Super
Glue. Attach a few to the base itself to
help mark where the tent and flags will
be placed.
Step 8: Glue on the shields, making sure
they have at least three points of contact.

CONCLUSION
These skorne tents will add a lot of visual interest to desert tables, allowing for the seamless incorporation of forest
terrain into desert games. I hope this tutorial has sparked your creativity and inspired some new and different ways
to represent standard terrain.

Terrain Building

77

THE SIEGE OF MERYWYN

IRON KINGDOMS

ARCHIVES
605 AR

BY MICHAEL SANBEG ART BY Nstor Ossandn, brian snoddy, Francis Tsai, and Andrea Uderzo

s the year 604 AR came to a close,


so too did a long period of relative
peace among the Iron Kingdoms.
The Protectorate of Menoth, though yet to
strike out against its neighbors, had grown
increasingly dismissive of its peace treaty
with Cygnar and was beginning to amass
an army just east of the Black River. In the
north, Khadors Queen Ayn Vanar XI was
rallying her people behind the message of a
return to Khardic imperialism. This stoking
of nationalistic sentiment struck many as a
possible precursor to war, although it was
hoped that internal strife would continue to
occupy the Khadorans for some time.

begun to raid the coast of Cygnar and Ord


with unprecedented frequency. Unknown
to most on the mainland, the iron liches of
Cryx had already made significant inroads on
the continent, establishing secret bases and
necrofactoriums primarily in the Thornwood
Forest and the Wyrmwall Mountains.

against either of these escalating forces were


abandoned, however, when war unexpectedly
erupted in the north.

Troop movements the Cygnaran CRS initially


mistook for an internal schism between
the empress and Great Prince Tzepesci
of Umbrey turned out to be a mustering
In the nation of Cygnar, the ruling of forces preparing an invasion of Llael.
nobles had narrowly evaded catastrophe On the 15th of Ashtoven, Khador mounted
by thwarting a skorne invasion led by a multi-pronged surprise attack at the
Vinter Raelthorne IV in early 603 AR. height of the winter seasonsimultaneously
After fortifying its borders and providing striking Laedry, Redwall Fortress, and the
support to its ally Llael in the north, the city of Elsinberg. The ensuing Llaelese War
Cygnaran Army had begun to consider how to would rage throughout western Immoren for
neutralize its various enemies, including the nearly seven months, and by its end would
Seemingly recovered from losses suffered increasingly militant Protectorate of Menoth claim over one hundred thousand lives.
during the Scharde Invasions of 584588 and the Nightmare Empire off the western coast. It would also mark the beginning of a period
AR, the Nightmare Empire of Cryx had Any plans to take a proactive stance of ongoing warfare that continues to this day.

78

Iron kingdoms archives

Glaceus
1st Month
At the onset of the month, the Harbinger of
Menoth calls on Menites of all nations to join
her by relocating to the Protectorate. This
pilgrimage coincides with the declaration of
the Northern Crusade by Hierarch Voyle.
16th The First Battle of RiversmetDuring

the first of several battles in Riversmet,


Kommandant Irusk conquers the town to
secure its bridges as vital entryways into
eastern Llael.
24th Attempting to enter into Llael via

the Black River, Cygnar assaults Khadoran


forces protecting a massive chain known as
the Throat Cutter a blockade implemented
on Irusks orders to cut off supplies flowing
downriver from Rhul to Cygnar. This attack
fails, and the blockade continues to hinder
Cygnaran resupply and troop movements
during the crucial early months of the war.

Seeking
information
regarding
the Harbinger of Menoth, the eldritch
Goreshade penetrates a sacred burial site
in the Protectorate. After slaying members
of the Temple Flameguard stationed there,
Goreshade uses forensic necromancy to
interrogate the remains of Marius Grummel, a
recently deceased scrutator.

22nd

The Battle of Saldon Tower


Kommandant Irusk captures a key Llaelese
fortification near Riversmet, preventing its
continued usage as a shelter and rallying
point for Cygnaran soldiers.

23th

25th Night of Howling WolvesA

Greylord strike force led by Koldun

Kommander
Aleksandra
Zerkova
penetrates the Fraternal Order of Wizardry
headquarters in Merywyn, slaughtering
the orders members within the city in
preparation for a Khadoran assault.
The Khadoran Army consolidates
sufficient forces east of the Black River to
encircle the Llaelese capital of Merywyn
and lay siege to the city. What remains of
the Llaelese Army, along with the largest
concentration of the Cygnaran Army in Llael,
defends the capital. Small, specialized skirmish
groups led by several defending warcasters,
including Ashlynn dElyse, conduct periodic
reprisal strikes beyond the citys walls.

26th

27th While excavating an ancient Menite

temple south of Leryn in search of a


religious artifact known as the Well of Truth,
a Protectorate expeditionary force is attacked
by forces of Cryx bent on claiming the relic
for themselves.

Casteus
2nd Month
4th An elite team of Khadoran scouts

discovers a growing Cryxian force mining


for necrotite among the ancient battlefields
known as the Willow Barrens. Khador
succeeds in disrupting this operation, but the
encounter reveals the extent of the Nightmare
Empires activities in Llael.
12th The Battle of Fort LlernasThe trapped

garrison at Fort Llernas is relieved by a


bold attack led by the Llaelese warcaster
Ashlynn
dElyse.
Abandoning
the
heavily damaged fort, the soldiers of the
garrison fall back to Merywyn, where they
subsequently provide key support when
that city is later besieged.
14th The Greylords Covenant discovers and

neutralizes a secret union of Protectorate


sympathizers known as Menoths Trust,
a group engaged in smuggling warjack
cortexes out of Khador in crates marked with
the seal of the Order of the Golden Crucible.
22nd The Battle of Keepers DigForward

elements of the Cygnaran Army led by Major


Markus Siege Brisbane, temporarily stranded
in the Llaelese countryside due to heavy
snowfall, are assaulted by Cryxian forces at a
makeshift firebase codenamed Keepers Dig.

ARTS: Relics of the recent skorne invasion, including the mounted head of a massive beast of war, are on display for the first time at the Corvis Museum ECONOMY: Masked bandits attempt to rob
a Korsk-bound treasury train car traveling from Skirov. Though the attack fails, railroad security is increased POLITICS: Dunsten Hadwalt, the last alleged Cygnaran veteran of the
First Thornwood War, dies in Caspia at the age of 117. Doubts are subsequently raised as to the veracity of his lifes story

Iron kingdoms archives

79

Major troop movements, ash. 604cast. 605

I
T
Z
K

Kommandant Irusk

Kommander Kratikoff

Prince Tzepesci

Kommander Zoktavir

Cygnar

Protectorate

Major battles of the Llaelese War


ash. 15th, 604 AR Attacks against
Elsinberg, Laedry, and Redwall fortress
(Kratikoff, Irusk and Tzepesci, Zoktavir)
Gla. 16th, 605 AR First Battle of Riversmet
(Irusk, Khador vs. Llael)
Gla. 24th Assault on Throat Cutter
(Cygnar vs. Khador)
Cast. 12th Battle of Fort Llernas
(Ashlynn d'Elyse, Llael vs. Khador)

Trineus
3rd Month
While few specific battles are named
during the ongoing Siege of Merywyn, that
struggle occupies the majority of Khadoran,
Cygnaran, and Llaelese armies in the theater
throughout the month. The defenders
succeed in disrupting the besieging forces
on multiple occasions, and Cygnaran agents
successfully smuggle ammunition and other
vital supplies into the city.

Cast. 23rd Battle of Saldon Tower


(Irusk, Khador vs. Cygnar)

Cin. 1st Surrender of Leryn


(Khador, Irusk vs. Llael)

Cast. 26th Siege of Merywyn


(Khador vs. Cygnar and Llael)

Cin. 5th Battle of Ravensguard


(Cygnar vs. Khador)

Trin. 3rd Second Battle of Riversmet


(Cygnar vs. Khador)

Cin. 28th Battle of Deepwood Tower


(Cygnar vs. Khador, Tzepesci)

Temp. 4th Battle of Aliston Yard


(Cryx, Cygnar, Khador, Protectorate)

Row. 12th Fall of Merywyn


(Khador vs. Llael)

3rd The Second Battle of RiversmetCut


off from the main army in the south, a small
Cygnaran force attacks the reduced Khadoran
garrison at Riversmet and temporarily regains
control of the city's bridges. During this
battle, a team of Northern Crusade zealots
and Exemplars succeeds in plundering a
subterranean Golden Crucible storage vault
on the outskirts of town.
10th Great Prince Boris Trevanik of Dorognia

volozk, a devout Old Faith Menite, is arrested


and later executed after his involvement with
Menoths Trust is discovered.

Tempen/tempes
4th Month
The Battle of Aliston YardA
pitched battle erupts between Khadoran,
Protectorate,
and
Cygnaran
forces
struggling to secure high ground along the
banks of the Black River north of Merywyn
during the early spring flood season. The
embattled forces are soon beset by Cryxians
seeking to exploit the chaos, leading to a
bloody and inconclusive clash notable for
its high casualties.
4th

ARTS: Publication of Far Reaching, a satirical fable depicting Morrow and Menoth discussing the fate of Caen over drinks in a tavern. Public outcry drives author William Slicken into hiding
POLITICS: Dylon Farkar, composer of military anthems for Ord, announces intent to convert to the Sul-Menite faith and is arrested before he can flee to the Protectorate on charges of espionage.
He dies under suspicious circumstances several days after being imprisoned in Merin

80

Iron kingdoms archives

9th A large contingent of Knights Exemplar

and Temple Flameguard successfully defend


a Menoths Fury refinery and fueling depot
from a Cygnaran assault near the northeast
edge of the Widowers Wood.
16th In an effort to reclaim the Noble Road

between Leryn and Merywyn, Lord Benoir


dElyse and Amethyst Rose gun mage Vayne
di Brascio assassinate the Khadoran warcaster
Fedor Grishka.
23th The Destruction of Riversmet
Seeking to drive out remaining enemy
forces from Riversmet and to send a
warning to the Order of the Golden Crucible
in nearby Leryn, Khadoran forces under
the command of Karchev the Terrible raze
the embattled town. Most of its previously
preserved ancient structures are destroyed,
and uncontrolled doom reavers slaughter
thousands of its remaining citizens.
Riversmets crucial bridges are preserved
and continue to serve as a vital route into
the eastern half of the nation.
27th The Battle of the Soul MillUpon learning

of the warwitch Deneghras ongoing effort to


abduct soldiers from the front and feed them
into a nightmarish device known as the Soul
Mill, Cygnaran forces assault a Cryxian camp
within the fringes of the Bloodsmeath Marsh.

cinten/cinotes
5th Month
1st Leryn opens its gates to Khador after the

fighting spirit of the city is crushed by news


of the destruction of Riversmet. A Greylord
ternion led by Koldun Lord Volkh Lazar
takes control of the city to exploit resources
acquired from the headquarters of the Order
of the Golden Crucible.
5th The Battle of RavensgardCygnaran forces

assault the fortress of Ravensgard, attempting


to relieve pressure by forcing Khador to draw a
part of its strength from the interior of Llael. The
plan fails, and Cygnar suffers a crippling defeat.

10th Khadoran forces track a contingent of

Protectorate cortex smugglers to a secret cache


off the Black River south of Merywyn. There
they discover a Protectorate-bound barge,
loaded with warjack parts salvaged from
various battlefields and protected by forces of
the Protectorate. Insufficiently numerous to
repel the Khadorans, the Sul-Menites are killed
or captured and the barge is seized.
13th Blights Eve, a dark holiday celebrated by
many Cryxians, sees a number of inexplicable
disappearances and desecrated graveyards in
eastern Ord, northern Cygnar, and southern
Llael, all presumably linked to Cryxian agents
on the mainland. The incidents result in
panic in several affected communities, and
several citizens are accused of being in league
with Cryx. None of these accusations are
proven to have any factual bearing; however,
two accused men are hanged by a mob in
Armandor several days later.
16th Though the majority of Llael has

fallen to Khador, the Cygnaran fortress


of Northguard continues to stand against
Ravensgard. The beleaguered forces of
Northguard initiate an attack on the outer
Khadoran defenses around their fortress and
succeed in pushing them back. Although
counted as a Cygnaran victory, Khadoran
casualties are minor.
24th Pursuing a rumored sighting of the

Deathjack, a Cryxian expeditionary force


begins to scout near the Sea of Graves
north of Elsinberg. There they confront a

Protectorate patrol previously diminished by


the Deathjack. During this battle, both forces
are assaulted and eventually driven away by
nearby Khadoran artillery. The status of the
Deathjack remains unknown.
Charged by Queen Ayn Vanar
with reminding Khadoran Menites of the
consequences of treason, Kommander
Zoktavir slaughters a caravan of recent
converts bound for the Protectorate and
escorted by Paladins of the Order of the Wall.

26th

28th The Battle of Deepwood TowerIn an

effort to bypass the Cygnaran presence at


Northguard while bringing reinforcements
to the siege on Merywyn, Khadoran forces
later joined by Great Prince Tzepesci initiate
a full-scale assault against Deepwood Tower.
Most of the Deepwood garrison had been
redeployed to Northguard, and the remaining
forces are eventually routed.

Rowen/Prautes
6th Month
Having suffered significant casualties in
the defense of Merywyn and the Battle
of Deepwood Tower, Cygnar is forced to
favor its own security over the increasingly
futile war to preserve Llael. At the
beginning of the month, soldiers stationed
at Northguard finally withdraw to defend
Cygnars northern border, thus ensuring the
Khadoran conquest of Llael.

ARTS: Famous painting of King Artys the Enlightened by Artymious Boch hanging in the Lords Hall in Laedry determined to be a forgery. The fate of the original remains a mystery
ECONOMY: Coal mine collapse in the Eastern Midlunds kills ten miners but has minimal effect on coal prices outside of Fharin POLITICS: Several incidents of anti-Umbrean violence ensue
after a ring of Khadoran sympathizers is discovered within a Llaelese refugee camp near Bainsmarket

Iron kingdoms archives

81

12th The Fall of MerywynAfter enduring

19th The Battle of Ausperine Valley

heavy loses during the assault on the Llaelese


capital of Merywyn, Khador finally breaches
the citys walls and forces the Llaelese
government to surrender. During this final
assault, a portion of Merywyns defenders
withdraws to Rhydden.

Receiving information of an undermanned


Protectorate firebase a half-days ride from
the Black River in the Ausperine Valley of
Caerlys Crag, Khadoran forces seize the
opportunity to strike. This proves to be
an ambush, however, and upon closing
on the abandoned base the Khadorans are
trapped in the rapidly flooding valley by a
Protectorate army entering the surrounding
hills. Though elements of the Khadoran army
escape to higher ground, the Khadorans
suffer significant losses.

Thirty-seven of Llaels most patriotic nobles,


including Benoir dElyse, refuse to concede
their nation, and in the first acts of what will
soon become the Llaelese Resistance attempt
to organize a revolutionary force. This initial
attempt fails, and the Resistance leaders
are executed, their heads displayed on the
walls of Merywyn. Prime Minister Glabryn
and many other Llaelese nobles surrender
and henceforth agree to report to Khadoran
authorities. This marks the official end of the
Llaelese War, but it does not end the fighting
between the embattled armies in the region.
Rhydden subsequently becomes a refugee
gathering point and the center of the Llaelese
Resistance. A wide variety of routed or
withdrawing armed forces regroup there,
including elements of the Cygnaran Army
that remain behind in support of Llael.

Solesh/Septesh
7th Month
Hoping to gain useful military
intelligence, Cygnar assaults a Protectorate
refinery known as the Cistern of Asherius
to liberate ill-treated pilgrims from a Menite
work camp. This quickly escalates into a
major engagement between Protectorate,
Cygnaran, and Khadoran forces, who hope to
eliminate the facility. The Cistern of Asherius
is destroyed in the ensuing battle, though
Cygnar in particular suffers heavy casualties.

11th

23rd The Battle of Clockers CoveTroubled

by ongoing raids against undefended coastal


towns, Cygnar ambushes and destroys a
Cryxian fleet in the Gulf of Cygnar, near the
village of Clockers Cove.

populated by reanimated corpses to create


the appearance of normality when viewed
from a distance.
20th Pursuing a large group of Menite

pilgrims as they make their way across the


Bloodstone Marches toward the Protectorate,
a Cryxian horde becomes scattered and
disorganized when a great dust storm
blows across the wastes. Priests within the
Protectorate will later cite this as Menoths
direct intervention.
22nd A small fleet of Khadoran gunships sails

down the Black River to eliminate a munitions


factory just north of Corvis. This river route is
protected by a sizable artillery battery, which a
Khadoran strike force unsuccessfully assaults
in an effort to clear the fleets approach.

Katesh/Sulesh

Octesh
8th Month
2nd Guided by her own divinations, Skarre

Ravensmane discovers that Iron Lich


Asphyxious has been working on plans that
seem to his benefit rather than to that of the
Dragonfather. After capturing one of his
skarlocks, a creature named Silshade, Skarre
reports her findings to Lich Lord Terminus.
6th Finally declaring itself an independent
nation no longer subject to Cygnaran law,
the Protectorate of Menoth assaults the
gates of Caspia using the great siege engine
Lawbringer. This attack fails, but each half of
city seals itself against the other as fighting
between the two nations continues.
11th The Battle of VilleurbanneKhadoran

forces attack the southern Llaelese border


village of Villeurbanne, a front for a
subterranean
necrofactorium
secretly

9th Month
Following a period of negotiations with
Ords King Baird Cathor II, the majority
of Llaels Order of the Golden Crucible
reforms as the Free Order of the Golden
Crucible. Assisted by Ords monarchy, the
reorganized order begins constructing a
new headquarters in Midfast.

Goloven/Golovus
10th Month
10th The Cygnaran Scout General Bolden

Rebald delivers the Hurstwallen Report, which


analyzes Cryxian activities since the Scharde
Invasions to show order amid the apparent
chaos, suggesting Cryxs role in that war
may have been intended to draw attention
from covert forces deploying elsewhere on
the mainland. It is concluded that the sizable
Cryxian presence operating on the fringes
of the Llaelese War and subsequent battles
must have arrived and established secret
bases during the Scharde Invasions.
Asphyxious sets into motion the
process of inflicting Cygnaran soldiers with
the Balebrand, a necromantic infection that
weakens the minds of the afflicted and makes
them easy to manipulate.

14th

24th Cryx prompts widespread famine by

initiating a series of attacks on farms and food


stores across northern Cygnar.

Doloven/Martus
11th Month
Entering into an arrangement with King Leto,
several prominent trollkin kriels relocate
throughout the month from the Thornwood
to the Glimmerwood east of the Black River,
agreeing to take up arms against foreign
aggressors intruding into that region.

ARTS: Vernoth Halstens novel Crimson Sunrise experiences strong sales amid fierce anti-Khadoran sentiment in Cygnar and Ord CLIMATE: Record-breaking summer heat wave in Cygnar
withers much-needed crops and kills livestock by the hundreds ECONOMY: Ordic cattle ranchers affected by an outbreak of a particularly virulent disease impacting the northern herds.
Demand causes a significant increase in beef prices, which is exploited by southern ranchers

82

Iron kingdoms archives

9th Goreshade leads an attack against a

18th Asphyxious begins preliminary work to

Protectorate shrine, slaughtering its priests and


removing them for necromantic interrogation
regarding the Harbinger.

reactivate the Umbral Cairn, a core element of


the buried Orgoth Temple of Garrodh.

Khadoven/Khadovus
12th Month
5th Finding the Bloodsmeaths network of

small channels invaluable for circumventing


Cygnaran patrols and sentry towers along
the Black River, the Khadoran high command
attempts to establish a permanent base within
the marsh. After facing numerous difficulties
traveling through the marsh, including an
unanticipated attack by Cryxian thralls, the
plan is ultimately abandoned.
Protectorate saboteurs destroy the
Marchbridge, a major rail bridge in the Upper
Wyrmwall between Fharin and Steelwater
Flats, thereby disrupting the flow of supplies
and reinforcements from Caspia to the war
front. Most of the saboteurs are killed, though
the bridge takes nearly two months to rebuild.

15th

Commander Stryker interrupts a


massacre near Corvis when a refugee camp,
already beset by Khadoran looters, is set ablaze
by Protectorate cleansers. This impresses upon
Strkyer the full depravity of his enemies,
after which he resolves to forego mercy.

22nd

22nd The High Reclaimer defeats a skarlock

in the Thornwood and recovers the souls of


several Exemplars trapped in its soul cages.
He later delivers these souls to the Harbinger,
who communes with them to gain insight into
Asphyxious plans before sending them to
their final rest in Urcaen.
27th Reading an evil omen in the sight of a

dark cloud over the Bloodroot battlefields,


Prince Tzepesci leads an expedition deeper
into the Thornwood to discover a legion
of undead horrors. Fearing for the souls
of his men within the necromantic cloud,
Tzepesci dismisses them to join Kommander
Kratikoffs command. He willingly sacrifices
himself to forestall this unholy force and is
grievously wounded after confronting the
Cryxians alone.

Prince Tzepesci is subsequently reported


as missing in action and is presumed dead.
Unknown to his countrymen, the Old Witch
rescues him. While he recovers from his
wounds, she repairs his armor and forges a new
weapon out of the shattered remains of the old.

Ashtoven/Ashtovus
13th Month
13th Drawn into the Thornwood by false

reports initiated Asphyxious, Cygnaran,


Khadoran, and Protectorate armies engage
in a three-way conflict near the Temple of
Garrodh, resulting in massive bloodshed
that awakens the full power of the temples
Umbral Cairn. Deneghra lures Haley from
the main battle and, in the ensuing duel,
severs her right arm. Haley kills Deneghra;
however, the Umbral Cairn captures
Deneghras soul while the warwitchs Slayer
recovers her body.
23rd Asphyxious recovers Deneghras soul
from the Umbral Cairn and reanimates her as
an undead wraith witch.

ARTS: Famed Rhulic craftsman and astronomer Gurnock Dolgren dies in Torre Loga HOLIDAYS: Ascension Mass in Merywyn interrupted by a crowd decrying the Khadoran occupation
and accusing the Church of Morrow of failing to help defend the capital Over 100,000 revelers partake in a city-wide Longest Night celebration in Caspia

Iron kingdoms archives

83

light cavalry careers for


the Iron Kingdoms Full Metal Fantasy Roleplaying Game
By Matt Goetz Art by NSTOR ossandn

cross the Iron Kingdoms, few things move with the speed and maneuverability of a trained rider atop a well-bred horse. Able to
cross long stretches of countryside quickly and to deftly maneuver in battle with unsurpassed skill, light cavalry can respond
swiftly to changing conditions and easily outflank opponents. Mounted individuals are able to race to where their talents are
needed most, providing aid to their beleaguered comrades or exploiting vulnerabilities among their enemies.
Each nation of the Iron Kingdoms has its own light cavalry traditions. Some stem from military tradition while others are an evolution
of mounted hunters, scouts, or rangers. New adaptations are always being explored, and those that prove useful eventually develop
into their own unique institutions.
With a Vengeance introduces career options to represent some of the exciting new units introduced in
WARMACHINE: Vengeance for the Iron Kingdoms Full Metal Fantasy Roleplaying Game. Many of the
following careers build on career options introduced in Kings, Nations, and Gods. It is highly recommended
that players interested in creating the characters in this article have a copy of that book at their disposal.

84

With a vengeance

New Career Options

New Spell

A player can choose to use as many career options as he wishes


during character creation, and can take some or all of the career
options for which his character meets the requirements.

Rune Shot: Electro Leap

Tempest Blazer
(Arcane Tempest Gun Mage/Ranger)
The Tempest Blazers are the premier cavalry division of the
Order of the Arcane Tempest. In war they act as scouts and
skirmishers, riding quickly through enemy-held territory to
provide reconnaissance and to harass enemy positions. The
power of these gun mages rune shots, coupled with the rapid
pace afforded by their mounts, makes them a force to be feared
by the enemies of Cygnar.
Only recruits shown to have appreciable riding capability are
given consideration for membership among the Tempest Blazers.
Those with an aptitude for the saddle are given the opportunity
to enlist in their ranks, receiving additional instruction by light
cavalry drill sergeants of the Cygnaran Reconnaissance Service.
Tempest Blazer recruits are made to ride progressively longer and
more dangerous courses with special obstacles and situations
constructed by the CRS and the Order of the Arcane Tempest to
test their aptitude. A Tempest Blazer is expected to be capable of
riding through dangerous terrain at a full gallop while carefully
selecting rune-inscribed bullets to engage a diversity of targets.
Only when the recruits gun mage and riding instructors both
agree his training is complete is he fully inducted into the order.
Tempest Blazers are often given reconnaissance missions into the
backcountry of Cygnar or across borders into unobserved areas
of other nations. They also escort cross-country caravans of highvalue materiel, safeguarding vital resources against attacks from
opportunistic bandits or tribal raiders. In this role they often
serve alongside the CRS, acting as a fast-response team.
Only a Cygnaran human that starts the game with the Arcane
Tempest Gun Mage (Kings, Nations, and Gods, p. 87) and Ranger
careers can be a Tempest Blazer.
A character taking this option:

begins the game with the Gunfighter and Saddle Shot


abilities but does not begin with the Camouflage or
Pathfinder abilities
starts the game with Pistol 2, Riding 2, Detection 2,
Survival 1, and Tracking 1 but does not begin with
Intimidation 1 or Sneak 1
starts the game with 25 gc, ammo bandolier, magelock
pistol, rune shot casting kit, a riding horse with tack
and light barding, and an armored great coat but does
not begin with the Rangers 75 gc
begins with the Rune Shot: Electro Leap spell instead
of the Rune Shot: Thunderbolt spell

SPELL NAME

COST RNG AOE POW UP OFF


2 SELF

No No

When a character is hit by the characters next rune shot, you can
have lightning arc to the nearest character within 4 of the character
hit, ignoring the attacking character. The character the lightning arcs
to suffers an unboostable POW 10 electrical damage roll.

Flame Bringers
(Cutthroat/Highwayman)
Flame bringers are a specialist order formed from the most
talented riders among the Daughters of the Flame. Trick riders
of remarkable talent and extraordinary bravery, flame bringers
leap acrobatically from the saddle directly into melee combat.
Dispatching the enemies of Menoth in a flurry of steel, a flame
bringer slaughters her enemies and deftly catches the reins
and remounts her passing horse before her opponents can
muster a counterattack. Even astride her horse, a flame bringer
is astoundingly acrobatic, evading blows by hanging from the
saddle one moment and flipping back atop her horse in the next.
Flame bringers fight with a matched pair of razor-sharp swords.
They are experts at causing traumatic wounds with each strike,
specifically targeting organs and arteries with their keen blades.
Even soldiers who survive an initial assault may die days later
from their wounds.
In order to keep both hands free for combat, many flame bringers
learn to guide their mounts without the need of their reins. In a
style similar to the horsemen of the Idrian, accomplished flame
bringers guide their horses through even treacherous terrain by
steering the horse with their knees and shifting body weight.
Only a female Protectorate character that starts the game with
the Cutthroat and Highwayman careers can be a Flame Bringer.
A character taking this option:

begins with connections (Daughters of the Flame) but


does not begin with connections (criminal)
starts the game with the Sidestep Skilled Archetype benefit
does not begin the game with the Backstab or Saddle
Shot abilities but begins the game with the Skilled
Rider and Two-Weapon Fighting abilities
starts the game with Hand Weapon 2 and Crossbow 2
starts the game with Animal Handling 1, Detection 2,
Riding 2, and Survival 2 but not Sneak 1 or Streetwise 1
starts the game with two swords, a riding horse with
tack and light barding, and custom battle armor, but
not a mask or the Cutthroats 75 gc
adds Deadly Skill and Trick Rider to the list of her
potential career abilities

With a vengeance

85

cross often requires outriders to fend for themselves in the


wilderness, hunting and foraging for sustenance, as they may go
for weeks without the opportunity to resupply.
Outriders also act as the eyes and ears of the Greylords Covenant
in far-flung regions of Khador. They are expected to observe and
record activities that would interest their superiors, reporting
back to the order once their messages are delivered. Some view
the outriders with suspicion, seeing them as spies in the service
of the Prikaz Chancellery.
Only a Khadoran human that starts the game with the Greylord
(Kings, Nations, and Gods, p. 175) and Ranger careers can be a
Greylord Outrider.
A character taking this option:

begins the game with the Snow Wreathed and Skilled


Rider abilities but does not being the game with the
Camouflage or Pathfinder abilities
starts the game with Connections (Greylords)
can choose to start the game with a Greylords Rune
Axe in place of one of his starting spells

New Abilities
Deadly Skill
Prerequisite: Military skill of 3 or more
A character that is damaged by an attack made by this character
loses Tough, cannot heal or be healed, and cannot transfer
damage for one round.

Trick Rider
Prerequisite: Riding 2, AGL 5
The character can reroll failed Riding skill rolls made to perform
trick riding maneuvers. Each failed roll can be rerolled only once
as a result of Trick Rider.

Greylord Outrider
(Greylord/Ranger)
Concealed in shrouds of obscuring snow, the outriders of the
Greylords Covenant bring the harsh winter of Khador with them
everywhere they ride. Potential outriders are identified early in
a battery of tests performed on all new Greylord inductees in
an effort to identify their strengths. Those skilled in the saddle
are given the opportunity to join the outriders. Membership is
drawn from across Khador, though their numbers include an
especially high percentage of Umbreans, among whom a talent
for the saddle is part of the way of life.
These young rastoviks serve a dual role to the Greylords
Covenant. Their primary purpose is as messengers, delivering
critical missives across dangerous stretches of wilderness. In
addition to their arcane studies and training in the saddle, a large
component of outrider education encompasses reliable survival
methods. The long distances and unforgiving terrain they must

86

With a vengeance

starts the Game with Cryptography 1, Detection


1, Hand Weapon 2, Lore (Arcane) 1, Riding 2, and
Survival 2, but does not start with Research 1, Sneak 1,
or Tracking 1
adds Cryptography 2 to his list of potential occupational skills
adds Rime (Core Rules, p. 242) to his career spell list
begins with Frostbite, Rime, and Wind Strike

New Ability
Snow Wreathed
Prerequisite: Gifted
The character always has concealment.

Trick Riding
Many cultures of the Iron Kingdoms have a tradition of trick
riding. Some of these stunts are simply showy maneuvers
designed to impress a viewer while others have practical
battlefield applications, like the acrobatic moves performed by
flame bringers to evade attacks while mounted.
The following is a list of trick-riding maneuvers. A character can
perform one trick-riding maneuver he meets the requirements
for during his turn. In order to use a maneuver a character must
meet the maneuvers prerequisites.
Most of these maneuvers can be used while mounted and only
while wearing light or medium armor. Attempting them with
heavier armor is strenuous and slow, often resulting in failure.
The Game Master has final say on whether a character can
perform any the following maneuvers.

Capriole
Prerequisite: Mounted, Riding 3
Description: The rider can spur his mount to lash out with a
powerful rearward kick.
Special Rules: The character can suffer a 2 penalty on the attack
roll to perform a mount attack anywhere in his mounts back arc.

Fast Remount
Prerequisite: Riding 2
Description: The rider quickly leaps into his horses saddle,
either vaulting into place or acrobatically swinging into position.
Special Rules: The character makes an AGL roll against a target
number of 12 to quickly mount his horse. If successful, the character
does not need to spend a quick action to mount his horse.

Leaping Dismount
Prerequisite: Riding 2, AGL 5
Description: The rider springs from his saddle, letting his
mounts momentum carry him over the heads of his enemies.
Special Rules: The character makes an AGL roll against a target
number of 14 to leap from his horse. If the roll succeeds, place
the character anywhere completely within 3 of his horse while
dismounting. If the roll fails, he suffers damage as if he was
thrown from the saddle (Core Rules, p. 215).

Saddle Cover
Prerequisite: Mounted, Riding 2

Greylords Rune Axe


Cost: These weapons are unavailable at any
price and are closely guarded by the Greylords
Covenant and its agents.
Skill: Hand Weapon
Attack Modifier: 0
POW: 3
Description: These rune-inscribed axes are
the signature weapons of the Greylords. Based
on the Khardic war axe, these weapons are
manufactured by secret means known only to
the artificers of the order. In the hands of those
initiated into the order, the weapon manifests the
chilling power to leach life from those it strikes.
The Greylords Covenant considers ownership of
these magical weapons to be the proprietary right
of its members. The Greylords will go to great
lengths to recover these weapons in they are
found in the possession of those outside the order.
Special Rules: A rune axe is a magical weapon.
Only a Gifted character with Connections
(Greylords) knows the secrets of unlocking the runes
inscribed on this weapon. In such a characters
hands, a rune axe causes +2 cold damage.

Description: The rider hangs alongside the body of his mount,


placing the horse in the way of potential attacks.
Special Rules: A mounted character can spend a quick action
and make a Riding skill roll against a target number of 14 to use
Saddle Cover. If the roll succeeds, for one round successful attack
rolls against the character automatically hit the mount rather
than rolling to determine if the mount or rider is hit.

Steeplechase
Prerequisite: Mounted, Riding 3
Description: The rider spurs his mount to leap over an obstacle
in his path.
Special Rules: A mounted character can spend a quick action to
use Steeplechase. The characters mount must move at least 3 to
perform the leap. The rider makes a Riding skill roll and uses the
result in place of a Jumping skill roll (see long jumping rolls,
Core Rules, p. 183).

Stirrup Stand
Prerequisite: Mounted, Riding 2
Description: Performing a stirrup stand prior to attacking, the
rider can better see over the heads of his enemies.
Special Rules: A mounted character can spend a quick action
and make a Riding skill roll against a target number of 12. If the
roll succeeds, the character can ignore characters with the same
sized base when making attacks for one round.

With a vengeance

87

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 trollkin bandit whose loss and hatred drive his every move.

Balukar Rageborn
By Michael g. ryan ART BY Nstor Ossandn

The Trollkins Rage


Many an unwary traveler in the Greybranch Mountains and
its neighboring lands has found himself face-to-face with the
trollkin, gobbers, and bogrin who comprise the bandit gang
known as the Furykriel. If hes lucky, that traveler will only
find himself separated from his gold and other valuables; if hes
human, hes likely to find himself separated from his very life.
On some occasions, Balukar Rageborn himself, the trollkin
founder and leader of the Furykriel, will be one of those
bandits. The legends about him have their roots in the
isolated town of Ternon Crag, west of the Greybranch
Mountains, but theyre told all along the Black River
separating the Bloodstone Marches from Cygnar. Some say
Balukar Rageborns goal is simply to kill as many humans
as he can before they band together to take him down.
But other tales imply theres more to the trollkin than just a
murderous bentthe occasional sadness in his face and his
constant habit of clutching the engraved runic stone hanging
from his belt suggest a history he doesnt discuss.

88

Scoundrels & Sell-Swords

Balukar Rageborn:
A Brief History
In the mining town of Ternon Crag, some 300 trollkin live
their lives in quiet desperationbut Balukar Rageborn is no
longer one of them.
Balukar and his sister Jada were among the Thornwood
trollkin who chose not to follow Madrak Ironhide and instead
elected to find their own way in the world. They ended up
in Ternon Crag, east of Corvis and the Cygnaran border,
where they fell in with the small trollkin community called
Krieltown. Drawn to the possibility of finding gold in the
nearby Greybranch Mountains, the siblings stayed among
the humans dominating the Crags populace long enough to
equip themselves for prospecting before venturing east to the
mountains and their fortune.
Only Balukar returned.

Five months of panning up and down creek beds and chiseling


into quartz veins in search of gold resulted in little more than
hardship for the pair. Human claim jumpers, seeking vulnerable
diamond mines and gold digs, attacked them multiple times,
taking the small quantities of gold they had found and sparking
their distrust of humans in general. Then, when his sister Jada
died of the savage skin affliction nicknamed Panners Pox
contracted, Balukar realized upon seeing its symptoms, from a
claim jumper whose flesh was blotched by the same condition
Balukars spirit finally broke. With her agonized cries echoing
through the mountain passes, he was forced to end his sisters
suffering. He took possession of her runic talisman, a chit of
stone carved with runes to bring protection from the goddess
Dhunia, before making the long trek back to Ternon Crag.

Out in the World


Balukar Rageborn and his gang the Furykriel have hideouts
dotting the Greybranch Mountains, but the gang itself is always
on the move. Each hideout, whether its located in a cave, a
mountain glen, or an abandoned diamond mine, has a shrine
to the goddess Dhunia in it. Balukar has taken on deep spiritual
beliefs since the death of his sister, and his convictions are well
known by the rest of the gang, who abide by his singular mandate
that females of any race be spared. Among themselvesand
among those with whom they have shared a raucous night
outthe gang members have heard that Balukars sister might
have had a child before her death, left behind with the father,
an unknown trollkin from Ternon Crag.

The living conditions of the trollkin in the mining town,


however, did little to alleviate his growing hatred for
humans. Krieltown residents who had not joined up with
the trollkin forces that liberated the town during the skorne
occupation were treated as second-class citizens in Ternon
Crag; they were forced to live in shanties and tents and were
used by the human community for their brawn but otherwise
dismissed. To make matters worse, Balukar heard from his
trollkin brethren of an uprising among the trollkin from the
Thornwood, and that King Leto had failed to live up to his
promise to Madrak Ironhide to provide them with safer
lands within Cygnar. This marked the end of Balukars
tolerance of humans, and the subsequent attack by
Cygnaran Duke Ebonharts forceswith Steelheads
from Ternon Crag as part of his armyagainst trollkin
in Crael Valley solidified his hatred for them. With the
last of his gold, he bought a heavy rifle and set out for the
Cygnaran border.
Initially, his attacks against isolated human homesteadswhich
were ill prepared to face off against a furious trollkinwere
assumed to be acts of thievery. Balukar stole what he needed
to survive, but it soon became apparent that his goals were
more savage than simple banditry. While women were spared,
men were mercilessly slaughtered even if they didnt resist
the trollkin. In fact, after descending on one particular ranch,
Balukar turned aside without attacking when he discovered it
was operated entirely by women, the men having been killed
defending the ranch against human raiders. Those women
described him as grief-stricken after their confrontation, but
the kin of those he has killed decry such claims.
In time, other disillusioned trollkin, ogrun, gobbers, and bogrin
heard tales of his murderous defiance of humanity and sought
out Balukar, forming a gang around him that called itself the
Furykriel. While Balukar is considered to be the gangs leader,
he seems to have no agenda beyond revenge on men, so others
in the gang periodically take it upon themselves to provide
goals for the Furykriel. If Balukar objects to this circumventing
of his leadership, he has never said so.

Scoundrels & Sell-Swords

89

balukar rageborn

Abilities:

SPD 6

STRENGTH

STR 5

AGILITY

AGL 3

PROWESS

PRW 4

Battle Plan: Shadow The


character can spend 1 feat point
to use Battle Plan: Shadow. Using a
battle plan is a quick action. When a
character uses this battle plan, each
friendly character who follows the
characters orders gains Prowl for
one round.

POISE

POI 3

INTELLECT

INT 3

ARCANE

ARC

PERCEPTION

PER 4

Heavy Rifle

rat Rng AOE POW


5 14 12
Abilities: This weapon requires two hands.

pickaxe

MAT
POW P+S

4 4 9
Abilities: On a hit with this weapon against
a knocked down target, the character can
spend 1 feat point to gain an additional die
on the damage roll.

INITIATIVE

INIT 14

DEFENSE
DEF 11

(Infantry Armor -2)
ARMOR
ARM 15

(Infantry Armor +7)
WILLPOWER

WILL 11

Command Range: 4
Base Size: Medium
Encounter Points: 14
Equipment:
Ammo bandolier, heavy rifle, infantry armor,
pickaxe, runic talisman, spyglass, bedroll,
waterproof tarp, blasting powder and
bullets for 20 shots, 200 gc

90

Scoundrels & Sell-Swords

Dual Shot This character can


forfeit his movement during his turn
to make one additional ranged attack
with a pistol or rifle.
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.
Feat: Revitalize This character can
spend 1 feat point to regain a number
of vitality points equal to his PHY stat
immediately.
Leader Friendly characters within
this characters command range gain
+1 to attack and damage rolls.
Shoot and Move Once per turn,
when this character disables an
enemy character with a ranged
attack, after the attack is resolved
this character can move up to 2 and
take cover or go prone.
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.

AGILITY

IQ

Balukar heads a gang of trollkin, ogrun, bogrin, and gobber


bandits who left society behind for a host of different
reasonsthe inability to rise above poverty, the desire for
camaraderie, or the call of adventure. By contrast, most of the
trollkin in the gang joined out of disillusionment with their
peoples treatment by human authorities. Balukars secondin-command, Jeris Gnarlstone, makes most of the gangs
decisions, deferring to Balukar only when Balukar actually
expresses his infrequent opinion.

PHY 8

SPEED

PHYS

Bandits of the
Furykriel

*
5
5
*
5
4
6

PHYSIQUE

ECT

Alternatively, any party may choose to join up with the bands


of men who periodically go hunting in the mountains for the
man-killer Rageborn. Further, the PCs may come upon one of
the Furykriels recent victims: a homestead, farm, or outpost
with only female survivors. Those survivors are likely to be
desperate for a brave force to return their stolen valuables
and exact revenge for their murdered menfolk.

Command SOC 1
Detection
PER 1
Hand Weapon
PRW
1
Oratory SOC 2
Rifle
POI 2
Sneak AGL 1
Survival
PER 2

LL

If the PCs are from nonhuman races, they may be able to get
in Balukars good graces and join the Furykriel, the ambitions
of which are primarily to raid human outposts in the area.
Trollkin PCs who share Balukars Dhunian beliefs will be
readily welcomed by Balukar and his gang.

Name Stat Rank Stat + Rank

TE

Balukar is known to periodically return to his sisters


gravesiteJada is buried in a vertical crevice along one of
the primary passes through the Greybranch Mountains. He
visits her alone, and its here that his hatred of humans is
supplanted by his grief over losing his sister. He is most
vulnerable during the two or three days he spends camped
by Jadas grave. At any other time, the trollkin is surrounded
by dozens of armed members his gang. During his visits, he
camps alone next to his sister, quietly reciting stories of their
childhood together by her graveside. Each time he visits,
Balukar leaves another stone figure of Dhunia for Jada in
remembrance.

Skills:

In Corvis, PCs may hear rumors about Balukar, particularly his


intention to attack the city itself. This is considered laughable
in most quarters, but some of the thousands of trollkin living
in the city have not only heard this rumor but may even claim
to have seen Balukar along its canals. Others can confirm that
members of the Furykriel have made inquiries with the urban
kriels about Duke Ebonhart and his security forces during
his visits to the city and with even greater persistence about
Major Lasrin Gaverson of the Corvis Garrison, who was one
of many soldiers in Corvis instrumental in the attacks on the
trollkin in the Crael Valley.

Vendetta This character can spend


1 feat point during its turn to use this
benefit. When this ability is used this
character names one enemy. For the
rest of the encounter, this character
gains boosted attack rolls against
that enemy. The character can use
this ability only once per encounter
unless the original subject of his
vendetta is destroyed, at which point
the character can spend a feat point
to use this ability again.

PHY 6

Abilities:

SPEED

SPD 6

STRENGTH

STR 5

AGILITY

AGL 3

Advisor While B2B with this


character, friendly characters gain
+1 to their command range.

PROWESS

PRW 4

POISE

Backstab This character gains


an additional die on his back strike
damage rolls.

POI 3

INTELLECT

INT 4

ARCANE

ARC

PERCEPTION

PER 3

hand cannon

rat Rng AOE POW


5 12 12

assassin's blade

MAT
POW P+S

5 4 9
Abilities: Add +2 to back strike damage
rolls with this weapon.

INITIATIVE

INIT 13

DEFENSE
DEF 10

(Infantry Armor -2)
ARMOR
ARM 13

(Infantry Armor +7)
WILLPOWER

WILL 10

3
ECT

Conniver The character can reroll


failed Bribery and Deception-based
social skill rolls. Each roll can be
rerolled only once as a result of
Conniver.
Feat Points This character starts
each encounter with 1 feat point. He
is allocated 1 feat point at the start of
each of his turns. He can only have up
to 1 feat point at a time.
Feat: Revitalize This character can
spend 1 feat point to regain a number
of vitality points equal to his PHY stat
immediately.
Retaliatory Strike When this
character is hit by a melee attack
made by an enemy at any time other
than during his own turn, after the
attack is resolved the character can
spend 1 feat point to immediately
make one normal melee attack
against the enemy that hit him.
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.

AGILITY

IQ

What Rageborn knows about his second-in-command's


activities is seemingly a mystery to everyone but Rageborn,
who does not appear to care what Gnarlstone does, so long
as it does not conflict with his personal thirst for the blood
of men.

*
*
*
6
5
4
6

PHYSIQUE

PHYS

On those occasions when Rageborn has come close to


discovering Gnarlstone's duplicity, the second-in-command
has successfully diverted Rageborn's vengeance to others
within the gang, allowing lesser members to take the
blame and subsequent retaliation in his stead. When he has
believed that Rageborn is suspicious, Gnarlstone has taken
strong, aggressive action in support of Rageborn's command
decisions, even exceeding Rageborn's mercies for women by
extending them to females of other races.

Bribery SOC 1
Deception SOC 1
Escape Artist AGL
2
Hand Weapon
PRW
2
Pistol
POI 2
Sneak AGL 1
Survival
PER 2

LL

To that end, Gnarlstone has banked of religious differences


within the Furykriel, using Rageborn's spirituality against
him with those gang members who are indifferent to the
goddess Dhunia and using his seeming selective spirituality
against him with those member who follow the goddess.

Name Stat Rank Stat + Rank

TE

Though he is the second-in-command of the Furykriel,


Jeris Gnarlstone sees himself using Balukar the way the
gang leader uses his rifle: as a tool for delivering death.
Gnarlstone is a much more mercenary-minded trollkin,
however, less interested in pursuing Balukars personal
quest for vengeance and more inclined to strike targets with
high-value supplies in his own underground war against
the humans he personally loathes. He has coerced a small
number of the gang to follow him and him alone, building
up a strong core of loyal bandits, though he frets that Balukar
might be onto him. While Rageborns skills as an orator
and his thirst for revenge are powerful tools to draw new
members to the gang, Gnarlstone can see a time when he
wont need Balukars unstable influences on the gang. For
now, Gnarlstone entertains Rageborns eccentricities but on
occasion will disobey Balukars orders, including countering
Balukars decisions about targets. In fact, Gnarlstones acts
of insubordination are largely responsible for the most
heinous acts attributed to the Furykriel. If Balukar were
to learn of Jeris activities, he would undoubtedly kill him
without hesitation, so Gnarlstone has been scheming a way
to dispose of the gang leader once he controls the loyalties
of at least half the gang.

Skills:

Jeris Gnarlstone

jeris gnarlstone

Command Range: 4
Base Size: Medium
Encounter Points: 6
Equipment:
Ammo bandolier, assassins blade, hand
cannon, infantry armor, bedroll, blasting
powder and bullets for 10 shots, 50 gc

Scoundrels & Sell-Swords

91

CAREER
COUNSELING

By Tim Simpson
Art by Luke Mancini

&

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 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.

In this session of Career Counseling, were going to convert


two iconic Cygnaran models, the Gun Mage Captain Adept and
Trencher Master Gunner, into adventurers in the Iron Kingdoms
Full Metal Fantasy Roleplaying Game.

Gun Mage Captain Adept:


Ace Shot or Leader of Men?
Gun Mage Captain Adepts arent just expert gunmen; theyre
ranking commanders in the Cygnaran military. While these
characters are defined by the Gun Mage career, there are still plenty
of ways to make your own character stand out from the rest.
For a direct interpretation of the Gun Mage Captain Adept,
combine the Arcane Tempest Gun Mage from Kings, Nations, and
Gods with the Military Officer career from the Core Rules. While
this will be a fairly straightforward design, you should still
think about what kind of military officer youre going to create.
Is this the lead-from-the-front type who shoots first and asks

92

Career counseling

questions later? If so, swap out the starting Battle Plan: Call to
Action for something a little bolder, like Battle Plan: Coordinated
Strike. This will give you a Gun Mage who can launch a salvo
of gunfire alongside his comrades before the enemy can strike.
Is your character going to be using his time in the military to
jumpstart his political agenda? Then swap out the starting skill
Navigation for Etiquette to illustrate the character learning the
subtlety of interactions within military and political circles. A fun
combination is the Jack Marshal ability from the Military Officer
career and the Runesmith ability from the Arcane Tempest
Gun Mage. This allows you to inscribe your rune shots onto a
marshaled steamjacks ammunition, providing your character
with an extremely powerful ally.
Spy is another career choice that pairs well with the Arcane
Tempest Gun Mage and lends itself to a variety of campaigns. As
a Spy, your ability to blend in could require more than one starting
Cover Identity rather than Battle Plan: Shadow or an additional
Language. Playing a Gun Mage/Spy backing up an Unorthodox
Engagement Team? You might need an extra starting skill, such
as Escape Artist, to help your team extract itself from any given
situation. Are you working to remove traitorous elements within
the Cygnaran military and nobility? Instead of Command, you
may need Etiquette for political maneuveringor Interrogation
for when youve found your man.
While the Arcane Tempest Gun Mage career is strictly
Cygnaran, that doesnt mean your Gun Mage Captain Adept has
to bethe general Gun Mage career can be just as interesting.

Using the Gun Mage as your starting point, combine it with


the Investigator career for a Gun Mage Captain Adept who
works to solve military crimes and to stamp out corruption
within the ranks. With Astute and eventually Truth Reader,
youll be able to develop a character who can straddle the line
between a game of intrigue and military politics and one of
straightforward combat.

Trencher Master Gunner:


Big Guns or Small Guns?
Trencher Master Gunners are specialists with the artillery used
by the Cygnaran Army and masters of firearms in general.
While they might seem straightforward, the myriad options
for these characters can go in almost any direction. Unlike the
Gun Mage, they are not locked into a single archetype at the
beginning of character creation, and that alone can change how
you might play the character. A Skilled Master Gunner could
have the Virtuoso ability for deadly skill with firearms while
a Mighty Master Gunner might have the Invulnerable feat
perhaps the character has been caught in artillery blasts in the
past, and this feat represents the characters ability to
resist getting hurt in such situations.

Starting Gear:
Making the Man
It is important to note that changing a characters starting gear
can significantly alter his path as well. Simple changes to a
characters weapons and equipment can be just as interesting
as complex ones. Swapping a Gun Mage Captain Adepts
magelock pistol for a magelock rifle not only alters how hell
fight, it also changes how you look at the character as a whole.
A Mighty Trencher Master Gunner with a pair of trench swords
and a pistol will play drastically different than a Trencher with
the standard starting equipment. When selecting equipment for
your character, it can be rewarding to pass up the most powerful
items you can afford for ones that feed into a particular theme
or feel.
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.

The classic interpretation of the Trencher Master Gunner


could be seen as a combination of the Trencher and
Artillerist careers. With Battle Plan:
Close Fire and Scorched Earth as
standard starting abilities, this
character is a definitive master
of artillery. As the character
advances, the Double Powder
Ration ability will make the
partys ranged attacks even
more potent.
Trencher Master Gunners dont necessarily
have to be masters of artillery. Lets take a look
at an Intellectual Trencher/Rifleman with a special
proclivity for the scattergun. Great for clearing trenches
and other confined spaces, the scattergun fires an 8
spray to hit multiple targets with a single shot. Add in
the Prescient feat to always shoot first or experiment
with Unconventional Warfare to set up a devastating
offense or drive your enemies into a trap. There are a lot
of common skills between the Trencher and Rifleman,
but dont be afraid to change them up if its going to
enhance the characters story.
To create a true expert in battlefield terrain, take a look
at the Trencher/Ranger combination. The Rangers
Camouflage and Pathfinder starting abilities will help
him get where he needs to go, and with additional
abilities such as Battle Plan: Reconnaissance or Battle
Plan: Go to Ground, you can create a potent fighter who
can also support the party in battle.

TRENCHER MASTER GUNNER

Career counseling

93

QUICK SHOT SCENARIO

immortality
By Michael G. Ryan and Matt Goetz
Art by Brian Despain, Nstor Ossandn, and james wolf Strehle Map by Mike schley

Part 3:
Mercilessly Alive
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,
Vladislav Abrosim, as established in the adventure Spirit in Steel

94

Quick Shot scenario

(No Quarter #44) and continued in the first two parts of Immortality
(Undeath Metal in No Quarter #53 and Act of Murder in No Quarter
#54), though it is not necessary to play either of those adventures to
enjoy this part of Immortality.
Mercilessly Alive is designed for 35 Hero-level characters between
6 and 14 XP each. It takes place in the ghost town of Erofeev in southern
Khador, near the Ordic border, and ultimately will take the PCs across
the border into Ord. The specifics of the town itself are limited to a
few key locations during the adventure, allowing the Game Master to
adapt it to fit the needs of his game.

Scenario Synopsis
In Mercilessly Alive, the PCs discover the last vestiges of a Khadoran
village, Erofeev, where nearly everyone has either mysteriously
disappeared or fled for their lives. Those who remain both suspect
and fear Torre Tombafyr, a supposedly abandoned tower in the hills
across the borderthey whisper among themselves that their town
has become haunted and that evil has chosen them for death.

For the Game Master


Olivia Morado, an alchemist serving as a lieutenant for the former
Greylord Abrosim, has spent the last eight months ensconced in Torre
Tombafyr, the tower of her ancestors, where she has applied her skills
to finding an elixir that will extend Abrosims lifespanperhaps
eternally. Lacking proper test subjects, however, she has commanded
her servants to bring villagers from nearby Erofeev to act as living
experiments to receive the alchemical compounds she develops. Those
who show positive responses, she retains as prisoners for observation;
those who degenerate, she casts out to drown in the polluted lake
below her tower or wander the hills until the wilderness kills them.
But a few suffering souls have found their way home again, fueling the
fear of those who remain behind.
Morado keeps a watchful eye on the town, wary of Khadoran officials
learning of and disrupting her activities before she can achieve
Abrosims goal. No one in the town has even seen hershe is a
vaguely defined shadow over Erofeev. She has previously murdered
the alchemist who trained her and contributed to the downfall (and
ultimately the murder) of another of Abrosims lieutenants who
allowed others to get too close to the former Greylord. She will not
hesitate to use circumstances to her utmost advantage again, regardless
of who those intruders might be.
Morado is served by her brother, Gallo, who is the only member of the
Morado Family to appear in public, albeit anonymously. His presence
in Erofeev is a source of communal terror, as he comes to town to meet
the arrival of a supply train once every few weeks before disappearing
into the hills again. The state of his sister, both her physical and mental
condition, are known only to him, but the people of Erofeev fear the
evil they know more than the evil they dontthey call Gallo the
Crimson Man because of his attire, a tattered dark red cloak with a
hood that partially obscures his deformed face, and they believe the
Crimson Man knows about the disappearances of their kin, though
they are too terrified to confront him.
For his part, Abrosim watches all of his lieutenants via undead
ravens he controls, and Olivia Morado welcomes his scrutiny,
communicating with his ravens as if they were Abrosim himself.
She first accepted his personal attention when he recruited her
to murder her late teacher Victor di Cavour and bring him the
research di Cavour had accumulated from the ancient book the
Crucibilus Synthetatus. Morado did this with enthusiasm, as she felt
di Cavours refusal to experiment on human subjects restrained
her pursuits. Thus, Abrosim funds and watches Morado, and her
obsession has now become finding a way to alchemically extend
life, regardless of its cost to her or anyone else.

Game Master Note


Mercilessly Alive ends with a cliffhanger set in the tower
of the villain, an alchemist who has been kidnapping and
conducting experiments on innocent civilians. This two-part
installment concludes in No Quarter #56, so Game Masters
who do not yet have access to that issue may wish to wait until
they have the second part of this installment before playing it!

Getting the Players Involved


The adventure begins within the limits of Erofeev, a small Khadoran
town that is mostly abandoned, where the PCs have come either of
their own volition or while trying to determine the ultimate destination
of the villain Iokav, killed in the previous adventure, Act of Murder.
Erofeev and its nearby environs are part of what was once northern
Tordor and subsequently northern Ord before the Border Wars three
centuries ago. This region was captured by Khador, and since that time
its people have become Khadoran citizens; however, they maintained
Tordoran names, customs, cuisine, and other traditions, despite being
answerable to Khadoran laws. The locals seem more Ordic than
Khadoran, and they are generally fluent in both languages.
If the players are being introduced to the adventure for the first
time, they can be arriving in Erofeev to investigate rumors of strange
disappearances and a mass exodus from the town. They may have
heard tales of hauntings from fleeing townsfolk who swear theyll
never return. The PCs also may have heard Erofeev is a rendezvous
point for smuggling of some sort, as a stretch of train tracks off the
main line ends in the town and delivers goods to figures who disappear
across the border into Ord with their deliveries.
If the PCs have completed the earlier adventure Act of Murder, they
may be investigating the villain Iokavs intended route. Iokav was
dead before he could escape the city of Gorogrey, but his destination is
easy to determine by following a branch of railroad tracks off the main
line that dead-ends in Erofeev, not far from the Ordic border. They may
already be aware that they are looking for an alchemist named Olivia
Morado. Few in the town have heard of her, though everyone knows
the name of a nearby tower in the hills across the border in OrdTorre
Tombafyr. Torre Tombafyr is a long-deserted tower the townspeople
avoid; rumors of dark rites performed there keep them at a distance.
With many of the businesses boarded up and abandoned, a simple way
to get the PCs involved is to have a townsperson direct them to the sole
boarding house with sufficient hesitation that the PCs get a sense of
danger in Erofeev. Its likely the first Erofeevans the PCs encounter
will be on the road outside of town, carrying only what possessions
they could load onto a wagon, declaring that theyre leaving the town
behind and cautioning the PCs of the danger that awaits them there.
Whether the PCs are en route to the boarding house or simply exploring
Erofeev in general, they are confronted with a hostile warning from the
local law enforcement once they arrive. See Scene 1: Signs of Life.

Quick shot scenario

95

SCENE 1:
Signs of Life
INVESTIGATIVE
The adventure begins in the unpaved, desolate streets of Erofeev
when the PCs find themselves confronted by the towns sheriff, Sergio
Albano, and his deputy, Fillip Miguel, both of whom seem anxious
about the presence of strangers.
As the sheriff and his deputy approach the PCs, read or paraphrase
the following:
Erofeev, with its shuttered windows and boarded doorways, is a dying town.
The few people you see are pale and avoid your gaze as they hurry about their
business. Smoke rises from only one in a dozen chimneys, and the silence
has substance. The high hills to the south are blanketed in a low-hanging fog
through which juts a dark, cold spear of a tower.
A heavyset man with thick mustache sees you and crosses the road to intercept
you. He is accompanied by a tall, thin man who follows behind him. Both
men have pistols and truncheons on their hips and an air of authority. You
recognize the mannerisms of local law enforcement, though these are clearly
mixed with nervousness.
Sheriff Sergio Albano starts off by introducing himself and his deputy
Fillip Miguel before discouraging the PCs from staying in town,
warning them that Erofeev has nothing to offer wandering travelers.
Its a dying town, he tells them, if its not dead already. He is evasive
if asked about Olivia Morado or the Torre Tombafyr tower, clearly
indicating that he knows more than he wishes to share. If asked
what has happened to Erofeev, he shrugs it off as the economies of a
border town. While he speaks with the PCs, his deputy looks around
nervously as if watching their backs.
If the PCs do not commit to leaving town, Sheriff Albano turns to
his deputy to speak and catches sight of someone watching the
conversation: a tall man seeming to inspect the harness and buckle of
his horses and wagon, though he looks up often. When the PCs catch
sight of the teamster, he smiles and waves to them.
The sheriff abruptly ends the conversation after spotting the teamster,
again encouraging the PCs to leave town. As the two men turn to leave,
the deputy, Fillip, dips his head toward a boarded-up buildingan
old inn called the Skyskarand makes a quick, subtle gesture with his
hand. Astute PCs can interpret the gestures by making a Streetwise
skill roll against a target number of 12. If they succeed, they recognize
that Fillip indicated the number and letter 2B with his gesture. If the
PCs do not respond to his gesture or seem unable to recognize what
hes conveying, Fillip first checks to ensure the sheriff doesnt see him,
and then he drops a key in the dirt road, kicking dust over it to hide it
from the sheriffs notice. This is the deputys copy of a key to a Skyskar
Inn room where the sheriff has been keeping a terrible secret; Fillip has
been the sheriffs only support, and hes desperate for outside help.
The number and letter 2B is scratched into the key. Fillip does not
respond if the PCs ask him for more information and feigns ignorance
if they approach him.

96

Quick Shot scenario

Game Master Note


If the PCs choose to bypass Erofeev and go directly to the
tower Tombafyr, they first encounter thrullgs as they pass the
lake near the tower (see p. 103), and then circle the tower to
get as far as the towers empty, weed-infested outer courtyard
(see p. 104). There they encounter the sole guard, an affable
man who acts as the caretaker for the grounds, who tells them
that the Morado Family has left the area for Corvis, where Olivia
Morado once lived. He says the place is utterly deserted, but if
the PCs wish to investigate any deeper into the tower, he needs
permission from the Morados in Corvis, which he will offer to
send for. He stalls the PCs wherever possible, but if they try to
force their way past him, he sounds the alarm for guards in the
towers inner courtyard to attack the intruders, which brings
guards and two Talon warjacks through a tunnel connecting the
two courtyards. (See p. 99 for guard statistics and Core Rules,
p. 302, for Talon statistics; the PCs are confronted by two times
their partys number.) If the PCs retreat, the towers defenders
will not pursue them but will be on high alert afterward. In that
case, increase the number of guards in any encounters within
the tower by the number of PCs.

Exploring the Vanishing Town of Erofeev


If the PCs choose to investigate Erofeev, they can explore any or all of
the following to gain additional information about the terrible things
that have been happening in the town. As the sheriff and his deputy
walk away, the PCs notice an expressionless teenage girl staring at
them from the porch of a nearby abandoned building. She appears
terrified of them, and though she clearly wants to flee, she still calls
out to them, Are you here to kill the rest of us, too?
The girl, Favia, is clearly numb with fear, and when the PCs speak to
her, even if its reassuringly, she trembles constantly. In a distant voice,
she tells them how everyone in town is destined to die at the hands
of evil spirits, or so she hears whispered among the few who remain.
She is somewhat incoherent, mentioning the Marconis are all dead, the
whole family and you can hear the screams from the inn where they kill
them and Maton is the only one who isnt afraid of the monstersso hell
die too. Can you help him? She doesnt respond to specific questions,
and she closes by saying, Adalia told me not to talk to anyone unless we
were at her boarding house. Its the only safe place left in Erofeev. She will
point them in the direction of the boarding house, telling them that if
you are not here to kill us, then you must be the ones weve all been waiting
for. The ones Fillip told me about. The ones who will stop the Crimson Man
and then she turns to hide in the shadows of an abandoned building.
If the PCs confront the teamster Armand, Favia remains in the shadows
until the man leaves before talking to them.

Armand
The teamster watching the sheriff is, in fact, Abrosim himself, who
is monitoring the activity in the town, particularly when it comes
to outsiders who may have caused him grief in the past. If the PCs
have played the previous installments of Immortality, Abrosim has

been watching them with suspicion for some time and wants to
throw them off his trail. He is not afraid of the PCs discovering his
identityso far, they have not discovered any real information about
him, and he is confident that his arcane abilities will protect him if the
PCs decide to attack. He is currently warded in the same manner as
he used to escape execution (see Spirit in Steel, No Quarter #44) and is
unafraid of suffering physical harm.
Under the guise of Armand, he presents himself as a man cautious with
his words, so the PCs need to convince him to talk with a Negotiation
or Interrogation skill roll. A successful skill roll reveals the following:

Negotiation or Interrogation
Roll

Information Discovered
The town of Erofeev has been infected by a
disease that is killing off its people. Because he
believes the sheriff knows whats happening,
Armand has been watching him closely. He
cant prove anything, he admits, but hes very
suspicious of the sheriffs indifference to the
matter from the beginning.

10

The tower across the border, called Torre


Tombafyr, is deserted except for a watchman, and
has been so for many months now. Armand knows
this, he says, because he lives in a cabin near there,
and he has never seen any activity in the tower.
In fact, Armand is certain the tower has little or
nothing to do with the plague taking the town and
that the sheriff is using it to redirect suspicion.

12

Armand knows the Morado Family used to own


the tower. Led by Olivia Morado the alchemist,
most of the family has gone to Corvis, where Olivia
apparently works for a more senior alchemist.

Regardless of what he shares, Armand warns the PCs that Erofeev


is a dangerous place to be, and he might be willing to hire them to
protect him and his valuables if they escort him to safetyGorogrey
in Khador or anywhere else he might find refuge from Erofeev. If
they agree to be hired, he says he can be ready to leave as soon as
tomorrowhe only needs to gather his things from his cabin first.
With a sidelong glance to ensure hes not being observed, Armand
mouths the words The sheriff is listening and gestures behind him
with one hand. The sheriff and his deputy are, in fact, nearby. When
he raises his hand, the PCs can see that the skin on his palm and
fingertips is unusually faded, as if its lost all coloration. If asked
about it, Armand will at first say he was born with it but then hesitate
before admitting it happened when he dipped his hand in a stream
of water in the woods south of the nearby mountain lake, which lies
across the border near the old, abandoned tower.
Armand tells the PCs that he hopes to hear from them, and he climbs
aboard his cart, saying his goodbyes. If the PCs choose to restrain
him or attack instead of allowing him to leave, he cries for help,
and the PCs are confronted immediately by Sheriff Albano and his
deputy, both of whom discourage the PCs from troubling Armand
any further. The sheriff vouches for Armands honesty, but seems
to have an intense dislike for the man. Sergio pointedly suggests
Armand be on his way. If the PCs restrain or attack all three of them,
townspeople come running to protect their law enforcement, creating
a mob scene that allows Armand to escape.

When Armand leaves, he heads south across the border, presumably


to his cabin, where, if the PCs follow him, he ultimately disappears
in the wooded areas around the lake, within sight of the tower, Torre
Tombafyr, near the edge of the Ordic border.
The people in Erofeev are divided into two classesthe townspeople,
who live in Erofeev itself, and farmers, who live outside the town
but come to Erofeev for supplies, to socialize, or for other business
transactions. The farmers can be identified by their attireworking
clothesand they tend to congregate in groups of twos and threes
outside the general store, on the benches in front of the boarded
and shuttered municipal building, or working with their horses and
wagons outside the stable. They watch the PCs as if they are hoping
the PCs are a solution to what ails Erofeev. The townspeople are found
primarily in the boarding house, though like the farmers, they can be
encountered in the streets. The PCs may choose to ask questions at the
boarding house or of people on the street before seeking out answers
to the deputys 2B reference or before heading for the tower itself.
Various people can be encouraged to tell what they know with a
successful Negotiation or Interrogation skill roll.
Note that the townspeople who live in Erofeev have different
information from the farmers who live in the outlying area.

Townspeople
The following information is possessed by the following townspeople:
Leo the stablemaster; Adalia, keeper of Adalias Rooms, the boarding
house; and Old Olsonik, the former owner of the Skyskar Inn and now
a local drunk. If asked about the boarded and shuttered inn, Olsonik
can provide the PCs with a key. He warns them that since shutting it
down, hes come to believe evil spirits have taken it overhe claims
to hear a tormented horrifying voice crying out from the inn at night.

Negotiation or Interrogation
Roll

Information Discovered

10

Those who could have already fled Erofeev; all who


remain are too poor, frail, or scared to escape.

11

People began vanishing a few months ago, though


no one was sure at that point what was happening.
A rumor of disease spread throughout the town, but
no one ever seemed sick. They just disappeared.

12

Some say the town is hauntedand they worry that


the Torre Tombafyr tower is the source of the evil
spirits.

13

Neighbors have been begun to fear one another


after misshapen creatureswho looked like sick
men and smelled strangely of rot and rust
attacked some farmers on their way into Erofeev.
In the altercation, one of the things was shot in
the chest, but it survived to flee into the night.

14

To those who have seen him, the Crimson Man


an outsider dressed in a tattered dark red cloak
and hood who comes to town to meet the train
sometimesseems the embodiment of whatever
haunts the town. Ill fortune befalls any who
confront or interfere with the Crimson Man.

Quick shot scenario

97

Farmers

Interrogation

Among the farmers are Dylan, a short, squat vegetable farmer who
speaks curtly; Jacoby, a chicken farmer who plans to move on from town
as soon as he can; and Esterella, whose husband disappeared recently
she found one of his shoes and a pool of blood in their cornfields.

Roll

Information Discovered

If the PCs ask about Maton, whom Favia asked the PCs to help, all of
the farmers know about the young man and are aware of his intention
to solve the mystery behind the disappearances. They describe him as
angry, foolish, or nave, and they encourage the PCs to caution him
about the dangers inherent in the world beyond Erofeev if he doesnt
get control of himself.

10

The tower is supposedly abandoned, but trains


come to Erofeev every few weeks, and an escort
always meets them to accept deliveriesa tall
man called the Crimson Man for the crimson
hooded cloak he wearsand Maton has seen
him traveling on the road back to the tower. The
Crimson Mans face is mostly hidden, but many
townspeople describe him as death incarnate.

12

The sheriff, Sergio Albano, tried to investigate


the Marconi homestead, but his son vanished
shortly thereafter, and he withdrew, becoming
distant and even hostile toward solving the
mysterious disappearances. Shortly after his
son vanished, Albano started sneaking into the
Skyskar Inn at night when he thought no one
was watching.

14

An official from the Khadoran government


came to town after hearing rumors abroad,
presumably from those who fled Erofeev, about
the town disappearing day by day. The official,
an assessor named Denikin, vanished in the
night less than a week ago after making queries
about the family who lived in the tower.

Negotiation or Interrogation
Roll

Information Discovered

10

The tarna small mountain lakeby the tower


in the hills has changed color over the last few
months, turning black-green.

11

Things have been seen in the woods around the


tarn, things that dont look natural.

13

The trouble really started when everyone on


the Marconi homestead vanished overnighta
family of blond-haired, blue-eyed farmers,
including three children. The neighbors who
came calling found signs of violence, suggesting
a kidnapping, and now neighbors report
hearing mad screams in the night.

14

No one will approach the Marconi homestead


nowlivestock has begun to go missing around the
homestead, and Sheriff Albano wont investigate.

Once the PCs have spoken to at least one member from each of the two
groups, they are approached by a teenage boy, Maton, who has been
observing them from a distance to find out who they are. Both of his
parents have vanished, and Maton is conducting his own investigation,
out of fear and desperation.
If the PCs dont approach at least two other townspeople besides Favia,
Maton follows them, distrustful of their motives, trying to discern if
they are in town to help or to wreak further havoc on Erofeev. If the
PCs approach him, he asks a similar question to the one Favia asks:
Am I next? Are you here to take me?

Maton
Maton is an angry young man seeking help in finding out what
happened to his parents, farmers who disappeared en route to town
a month ago. He shares some information automaticallyhe knows
everything the townspeople and farmers know and shares information
the PCs have not yet learned, if anythingbut he is clearly withholding
additional knowledge, all of which is accurate. He can be made to talk
with a successful Interrogation skill roll.

Once the PCs talk with Maton, the teenager says I have something that
proves those bastards in the tower are killing us. He offers to meet them at
the boarding house to show them the evidence he has, and he arranges
the rendezvous for a few hours from now.
As Maton turns to leave the PCs, gunfire erupts from nearby empty
buildingsthe PCs are ambushed by a group of gunmen, armed with
strangle gas grenades and weapons that fire specialized alchemical
ammunition. Whether the PCs fight or flee, the first volley of gunfire
mortally wounds Maton. He lies dying in the street as the battle rages
on, coughing up blood and holding the wound in his chest. He is
incapacitated and suffering the spitting blood Injury Table result and
will die in 5 rounds from the start of the encounter unless treated with
a Medicine skill roll against a target number of 15.

Combat Encounter: Gunned Down


The attackers pour out of hiding places in the abandoned
buildings lining the streets, or in cover near the farms, trying
to put down the PCs as quickly as possible. Some hang back,
throwing grenades at clusters of PCs and shooting any who
become isolated. Their objective is to subdue the PCs and dispose
of them out of town at the Marconi homestead (p. 101) or to
bring them to the tower to act as subjects for Olivia Morados
experiments. For larger or more experienced groups, consider
replacing one or more Tower Ambushers with Tower Guards.
Since the attack is predicated on when the PCs interact with
Maton, the location of the ambush is variable. It takes place on
one of Erofeevs cloistered streets, at a location based on the PCs
actions. No matter what the location, the ambushers try to use
cover and concealment as much as possible to hide themselves
prior to the attack.

98

Quick Shot scenario

TOWER AMBUSHER (6)

TOWER GUARD (1)

Skills:

Skills:

Name Stat Rank Stat


Hand Weapon
PRW
1
Thrown Weapon
PRW
2
Pistol
POI 2
Sneak AGL 2
PHYSIQUE

PHY 5

SPEED

SPD 6

STRENGTH

STR 4

AGILITY

AGL 5

PROWESS

PRW 4

POISE

POI 5

INTELLECT

INT 3

ARCANE

ARC

PERCEPTION

PER 4

Grenades

rat Rng AOE POW


6 8 3 *
Abilities: When a character uses this
weapon, choose one of the following:
Explosive Grenade: POW 12
Strangle Gas: No damage. The weapons
AOE is a cloud effect, gas effect that
remains in play one round. While in the
AOE, living characters suffer 2 DEF and 2
on attack rolls.

injection pistol

rat Rng AOE POW


5 4 8
Abilities: This weapon causes no damage.
A damage roll in excess of the targets ARM
delivers the toxin within. A living target
must make a PHY roll against a target
number of 18 or suffer 2 STR and DEF for
one round.

+ Rank
5
6
6
7

Abilities:
Alchemists Leather This
character gains an additional +3
ARM against blast, cold, corrosion,
and fire damage.
Ambush During the first round of
an encounter, this character gains
boosted attack and damage rolls
against enemies that have not yet
activated that encounter.
Fire in the Hole! The character
can make a grenade attack at the
start of the Action Phase of his turn
before moving or making his normal
attacks. A character making a Fire
in the Hole! attack must use his
movement that turn to run or make
a full advance.
Gas Mask This character is
immune to gas effects.

Name Stat Rank Stat


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

PHY 6

SPEED

SPD 6

STRENGTH

STR 5

AGILITY

AGL 4

PROWESS

PRW 5

POISE

POI 5

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

+ Rank
*
6
7
6
*
6

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

sword

MAT POW P+S



5 3 7

WILL 8

ECT

VITALITY: 8

LL

TE

WILLPOWER

ARMOR
ARM 10

(Alchemists Leather +5)

IQ

DEFENSE
DEF 14

(Alchemists Leather -1)

AGILITY

INIT 15

PHYS

INITIATIVE

Command Range: 3

Command Range: 6

Base Size: small

Base Size: small

Encounter Points: 4

Encounter Points: 7

Equipment:

Equipment:

Alchemists leather, ammo bandolier or


grenade bandolier, field alchemy kit, gas
mask, injection pistol or any 3 alchemical
grenades, sword, d6+6 gc

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

99

Game Masters Note


The tower ambushers can use a variety of different alchemical
cocktails in their injection pistols, as well as a number of
different alchemical grenades. The options presented here are
suggested equipment only.
Using more powerful items like somnolence elixir, cinder
bombs, or acid bombs could present smaller groups of PCs
and lower XP groups with an insurmountable challenge. Game
Masters who plan to modify the items carried by the ambushers
should consider the abilities of the PCs before doing so.

Aftermath

Alchemy/14: The compounds injected into the man left traces in


the veins and flesh around the woundsan alchemical mix of
preservatives and other toxic ingredients. In isolation, any of these
injected into a mans bloodstream without benefit of balance and
alteration would kill him instantly.
If the PCs managed to stabilize Maton before he dies, Adalia will
approach and offer to keep him safe in the boarding house. The young
man is too injured to offer the PCs any aid or information but will
make a full recovery.

The Skyskar Inn


The inn has been shut down, its windows boarded up, but the back
door can be forced with a STR roll against a target number of 15.
Additionally, if Old Olsonik the town drunk is asked about the inn
he can provide a key to the main entrance, or a PC can open it with a
Lock Picking skill roll against a target number of 10. From the outside,
the building looks abandoned, but if the PCs examine it, they see dim
lamplight from a single second-story shuttered window.
If the PCs enter the Skyskar Inn, read or paraphrase the following:

The attackers retreat if five of them are incapacitated. If the PCs


capture any of them, their captives claim they are Crucible Guards
and that the Order of the Golden Crucible will not tolerate their
interference in Erofeev. Such responses are stilted and unconvincing,
and the men are clearly lying.

The inn smells of death. The front counter is scarred with a crack down its
center. The wallpaper is faded where paintings once hung, and what little
furniture remains is covered in sheets. The carpets have been torn up in places,
exposing stripped hardwood floors and scattered tacks. The floorboards creak,
and your footfalls echo as if youve entered a forgotten vault.

If the PCs make a successful Intimidation skill roll against a target


number of 14, read the following:

From upstairs comes a sound of something being dragged across the floor. You
hear voices, low, indistinct, and angry, and then a young mans nightmarish
wail that drowns out the other voice when it turns guttural and monstrous.

Your prisoner flinches in fear. I meant to say I no longer serve the Golden
Crucible, he says, shuddering. I take my orders from Gallo Morado now. He
wants you gone. Hes always watching. He sees everything. The sheriff was a
fool for not sending you on your way before you even opened your mouths.
He winces. Now his boy will die. He looks skyward as if watching for some
threat overhead. Just like the rest of us.
If a captured gunman is not already fatally wounded, or if the PCs
attempt to stabilize him in order to gain further information, the other
gunmen shoot him as they flee to return to the tower, finishing him off.
If no other gunmen remain, the captured gunman bites down hard on
an alchemical substance concealed in his mouth that poisons him, his
skin tightening horrifically as he dies.
The dead mans body contains clues as to his employers activities.
He shows signs of having been experimented onthere are injection
marks next to his eyes and, should the PCs search him, all along his
arms and legs. Each piece of information can be determined with
the application of an assortment of skills. The skills and their target
numbers are described below.
Forensic Science/10: The marks next to the mans eyes and on the
backs of his hands are consistent with those caused by a clockwork
injector.
Forensic Science/11: In addition to the visible needle marks, the
man has numerous injection marks on his arms and legs.
Medicine/13: Whatever the man was injected with wasnt a natural
compoundthe flesh around the wounds shows signs of mixed
rejuvenation and rapid aging.

100

Quick Shot scenario

The inn is empty of anything valuablethe rooms on the first


floor contain a few beds or dressers, but everything that was still
functional and useful has been removed. The entire first floor of the
establishment is dark.
On the second floor, however, a faint light comes from room 2B, and
flickering shadows pass back and forth in front of the light coming
from beneath the door as someone within moves in front of a lantern.
A PC can make a Detection skill roll against a target number of 10
to recognize the muffled voice coming through the door. It is Sheriff
Albano, pleading with someone to calm down.
Inside is a scene of horror. Sheriff Sergio Albano attempts to feed a
twisted creature tied to the bedonce a young man, now one of his
arm is shriveled as if ancient, the other elongated with two additional
elbow joints, his hair white, his legs so warped and stiff they cannot
bend. His milk-white eyes roll wildly and are filled with agony, and
he spits out his soup, revealing irregular overgrown teeth. The boys
skin is covered with circular wounds the width of a hand span. His
voice fluctuates between guttural and high-pitching howling. The
sheriff is focused on caring for the young man and does not notice the
PCs approaching unless they announce themselves. If they wait and
observe him, they see Sergio quietly wiping the boys sweaty hair out
of his face and encouraging him to eat.
The sheriff rages against anyone who enters the room, furious his
secret has been discoveredthat his son, Marcus, is dying of some
horrible afflictionbut his anger fades quickly. Hes exhausted and
unable to cope with what has happened to Marcus, an affliction he
believes everyone who has disappeared from Erofeev shares.

The sheriff can be persuaded to reveal what he knows with a successful


Negotiation skill roll. With a successful Medicine skill roll against a
target number of 12, the PCs can ease Marcus pain, though curing his
condition is beyond medical understanding. A PC examining the boys
wounds can make a Lore (extraordinary zoology) skill roll against a
target number of 14 to recognize them as sucker wounds, the kind
produced by the tentacles of a squid or thrullg. On a roll of 16 or higher
a PC identifies an injection mark, concealed by one of the wounds.
If the PCs treat Marcus, Sheriff Albano volunteers the same information
without a skill roll.

Negotiation
Roll

Information Discovered

10

An alchemist named Olivia Morado lives in the


tower still. She returned to Torre Tombafyr after
ending her work with an alchemist in Corvis
named Victor di Cavour. Hearing of her return
to the tower, the sheriff sent inquiries to Corvis
and learned that di Cavour was murdered just
prior to Olivia leaving the city.

11

Sergios son, Marcus, was among the first


victimshe was fishing at the mountain lake
when he fell into the water and underwent the
horrible physical effects he currently suffers
from. Sergio believes he might have been
pushed and thus poisoned as a result of the
sheriffs queries about Olivia Morado.

12

14

Olivias brother Gallo Morado, who is called the


Crimson Man around town, warned Sergio that
to continue asking questions or telling anyone
about Olivia Morados activities was to essentially
kill his son. Gallo claims she holds a cure for the
young mans affliction, and she will only deliver
it to Albano if she is allowed to continue her work
undisturbed. The sheriff doesnt truly believe that,
but he has no other choice.
A Khadoran assessor named Denikin arrived
in Erofeev to investigate the reasons for the
disappearing townspeople. Sergio directed
him to Torre Tombafyr, hoping Denikin would
either uncover the secrets of the Morado Family
without implicating the sheriff, or Denikin would
vanish without stirring any trouble. Denikin has
not yet returned from the tower.

SCENE 2: Brushes
with Death
Once the PCs have explored the town of Erofeev to their satisfaction,
they have choices for how to proceed, depending on what theyve
learned. They may choose to investigate the Marconi homestead
where everyone vanished overnight; they may choose to explore
the mountain lake near Torre Tombafyr to learn what happened
to the sheriffs son and the polluted waters of the lake; or they may
proceed directly to the front gate of the tower itself to confront the evil
alchemist who allegedly lives there. But before they can reach any of
these destinations, they first find a warning in the road outside town.
As the PCs depart Erofeev, read or paraphrase the following:
On the road just outside of town, you see a shape covered by a dozen cawing
crows: a corpse with its hands bound behind its back that has been carelessly
tossed in your path. The deputy Fillip is difficult to recognize at first
the murder of crows pecking at his flesh and his eyes disfigured him, their
own eyes glowing a hideous, unnatural green. They take to the skies as you
approach, allowing you to see a massive wound in the deputys flesh: burned
by acid across his face, in large letters, is the word BEGONE.

THE MARCONI HOMESTEAD


As the PCs approach the Marconi homestead, read or paraphrase the
following:
The Marconi homestead sits on the horizon, a dark two-story farmhouse with a
pair of upstairs windows that make the house look like the head of a giant with
its eyes watching you as it glares over the top of the hill. The outbuildings are
small and nondescript except for the old barnit leans with age, weathered
like a tombstone, seemingly abandoned but unwilling to be forgotten.
The homestead is surrounded by an old split-rail fence that does nothing
to guard it from trespassers. A dirt road that approaches it is the most
direct way to reach the homestead, but if the PCs come this way, the
occupants of the house see them approach and hide from them. They
remain hidden on the upper level if the PCs go to the house first.
The PCs may elect instead to come across the fields around the
homestead to avoid being noticed. If they do, they gain a +2 bonus
on Sneak rolls as they approach. En route, they stumble upon the
rotting carcass of a dead cow, much of its meat torn from it instead
of being cut away.

If the PCs have been ambushed and bring it up to Albano, the sheriff
says the Crimson Mans soldiers often lurk in Erofeev, particularly
when a train arrives. If the PCs describe the size of the attacking force,
Albano says there are many more who are in the tower Torre Tombafyr.

The PCs may choose to approach either the barn or the farmhouse. In
each location are escaped victims of the alchemistthose in the barn
are dead, those in the house are broken creatures driven mad by the
agony of the experiments performed on them.

When the PCs have learned all they can from the sheriff (even if
thats nothing), read or paraphrase the following:

As the PCs approach the barn, read or paraphrase the following:

Sheriff Albano looks at his son, who writhes in pain on the bed to which hes
bound, and then he turns away to face your group. You know I cant help
you, he states flatly. If I take up arms with you and threaten the Morado
Family, my boy is dead. But you, you can do whatever you want to do. You
should know, though, that if you go to the tower, it must be stacked with the
deadand those who wish they were. He gestures at this son. Evil alchemy
is at work here. Were all going to die.

The barn doors have been chained shut, but the old building is missing slats
and the chain is only a perfunctory means of keeping the barn locked. The
entire building creaks with age in the wind as you approach, and there are
no signs of life. You can make out the mingled smell of musty age and freshly
spilled blood coming from within.
If the PCs attempt to peer through the slats, the barn is shadowy
enough that they cannot make anything out. The chain on the door is
corroded and can be broken and removed without a roll.

Quick shot scenario

101

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


In the dim light within you see two shapes that might have once been human.
One lies on its back, still and seemingly dead; the other is hanging by a rope
from the rafters, a chair kicked over beneath its feet.
In the barn the PCs find the two farmhands who escaped with the
Marconis from the tower Torre Tombafyr, Alfonso and his son, Alvaro.
Both men have been twisted to the point of being barely recognizable
as living humans. Alvaro lies in the scattered straw, his entire body
bloated, even the flesh on his scalp, and all of his skin is alarmingly
smooth and youthful, without any wrinkles at all. Alfonso, who clearly
committed suicide by hanging himself the shadows after kicking
over his chair, has so much loose flesh hanging from his bones that
he almost seems to be melting. A pool of dark, unnatural liquid has
formed beneath his, sweating out of his pores like tar.
Both men have been dead for less than a day, allowing the PCs the
opportunity to examine their corpses with an Alchemy or Forensic
Science skill roll.

Alchemy or Forensic Science


Roll

Information Discovered

10

A brownish-orange rust on both mens hands is


in a pattern and consistent with gripping rusted
metal bars, likely underwater, given the moisture
present.

11

The man on the floor died from a blow to the


back of the head, though both mens bodies are
riddled with needle marks that bear traces of
alchemical substances and look as if they were
done by a clockwork injector.

13

Both men have numerous suck wounds on their


bodiescircular, red, blistered marks that clearly
came from a large creature. (A PC can make a
Lore [extraordinary zoology] skill roll against a
target number of 14 to identify the wounds as
having been inflicted by a thrullgs tentacles.)

15

The viscous fluid sweating out of the corpse is not


natural and contains several different alchemical
ingredients. It is saturated with a combination of
arcane minerals and mutagenic extract.

If the PCs examine the bodies, Vivica Marconi and her son Tomas
silently approach from the house, hovering nearby as silent
witnesses if the PCs dont threaten them. Once they are noticed,
Vivica asks the PCs what they have learned that might save her and
her son, and if the PCs answer, she invites them back to the house
to tell them what she knows.
As the PCs approach the farmhouse, read or paraphrase the following:
The Marconi house is two stories tall, built of grey-green stones with a long
wooden porch across the front. But the stones are blackened and the porchs
wood grey; ivy covers its walls, and the house looks like something evil that
has died The windows on both floors, some of them with loose shutters, have
been darkened from within by heavy curtains, and the front door has a thick
red X painted across it. Theres not a sound to be heard as you approach except
the wind infrequently banging the shutters against the farmhouses frame.

102

Quick Shot scenario

If the PCs do not accompany the surviving Marconis as a result of


meeting them in the barn, read or paraphrase the following:
But when you reach the porch, one black curtain on the ground floor flutters
and a face appears and disappears again. As you ascend the porch steps, the
front door slowly opens for you.
Inside the house are Vivica Marconi, the mother, and nineteen-yearold Tomas Marconi, the middle child. Both are hideously deformed,
huddling in the homesteads shadows. If the PCs open the door, the
mother clings to her boy, even as he snaps or bites at her. The mothers
limbs are lengthened and bent such that they resemble horse legs; she
is forced to hobble around on gangly, ungainly limbs. The teenager is
blindthe skin has grown over his eyes. His belly has swollen. Both
have stretched rows of horrible teeth, their blonde hair is filthy and
dark, and when confronted, they both snarl with barely restrained
rage. They are surrounded by their own filth and the bones of animals.
The woman speaks in a garbled manner, allowing the PCs to enter
without challenging them. (If she led them to the house from the
barn, she precedes them into the room, her son rushing past her into
the shadows.) If the PCs threaten them, the two attack with unusual
savagery, biting and scratching. They do not relent, requiring the PCs
to either kill or subdue them.
If the PCs make a Medicine or Negotiation skill roll against a target
number if 12, Vivica Marconi is calmed, capable of answering questions
in short bursts of lucidity. Tomas remains hostile, withdrawn, little
more than a blind monstrosity, and shows no signs of humanity.
She relays the following in broken sentences:
The entire Marconi householdshe, her husband, and their three
children, plus three servantswas taken prisoner in the middle of
the night by armored guards under the charge of a man in crimson.
They were taken to the tower and there split up, her husband
and their farmhands Alfonso and Alvaro taken one way, and
she, the children, and their maid taken another. She never saw
her husband again.
In the tower, she witnessed the death of her maid. They were
locked in a dark cell and injected with something that immediately
put the children to sleep. Vivica herself began to fade in and out,
but she saw the childrens skin become flat and colorless, and then
her maid began to scream. The maids skin washed out completely,
leaving her looking sun-bleached, and she fell to the floor clawing
frantically at her flesh, tearing her clothing, and dying in a pool of
her own blood. The children never awoke, and Vivica could not
stay awake long enough to see who came. When she awoke, the
body of her maid was gone.
She has scattered memories of other things that happened in the
tower. Voices, sometimes Ordic, sometimes Khadoran. Misshapen
hands stretching pleadingly from holes in the walls of the halls.
Restraints, being carried on boards, needles and more needles
every day, and bloodletting.
Vivica heard whispers about the alchemist in the tower, but she never
saw the woman. Only what the alchemist did. And it was hideous.

When Vivica begins to talk about the alchemists specific acts, she
breaks down, unable to proceed. She tells the PCs that there were
horrors and a man who walked with the air of death. The PCs can calm
her again with a successful Medicine skill roll against a target number
of 13; otherwise, she feverishly begs them to save her children who
remain in the tower, Tara and Tobin.
If the PCs calm Vivica, she tells them the following:
She witnessed a woman being dragged from the alchemists lab
by the one they call the Crimson Man, who snarled so savagely
Vivica thought he was a beast. The woman worked in the tower
and had previously brought Vivica food. The womans flesh was
bubblinglater, Vivica heard the woman died and was thrown
away as a failureand she moaned over and over, Please dont do
this to me, Master Abrosim. Please Master Abrosim. Let me live! Let me
live! Vivica babbles this plea over and over unless one of the PCs
attempts to comfort her.
She only heard the voice of the alchemistit was shrill, filled with
fury, and difficult to understandand never saw her, but Vivica
heard the alchemist call to the man Abrosim as he passed before the
cells and, when Vivica peered through the small hole in the door,
she caught a glimpse of him walking away. He seemed larger than
life, as if he were a giant filling the entire corridor, and he seemed
unreal, as if he werent even a living being. But when she looked,
the man froze and cocked his head, as if sensing her, so she quickly
retreated quickly. The man did not return.
Her chance to escape with her son and the farmhands Alfonso and
Alvaro came when they were each injected with a new alchemical
compound that drove them all mad to greater or lesser degrees.
They were discarded as failures into a horrible pit of the dead and
dying. She saw the twisted face of the Crimson Man above her as
she was dropped into the pit. But the farmhands still had some
mental control, and when they were washed out of the tower and
into the depths of the mountain lake, they led Vivica and her son
down a connecting waste channel that brought them instead to the
surface where the water was shallow.
As they fled the lake, they were attacked by monstrous beasts
that rose from the water and rushed ashore, lashing out with long
tentacles on their faces. The group managed to escape, though both
Alfonso and Alvaro were injured. Alfonso killed Alvaro yesterday
and then hanged himself, telling Vivica beforehand that she would
be wise to do the same. At his urging, she locked them in with the
only chain she could find.
Vivica assumes that the PCs plan to go to the tower to investigate
whats happening. She begs them to save her children who are still
prisoners there: twenty-two-year-old Tara and sixteen-year-old
Tobin, both blond with bright blue eyes. She can give them rough
directions to the mountain lake where she escaped, and from there,
she says, the tower is visible on the foothill above it. The drainage
outlet, she says, is at the base of the foothill. Neither she nor her son
will accompany the PCs as a guide, and even suggesting it causes
them to fall into a fit of panic.

THE TARN
If the PCs examine the mountain lake, read or paraphrase the following:
No trails lead to the mountain lakeinstead, the tarn is surrounded by tall
weeds, thick scrub grass, dark trees, and pockets of shallow water that slow
your approach. The lake feels dense and small, but its difficult to see detailsa
thick fog with a sulfurous odor hangs over the water. From its edge, you can
see the vague shape of a hill on the far shore, misshapen by thick brambles and
a scattered tree line. The sounds of water pouring into the lake rise from the
base of the hill. The water looks slimy with a veneer of foulness on its surface.
The lake is approximately 200 feet across, and to reach the cavernous
drainage outlet from which the waste from the tower spills out, the
PCs need to wade into the thigh-deep water along the lakes edge
and approach the outlets opening from the lake instead of from the
shore. Near the opening are unidentifiable remainsmounds of bones,
tattered clothing, and shredded flesh that has detached and floated
away from the corpses dumped here.
The muddy area around the lake is rough terrain and is impossible
to move through silently. As the PCs move along the lakes shores,
they are observed by creatures in the water: a trio of thrullgs that live
on the arcane and alchemical waste coming from the tower. All three
will attack as soon as they are aware of the PCs. (See map, p. 106.)

Combat Encounter: Tentacle of the Tarn


The thrullgs attack when any of the PCs comes within twenty-four
feet (4) of the waters edge, if the PCs approach the drainage outlet,
or if they otherwise disturb the lakes water. All three thrullgs emerge
from the water simultaneously and charge the nearest targets without
hesitation, though they focus their attention on any steamjacks, gifted
characters, or characters carrying mechanika. (See p. 105.)
The thrullgs are utterly without fear and only break off combat if they
are clearly outmatched. If the thrullgs break from combat, they return
to the water, waiting for an opportunity to strike againperhaps
following the PCs at a distance if they choose to enter the tower
drainage outlet.

Terrain Features
The encounter includes the following terrain features:
Fallen Logs: The logs are linear obstacles. The logs are slick with a thick
layer of mold and alchemical waste. A character crossing one of the logs
must make an AGL roll against a target number of 10. If the roll fails his
movement ends and he is knocked down within 1 of the log.
Noxious Fog: A thick fog of stinging chemicals lies over the lake
and surrounding hills. It is not powerful enough to be harmful but
obscures vision beyond a few dozen feet. A character treats characters
in the area as if they were in dim light.
Reeds: Reeds growing on the side of the lake provide concealment to
small-based characters.
Tainted Water: The lake is heavily polluted with alchemical runoff
from the tower. A character other than a tarn thrullg that ends his turn
in the water suffers 1 point of corrosion damage.
Trees: The dense swamp foliage to the east of the lake is a forest.

Quick shot scenario

103

Aftermath
Once the thrullgs are defeated, the PCs have no trouble finding a
drainage outlet that flows under the foothills where the tower Torre
Tombafyr stands.
The PCs can work their way up the drainage outlet, a long tube with
cracks scattered throughout, approximately an eighteen-foot-wide
cylinder. The water is knee-deep and thick, more sludge than water. A
few corpses have been snagged in underwater weeds growing in the
narrow, dark, claustrophobic outletbloated, twisted bodies that are
nearly unrecognizable as having been human. Every sound echoes in
the drainage outlet, the odor of the lake is nearly overwhelming, and
the current makes moving difficult.

The PCs may choose to approach the main gate or may attempt to
climb over the walls for the inner or outer courtyards. If they climb,
they will readily spot the two Talon warjacks in the inner courtyard,
both of which will notice the PCs and target them as they reach the
top of the wall. If the PCs choose instead to attempt to climb the
tower to reach a window or the balcony, the warjacks once again
open fire on them.
If the PCs attempt to approach the tower through the main gate, see
the Game Master notes (p. 96); if they enter via the drainage outlet,
they bypass the outer courtyard and the caretaker to reach the inner
courtyard unnoticed. If the guards inside the tower notice the PCs
snooping around near the tower, the caretaker confronts them as if
they had tried to enter the main gate.
If the PCs enter the tower via the drainage outlet, read or paraphrase
the following:

Game Master Note


If the thrullgs follow the PCs into the outflow, the floor of the
tunnel is shallow water. A character who is knocked down the
outlet suffers d3 damage from swallowing water or getting it in
his eyes, ears, or nose. Characters with the Poison Resistance
ability only suffer 1 damage point.

After climbing for hundreds of feet, the outlet finally emerges at one end of
a man-made pit, where dozens of tangled bodies lie in a foot of rancid water.
None of them appear to be alive; their limbs are unnaturally distended and
the rest of their bodies are mutated. On the other end is a large sealed metal
floodgate that opens by lifting it straight up out of the pit on a chain. The
pits walls are carved of rough stone, and overhead is open sky, though by
the glimpses of walls up above its clear you have emerged somewhere in the
towers interior.

The Pit

THE TOWER Torre


TOMBAFYR

The bodies in the pit are victims of Olivia Morados ongoing


alchemical experiments. None of them are blonde or otherwise
match the descriptions of any of the missing townsfolk from Erofeev.
Searching the bodies reveals nothing except the clear indicators of
shackles on their wrists and ankles and signs of constant alchemical
manipulation of their bodies.

The nearby Torre Tombafyr tower sits in the foothills across the Ordic
border in the northernmost Murata Hills, its primary approach a dirt
road to the south that ends at its sole entry gate. Down the hill from the
tower is a mountain lake, a tarn, where sewage and other waste from
Torre Tombafyr is dumped via a cylindrical drain that connects to its
inner courtyard.

The fitted-stone walls of the pit are covered with a glistening layer of
muck, but gaps between the stones provide ample hand and footholds
for ascent. A PC can attempt to escape the pit by making a Climbing
skill roll against a target number of 14. If any one PC climbs out and
has rope, the rope can be anchored to concrete stanchions meant to
hold the floodgate open so others can climb up the rope without a roll.

Torre Tombafyr is considered a strategically unimportant location,


having no access to passes deeper into Ord. This tower has long been
held by the Morado Family, who have neglected ancient promises
and responsibilities to report on Khadoran troop movements to the
Ordic Army. This tower is isolated, and its residents have mor contact
with Erofeev than any Ordic town. Most of the goods and supplies
reaching the tower are smuggled from Erofeev to avoid hassles with
the authorities of either nation. The existence of this tower has been
largely forgotten beyond Erofreev.
The tower itself has two courtyards, an inner and an outer, that jut
off of the towers base. Neither courtyard is covered, and both are
surrounded by tall walls lined with narrow covered walkways. Beyond
these courtyards, Torre Tombafyr rises over a hundred feet into the
sky, each of its six floors indicated by shuttered or barred windows.
The topmost floor is encircled by a balcony that appears inaccessible to
the inside. The tower is carved of a rough grey stone that matches the
landscape behind it.

104

Quick Shot scenario

The Inner Courtyard


The pit is in the inner courtyard of the tower and is open to the sky. To
the north is a tall covered passageway that connects to an outer courtyard
where the main entrance is. The southernmost end of the passageway
is sealed by a gate, cutting it off from the outer courtyard, and near the
passageway itself are four bored guards. In the inner courtyard where the
PCs emerge are a trio of tents, a couple of fires, and two Talon warjacks
(Core Rules, p. 302) outfitted with light guns and spears, one near the
pits edge, the other at the far end of the courtyard from the tower in the
northeast. These are the only two means of leaving the inner courtyard
without climbing over the walls or attempting to force open the window
one flight up on the tower face.
The tower itself looms over the courtyard, encircling the southwestern
corner. Windows are offset from the walls one flight up, though they
are shuttered and dark. From the wall of the inner courtyard, the
windows would be within arms reach.

tarn thrullgs
Skills:
Name Stat Rank Stat
Climbing AGL 2
Detection
PER 2
Sneak AGL 2
Swimming STR 2

PHYSIQUE

PHY 9

SPEED

SPD 6

STRENGTH

STR 9

AGILITY

AGL 4

PROWESS

PRW 5

POISE

Alchemical Accelerant While in


the polluted water of the tarn, this
character gains +1 to attack and
damage rolls.
Arcane Consumption When
a character casts a spell or uses
an animus while in the creatures
command range, after the spell is
cast the casting character suffers
d3 damage and the creature
regains d3 vitality.

POI 1

INTELLECT

INT 3

ARCANE

ARC

PERCEPTION

PER 3

Arcane Interference When the


creature hits another character with
an attack, upkeep spells and animi
on the character hit expire and the
character loses the focus points on it.
When the creature hits a steamjack
with an attack, that steamjack suffers
Disruption. (A steamjack suffering
Disruption loses its focus points and
cannot be allocated focus or channel
spells for one round.)

tentacles

MAT POW P+S


7
4
13

This weapon has Reach.

claw

MAT POW P+S


7
3
12

claw

Blackout Pulse The creature


can use a quick action to use
Blackout Pulse. Mechanika devices
in the creatures command range
immediately deactivate. Mechanika
devices cannot be activated in the
creatures command range. Blackout
Pulse has no effect on steamjacks
or mechanika armor. Blackout Pulse
lasts for one round.

MAT POW P+S


7
3
12

INITIATIVE

INIT 14

DEFENSE

DEF 13

ARMOR
ARM 16

(Natural Armor +7)
WILLPOWER

AG

+ Rank
6
8
6
11

WILL 12

Deep Lung A thrullg can remain


submerged in water for twice its PHY
score in turns. While submerged a
thrullg gains concealment.

ILITY

IQU

TE

YS

IN

LLECT

Fearless The creature is immune


to the effects of Terror.

Command Range: 3
Base Size: medium
Encounter Points: 11

Quick shot scenario

105

106

Quick Shot scenario

A sizable sled, clearly meant to be dragged by a warjack, sits near the


edge of the pit with a pair of unrecognizable corpses stacked on it. It
is large enough to shield three men and provides solid cover. A large
lever at the head of the pit opens the floodgate below and floods the
pit, washing the bodies down the drainage outlet.
A stables, smithy, and warjack workshop occupy one corner of the
courtyard. Equipment is stacked here. A PC can search one of the
buildings by spending a full action. Within the smithy, he finds an
undamaged suit of Crucible Armor (Kings, Nations and Gods, p. 307).
The workshop contains twenty metal-cased light artillery rounds for
the warjacks guns and 100 pounds of coal. The stables house two draft
horses and six riding horses, plus tack.
Most significant, the PCs recognize a wagon parked not far from the
tunnel between the courtyards. The wagon belongs to the teamster
Armand, whom the PCs met in the town of Erofeev. The wagons
horse is gone, and theres no sign of Armand.
The PCs can avoid detection by the guards by making a Sneak skill roll
against a target number of 14 and by the warjacks with a second Sneak
skill roll against a target number of 10. If the guards or warjacks notice
the PCs, they are startled but dont hesitate to attack. If the PCs avoid
notice, they gain surprise if they choose to initiate combat.
A battle with the passageway guards and/or the warjacks that lasts
more than 5 rounds, or any sound of gunfire, explosions, or similar
noise, attracts the attention of five guards from the tower, who join
the battle 1 round later. (See p. 99 for Tower Guard statistics and Core
Rules, p. 302, for Talon statistics.)
If the PCs defeat the enemies in the courtyard or avoid battle to reach
the entrance into the tower, read or paraphrase the following:
As you reach the door, a light flickers from beyond and a man appears,
coming toward you. Most of his features are hidden by a crimson hood
and cloak, but these cannot disguise his misshapen formhe is strangely
shaped, thin, his arms and legs impossibly long. Overgrown teeth jut from
the beneath the hood, and he growls in fury as he sees you. In his arms he
carries a body: the girl Favia from Erofeev. She appears unharmed, though
she is unconscious and her hair has gone completely white. One dirty foot
hangs bare. The man hurls the girls body toward you and draws a sizable
pistol from its holster, opening fire as he thunders toward you, bellowing.

Combat Encounter: Last of the Red Death


Gallo Morado, the Crimson Man, is a good shot and is fast on his
feet. If the PCs have slipped by the guards and warjacks in the inner
courtyard, the gunfire draws their attention and they quickly engage
the PCs in battle as well. Otherwise, a pair of guards joins the fight
from the Needle Room beyond. Gallo uses his pistol and, as he closes,
draws a double-edged sword as well. If the PCs already defeated all
the enemies in the inner courtyard, Gallo is their only opponent.
In battle, Gallo Morado is a force to be reckoned with. In addition to
his pistol and his sword, his long arms end in great claws, and he is
animalistic enough to attempt to bite his opponents. Gallos features
are death-like and his flesh is hairless. He fights to the death, howling
and snarling as he fights.
If the PCs attempt to enter the tower via the shuttered window above
the courtyard, they immediately draw gunfire from within, bullets
flying through the shutters, as Gallo opens fire and a pair of guards
rush to stop them from entering. The guards retreat up the stairs if the
PCs press, giving Gallo a path to attack.

Aftermath
Favia is alive but bruised after being thrown. She can be revived with a
Medicine skill roll against a target number of 12. She remembers very
little of what happened to her in the tower, only that a man the alchemist
called master joined the alchemist while Favia was held in the lab. She
knew the manhe approached her on the streets of Erofeev after she
spoke to the PCs to ask her what they wanted to know. She cannot
remember how the conversation progressed with the man in town,
though she remembers his hands looking strange as they reached for
her, before she blacked out. She drifts in and out of consciousness, and
ultimately she becomes incoherent.
If the PCs choose to take Favia back to Erofeev for treatment, the
tower entrances have been secured up by the time they return,
necessitating a forced entry into the inner courtyard to reach the
entrance into the tower, and the guards are on high alert, actively
keeping watch for infiltrators.

The Needle Room


The room beyond the door is a horrifying chambertables with straps
and drainage tubes down the sides, rows of needles attached to the
tables, some containing dark fluids that bubble or hiss if shaken. A
young womans shoe lies at the base of one table, a single drop of
blood on ita sign that Favia recently occupied one of the tables. On a
table nearby is the badge of a Khadoran official. A stone stairwell both
rises from the chamber on the west side of the chamber.
The chamber reeks of the alchemical solutions in the needles and in
the beakers and storage jars on other tables scattered around the room.
A PC who examines the bottles and beakers sees each is labeled with
flowing script. Examples labels include:
Batch 107, Mawg extract and distillate of tatzylwurm viper venom.
Applied hourly in low dose.
Batch 191, Two measures ectoplasm, half a measure crypt spider
brain, gland of anura, full measure mutagenic extract. High dose,
single application.
Batch 199, Acid and fortemorphic elixir in parity, half measure
organic oil. Apply for absorption through skin in increments of
1/100th body weight.
A PC can make an Alchemy skill roll against a target number of 10 to
identify that each of the admixtures would result in painful, sometimes
prolonged, suffering and death. Characters with Connections
(Golden Crucible) can make an INT roll against a target number of
14 to recognize some of the combinations as experimental formulae
proposed by the alchemist Victor di Cavour (from the Full Metal
Friday 2:4, Alchemical Imbalance adventure) prior to his death in
Corvis some time ago.
As the PCs start up the stone stairwell ascending into the tower, read
or paraphrase the following:
The smells in the tower are horrificrot mixed with a cloying yet gagging
medicinal stench. The stairs are wet with blood and other undetermined fluids,
and the alchemical lamps along the walls cast long, strange, threatening
shadows as you climb. Its as if the tower is dead but waiting, and the silence
is so thick you can hear it. As you round the curve in the stairwell, from
somewhere up above comes a guttural screech of something dying painfully
and then the alchemical lamps go out, leaving you in utter blackness.

Quick shot scenario

107

gallo morado, the crimson man


Skills:
Name Stat Rank Stat
Great Weapon
PRW
2
Unarmed Combat
PRW
2
Pistol
POI 1
Intimidation SOC *
PHYSIQUE

PHY 8

SPEED

SPD 6

STRENGTH

STR 8

AGILITY

AGL 3

PROWESS

PRW 5

POISE

POI 4

INTELLECT

INT 2

ARCANE

ARC

PERCEPTION

PER 3

quad-iron

rat Rng AOE POW


4 10 10
Abilities: See Core Rules p. 267.

bite

MAT POW P+S


7
4
12
Abilities: This attack can only be performed
only once per round.

heavy sword

MAT POW P+S


5
5
13
INITIATIVE

INIT 14

DEFENSE
DEF 11

(Tailored Plate -1)
ARMOR
ARM 15

(Tailored Plate +7)
WILLPOWER

WILL 10

AGILITY

PHYS

3
ECT

IQ

TE

LL

Command Range: 2
Base Size: medium
Encounter Points: 14
Equipment:
Crimson cloak, heavy sword, tailored plate,
quad-iron, 1 dose fortemorphic elixir, blasting
powder and bullets for 12 shots, 50 gc

108

Quick Shot scenario

+ Rank
7
7
5
*

Abilities:
Body by Alchemy This character
gains +2 PHY but suffers 1 INT
(included).
Critical Slam On a critical hit
with a melee weapon, the target is
slammed d3 directly away from
this character. The POW of the slam
damage roll is equal to the STR
of the character plus the POW of
the weapon. The POW of collateral
damage is equal to this characters
STR.
Fearless The character is utterly
fearless and automatically passes
Willpower rolls to resist Terror.
Feast of Flesh When this
character damages a living character
with a bite unarmed attack, this
character can spend 1 feat point
to immediately regain a number of
vitality points equal to his PHY score.
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.
Huge Stature This character can
wield a weapon in one hand that
usually requires two hands to wield,
but he suffers 2 to attack rolls with
that weapon (included).
Indomitable This character cannot
be knocked down. The distance of
unintentional movement affecting
this character is halved.
Mighty This character gains an
additional die on melee damage rolls.
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.

CONCLUSION
Mercilessly Alive ends on a cliffhangerthe PCs have breached Torre
Tombafyr with a handful of potential objectives: rescue the people of
Erofeev, the Marconi family in particular; find and stop the alchemist
Olivia Morado from continuing her experiments in immortality; and
potentially bring down Abrosim himself.
At this point, the PCs may need an opportunity to recover from their
experiences beyond the tower or within the courtyard walls. Whether
they end this part of the adventure on the stairwell, amidst the
experiment tables inside the tower, or in the courtyard after the battle,
the PCs can pause long enough to rest without impacting the pace of
the adventure.
The adventure in Torre Tombafyr tower will conclude in
No Quarter #56 with the next installment, Many Deaths, One Life.

GEN CON 2014


privateer press

FORMULA P3

Grandmaster

Painting Competition
The Categories and Prizes
Warrior Model

Battlegroup

Diorama

A single trooper, solo, warlock, warcaster, or


lesser warbeast.
1st Place Prize: $500 U.S.

A warcaster/journeyman and 25 warjacks or a


warlock/lesser warlock and 25 warbeasts. Solos
attached to the warcaster/warlock are permitted.
1st Place Prize: $500 U.S.

A scene from the Iron Kingdoms, made up of


components that do not exceed 12 wide x 12
deep x 12 high.
1st Place Prize: $500 U.S.

Warjack/Warbeast

A single light or heavy warjack or warbeast.


1st Place Prize: $500 U.S.
MASSIVE MODEL

A battle engine or colossal.


1st Place Prize: $500 U.S.

Unit

A unit of at least the minimum number of


models allowed and no more than the maximum
number of models allowed. Unit Attachments
and Weapon Attachments may be included.
1st Place Prize: $500 U.S.

GRANDMASTER

Selected from the winners of the above categories.


Grand Prize: $2,000 U.S.
The P3 Grandmaster will win a total of $2,500 U.S.: $2,000 for the Grand Prize and $500 for the
category that qualifies him or her.

AWARDS
Each entry in the competition will be judged based on its own merit irrespective
of the other entries and categories. Judges may award a gold, silver, or bronze
medal based solely on the quality of the entry. For example, in a category with
30 entries, there might be 4 gold, 5 silver, 13 bronze, and 8 entries with no award.
We feel this system enables participants to judge the progress of their work
from year to year without regard to what other competitors may enter. This also
ensures each entry is recognized for the individual effort of the contestant despite
his or her entry being in a category with an abundance of entries.

2013
P3 Grandmaster
Champion:
marike reimer

There will be an overall winner for each category selected from the models that
earned a gold medal.
The title of P3 Grandmaster will be awarded to one entry, the best piece in the
competition, selected from the overall winners of each of the five categories.

How to Enter

Show up at Gen Con Indy, fill out an entry form at the Privateer Press booth, and drop off
your entries on Thursday starting at 10:00 a.m., anytime Friday, or Saturday from 10:00 a.m.
to 11:00 a.m. All entries must be received by Saturday, August 16, 2014 at 11:00 a.m.

rules
All entries must be Privateer Press miniatures. Conversions and scratch-building
are allowed but must fall within the scope and atmosphere of the Iron Kingdoms
setting. Resin bases and hobby miniature terrain accessories, including but not
limited to brass etched parts, resin columns, grass tufts, flock, and pre-made
trees made by third party companies who do not market and/or produce tabletop
miniature games are allowed. Entries containing terrain/accessories from other
miniature gaming companies will result in a disqualification.
All entries must be modeled and painted by the person entering. The person
entering must personally hand in the entry at the specified time. Entries must also
be collected from the display case at the specified time. Any entries not collected
by 4 p.m. on 8/17/2014 automatically become the property of Privateer Press.
All entries must be accompanied by the appropriate entry form. The form
must be filled out correctly and clearly. Competitors will be issued a numbered
ticket when they hand in their miniatures. In order to collect their entry at the
end of the show, competitors must present this ticket and a valid ID in person.

Competitors can enter each category only once. However, competitors can enter as
many categories as they choose.
All entries must be mounted on a display base or a gaming base. If a model is
mounted on a gaming base, it must be a Privateer Press base of the appropriate
size. Models presented as part of a diorama do not require bases.
While every care possible will be taken with the entries, Privateer Press will not be
responsible for any damage or loss that might occur while the miniatures are in
their care.
Privateer Press has the right to photograph the competition entries and to publish
photographs on the web or in print.
Privateer Press reserves the right to refuse entry to any competitor with or without
cause. Privateer Press staff and family are not eligible to enter.
Cash winnings are subject to all state, local, and federal laws. Winnings will be paid
in U.S. dollars with a U.S. check.
The judges decisions are final in all cases.

WINNERS WILL BE ANNOUNCED AT 5 P.M. ON SATURDAY, AUGUST 16, AT GEN CON INDY!
GEN CON 2014

109

STAFF Gallery
Magnus the Traitors

By ALFONSO THE TRAITOR FALCO

After constructing the Abomination for Dr. Arkadius in


No Quarter #51, I decided Magnus the Traitor should have a
colossal of his own, one employing some of the weapons of his
signature warjacks. His colossal would need the firepower of
the Renegades Obliterator along with the melee might of its
Shredder, and I definitely wanted to see the Wrecker from a
Mangler in full swing. These three weapons would make the
Battle Master distinct and clearly tied to Magnus.
I replaced the cannons from the Galleon with Obliterator
rockets from a Renegade and scratch-built a giant Shredder
from Plasticard and a Conquest forearm. The Wrecker was made
with the chain from the Galleons Harpoon Cannon and a ball
of epoxy and then studded with spikes from a metal Grinder.
I imagined the Battle Master being constructed from old
colossal parts salvaged from the battlefield, so I gave it a heavily
distressed look with faded paint and lots of rust. For the models
basing, I decided to create some cohesion with my last creation
by matching the forest base of the Abomination.

110

staff gallery

Player Gallery

Skorne Warbeasts

Unveiled in No Quarter #53, the new No Quarter Painting Challenge tasked our intrepid painters to give us their most magnificent
Skorne warbeasts. Were proud to now present the top four entries.

GOLD:

SILVER:

simon foster

jordOn west
Jordon West seizes victory as our first gold medal winner with
this magnificent Mammoth in classic red and gold.

Brightening things up with white armor accented


by magnificent blue marble, Simon Fosters
Mammoth crushes its Archangel adversary.

Honorable mention:

Harun Bahri

Honorable mention:

Timothy Black

Check out page 112


for the next
No Quarter
Painting Challenge!

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 worldrenowned 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.

Solo, So Good
This issues theme:
character solos
So prep your models, dip your brushes,
and start painting. The thrill of victory,
the accolades of your peers, and a shot at the
No Quarter Painting Challenge Coin await you!
To submit your entry, fill out a submission form
and send it plus digital photographs
of your model to submissions@
privateerpress.com. Before you
send your entry, read the rules and
submission guidelines at
privateerpress.com/no-quarter/no-quarter-challenges

ENTRI ES DUE BY 8/18/14

WANT MORE

MONSTERS?
BE CAREFUL WHAT YOU WISH FOR.

September 2014 www.privateerpress.com


2001 2014 Privateer Press, Inc. Privateer Press, Iron Kingdoms, Monsternomicon, and their logos are trademarks of Privateer Press, Inc.

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