Professional Documents
Culture Documents
Credits
President: Sherry Yeary
Chief Creative Officer: Matthew D. Wilson
Creative Director: Ed Bourelle
Director of Business Development: Will Shick
Director of Operations: Jason Martin
Project Director: Bryan Cutler
Publications Manager: Aeryn Rudel
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles
Graphic Design Director: Josh Manderville
Development Manager: David DC Carl
Marketing Manager: Lyle Lowery
RPG Producer: Matt Goetz
Editorial Manager: Darla Kennerud
Studio Director: Ron Kruzie
Hobby Manager: Stuart Spengler
Playtest Coordination: Jack Coleman
On the Cover
Sturgis the Corrupted by Todd Harris
Juggernauts Journey:
Hollywood, california
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
Become a fan of
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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
12
14
24
32
37
42
44
48
14
Table Of Contents
94
88
54
60
70
78
84
88
Career Counseling
92
94
109
110
112
Terrain Building
Skorne Encampment
54
70
HORDES: Exigence
Previews
LEVEL 7 [INVASION]
The Conflict Expands
37
44
Table Of Contents
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.
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
Indy Exclusives:
Privateer Press at
Gen Con
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.
New releases
NEW RELEASES
NEW RELEASES
New releases
Subduer/Warden/Wrecker
Heavy Monstrosity Plastic Kit
game: warmachine/mercenaries
sculptor: michael jenkins
painter: matt dipietro
release: august PIP 41114 $34.99
NEW RELEASES
NEW RELEASES
New releases
10
NEW RELEASES
LEVEL 7 [invasion]
release: august PIP 62007 $89.99
11
JULY releases
12
privateer PINS
AUGUST releases
privateerpress.com/pins
privateer pins
13
Arrives
By Michael G. Ryan
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.
Warmachine: tactics
15
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
Warmachine: tactics
19
20 Warmachine: tactics
Warmachine: tactics
21
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.
warmachine: tactics
AUGUST
2014
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
Cygnar
2 CMD
2 WAR
3 CMD
STORMWALL
COLOSSAL, WARJACK
3 WAR
PURCHASE:
8 WAR
RUSH:
VP
PURCHASE:
12 WAR
3 CMD
3 WAR
CHARACTER, WARCASTER
WARCASTER
Captain E Dominic Darius
2 CMD
0 WAR
0 CMD
2 WAR
STORM STRIDER
REINFORCEMENTS
Stormwall
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
VP
PURCHASE:
2 WAR
5 CMD
RUSH:
PURCHASE:
8 CMD
Protectorate
of Menoth
2 CMD
2 WAR
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
PURCHASE:
14 WAR
RUSH:
3 CMD
JUDICATOR
7 CMD
VP
3 CMD
3 WAR
CHARACTER, WARCASTER
WARCASTER
The Harbinger of Menoth
1 CMD
1 WAR
2 CMD
2 WAR
VESSEL OF JUDGMENT
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
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
25
khador
2 CMD
2 WAR
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
PURCHASE:
15 WAR
3 CMD
3 WAR
CHARACTER, WARCASTER
WARCASTER
Karchev the Terrible
1 CMD
1 WAR
1 CMD
1 WAR
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:
2 WAR
DEFENSIVE LINE
BLAST
PURCHASE:
4 CMD
RUSH:
PURCHASE:
6 CMD
cryx
2 CMD
2 WAR
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
PURCHASE:
12 WAR
RUSH:
3 CMD
KRAKEN
6 CMD
VP
3 CMD
3 WAR
CHARACTER, WARCASTER
WARCASTER
Lich Lord Venethrax
1 CMD
1 WAR
WRAITH ENGINE
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
26
1 CMD
1 WAR
Wraith Engine
BRUTAL CHARGE
INCORPOREAL
PURCHASE:
5 CMD
RUSH:
VP
6 CMD
PURCHASE:
6 CMD
RUSH:
VP
11 CMD
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
2 CMD
2 CMD
3 WAR
2 CMD
3 WAR
3 WAR
BLIGHTED
PASSAGE
BLIGHTED
BLIGHTEDPASSAGE
PASSAGE
28
3 CMD
3 CMD
2 WAR
3 CMD
2 WAR
2 WAR
CLIFFSIDE
VANTAGE POINT
CLIFFSIDE
CLIFFSIDEVANTAGE
VANTAGEPOINT
POINT
3 CMD
3 CMD
3 WAR
3 CMD
3 WAR
3 WAR
CRUMBLING
PARAPET
CRUMBLING
CRUMBLINGPARAPET
PARAPET
0 CMD
0 WAR
PYROMALFIC
13
VP
2 CMD
2 WAR
CAVERN OF INSCRIPTIONS
VP
1 CMD
1 WAR
ESCAPE TUNNEL
VP
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
MID
deacon halvys
LATE
29
trollbloods
0 CMD
2 WAR
1 CMD
TROLL IMPALER
WARBEAST
0 WAR
CRITICAL SMITE
TROLLKIN, WARRIOR
OVERCOME
PURCHASE:
4 WAR
RUSH:
VP
PURCHASE:
5 WAR
2 CMD
RUSH:
4 CMD
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
circle orboros
0 CMD
2 WAR
1 CMD
WARPWOLF STALKER
WARBEAST
1 WAR
SPRINT
4 WAR
RUSH:
VP
CHARACTER, WARLOCK
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
30
2 CMD
0 WAR
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
WARLOCK
REEVES, WARRIOR
CAMOUFLAGE
PURCHASE:
REEVES OF ORBOROS
VP
6 CMD
2 CMD
RUSH:
3 CMD
skorne
1 CMD
1 WAR
1 CMD
BASILISK KREA
BASILISK, WARBEAST
2 WAR
PARALYTIC AURA
1
VP
3 WAR
VENATOR, WARRIOR
NEEDLEBURST
PURCHASE:
RUSH:
PURCHASE:
5 WAR
4 CMD
RUSH:
VP
7 CMD
DOMINAR RASHETH
CHARACTER, WARLOCK
WARLOCK
Dominar Rasheth
2 CMD
0 WAR
PRAETORIAN KARAX
WARRIOR
REINFORCEMENTS
Basilisk Krea
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
legion of everblight
0 CMD
1 WAR
1 CMD
HARRIER
WARBEAST
2 WAR
DRAGONSPAWN SHEPHERDS
WARRIOR
BLOOD CREATION
BEAST MASTER
PURCHASE:
2 WAR
RUSH:
PURCHASE:
4 WAR
3 CMD
RUSH:
4 CMD
WARLOCK
Rhyas, Sigil of Everblight
2 CMD
0 WAR
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
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
Retribution of Scyrah
Overview
ADEPTIS RAHN
CHARACTE
R, WARCA
STER
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:
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
0 CMD
DAWNGUARD, WARRIOR
2 WAR
PHOENIX FIELD
DEFENSIVE LINE
PURCHASE:
7 WAR
RUSH:
VP
9 WAR
HOUSEGUARD, WARRIOR
BRUTAL SHOT
PURCHASE:
5 CMD
RUSH:
VP
9 CMD
PURCHASE:
4 CMD
RUSH:
VP
6 CMD
33
Convergence of Cyriss
priests of the Convergence have entered into battle across
the Iron Kingdoms in the name of the Maiden of Gears.
STER
R, WARCA
CHARACTE
Play Style
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
2 CMD
2 WAR
RESOURCE
2 WAR
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
34
0 CMD
PERVASIVE ATTENDANTS
Card Previews
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.
PURCHASE:
3 WAR
RUSH:
4 WAR
PURCHASE:
5 CMD
RUSH:
VP
7 CMD
Highborn Covenant
ASHLYNN DELYSE
Overview
CHARACTE
R, WARCA
STER
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
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
2 CMD
1 WAR
POWERFUL ATTACK
WARJACK MARSHAL
QUICK DRAW
PURCHASE:
3 WAR
RUSH:
7 WAR
PURCHASE:
3 CMD
RUSH:
6 CMD
PURCHASE:
5 CMD
RUSH:
VP
6 CMD
35
STER
R, WARCA
CHARACTE
Play Style
Y
P
+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
2 CMD
2 WAR
RESOURCE
2 WAR
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
RELIABLE
PIRATE, WARRIOR
SHANGHAI
PURCHASE:
PRESS GANGERS
4 WAR
RUSH:
VP
9 WAR
PURCHASE:
2 CMD
RUSH:
4 CMD
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
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
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.
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
SP 8
Snow Shroud
12
No Yes
Yes No
39
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
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
40
No No
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.
41
By David DC Carl
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
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.
43
44
The Board
The Coalitions
Console
Technologies
The Invaders
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.
Escalating Danger
The End?
Cooperation
and Escalating
Danger
Cooperation
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
FORCESOFDISTINCTION
Commander, he began.
Forces of Distinction
49
FORCESOFDISTINCTION
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
50
Forces of Distinction
FORCESOFDISTINCTION
III: Chasm
befriended
Forces of Distinction
51
FORCESOFDISTINCTION
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.
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.
United We Stand
Warjacks
Cygnar non-character warjacks
Battle Engines
Storm Strider
Units
Rangers, Stormsmith units,
Trencher units
Tier 1
FORCESOFDISTINCTION
by David DC Carl
Solos
Lieutenant Allison Jakes,
Squire, Stormsmith solos,
Trencher solos
Tier 3
includes
Tier 2
Tier 4
one
or
more
by David DC Carl
Units
Solos
Mechanithralls,
Skarlock Thrall,
Necrosurgeon & Stitch Thralls, Mercenary solos*
Mercenary units*
Tier 1
Tier 3
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
* 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
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.
54
D) Super glue the end parts into the holes. If the fit is too
tight, file the post a little until it fits.
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.
55
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
57
58
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.
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
Development through
to the Modern Era
61
62
Organization
and Training
63
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
Consecrated Defenders
In Morrows Name
Divine
Blessings
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.
PAINTS USED
Armor Wash
Greatcoat Grey
Battlefield Brown
Mouldy Ochre
Bootstrap Leather
Morrow White
Brown Ink
Radiant Platinum
Coal Black
Rhulic Gold
Cold Steel
Sanguine Base
Solid Gold
Thamar Black
Exile Blue
Trollblood Base
Frostbite
Umbral Umber
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
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
67
STEP 4 TABARDS
continued
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
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.
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.
70
Terrain Building
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 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.
Terrain Building
71
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.
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.
72
Terrain Building
10
11
12
1
A
PARTS LIST
A. Titan Gladiator banner x2
B. Venator Reiver Officer
personal banner
I. Ferox Praetor 2
weapon arm bent x2
J. Cataphract Cetrati body 2
weapon and shield sprue x2
Terrain Building
73
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 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.
74
Terrain Building
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.
Colors Used
Bloodstone
with
Terrain Building
75
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
76
Terrain Building
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
IRON KINGDOMS
ARCHIVES
605 AR
BY MICHAEL SANBEG ART BY Nstor Ossandn, brian snoddy, Francis Tsai, and Andrea Uderzo
78
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
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
23th
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
Casteus
2nd Month
4th An elite team of Khadoran scouts
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
79
I
T
Z
K
Kommandant Irusk
Kommander Kratikoff
Prince Tzepesci
Kommander Zoktavir
Cygnar
Protectorate
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.
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
cinten/cinotes
5th Month
1st Leryn opens its gates to Khador after the
26th
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
81
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
Katesh/Sulesh
Octesh
8th Month
2nd Guided by her own divinations, Skarre
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
14th
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
Khadoven/Khadovus
12th Month
5th Finding the Bloodsmeaths network of
15th
22nd
Ashtoven/Ashtovus
13th Month
13th Drawn into the Thornwood by false
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
83
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 Spell
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:
SPELL NAME
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:
With a vengeance
85
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
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
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
88
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.
89
balukar rageborn
Abilities:
SPD 6
STRENGTH
STR 5
AGILITY
AGL 3
PROWESS
PRW 4
POISE
POI 3
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 4
Heavy Rifle
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
AGILITY
IQ
PHY 8
SPEED
PHYS
Bandits of the
Furykriel
*
5
5
*
5
4
6
PHYSIQUE
ECT
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.
TE
Skills:
PHY 6
Abilities:
SPEED
SPD 6
STRENGTH
STR 5
AGILITY
AGL 3
PROWESS
PRW 4
POISE
POI 3
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 3
hand cannon
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
AGILITY
IQ
*
*
*
6
5
4
6
PHYSIQUE
PHYS
Bribery SOC 1
Deception SOC 1
Escape Artist AGL
2
Hand Weapon
PRW
2
Pistol
POI 2
Sneak AGL 1
Survival
PER 2
LL
TE
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
91
CAREER
COUNSELING
By Tim Simpson
Art by Luke Mancini
&
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.
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.
Career counseling
93
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
(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.
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
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
12
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
11
12
13
14
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
12
14
Negotiation or Interrogation
Roll
Information Discovered
10
11
13
14
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.
98
Skills:
Skills:
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
injection pistol
+ 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.
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
sword
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
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
Encounter Points: 4
Encounter Points: 7
Equipment:
Equipment:
99
Aftermath
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.
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
Negotiation
Roll
Information Discovered
10
11
12
14
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.
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:
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.
101
Information Discovered
10
11
13
15
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
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.)
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.
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:
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 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.
104
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
POI 1
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 3
tentacles
claw
claw
INITIATIVE
INIT 14
DEFENSE
DEF 13
ARMOR
ARM 16
(Natural Armor +7)
WILLPOWER
AG
+ Rank
6
8
6
11
WILL 12
ILITY
IQU
TE
YS
IN
LLECT
Command Range: 3
Base Size: medium
Encounter Points: 11
105
106
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.
107
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
bite
heavy sword
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
+ 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.
FORMULA P3
Grandmaster
Painting Competition
The Categories and Prizes
Warrior Model
Battlegroup
Diorama
Warjack/Warbeast
Unit
GRANDMASTER
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
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.
Honorable mention:
Harun Bahri
Honorable mention:
Timothy Black
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
WANT MORE
MONSTERS?
BE CAREFUL WHAT YOU WISH FOR.