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N o Qu a r t e r

Issue 05

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Contents

04 ESCALATION TO WAR V
THE FIRE & THE FORGE

22 THE BIG GUNS


COMPANY OF IRON

28 THE GATE OF MISTS


HOSTILE TERRITORY

34 THE ARMORED CORPS CID


AFTER ACTION REPORT

40 PAINTING FUR FEATURING LOKI


TEXTURES & TECHNIQUES

46 ARCANISTS
NO QUARTER GAMES

52 FORCES OF THE LEGION–BLIGHTED OGRUN


THEME FORCE

80 FORCES OF KHADOR–THE ARMORED CORPS


THEME FORCE
THE FIRE & THE FORGE

Vol. 5: Vultures Gather, Fall 605 AR

ESCALATION TO WAR
by Douglas Seacat; “Silence of Death” by Josh Colón, “Court of Kings” by Matt Goetz

“The Fire & the Forge” is a feature that examines pivotal moments in the recent history of
western Immoren and its groups battling for supremacy or survival. It is intended to allow
newer readers to become familiar with what has come before and to serve as an engaging
reminder to older readers.

E scalation to War, the first series in the Fire and the Forge,
will be told in six parts and goes back to the era of
WARMACHINE: Escalation, covering a pivotal turning point
The Brittle Cygnus
In the immediate aftermath of the Llaelese War, there was very
starting at the end of 604 AR and going through 605 AR. little time for the involved parties to regroup and adjust. Khador
These conflicts kicked off six brutal years of turmoil and did not relent but promptly pushed its armies to occupy and
war that reshaped the region and saw the rise of powerful secure Llael as well as to transition into an assault on Cygnar’s
competing factions. northern border. This strategy maintained the pressure on
Cygnar, which had just withdrawn from Llael and had hoped
for some respite to lick its wounds and take stock of its losses.
This was a glorious time for the Khadorans, as they celebrated
what they saw as the righting of ancient wrongs and the
restoration of their glory as the Khardic Empire. In less than
a year, their queen would crown herself empress. But for
Cygnarans, it was a time of grim reckoning. They were forced to
swallow the bitterness of defeat in Llael, where they had failed
to defend their ally.

4 No Quarter PRIME
The Cygnaran rush to send its armies north had been a massive Meeting this challenge was easier for some than for others.
undertaking involving the rapid redeployment of thousands Commander Coleman Stryker, thirty years old at the time,
of soldiers, which severely strained the nation’s infrastructure was already a seasoned military veteran with twelve years of
and disrupted its three most vital armies. Cygnar’s First experience under his belt, but he was still quite young for his
Army in the north was most directly affected, but the stress rank and responsibilities. Serving in wartime proved to be
was felt elsewhere as well. The Second Army guarding very different from serving during relative peace. Prior to the
Caspia was diminished just as the Protectorate of Menoth Llaelese War, it had been more than twenty years since Cygnar
declared independence and began lashing out with its armed had seen its last major conflict—the Scharde Invasions, which
forces. Meanwhile, the Third Army out of Highgate faced an began when Stryker was nine years old and ended when he
unprecedented rise in Cryxian raids along the Broken Coast. By was thirteen. Stryker’s career began with the Lion’s Coup,
the fall of 605 AR, the kingdom was being assailed on all sides. during which a hated tyrant was overthrown and replaced
by a benevolent sovereign. All of Stryker’s prior military
During this period, Warmaster General Turpin relied more than
engagements were small in scope and morally unambiguous;
ever on the army’s warcasters to maintain Cygnar’s defensive
while he had experienced death and loss firsthand, he had
strength by adapting to the rapidly evolving situation. It
always been able to understand the context of those deaths
took time for scouts to conduct reconnaissance, compile their
and the purpose they served. But in the war in Llael and its
findings into reports, and send them back to Caspia to the scout
aftermath, this became impossible. Like many other senior
general, warmaster general, and king. By the time deliberations
officers, he was forced to confront the horror of senseless
were completed and fresh orders sent, the situation in the field
brutality perpetrated not by nightmarish horrors but by regular
might be completely different. Warcasters had to make their
men and women in uniform.
own calls based on the best information they had, often on the
spur of the moment. This could lead to different elements of the
army operating out of sync with one another and with the chain
of command. It took the steady hand of seasoned veterans to
maintain calm, order, and some semblance of a cohesive plan.

No Quarter PRIME 5
THE FIRE & THE FORGE

Major Conflicts and Events


Autumn, 605 AR

1 Subversive Cryxian Attacks


Goloven 14th–24th
Asphyxious works to unleash
the Balebrand on Cygnaran 2
soldiers and fosters famine in 6
northern Cygnar by attacking
farms and food stores.
5
2 Thornwood Kriels Settle
Glimmerwood
Throughout Doloven
Kriels led by Madrak
4
Ironhide are driven
from the Thornwood and
1
settle temporarily in the
Glimmerwood. 1
3 Eldritch Attack on Sul-Menite 1
Shrine
Doloven 9th
Goreshade attacks an obscure
1
Protectorate shrine and
retrieves corpses of fallen
priests for necromantic
interrogation regarding the
Harbinger.

4 The Umbral Cairn is Prepared


Khadoven 18th–22nd
Starting on the 18th of
Khadovan, Asphyxious initiates
the activation of the Umbral
Cairn, a site of occult power
in the Thornwood. The High 3
Reclaimer is drawn to this
vicinity on the 22nd by a
vision, prompting the recovery
of the souls of several
Exemplar knights.

5 Massacre at Hakin’s Hill


Khadoven 22nd
Commander Coleman Stryker
attempts to intervene when
Khadoran deserters and
cleansers of the Protectorate
of Menoth set upon a refugee
camp northeast of Corvis.

6 Fall of Vladimir Tzepesci


Khadoven 27th
Great Prince Tzepesci ventures
into the northern Thornwood
to confront a Cryxian threat
and is overcome by banes
at a barrow emitting a
necromantic fog.

6 No Quarter PRIME
The Dross of Mercy Just hours after Stryker had reached Corvis, he had
been approached by a beleaguered sergeant of the
Cygnaran Reconnaissance Service. He was clearly
Near Corvis, Khadoven 22nd, a man looking for support after failing to find it
605 AR among the other higher officers.

The Bloodstone Marches had begun to cool in late “You see, my unit’s been ordered south. They want
autumn, but they remained a place ill-suited to us looking into some Menite troop movements
traveling under the noonday sun, even as winter nearer Caerly’s Crag. Anyhow, Commander, we
neared. Commander Coleman Stryker was always didn’t get to finish our previous patrol. A shame, as
startled by how rapidly the climate changed after there was work to do. Got some filthy reds lurkin’
crossing the Black River to step into the outskirts of about these parts somewhere, but didn’t have time
the Marches. It was as though the red sands drew all to find ’em.”
the moisture from the air, and all the while the sun
The sergeant had gone on to describe reports of
above glared down with magnified intensity, making
Khadoran deserters in the vicinity, ones allegedly
him sweat despite the relatively cool air.
behind recent troubles at swampie villages near the
Ol’ Rowdy was with him, the Ironclad striding ruins of Fort Ryker. These Khadoran soldiers-turned-
smoothly while scanning the horizon with its bandits were likely on the run from their own
glowing eyes. Aside from Rowdy, the warcaster superiors, forced to pillage to survive, and they had
was essentially alone—as alone as someone of his been seen moving south.
position could be. Behind him was a fuel wagon with
“Seems like something we should take care of,”
its seasoned driver and a few hands to help with
Stryker said. “Your superiors didn’t assign another
the essential needs of his temperamental fighting
team to the task?”
machine, but he had eschewed any soldiers on this
trip. He was keenly aware that he was technically “Everyone’s tied up, Commander, most of ’em up F&F Intel:
guilty of an unauthorized absence during this trek, near Fellig or Northguard.” The sergeant spit to the Khadoran Deserters
not that anyone would reprimand him for it. side. “Bandits are low priority. We’re told to ignore The Khadoran conquest of Llael
’em until they do something. All well and good, but had a darker side, one that went
His orders had been to stop in Corvis to refuel
there’s vulnerable people out there.” largely unaddressed by the High
and repair his battlegroup before meeting up Kommand. During the conflict
with reinforcements to take back to the northern “What would you have me do, Sergeant?” Stryker and immediately thereafter, a
number of opportunist soldiers
Thornwood. Given the Khadoran escalation of had asked. Despite his irritated tone, he was troubled acquired a taste for the spoils
hostilities, they needed him to return as quickly as by the report. It was easy to imagine the harm a few of war. The Llaelese countryside
possible. The work on his other ’jacks would take a dozen rogue Winter Guard might do once let off was aggressively plundered, and
multiple small townships were
few days, however, as would collecting the men and their leashes. essentially erased off the map
supplies sent up the river from Caspia. Enough time after experiencing the brutality of
The Morridane sergeant looked embarrassed,
for a small excursion, one that was at least arguably soldiers or former soldiers.
wiping his brow with his cap. “Well, look, I know
connected to his obligations as an army officer, This problem eventually spread
this is below your pay grade, but I had hoped to beyond that kingdom’s borders.
though it was a task he really should have delegated.
check on the refugees up by Hakin’s Hill. The Some Winter Guard kompanies
deserted entirely, essentially
The mood in Corvis had taken a decidedly sour turn. deserters might be headed that way. Any chance becoming bandits armed with
It was hard not to attribute any frowns and scowls you might send someone by? They’re a sad lot. Been military weapons and still wearing
sent his way on its streets to the part he had played through a lot already.” their old uniforms. A number
sought refuge along the fringes of
in abandoning Merywyn. No one liked being on the
“I’ll see what I can do,” Stryker had assured him. the Thornwood, the Glimmerwood,
losing side in a military conflict, and there were now and other wild regions in northern
“Go on and return to your team.”
many destitute Llaelese in Corvis, all with reason Cygnar and southern Llael. They
preyed on anyone who could not
to hold him to blame. They did not care that the “Sure, sure. Thank you, sir.” The sergeant had
defend themselves, such as the
decision to withdraw had come from the king and skulked off, his shoulders slumped. He was too rustic peoples living in outlying
his generals. For everyday people, warcasters like disciplined and too polite to say it, but he took the homesteads or farms. The largest
of these bandit groups were bold
Stryker were the public face of the army, the heroes warcaster’s words as empty platitudes.
enough to intercept small military
they lauded in victory and blamed in defeat. patrols sent after them.
It was the man’s sad, defeated posture more than
The withdrawal had been one of the most anything that convinced Stryker to check on the
disheartening moments in his military career. He refugees personally. Given how hectic things were in
well remembered the impotent rage on the face Corvis and how overworked the local officers were,
of Ashlynn D’Elyse as she watched the Khadoran he had decided any other men he allocated would be
lines pull back to let the Cygnaran Army depart missed. Meanwhile, he would have been cooling his
Merywyn unmolested. It had felt like they had heels doing nothing, waiting for his machines to get
entered into an unwholesome pact, with Llael fixed. So without making a fuss, he had picked up
sacrificed in the bargain. Ol’ Rowdy, which had needed only superficial repair,

No Quarter PRIME 7
THE FIRE & THE FORGE

and a single fuel wagon, then began the march. He hadn’t Dozens of northerners in torn and dirty Winter Guard uniforms
bothered to inform Nemo or the generals, knowing they would were advancing into the camp. Several of the nearest moved to
have insisted he send someone else. recover rifles from the slain, while others fanned out among the
tents with their own weapons at the ready. The leaders of the
Given how low he had been feeling since Merywyn, this errand
deserters shouted orders in stilted accents, demanding that all
was the first time he'd felt good since they’d marched back from
food and anything else of value be surrendered to them.
Llael. Ensuring the safety of a few destitute refugees was the least
he could do. He was often recognized, and it might make some A young boy, perhaps ten or eleven years old, emerged from
of these people feel better to see a ranking warcaster checking on one of the tents and with a strangled cry stumbled toward a
them—a tangible sign their lives mattered. bleeding body. The nearest soldier ruthlessly kicked him back.
That Winter Guard then pointed his blunderbuss at the child,
Stryker emerged from the shadows of the overhanging trees on
perhaps thinking he had been trying for his father’s rifle.
the edge of the Widower’s Wood beyond Corvis. The blasted
landscape stretched out before him, stark and uninviting. Stryker drew his disruptor pistol and raised it with an
With its scrub brush and low twisted trees, the region was not involuntary shout as Ol’ Rowdy ran forward on heavy metal
entirely barren but still considered too bleak to settle. Off to his legs while his steam engine churned. Several of the Winter
right he saw a roiling disturbance along the nearest dunes— Guard heard and looked up. They spotted the warjack first and
likely one of the Marches’ frequent dust storms. He put on his began to raise the alarm, pointing frantically.
goggles just in case.
Gleaming blue runes surrounded Stryker’s pistol as his magic
He knew he was close to the area that some of the refugees augmented the weapon. Guided by the warcaster’s will, the
from the Llaelese War had settled—those unwilling to join the shot struck true despite the range, hitting the Winter Guard’s
throngs already setting up crowded camps outside Corvis’ midsection. The echoed report was matched by the soldier’s
gates or pressing through the crowds to find an unoccupied own weapon, as he had managed to squeeze the trigger before
corner in the city’s slums. He could understand why some had Stryker’s round struck. The Khadoran staggered and turned
decided to set up camp here instead, several miles from the city, with a surprised look on his face before falling lifeless near the
in unclaimed lands beyond Cygnar’s border. But this also meant boy, who also lay still, bleeding from a gaping chest wound.
they were exposed.
Stryker felt a surge of rage. He was not satisfied shooting them
The young warcaster felt an itch between his shoulder blades, at distance; he yearned to deliver a more visceral death by the
though his apprehension was based on nothing yet. Then he edge of his sword. But first he had to cross the intervening
saw Ol’ Rowdy’s head come up, and they both heard the echo ground. He reloaded his pistol and fired again, taking out
of a distant report. Gunfire, without question. Several sporadic another looter as he emerged from a tent with his arms full.
shots followed.
As these were refugees, the deserter was likely holding ragged
Stryker cursed under his breath and mentally urged the warjack clothes and broken dishes, perhaps a few scraps of molding
toward a small copse of trees between their position and the bread or hard cheese. To steal what little these people had left
shallow gulch where the refugees had supposedly set up their was monstrous and suggested these soldiers had lost their last
encampment. He turned back to the driver of his fuel wagon, a shreds of conscience. Even with all Stryker had seen of the
grizzled man who had served as a trencher many years ago. Khadorans in Llael, he had not lost the capacity to be surprised
by the enemy’s cruelty.
“Stay back,” he said to the older man. “But keep your rifle
handy, just in case.” Realizing that a Cygnaran warjack was nearly upon them, the
rest of the northerners dropped their plunder to draw or raise
The driver nodded and laid his military rifle across his lap. The
weapons. Several turned to fire at Ol’ Rowdy, but their bullets
water boys with him looked scared but also relieved they were
did little more than chip paint from an already war-battered
being told to stay put. Stryker could feel their eyes upon him as
exterior. The warjack’s eyes glowed with bright red fire, and
he and Ol’ Rowdy rushed ahead toward the sounds of violence.
steam vented with a shriek that answered Stryker’s shout,
—●— picking up the warcaster’s anger as if it were the machine’s own.
Though the ’jack’s mind was relatively simple, Stryker could
Stryker saw at once that a brief skirmish had taken place, one feel Rowdy’s desire for violence as a pure and powerful thing.
that was already settled. A hundred yards away, a sad collection It knew these tattered people in their tents to be friends and
of tents and improvised sheds squatted. Wispy trails of smoke non-combatants—a key signifier to a military cortex, and the
rose from several cooking fires. The only thing he could hear at closest its mind could apprehend of innocence. It understood
first was the weeping and wailing of families amid the shock the need to exterminate those who would bring harm to anyone
of what had been a swift and brutal attack. Several bodies were identified as such.
strewn across the reddened soil along the perimeter of the tents,
where a few armed guards had likely been posted. Dropped Ol’ Rowdy’s hammer crashed through a pair of Winter Guard
rifles lay near the hands of the fallen. at the edge of the camp before they could dive out of the way,
sending them flying. But its advance was brought up short by

8 No Quarter PRIME
an awareness of the many friendly entities ahead, the Khadorans to step away from the encampment
amid the uncertain territory of weak and fragile tents. toward a spot where he could see them better.
Rowdy could not commit to carnage as it would have
That itchy feeling at his back returned, some twinge
liked, since every step might bring peril to those they
of his battle instincts he had learned to trust. Out of
had come to protect.
the corner of his eye, he saw that one of the Winter
The ’jack’s next steam-vented noise expressed Guard who had made the motion of dropping his
frustration more than anger. Stryker was close enough rifle had not actually relinquished it. But even as
to see the nearest ramshackle hut was abandoned, Stryker noticed him, that soldier shifted his attention
so he gave Rowdy permission to stomp through it to beyond the warcaster, and his eyes widened.
reach the next deserter. Ol’ Rowdy’s punch shattered
Stryker wondered what madness had gripped the
that man’s skull, which offered no apparent resistance
man to think a single rifle could be a threat. But he
to the warjack’s oversized metal fist.
could not resist turning his head to follow his enemy’s
Stryker holstered his pistol and took Quicksilver’s gaze, and he saw something that made his blood
long hilt firmly in both gauntleted hands. He run cold. Swiftly advancing upon the eastern edge
clicked the switch to empower its mechanikal blade, of the encampment was a line of armored figures he
creating a shimmering mirage along its length that recognized as Sul-Menite soldiers—cleansers of the
would make it sharper than a surgeon’s scalpel. The Protectorate, their flamethrowers readied.
first three Winter Guard unfortunate enough to be
Stryker’s weapon lowered involuntary while his
standing within reach were quickly hacked into a
mind balked at imagining how this was possible.
pile of twitching meat. The greatsword thrummed
He recalled the dust cloud he had interpreted as a
with power; designed to open gashes in thick steel
storm. He thought he might have heard, amid the
plates, its impact on the bodies of relatively lightly
other gunshots as he charged the Winter Guard, the
armored Winter Guard was horrific. Where Stryker’s
distant sound of a rifle from behind—perhaps his
sword touched, flesh parted and life fled.
wagon driver warning him of the approaching foe? It
That said, there were dozens of Khadorans and only had gone unheeded.
one of him. Those looters who had already pushed
deeper into the encampment turned and fired at
Stryker, correctly surmising him to be the primary
threat, despite the size of Ol’ Rowdy. The warcaster
was moving quickly, however, using Rowdy to
screen his advance, and many shots hit the warjack
or missed altogether. Others impacted his power
field and shattered into sprays of sparks, with only
one round hitting but not penetrating his breastplate.
This display of near invulnerability to small arms
fire eroded the deserters’ will to fight, and the
nearest sergeant—who appeared to be leading
them—cast down his rifle to beg for surrender.
“Don’t kill us!” he shouted, even as Ol’ Rowdy
stepped in his direction. The sergeant fell to his
knees. Stryker reluctantly checked his swing as
the sight of this abject surrender dampened his
enthusiasm for retribution. Responding to the
warcaster’s thoughts, Ol’ Rowdy stopped as well.
Stryker drew his pistol again and gestured sharply
to the others, pointing to the ground, and reluctantly
they began to put down their weapons. They looked
nervous and twitchy and there were too many to
watch all at once. Despite his power field, Stryker
knew the heavy blunderbuss used by most Winter
Guard could penetrate his armor with concentrated
fire. He had startled them, and they had likely
expected him to be escorted by soldiers. Now he was
unsure how he would manage so many prisoners
alone. He might have to deputize some refugees to get
the surviving deserters back to Corvis. He ordered

No Quarter PRIME 9
THE FIRE & THE FORGE

The cleansers opened the valves of their flamethrowers to The cleanser turned as Stryker came upon him, tossing his
let Menoth’s Fury pour forth, unleashing a tide of flame that flamethrower away. He tore the helmet from his head, and the
set an entire row of tents and shacks ablaze. They advanced, look of fear and confusion on his face made it clear his zealous
their silhouettes inhuman and cold, their faces hidden by their certainty had broken. He was surprisingly young, his features
helmets as they put fire to everything in reach, every man, not unlike some of the Cygnaran soldiers in boot camp yet
woman, and child defenseless before them. already corrupted by his hateful faith. He held up his hands and
sought, like the Winter Guard before, to beg for his life.
The anger that had filled Stryker before was nothing compared
to the outrage he felt now. Ol’ Rowdy was already moving in “Mercy!” he cried. “I surrender!”
front of Stryker as a wash of flame sought to engulf him. Fire
Stryker could still hear the screams of those burning as the
licked along the machine’s arms and torso as it swung its quake
encampment became a funeral pyre. Smoke and heat choked his
hammer in a wide arc, smashing through several cleansers and
nostrils. It was the ash of the fallen that he sucked into his lungs.
sending them flying end over end to land unmoving a dozen
They had been given no chance to ask to be spared.
yards back. Others it stomped underfoot, wading into them like
a charging bull. “No,” Stryker said flatly. “Mercy ends here.”

Stryker fired with his pistol and screamed incoherently as he Abruptly he lunged forward, as if shoved from behind, and
closed to impale the nearest cleanser with Quicksilver, driving Quicksilver pierced the cleaner’s torso, pinning him to the
the blade to its hilt through the man’s chest. Stryker stared into ground. Stryker held the hilt and looked into the man’s eyes
the helmet’s eye slit, shaped like a Menofix. In those eyes he as the life left him. He felt no regret whatsoever, only hot rage
saw nothing with the spark of humanity. Instead, the Menite rising to a roiling boil he knew must sustain him. He had been
died content, filled with blind devotion, convinced of the baptized here, in this fire, such that he would never again be the
righteousness of his cause. The very name “cleanser” was an same. He would not be fooled into thinking his enemies were
affront. Their fire brought nothing but death and ruin. Each of human. They had given up that right. It fell to him to show them
these deluded soldiers believed those they burned were better what their own actions had wrought.
off erased from Caen, their souls left harrowed as they tumbled
into Urcaen.
It was a hellish landscape as orange and yellow flames leapt Aftermath: Stryker’s Ultimatum
around Stryker. The raging bonfire hungrily devoured the
The massacre at Hakin’s Hill went all but unnoticed by the public,
squalid refugee homes and their inhabitants both. People receiving no mention in any broadsheet and only minimal treatment
stumbled from their tents, dying in agony, in a nightmare in military reports. This was likely a result of the fact that the tragic
tableau worse than any he had ever witnessed. event happened beyond Cygnar’s borders and involved many victims
already presumed dead from earlier conflicts. The massacre did have
The Winter Guard who had surrendered were set afire as well, a profound impact, however, on its foremost surviving witness—
Commander Coleman Stryker.
even as Stryker moved to interpose his own body between a
After this incident, the warcaster traveled to Caspia and there
cleanser and a refugee with a child in her arms. She stumbled confronted King Leto Raelthorne. He surrendered his sword and
past him through the perilous flames, seeking escape not for resigned his commission after pleading with the king and his
her own safety but for the innocent she held. With a surge of generals that they must accept certain grim realities of war. He
said he would take up his sword again only if he were given leave
arcane power, Stryker sought to shield all of those who had to employ the ruthless tactics required to defeat the kingdom’s
not yet perished, letting it flow outward to bestow an aura of villainous foes.
rune-gleaming magic and hopefully buying them a few extra This audience had a significant impact on King Leto, who recalled
heartbeats to get beyond the killing inferno. Stryker after severaldays of weighing his words. Refusing the
warcaster’s resignation, Leto avowed that Stryker had spoken
His sword flew as he hacked through the cleansers, his teeth harsh but necessary truths. The king granted broad authority to
gritted and bile rising in his throat. He did not see the fate of the Coleman Stryker as part of his promotion to the special rank of Lord
Commander, which allowed him to operate outside the normal chain
woman and her child as the wind swept the fire higher; it rose of command and do as he sees fit to protect the nation.
like a curtain around him. He had to hope she had made it, that One of the first measures undertaken by Lord Commander Stryker
she had run fast enough and by some miracle would find refuge was to launch a mission to purge eastern Cygnar of suspected
far from here. traitors thought to be aiding the Protectorate of Menoth and its
hierarch. Stryker gained access to the surviving members of Vinter
Shielding his face, he followed Rowdy through another wall of Raelthorne IV’s disbanded Inquisition. Several inquisitors had
been held as prisoners while others were wards of the Church of
fire to chase down the last few cleansers. Rowdy made quick Morrow after being granted limited sanctuary upon repenting
work of those he could reach, but one stumbled and fell as he their misdeeds. This effort was the beginning of one of the darker
sought to escape the warcaster. chapters in recent Cygnaran history, one that would see many
innocent Cygnarans imprisoned amid escalating hostilities with the
Protectorate, culminating in the Caspia-Sul War. Indirectly, Stryker’s
decision to free former inquisitors also set in motion events leading
to the Second Cygnaran Civil War.

10 No Quarter PRIME
The Dark Lands Silence of Death
There is no question that 605 AR saw a drastic and alarming
increase in Cryxian activity and sightings, which would prove Somewhere in the Thornwood Forest,
to be only the start of far worse things to come. Among those Khadoven 22nd, 605 AR
who noted this escalation very early were the Morridaines of
With a crackle of flame and the hiss of rotten flesh on burning
the Thornwood and the Umbreans of southeastern Khador and
steel, the High Reclaimer broke another thrall in half. Ignoring
western Llael. In the remotest battlefields and in the wilder
the deep call of exhaustion spreading throughout his aching
domains of Umbrean lords, Cryxians began to emerge and
bones and muscles, he turned to face another pair of oncoming
despoil the land. When confronted, they retreated into a maze
undead, deftly sidestepping as they swung their oversized
of tunnels connecting to the great necrofactoriums built beneath
mechanikal fists.
the Thornwood. This network of tunnels, many of them first
built by a cephalyx hive dwelling deep beneath the forest, Timing their movements, he thrust the flaming end of Cremator
allowed the Cryxians tremendous flexibility in traveling unseen at the eyes of one of the abominations, blinding it, as he dodged
throughout the region, scavenging corpses and other useful its haphazard swings. With surprising speed, the second
materials wherever the other nations engaged in battle. mechanithrall landed a solid blow to the warcaster’s sternum.
Even with his power field deflecting some of the force, he knew
Each battleground was, for Cryx, a fertile and precious resource.
he was injured; he felt the familiar pain of bruised ribs already
The war front along the northern edge of the ancient forest
accompanying each breath. He parried another blow from the
served as an effective distraction for Cryxian deprivations.
mechanithrall, then put all his weight into an arcing swing to
Necrotech mining rigs were established wherever fighting had
send the undead warrior toppling on its back. Before it could
occurred and bodies lay either unclaimed or hastily buried
regain its feet, the warcaster threw the blinded one on top of its
beneath the mud and blood-churned soil. This efficiently
comrade with an almost casual shove. With the same ease he
mechanized harvest of death was new and unheard of, and it
raised Cremator high and, using all his considerable strength,
allowed the Cryxian iron liches and lich lords to mass-produce
skewered both mechanithralls upon it. The undead writhed in a
fresh mechanithralls at a tremendous rate, creating entire
grotesque mimicry of pain as the righteous flames of Cremator
armies seemingly from nowhere.
consumed them.
Alarming as this development was, the necromantic potential in
Stepping back to allow the fire to do its work, the High Reclaimer
the region went beyond simply an ample supply of fresh bodies.
took stock of his surroundings. The early afternoon sun gave
The most learned occultists understood that the region between
this part of the central Thornwood a serene quality. Without the
Khador, Llael, and Cygnar had long been steeped in the energies
dozen or so charred bodies of the undead littering the clearing,
of death. In truth, mechanithralls were the least significant of
he might even have called it beautiful. But Menoth taught the
the fabricated war materials generated here. Across Umbrey
faithful to be wary of the allure of nature, as the blasphemous
and the Thornwood lay countless centuries of unending strife
touch of the Wurm pervaded every part of the untamed wild.
and bloodshed, dating back to the ancient Kingdom of Morrdh,
pioneers in necromancy long before the Gift of Magic, as well
as the carnage unleashed by the Khardic Empire in its attempts
to subjugate the Black Ring of Umbrey. In this region lay buried
numerous unholy relics and accursed barrows, the tainted
graves of the restless dead whose spirits were bound to Caen,
twisted by spite and unforgotten grudges.
From such burial sites, certain Cryxian masters had been
able to plunder special weapons and assets, including old
and powerful corpses capable of becoming formidable banes.
Furthermore, Asphyxious and others of his ilk experimented
with weaponizing the latent energies of death itself, finding ways
to coax malevolence from the soil and transform it into poisonous
mists or a corruption capable of tainting stored grain. The most
notorious manifestation of these efforts in the autumn of 605 AR
was the so-called Balebrand, a subtle taint that poisoned stores
of food across the region. Many of those who unknowingly
consumed this poison had their thoughts and dreams corrupted.
Some committed terrible deeds, turning on friends or family,
while suffering unpredictable periods of madness linked to
the phases of the moons. This combination of disease and Reclaimer Mask
enchantment left many people shaken, their faith undermined
when it seemed they could not trust their own minds.

No Quarter PRIME 11
THE FIRE & THE FORGE

It was an altogether different evil that had sent the out anything written in the old books, but to the
High Reclaimer on his current quest. Visions of the eyes of the undead the chamber was more than
undead committing sacrilege in the Thornwood had adequately illuminated.
roused him to action. At once, he took leave from his A deep, dark fire lit the single eye socket of the iron
pilgrimage in southern Llael and walked the many lich—a physical effect of the powerful communication
difficult miles to this place. In the six days and nights ritual, pioneered by Thalassina herself, which
since his arrival in the Thornwood Forest, he had temporarily linked the two undead in a way that let
been almost constantly tested by the elements, by the them speak across great distances. This magic drew
limitations of his flesh, and by the various creatures on principles similar to those that allowed a lich to
and denizens that called it home. As he looked back commune with a skarlock, but it was a strain on both
to the northeast, he could see in his mind’s eye the parties, and they did not use it frequently.
many places where he had encountered those who
attempted to impede his sacred mission. He thought As usual, Asphyxious maintained the neutral,
on his battles against small Cygnaran scouting obliging tone he employed when speaking to a
teams, Tharn hunting parties, even a pair of creatures superior. “A most wise counsel, Lord Thalassina, and
F&F Intel:
known as cephalyx. But as he neared the center of the one I shall heed when I next create another outpost
Reclaiming Souls for our armies under the very noses of our enemies,”
forest, the undead had begun to engage with him the
The Reclaimant Order of the
Protectorate of Menoth is among most—a sign that he was on the right path. he replied.
the most enigmatic of sacred
traditions in the Iron Kingdoms. It was the horrors of Cryx that he sought. With each “Tread carefully, Asphyxious. Wit does not become
Considered an extension of the step, he came closer to the unholy site where they you,” the lich lord said.
priesthood of the Temple of Menoth,
congregated. Menoth had not seen fit to bestow upon “As you say. I meant only that risk is unavoidable
reclaimers are little understood by
outsiders, and their unflinching his servant the details of the Nightmare Empire’s when one is given such monumental tasks to
regard can make even devoted plot, but he did provide the High Reclaimer with complete alone.”
battle priests uncomfortable.
glimpses of what he was to do. A small unit of
Reclaimers embrace a lifestyle
of extreme asceticism and faithful Exemplar Knights had fallen in righteous As he spoke, the iron lich’s clawed hands moved
self-deprivation, essentially battle against the undead, and the seniormost among as if they had a mind of their own, gesturing
surrendering everything that would
them had witnessed something—something that commands to five subordinate skarlocks in the
define them as individuals. It is
believed that no one chooses to should not be. The knight’s words must reach the room. The undead attendants moved with speed
become a reclaimer; rather, they Harbinger. The High Reclaimer could not relay those and unerring precision, coming inches from
must experience a calling, one
words himself, his tongue being forever silenced by colliding as they maneuvered throughout the
that compels them to irrevocably
commit their lives to this path. the oaths of his order, so the knights’ souls must be chamber, as their master’s will kept their courses
Their vow of silence is an extension shepherded to where the faithful rest in Urcaen. That true. The skarlock Aramax held up a map of the
of the belief that all of their actions
way, the Harbinger could make contact and learn northern Wyrmwall Mountains with various
and thoughts belong to Menoth,
and each stands ready to carry what she must. locations circled, and Asphyxious pointed to the
out the Creator’s will when divine one farthest from both a symbol of the Convergence
instructions are received. In his heart, the High Reclaimer feared he was of Cyriss and some notes indicating a site of power
One of the reclaimers’ most
already too late. Still, he hoped that in guiding the for the Circle Orboros. Then, Caligari presented a
vital duties is to serve as knights on their way to Urcaen, they would in turn large parchment covered in the latest schematics for
psychopomps, escorts for the guide him through the darkness and danger to come. a prototype helljack, which Asphyxious approved
souls of the faithful who use
their power to ensure those who with a motion. Likewise, Lychus, Noxilena,
—●—
perish do not linger on Caen but
and Morturion all offered their master various
will pass to Urcaen, from there
documents and plans for review and endorsement.
to travel to the City of Man to “Your various enterprises have not gone unnoticed,
serve Menoth for eternity. This Even as he conversed with the lich lord responsible
Asphyxious,” said the ethereal vision of Lich Lord
can involve tending to the souls
for the Nightmare Empire’s foreign affairs,
of the fallen at a battlefield where Thalassina in Asphyxious’ mind. Even from Skell,
Asphyxious continued to oversee his skarlocks, his
a hero of the faith has perished. the Cryxian capital city many hundreds of miles
But reclaimers also occasionally movements not unlike that of a spider.
feel compelled to seek out away, her tone carried the sting of subtle threat. “You
specific individuals among would do well to err on the side of caution.” “We are all quite aware of your many successes on
the living whom they deem— the mainland these past few centuries,” Thalassina
ostensibly because of their direct The iron lich stood in the center of what his more
continued. “It is why you have been allowed such
connection to Menoth—to be sentient servants referred to as his private workshop.
needed in Urcaen. What other leeway to pursue your own . . . curiosities. Speaking
All around the periphery of the large circular room
faiths might call murder is for of which, where is your eldritch? I have an errand I
them a sacred responsibility. stood tables and bookshelves piled with ancient
would like to entrust to him.”
tomes, parchments, and strange mechanikal objects.
Specimen jars, blown glass vessels, and bubbling “Unfortunately, I already sent him on an urgent
fluids cluttered a large space at the far wall directly assignment, some months ago, but be assured that
behind him, home to his alchemical efforts. With upon his return, I shall endeavor to make him
only the dim glow of gas sconces at each cardinal available anon,” Asphyxious said, mentally cursing
direction, the living would have had trouble making the eldritch’s extended absence. “But thou didst

12 No Quarter PRIME
not call this meeting merely to inquire after my underlings “Have we encountered any other Protectorate forces of late?”
but rather regarding negotiations with the cephalyx hive. I am Asphyxious asked the room. He could sense the eagerness of
happy to relate that, owing to thy skillfully orchestrated initial the five skarlocks to be the first to answer.
contact with the creatures, I will soon reach an agreement that
“As a matter of fact, Vociferon took it upon himself to dispatch
will ensure our interests for the foreseeable future.”
a group of Protectorate knights less than a month ago,” replied
Asphyxious hoped that deflecting the credit would be enough to Morturion quickly. “I believe he led the squad of bane warriors
conceal his growing desire to end the conversation quickly. personally, collecting their souls for you, my lord.”

“I am pleased to hear you have made progress. The cephalyx “My, my,” said Noxilena with feigned disappointment. “As
will prove themselves to be capable allies.” Thalassina paused, usual, Vociferon’s enthusiasm has done more harm than good.”
seemingly distracted by something in her vicinity—one of her
“What a fool,” added Aramax.
own servants, no doubt. “I will leave you to your scheming. But
remember, you are being watched.” Asphyxious ignored their efforts to curry favor. Normally,
he would applaud Vociferon’s initiative, but now was not the
Before anything further could be said, the lich lord broke contact.
time. He cursed himself for having sent his favored skarlock to
Asphyxious had no time to ruminate on her words. A far more parley with Master Necrotech Mortenebra on his behalf. “Who
pressing danger loomed on the horizon. “How close is he? Hath hast knowledge of where he stored the soul cages containing
he discovered the ruins?” Asphyxious asked his skarlocks, these knights?”
maintaining a detached tone in spite of the growing sense of
“I do, my lord!” replied Caligari, who immediately went to
dread in the corners of his mind.
fetch them.
“Last report had him engaging our sentries less than three miles
Within moments, Asphyxious had one of the soul cages in
east off dais number four,” said Caligari. “We have not heard
hand and was using his arcane sight to examine the energies
any more from them, so we assume they have been destroyed.”
contained within. The Menite souls were of remarkable quality.
A reclaimer’s presence in the Thornwood could be disastrous The purity of purpose marking each soul must make their
for Asphyxious’ plans. He knew that dispatching the lone captivity all the more agonizing. One in particular resonated
man, while a simple matter in itself, would have dangerous with a certain power, its light vibrating in a way that suggested
consequences. Reclaimers shared a connection with their god outside influences or certain special gifts, such as an awakening
that was stronger and more direct than that enjoyed by ordinary to magical power. If he had more time, he would have enjoyed
priests of their faith, and the man’s death would no doubt draw studying that one closer. Vociferon had outdone himself.
a substantial portion of the Protectorate military to the region. A Asphyxious was a connoisseur of special souls, having mastered
few weeks from now, such an event would be welcomed, but the the deeper magics that could be accomplished through them. To
timing was critical. It was too early, not yet time for the harvest avoid the reclaimer’s attention, however, he might be forced to
of souls. As members of the Reclaimant Order were versed relinquish them. The ancient lich had long ago learned the value
in the properties of souls, there was the possibility one might of taking risks as well as surrendering assets when holding onto
be able to discern some of the functions of the Orgoth device them might imperil greater works.
Asphyxious and his forces sought to harness. This in turn could
“Lychus, see that the corpses of the exemplars are brought to
lead to determined interference at an inconvenient moment.
Perfido at the fourth dais. Noxilena, bring me a Stalker. I have
If only Goreshade had completed his mission already. The fact a plan.”
that Asphyxious had not heard anything from that accursed elf
added much to the iron lich’s displeasure. He took a moment to
focus on the matter at hand, allowing all other distractions to
recede from his mind, and soon had a flash of intuition.

Cremator

No Quarter PRIME 13
THE FIRE & THE FORGE

—●—

Through their shared connection as master and


servant, Perfido appeared in Asphyxious’ mind, and
the skarlock thrall listened to his instructions with
feverish intensity.
Perfido held up the soul cage containing the knights
in one hand while gesticulating wildly with the
other as he spoke. “Of course, Lord Asphyxious,
I will spread the souls inside this cage across this
clearing and await the Menite intruder. Their
energy will be as breadcrumbs to a mouse.” Perfido
punctuated his speech with a grating laugh.
F&F Intel:
Back from the Dead “Hast thou delivered the corpses?” Asphyxious asked.
While rarely performed and even “Indeed, my lord. The bodies and their weapons.
more rarely successful, both the
Church of Morrow and the Temple
I will also have them spread across the clearing.
of Menoth have sacred rituals to I must say, these bodies are remarkably well
attempt to restore the dead to preserved. They may as well be sleeping. Well, if you
life. In both faiths, these rites
involve a petition for miraculous
ignore all the bloody wounds—”
intervention. In most cases the
dead stay dead. Such unlikely
“Yes, yes, very good, Perfido. Remember the plan.
miracles are more likely to succeed Provide sufficient resistance so that the reclaimer
with the recently fallen, before the gets what he needs and leaves. Do not allow him the
soul passes to Urcaen. Members of
the Reclaimant Order have had the
luxury to inspect the site too closely, but leave him
greatest success in restoring such alive,” Asphyxious said.
individuals, an extension of their
power over souls. “As you wish, my lord,” Perfido replied before
The historical annals, however, Asphyxious ended their contact.
record several instances of
successful resurrection of those Asphyxious then connected his mind to the Stalker
who were not recently fallen, bonejack he had dispatched, which now sat hidden
some of whom remembered what
in the dense tree line at the periphery of Perfido’s
they saw on the other side. It is
from these that the only firsthand clearing. Through this link, he could see Perfido
accounts of Urcaen have been standing in the center of the fourth dais, its smooth,
documented. Such resurrections
black stone surface covered in Orgoth iconography.
are exceedingly rare, and almost
all have been performed by the Two other skarlocks and a score of bane warriors
most holy and revered leaders also stood in the clearing. On the ground, dozens of
of the clergy, such as exarchs or
soldiers—Cygnaran and Khadoran both—lay dead,
primarchs of Morrow or hierarchs
of Menoth. And some members of their souls floating serenely a few feet above. Perfido
these faiths believe that to even and his team had orchestrated the slaughter as a way
attempt such a miracle is morally
to test the dais’ response to soul energy. Asphyxious
wrong—an act of hubris that
invites the wrath of the divine. hoped that the inclusion of the dead exemplars in
this scene did not appear too staged, lest it raise
suspicion in the reclaimer’s mind.
For nearly an hour Asphyxious waited, watching
patiently through the Stalker’s eyes as Perfido
and the other skarlocks collected souls. Then, as
Perfido mindlessly reached out behind him to draw
in another soul, a grave marker in the shape of a
Menofix speared the grass just between the soul and
the skarlock. After a moment of confusion, Perfido
noticed the soul he had summoned would move no
closer; instead, it was drawn to the marker.
A large, hooded figure carrying a flaming mace
walked across the clearing to stand next to the grave
marker, a growing number of souls drifting toward
him. Though he remained silent, his bearing said all
that was needed: No more.

14 No Quarter PRIME
Perfido gathered what arcane power he had while motioning to had fallen asleep. There was no doubt she was still corporeal. Her
his banes to attack the reclaimer. flesh prickled everywhere with pain, and her legs nearly gave
out. She stumbled, but the reclaimer steadied her gently, with the
With a sinking feeling of recognition, the iron lich watched from
concerned attentiveness of a parent for a toddling child.
afar as the silent man marshalled the soul energy within himself
into a torrent of raw power. “Thank you,” she said. “I’m not dead, am I? At least, not
anymore.” The reclaimer made no response, merely keeping
In an instant, the entire clearing was awash with flames.
his arm under her to maintain her balance. Only when he did
Asphyxious recoiled from the searing light. He could almost not reply did she remember who she was in the presence of.
feel the heat of the fire through the connection to his warjack.
As the smoke cleared, he turned toward a nearby patch of
I see, he thought, It is this one. Not just any reclaimer, but the High ground. Following his gaze, she saw dozens of bodies. Soon she
Reclaimer. Perfido had never stood a chance. could discern the uniforms of several: Cygnarans, Khadorans,
and to her dismay, what appeared to be the remains of Cryxian
—●— warriors. Seeing these brought a flash of memory, of hissing
shapes shrouded in darkness, tearing at her with barbed axes.
Though ash and smoke darkened the world around him, the Then she saw the body of one of her fellow exemplars, and the
souls of the faithful illuminated the High Reclaimer’s path. He memories rushed back to her. A pack of banes had ambushed
walked to the nearest knight, unburnt by the righteous fires her and her knights as they scouted a region of the Thornwood.
of Menoth, and placed his palm upon the dead man’s brow.
Silently, he began the holy rites of reclamation, attempting to She ran to the nearest knight and cried out, “Martus!” Looking
usher the exemplar’s soul to Urcaen. He made his way around around the clearing, she saw the remains of her exemplar
the clearing, praying over each of the fallen knights. The usual brothers and sisters among the dead.
sense of calm that accompanied the ritual never came to him, “They all fought so bravely,” she whispered to herself, her voice
only a growing sense that he had failed in his sacred mission. heavy with sorrow. She turned to her silent companion. “Why
Just as despair threatened to overtake him, he saw one of the was I brought back and not them? I don’t understand.”
exemplar souls still lingering nearby, bright and gleaming. The reclaimer only stared back in silence.
He followed its light to its former vessel, a young woman. Her
armor designating her as the unit’s ranking warder. With a “I died last, cutting my way through as many banes as I could.
deep breath, the High Reclaimer bent and focused on her. As But then…” She turned and stood in front of the reclaimer,
he prayed, he was shocked to sense the miracle of resurrection her words coming faster as she recalled something of vital
unfolding before him. He had never before been allowed to importance. “I saw it! A vile and unholy structure. I saw it
bring back someone this long dead. And yet the young woman’s nearly pull in the souls of Martus and Tayla. It almost pulled in
body and soul united as easily as lighting a candle. Her wounds my own before that wretched skarlock captured us. We must
knit before his eyes, and her soul’s light spread upon her skin destroy it at once. It is an abomination.”
like the glow of a new day’s dawn.
—●—
As the young woman gasped the first breath of her new life, all
the pain and suffering the High Reclaimer had endured these Asphyxious cursed his luck. Of all the reclaimers it could have
many weeks vanished from his memory, replaced only with been, it had to be the most powerful one, the one who was also
gratitude toward the Creator. He felt honored to have served as a warcaster. When the smoke cleared, he was not surprised to
the conduit for such a miracle. find the entirety of Perfido’s retinue reduced to ash. What did
surprise him, however, was seeing that the High Reclaimer
—●— was not alone. One of the fallen knights, a young woman, now
lived and was speaking to the warcaster. That should not have
For Cyrenia Ibn Sohar, resurrection proved to be equal been possible. Fascinating . . . Perhaps facilitated by my delivery of
parts excruciating and soothing. The desire to cry out was the soul? No, he had to focus. There was no time.
overwhelming, yet instinct and discipline forced her to focus
on her breath. Eyes darting, she could see nothing but a haze The iron lich commanded the Stalker to move silently around
of smoke and a dark figure leaning over her. It took her a the clearing, to get close enough to hear the pair’s exchange
moment to recognize him as one of the Reclaimant Order, but never letting them out of his sight. Yet as the lithe bonejack
here to guide her soul to Urcaen, no doubt. She had truly died. was still making its way toward them, the exemplar woman
Though she could not remember how, she hoped it was a death picked up a sword and began walking south. In the direction
worthy of an exemplar. of the soul cairn.

Cyrenia tried to speak, but her head throbbed with pain. Could No, Asphyxious thought. She couldn’t know. Could she have seen
the dead get headaches? She felt strangely aware of her body, it somehow?
which she thought she would have left behind. She tried to stand, Before she could get far, the High Reclaimer put a hand on
but her movements were sluggish and awkward, as if her limbs her shoulder. He said nothing, but both the iron lich and the

No Quarter PRIME 15
THE FIRE & THE FORGE

exemplar knew what the gesture meant. We must leave. The


woman turned to face the reclaimer and seemed to lose her
Court of Kings
composure, engaging in a heated, if one-sided, argument.
The northern Thornwood Forest,
The iron lich could not leave anything to chance, even the slim
possibility that the knight could change the High Reclaimer’s
Khadoven 27th, 605 AR
mind. In a moment of inspiration, Asphyxious guided his Tendrils of strange black fog crept up from the forest floor. They
Stalker around the clearing at full speed, randomly disturbing moved like hunting snakes, winding among the dark branches
bushes and shaking tree branches as it went. It was crude, but it to spread up into the sky. The autumn moons glowed in the clear
worked. The illusion that a larger Cryxian force was on its way night, etching the edges of the fog with delicate traces of light.
seemed to deter the young exemplar. She turned from the silent
Vladimir Tzepesci, Great Prince of Korskovny and recognized
warcaster, gathered up the relic blades of her fallen comrades,
by some as prince of all divided Umbrey, stood atop Zerkova’s
said some quick foolish Menite prayer, and left the clearing with
Hill staring at the rising fingers of darkness and whispering
the High Reclaimer, heading east.
a soft word of prayer. This creeping mist was not natural, and
Asphyxious had the Stalker follow them as far as his mental looking on it made his blood prickle with cold. His lineage was
range would allow, then ordered it to return and cut off their link. blessed with the gift of sorcery, and he sensed the touch of fell
magic in the night air. Something evil was about to take place.
He sat down in an ornate throne-like chair and declared to his
subordinates, “The threat has been handled. The reclaimer took The dark prince stood at the perimeter of his encampment,
the bait.” facing the great Thornwood Forest. For weeks, Cygnarans from
Fellig had attempted to use the forest as cover to strike at the
“Success!” Caligari proclaimed.
supply lines of southern Khador feeding the armies in Llael.
“Congratulations, my lord!” Noxilena crooned. Since arriving at the forest’s edge, Vlad had sent platoons into
the thick brush to flush out any enemies hiding in the trees and
“Let’s not be too hasty. We still have much to do!” Lychus said.
drive them into the open fields to the north and west. There,
Asphyxious ignored the prattle of his skarlock servants. He his heavy uhlans trampled them under iron-shod hooves, and
picked up a scroll and quill and began jotting down notes Widowmakers picked off any survivors as they tried to return
regarding soul collecting and the evident expansion of reclaimer to the trees. It had been joyless but necessary work, and it
power he had witnessed. Celebration was an indulgence took them far from the front lines of battle in Llael. Vlad saw
for which ambitious beings like he had no time. Joy was a exhaustion on the face of every soldier he passed, tempered by
distraction meant only for mortals, rest a luxury only the living understanding that such brutalities were simply a part of their
could afford. effort to eventually reunify Umbrey. One did not need to take
pleasure in such a task. Any pride would have to be derived
simply from the completion of their work.

Aftermath: The Temple Garrodh —●—


What Asphyxious referred to as “the soul cairn” in the Thornwood
was, in fact, one part of the greatest temple ever built by the Almost an hour after first spotting the black fog in the forest,
Orgoth, which had been buried but left largely intact. Sited on a
while his Winter Guard companions baked rye cakes on hot
fulcrum of necromantic energies originally exploited by the Lords of
Morrdh, the Temple Garrodh proved to be an exceedingly powerful stones set next to cooking fires for the night’s final meal, Vlad
soul cage, capable of trapping and harnessing an infinite number of witnessed a second portent. A white owl with eyes like two
mortal souls. This machinery offered Asphyxious the possibility of
golden wedding bands glided silently overhead. The bird
limitless power, and he foresaw that it could facilitate his dreams
of apotheosis. was a harbinger of the grave, a sign of endings. One of its soft
Asphxyious’ schemes would not be easily achieved. Mastery of
feathers came loose as it passed over him, floating down to land
this complex would require time as well as carnage on a horrifying delicately in his waiting hand.
scale. Shortly after the High Reclaimer’s investigation, Asphyxious
engineered a great battle on these grounds between Cygnaran, “Your signs are not subtle, Old One,” he mused, twisting the
Khadoran, Menite, and Cryxian forces. The bloodshed awakened the feather between thumb and forefinger.
power of the site, but this was just the beginning. For his plan to
succeed, Asphyxious needed to lure the Harbinger of Menoth to the “Something troubles you, my Prince?” asked Karlof Omirov as
fully excavated structure, then ritually sacrifice her to steal all of
the souls protected within the City of Man in Urcaen. It was for this
he approached. Omirov had fought alongside Vlad for many
purpose he had originally dispatched Goreshade to the Protectorate. years and was as close a friend as the great prince could allow a
Yet other great prophetic forces were at play as well, each trying to subordinate to be.
shape these events which threatened to imperil the very future of
the Iron Kingdoms. “Only the thought of eating your cooking,” Vlad said with a
somber smile, letting the feather fall from his hand.
He and Omirov were walking together back to the camp when
a crashing sound came through the trees. Soldiers dropped
their meals to scramble for their weapons. A sentry posted near

16 No Quarter PRIME
the edge of the camp stumbled backward into the firelight, his trunks, the trees’ bark became like ash, crumbling to leave
eyes and mouth open wide in silent shock. Vlad pushed his way bone-pale wood gleaming in the night.
through the startled Winter Guard, telling them to hold their fire.
“Black sorcery,” Vlad said, “and the humors of death in the
A Khadoran scout lurched into the firelight. His armor was barrows. They must have joined to create some kind of necrotic
pitted and tarnished. Thin lines of black and angry crimson miasma.” He rose as he spoke, looking around the camp. To the
webbed his exposed skin, and the blood vessels in his eyes had east the fog had already spread over the open field, causing dry
burst. Every breath the man took made wet sucking sounds and autumn grass to blacken and shrivel at its touch.
left him trembling with weakness. The scout extended a hand
Omirov opened his mouth to speak, but a screeching noise
to his countrymen and collapsed, seemingly having used all his
within the woods cut him off. An unearthly, painful sound, the
willpower to make it this far.
cry of a wraith or specter howling before the hunt.
“Stand back,” Vlad ordered. He did not know what afflicted the
“Get out of here,” Vlad said. His command fell on deaf ears. His
scout, but he would not risk exposing the soldiers to it. They
gathered men still gaped at the dark forest. He turned on them,
gave the warcaster room as he knelt next to the wheezing scout.
raising his voice to break their shock. “Move! This is a foe you
Vlad placed a hand on the man’s back. “Tell me, what did this?”
cannot face. Your very souls are in peril.”
The scout’s breath bubbled with blood, staining his lips. Each
He unsheathed his sword and unbuckled his scabbard, letting it
word was a struggle. “Cryxians. At the Bloodroot. In a black fog.”
fall to the dirt. He would have no need of it.
The Bloodroot was an ancient battle site in the Thornwood
“My lord, we stand beside you no matter what,” an Iron Fang
where thousands of great warriors had been interred. It was the
said, his face like slate.
resting place of champions and past kings. If the Cryxians had
indeed taken over the place, the honored bodies buried there Vlad spun on the man. “You would gladly give your soul
might be added to the undead ranks. to Cryx, then? You would leave your wife and children a
shambling corpse to call husband and father? Listen to me!
The scout spent his last breaths describing horrors lurking
I order you to report to Kommander Kratikoff at Khybreski!
in the fog. His descriptions matched the Nightmare Empire’s
Inform her what has come to pass here.”
soldiers Vlad had confronted before. Finally the man died, still
trying to convey the danger in the Bloodroot. If his words did not convince the soldiers, the growing rage on
his face must have sufficed.
“Have sentries posted near this body until dawn. If it rises,
destroy the corpse and burn what’s left. Otherwise, bury him Good. The soldiers could not aid him any further. The poisonous
with honor,” Vlad said, still kneeling. If there had been a way fog would slay them before they even reached the Bloodroot’s
to know the scout’s name or unit, he would have ordered a cairn, much less whatever Cryxians waited in the dark forest.
message sent to his commander in recognition of the sacrifice.
“Karlof,” Vlad said, “come here.”
As it was, the scout would be yet another of the ongoing war’s
nameless dead. “Yes, my prince.” Omirov matched Vlad’s pace as he rushed
to his steed Vsada and grabbed a scroll case of ivory and gold
“In Menoth’s name,” whispered Omirov.
tucked into a saddlebag.
Vlad looked up. The dark cloud had swollen while the scout
“This scroll. Ensure Kommander Kratikoff receives it,” Vlad said.
spoke and now pressed at the border of the forest. As he
watched, the fog plunged from the trees. Wisps at its edges
curled to him like beckoning fingers. Where it crept along their

Ruin

Skirmisher

No Quarter PRIME 17
THE FIRE & THE FORGE

“Of course, my lord,” Omirov said. He paused, chewing on his Running through the forest was not much easier. The fog
next words. “Should some of the men not join you?” obscured any trails through the trees, and more than once
he stumbled as the ground dropped away beneath him into
“No. You are to find Sorscha and follow her orders as you would
a shallow ditch or streambed. Half-blind and aching from the
my own. She will guide you as I have in the past. Gather my
growing pressure in his lungs, Vlad pressed forward.
soldiers and join them to hers. There are difficult choices ahead
for her.” Though he doubted it, Vlad hoped for a moment he Before long the need to take a breath was too much for him to
would be able to join Sorscha again. He did not know what bear. Rather than gulp down the necrotic poison in the air, Vlad
destiny planned for him in the Bloodroot. “Tell her that I will looked inward and formed a spell in his mind’s eye. Sorscha
see her again. Now go, as fast as you are able. The cloud must had told him once how she viewed the complex series of runes
not overtake you if I fail. If that happens, there will be no one as a kind of arithmetic, a pure order of correct and incorrect
for you to serve, except perhaps the Dragonfather.” combinations. To him it was closer to poetry or storytelling. In
the right order the runes flowed; there was a music and rhythm
Vlad clasped Omirov’s forearm to say goodbye. His friend
to them. He called up a familiar series.
saluted him a final time, turned, and bellowed orders to
abandon the camp. Vlad slapped Vsada on the flanks to send the A sudden wind whipped around his body, stripping needles
warhorse galloping ahead of the fleeing soldiers. from nearby branches. The wind blasted the miasma back for
a moment, giving him a space in which he could breathe. The
The great prince turned to face the oncoming mass of black
air was blisteringly cold, but he was able to draw in a fresh
vapor. It billowed and flowed toward him as he advanced,
lungful of air that momentarily eased the pain in his body.
moving from a walk to a run. Vlad filled his lungs with pure air
Vlad kept his mind on the spell, letting the winds stay with
one last time and entered the darkness.
him as he kept running.
—●— Without the wind spell he never would have reached the
Bloodroot. It took him the better part of an hour to make his
The first step was the hardest. As he willed himself to keep way to the ancient burial site. Along the way he heard the noise
moving through the unnatural wall of fog, Vlad’s skin of foul things moving in the darkness—the metal clanking of
burned with a thousand bee stings. The black mist crept steam-driven mechanithralls, the predatory hiss of stalking
through the cracks of his armor, and everywhere it touched undead. Great knots of them filled the forest, thralls of all
came alive with pain. The great prince ground his teeth descriptions with haphazard machine parts bolted into their
against the agony and rushed on, allowing it to ebb into festering meat. As he neared the barrow of the dead in the
the back of his mind. Vlad saw his armor and weapons Bloodroot, Vlad cut through the Cryxians like a reaper through
bleeding threads of smoke into the air as the fog ate away at autumn wheat. He could hear them massing behind him as he
them. Had they not been relics imbued with great magic, they ran, calling to others of their kind.
likely would have crumbled to dust.

18 No Quarter PRIME
—●— semicircle, not yet moving to stop him. But then the
nearest, a tall figure wielding a broad Kovosk-style
The ancient tombs rose out of the fog like a silent axe, suddenly came at him.
city. The stone vaults had become overgrown in
The great prince turned and ran, ignoring his
the many centuries since their construction, and
attacker. Rushing for the vault, he drew on the
towering trees gripped them in twisting root and
strength of his bloodline, summoning all the might
branch. Some had collapsed utterly, now mere piles
and rage of his ancestors. Glowing runes ringed
of stones buried beneath countless seasons of dead
his body and cast a brilliant blue-white light in the
leaves and dry needles.
darkness. With power coursing through him, he
Vlad entered the graveyard with his sword brought Skirmisher against the stone arch of the
Skirmisher held at a high guard. Five main vaults vault’s door in an overhand slash. The magic sword
ringed the inner yard of the Bloodroot, each leading cleaved and shattered the keystone, and the entire
to underground chambers containing the dead. His archway crumbled, taking heavy blocks of the
eyes flicked from the gaping entry of one mausoleum ceiling with it. The structure collapsed in on itself,
to the next. The doors had been broken inward by sending a blast of dust and foul air over Vlad as
some great force. Black miasma poured out of the the stones blocked off the passage. The toxic flow
open vaults, coalescing to fill the air with fog so thick emanating from it slowed to a trickle.
that even his wall of wind could not hold it back.
The tall bane charged him. It was faster than he
The great prince let the spell fade. It would no expected and came at Vlad with a slash of its axe. He
longer aid him, and he needed to focus all his will turned to intercept the strike, catching the weapon F&F Intel: Bane Kings
on the task at hand. He endured the pain of the below its head. Vlad should have been quicker, but Most of the bane warriors
fog as it closed in around him, trying to keep from the poisonous air was stealing his strength. employed by Cryx are terrifying but
breathing too much of it in. Still, harsh tendrils deliberately crafted necromantic
He bulled past the bane and made for another vault.
slipped into his lungs, causing his breath to rattle abominations. They are most
He would turn his attention to the undead once he’d commonly created by recovering
painfully. With slow, cautious steps he approached a maddened soul that has been
stopped the spreading miasma.
the nearest vault to his left while scanning his lost to the yawning gulf between
surroundings for threats. A bane with a skull broken like a tilted bowl moved
Caen and Urcaen and fusing it
into a worthy ancient warrior’s
to intercept him with its spear, thrusting the weapon
Before he could reach doorway, Vlad heard the corpse. The dead flesh remembers
at his heart. Vlad’s parry was slow, and the point the fighting prowess it once had
sound of dry leaves crumpling beneath something’s in life, while the deranged soul
grazed and skipped across his breastplate. He
tread. Figures began to emerge from the vaults. Six brings the will to harm the living
knocked the haft aside and rammed his knee into
in all, these desiccated corpses in baroque armor and a cold intelligence capable of
the bane’s chest in passing, the power in his blood tactics and discipline, if properly
wielded an array of spears, swords, and axes. The commanded.
sending the undead warrior flying back and opening
exposed bone of their skulls had deep slashing
the way to a second vault. The techniques employed to
runes scratched into them that welled up with a create these horrors were
sickly emerald light matching the unnatural glow Vlad had sealed the second and third tombs when a refined by necromancers like
Lich Lord Tenebrous and the
in their hollow eye sockets. Blackness dripped from spasm of coughing wracked his body. He dropped to eldritch Goreshade but were first
their bodies like tattered robes, a veil of shadow that one knee, holding himself up by leaning his weight discovered through encounters
merged with the toxic fog. on his sword. Something wet welled up in his lungs, with spontaneously generated
banes amid ancient barrows and
and he coughed out a spray of fine black mist. While
“Breathe deep, Umbrean,” one of the banes said. Its crypts. Greatest of these banes are
he struggled to his feet, the banes closed on him. the ancient kings who perished to
voice rasped, dry as old parchment, in an archaic violence with their ambitions yet
dialect of his native language, which Vlad knew only Two came at once, and he blocked swords from both unclaimed, those who engaged
from tomes. The bane wore a king’s tarnished torc sides. The strength in each attack was immense, in barbaric depravities while alive
and whose souls fell into the
around its neck that clinked as it advanced. leaving his hands numb. The sound of ringing of steel void but remained linked to their
and Vlad’s grunts of exertion filled the graveyard. He rotting flesh after death. They
All six were adorned in funerary splendor,
had to backpedal over broken ground until his back managed to pull themselves back
ornamented like beloved warrior-kings. Their to Caen by sheer will empowered
scraped against a cracked stone monument.
weapons, though ancient, still had gleaming edges by their madness and hatred.
Patient, cunning, skilled with
that suggested magic. These were not common banes. One bane overreached, and Vlad lopped its head their weapons, and sometimes
from its body before turning to impale the second possessing untold powers of
“You died a noble death once, bane,” Vlad said. “Let
with a flat thrust. The blow did not kill the creature, darkness, such banes are truly
me remind you how it felt.” formidable. Fortunately, they are
but it let him use his sword like a lever to wrench also rare.
The bane pointed its sword at him, then whispered a it off its feet. Its skull smashed into the ruined
soft command. The others fanned out, weapons ready. masonry, cracking like an egg. Vlad pulled his
blade free and went for the fourth vault, but the
Vlad faced them as best he could, still moving for
fog was taking its toll. His feet dragged like a man
the vault. The banes spread out in an ever-growing
half-drunk.

No Quarter PRIME 19
THE FIRE & THE FORGE

The spear carrier rushed him again, its weapon poised for a The sword sank until the hilt pressed against his armor. Vlad
thrust at his back. Vlad spun, hurling a spell of winter wind screamed as he felt metal grinding on his bones, as the blade
like a thrown dagger. The magic sliced a clean slash through erupted from his back. Hot white flashes clouded his vision, but
the fog and cut like a sword through the bane’s forward leg, the bane had come within his reach.
pitching it to the soil. Another blast tore its arm free, leaving it
“Enough wit to dress for the occasion,” Vlad said, and seized
writhing in place.
the bane’s torc with both hands. The old bronze was thick, but
Turning from the banes once more, Vlad brought down the arch the great prince’s fury was great. He bent the ends of the torc
of the fourth vault. Only one remained. Two of his opponents inward, past each other, and kept bending. The circle of bronze
moved to block his path, while the third grabbed his pauldrons drew tighter and tighter until it closed around the bones of the
and spun him around. It swung its mace at his chest, too fast for bane’s neck. He pulled it like a garrote until the bane’s neck let
him to react. out a crunch, pulled more until its head came free from its body
with a final dry crack.
The blow crumpled him, and he dropped his sword. Another
blow came, aimed at his head. Vlad rolled away from the impact, As the bane fell, it pulled its sword free, allowing blood to spurt
which he could feel as it dented the soft ground. The great prince freely from Vlad’s wound. He was weak and lightheaded as he
drew his dagger Ruin and struggled to stand, using the blade to picked up his own sword.
climb up the bane’s leg as he pulled himself up. By the time he
Vlad was ready to sit on the steps of a nearby vault and wait
was upright he had stabbed the creature many times, finishing
for the end, which wouldn’t be long. There was no way he
the job with a thrust through the largest rune on its skull. The
could escape the miasma in time. Already his fingers were
bane’s spirit winked out with a flash of green flame.
numb, his vision greying at the edges. Blood loss and poison
Coughing deeply, Vlad picked up his dropped sword. The final had done him in.
two banes awaited him. The one with the axe stood slightly
But the Cryxians had other plans. His lengthy battle with the
forward, the other behind it holding a longsword ready.
banes had allowed many to gather outside the graveyard. Either
“You will not stop me from putting an end to this,” Vlad said, pursuing him through the forest or drawn by the sounds of the
spitting out the taste of blood. fighting, they had come. Now they began to enter, a great throng
of misshapen bodies twisted by necromancy and machines.
The bane with the torc hissed, “You will join us. You are a fine
warrior.” Vlad gripped his sword in one hand, tried to staunch the flow
of blood from his chest with the other, and moved unsteadily
“Better than you,” Vlad said, and charged.
to the center of the graveyard. As long as he had life in him, he
He leapt over the low swing of the axe meant to lop off his leg, would hold the horrors back. They would not befoul any more
punching the hilt of Ruin into the bane’s jaw as he landed. One of the noble dead in this place.
side of its mandible popped free and hung loose as it turned
The last heir of the Tzepesci line stood alone, broken but not beaten.
on him. The axe crashed onto his left pauldron, driving him to
his knee once more. A second swing came at his face, but he The Cryxians came for him.
blocked it with his dagger. Weakened by the corrupting fog, his
blade shattered as it deflected the blow, and the axe clipped him
on the jaw instead of splitting his brow.
Aftermath: Death Denied
He hurled himself up, tackling the bane and slamming it into
There is little question Vladimir Tzepesci expected and was
the ground. A sharp pain smashed through his ribs as the other perhaps even resigned to perishing amid the swarm of undead he
chopped its sword into his back. He blindly stabbed backward encountered at Bloodroot. His death was all but certain, and as he
to drive the bane away, then reversed his grip and thrust was not seen or heard from for over six months, there were many
Khadorans who mourned his passing. For those already inclined to
Skirmisher down into his fallen opponent’s skull. The bones view the Tzepesci line with suspicion—tied by rumors to powerful
crumbled from the impact, and the bane’s body went slack. sorcery and unorthodox Menite beliefs—his reemergence was
viewed as sinister or at least unnatural. Even some who praised his
Vlad whipped around to hurl a blade of wind at the fifth and final heroic sacrifice fighting the undead were unsettled by his return to
tomb, putting all his strength into the spell. It tore through the air the land of the living.

and smashed into the stones, and the vault came crashing down. The great prince has refrained from speaking about what transpired
in Bloodroot and its aftermath, but he was in the company of
The next moment, his final opponent rammed its sword into his Zevanna Agha when he returned. Therefore it is commonly assumed,
correctly, that the Old Witch of Khador had a hand in keeping his
chest. The weapon pierced the ancient armor and slid into Vlad’s death at bay. He had been badly injured, and it was only by her unique
flesh. The bane forced him down, the sword scraping against skills that he was nursed back to health. While in the company of
the ragged hole in his steel cuirass and his ribs. Vlad dropped this unusual patron and savior, he repaired his ancestral armor, and
he melted down and reforged Skirmisher and the fragments of Ruin
Skirmisher and gripped the bane’s blade with both hands to to create the greatsword Dominion. Vladimir and this sword would
hold it back. play an instrumental role in the Battle at the Temple Garrodh, the
clash immediately following his miraculous return.
“You die here,” the bane hissed, grabbing Vlad’s shoulder to
press the sword deeper. “Another knight with more courage
than wit, killed by the hand of a king.”

20 No Quarter PRIME
No Quarter PRIME 21
COMPANY OF IRON

THE BIG GUNS


Battlegroup Controllers, Lesser Warlocks
& Weapon Crews
by William “Oz” Schoonover

The Iron Kingdoms are always rife with conflict, and among all the soldiers fighting across
Caen, relatively few are warcasters or warlocks. It is even rarer for these powerful warriors
to be found in the types of skirmishes represented in Company of Iron, but on some
occasions, novice warcasters or lesser warlocks might be called upon to serve in these small
combat operations. And though mobility is a key strength of a small fighting force, it is also
sometimes necessary to employ more cumbersome heavy weaponry. With these rules, you
can include battlegroup controllers, lesser warlocks, and weapon crews in your forces.

I n addition to these new ways to expand your model options


when building a Company of Iron force, you’ll also find a
new scenario. The scenario takes its inspiration from the two
Khadoran Warjacks
The Khadoran High Kommand has recently modified its
new army-building options, tasking a novice warcaster or combat doctrine to allow some older warjack models to
lesser warlock with leading a force into the teeth of a defended be fielded in small engagements. As of this issue, Khador
position. As always, you can play this scenario as written or use Company of Iron forces can contain Berserker, Mad Dog, and
it as inspiration when coming up with your own scenarios. Rager heavy warjacks.

22 No Quarter PRIME
Battlegroup Paired models
Controllers & Some warjacks and warbeasts are associated with a particular
solo. Even though the Companion rule is not used in Company

Lesser warlocks in of Iron, these models are still purchased as a group when
building an army.

Company of iron Since they are purchased in a group, neither model counts
as costing more than 10 points when determining how many
The most important missions are only entrusted to the best- activations they can take each round.
trained commanders. These individuals are uniquely capable of
controlling warjacks or warbeasts and are gifted with sorcerous
power that gives them an edge in any battle. Spell Statistics
Spells possessed by the models in this update use the same
Battlegroup rules for stats as animi (see Company of Iron: Advanced Rules,
page 7). A spell with a duration of UP lasts until the end of the
A battlegroup consists of a ’jack marshal or beast warden and spellcaster’s next activation.
any warjacks or warbeasts they control. A model with a limited
battlegroup can control only the listed models.
“Without Being Forced”
Booster Rules that allow a warbeast to do something, like charge or
slam, without being forced also allow the warbeast to do that
A model with the Booster rule can discard any card to boost one action without using the Hurry! benefit.
of its attack or damage rolls.

Empowered Beast Warden


An empowered beast warden can control twice as many
warbeasts as a standard beast warden. A warbeast in its
controlling empowered beast warden’s command range can
discard a card to use its animus during an activation in which
it doesn’t run. This model must be controlling at least one
warbeast at the start of the game.

Empowered ’Jack Marshal


An empowered ‘jack marshal can control twice as many warjacks
as a standard ‘jack marshal. This model must be controlling at
least one warjack at the start of the game.

Focuser
This model’s command range is equal to its CMD + FOCUS stats.
A model with the Focuser rule has a Magic Ability score equal
to its Focus stat +2. It can cast each of its spells once during an
activation in which it doesn’t run by discarding one card per
spell cast.
Spells with “YES” in the OFF column are offensive.

Harnesser
This model’s command range is equal to its CMD + FURY stats.
A model with the Harnesser rule has a Magic Ability score
equal to its Fury stat +2. It can cast each of its spells once during
an activation in which it doesn’t run by discarding one card per
spell cast.
Spells with “YES” in the OFF column are offensive.

No Quarter PRIME 23
COMPANY OF IRON

Adjustments to Gatorman Warlock


This rule is not used in Company of Iron.
Model-Specific Rules
Farrow Warlock
Battlegroup Controller This rule is not used in Company of Iron.
Use the following text for the Battlegroup Controller special rule
instead of the text on the model’s card: Reload [1]
Battlegroup Controller – This model has the following Use the following text for the Reload [1] special rule instead of
special rules: Empowered ’Jack Marshal, Focuser, and the text on the model’s card:
Booster.
Reload [1] – This model can discard 1 card to make one
additional ranged attack with this weapon during its
Charmer Combat Action.
Use the following text for the Charmer special rule instead of
the text on the model’s card:
Charmer – Friendly warbeasts in this model’s control
Requisition Costs
range never frenzy.
model name faction Requisition
Lesser Warlock Aiakos, Scourge of the Meredius Cryx –1

Beast Mistress Legion –1


Use the following text for the Lesser Warlock special rule
instead of the text on the model’s card: Mercenary/
Brun Cragback & Lug –1
Minions
Lesser Warlock – This model has the following special
Mercenary/
rules: Empowered Beast Warden, Harnesser, and Booster. Dahlia Hallyr & Skarath –1
Minions

Draconic Consort Elara, Tyro of the Third Chamber Retribution –1

Gastone Crosse Mercenary –1


Use the following text for the Draconic Consort special rule
instead of the text on the model’s card: Horgle Ironstrike Trollblood –1

Draconic Consort – This model has the following special Initiate Tristan Durant Protectorate –1
rules: Empowered Beast Warden, Harnesser, and Booster.
Journeyman Warcaster Cygnar –1
This model can control only non-character Faction lesser
warbeasts. Kovnik Andrei Malakov Khador –1

Lieutenant Allison Jakes Cygnar –1


Haunting Melody Mercenary/
Rorsh & Brine –1
Use the following text for the Haunting Melody spell instead of Minions
the text on the model’s card: Trencher Warcaster Lieutenant Cygnar –1
While in the spellcaster’s command range, living enemy Tyrant Zaadesh Skorne –1
models cannot use orders. Affected models that make
a melee or ranged attack targeting this model roll an Una the Falconer Circle –1
additional die and drop the highest. Haunting Melody Mercenary/
Wrong Eye & Snapjaw –1
lasts until the end of this model’s next activation. Minions
Berserker Khador –1

Mad Dog Khador 0

Rager Khador 0

24 No Quarter PRIME
Weapon Crews in Requisition Costs
Company of iron model name faction Requisition
Some missions require more firepower than a standard patrol. Blighted Nyss Scather Crew Legion 0

Deliverer Sunburst Crew Protectorate 0


Adjustments to Model- Farrow Razorback Crew Minions 0
Specific Rules Heavy Rifle Team Retribution –1

Catastrophic Explosion Horgenhold Artillery Corps Mercenaries 0

Mad Caps Grymkin –1


Use the following text for the Catastrophic Explosion special
rule instead of the text on the model’s card: Pummeler Crew Trollbloods 0

Catastrophic Explosion – When this model is destroyed, Revenant Cannon Crew Cryx –1
choose a point d6 + 3˝ from this model and roll deviation
Sea Dog Deck Gun Mercenaries 0
from that point, with direction 4 on the deviation template
pointing directly toward the rear edge of your deployment Stormsmith Storm Tower Cygnar 0
zone. Center a 4˝ AOE on the point of impact. Models in
Thumper Crew Trollbloods 0
the AOE suffer an unboostable POW 12 fire damage roll
and the Fire continuous effect . Trencher Cannon Crew Cygnar 0

Trencher Chain Gun Crew Cygnar 0


Mobile Artillery
Venator Catapult Crew Skorne 0
Use the following text for the Mobile Artillery special rule
instead of the text on the model’s card: Venator Flayer Cannon Crew Skorne 0

Mobile Artillery – This model can use Mobile Artillery Winter Guard Field Gun Crew Khador 0
once per game at the beginning of its activation. This Winter Guard Mortar Crew Khador 0
activation, this model gains +3 SPD and cannot perform a
Combat Action.

No Quarter PRIME 25
COMPANY OF IRON

AGAINST THE DEVILS “Then what do you propose?” Crosse whispered sharply. The
Ragman thrilled that the young man was so easy to goad. He
by Matt Goetz filed the thought away should he require it later as he tapped
the blackened quad-iron with the tip of his walking stick.
The Ragman’s mask sucked in with each labored breath. Unlike
the gun mages or their young champion, the trek had taken “Demonstrate to me how different our methods really are,” he
its toll on him. Lord Mylo di Northryne had enjoyed too many said. In the distance, he could hear the whinny of horses and
boiled pheasants and stuffed plums recently and too much the crack of a coachman’s whip. The Cygnarans at the blockade
wine to pair with it. His past few weeks as a noble in exile stirred, some unlimbering their guns.
had provided him too many opportunities to indulge in the
“You take pleasure in it,” Crosse said, freeing his weapon and
former and perhaps too little of the latter, but tonight he was the
summoning the Vanguard.
Ragman once more, not di Northryne.
The Ragman gripped his walking stick and prepared to call
He missed the comforts of his former life, but his assumed
down a spell. “Oh, I do. I do very much.”
identity gave him certain freedoms. The night would provide
him with a supply of new corpses to work his craft on—if he
played his cards right.
The Ragman moved through the underbrush until he had a
clear view of the checkpoint below. Soldiers milled about in
the lantern light behind a string of cheval de frise that created
obstacles in the road. It was positioned at the crest of a lower hill
straddling the main road, and large boulders had been dragged
into place to provide cover. The Ragman looked for warjacks
that could have put them there. Spotting none, he felt a moment
of elation, which soured when he caught sight of a fixed weapon
team. A gunner and loader rested near their weapon, idly
chatting by the look of things.
“This is what I informed your mistress about,” the Ragman
said, pointing with his walking stick, “and why she agreed to
my terms.”
“Those are Cygnarans,” young Master Crosse said, his brow
furrowed. His eyes flashed for a moment as he touched the
cortex of a Vanguard warjack farther back in the trees, causing
it to halt.
“Madame d’Elyse is aware of who is on this road. Your
Resistance plans to move a supply of alchemical weaponry, the
Devil’s Gasp, to the Khadoran stronghold at Balcourt. Cygnar’s
Lord General does not approve of such . . . strategic choices.”
The young Resistance fighter’s eyes narrowed. He moved one
hand to the bulky, four-barreled firearm hanging at his hip. “I
suppose you think I do?”
The Ragman’s smirk was invisible behind his mask. “Let us say
I have heard stories of you and your talents. Our methods might
not be the same, but they are close neighbors.”
“You’re a mad necromancer,” Crosse said.
“And you are what, Master Crosse? A misunderstood hero with
a soul-stealing gun?”
Ignoring him, Crosse turned to the gun mages. “If we circle
northeast and start firing, we might be able to draw enough of
them off to make a blockade run feasible.”
“Noble, Master Crosse, but not possible,” the Ragman said. “The
coach with the Devil’s Gasp rides against the devils itself. It
must reach Balcourt before dawn. The kapitan Madame d’Elyse
bribed said he would not turn a blind eye one moment longer.”

26 No Quarter PRIME
COMPANY OF IRON SCENARIO

BETWEEN A CLOCK AND


A FORTIFIED POSITION by William “Oz” Schoonover

Gameplay Overview Special Rules


An entrenched enemy position must be eliminated to allow for The attacker’s models can forfeit either their Normal Movement
safe passage of a supply convoy. The base is situated in an area or their Combat Action to perform a mission action.
that prevents a large force from assaulting it, and time is of the
Note: A model that is placed as a result of Ambush or Burrow
essence. The supply convoy cannot slow to wait out a prolonged
cannot perform a mission action during its activation the round
siege. The only alternative is for a small force to sneak close to the
it was placed.
enemy and destroy them. Luckily, the right warrior for the job
has assembled a handpicked force, and they are already making When one of the attacker’s models performs a mission action
their way toward the objective. while in contact with an objective and there are fewer battle-
ready defender models in contact with the objective, the marker is
Setup removed from the board.

In this scenario, each player receives 5 bonus points with which When one of the attacker’s models performs a mission action
to build an army. The Attacker must spend these points on a solo while in contact with the flag and both objectives have been
from those listed on page 22. This solo must be the commander of removed from the table, remove the flag marker.
the Attacker’s army, and the army cannot include a weapon crew
unit. The Defender must spend these points on a weapon crew Victory Conditions
unit, and their army cannot include any of the solos in this article.
The game ends at the end of the fifth round, when both objective
The Attacker begins the game with priority. markers and the flag marker are removed from play, or when the
attacker no longer has models in play.
After terrain has been set up, the defender chooses a table
edge and must place two objective markers and a flag marker The attacker wins if all three markers are removed from play.
on the table. Any terrain that interferes with flag and objective
The defender wins if they have models on the table when the
placement should be moved the least amount possible to allow
game ends and the flag marker is still in play or if all of the
for the markers.
attacker’s models have been destroyed or removed from play.
The objective markers are placed 8˝ from the defender’s table
The game ends in a draw at the end of the fifth round if the
edge and 8˝ from each side of the table.
defender has no models in play and the flag marker is still in play.
The flag marker is placed 6˝ from the defender’s table edge and at
least 4˝ from the objectives.
Once the flag and objectives have been placed, the defender
deploys completely within 6˝ of their table edge. After the
defender deploys, the attacker deploys completely within 3˝ of
the opposite table edge.

model name Attacker Defender


Advance Deployment Limit 1 1

Ambush Limit 0 1

No Quarter PRIME 27
HOSTILE TERRITORY

THE GATE OF MISTS


by Matt Goetz & Douglas Seacat

R ising from the verdant expanse of the western Mistbough


Forest, the Gate of Mists is one of the most important
strongholds in Ios. The Gate of Mists is a sprawling complex of
Keeping watch over the misty forest beyond its walls are skilled
sibyls, elves talented in foresight, scrying, and prophecy, who
can issue warnings to the military commanders weeks or
fortified structures housing tens of thousands of Iosans. It has months in advance of an assault. It has been challenged more
long stood as the first line of defense between the vulnerable than once, but it has never fallen.
Iosan interior and the warfare of the human Iron Kingdoms.
Soldiers stationed at the complex know that without their
vigilance, their nation could be overwhelmed by larger armies. HISTORY
Each of the major Iosan fortresses is unique, overseen by one Before Ios there was the Empire of Lyoss, a vast and advanced
of the five Great Military Houses, serving as headquarters, civilization of elves sprawling across eastern Immoren. When
training center, and home garrison. Yet while each is formidable, the Cataclysm shattered the continent and destroyed Lyoss, it
the Gate of Mists exceeds all others in terms of its size and displaced the survivors of the event, who were forced to flee to
military readiness. It is viewed as the foremost barrier against the west. Security was an early priority for these refugees. The
invaders to Ios, a bastion protecting its most vulnerable entrance first cities of Ios had not even been completed before builders
as well as the one most directly accessible to humanity. It is the erected several great fortresses. The Gate of Mists was one of
lynchpin of the web of defensive fortifications surrounding these early constructions, following Aeryth Dawnguard and the
Ios, built large enough to accommodate not only Great Military Gate of Storms.
House Rhyslyrr, its primary steward, but thousands of soldiers
Building began shortly after the completion of the Gate of
from other houses as well. It has long been expected that threats
Storms to the north. When Lyoss was intact, the elves had made
to Ios would most likely strike here first and hardest, and that
contact with the dwarves of Rhul, who had already established
all of Ios’ defenders might need to rally to its defense.
their own civilization in the northern mountains, the only other
people of Immoren to have risen above a tribal society. The Gate
of Storms served as a defensible channel of communication and
trade between Ios and Rhul but could hold back the Rhulfolk if

28 No Quarter PRIME
they thought to strike against Ios while its people were weakened When mankind’s technology advanced enough for its goods to
from the Cataclysm. So too did these early founders turn their be judged useful to the Iosan people, the Gate of Mists became
attention to the primitive but teeming bands of humanity beyond the primary point of trade between Ios and the kingdom of Ryn
the forest, seen by some as a more pressing and immediate threat. and through them, Umbrey and the Khardic Empire beyond.
Rhul was formidable, but it had shown little inclination to expand In this period of open trade with human nations, many traders
beyond its inhospitable mountains. marveled at the fine craftsmanship on display and were taken
aback by the impressive fortifications keeping them from
Master builders of House Aiesyn, a house legendary for the skill
venturing deeper into Ios.
of its stoneworkers and architects, designed the Gate of Mists,
following the traditions of Lyossan fortresses and the sage Merchants from the trade houses of Ios had their own pavilions
advice of the generals of the great houses of the day. Aiesyn’s and chambers in the vast complex and met with their human
architects oversaw the construction effort and led work crews, counterparts to discuss trade, giving them a glimpse of how the
though much of the actual labor fell to a coalition of citizens elves lived. A few carefully vetted emissaries were allowed to
from dozens of lesser houses. Iosans brought thousands of tons venture deeper, always under guard, to witness the full majesty
of cut stone harvested from the mountains surrounding Mount of Ios. Great care was taken that the humans never caught sight
Shyleth Breen to the site, along a now-forgotten road known of the abandoned streets of cities like Issyrah, however. The
as Nyssor’s Path. Whole villages sprang up along the road to elves kept a secret of their dwindling population. Humanity
accommodate the needs of the workers who toiled day and could never learn of the Malaise or of the gradual decline of the
night to deliver the supplies to the construction site. Iosan people.

Construction took ten thousand builders just over five years The great conflict at Issyrah against the rampaging dragon
to complete. During that time, teams of workers expanded the Ethrunbal would soon have devastating consequences for the
Knot, the main road through Ios, connecting the Gate of Mists masters of the Gate of Mists. When the alarm was raised at the
to the sites of what would be nearby Issyrah to the northeast emergence of this dragon from below that city, House Rhyslyrr
and later to Iryss deeper in the interior. During construction, was the nearest and therefore first Great Military House to
the Iosans observed the gradual spread of the numerous tribal respond in strength. While heroic, this battle served to decimate
communities in the plains to the west of the Mistbough Forest, an entire generation of the house’s soldiery. After Issyrah was
occupying what is now eastern Llael. reduced to slag and ruin by the dragon, it essentially became
a memorial for the Iosans lost there. It would be decades
The humans of what would one day become Llael were still,
before House Rhyslyrr recovered its former strength, leaving it
by Iosan standards, a loose rabble of primitives, but they were
reluctant to engage in more recent conflicts like the Iosan civil
already numerous and violent. In due time, the Gate of Mists’
war called the War of the Houses, from which Rhyslyrr was
defenses grew to include large counter-siege weapons, as well as
notably absent.
cunningly disguised traps deployed throughout the forest west
of the gate to deal with any expeditions from human tribes that The descendants of those Iosans have proven well-suited to
might seek to exploit the natural resources of the Mistbough or defend the structure due to a long history of marksmanship
that became curious about the lands to the east. House Rhyslyrr and skill at arms. It is claimed by the leaders of House Rhyslyrr
was given charge of these efforts, a responsibility it undertook that the Stormfall Archers learned their craft by observing
with grave solemnity. the master archers of the house and that a skilled Rhyslyrr
marksman can pierce an apple hanging from a tree by simply
As human civilization became more sophisticated and its
hearing the branch creak beneath its weight.
weapons of war more formidable, the Gate of Mists became
increasingly critical to the nation’s defense. The complex of Perhaps the defenders at the gate succumbed to hubris, thinking
buildings and outer fortifications was expanded, soon becoming that no force in western Immoren could threaten the Gate of
the largest in Ios, outpacing even Aeryth Dawnguard. By the Mists and the skill of its protectors. In a way they were correct,
time first contact between humans and Iosans was made, for when Ios’ borders were violated by invaders from beyond,
the elves stood ready with an impressive display of force to they did not manage their entry here.
discourage intrusion.
In 608 AR, under the guidance of ancestral spirits, Supreme
This effort was largely successful. Ios became known as an Archdomina Makeda of the Skorne Empire initiated a campaign
impenetrable nation, and few dared to cross beyond its borders. against Ios. While her trusted general Tyrant Xerxis assaulted
A few ambitious warlords attempted to make shows of force Aeryth Dawnguard to the northeast, and her own force
at the Gate of Mists, but their primitive weaponry proved advanced on the Twilight Gate near Mount Shyleth Breen, she
inadequate against the outer walls. Other than a few minor commanded a massive force led by Dominar Rasheth and Lord
skirmishes with determined human interlopers, the Gate of Arbiter Hexeris to threaten the Gate of Mists. Over a period of
Mists endured no major conflicts for most of its existence. Even months, the commanders put the skill of the defenders to the
the Orgoth conquerors were unwilling to commit an invasion test in prolonged siege warfare that relied on the immense cadre
force to Ios. of Rasheth’s titans, siege beasts from the east, and the utter
ruthlessness of the lord arbiter.

No Quarter PRIME 29
HOSTILE TERRITORY

This attack was a feint but one of great importance, intended to vanished goddess close to their hearts, and many structures
ensure that the Iosan defenders could not muster in strength have small shrines devoted to her memory.
against Makeda. It proved to be incredibly effective. The skilled
A matched pair of inner gates stand on the northeastern side of
archers and riflemen of House Rhyslyrr received reinforcement
the Gate of Mists. A section of the Knot runs through the center of
from the Homeguard Coalition, great military houses, and the
the Gate of Mists, connecting these inner and outer gates. There
Retribution of Scyrah. Rasheth and Hexeris kept this larger
are high walls on either side of the roadway, with dozens of firing
force occupied with frequent assaults on the Gate of Mists, even
loops and shielded positions for heavy cannons. These interior
managing to cause significant structural damage to several of
positions are mostly abandoned now, with the bulk of defenses
the peripheral defensive towers. More important, their attack
focused on the southern and western walls of the compound.
occupied enough of the Iosans’ military strength that the more
remote Twilight Gate could be breached, paving the way for
invasion of the Iosan interior. Through all this, the defenders of
the Gate of Mists remain resolutely proud that the breach was
CURRENT AFFAIRS
not managed through their territory. Following the Iosan victory against the skorne invaders, the
Gate of Mists has once again become critical to the nation’s
defense. Rather than a simple barrier to the west, it is now
GEOGRAPHY a staging point for much of the western Mistbough Forest.
Houseguard patrols regularly set out from the compound in
The Gate of Mists is much more than a simple gate and barrier
search of skorne reconnaissance patrols around the keeps in
walls. It is a full-fledged military city that controls access to the
the southern Iosan mountains that they retained after the war.
Knot and is populated by many thousands of Iosans ready to
So too does the Retribution of Scyrah maintain a significant
fight and die in its defense.
presence here. The Gate of Mists is a valuable asset from which
Several small outposts line the road to the gate through the the Retribution can muster larger forces before operating in
western Mistbough Forest. These outposts are considered part human lands, and many of the soldiers stationed there are ideal
of the gate and are manned by its garrison. Homeguard soldiers candidates for radicalization and indoctrination into the sect.
stationed at the outposts act as a warning system in the event
The damage the Gate of Mists suffered from the skorne attacks
of an attack, sending out swift riders and signal beacons before
was swiftly repaired, at no small expense in terms of labor and
evacuating back to the main compound or fading into the forest.
resources. The soldiers who perished in this fighting were also
The western approach to the Gate of Mists is the best defended. replaced, including among them those who have sworn oaths to
The walls bristle with massive arcanikal energy cannon the Retribution of Scyrah.
batteries and have dozens of high watchtowers. Massive field
generators located near the main walls produce defensive
fields similar to those of Shyeel myrmidons, designed to rob an
invader’s artillery of strength in the event of a full-scale assault.
All along the gate’s walls are numerous firing positions for
the expert riflemen and archers of House Rhyslyrr, as well as
firing ports on the wall surfaces, their openings concealed by
cunning stonework. In the event of a siege, these ports allow
sharpshooters to fire down at the base of the wall to pick off
sappers and ladder crews from safety.
The most prominent and significant feature of the location
are the main gates themselves. Rising hundreds of feet from
the forest floor, each is clad in metal and treated with ancient
Lyossan techniques to increase its durability. Since Ios cut off
communication and trade with the outside world at the outset
of its civil war, the main gates have remained sealed, but many
smaller sally ports along the perimeter wall allow soldiers to
pass through the fortress.
Within the outer wall lies an expansive compound of defensive
structures, garrison buildings, and arcanist workshops. The
Gate of Mists is a fully functioning, self-sufficient city, with its
own dedicated artisans and agriculture to support the needs
of its occupants. Each major house contributes a small portion
of its own resources to the garrison as part of a yearly tithe.
This tithe occurs after the first sundown of the new year, out of
respect for Ayisla, the Nis-Arsyr of Night and Watcher of the
Gates of Lyoss. The Rhyslyrr soldiers garrisoned here hold that

30 No Quarter PRIME
HOSTILE TERRITORY SCENARIO

EXCESSIVE FORCE by Will Hungerford

Fornax drew near enough to see the gleaming walls of the Gate of Mists. Special Rules
Elves atop the wall looked like white insects in their armor as he crept
closer, prompting his Venators to follow suit. They were all skilled Force Field Generator
marksmen, chosen to join the war party because of the tally of foes they
This scenario uses the Force Field Generator terrain feature. This
claimed during the war with Ios. The next patrol to leave the fortress
terrain feature is a 4˝-diameter circle, the entire base of which
would fall prey to his cunning ambush as they were nearly in range.
counts as an obstruction.
As they moved, a Venator cried out. Next to her a small device erupted
Each Generator projects a Force Field that severely reduces the
from the soft forest soil. It shot up to the height of a Cyclops with a burst
potency of all ranged and magic attacks around each Generator.
of light, and then detonated in a flash of arcane fire.
When a model declares a target of a magic or ranged attack, draw
This is unjust, Fornax thought mournfully as the Void claimed him. an imaginary line from the center of the attacking model directly
to the center of the target of the attack. If the line passes within 5˝
Gameplay Overview of any Generator, the attack rolls one less damage die.
Excessive Force is a team scenario pitting Iosan Defenders against
Invaders seeking to breach the Gate of Mists. The Gate of Mists is
Force Mine Field
well defended, thanks to a series of Force Field Generators that This scenario also uses the Force Mine Field terrain feature.
completely neutralize any dedicated artillery or ranged offensive, This terrain feature should be no larger than 5˝ × 5˝ and can be
as well as pockets of deadly Force Mine Fields that will obliterate irregularly shaped. The entire base counts as rough terrain.
any infantry attempting to shut down the Generators. Any force
When a model enters a Force Mine Field, there is a chance it will
attempting to invade the Gate of Mists must be prepared to suffer
set off one of the mines. The Defender immediately rolls a d6,
grisly losses.
and on a roll of a 5 or 6, a mine is set off. The model that set off
the mine suffers a POW 12 magical damage roll , is pushed
Setup d6˝ directly away from the center of the Force Mine Field terrain
feature, and ends its Normal Movement immediately.
Team Composition & Army Building
This scenario is played with four players, evenly separated into Destroying the Generators
two teams: Defenders and Invaders. Players can either agree The Invaders’ only hope to destroy the Force Field Generators is
or randomly decide who will be Defenders and who will be to use the Iosans’ own technology against them.
Invaders. Each player creates a 50-point army. Players treat their
teammate’s models as friendly models but not friendly Faction An Invader model within a Force Mine Field can forfeit its
models, even if they are the same Faction. Combat Action to pull a mine out of the ground. Place a mine
token next to the Invader model. If a model carrying a mine token
Players on the same team take their turns simultaneously, treating is destroyed or removed from play, the token is removed from
their simultaneous turn as a single game turn with respect to the the table.
duration of spells and effects. The Defenders are the first players,
deploying and taking their turn first. A model carrying a mine token can forfeit its Combat Action while
in contact with a Generator to sabotage it with the stolen mine.
Terrain Placement & Deployment When it does so, place the model’s mine token on the Generator.
A Generator can have any number of mine tokens placed on it.
Place three Force Field Generator terrain features (see Special Rules)
on the table. Place the first Generator in the center of the table. Next, At the end of each turn, the Invader rolls a d6 for each Generator
place a Generator on each side of the first one, centered 24˝ from both that has one or more mine tokens on it. Add 1 to the roll for each
teams’ table edges and 12˝ from a side table edge, to create a straight mine token on the Generator being rolled for. On a roll of a 6 or
row of Generators running across the middle of the table. higher, the Generator is destroyed and removed from the table. If
the roll is less than 6, the mines detonate harmlessly. After all rolls
The Defenders then place three Force Mine Fields (see Special have been made for Generators with mine tokens, all mine tokens
Rules) on the table. These must be placed in the Invaders’ half of that were placed on the surviving Generators are removed from
the table and completely within 10˝ of any Force Field Generator. the table.
Finally, each team takes turns placing a single piece of terrain
anywhere completely within their half of the table until there are Victory Conditions
six additional pieces of terrain on the table. No terrain feature can
The Invaders win if all three Generators are destroyed.
be placed within 3˝ of another terrain feature, with the exception
of trench templates. The Defenders win if all enemy warcasters and warlocks are
destroyed or removed from play.
Both teams use standard deployment rules (7˝ deployment for
the Defenders, 10˝ for the Invaders).

No Quarter PRIME 31
HOSTILE TERRITORY

BUILDING IOSAN DEFENSES


by Danny Samuels

The Gate of Mists is as imposing as it is impenetrable. Since its construction, it has never been
breached, and even its outer defenses are formidable, with perilous mine fields thwarting
enemy advances and force field generators dulling enemy firepower. Follow these steps to
build your own Iosan defenses, perfect for the “Excessive Force” scenario.

1a 1b
TOOLS & MATERIALS
Formula P3 Brown/
FORCE FIELD GENERATOR
Aluminum Putty
Formula P3 Clippers
STEP 1: CREATE THE GENERATOR
Formula P3 File Set 1a) Arrange and clean parts with a hobby file.
Formula P3 Hobby Knife 1b and 1c) Fill the recess behind the large
Formula P3 Super Glue gauntlet parts with brown/aluminum putty, then
Jeweler’s saw glue them to the wooden sphere with super glue.
Ruler Try to space the three gauntlet parts evenly.
Sandpaper 1c 1d 1d) Glue the gun part to the top of the sphere with
Styrene strip (.020˝ × .060˝ super glue.
and .020˝ × .100˝) 1e) Cut three 1˝ pieces of .020˝ × .100˝ strip
Wood or styrene base styrene. Then cut six ¾˝ pieces of .020˝ × .060˝
1½˝ wooden sphere (from strip styrene. Glue these on the bottom of the
craft store) sphere, spacing them evenly between the gauntlet
Parts from Hypnos bits. Put the 1˝ strips in between the ¾˝ strips.
(PIP 35045):
* 0504 A Large Gauntlet × 3 STEP 2: CREATE THE BASE
* 0504 B Gun 2a) Cut a 4˝-diameter base from your chosen
* These parts are
1e 2a material and carefully bevel the edges with your
available in the Privateer hobby knife and sandpaper.
Press Online Store.
2b) Glue the force field generator to the middle
of the base with super glue. Add some interest
to your base with small rocks and your preferred
basing material. Now it’s time to get your paint on!

2b

32 No Quarter PRIME
1a 1b
TOOLS & MATERIALS
FORCE FIELD mine Formula P3 Clippers
STEP 1: CREATE THE MINES Formula P3 Hobby Knife
Formula P3 Modeling Drill
1a and 1b) Use a jeweler’s saw to carefully
Formula P3 .50 mm Pinning
remove the red-shaded parts from the Fane Knight Expansion
Mounted Weapon. You will want one of part A and
Formula P3 Super Glue
five of part B.
Jeweler’s saw
1c) Use your pin vise to drill a .5 mm hole on the Ruler
bottom of part B and then glue in a thin brass pin. 1c 2a Sandpaper
Cut this at about ¾˝.
Wood or styrene base
STEP 2: CREATE THE BASE Parts from Fane Knight
Skeryth Issyen
2a) Cut a base no larger than 5˝ × 5˝ and bevel (PIP 35026):
the edges with your hobby knife and sandpaper. * 0443 H Fane Knight
Mounted Weapon ×6
2b) Glue your landmines down to the base and
pin in the floating mine. Add some interest to your * These parts are
available in the Privateer
base with small rocks or whatever else you see fit.
Press Online Store.
Get creative!
2c) Add sand or any other preferred basing 2b 2c
material and then get your paint on!
With these defensive terrain features, you’re ready
to defend Ios from would-be invaders!

Early prototypes of Slythnyr “Four-Fingers” Wyshnalyrr’s self-


propelled arkantrik mines were known for their temperamental
trigger mechanisms.

No Quarter PRIME 33
AFTER ACTION REPORT

THE ARMORED CORPS CID


by Will Pagani

Inexorable and powerful as a glacier, the Man-O-War steam into battle! The Armored
Corps CID is here, bringing new versatility to the iconic Khadoran heavy infantry. Sorscha
Kratikoff herself steps forward to lead these Man-O-War, while new heroes bring old units
more combat capability than ever before. The Siege and Assault Chariots bring surprising
speed to the normally ponderous armored group, while the Tankers lay down withering
firepower. Here’s how these new models evolved in the CID process and where their final
versions landed.

Sergeant Dragos Dragos was one of our more contentious models during the
cycle, changing rather substantially over the two-week period.
Dragadovich While many people had different ideas of what they thought
the Demolition Corps should be, we ended up with a unit that
Dragos started out as a quite different concept from where
was quite formidable in melee but had to receive assistance to
he ended. Starting with the Teamwork once-per-game ability,
avoid opposing ranged attacks. The addition of Shatter to their
Demolition Corps hit harder and more accurately than ever
ice maul, combined with its existing Critical Freeze rule, gave
before. The community found this very bland, however, and
it a swingy but powerful damage increase. It also made them
was not excited by the option put forward by the development
very synergistic with certain warcasters, like the Sorschas, who
team. We reimagined the model and created a new idea for him:
have various tools to set up the Demolition Corps for a massive
he will do anything for the Motherland! This new direction
damage turn against your opponent’s models.
brought about a new and unique once-per-game ability: Bond
of Brotherhood. It allows models in his unit to encourage, aid,
and help each other in a time of need. This is represented by the
ability to spread damage out among the unit’s troopers.

34 No Quarter PRIME
Kommandant SorScha KratiKoff 2018 v1 Kommandant SorScha KratiKoff
KHAdOR MAn-O-WAR WARCASteR

SORSCHA 3 SORSCHA 3
SPD STR MAT RAT DEF ARM CMD Field Marshal [Flank Man-O-War] – Warjacks in this model’s
4 9 7 6 12 18 9 battlegroup gain Flank [Man-O-War]. (When a model with Flank
[Man-O-War] makes a melee attack against an enemy model in the
melee range of a friendly Man-O-War model, the model with Flank
gains +2 to attack rolls and gains an additional damage die.)
CAnnOn repairable – This model can be targeted with Repair special actions
RNG ROF AOE POW as if it were a construct model.
12 1 3 13 stOrM’s eMbrace – While in this model’s command range, friendly
Faction models gain concealment.
CAnnOn
FROStFAng arcing Fire – When attacking with this weapon, this model can
RNG POW P+S ignore intervening models except those within 1˝ of the target.
2 7 16
FROStFAng
critical sMite – On a critical hit, the model hit can be slammed d6˝
directly away from this model. If the model hit has a larger base than
the attacking model, it is moved only half the distance rolled. The
FOCuS POW of collateral damage is equal to the STR of this model.
Freeze – A model hit by this weapon becomes stationary for one
6 round unless it has Immunity: Cold .

DAMAGE

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

Man-O-War
+28 C All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

Kommandant SorScha KratiKoff 2018 v1 Kommandant SorScha KratiKoff Bombardier


SPELLS
Iron Flesh
COST RNG AOE POW DUR OFF
2 6 – – UP no
Feat: DeaD oF Winter Officer
Man-O-War Bombardiers are one
Target friendly Faction warrior model/unit gains +2 ARM and
does not suffer blast damage. Models are not affected while out of With the power of winter’s fury, Kommandant Sorscha
formation. Kratikoff calls down vortices of snow and ice to blanket the

stoke the FIres 1 6 – – rnD no


battlefield, turning flesh black with frostbite and binding of my personal favorite units.
the joints of enemy warjacks.
Target friendly Faction warjack gains +2 SPD and Countercharge.
Stoke the Fires lasts for one round. (When an enemy model advances
Their theme is so appealing to
Place d3 + 3 3˝ AOE cloud effects anywhere completely
and ends its movement within 6˝ of a model with Countercharge and
in its LOS, the model with Countercharge can immediately charge it.
in Sorscha’s control range. These AOEs remain in play me; people in giant suits of armor
A model can use Countercharge only once per round and not while
engaged.)
for one round. A model without Immunity: Cold
suffers 1 point of cold damage for each Dead of wielding grenade launchers
WInD rUsh 2 selF – – – no
Winter AOE it enters or ends its activation within. with underslung chainsaws is
The spellcaster can immediately make a full advance and gains +2 DEF
for one round. Wind Rush can be cast only once per activation. everything I want in a unit. This
WInter’s Wrath 3 8 4 14 * Yes officer was basically unchanged
Winter’s Wrath causes cold damage . Models hit becomes
stationary for one round unless they have Immunity: Cold . since the cycle began. Players
seemed to really enjoy the
options it brought to the unit,
giving it a nice suite of abilities
to deal with opposing counter-
play. Quick Work makes the
unit difficult to jam in melee,
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved.
while Clear Cut lets it move
through rough terrain and gives
All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

it a unique space in a Man-O-


Man-O-War BOMBardier Officer
KhadOR COmmand attaChmEnt
2018 v1 Man-O-War BOMBardier Officer War army. Its once-per-game
AttAchment [mAn-O-WAr BOmBArdiers] – This attachment can be
ability, Support Fire, allows
OFFICER
SPD STR MAT RAT DEF ARM CMD
added to a Man-O-War Bombardier unit. Bombardiers to rain down a truly
frightening amount of firepower
4 9 8 7 10 16 9 OFFICER
GrAnted: cleAr cut – While this model is in formation, models in

on the opposing army if left


its unit that are in formation gain Pathfinder when making a full
advance.
GREnadE CannOn
RNG ROF AOE POW repAirABle – This model can be targeted with Repair special actions
as if it were a construct model. unmolested. In the end, the main
12 1 3 14
suppOrt Fire – This model can use Support Fire once per game at
any time during its unit’s activation. This activation, models in its
changes to the unit (and officer)
ChaIn BladE
unit gain Dual Shot. (If a model with Dual Shot uses its Normal
Movement to aim, it can make one additional ranged attack this
were an increase to RNG 12 on
RNG
1
POW
4
P+S
13
activation.)
tActics: Quick WOrk – Models in this unit gain Quick Work. (When
their cannons and a slight RAT
a model with Quick Work destroys one or more enemy models with a
melee attack during its Combat Action, immediately after the attack
bump up to 6 (7 for the officer),
is resolved the model with Quick Work can make one basic ranged
attack.)
giving a solid consistency and
GREnadE CannOn accuracy bump to the unit.
ArcinG Fire – When attacking with this weapon, this model can
ignore intervening models except those within 1˝ of the target. These changes really let the
ChaIn BladE Bombardiers shine.
criticAl shred – On a critical hit with this weapon during this
model’s Combat Action, after the attack is resolved this model can
make one additional attack with this weapon against the model hit.

DAMAGE

PC FA Illus. by Néstor Ossandón © Privateer Press, Inc. All Rights Reserved.


5 3 All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

No Quarter PRIME 35
AFTER ACTION REPORT Sergeant DragoS DragaDovich
KHADOR MAn-O-WAR COMMAnD AttACHMent
2018 v1 Sergeant DragoS DragaDovich
DRAGADOVICH 1 AttAchment [mAn-O-WAr DemOlitiOn cOrps] – This attachment can
SPD STR MAT RAT DEF ARM CMD
be added to a Man-O-War Demolition Corps unit.
4 9 8 5 10 16 8 DRAGADOVICH 1
BOnD Of BrOtherhOOD – This model can use Bond of Brotherhood
once per game at any time during its unit’s activation. For one round,
when a model in this unit is damaged by an enemy attack while in
ICe MAul formation, you can choose one or more models in this unit to suffer
RNG POW P+S any amount of that damage instead, divided as you choose. A model
2 7 16 cannot suffer more damage as a result of Bond of Brotherhood than it
has unmarked damage boxes.
GrAnteD: VenGeAnce – While this model is in formation, models
in its unit gain Vengeance. (During your Maintenance Phase, if one
or more models in a unit with Vengeance were damaged by enemy
attacks during the last round, each model in the unit can advance 3˝
and make one basic melee attack.)
repAirABle – This model can be targeted with Repair special actions
as if it were a construct model.
tActics: DefensiVe line – Models in this unit gain Defensive Line.
(While B2B with one or more models in its unit, a model with
Defensive Line gains +2 DEF against melee attacks and cannot
become knocked down.)
ICe MAul
criticAl freeze – On a critical hit, the model hit becomes stationary
for one round unless it has Immunity: Cold .
shAtter – This weapon gains an additional damage die against
stationary models.

DAMAGE

PC FA Illus. by Néstor Ossandón © Privateer Press, Inc. All Rights Reserved.


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

Kommandant atanas arconovich & standard 2018 v1 Kommandant atanas arconovich & standard
KHAdOR MAN-O-WAR UNIt

ARCONOVICH 1 ARCONOVICH 1
SPD STR MAT RAT DEF ARM CMD Battle Plan – This model can use one of the following plans at any
4 9 8 6 10 16 10 time during its activation. A friendly Faction model/unit can be
affected by only one plan each turn.
• Heroic call – RNG 5. Target friendly Man-O-War model/unit.
If the model/unit is in range, it gains Tough . Models are not
HANd CANNON affected while out of formation. Heroic Call lasts for one round.
RNG ROF AOE POW
• relentless tide – RNG 5. Target friendly Man-O-War model/
12 1 — 12 unit. If the model/unit is in range, it gains Relentless Charge for
one turn. (While advancing as part of a charge, a model with
Relentless Charge gains Pathfinder .)
GREAt SWORd • Unstoppable FUry – RNG 5. Target friendly Man-O-War model/unit.
RNG POW P+S If the model/unit is in range, it gains Retaliatory Strike. Unstoppable
2 6 15 Fury lasts for one round. (If a model with Retaliatory Strike is hit

Man-O-War by a melee attack made by an enemy model during your opponent’s


turn, after that attack is resolved the model with Retaliatory Strike can
immediately make one basic melee attack against that model. A model

Suppression
StANdARd BEARER can make one Retaliatory Strike per turn.)
SPD STR MAT RAT DEF ARM CMD
repairable – This model can be targeted with Repair special actions
4 9 7 5 10 16 7 as if it were a construct model.

Tanker GlAdIUS
tactician [Man-o-War] – While in this model’s command range,
friendly Man-O-War models can ignore other friendly Man-O-War
models when determining LOS. Friendly Man-O-War models can
RNG POW P+S advance through other friendly Man-O-War models in this model’s
The Suppression Tanker started 1 4 13 command range if they have enough movement to move completely
past them.
the cycle as a very powerful anti- STANDARD BEARER
infantry piece that threatened ARCONOviCh’S DAMAGE repairable – Seeabove.
standard bearer – While this model is within 5˝ of its unit
light warjacks, warbeasts, STANDARD BEARER’S DAMAGE
commander, the unit commander gains +2 CMD.

and ’casters alike. After many


FA Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved.
iterations of tuning and trying PC Arconovich & Standard Bearer 7 All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.
C

different rules, including range


changes, RAT and POW changes, Man-O-War SuppreSSiOn Tanker 2018 v1 Man-O-War SuppreSSiOn Tanker
and even modifying its special
KhAdoR Solo

attack, we ended up almost TANKER TANKER


SPD STR MAT RAT DEF ARM CMD Bulldoze – When this model is B2B with an enemy model during

back where we started. We tried 4 9 7 6 9 17 5 its Normal Movement, it can push that model up to 2˝ directly away
from it. A model can be pushed by Bulldoze only once per activation.
different variations of the model
Bulldoze has no effect when this model makes a trample power attack.
RepaiRaBle – This model can be targeted with Repair special actions

with and without its defining


VollEy GuN as if it were a construct model.
RNG ROF AOE POW
VollEy GuN
rule, Volley Fire, which gives
10 d3 — 10
CoveRing FiRe (★ aCtion) – Place a wall template anywhere
completely within this weapon’s RNG and this model’s LOS, ignoring
boosted attack rolls against intervening models. A model entering or ending its activation in the
ShiEld template suffers a damage roll with POW equal to the POW of this
warrior models, but we ended up RNG POW P+S weapon. The template remains in play for one round. If this model
0.5 3 12 is destroyed or removed from play, immediately remove the template
leaving the rule on the Tanker from play.

and reducing the POW of its


Full Blast (★ attaCk) – This weapon becomes RNG SP 8 and
POW 14 for this attack.

ranged attacks to 10 for normal volley FiRe – This weapon’s attack rolls against warrior models are
boosted.
shots and 14 for its special attack.
The result was a much more
consistent anti-infantry model.

DAMAGE

PC FA Illus. by Néstor Ossandón © Privateer Press, Inc. All Rights Reserved.


6 2 All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

36 No Quarter PRIME
Man-O-War Strike tanker 2018 v1 Man-O-War Strike tanker
KhAdoR Solo

TANKER TANKER
SPD STR MAT RAT DEF ARM CMD
4 9 7 6 9 17 5
Bulldoze – When this model is B2B with an enemy model during
its Normal Movement, it can push that model up to 2˝ directly away
from it. A model can be pushed by Bulldoze only once per activation.
Man-O-War
Strike Tanker
Bulldoze has no effect when this model makes a trample power attack.
dual attack – This model can make melee and ranged attacks in the
Slug CANNoN same activation. When this model makes its initial melee attacks or
RNG ROF AOE POW a power attack, it can also make its initial ranged attacks. This model
12 1 — 8 can make ranged attacks even while in melee. The Strike Tanker found a home
RepaiRaBle – This model can be targeted with Repair special actions
as if it were a construct model. pretty quickly for most players.
While it was not nearly as
ShiEld Slug CANNoN
RNG POW P+S aRmoR-pieRcing – When calculating damage from this weapon, halve
ubiquitous as the Suppression
0.5 3 12 the base ARM stats of models hit.
gRievous Wounds – A model hit by this weapon loses Tough and
cannot have damage removed from it for one round. Tanker, some players found
siege Weapon – This weapon gains an additional die to its damage
rolls against huge-based models. certain warcasters ran the Strike
Tanker very well—specifically,
warcasters that could increase
the Strike Tanker’s damage
output (Butcher 1 and Sorscha 2
come to mind). With the Strike
DAMAGE
Tanker being caught up in some
of the changes to the Suppression
PC
5
FA
2
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved.
All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc. Tanker, it also went through
a few iterations and ended up
Man-O-War Siege ChariOt almost identical to how it started,
KHAdOR BATTlE EnGInE
2018 v1 Man-O-War Siege ChariOt just a point lower in cost.
SIEGE CHARIOT SIEGE CHARIOT
SPD STR MAT RAT DEF ARM CMD Dual attack – This model can make melee and ranged attacks in the
7 9 7 6 9 19 10 same activation. When this model makes its initial melee attacks or
a power attack, it can also make its initial ranged attacks. This model
can make ranged attacks even while in melee.
line Breaker – This model gains an additional die on impact attack
HEAvy Gun rolls.
RNG RoF AoE Pow
repairaBle – This model can be targeted with Repair special actions
10 1 — 20 as if it were a construct model.
— reposition [3˝] – At the end of an activation in which it did not run or
fail a charge, this model can advance up to 3˝, then its activation ends.
MOunT smoke launchers – This model can use Smoke Launchers once per
RNG Pow activation at any time. Place one 3˝ AOE cloud effect completely
0.5 15 within each of this model’s fields of fire and completely within 5˝ of
this model. The AOEs remain in play for one round.

HEAvy Gun
smite – A model directly hit by this attack can be slammed d6˝
directly away from this model. The POW of collateral damage is
equal to the POW of this weapon.
MOunT
knockDown – When a model is hit by an attack with this weapon, it
becomes knocked down.
trampling hooves – This model can make charge attacks with this
weapon in addition to making impact attacks.

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DAMAGE 15 2 All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

Man-O-War assault ChariOt 2018 v1 Man-O-War assault ChariOt


KHAdOR BATTLe engIne

ASSAULT CHARIOT ASSAULT CHARIOT


SPD STR MAT RAT DEF ARM CMD Dual attack – This model can make melee and ranged attacks in the
7 9 7 6 9 19 10 same activation. When this model makes its initial melee attacks or
a power attack, it can also make its initial ranged attacks. This model
can make ranged attacks even while in melee.
line Breaker – This model gains an additional die on impact attack
BARRAge gUn rolls.
RNG RoF AoE Pow
repairaBle – This model can be targeted with Repair special actions
10 d3+1 4 12 as if it were a construct model.
— reposition [3˝] – At the end of an activation in which it did not run
or fail a charge, this model can advance up to 3˝, then its activation
MOUnT ends.
RNG Pow BARRAge gUn
0.5 15
HigH-explosive – Blast damage caused by this weapon is POW 10.
— MOUnT
knockDown – When a model is hit by an attack with this weapon, it
becomes knocked down.
trampling Hooves – This model can make charge attacks with this
weapon in addition to making impact attacks.

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


DAMAGE 14 2 All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

No Quarter PRIME 37
AFTER ACTION REPORT

Kommandant Kommandant Atanas


Sorscha Kratikoff Arconovich & Standard
Sorscha in Man-O-War armor. This model presented interesting Similar to the Skorne Tyrant Commander & Standard, this
development challenges: how do you meld the classic traits of two-model unit provides great utility for any Armored Corps
this venerable character with the new twist of putting her in force—and backs it up with a serious punch. Each of the three
heavy, ponderous armor? Sorscha has always been associated battle plans available provide excellent flexibility to the Man-O-
with her speed and her mastery of winter magic, and of course War. Arconovich is a shining example to other Man-O-War and
her iconic weapon, Frostfang. Over the course of her career, should be a leader of the army he is included in.
Sorscha evolved from a deadly melee assassin to a formidable
Arconovich is another model that did not see a significant
infantry leader who was capable of getting wherever she needed
number of changes during the cycle, but what did change had a
to be in a hurry. The newest version of Sorscha represents
rather large impact on the theme force as a whole. He started the
her continued evolution as a battlefield leader, now excelling
cycle with the Veteran Leader rule, increasing the attack stats
at leading a combined-arms force of Man-O-War and heavy
of all Man-O-War in his considerable command range. Players
warjacks. This iteration of Sorscha has elements of her previous
showed that this attack-stat increase was excessive and created
versions but also new elements that synergize very well with
an army that hit too consistently for what we were looking for
the Armored Corps theme force. Sorscha 3 maintains her
out of Man-O-War. It ended up being traded out for Tactician
signature spell, Wind Rush, and she still wields Frostfang. Rules
[Man-O-War], increasing the mobility of the army and making it
like Storm’s Embrace reflect Sorscha’s roots, while rules such as
a little easier on players to execute their strategies.
Field Marshal [Flank Man-O-War] reinforce her new role in the
Khadoran Army.
Sorscha 3 brings a unique and interesting take on the Armored
Man-O-War Assault Chariot
Corps theme force. Whereas most warcasters will want to cram The Assault Chariot, much like the Suppression Tanker, is
as much Man-O-War goodness into their army as possible, meant to clear out opposing infantry. Having the choice of the
Sorscha prefers a mixed list combining both Man-O-War and fast and mobile Chariot or the slow and lumbering Suppression
warjacks to great effect. At the beginning of the cycle, Sorscha’s Tanker was something players seemed to enjoy. Also, like the
spells Stoke the Fires and Winter’s Wrath cost 2 and 4 focus, Suppression Tanker, the Assault Chariot saw several rules
respectively. Because of this, the testing feedback revealed that changes during CID and was tested with some very powerful
Sorscha 3 was starved for focus and could not properly function anti-infantry abilities, including the Volley Fire rule from the
as a we wanted her to. Thanks to that feedback, we reduced Suppression Tanker. In the end, the Assault Chariot didn’t
the cost of these two spells by 1 each to change significantly; it picked up a little size on its AOE attacks
allow her a little more flexibility and a small RAT bump to 6. These changes let it fulfill its role
on the table. By the second while not being overly consistent or too threatening to enemy
week of testing, players warcasters or warlocks.
found this to be a much
more exciting and
dynamic warcaster,
Man-O-War Siege Chariot
and we ended up The. Biggest. Gun. Ever. The Siege Chariot is a difficult model
where we wanted. to balance because of how powerful its single ranged attack
is. It started as a less-taken option during the cycle, but upon
increasing its RNG and RAT slightly and giving the model a
little more flexibility in how it can place its smoke templates,
the model found its niche. The Siege Chariot found a home with
warcasters that can really protect it or project its threat deep into
the opposing army; for example, Strakhov 1 and Kozlov 1 both
utilize it quite well.

38 No Quarter PRIME
LEGACY MODELS
Kommander Lost Inaccurate and
Minimum Range Victor Decreased
AnDrei Malakov Point Cost

Kommander Andrei Malakov was a warcaster we wanted to see


shine with Man-O-War, and changing just a few things really
opened him up to this theme force. Removing the battlegroup
restriction on his feat allows Malakov to lead a very “tricky”
style of Man-O-War list. Adding the spell Open Fire gave him an
incentive to run warjacks like the Victor, which is another model
that received significant upgrades during this cycle.

Victor
The Victor received some rather impactful changes during this
cycle. Dropping a whopping 4 points, losing the Inaccurate and
Minimum Range rules, and getting an increase to the range of Increased
Range
its secondary weapons should make it a much more attractive
and compelling choice.

BERSERKER, RAGER, MAD DOG


These three warjacks were all modified in the same way. After
some changes to this chassis a year ago, they all fell out of favor.
We hope this update will once again give them a spot in Khador
armies. These are the cheapest warjacks in the Faction, and
balancing them has been quite a difficult task. When you have
a model that is in the 8-10 point range that is also as durable as
these heavy warjacks can be, it’s very important to keep an eye
on that. This is where the Mad Dog got into trouble at the start
of the new edition. Lowering the three warjacks’ points again,
slightly enhancing their combat abilities with an increase in
their MAT, and slightly lowering the number of damage boxes
left us in a place where we feel confident they will not only see
the table again but can flourish with the right warcasters and
army builds.

KHADOR WARJACK POINT COST ADJUSTMENTS

0
-1

-2
-3
-4

beast 09 berserker decimator juggernaut mad dog marauder rager spriggan conquest victor
18 Points 3 8 Points 1 15 Points 1 13 Points 1 8 Points 1 11 Points 1 10 Points 1 17 Points 2 35 Points 2 34 Points 4

No Quarter PRIME 39
Techniques & Textures

PAINTING FUR
FEATURING LOKI
by Lauren Fahey

Techniques & Textures is a series on painting miniatures that focuses on different painting
techniques and how to apply them for specific texture applications. In this edition, we’ll
be exploring drybrushing, side-lining, and freehand painting with a focus on dramatic fur
applications. The model we’ll be showcasing this technique on is Loki.

formula p3 PAINTS USED F ur appears everywhere in the Iron


Kingdoms, from the lining of warm
clothing to the protective fur of great
Armor Wash Gun Corps Brown Sanguine Highlight
shaggy beasts. So, it is essential to have
Bastion Grey Hammerfall Khaki Sulfuric Yellow
several techniques in your toolbox for
Beaten Purple Idrian Flesh Thamar Black painting it, and to that end, we’re going to
Bloodtracker Brown Iosan Green Trollblood Highlight take a look at three different methods you
Brass Balls ’Jack Bone Turquoise Ink can use to achieve a dramatic fur effect
Brown Ink Khardic Flesh Umbral Umber on a heavy warbeast, the warpwolf Loki.
Coal Black Menoth White Highlight Wurm Green Drybrushing and side-lining are best
used on the sculpted fur, and you can
Cold Steel Meredius Blue Yellow Ink
use a simple freehand technique to give
Cryx Bane Base Moldy Ochre
smooth surfaces the illusion of short fur.
Cryx Bane Highlight Molten Bronze
Ember Orange Pig Iron
Gnarls Green Quick Silver
Greatcoat Grey Radiant Platinum
Green Ink Rucksack Tan

40 No Quarter PRIME
1 2a
Step 1: Assemble and Prime
Loki is a fantastically sculpted model consisting
of one large resin body piece, a resin tail, a metal
arm, and a metal arm with a hook. Clean off the
mold lines from the resin with a sharp hobby
knife or scalpel and use files to clean the metal
pieces. Once the model is assembled and on
its base, wash it gently using a toothbrush and
warm, soapy water. Once the model is dry, prime
it with Formula P3 Black Primer. I chose black
since Loki is primarily going to use dark greys,
browns, and metals.

STEP 2: Painting the Fur


2b 2c 2a) Start your painting with the deepest parts of
the model first, as it minimizes the potential for
errors later on. With Loki, this means starting with
the fur. Basecoat his back, legs, and arms with a
1:1 mix of Greatcoat Grey and Cryx Bane Base.
Basecoat his belly and throat with a mix of Bastion
Grey and Cryx Bane Highlight. Making the belly
lighter is consistent with the natural coloring of
real wolves.
2b) Make a wash with Thamar Black, a couple drops
of Mixing Medium, and water. Brush this onto the
back and side of Loki’s mane. Mix a good amount
of Thamar Black into the basecoat used for the back
and the limbs. Blend this into the shadows. For
further shading, blend straight Thamar Black into
the deepest shadows.
2c) To shade the fur on the throat, make a wash
with a mix of Bastion Grey, some of the basecoat
from the back and limbs, Mixing Medium, and
2d water. Liberally brush this onto the shaggy fur
under his chin and neck. Carefully brush some
over the line between the two basecoat colors to
achieve a smoother transition. Using the same
colors but without the Mixing Medium, shade the
muscles of the abdomen. We’re only going to do
one shade here and highlight farther up later on.
2d) Stop here and paint the eyes. Since they’re
set pretty deeply into the face, it’s better to do
them now when mistakes are easy to clean up.
Start by painting the white of the eye with ’Jack
Bone. Paint the circle of the iris first with Thamar
Black, then paint just inside the black with Ember
Orange, leaving a thin outline. In the bottom of
the iris, paint Sulfuric Yellow to make it look as if
light is passing into the iris. Use Thamar Black to
paint the dot of the pupil, and finally add a couple
very small dots of Menoth White Highlight for the
reflective spots in the eye. Clean up any mistakes
around the eye socket with Thamar Black.
2e
2e) Here’s where it starts to get interesting! Begin
the first highlight for the back of the mane by
mixing Bastion Grey with the Greatcoat Grey/Cryx
Bane Base basecoat. Take an old, cruddy brush
with short bristles and pick up some paint. Dab off
most of the paint onto a paper towel until it looks
like the bottom part of the pictured paper towel.
With the mostly dry brush, lightly hit the top
ridges of the fur on the back to deposit the first
highlight. Move the brush perpendicular to the fur
for best effect. Use this drybrushing technique
with a mixture of 1:1 Bastion Grey and Trollblood
Highlight for the first highlight on the throat.

No Quarter PRIME 41
2f
STEP 2: Painting the Fur continued
2f) To make a fur texture where the model surface
is smooth, use a brush with a fine point to make
a series of short, thin lines using the highlight
colors from the previous step over their respective
base colors. Layer up the highlights in smaller
and smaller areas. I don’t do this with the darker
shadows since details are naturally lost with the
absence of light. The picture shows an example of
the type of painted lines plus a small swatch of
the layering effect. Angle the fur in a downward
direction on the model to simulate gravity, building
up enough coverage in the upper areas so the base
color doesn’t show through in the highlights.
2g) To hit the final highlights on the sculpted
fur, I like to use a technique called side-lining to
get really small and precise lines on just the top
edges. For the back mane, take your brush and
pick up some straight Bastion Grey paint. Dab out
the excess so the brush isn’t overloaded with wet
paint. Place the brush perpendicular to the fur
and use the side of the brush to lightly hit the top
ridges with a very thin line of paint.
2h) Continue layering up thin freehand lines for
the fur texture on the smooth areas. The final
highlight for the back and limbs was done using
Bastion Grey. For the belly, the second highlight
was achieved with lines of Trollblood Highlight. A
final small highlight on the chest and abdomen
was done with a 1:1 mix of Trollblood Highlight
and Menoth White Highlight. I applied these two
highlight colors with side-lining on the thick fur of
the chin and throat.
2i) For the final step of the skin and fur, mix Bastion
Grey and Khardic Flesh and apply to the areas of
broken skin around the spikes, in the ear canal, and
around the inside of the lips.
2g 2h

2i

42 No Quarter PRIME
3a 3b
STEP 3: Cloth and Leather
3a) Basecoat the inside of the cape with Iosan
Green.
3b) Shade the cape with Gnarls Green. For the
deepest shadows, mix some Beaten Purple into
the Gnarls Green and blend it in.
3c) For the first highlight of the cape, mix Wurm
Green with Iosan Green. Do a second highlight
with only Wurm Green.
3d) To start the leather, paint the loincloth and
the half-gloves with Idrian Flesh. Paint the edge
of the cape and all the leather straps of the shield
and armor with Bloodtracker Brown. As a precursor
to painting the bronze armor in later steps, use
Bloodtracker Brown to make a brown basecoat on
all the armor pieces.

3c 3d 3e) Shade the loincloth and half-gloves first with


Umbral Umber and then with a mix of Umbral
Umber and a little Thamar Black. For the shade on
the straps, mix half-and-half Bloodtracker Brown
and Umbral Umber. The final shade of the leather
straps is done using straight Umbral Umber.
3f) Highlight the loincloth and the half-gloves
by mixing Idrian Flesh and Rucksack Tan. Do
two further highlights on these areas, first with
Rucksack Tan and then with a mixture of Rucksack
Tan and Moldy Ochre. We want to make sure we
have very dark shadows and high highlights on the
loincloth and gloves since the plan is to use a glaze
of Brown Ink over this leather to give it a different
tone than that of the straps. Finish highlighting the
leather straps first with a mixture of Bloodtracker
Brown and Rucksack Tan. Make a final highlight
using straight Rucksack Tan.

3e

3f

No Quarter PRIME 43
4a 4b
STEP 4: Bronze Armor AND Iron Hook
4a) Basecoat over the armor with Molten Bronze.
The brown undercoat from earlier will help make
this basecoat go on in far fewer layers to achieve
opacity.
4b) Mix Meredius Blue, Wurm Green, a bit of
Molten Bronze, and single drop of Green Ink to
make the base of the green lacquer for the armor.
Thin with a little bit of water and apply this to the
inset surfaces of the armor and shield.
4c) Shade the green of the armor by blending Coal
Black into the shadowed areas. Highlight the green
with a glaze of Brass Balls. The metallic highlight
helps it look more like lacquer.
4d) Mix two drops of Green Ink, one drop of Yellow
Ink, and one drop of Turquoise Ink. Thin this with
water and glaze over the green, being careful not
to let it pool in the corners. Once it’s completely 4c 4d
dry, apply one more thin coat.
4e) Clean up any stray green on the armor with
Molten Bronze. Then, for the shadows, start with a
1:1 mixture of Molten Bronze and Umbral Umber.
For the deepest shadows on the armor, use Umbral
Umber and make sure there’s no shine to the
deepest recesses. Highlight first with a mixture of
Molten Bronze and Brass Balls. Do a final, small
highlight with Brass Balls. Once the model is fully
complete and sealed with a matte sealant spray,
go back with a mixture of Brass Balls and Radiant
Platinum and hit just the highest and brightest
points to reclaim the shine.
4f) Basecoat the hook, chain, and other small
elements on the shield, charms, and cape with
Pig Iron.
4g) Shade the chain with Armor Wash and a little
Thamar Black added for extra pigment. Shade the
other steel parts with a 1:1 mix of Coal Black and 4e
Umbral Umber. Highlight these metals with Cold
Steel. After the model is complete and sealed, hit
the highest points with Quick Silver to get that
really bright glint.

4f 4g

44 No Quarter PRIME
5a 5b
Step 5: Final Details
5a) Paint the cloth strips on the legs, tail, and
shield arm with Hammerfall Khaki. Shade these
with Gun Corps Brown, and then highlight with
a mix of Hammerfall Khaki and Menoth White
Highlight. Basecoat the bone spikes with ’Jack
Bone, then shade with a 1:1 mix of Gun Corps
Brown and Cryx Bane Highlight. Use a mix of ’Jack
Bone and Menoth White Highlight to brighten the
points of the spikes.
5b) Take care of all the final little details. Paint
Loki’s gums with a mixture of Sanguine Highlight
and Khardic Flesh and the teeth with ’Jack Bone
highlighted by Menoth White Highlight. Paint the
wood on the inside of the shield with Gun Corps
Brown, and then shade with a wash made with
Umbral Umber. Hit the claws of the feet and hands
with the same basecoat, shade, and highlight as
the bone spikes from the previous step. Finally,
basecoat the rock with Bastion Grey, shade with
a mix of Bastion Grey and Thamar Black, and then
highlight with Trollblood Highlight.

Give Loki a quick seal with a matte spray, reclaim the shiny highlights on the metals,
and then give him a nice forest setting base. With such a great sculpt to work with,
it’s worth it to spend a little extra time to make Loki an army centerpiece. You can
take these techniques and apply them across so many of the Factions, not just the
ubiquitously furry Circle Orboros. Khador, Trollbloods, Legion of Everblight, and
Farrow Minion models are just a few great places to sharpen these new painting skills!

No Quarter PRIME 45
No Quarter Games

ARCANISTS
by Will Hungerford

DOWNLOAD PRINTER-FRIENDLY CASTING POOLS AT PRIVATEERPRESS.COM/NQP5

46 No Quarter PRIME
Arcanists is a game in which players assume the roles of mighty wizards engaged in deadly
spell duels with their arcane nemeses! Using just a few models from your WARMACHINE or
HORDES collection, you will need to predict your opponent’s every move as you attempt to
overwhelm them with the might of your sorcery. (Note that Arcanists does not use any of the
normal rules for WARMACHINE and HORDES.)

A rcanists is played with two to four players, each using a


single small-based model from the WARMACHINE and FORESIGHT TRACK &
HORDES lines as their arcanist. Games of Arcanists are played
on 30˝ × 30˝ tables with a small amount of terrain. CASTING POOLS
The game is played over several game rounds. Players alternate
activating their models to cast spells each round until all players Foresight Track
have run out of dice to cast with. The Foresight Track acts as both initiative score and a boost to
The game uses six-sided dice to resolve the action and tape each player’s casting capabilities each round.
measures to determine model movement and ranges. When Before the game begins, players take six dice to set up their
moving a model or determining if a model is in range of an initial Foresight Track. Each player adjusts their dice so that the
effect or in range to make an attack, measure from the model’s following values are displayed: 1,2,3,4,5,6. Then, each player
base. A model cannot be placed with its base overlapping secretly arranges their six dice in any order, left to right (use your
another model’s base. hand to cover your dice as you do so). Players should not change
Players use the Foresight system to determine which model the value of any dice as they arrange them. All players reveal
goes first each round and to determine how many extra dice a their arranged Foresight Tracks simultaneously.
player receives to cast spells. The only way to secure victory is The order of the dice in the Foresight Track cannot change unless
to fry the enemy wizard with enough arcane might that they a Spell changes that order.
disintegrate into a pile of glittery ash.
At the start of each round, after players have refreshed their
casting pools, each player takes the leftmost die in their Foresight
STARTing the game Track and removes it. The player with the lowest value on this die
takes the first activation that game round, followed by the player
Each player begins the game by choosing a single small-based with the next lowest value, and so on. In the case of any ties, the
model from their WARMACHINE or HORDES miniatures tied players roll off to determine who goes first.
collection to represent their arcanist and then choosing an
archetype. The archetype determines their arcanist’s stats as well After players have determined the order in which they will take
as any unique spells they have access to during the game. activations, they receive a number of dice to distribute among
their three casting pools (see below) equal to the value of the
Next, players set up the battlefield using exactly five pieces Foresight Track die they removed this turn. Players distribute
of terrain. All terrain in the game follows the same rules, as these dice among their casting pools in the same order that they
described in the Casting Spells section. We recommend each will activate during this round. Once all additional dice are
piece of terrain be no larger than 4˝ × 4˝ and represent a solid distributed, the first player takes their activation.
object that would block line of sight between models.
At the end of a round, if all players’ Foresight Tracks are empty,
Place a piece of terrain in the center of the table. Next, divide the they repeat the process of arranging six new dice into a new
table into four equal-sized quadrants and place a piece of terrain Foresight Track as they did at the beginning of the game.
in the center of each quadrant.
After all terrain is placed, the players roll a d6 to determine Casting Pools
deployment. The player who rolled highest chooses a table
edge and places their arcanist in contact with that table edge. Each arcanist archetype has four stats: Destruction, Warding,
The second player then places their arcanist in contact with the Ritual, and Stamina. The first three stats indicate how many dice
opposite table edge. a player adds to each of the three casting pools at the start of each
round, which is then followed by adding additional dice from the
If there is a third player, they choose either side table edge to result of their Foresight Track die.
place their arcanist on, and if there is a fourth player, they place
their model on the last unclaimed table edge. After all models An arcanist’s power lies in their ability to cast potent spells, which
are placed, the players determine their initial Foresight Track are represented by three casting pools: Destruction, Warding, and
(described in the next section), and the game begins. Ritual. Each spell a player can cast belongs to one of these three
spell categories. Each casting pool is a collection of dice that should

No Quarter PRIME 47
No Quarter Games

turner's foresight track


ROUND OVERVIEW
Each round of the game proceeds as follows:
1. If this is the first round of the game, players arrange their
Foresight Track.
2. Each player refreshes their casting pools based on their
archetype stats.
3. Each player takes the leftmost die from their Foresight
Track and compares values to determine player order for
the round.
hooch's foresight track 4. In order, each player distributes dice to their casting pools
equal to the value of their Foresight die for the round.
5. Starting with the first player, players take turns activating
their arcanist and casting a single spell or passing.
6. Repeat step 5 until all players have passed.
7. All unspent casting pool dice are removed.
8. If all players’ Foresight Tracks are empty, players arrange
their Foresight Tracks again.
9. The next game round begins.
Example: At the beginning of the game, Turner and Hooch arrange
their Foresight Tracks. Turner arranges his Foresight dice so that The core action of arcanists occurs during steps 5 and 6, in which
the order is 5,4,6,1,3,2, and Hooch arranges his so that the order players alternate activating their arcanist and casting a spell. If
is 1,6,5,2,4,3. During the first round of the game, since the value
of Hooch’s Foresight die this round is lowest, Hooch goes first and a player cannot or does not want to cast a spell, they can choose
receives only one additional die to add to his casting pools, which to pass instead. Once a player passes, they cannot activate their
he puts into his Warding pool. Turner goes second but receives five arcanist again that round but can still cast reaction spells in
additional dice to add to his casting pools, which he splits up as two
additional dice in his Destruction pool, one in his Warding pool, and response to their opponent.
two in his Ritual pool.
Example: Because his Foresight die for the round had the lowest
value, Hooch takes the first activation this round. He begins by
casting Teleport with his arcanist. Turner activates next and
casts Telekinesis on Hooch’s arcanist but fails to successfully
be organized in front of each player and kept separate from one
land the spell, thanks to Hooch’s Shielding reaction spell. Hooch
another (and from the Foresight Track). The template provided on
activates after Turner’s spell is resolved, and he chooses to pass.
page 46 is useful for players to keep their dice pools separated. Now Hooch can no longer activate his arcanist this round and
When a player casts a spell, they remove dice from the casting can only cast reaction spells, such as his Shielding spell. Turner
pool that matches the type of spell being cast and then roll those finishes the round by activating two more times, casting a
Teleport and an Arcane Bolt, before the round ends.
dice to determine success. When dice are removed to cast a spell,
they are spent and are not returned to the pool unless a spell
indicates to do so or at the beginning of each game round when Winning the Game
the pools refresh.
A player wins when they control the only remaining arcanist on
Example: Turner is playing the Stormlord arcanist archetype. It the table.
has a Destruction stat of 4, a Warding stat of 4, and a Ritual stat
of 3. This means that at the start of each game round, Turner
adds four dice to his Destruction casting pool, four dice to his
Warding casting pool, and three dice to his Ritual casting pool.
Then Turner distributes additional dice among these pools based
on the value of his Foresight die for the round. Each time Turner
casts a spell this round, he removes dice from the appropriate
pool and rolls them to determine the result.

At the end of each round, all unspent dice in casting pools are
removed.

48 No Quarter PRIME
CASTING SPELLS Terrain & Line of Sight
Unlike WARMACHINE & HORDES, Arcanists does not use
Anatomy of a Spell a model’s front or back arc to determine line of sight (LOS). If
a player can draw an uninterrupted straight line from their
Each round, players must carefully utilize their casting pools in model’s base to another model’s base, the first model has LOS to
order to sling powerful spells with their arcanists. Spells are broken the second model.
down into two major categories and three casting categories.
Models do not block LOS; only terrain blocks LOS, and a model
The major categories are Unlimited and Unique. All arcanists, must have LOS to its target, in addition to the spell being in range,
regardless of archetype, know all Unlimited spells. Unique spells in order to cast a spell at that target.
are available only to specific archetypes.
Additionally, terrain can provide Cover. If a model is within 2˝
A caster can cast any number of Unlimited spells during a of a piece of terrain and at least one uninterrupted straight line
round as long as that caster has enough casting pool dice to do can be drawn between it and an enemy model targeting it with a
so. Each Unique spell can be cast only once per round. Destruction spell that intersects the terrain, the model has Cover.
The three casting categories are Destruction, Warding, and When a model has Cover, enemy models targeting it with a
Ritual. Each spell is described by its Type, its Range (RNG), Destruction spell do not count dice results of 4 as successes
whether or not it is a chain-casting spell, and a description of during their spell-casting test—only 5s and 6s count. (See
what the spell does. Casting Tests below.)
Type: A player can only use dice from the casting pool that Models cannot be placed on or in terrain.
matches the type of spell they are casting.
RNG: This indicates the maximum range in inches that the spell
can target a model. If the target is outside of this range, the spell
cannot be cast. Spells with a RNG of “Self” are cast on the arcanist
using the spell and are always in range. Note that some spells,
especially Ritual spells, have a RNG of Self but affect enemy
models or your opponent. This makes those spells very potent, as
your arcanist does not require range or line of sight for the spell’s
effect to take place.
CHAIN: If a spell has CHAIN in its description, it is a chain-casting
spell. Normally, an arcanist casts only one spell during any given
activation, but when using a CHAIN spell, after the spell is
cast—whether it is successful or not—the player can choose to
immediately cast another spell during the same activation. This
CHAIN effect can be used only once per activation, so if a chained
spell cast is itself another CHAIN spell, it does not continue to
generate more spell-casting opportunities that activation.
Example: Hooch casts Teleport, which is a CHAIN spell. After
resolving the Teleport spell, Hooch chain-casts Arcantrik Bolt.
Turner then takes his activation and casts a spell. Afterward,
Hooch takes his next activation that round and casts another
Teleport, which he also chains into a Telekinesis. Even though
Telekinesis is also a CHAIN spell, Hooch cannot chain-cast more
than once per activation, and therefore that activation is over
once Telekinesis is resolved.

No Quarter PRIME 49
No Quarter Games

Casting Tests Death & Damage


Spells are resolved by a casting test. When a player casts a spell Most Destruction spells will deal damage per net success.
with their arcanist, that player takes any number of dice (at least An arcanist has a number of damage points equal to their
one) from the appropriate casting pool and rolls them. Each die archetype’s Stamina stat. For each point of damage suffered,
result of 4, 5, or 6 is counted as a success. Additionally, a die the arcanist loses a damage point. If a spell heals an arcanist,
result of 6 is considered a Surge. When a die Surges, it counts that arcanist gains a damage point but cannot exceed their base
as a success, and that player can roll it again to generate more Stamina stat.
successes. A die can Surge multiple times. When a model has lost all of its damage points, it is destroyed
Warding spells allow a player to attempt to counter their and removed from the table.
opponent’s casting. Warding spells allow for a casting roll as a
reaction to an opponent’s spell, with each success of the Warding
spell negating one of the opponent’s successes. Each Warding ARCHETYPES
spell specifies what type of spell it can attempt to negate.
A player attempting to counter with a Warding spell must Unlimited Spells
declare how many dice they are using from their Warding pool. Below is the list of Unlimited spells that all arcanists know.
This must be done after their opponent declares how many dice
they are using to cast their spell but before any dice are rolled. Unlimited Spells
After all dice are rolled, each success rolled that was not negated Arcantrik Bolt [Destruction, RNG 12˝] – Target enemy model suffers
is counted as a net hit. Often, the total of net hits will determine 1 damage for each net success.
the effect of a spell. If a spell has any net hits, it is successful; if a
spell has no net hits, it is unsuccessful. Telekinesis [Destruction, RNG 18˝, CHAIN] – Roll a die for each net
success. Total the results and move the target enemy model up to that
In a multiplayer game, if more than one player wishes to use many inches. This spell does not require LOS, and the target cannot
a Warding spell to counter, all of those players add their total benefit from Cover.
successes together to negate successes of their opponent’s rolls.
Shielding [Warding, RNG Self] – Reaction: For each Shielding success
Reaction spells do not count as a player’s cast spell during that rolled, negate one success from an opponent's Destruction spell targeting
player’s next activation, and a player can cast any number of this model.
reaction spells during their opponent’s activation.
Negation [Warding, RNG 18˝] – Reaction: For each Negation success
rolled, negate one success of an opponent’s Ritual spell that is cast within
range. This spell does not require LOS.
turner's destruction roll
Roll One Teleport [Ritual, RNG Self, CHAIN] – This spell is automatically
successful. Do not roll to determine successes. Instead, total all dice
rolled when casting and move this model up to that many inches. This
spell cannot be countered with Negation.
Success Success
Divination [Ritual, RNG Self] – If this spell is successful, swap the
positions of any two adjacent dice in any player’s Foresight Track.
hooch's warding roll
ROLL ONE Roll Two Roll Three Remember, you can cast Unlimited spells multiple times per round.

Surge Surge Success

Example: Turner casts an Arcantrik Bolt spell with his arcanist


targeting Hooch’s arcanist. Turner’s model is 8˝ away and has LOS
to Hooch’s model, so this is a legal action. Turner has six dice in his
Destruction casting pool and decides to use four of them to cast the
spell. Before Turner rolls any dice, Hooch decides he wants to attempt
a Shielding reaction spell. Hooch has five dice in his Warding casting
pool, and he decides to roll three of them. Turner rolls the dice and
has a result of 1, 3, 4, 4, giving him two successes. Hooch rolls 1, 1, 6,
giving him one success and a Surge. Hooch rolls the Surged die again
and gets a 6 for another Surge on that die! Hooch rolls the die again
and gets a 4, for a total of three successes. This means that Hooch
completely negates Turner’s spell, as Turner has no net successes.

50 No Quarter PRIME
Archetype List and Unique Spells
Below are the available archetypes and their signature Unique spells. Remember, Unique spells can be cast only once per round.

CRYOMANCER infernalist
destruction 3 ritual 4 destruction 4 ritual 4
warding 5 stamina 10 warding 3 stamina 8
Unique Spells Unique Spells
Dark Deal [Ritual, RNG Self, CHAIN] – If this spell is successful, add 2 dice
Blizzard [Ritual, RNG Self] – If this spell is successful, this model gains
to each of your casting pools. If this spell is unsuccessful, add 2 dice to
Cover until the end of the round.
each of your opponents' casting pools.

Cold Snap [Destruction, RNG 12˝ ] – Target enemy model suffers 1 damage Tainted Lash [Destruction, RNG 12˝ ] – Target enemy model suffers 1
for each net success. If that model’s controller has no dice in their damage for each net success. Gain 3 additional dice when casting this
Destruction pool, gain an additional 4 dice when casting this spell. spell. Each opponent adds 1 die to their Destruction casting pool for each
of your dice that Surge when casting this spell.
Wall of Ice [Warding, RNG Self] – Reaction: For each Wall of Ice success
Soul Bargain [Warding, RNG Self] – Reaction: For each Soul Bargain success
rolled, negate one success of an opponent's Destruction spell targeting this
rolled, negate one success of an opponent’s Destruction spell targeting
model. Additionally, the casting opponent loses 1 die from their Destruction
this model. Gain 6 additional dice when casting this spell. This model is
pool for each of your dice that Surge when casting Wall of Ice.
destroyed if the enemy spell has any net successes.

necroMANCER oracle
destruction 3 ritual 4 destruction 2 ritual 7
warding 3 stamina 8 warding 2 stamina 7
Unique Spells Unique Spells
Animate Blood [Destruction, RNG 6˝ ] – Target enemy model suffers 1 Future Sight [Ritual, RNG Self, CHAIN] – If this spell is successful, gain dice
damage for each net success. When casting this spell, this model can deal equal to the value of the next die in your Foresight Track and distribute
up to 5 points of damage to itself. For each point of damage dealt this them among your casting pools.
way, gain 1 additional die when casting this spell.
Ill Omens [Destruction, RNG 12˝ ] – Target enemy model suffers 1 damage
Drain Spirit [Destruction, RNG 12˝ ] – Target enemy model suffers 1 for each net success. When casting this spell, gain a number of additional
damage for each net success. If this spell deals any damage, this model dice equal to the value of the next die in the Foresight Track of the
heals 1 damage. opponent controlling the target.

Grasping Dead [Ritual, RNG Self, CHAIN] – If this spell is successful, Twist of Fate [Ritual, RNG Self] – If this spell is successful, increase or
choose a type of casting pool. Your opponents' dice from the chosen type decrease the value of a die in any player’s Foresight Track by 2 (to a
of casting pool cannot Surge this round. minimum of 1 and a maximum of 6).

pyromancer stormlord
destruction 6 ritual 3 destruction 4 ritual 3
warding 2 stamina 8 warding 4 stamina 8
Unique Spells Unique Spells
Chain Lightning [Destruction, RNG 12˝, CHAIN] – Target enemy model
Blazing Inferno [Destruction, RNG 3˝, CHAIN] – Target enemy model suffers
suffers 1 damage for each net success. If this spell deals damage, you can
1 damage for each net success. Your opponent’s dice cannot Surge when
have the opponent controlling the target model reroll the next die in their
casting a Warding spell against this spell.
Foresight Track.

Flash Flood [Ritual, RNG Self] – If this spell is successful, choose a table
Immolate [Destruction, RNG 12˝, CHAIN] – Target enemy model suffers 1
edge and move any number of models up to 12˝ in the most direct line
damage for each net success. If this spell deals damage, remove 1 die from
toward that table edge. All models must be moved the same distance. A
each of the casting pools of the opponent controlling the target model.
model stops if it contacts terrain or another model.

Windstorm [Destruction, RNG 12˝ ] – Target enemy model suffers 1


Warm Up [Ritual, RNG Self] – If this spell is successful, your dice Surge on
damage for each net success. If this spell deals damage, the target
a roll of 5 or 6 when casting Destruction spells this round.
model's next spell this round cannot be a Destruction spell.

No Quarter PRIME 51
THEME FORCE

Forces of the Legion:

Blighted Ogrun
by Matt Goetz & Douglas Seacat

E merging from the snow-shrouded north to bring brutal


death to the enemies of the Legion of Everblight, tribes
of blighted ogrun fight as a horde of blood-crazed murderers
of towering, muscle-bound ogrun warmongers. Spurred on
by their war chiefs and howling bestial war cries, they charge
forward, heedless of their own safety. Blighted ogrun fear no
spurred on by their desire for pure carnage. With heavy blades foes, for they no longer possess the ability to be afraid.
and spears, they mow through the soldiers of the dragon’s
Since their blighting, these ogrun ceased to exist as a people
enemies in an effort to appease their disembodied god and his
with a culture. Fully devoted to Everblight and committed to
chosen champion, Thagrosh, the Messiah of Everblight.
slaughter, they no longer live in independent villages, and the
Though once a proud and noble people, the ogrun of the Legion remnants of their old traditions have been drowned in blood.
have become utterly corrupted by the touch of Everblight, every Instead, Everblight’s army has become their entire purpose,
quality of strength and honor they possessed now twisted into their religion, their identity.
a dark reflection. There are few foes as horrifying as a tribe

52 No Quarter PRIME
The blighted ogrun stand apart from the blighted Nyss whom directed at defeating their opponents, focused on exploiting
they fight alongside, a segregation of form and function that weakness and consuming the flesh of the unworthy. One who
each race sees as natural and right. Members of each race see underestimates a blighted ogrun is highly likely to become
themselves as the true chosen warriors of the dragon, the most that warrior’s next trophy.
dedicated and unflinching enforcers of his will. Everblight’s
Few martial forces revel in warfare and bloodshed more than
ogrun have set aside all of what they once were to embrace
blighted ogrun warbands. Male and female, young and old, all
with fervid enthusiasm their existence as living weapons of
train for battle and test their impressive strength in an endless
the dragon.
cycle of preparation for war. The greatest fate a blighted ogrun
Simple of purpose and deranged though they may be, blighted can aspire to is a glorious death in battle, drenched in the blood
ogrun are not mindless. While madness has touched all of of Everblight’s enemies while praising the Messiah.
them, many still possess cunning minds. This cunning is

No Quarter PRIME 53
THEME FORCE

Origins of the who sought to plunge deeper into the forests and mountains the
ogrun called home. Many ogrun tribes withdrew deeper into

Blighted Ogrun the wilds and remained steadfast in their seclusion, standing
apart from other cultures. They respected personal strength and
Traditionally a proud people who revered the mother goddess fealty to one’s family and sworn leaders, as well as wisdom and
Dhunia, the northern wild tribes of ogrun were seldom warlike strong character.
but would adamantly defend their territories against invasion That all changed with the coming of Everblight. After claiming
by any outsiders. The largest and most established group of his living host, an ogrun named Thagrosh, Everblight set out
northern ogrun settled in Rhul and became integrated into to build an army. The dragon began with the Nyss of the Shard
that nation’s culture and society. Over the centuries, however, Spires, but in time he coveted other warriors, warriors with
a number of scattered wild ogrun tribes made homes for qualities the Nyss did not possess: brute strength, incredible
themselves in northern Khador, where they were beholden to endurance, and the ability to contend with larger opponents.
no higher authority. This also meant that, unlike their cousins Everblight already knew, thanks to Thagrosh, that the ogrun
in Rhul, they had very little protection from more powerful possessed such merits.
groups, leaving them vulnerable to enslavement by Khadorans

54 No Quarter PRIME
Blighted growths extend
from the bones.

Everblight wasted no time in encouraging Thagrosh to bring pronounced, and they were transformed into insane, blood-
the wild ogrun tribes of the north under his sway. Thagrosh addled killers. Their noblest qualities were stripped away and
betrayed his former people by revealing to the dragon how best replaced with something far more bloodthirsty and cruel.
to introduce his blight to them. They began by targeting the
Despite this madness, the blighted ogrun retained some faint
most isolated and vulnerable tribes first, introducing blight into
echoes of their former culture. Most important, the idea of the
water sources and food stores under cover of night. Once the
korune remained. To the ogrun, a korune is a worthy leader
first ogrun fell under Everblight’s sway, the conversion of the
to whom an individual swears enduring loyalty, even beyond
rest gained increasing momentum.
death. The blighted ogrun saw in Thagrosh their new korune
Many of the greatest heroes and champions from various clans and through him their new god, Everblight. As god and master
rallied together to oppose this twisted figure poisoning their entwined as one in a single body, Thagrosh gave the blighted
people. These brave warriors fought fiercely against Thagrosh and ogrun purpose and birthed among them a new faith. As part
his dragonspawn, and for a brief moment it seemed they might of this spiritual upheaval, the blighted ogrun desecrated their
drive back the abomination. But in the end, the effort failed, shrines to Dhunia before abandoning their ancestral homes to
and the last great chieftain fell, her body flung into a waiting join the Legion of Everblight as its unshakable shock troops.
spawning vessel to feed the growing armies of the Legion.
The culture of the blighted ogrun underwent an equally rapid
One by one, tribes fell to the blight. In time, word reached other transformation and simplification. While they continued to
clans, who had already begun to learn of the corruption of the respect physical strength and prowess, gone was any regard
Nyss. Fearing the same fate, dozens of northern ogrun tribes for restraint or wisdom. Instead, one’s ability to kill took
abandoned their ancestral lands in a mass exodus, moving farther precedence over all other qualities. Brutish warmongers
south and east into the forests near Skirov and the Thundercliff displaced their once-respected korunes, often through bloody
Peaks. These tribes brought with them word of the fall of their and treacherous execution.
people, giving some of the first warnings about the Legion
The strong familial bonds the ogrun tribes once shared became
to Rhul and northern Khadoran cities. Unfortunately, these
meaningless once the blight took hold, as siblings battled one
warnings were too late for the hundreds of ogrun in the north
another for supremacy like a pack of rabid wolves. In the first
who were already fully consumed by blight.
few months following the blighting, the ogrun underwent a
The ogrun did not respond to the dragon’s blight in the same chaotic and deadly period as a new way of life arose from the
way as the Nyss. Everblight’s time studying the elves of Ios and ashes of the old. The elderly or infirm were cut down and their
the Nyss, including their inherent vulnerabilities, had allowed flesh consumed, leaving only the hardiest and most violent
him to carefully shape how his essence interacted with their alive. War chiefs arose and demanded the loyalty of those
flesh. The ogrun were another matter entirely, their bodies less weaker than them. All the while, Everblight observed as his new
suited for his blight. He was forced to utilize more brute force warriors evolved. When the blighted ogrun took their place in
in his methods, inflicting drastic and unpredictable change his armies, the dragon could not have been more pleased with
upon them. The effect on the ogrun’s minds was even more the final result.

No Quarter PRIME 55
THEME FORCE

Training Blighted ogrun begin the process of training for war at a very
young age. Though few generations have arisen in the years
Before being blighted, the northern ogrun tribes brought into since the blight, the youths who have emerged in that time
the Legion of Everblight had a long and noble tradition of routinely receive physical punishment from their elders to
martial training. Fledgling warriors would apprentice with toughen them up. A child incapable of enduring this pain
experienced champions, learning the fighting techniques and is cast aside without a second thought. Pitiless fighting is
philosophy of their masters. This arrangement allowed young commonplace and encouraged among the juvenile members of
ogrun to quickly develop tried and tested skills under close a tribe. Young ogrun assert dominance by breaking potential
scrutiny while simultaneously preserving traditions of warfare rivals, sometimes literally, and are rewarded for doing so. An
that extended back to the time of the Molgur. Theirs was a more ogrun’s first kill is often achieved by claiming the life of a
balanced and reserved approach to battle, which assured that tribemate, which earns the esteem needed to become a member
as ogrun developed proficiency in combat, they also learned the of a war party.
restraint to not wage war recklessly or needlessly. Ogrun have begun to demonstrate a fecundity similar to that of
That all changed with Everblight’s touch. Even the ogrun the blighted Nyss, with youths maturing at an accelerated rate.
traditions that continued were corrupted. Whereas in the past, a New generations of warriors are being trained up in all of the
master accepted only students who showed themselves capable various tribes. Tribal elders consider it paramount to maintain
of handling the responsibility martial skill demanded, now they strength of numbers and to replace those who fall in battle. A
required the young to learn how to kill regardless of temperament. new tradition has arisen in recent years of feasting on the flesh
All semblance of restraint and philosophy were cast aside in favor of these fallen ogrun. Aspiring warriors each consume some of
of all-out and brutal combat. The relationship between mentor and the dead ogrun’s flesh in the hopes of retaining the strength of
students transformed into an abusive, violent practice that left as the dead. Ogrun champions in particular are sought out and fed,
many young ogrun wounded or dead as not. bit by bit, to members of the next generation so that the young
will gain a portion of their strength. This practice is supported
in ogrun eyes by the recurrence of specific physical deformities,
such as the size and configuration of horns, that manifest in a
youth after consumption of dead flesh. There is a belief
that this practice concentrates the blight, thus
augmenting the blessings of Everblight.

Some black ogrun chieftains


feel the blight strongly enough
to sense nearby adversaries
without relying on their eyes.

56 No Quarter PRIME
Life Among the
Blighted Ogrun
The blighted ogrun are consumed by a need to kill. What few
vestiges of their culture remain are dedicated to this essential
truth. These ogrun gain relief from the buzzing madness in
their skulls only when cleaving through the flesh of an enemy
in battle. Between skirmishes they can be found sitting idly,
murmuring incoherent words and staring into the darkness, or
feverishly battling one another in constant tests of strength.
An ogrun’s madness can manifest in many ways, including a
gluttonous obsession with raw flesh or a desire to inflict pain
on oneself or others. In all cases, however, there is a destructive
component to this madness—one ogrun might delight in the
sound of splintering bones, another might fixate on the feeling
of freshly spilled blood on bare skin. The most crazed among
them are like mad dogs, biting and clawing at anyone who
draws too near before returning to a twitching state of reverie.
The blighted Nyss treat most ogrun like rabid beasts of war,
not as fellow warriors. They are seen as reeking, unpredictable
weapons to be pointed at the enemy. Only a handful of war
chiefs and other individuals can maintain enough coherent
thought to be interacted with in any meaningful way, so these
ogrun act as intermediaries between the greater Legion and
their own tribes. War chiefs have little say in the broad strategy
of the Legion, but most are given leave to lead their own
tribemates as they see fit.
Only Thagrosh seems to hold these ogrun in any kind of esteem,
and even he shows little love for them. This is perhaps because
Thagrosh has transcended his previous form and race so
thoroughly that the blighted ogrun are but a reminder of the frail,
mortal thing he once was. Still, there is an irrefutable connection
between the Messiah of Everblight and the throngs of blighted
ogrun, and any who are still able to feel pride do so, for the god
Everblight selected one of their kind to act as his greatest vessel
and through Thagrosh speaks to the mortal world.
Even minor recognition from Thagrosh is viewed as a significant
blessing, elevating the recipients to positions of esteem among
the blighted ogrun. Many of these are later selected as potential
Chosen of Everblight, a powerful strain of blighted ogrun
that bear the best qualities of their race and of Everblight’s
dragonspawn. To a lesser degree, Kallus has also been accepted
and is sometimes revered by some blighted ogrun, viewed as
akin to an offspring of Thagrosh though he does not resemble
either ogrun or the Messiah.
Faith remains important to the ogrun, but their sacraments now Thagrosh about to consume
Pyromalfic's athanc.
take the form of violent murder in Everblight’s name. Each kill
on the battlefield is a sacrifice by which an ogrun proves his or
her worthiness to have received the blessing of blight. The most
devout howl praise to the dragon in battle, though their words
emerge as incoherent sounds of rage and exultation. Beyond
the battlefield, self-appointed priests lead their fellow ogrun in
ritualistic chanting and bloodletting, often accompanied by the
consumption of raw flesh. Such rituals occur often, particularly
on the eve of battle.

No Quarter PRIME 57
THEME FORCE

Some blighted ogrun have taken up collecting the bones Because of their unpredictable nature, the blighted ogrun are
and skulls of the fallen, after the flesh has been stripped often isolated from the Nyss in the Legion of Everblight. Their
away, and using them for totemic purposes. Many keep a encampments are typically set apart from the main camp, far
piece of ogrun bone that bears prominent draconic barbs enough from the Nyss that the constant howling and the stink
or other signs of transfiguration with them, viewing it as a of old blood do not become unbearable. A blighted ogrun camp
conduit to Everblight. They will periodically linger over fallen is a meager place made up of haphazard tents, with crude
dragonspawn to dip or coat this bone in draconic blood so totems to Everblight and Thagrosh dotting the center where
the blighted energies can seep into the porous surfaces. These once a statue of Dhunia might have stood. The ogrun seem to
bones serve akin to prayer talismans, and even the most enjoy decorating their camps with grisly trophies, often hanging
deranged of ogrun can calm themselves after battle by holding skulls near the rugs they use to meditate so as to enjoy the sight
one and staring at it, as if in meditation. of their defeated foes. Other trophies are taken from particularly
notable opponents—the pelt of a warpwolf, say, or the horns of
One of the new traditions of the blighted ogrun is the culling
a powerful satyr—to demonstrate an ogrun’s accomplishments.
of their weak. Not every ogrun wounded in battle is able to
These items are often worn in battle but are also used to
recover, and those who cannot continue fighting for the tribe and
decorate whatever place an ogrun claims as their own.
in Thagrosh’s honor cannot be allowed to weaken the tribe. A
war chief and his champions inspect and assess of all the tribe’s Carrion birds infest these places as well, picking scraps of
warriors following battle, selecting those who will be culled. rotted flesh where they can find them, often becoming blighted
Wounded ogrun do not simply acquiesce to their own murder, in the process after feasting on the torn bodies of fallen ogrun.
however, and often fight more viciously than would be expected. The blighted ogrun do not perceive such pests as a threat and
Those who are still able to fend off their executioners are given thus pay them little mind, which only encourages the flocks to
leave to keep fighting for the Legion as long as they are able. Any increase in number.
incapable of defending themselves are summarily killed.

58 No Quarter PRIME
Blighted Ogrun Units Warspears
Once, the warspears served ogrun tribes as hunters
Warmongers in the frozen forests and peaks of the north. In battle,
phalanxes of warspears provided ranged support
Warmongers make up the bulk of blighted ogrun forces serving the Legion to the melee warriors of the tribe. Before the blight,
of Everblight. Their already formidable strength has been augmented by these ogrun might have been great stalkers of prey
blight to make them terrifying combatants who mow through opponents dedicated to keeping their people fed and supplied,
with their heavy warcleavers. but the dragon’s corruption has turned them from
Warmongers are blight-bred for slaughter. Their mad eyes constantly reflect noble hunters to cold, ruthless warriors. Their skills
the twisted hallucinations they endure night and day, and they emit a having been honed through countless conflicts, they
putrid odor as if the lingering stench of death has seeped into their very are consummate killers that exult in the slaughter
being. Completely incapable of sleeping, idle warmongers often chant they bring with the points of their massive spears.
to themselves in low tones and stare obsessively at some vision unseen Blighted ogrun warspears experience the madness
by others, their faces twisted with seething menace. Only battle brings of blight differently from the warmongers. While
them true release. Divorced from any sense of self-preservation, they can warmongers are driven by powerful bloodlust,
withstand brutal punishment unbothered by pain. warspears enjoy testing their strength against
While all blighted ogrun warmongers can goad themselves into a killing formidable adversaries in a sick form of sport.
frenzy, some few are strong and willful enough to become war chiefs, They disdain lesser prey like humans in favor of
rising by strength to lead the converted tribes. Warmonger war chiefs are warpwolves, warjacks, and similarly challenging
ruthless and goad their clanmates to fight harder. They are not skilled opponents, taking great pleasure in pinning a foe
tacticians, however, preferring to lead a warband from the front lines and with a well-thrown spear before closing to finish off
inspire by example. The scent of blood lends a war chief strength, and some their hapless victim in close combat.
cannot help but pause in the midst of combat to chew on hunks of freshly Despite these gruesome entertainments, warspears
severed flesh or quaff blood pouring fresh from a wound. are sane and clever compared to the twisted
warmongers. The two breeds often fight side
by side, and rivalries are inevitable. Warspears
occupy a precarious middle ground between
the warmongers and the chiefs of the collective
blighted ogrun, passing orders to the vassals
leading individual bands.
Warspear chieftains direct their warriors on the
battlefield to strike down the most dangerous
opponents, and they offer these kills as a sacrament
to the dragon. Rising to the rank of chieftain of the
warspears requires an ogrun to possess the keenest
of killer instincts, and they stand as perfect examples
of their murderous people.

Chosen of Everblight
The Chosen of Everblight are a special strain of
blighted ogrun transformed by the effect of blighted
blood, similar to the succubus of the Nyss. When
ogrun demonstrate sufficient worthiness to the
dragon, usually through feats like slaughtering an
enemy leader or protecting a warlock from otherwise
certain destruction, they are granted the chance to
become one of the Chosen.
Not every ogrun singled out in this way will join
the ranks of this elite group. An ogrun is given a
draught of a warlock’s blighted blood while Nyss
sorcerers perform a complex ritual in order to
awaken greater transformation within the ogrun’s
flesh. Of all the ogrun given this chance, most die

No Quarter PRIME 59
THEME FORCE

MODELS

1 Thagrosh, the Messiah 11


Blighted Ogrun Warlock
PIP 73033
2 Absylonia, Terror of Everblight
Blighted Nyss Warlock 10
PIP 73034
5
3 Anamag the Doom Feaster
Blighted Ogrun Warlock
PIP 73111
4 Carnivean
Heavy Warbeast
PIP 73057
5 Ravagore
Heavy Warbeast
PIP 73057
6 Typhon
Heavy Warbeast
PIP 73035
7 Blightbringer
11
Gargantuan Warbeast
PIP 73088
8 Blighted Ogrun Warspears 4
Unit
PIP 73041
9 Warspear Chieftain
Blighted Ogrun Command
Attachment
PIP 73076
10 Ammok the Truthbearer
Blighted Ogrun Solo
PIP 73113
11 Spell Martyr
Solo
PIP 73053

60 No Quarter PRIME
1

8 2

9
8

11

No Quarter PRIME 61
THEME FORCE

as the blood burns through their innards and causes their flesh
to warp into twisted abominations. One in a great number,
Blighted Rotwings
however, achieves the full transformation Everblight desires. Flocks of scavengers called rotwings follow the bloody trail of
the blighted ogrun. These carrion birds subsist on the carnage
These ogrun experience fundamental physical changes.
the ogrun leave behind. Their powerful beaks easily rip flesh
Their bodies break and reform dramatically, melding the
and muscle from carcasses and can crack open skull and bones
shape of the ogrun with that of a four-legged dragonspawn.
to reach brain matter and marrow. A rotwing’s gastric acid
The transformation is bloody and painful, and it strips any
is corrosive enough to digest metal, and a flock can strip a
remaining vestige of identity from the ogrun’s mind. This petty
battlefield of corpses in just a few days. In the north, rookeries
sacrifice is made gladly, because once a Chosen arises from the
of rotwings scour the mountains for the carcasses of fallen
steaming afterbirth of its reshaping, it towers above all others
animals, but the constant intertribal warfare of the region has
of its race as a fusion of rider and mount. A layer of hardened
conditioned many flocks to seek out battle sites for the bounty of
scales covers the lower half of their muscular bodies, making
carrion it provides.
them as durable as a heavy warhorse in metal barding.
Over the course of many skirmishes, rotwings ingest large
The transformation hones the Chosen of Everblight’s madness,
amounts of blighted flesh from fallen dragonspawn and ogrun,
instilling something almost like a mirror of sanity in them. They
causing the birds to themselves become blighted. The blighted
gain a calculated cunning akin to that of nephilim dragonspawn
ogrun pay unblighted birds little mind, but once a flock bears
and represent an ideal transformation of the blighted ogrun.
the mark of Everblight they are seen almost as partners in
In them, Everblight sees his workmanship realized as it was
slaughter and treated more akin to northern hunting hawks.
among the Nyss, the ogrun refined into perfect vessels to
Some ogrun even treat the rotwings as familiar and loyal pets,
execute his desires. Packs of the Chosen speed across the
which is highly uncharacteristic for such blight-crazed killers.
battlefield in great leaps, ripping the flesh of their foes with
hooked talons or hacking them apart with pole cleavers. The
Chosen are voracious as they feast on the bodies of the dead,
which allows their draconic flesh to knit even mortal wounds.

62 No Quarter PRIME
No Quarter PRIME 63
THEME FORCE

MODELS

1 Kallus, Devastation of Everblight


Warlock
PIP 73105
2 Blighted Rotwings
Unit
PIP 73110
3 Scythean
Heavy Warbeast 2
PIP 73057 2
3
4 Golab
Heavy Warbeast
PIP 73109

4
2

5 Absylonia, Daughter of Everblight


Blighted Nyss Warlock
PIP 73080
6 Proteus
Heavy Warbeast
PIP 73097
7 Chosen of Everblight
Blighted Ogrun Unit 7
PIP 73114 7
8 Hellmouth
Unit
PIP 73099
5 8

7
8 8

8
7

64 No Quarter PRIME
2 2

2
2

9 Thagrosh, Prophet of Everblight


Blighted Ogrun Warlock
PIP 73066
10 Blighted Ogrun Warmongers
Unit
12
11 9 PIP 73069
11 Gorag Rotteneye
Blighted Ogrun Warmonger
Command Attachment
PIP 73112
12 The Forsaken
Solo
PIP 73018
13 Warmonger War Chief
13 Blighted Ogrun Solo
7 PIP 73038
10 10

10

10

No Quarter PRIME 65
THEME FORCE

Legends of the Blighted Ogrun

Ammok the Truthbearer


Hunched over by the weight of black iron he bears, the blighted ogrun Ammok
the Truthbearer is a herald of Thagrosh and self-appointed high priest of the
new messiah. Speaking in the tongue of a mad seer, the Truthbearer prophesies
destruction for all enemies of Everblight. Everywhere he goes, his burden oozes a
palpable miasma of energies that taints the world and corrupts all that it touches.

The relic Ammok bears was originally manufactured to


augment the necromantic power of the Lords of Morrdh,
but Everblight discovered that its powers could be used to
manipulate other energies, including his own. Graven with
runes of power whose true purpose was lost with the fall
of the Black Kingdom, its occult properties are unlike
those of any other artifact from that ancient realm.

Malihedron, ancient
source of Morrdic power

For centuries the dragon coveted this relic, known as the Malihedron, but
had no means to attain it. The Malihedron radiates an aura of necromantic
anguish that would unravel the mind of anyone he sent after it, causing
those afflicted to claw out their own eyes and rip free their tongues in an
ecstasy of dark magic. Everblight sent a number of disposable pawns to
attempt its recovery, but each one failed and was destroyed. The device
even affected the limited minds of dragonspawn, severing them from Unquestionably the most intricate
their masters. Even after the dragon plundered the ruins of Morrdh and advanced example of Morrdhic
for other relics, such as Thagrosh’s blade Rapture and the fabrication ever unearthed
weapons of the hex hunters, the Malihedron taunted him
from its dark vault.

Morrdhic runes of
necromantic power
(authentic)

Everblight’s fortunes changed when he found


Unhinged expression
Ammok. The ogrun had once been a mad
mountain hermit dwelling on an isolated peak
east of the Shard Spires. Upon being blighted,
the ogrun became worshipful and violent as
all blighted ogrun do, but he also experienced
a unique form of madness. His twisted mind
turned inward, dedicated less to bloodthirsty
pillaging than to howling praises of Everblight.
The dragon perceived that Ammok’s oddly skewed
perspective might let him succeed where others had failed.
Accordingly, Thagrosh sent Ammok to claim the Malihedron
from its resting place, framing the mission as a holy quest. Eager
to obey his new korune and god, Ammok left the Legion and vanished
for years. Everblight thought him discovered and destroyed, but against all
odds the ogrun eventually returned, the great prize in tow. Ammok’s madness
had indeed shielded him, just enough to bear to touch the Morrdhic relic. His mind
was not unchanged, however, as his spiritual visions and delusions have only amplified.
He enters into deranged chants in the height of battle and refuses to allow any others to
touch the Malihedron. All the while, Everblight experiments with the effects of sending his
Moderately energies through the device, seeking to unlock even greater powers from within.
useful club

66 No Quarter PRIME
Legends of the Blighted Ogrun

Anamag the Doom Feaster


The bloated, putrescent warlock known as the Doom Feaster is a true scourge upon
western Immoren. Accompanied by her overgrown rotwing Golab, Anamag brings
death to all who stand against the Legion of Everblight.

Anamag’s origins are known to few. Once, she was an elder of the Stonemark clan
of ogrun in the Bitewind Peaks among the Rimeshaws of northeastern Khador.
She sought visions to guide her clan, reading omens in the winter stars above
the mountains and in the flights of birds as they moved across the sky. She was a
devoted priestess of Dhunia who found great joy in the fruits of the mother, from
the bounty of food her people gleaned from the tough soil to the throngs of
Husbands children and grandchildren she had been graced with.
Aeric runes empowered after
(former) All that changed with the coming of Thagrosh, Everblight’s living host. Anamag threatened to eat
Everblight swept through the wild northern ogrun clans, visiting blight several Nyss sorcerers
upon them. When Anamag was first touched with blight, it filled her
with an insatiable hunger, making acute and grotesque that which once
drew her closer to Dhunia. Her sons and daughters became twisted
warmongers who slaughtered and died in Everblight’s name.

Previous pet

Anamag was wholly consumed by the


blight. She desired ever more of the
corrupt flesh, ingesting the bodies of
all her clan who fell in war. It bestowed
on her a mad kind of vision and a drive
unlike that of any other blighted ogrun.
Her hunger led her to cut down dozens of
rivals and greedily consume their hearts,
including several of her own sons. She wished
to replace her fallen progeny with new and
better children who shared her devotion to
Thagrosh and her transformed flesh, so she
began to take husbands from among the most
bloodthirsty war chiefs. When a mate inevitably
proved unworthy, Anamag would dispatch him
and impale his head on her pike. Three times
she has done this, and through an unforeseen
effect of blighted energy—or perhaps Anamag’s
Various
precarious sanity—the heads of
memorabilia of
Olgraf, Erradrul, and Targrash
past meals
periodically animate, offering
equal parts cruel jeering
and ambiguous prophecy
to their former bride.

Desiring an individual
to better keep the
disparate ogrun tribes in
line, Everblight saw fit to forge
Anamag into one of his warlocks.
With this gift, Anamag gained the ability
to wield magic, which had so long been denied her. She
Fanged staff claimed the title of Doom Feaster upon her elevation to the
station of warlock and indulged in a great feast of raw flesh,
each body she devoured further enhancing her arcane prowess.

No Quarter PRIME 67
THEME FORCE

Legends of the Blighted Ogrun

Gorag Rotteneye
The cruelest and most vile of warmongers, Gorag Rotteneye has killed more foes than any
other blighted ogrun alive. Even among a group known for violence and brutality, Gorag’s
enthusiasm for wanton slaughter sets him apart. In battle, he drives the warmongers of his
clan to unthinkable heights of cruelty, for Gorag slays whichever among them claims the
fewest heads as trophies once a battle is won.

Favorite skull
trophies

Extended
great mace

The transformation Everblight’s corruption causes varies


among the ogrun. While all become insane, powerful,
and violent, some receive other, stranger gifts. So it is with
Gorag. When he was first touched by blight, Gorag began to
suffer a ceaseless, blinding pain in his right eye. Day and night
it plagued him, drilling deeper into his head even as his flesh
reshaped itself and massive horns sprouted from his skull. After
Asymmetrical blighted days of unending agony, Gorag gouged out his own eye and ate
horns consistent with the tattered flesh, leaving behind a bloody wound that would
haphazard ogrun blight never fully heal.
Though he lost his eye, Gorag’s transformation bestowed on him
a different sort of gift to compensate for it. The gaping hole that
once held his eye now emits a wicked, blighted radiance. Gorag can
still see, in a sense, through this “rotten eye,” though the blighted
vision only further increases his rage. This ability served Everblight well,
for when the dragon alliance began hunting the Legion, Gorag’s blighted
socket thrummed in agony, alerting nearby warlocks of approaching danger.
Since then, Gorag and his followers have been sent ahead of Legion forces to
root out potential threats to leading warlocks before the arrival of the main
army columns.

Rotten eye

Second-favorite
skull trophies

Both gift and curse, Gorag’s blighted sight helped him rise within the
brutal warmonger hierarchy. More important, any who come under his
withering gaze in battle become enervated as blighted energies radiate
through them, making them easier targets for the ogrun’s murderous fury. Other eye
Hundreds of champions have been slain by Gorag’s massive mace after falling victim (normal)
to his baleful regard.

68 No Quarter PRIME
Legends of the Blighted Ogrun

Golab
Blight-extended
neck spurs

Estimated thirty-six-
foot wingspan
Reputed to have poor
self-grooming habits

With a gargled shriek, the unclean


beast known as Golab dives from the
heavens to feast on the flesh of the dead and
dying. Its huge, avian form crawls with parasites, and the dead Opaque eye does
skin sloughing off its body leaves a trail of blighted waste wherever it flies. It is a not impair vision.
living testament to the corruption and devastation that can be brought about by
even the finest motes of dragon blight.

Golab is an unusual specimen of the northern scavenger


birds called rotwings. Much larger than any others of its
breed, the beast was a favored pet of the ogrun seer Anamag.
After her blighting, Anamag enjoyed force-feeding the beast
bits of blighted flesh, including some of the bodies of her
three favorite husbands. In time, the flesh of Golab became
so infused with blight that it molted out of its rotting skin.
The rotwing shed again and again as it underwent a series
of grotesque transformations. After many cycles of this
ghastly rebirth, Anamag discovered that she could feel the
spirit of Golab, just as she could touch the minds of normal
dragonspawn. The Doom Feaster had somehow managed to
forge a warbeast of her own creation, and had done so in
a way utterly different from the normal method of creating
spawn through the shedding of draconic blood.

In battle, Golab is truly a terror to behold. It shreds prey apart with its massive talons before
feasting upon their open wounds with its oversized beak. Blighted energy permeates the
beast, sickening nearby foes and withering any restorative magics in its vicinity. Wounded
prey are afforded no mercy as Golab and any nearby rotwings descend upon the injured
like a cloud of death to tear meat from bone. Some spawning vessel acolyths are less
than fond of Golab and its kin, as their greedy consumption of meat leaves little raw
material to birth new dragonspawn.
Anamag is seldom seen without Golab by her side. She seems to enjoy sharing
bits of her meals with the creature, even letting it to pluck scraps of food out of
her own mouth. Whether she also takes pleasure in allowing the foul insects and
other blighted parasites on the beast to crawl on her is unknown, but the tainted
vermin that call Golab home are often seen scuttling on Anamag’s skin and
among the folds of her robes.
This blight-born horror might unintendedly herald an important new
evolution for the Legion of Everblight, as now all natural beasts can
potentially find use battling for the dragon. It is still unclear if the process
that birthed Golab can be successfully replicated, but the very idea fills other
Legion warlocks with both anticipation of possible new weapons and disdain
for the blasphemy of creation outside of the dragon’s designs.

No Quarter PRIME 69
THEME FORCE

Infamous Blighted Ogrun Warbands


The minds of all blighted ogrun are clouded by madness and bloodlust, but for some that
insanity takes a distinct form. Together these ogrun form unique warbands united by their
shared psychosis. Some warbands have achieved notoriety so great that their names evoke
terror throughout western Immoren.

“Feast on Their Bones” “In Agony Is Also Ecstasy” “A Broken Tusk Can Never Bite”

The Marrow Eaters The Thornhide The Tusk Breakers


The Marrow Eaters are united by their The transformation of dragon blight takes The Tusk Breakers warband is made up
intense compulsion to devour the flesh many different forms among the ogrun. of blighted ogrun who harbor a deep,
of sentient beings. But this hunger can Some grow great clusters of sharpened visceral loathing of those tribes that
never be sated, and the gnawing pain bone that pierces through muscle and have not yet experienced dragonblight.
they feel makes them fight with a mad skin as well as thorny crowns of horns. Their war chief Yokut the Vile leads
frenzy in an effort to obtain more meat. The Thornhide warband gathers those them in raids on free ogrun, killing the
United under the control of Anamag the most afflicted with this condition. tribe’s korune and enslaving the young
Doom Feaster, these blighted ogrun pick Warmonger chieftain Utak the Horned to become new converts to Everblight’s
the battlefield clean of its dead. After discovered that the agony of these bone worship. Warriors who defeat an
they are done choking down the flesh of barbs drives his warmongers into berserk unblighted defender ceremonially snap
their kills and their fallen companions, rage that can only be sated through the off the tusks of fallen foes and wear them
the ogrun crack open both skull and massacre of other beings. as badges of honor.
bone to suck clean the marrow within.
The dead are left as little more than
stripped and shattered skeletons.

70 No Quarter PRIME
“[indistinct howling]” “We Wear Your Blood with Pride” “—”

The Night Howlers The Crimson Guard The Silent


The warband called the Night Howlers The Crimson Guard is an elite warband When madness permanently robs a
suffer from an oddly unique form of selected from blighted ogrun whose warspear of speech, that individual
madness. All blighted ogrun need madness drives them to revel above all in is welcomed among the Silent. Made
little sleep, but the warmongers in this the spilling of blood. Commanded by the up entirely of mute warriors, these
warband enter into a strange state of warmonger Ar-Chuk Bloodmane, these warspears are a grim shadow in war,
frenzy during the hours of darkness. fighters stink with the gore of a thousand moving quietly at the periphery of
Not one among them is able to speak battles, and they wear the layers of a battle to fling their hissing spears
while in the grip of this mania, instead crusted blood on their skins with strange into unsuspecting foes. The Silent are
splitting the air with bone-chilling war pride. Each member ceremonially bathes particularly unsettling to face on the
cries that cause their throats to bleed in gore that has been sanctified by crazed battlefield because not even mortal
from strain. The Night Howlers descend worshippers of Everblight, believing injuries will cause them to cry out.
on unsuspecting villages like a pack it purifies them and makes them Though they communicate only through
of hungry wolves, the sound of their impervious to harm. Following battle, simple signs and gestures, they are
deranged cries leaving all within to each member of the warband offers up a among the most clever and skillful of all
tremble in fear of impending death. vessel of blood claimed from an enemy the blighted ogrun warbands.
warrior to Bloodmane, who shares the
drink with his chosen champions.

No Quarter PRIME 71
THEME FORCE

painting THE BLIGHTED OGRUN


Blight Hair
SWATCH KEY B: Beast hide B: Trollblood Highlight
B: Base S: Brown Ink H: Frostbite
S: Shade H: ’Jack Bone H: Frostbite + Carnal Pink
h: highlight
LEATHER
B: gun corps brown
S: brown ink
SKIN
H: hammerfall khaki
B: frostbite
Bone S: trollblood highlight

B: ’Jack Bone H: morrow white

S: Exile Blue + Battlefield Brown


H: Menoth White Highlight

Platinum Armor Black Leather


B: Pig Iron B: Thamar Black
S: COAl Black H: Coal Black
H: Radiant Platinum blighted ogrun warspear H: Frostbite

Blighted Ogrun Skin tone Variants Blood Spatter


To get the skin tone of the Legion of Everblight, be sure to mix some Mixing Many models in the Legion army benefit
Medium into Morrow White and blend it into the highlights of the skin to get a from a little blood spatter to make them
nice transition. Try adding pinks, purples, and blues into your recipe to create all the more horrific. Try mixing Brown
some different skin tones for your force. Ink and Red Ink together and use a brush
with a good point to "flick" the spatter on
Thornhide Marrow Eaters Night Howlers your model by pulling the brush back with
your finger and letting it go. Add some
B: Hammerfall Khaki B: Frostbite B: Greatcoat Grey Thamar Black to the mix for a darker more
+ Underbelly Blue visceral look.
S: Bastion Grey S: Greatcoat Grey
S: Bastion Grey + Thamar Black
H: ’Jack Bone
H: Sickly Skin H: Bastion Grey

Glow Feathers
The glow of Legion has a From wings to decorations,
unique visual pop against the feathers are featured on many
desaturated pallet of their Legion models. To paint them
scheme. Paint the area you quickly, basecoat with Thamar
want to glow with Morrow Black. Paint the center shafts
White. Be sure to get good, and details by hand or with a
even coverage on this step. drybrush of Underbelly Blue.
Next, shade the area with Finally, add some pop by
Meredius Blue, keeping the giving them a final highlight of
inner "glowy" parts white. Next, Frostbite to make them stand
thin down some Turquoise Ink out. Keep the highlights small
and give the area a nice glaze and sharp for a even greater
into the deepest parts. Clean effect.
up with a bit of Morrow White
to bring the effect to full force.

72 No Quarter PRIME
Infamous Blighted Ogrun Warbands

the marrow eaters the thornhide


Skin: Frostbite Skin: HamMErfall Khaki
Armor: Thamar Black Armor: Menoth White Base
Cloth: Sanguine Base Cloth: Skorne Red
Fur: Morrow White Spatter: Red Ink + Brown Ink

the tusk breakers the night howlers


Skin: BAstion Grey Skin: Greatcoat Grey
+ Beaten Purple
Armor: Exile Blue
Armor: Thornwood Green
Cloth: Thamar Black
Gold: Solid Gold + Hammerfall Khaki
Cloth: Idrian Flesh Steel: Pig Iron

the crimson guard the Silent


Skin: Underbelly Blue Skin: Morrow White
Armor: Trollblood Highlight Armor: Trollblood Highlight
Cloth: Skorne Red Cloth: Sickly Skin
+ Battlefield Brown
Metal: Radiant Platnum
Fur: Greatcoat Grey

EFFECTS OF THE LEGION

Blight and Pink Glazes


A few finishing touches really bring a model to life. By utilizing the
glazing technique, you can create several effects on your miniatures
quick and easily. Paint wings and soft parts of warbeasts with the same
techniques as your skin, but finish off with a glaze of Morrow White,
Carnal Pink, and Mixing Medium to give them the pink flesh and a lively
tone. You can also glaze areas around chitin and blight spots with some
Battlefield Brown to add a dramatic look to those areas.

No Quarter PRIME 73
THEME FORCE

Weapons & Armor & Battle Dress


Equipment Crafted by skilled Nyss armorers, the armor worn by blighted
ogrun tribes is also derived from the style of the Nyss. This
As the frontline shock troops of the Legion of Everblight, armor traditionally consists of overlapping sheets of boiled
the clans of blighted ogrun go to war with better and more leathers riveted together and commonly includes steel
standardized equipment than their unblighted cousins. Their vambraces and shin guards.
weapons and armor are made by skilled Nyss smiths, who Ogrun warmongers often wear skirts of chain or scale mail
utilize cunning metalworking techniques to create fine steel with heavier plate to protect their limbs, while warspears go
from limited resources. This relationship is important because, to battle in lighter armor for greater mobility. The heavy plate
unlike free ogrun, the blighted ogrun have little ability to of a warmonger is manufactured in the same laminated style
manufacture their own equipment. Their madness prevents as leather armor, with thicker layers on the lower edges where
them from taking on tasks that require intense focus and shorter opponents like humans are most likely to land a blow.
attention to detail. This is not to say the blighted ogrun cannot Each layer is riveted together loosely to allow the plates to move
appreciate the fine workmanship of their equipment; quite the fluidly over one another. What is lost in protective capability
contrary, these brutes take great pride in wielding the weapons is made up for in flexibility in combat. Warmongers often
the Nyss bestow upon them. ornament the knee, the elbow, or the back of the palm with short
spikes. These additions increase the damage of their unarmed
Personal Equipment strikes while simultaneously mimicking the shape of the
blighted spurs growing out of their flesh.
Blighted ogrun have few pursuits other than warfare, and this is
reflected in the equipment they possess. Blighted ogrun eschew
comforts found among other cultures, even those common
among their unblighted kin. They have no need for knives or
cooking vessels because they gain their sustenance directly
from the bodies of the dead or from whatever they can dig out
of the ground while on the march. Their encampments rarely
consist of more than a few furs scattered beneath hide tarps.
Blighted ogrun sleep but briefly in fits and starts, and these
simple furs act as rugs where they can stare into emptiness
and consider murders to come. Beyond whetstones and
oil to keep their blades honed and tools to repair armor
when it becomes damaged, the blighted ogrun tribes
live spare lives without ornamentation aside from
what is taken from the dead as trophies. The skulls
of notable opponents are a common prize, and
powerful ogrun often wear several of their greatest
rivals as totems to ensure luck in battle.

Plated vambrace, pauldron,


helmet and chained coif,
all of blighted Nyss fabrication.

74 No Quarter PRIME
Melee Weapons
Most ogrun wield the traditional ogrun warcleaver, a nine-foot-
long polearm with a halberd-like head. A warcleaver weighs up
to twenty pounds and has a sharp, single-edged blade nearly
three feet long—ideal for both chopping and stabbing. The back
of the warcleaver has one or more conical spikes that the wielder
can use to pierce through thicker armor. The butt-spike of the
weapon has a shorter nine- to twelve-inch blade most commonly
used to finish off a downed foe, though it also allows for swift
follow-up strikes in a skilled user’s hands.
Even larger pole cleavers are now forged for the Chosen of
Everblight, with a blade far thicker and heavier than a standard
warcleaver’s. These weapons are too big for even blighted ogrun
to wield, but they serve well for the brutish, inelegant manner
in which the Chosen fight: designed like a butcher’s blade, their
only purpose is to hack an enemy to pieces.
Instead of the standard warcleavers, the blighted ogrun
warspears carry several six-foot-long hardwood spears.
The traditional ogrun spear was used for both hunting and
warfare, and is well suited for combat at range or up close. The
broadhead blade has convex notches on either side, which allow
a wound to close over the spear to keep it in place after striking
a target. A conical counterweight on the butt of the spear
balances the weapon for throwing.
As is common among blighted beings, ogrun in the Legion tend
to have grown some combination of sharp bone spurs, talons,
elongated fangs, and horns. These natural weapons enhance
the ogrun’s inborn toughness and augment unarmed combat,
particularly in the case of the massive Chosen of Everblight.
The Chosen’s talons and tails are comparable to those of most
dragonspawn, giving them a decided edge when dealing death
up close.

Warbeasts
Since few warlocks are counted among the blighted ogrun, the
only direct contact they have with Everblight’s dragonspawn is
with those under the command of the dragon’s chosen generals,
who sometimes enlist tribes as fighting fodder. The blighted
ogrun’s reactions to these dragonspawn vary from indifference,
common among those ogrun too crazed to pay the warbeasts Blighted ogrun wield a variety
of heavy polearms, some
any attention, to reverence among those who view the beasts as fabricated by Nyss, others by
embodied totems of Everblight himself. the ogrun themselves. Ogrun
repaired weaponry may
In the rare instance when blighted ogrun must interact directly incorporate unusual materials
with dragonspawn, there is often some friction. Both ogrun like blighted bone and more
roughly hewn wooden shafts.
and dragonspawn are consummate killers, and they can and do
view each other as competition for prey. In battle, the presence
of dragonspawn simply inspires the ogrun to greater heights of
savage ferocity, as if they were trying to prove to the beasts that
they are the better killers.

No Quarter PRIME 75
THEME FORCE

Company of iron Tony Konichek's blighted ogrun of the Blackfrost Spawn


prefer to ambush their foes in the dead of night.

Requisition Costs New Legion of Everblight Models


This table gives the requisition costs of the new Legion of
Everblight models useable in Company of Iron games. Units Requisition
Blighted Rotwings 0/–1
The requisition cost of weapon attachments is not cumulative;
use the cost listed regardless of the number of weapon Unit attachments Requisition
attachments added to a unit.
Gorag Rotteneye –1
Tables for all Factions are updated as new models are released
and can be found at privateerpress.com/rules. commander attachments Requisition
Ammok the Truthbearer –1
Model count adjustment: If your opponent starts the game
with at least twice as many models in their army as you have,
increase your hand size by one. If your opponent has at least
three times as many models, increase your hand size by two.

76 No Quarter PRIME
State of War: reduced or transferred, then the player rolls a d6. On a result of 1
or 2, choose a friendly model/unit to gain Pathfinder for one

Blighted Ogrun turn, and remove d3 damage from the chosen model/unit. On a
roll of 3 or 4, choose a friendly model/unit. The chosen model/
Few sights in western Immoren are as intimidating as a unit’s melee weapons gain Weapon Master  for one turn. On
concentrated assault launched by the blighted ogrun. With the a roll of 5 or 6, choose a friendly model. The chosen model gains
inborn strength of a light warjack, enhanced by the crucible Berserk, boosted attack and damage rolls, and +3 SPD, STR, MAT,
of dragon blight and ceaseless battle, they descend upon the DEF, and ARM. Remove the chosen model from play at the end
enemy like hungry madmen. Those foes who are finished by the of the turn.
polearms and spears of these ogrun are lucky, for they are spared
the horror of having their living flesh consumed before their eyes. Blight Field
The terrain features described below provide thematic options Where the blighted ogrun fight, pools of their spilled blood and
to use in any narrative game of WARMACHINE and HORDES. mounds of their dead flesh corrupt the land. These fields of blight
You will want to discuss with your opponent how many pieces of can linger for months, and those not touched by the dragon’s gift
thematic terrain you wish to use. who linger within them are sapped of strength and vitality.
Rules: A Blight Field terrain feature is represented by a 3˝
AOE template. Place d3 + 3 Blight Fields as one of your terrain
features for the game. A non-blighted model that begins its
Battlefield Condition: Intoxicating Frenzy
activation in a Blight Field suffers –2 SPD, STR, MAT, RAT, DEF,
Blighted ogrun warriors descend into greater madness at the sight of blood and
slaughter. Witnessing one of their own cutting down an opponent only serves and ARM and cannot run or charge for one round.
to make them more vicious, more violent, more eager to massacre all enemies.
Rules: Intoxicating Frenzy is a battlefield condition rather than a terrain
feature. When a friendly model destroys an enemy warrior model with a
melee attack, you gain an Intoxicating Frenzy token. During a friendly warrior
Blighted Ogrun
model’s activation, it can spend these tokens to make additional melee attacks
or to boost melee attack or melee damage rolls. While you have five or more Scenario
Intoxicating Frenzy tokens, warrior models in your army gain Berserk and Tough 
. (When a model with Berserk destroys one or more models with a melee The dragon Everblight appreciates the effectiveness of his blighted
attack during its Combat Action, immediately after the attack is resolved it must ogrun legions but holds little affection for them. He throws them
make one additional melee attack against another model in its melee range.)
into battle against overwhelming odds and insurmountable
obstacles with seeming disregard, for to him they are simply
living weapons with which to achieve his greater goals. But the
blighted ogrun do not resent their callous use—even those still
Carcass Heap sane enough to do so. In their mad eyes, each battle is another
When blighted ogrun descend on their victims, they often leave opportunity to prove themselves to their god and master,
haphazard piles of rotting carcasses in their wake. Dragonspawn Thagrosh, and each bloody kill is a sacred ritual performed in the
and rotwings will eagerly consume this putrefying flesh, but to dragon’s name. To die for the cause of Everblight is the greatest
those not tainted by blight the smell of decay is nauseating. achievement a blighted ogrun can hope for, if that death brings
the dragon closer to his ultimate and inevitable victory.
Rules: A Carcass Heap terrain feature is rough terrain and should
be represented by a pile of bodies or a viscera-strewn scene. Non- On the following page is a special narrative scenario that allows
blighted living warrior models within a Carcass Heap suffer players to experience the frenzied intensity of a blighted ogrun
–2  MAT, RAT, and DEF. A non-blighted living warrior model battle and the thrill of bloodletting such warriors crave.
starting an activation within a Carcass Heap cannot run or
charge that activation.

Blood Altar
Everblight is a jealous and egotistical being, and he delights when
his blighted ogrun build altars to his greatness, rewarding them
with a greater measure of his vast power.
Rules: A Blood Altar terrain feature is a 50  mm obstruction
that blocks LOS as if it were a large-based model. If a player’s
warcaster or warlock is B2B with a Blood Altar at the start of their
turn, the warcaster or warlock can make an offering. The model
immediately takes d6 points of magical damage that cannot be

No Quarter PRIME 77
Blighted Ogrun Scenario

Fatal Feint by Will Pagani

Anger and bloodlust buzzed in the back of Gorag Rotteneye’s mind, Gameplay Overview
accompanied by the deep ever-present ache in his missing eye’s socket.
Around him, a throng of warmongers snorted and snarled with rage that One player is the Attacker, whose force is probing the enemy’s
was barely kept in check. Gorag stood at the head of a massive force of position, trying to gather information quickly and make a safe
warmongers, warspears, and more than a few dragonspawn. He wondered getaway. The other player is the Defender, attempting to distract
the Attacker to conceal the moves of a larger army flanking the
if the others felt the same gnawing hunger he did on the eve of battle, if
opponent.
their mouths also filled with saliva at the thought of fresh, hot blood.

East of his position, a stronghold of Rhulic soldiers stood watch over Setup
the mountain pass. With their cannons and rifles, they could easily pick
apart a large force trying to move through the Thundercliff Peaks. Right Before the game begins, players agree between themselves or
randomly determine who will be the Attacker and the Defender.
now, Gorag's mistress Anamag led just such a force from the north,
within sight of the dwarves’ artillery emplacements. Place seven to nine pieces of terrain of varied types on the table.
No terrain feature can be placed within 3˝ of another terrain
He would not let them harm her.
feature, with the exception of trench templates, or within 6˝ of
Gorag swung his massive polearm up and let it fall. At this signal, the the table edge.
warmongers howled and rushed forward through the trees at the edge
of the valley. Behind them, warspears hefted their weapons and ran, Army Composition
ready to sling death at the enemy once in range. The last of Gorag’s
Each player builds a standard 50-point army.
warriors to move were the three Chosen of Everblight—Korag, Borok,
and Athule. They waited for the first ogrun to clear the edge of the trees
before bounding forth, their four limbs and sinuous bodies propelling
Deployment
them through the woods. Gorag sprinted to keep up, the throbbing in his The Defender is the first player. Both players deploy their models
head growing deeper and more powerful. completely within 10˝ of their table edge.

The Rhulfolk had not expected the attack, and the war cries of the
ogrun had drawn their full attention, just as Anamag had instructed.
Special Rules
Already a dozen ogrun lay dying, pulling themselves on ruined limbs Look Sir, Over There!: At the end of each of the Defender’s
across the floor of the valley, leaving dark streaks of red on the virginal turns, roll a d6 for each Attacker warrior model within 20˝ of the
snow. The roar of cannons and mortars drowned out the screams of his Defender’s table edge. On a roll of 4, 5, or 6, the Attacker gains
warmongers—screams not of pain but of rage. The crackling of dwarven an Information token as the model has spied a glint of armor, a
rifles seemed faint and distant. plume of smoke, or some other sign that the Defender may have
reinforcements on the way.
Borok was the first to reach the outer wall, striking north of its main
gate. The Chosen clawed for purchase and scrabbled up the defenses,
tail slashing the air in anticipation. A moment later Keleg and Athule
Victory Conditions
followed suit, executing Gorag’s orders to throw the defenders into The Defender wins at the end of six rounds as their main force
disarray and keep them fully occupied. flanks the Attacker’s scouts and crushes them!

Meanwhile, the warspears reached the range of their weapons. With feral The Attacker wins if they have six or more Information tokens,
grunts they let fly the first volley of spears. The missiles arced over the as they complete their mission and head back to command with
fort’s outer wall, and the cries of unseen Rhulfolk let Gorag know at least the intel.
a few had found their mark. The dwarves responded with concentrated Additionally, a player wins if they have the only remaining
fire from a mounted cannon, obliterating three ogrun in a blast of dirt, warcaster or warlock in play.
snow, and bloody flesh.

As the Chosen continued to sow chaos among the defenders atop the wall
and the warspears readied another volley, Gorag looked to the northern
sky. There he spotted a black cloud of rotwings wheeling, likely following
the bulk of Anamag’s force. He had managed to get the dwarves’ attention,
but now more than ever he needed to hold it.

“For the Messiah! For the Doom Feaster!” he bellowed, leading a charge
of warmongers against the main gate. The war cleavers of his warriors
hacked viciously at the fortified door, even as Gorag’s own polearm bit
deep into the wood, cracking one of the great timbers.

78 No Quarter PRIME
Legion of Everblight Theme Force

Primal Terrors
When the blighted ogrun tribes go to war, they do so with the blessings of Everblight on their side. Fighting
with little regard for personal safety, howling warbands descend upon their foes, crazed by the prospect
of spilling blood for their war chiefs and their korune, Thagrosh. Even mortal wounds suffered in battle do
not deter them. Instead, such injuries goad them to drive even deeper into the enemy’s heart to shed even
more blood before they expire.

Army Composition

An army made using this theme force can include only the following Legion models:
• Legion warlocks • Blighted Rotwing units
• Non-character warbeasts • Hellmouth units
• Golab • Forsaken solos
• Blighted Ogrun models/units • Spell Martyr solos

Special Rules

• This army can also include one Minion solo and one Minion unit that will work for Legion.
These models can be included even if they have the Partisan [Legion] special rule. Minion units
in this army can include attachments.
• For every full 20 points of Blighted Ogrun and Rotwing models/units in this army, you can add
one Hellmouth unit, one Blighted Ogrun command attachment, or one medium-based Blighted
Ogrun solo to the army free of cost. Free models do not count toward the total point value of
Blighted Ogrun and Rotwing models/units in the army when calculating this bonus.
• Blighted Ogrun Warmonger and Blighted Ogrun Warspear units in this army gain Vengeance.
(During your Maintenance Phase, if one or more models in a unit with Vengeance were
damaged by enemy attacks during the last round, each model in the unit can advance 3˝ and
make one basic melee attack.)
• Your deployment zone is extended 2˝ forward.

No Quarter PRIME 79
THEME FORCE

Forces of Khador

The Armored Corps


by Matt Goetz & Douglas Seacat, with Josh Colón

B olstered by steel and steam, the Man-O-War are the


foremost mechanized heavy infantry of the Iron
Kingdoms. These elite warriors meld the might of machinery
While the thick plating provides outstanding protection against
an enemy’s attack, Man-O-War steam armor also brings its
own set of unique dangers. A broken coupling can mean a slow
with Khador’s irrepressible patriotism and fighting spirit, and agonizing death as the armor fills with a scalding cloud;
bringing ruin to those who oppose the Empire. To be counted a ruptured boiler can end a Man-O-War’s life in the roar of a
among the Man-O-War corps carries a special prestige because violent explosion. These iron-willed fighters go to war knowing
of the dedication, skill, and bravery required to pilot a suit of that any one of a multitude of potential malfunctions could kill
steam armor. Each of these soldiers must also meet certain strict them as quickly as an enemy’s bullet or blade.
physical requirements and are drawn from among the tallest
Unlike other Khadoran military orders such as the Iron Fang
and hardiest of Khadorans.
and Winter Guard, the Man-O-War tradition is relatively
new, having existed only for the last century and a half.

80 No Quarter PRIME
Yet in that time, many of the greatest champions and noble can withstand punishment beyond that of mere flesh. By
heroes of Khador have risen from their ranks to fight, and combining these qualities, Khador has achieved a near-perfect
sometimes to die, in the name of the Motherland. Like knights union. The enemies of the Motherland tremble at the earth-
of legend reborn as modern warriors for an ever-changing shaking advance of a Man-O-War kompany, for they know
battlefield, each soldier in Man-O-War armor takes pride in the they fight against a foe that is resolute and almost impervious
accomplishments of their peers and in the discipline they share. to their weapons.
Man-O-War and their armor are inseparable components of
a united whole. The mind of a living soldier is more cunning
and adaptable than the cortex of a warjack, and patriotic duty
can drive a soldier to accomplish what would be otherwise
inconceivable. Yet the strength of machines and armor

No Quarter PRIME 81
THEME FORCE

Origins cortexes for its warjacks, Khador had long struggled to produce a
sufficient number of these expensive mechanikal brains. Even in
Though steam-powered armor has existed for many centuries, areas where the required minerals and crystals were thought to
it has only recently been integrated into organized groups exist, such as deep in Khador’s mountains, they were difficult and
of soldiers such as the Man-O-War of Khador. Prior to this costly to extract and refine. These obstacles created a relatively
development, steam armor was seen only in custom suits low ceiling on cortex production even in the best-case scenarios.
built exclusively for the use of individual warriors, with no Accordingly, the Khadoran Army was forced to squeeze the
common standards for manufacturing methods, size, or even maximum utility from the ’jacks it did have. While other
materials. Each suit was as individual as its creator, and many nations had the luxury of producing lighter warjacks to fill
different engineers developed unique solutions to problems the gap between soldier and steamjack, Khador had to house
common across all steam armor. It took some time for the their scarce and precious cortexes in the most durable frames
makers of steam armor to combine their talents and their best possible. This lack of light warjacks would take its toll in
ideas for power generation, weight compensation, and strength engagements like the Border Wars, where having smaller
enhancements to produce a standardized suit of armor. and more maneuverable warjacks would have helped the
The potential for steam armor was obvious, but it was necessity northerners contend with enemy machines like the Strider
that drove its development into a branch of the military. Lacking and Javelin, which could better negotiate the terrain and
a number of the rare natural resources required to fabricate outmaneuver their heavier Khadoran counterparts.

82 No Quarter PRIME
Khador’s High Kommand, the army’s governing body, put Man-O-War had their first true test during the First Thornwood
out the call to their foremost mechanikal engineers to find a War, when King Ruslan Vygor committed to his campaign
solution to this gap in the military’s strength. Many different against Cygnar through the dense forest. The fighting
suggestions were put forward, and found lacking, before senior conditions in the Thornwood were a perfect trial of the steam
mechanik Jachemir Venianminov submitted his preliminary armor. While Berserkers and Juggernauts tore through the
design for Man-O-War armor in 470 AR. An avid student forest to create the Warjack Road, the more mobile Man-O-War
of history, Venianminov envisioned his Man-O-War as a shocktroopers marched through the trees at their flanks. The
modern incarnation of the heavily armored Bastion knights Man-O-War allowed Khador to penetrate deeper into the forest
and the original mounted drakhun who fought beside Priest- than would otherwise have been feasible, proving themselves
King Khardovic long ago. These heroes wore armor that was an ideal complement to the massive ’jacks of the north.
considered impractical for all but the strongest of warriors; in
A generation later, Supreme Kommandant Vestrivor Sechekoff
fact, the ancient drakhun were literally unable to fight once
further developed the Man-O-War with the creation of the
unhorsed. But Venianminov knew steam power could make
Demolition Corps. In the early 500s AR, Sechekoff demanded a
possible what raw muscles could not.
new set of armament and training to provide Man-O-War with
So, while the southerners were embroiled in civil war against the tools to tear down the fortifications of his nation’s many
their Menite citizens, Khador seized the opportunity to devote foes. He thus set in motion a long series of refinements and new
its military production to fabricating the first standardized weapons suites that continue to this day, as Man-O-War armor
suits of steam armor. Within seven years, two full kompanies was a suitable platform for any number of different loadouts.
of Man-O-War soldiers marched out of the Rigevnya complex
Man-O-War underwent further refinement thanks to the
in Korsk in a military parade that demonstrated Khador’s new
ingenuity of Simonyev Blaustavya. Prior to his role as the
contribution to mechanized warfare.
premier industrialist of Khador and regent for a young Ayn
The first generation of Man-O-War were conscripted from all Vanar XI, Blaustavya was an accomplished battle mechanik
branches of the military. Any soldiers who met the physical assigned to the Khardic 21st Shocktroopers. In this role, he
requirements for height and strength were put through a battery helped to refine many critical components of standard Man-
of grueling physical tests to determine their suitability. Of the O-War armor, including a self-operating regulator handle to
many thousands who were subjected to these trials, fewer than maximize output while reducing the frequency of catastrophic
one in ten could satisfy the demands of their instructors. The failures. His best-known contribution to the Man-O-War,
number and diversity of recruits brought its own challenges— however, was the modern shocktrooper shield cannon, a
some had to completely relearn how to be soldiers in their new weapon that increases the overall battle efficacy of what would
role—but also gave the corps a wide range of disciplines and become the Assault Corps.
talents to draw upon. Former mechaniks taught former Iron
Within a few years, the Man-O-War would expand to include
Fangs the tricks needed to keep their armor functioning. The
bombardiers as a type of light artillery support. By 530 AR,
Iron Fangs in turn shared techniques for close-ranked melee
this armor allowed for the reinvention of the ancient drakhun
combat, while seasoned Winter Guard veterans taught both
tradition of mounted Man-O-War—the ultimate heavy cavalry.
groups the discipline they would need while under enemy fire.
As the needs of the battlefield evolved, so too did the Man-O-
Each specialized group came together to create a unified force of
War. It is an unending process of refinement and evolution,
soldiers skilled in almost every facet of warfare.
taking the best qualities of military traditions from the past
The early steam armor of the Man-O-War was crude by and adjusting them to suit the advancements of the day. In
modern standards, but it fulfilled Venianminov’s vision of time, the Man-O-War became one of the most prestigious and
nearly impervious soldiers. In field tests, the armor was able famous military orders in Khador and an undeniable example of
to turn aside most forms of small arms fire, allowing troops to Khador’s martial innovation. Given the diversity of its soldiery
cross contested territory through a hail of gunfire. Even light and arsenal of weapons, it was a natural evolution to create the
artillery shots could be deflected by the thicker breastplate Man-O-War division under newly promoted kommandants
and pauldrons of Man-O-War armor. To counter the potential Kratikoff and Arconovich, a force now entirely capable of self-
vulnerability of their more lightly armored limbs, Man-O- sustained operations.
War were also equipped with large, thick shields. With this
formidable protection and wielding a massive polearm, the first
Man-O-War proved to be durable and adaptable soldiers. Thus
the shocktroopers were born, a tradition that would continue
with only minor adjustments into the modern day.

No Quarter PRIME 83
THEME FORCE

Man-O-War Training Because of these dangers, all Man-O-War are extensively


trained in the inspection and maintenance of their equipment.
Only the most outstanding individuals are chosen for admission They are expected to thoroughly examine their armor prior to
to the Man-O-War training program. Potential recruits must donning it to ensure it is safe. Part of this training involves a
meet stringent physical requirements, as all suits of armor are skilled instructor selectively damaging the armor to test the
manufactured to accommodate a relatively narrow deviation trainee’s adherence to procedures—the type of damage that
in size. An aspiring recruit must be both solid and very tall, would cause potentially crippling injuries if not identified and
even by the standards of Khador, in addition to exhibiting repaired prior to performing strenuous movements such as are
strength and stamina. The standard desired height is six feet six required in battle.
inches, and those who deviate more than a few inches in either After qualifying for basic proficiency with steam armor, recruits
direction are considered unsuitable. are sorted for suitability in different roles. Those demonstrating
Once selected, recruits endure a rigorous training program. excellence in marksmanship are earmarked for the bombardiers,
Man-O-War armor is both expensive to produce and vital with others being sorted into either the Assault Corps or
to Khador’s war effort, so trainees receive a full year of Demolition Corps based on their performance. The Demolition
instruction before taking to the battlefield fully equipped—one Corps emphasizes offensive tactics and prefers aggressive
of the longest such programs in the Iron Kingdoms. The first soldiers, while the Assault Corps values those who are patient
month is dedicated to a barrage of physical fitness tests and and resolute.
conditioning to weed out anyone who will not be able to endure A select few recruits are given the opportunity to join the ranks
the prolonged strain and exertion the steam armor demands. of the drakhun, a discipline adapted from the cavalry traditions
Subsequent months are devoted to familiarizing recruits with of the horselords. These mounted soldiers ride the impressive
the complexities of their armor and the weapons they will wield Karpathan destrier, the largest equine breed in the Iron
in combat and to running trainees through a punishing course Kingdoms. The key qualities of the drakhun are outstanding
of exercises that test both physical and mental endurance. horsemanship and clear martial prowess despite the limitations
Learning how to fight in steam armor is one of the most critical imposed by the heavy armor. Though their numbers are small,
challenges a potential Man-O-War faces. If used improperly, serving among the drakhun is a privilege to which nearly every
the mechanisms that enhance the wearer’s strength can instead recruit in the Assault Corps aspires.
shatter their bones. Moreover, if the burn rate and temperature Additionally, candidates with a proven skill in maneuvering
of the suit’s boiler are not carefully controlled, the armor can and fighting in steam armor can be selected for the Tanker
cause lethal burns. Even minor mechanical failures can result in Corps and instructed in the use of even larger and heavier Man-
deadly breaches of steam that will cook a soldier alive. O-War armor. Those with superior mechanikal aptitude may be
chosen to lead specialized teams of battle mechaniks who repair
and maintain steam armor in the field.

84 No Quarter PRIME
Man-O-War Tactics When deployed as part of a combined-arms force of Winter
Guard and other elements, Man-O-War often form a strong
Man-O-War excel in assaulting hard targets, thanks to the bulwark at the heart of the army, relying on more agile forces to
durability of their armor. A kompany of such soldiers fight with protect their flanks and provide assistance should they become
the impact and tenacity of light warjacks, and in concentrated encircled. When dedicated forces of Man-O-War take the field,
efforts there are few forces that can reliably repel them. squadrons adopt a looser skirmish formation on contact with
enemy infantry. Each soldier keeps an eye on the Man-O-War
The tactical doctrine of the Man-O-War division focuses on a to either side in order to prevent swifter foes from attacking the
steady advance into enemy-held territory. Steam armor being too more vulnerable fireboxes and boilers at their backs.
cumbersome for swift redeployments or maneuvers, the division
drills into its members the importance of closing with the enemy At times the standard line formations of the Man-O-War are
and seizing the initiative through relentless forward progress. ill-suited to face a certain enemy, such as when they go up
This approach is aided by support elements like the suppression against a force with similarly heavy infantry. In those rare
tanker and the assault chariot. Both are able to maintain steady circumstances, a kompany adopts a mixed-order formation,
fire on infantry positions, allowing phalanxes of Assault Corps to with staggered groups of close and ranged infantry flanked by
weather a march across the battlefield. Bombardiers assist in this chariots and drakhun. The forward elements maintain a steady
role as well, firing arcing shots from their grenade cannons into barrage of fire on high-value targets while the mobile chariots
defensive positions to burn out defenders. and riders move to outflank the foe, either striking at the
periphery of the battle or trying to reach command units to sow
Shocktroopers of the Assault Corps often form the vanguard chaos in the enemy ranks.
of a Man-O-War attack. Advancing with locked shields,
they endure the brunt of enemy counterattacks and screen Supply logistics are vital to any Man-O-War kompany’s success.
the durable but somewhat more vulnerable members of the Their armor demands a steady supply of coal and water to
bombardiers and Demolition Corps. Upon contact with the function, which can strain supply lines if the kompany extends
enemy, these shocktroopers pin them in melee combat, allowing deep into enemy territory. In addition, the armor requires
additional troops such as the Demolition Corps to reach their frequent maintenance that often must be performed in large
objectives. The role of the Demolition Corps is to neutralize workshops. Wherever the kompany travels, a small army of
heavy warjacks or bring down fortress walls, blockhouses, and supply officers, mechaniks, and specialists follows closely in
other hard targets. They are assisted in their efforts by the Man- their wake, usually no more than a half-mile behind the van. In
O-War siege chariot and the strike tanker, both of which mount prolonged engagements, the most experienced mechaniks take
high-powered ordnance that makes short work of structures to the field with the kompany, effecting battlefield repairs on
and warjacks. damaged armor to keep the soldiers in the fight.

No Quarter PRIME 85
THEME FORCE

Life as a Man-O-War When they are not maintaining their steam armor,
Man-O-War participate in frequent drills. Officers
The life of the Man-O-War differs from that of much of Khador’s modern oversee training exercises that pit their soldiers
military. Given their elite status, Man-O-War soldiers are exempt from the against one another in mock combat, war games,
more mundane aspects of army life, such as hauling supplies, maintaining and even steam-armored wrestling matches
fortifications, clearing roads, and other menial tasks. While not on patrol designed to keep their skills honed. Kompanies
or guard duty, most Man-O-War are given leave to pursue their own have a standard suite of drills they employ, but
interests. These privileges and liberties, along with the prestige of their kapitans will eventually develop a modified
organization, create a certain friction between Man-O-War infantry and regimen intended to shore up whatever weaknesses
the Winter Guard. The former often view themselves as more important to they perceive in their units or to prepare for specific
the nation’s military success and therefore deserving of special treatment, upcoming engagements.
while the latter can see their armored counterparts as simply arrogant, One longstanding informal tradition within the
not to mention disdainful of the vital contributions of the Winter Guard in Man-O-War corps is the mentor relationship, in
safeguarding the Motherland. which one or more new recruits are taken under the
Man-O-War barracks are unusual places, falling somewhere between wing of a veteran soldier. The mentor looks out for
standard army housing and a mechanik’s workshop. Among the usual the young warriors, providing practical advice along
bunks and footlockers, the Man-O-War also have benches and tool chests with anecdotes about their own time in the ranks.
so they can upkeep elements of their armor. Most of the soldiers have These relationships are not a part of the formal
developed an above-average degree of mechanikal aptitude due to their training structure, and mentors avoid interfering
reliance on steam armor, and even if a damaged suit has undergone repairs with their recruits’ instructors or other superior
by a trusted battle mechanik, soldiers carefully inspect each weld and officers. A mentor serves as a friendly face among
replacement for signs of shoddy work. This is more than just paranoia, as the more experienced troops to whom a recruit can
the failure of a single component has the potential to leave a Man-O-War turn for advice. These bonds often grow deep and
immobilized or broiled alive. can serve as something of a replacement family
within the intensive atmosphere of the Man-O-War
garrisons. Not every recruit has a mentor, but
those who seek out such a guide can
usually find one.

86 No Quarter PRIME
Stasikov Palace in Korsk, home of Empress Ayn
Vanar. This palace is guarded by the Ivory Guard,
an elite Man-O-War honor guard.

Sometimes commanding officers make use of training squads


for other tasks, harnessing their steam power for high-priority
No Country for Old Man-O-War construction projects, garrison repairs, or similar jobs. This
One of the unspoken truths about life as a Man-O-War is the toll practice provides the benefit of labor equivalent to dozens of
steam armor takes on its wearers. On a long timeline, the joints
of a Man-O-War break down as they are pulled unnaturally by the
light steamjacks while also facilitating increased familiarity
actuators of the armor’s limb mechanisms. In efforts to conserve with the Man-O-War rigs for those who are new to them.
coal, many soldiers dampen the burn rate of the armor’s boiler, It has also become a common punishment for experienced
forcing their bodies to bear increasing amounts of weight. Only a
handful of Man-O-War can withstand this treatment for longer than
soldiers deemed guilty of minor infractions, as veteran Man-
a single tour of duty. O-War consider such labor to be beneath them. Having an
Those who make this lifestyle their career generally suffer for it, insubordinate shocktrooper forced to help in paving a road
even as each seeks to persist without complaint as long as they or hauling heavy loads for a few days will usually suffice to
can endure, unwilling to go against the stoicism expected of reinstate proper discipline.
these soldiers. The vast majority suffer chronic injuries that can
significantly diminish quality of life and eventually take them In mixed kompanies, members of the different corps enjoy
off the battlefield entirely. In the long term, such wear takes its
inevitable toll; arthritis is common, as are spinal injuries, bone a friendly rivalry. The nature of these rivalries varies from
degradation, and worse. By old age, eight in ten former Man-O- kompany to kompany but often involve competitions that pit the
War are debilitated to a greater or lesser degree. premier members of the various groups against each other in
The High Kommand is aware of this and takes measures to prevent tests of skill. Chariot races are understandably popular among
the knowledge from spreading among the common citizens. The
steam-armored soldiers serve as figures of propaganda for the
groups with charioteers, while infantry tend to prefer boxing
Empire, and if the truth became known it would shed an unwanted and similar unarmored sports. The official policy of the High
light on the realities of fighting in the name of the Motherland. Kommand is that such activities are wasteful and needlessly
The invincible and implacable reputation of the Man-O-War soldier
has become an iconic aspect of Khadoran military service, one the
dangerous, but wise kapitans turn a blind eye to the competitive
kommandants are unwilling to dispel. nature of their soldiers, at least once in a while. Victory in
Retired Man-O-War are encouraged to move to communities of these contests boosts the winners’ morale, while the losers are
their own kind outside the major cities where their crippled bodies motivated to improve their skills and fight even harder next time.
will not be visible to outsiders. These communities often contain
multiple Skirov-style saunas, where the damaged veterans can gain
some small relief from the aches and pains that plague them. Senior
Man-O-War understand that should they survive war, they are likely
to die in these isolated communities, surrounded by their own.

No Quarter PRIME 87
THEME FORCE

Man-O-War Units Demolition Corps


The Demolition Corps makes up one of the two major branches
Bombardiers of the Man-O-War. These soldiers are fully trained in the use of
their steam armor and armament, but they have also extensively
Armed with grenade cannons, the bombardiers are the mobile studied fundamental principles of engineering in order to better
light artillery of the Man-O-War and their principal ranged demolish all that the enemies of the Motherland have built.
infantry. In the numbers Man-O-War are traditionally fielded,
they can find themselves overwhelmed by other infantry. The Wielding deadly mechanikal ice mauls but lacking some of the
bombardiers are trained to lay down barrages of coordinated protection afforded to the Assault Corps’ shocktroopers, the
fire in overlapping areas to thin out concentrations of enemy Demolition Corps forms a strong second line of assault. These
infantry and create safe areas for their fellow soldiers to traverse squadrons exploit breakthroughs the shocktroopers create in
without fear of being swarmed. enemy formations, penetrating to attack high-value targets like
elite infantry, fortifications, and warjacks. Their ice mauls are
devastatingly effective up close, and few opponents are able to
Charioteers withstand a coordinated Demolition Corps assault.
Charioteers provide the Armored Corps with much-needed
mobile artillery and fire support. While not quite as swift or as Drakhun
maneuverable as the lighter chariots fielded by other nations,
the standard Man-O-War chariot is as thickly armored as the Astride their towering Karpathan destriers, the Man-O-War
soldier who controls it. Charioteers must manage not only the drakhun are among the most impressive and intimidating
task of driving their vehicles but also the effective use of the soldiers in the corps. They are the swift hammer of retaliation
heavy artillery they carry. These drivers ride at the flanks of a against those who oppose the Motherland, and each among
kompany to provide supporting fire when the Man-O-War are them is expected to be a master horseman and combatant. When
outnumbered, closing in to punch through concentrations of battle is joined, the drakhun ride to areas where the Man-O-War
troops as the battle line advances. are in danger of defeat. They crash through enemy infantry,
bolstering Khador’s strength wherever it is most needed, and
Charioteers are trained to perform bold pushes to exploit can intercept flanking maneuvers before they can breach a
vulnerabilities of light enemy infantry. As troops like trencher defensive formation.
infantry or Flameguard are forced to abandon their secure
positions, assault chariots surge forward to trample foot
regiments or to pin them in place with a stream of barrage gun Forge Seers
fire. Conversely, the larger siege chariots keep to more reserved Clad in baroque, rune-inscribed steam armor, Forge Seers
tactics, steadily advancing while screened by infantry and are potent masters of the arcane. These Greylords apply their
under cover of smoke grenades until their target is within range knowledge of magic and mechanika to imbue the weapons of
of their main armament. They must position carefully to take warjacks with the power needed to cut down unnatural foes,
full advantage of their heavy gun’s power, blowing warjacks out those who are more than mere flesh and steel. Greylords are
of position and lobbing devastating shells into fortifications to not an official component of the greater Man-O-War corps, but
clear them of entrenched foes. at times they will embed with other steam-armored soldiers in
Charioteers must learn to compensate for the slower reaction order to carry out missions for the Covenant. Some Man-O-War
time imposed by their cumbersome armor. While the kapitans resent the autonomy and authority of the Forge Seers,
augmented strength allows them to manually operate the who can demand seemingly limitless resources and manpower
chariot’s heavy artillery, it takes a moment for the armor to of a kompany in order to pursue their objectives. However,
build up pressure and respond to smaller movements. The the arcane might of the Forge Seers and the support they can
soldiers learn to anticipate the movement of their targets and provide to a kompany’s warjack detail tend to compensate for
to account for the speed of their vehicles in order to accurately this inconvenience.
time their shots. Because much of the pilot’s attention must be
focused on operating the main weapon of the chariot, Man-
O-War rely on their horses to negotiate the battlefield with
minimal guidance. The teams pulling these chariots are trained
warhorses and are adept at weaving through—or mowing
over—any barriers.

88 No Quarter PRIME
No Quarter PRIME 89
THEME FORCE

MODELS

1 Kommandant Sorscha Kratikoff


Man-O-War Warcaster
PIP 33127
2 Lord Kozlov, Viscount of
Scarsgrad
Warcaster
PIP 33118
3 Beast 09
Heavy Warjack
PIP 33055
4 Destroyer
Heavy Warjack
PIP 33063
5 Man-O-War Shocktroopers
7
Unit
PIP 33084
6 Man-O-War Shocktrooper
Officer
Command Attachment
PIP 33120 4
7 Man-O-War Drakhun
Dragoon Solo
PIP 33097
8 Man-O-War Assault Chariot
Battle Engine
PIP 33134

90 No Quarter PRIME
5

No Quarter PRIME 91
THEME FORCE

92 No Quarter PRIME
Mechaniks Man-O-War Tankers
Not every soldier in a kompany of Man-O-War is best suited to When they first took the field, the steam armor of the Man-O-
be a frontline warrior. Some contribute to the war effort in other, War was impervious to most conventional small arms fire. But
more pragmatic ways. Dedicated teams of battle mechaniks go to war drives technological innovation, and increasingly these
war behind a screen of steam-armored Man-O-War, dealing with soldiers found themselves imperiled by the heavier firepower
the constant minor adjustments and repairs the armor requires brought by warjacks and field artillery. Man-O-War suppression
over prolonged combat. These mechaniks seldom carry weapons tankers and strike tankers were developed in response to the
beyond the tools needed to execute their labor, and they wear more destructive armaments and engines of war that Khador
minimal armor except for a thin steel cuirass. Battle mechanik now finds set against it.
officers are trained to wear their own suits of steam armor, which
A suit of tanker armor looms over the standard Man-O-War,
they use to shield their more vulnerable subordinates, but officers
standing nearly on a level with heavy warjacks. The soldiers
seldom appreciate soldiers who huddle in their shadow rather
who pilot tankers are selected from those with stellar track
than boldly perform their duties.
records of proficiency with traditional steam armor, as a tanker
requires a much more deft hand to manage with any degree of
Man-O-War Shocktroopers success. Man-O-War tankers support their smaller companions
in battle, protecting them with massive shields and laying down
Armed with long annihilator blades and devastating shield
heavy supporting fire.
cannons, shocktroopers make up the bulk of the Assault Corps
of Man-O-War. These troops form the vanguard of any Man-
O-War assault force, enduring a storm of attacks as they drive
deep into hostile territory. Combining thick shields with their
steam-driven armor, shocktroopers are more resilient than the
other Man-O-War. For many years, shocktroopers were the most
durable of all Man-O-War variants, though in recent years that
distinction has been usurped by the larger and more impressive
tankers. Man-O-War tankers are still a developing technology,
however, and are fielded in far smaller numbers than the long-
established shocktroopers.

Tanker Tower Shield

No Quarter PRIME 93
THEME FORCE

MODELS

1 Kommander Zoktavir,
the Butcher Unleashed
Warcaster Unit
PIP 33101
2 Rager
Heavy Warjack
PIP 33106
3 Ruin
Heavy Warjack
PIP 33108
4 Kommandant Atanas Arconovich
& Standard
Man-O-War Unit
PIP 33128
5 Man-O-War Bombardiers
Unit
PIP 33067
4
6 Man-O-War Bombardier Officer
Command Attachment
PIP 33130 4

7 Man-O-War Strike Tanker


Solo
PIP 33131
7

8 Kommandant Irusk
Warcaster
PIP 33065
9 Kodiak
Heavy Warjack
PIP 33093
10 Battle Mechaniks
Unit
PIP 33089
11 Battle Mechanik Officer
Command Attachment 10

PIP 33081
12 Man-O-War Suppression Tanker
Solo
PIP 33132 12

13 War Dog
11
Solo
PIP 33060

10
10

10

94 No Quarter PRIME
5
5

5
5

3 2

15
14 Berserker
15
Heavy Warjack
PIP 33106
15 15 Man-O-War Demolition Corps
8
Unit
PIP 33085
16 Sergeant Dragos Dragadovich
Man-O-War Command Attachment
PIP 33129
15 17 Man-O-War Kovnik
Solo
PIP 33024
14

16

17
13

15

No Quarter PRIME 95
THEME FORCE

Heroes of the Man-O-War

Kommandant Sorscha Kratikoff


Sorscha Kratikoff has dedicated her life to Khador, tearing through its enemies with the
power and fury of a crimson gale. Her twenty-year service record documents the rise of
a legendary patriot, transcending military branches to inspire all who serve the glory of
the Empire. Having risen to the rank of kommandant at an unprecedentedly young age,
Sorscha has been tasked with sharing command of the full might of Khador’s new Man-
O-War division. She now leads the most mechanikally advanced force the Motherland has
ever unleashed upon its rivals.

Frostfang, retrofitted
for steam armor use
Sorscha’s position is well-earned, yet intrigue played its part in her new
commission as well. Rumors of an affair with Great Prince Vladimir Tzepesci
have circled the pair for years. After Vlad’s engagement to Empress Ayn Vanar,
some believe her imperial majesty honored Kratikoff with this position as a way
to utilize one of her kingdom’s greatest military assets while also distancing her
betrothed from potential scandal. Sorscha, for her part, has always known duty
Regulation XK427 and station would keep her and the great prince apart. She has resolved to focus
"Ear Warmer" cap on unifying the Man-O-War into a coherent division and leveraging its strength to
destroy the enemies of the Motherland.

Sorscha began her new assignment with several months of rigorous training to master Man-O-
War armor. She wears a unique hybrid of warcaster and Man-O-War armor custom-built to fit
her smaller frame and to channel her arcane power. While it is relatively compact by Man-O-
War standards, it is still much larger and more cumbersome than the warcaster armor she
was accustomed to. Only after weeks of ceaseless drilling and tireless practice did she
become fully proficient in her new armor. She proved her readiness by challenging the
most skilled Man-O-War of her division to a series of trials. She managed to keep pace
with the veterans in one challenge after the next until she had earned the respect of
her subordinates. Only then was she fully welcomed as one of them.

3-inch, 6-caliber cannon,


retractable

Warcaster/Man-O-War
hybrid armor

In combat, Kommandant Sorscha fights with the power of an


avalanche and the swiftness of a storm. Using her heavier armor
combined with her power field to endure barrages of enemy fire,
she smashes headlong into her enemies. With her command of
winter magic, she conceals the movements of troops under her
command, allowing flanking and ambush maneuvers unprecedented
among these steam-powered soldiers. While her soldiers outmaneuver and
overwhelm the enemy, Sorscha hurls herself into the thick of the fighting, laying
waste to warrior, beast, and machine alike with sweeps of her great hammer-
scythe Frostfang and shots from her heavy cannon.
Kept in near-constant deployment for over a year, Sorscha Kratikoff has been reborn
in steel; her armor’s mechanikal limbs and the Man-O-War soldiers under her
command both act as extensions of her battlefield prowess, amplifying her ability
to bring ruin to the enemies of Khador. In brief moments of respite, Sorscha
catches herself dreaming of another life, one which is now denied to her.
Rather than despair, however, Sorscha chooses to bear the agony of loss like
another set of armor and to drive forward once again into her foes.

96 No Quarter PRIME
Heroes of the Man-O-War

Kommandant Atanas Arconovich


Some military leaders arrive in their position by choice or via some oddly circuitous route.
But others seem destined to this life, as if nothing else would have suited them, and Atanas
Arconovich is one of these. When the High Kommand began to discuss the possibility of
creating the Armored Corps as a fully self-sufficient Man-O-War army, Arconovich was the
first officer on every supreme kommandant’s list.

A decorated officer of the 2nd Army, Arconovich participated in the capture of Northguard and
the subsequent occupation of the Thornwood Forest in 608–609 AR. When Cygnar retaliated
following the civil war of late 609, Arconovich was one of the few officers who resolutely held
his position against the southerners, refusing to give ground. His kommand continued fighting
Khardic cavalry sabre until the truce between Cygnar and Khador, when he was forced to abandon the forest.
& hand cannon scaled
for Man-O-War armor In recognition of his bravery, Arconovich received the Star of the Motherland. In the interwar
period, he was promoted to the rank of kommandant and given a special assignment to assist
in restructuring certain elements of the Man-O-War corps into a dedicated division. Arconovich
trained alongside a new batch of recruits as they went through the rigorous Man-O-War training
regimen, learning how to operate the steam armor as well as how best to command a force of
Man-O-War. Just as this training came to an end and he had set
himself to the task of commanding his new force, Cygnar
attacked in Khador. The kommandant’s new division
was to receive its first true test in the crucible of war.

Modified Kommandant
Cap KZX007 in gold

Trusty bannerman with


gladius (for stabbing)

Arconovich abides by the principle that a true kommandant must lead his soldiers from the front to provide an example of
patriotism and bravery and to inspire them to great deeds. He believes an effective order must be simple, direct, and concise,
because a soldier cannot be blamed for his superior’s inability to efficiently convey his demands. In all of these attitudes,
Arconovich found his priorities mirrored by the similarly recently promoted Sorscha Kratikoff, with whom he shares
leadership responsibilities. They have together taken the already impressive soldiers of the Armored Corps to new heights.
Arconovich expects the Man-O-War of his division to be able to assess battlefield conditions and respond according to
their training and the tactical doctrine of the corps without waiting for orders from their superiors. He is quick to reward
excellence but uncompromising in dealing with those who have shirked their duty. Like most individuals in the upper
ranks—with the exception of commoners like Kratikoff—Arconovich was born into wealth and title, his being one of the
minor noble families of southern Khador. He retains some attitudes from this upbringing, including a general disdain for the
lowborn, which he has fought to suppress. He believes in the duty of the nobility, for without a proper example to emulate, the
baseborn are likely to succumb to their lower impulses. Arconovich strives to be that example to every soldier he commands.

No Quarter PRIME 97
THEME FORCE

Heroes of the Man-O-War

Sergeant Dragos Dragadovich


In another life, Dragos Dragadovich may have been one of the foremost
manhunters to emerge from the forests of Skirov, or perhaps a barbarian
warlord with thousands of warriors sworn to him, but his destiny took him
down another path. Born in a modest trapping village at the fringe of the
Empire, he spent his youth stalking the wilds and defending his family’s
homestead from wild beasts and feral men from the uncivilized world.

When he reached the age of conscription, Dragos had never even seen a
city. He was enrolled as a member of the Winter Guard sight-unseen, never
having bothered to try to avoid it, unlike some of his kinsmen who wound
up serving as irregulars. When he arrived for training, his instructors took
note of the man’s impressive physique and immediately transferred him to
the Man-O-War program.

Improperly repaired and


maintained armor
From the outset, Dragos excelled at the physical requirements, but he found the
military discipline and regimented lifestyle less to his liking. While he enjoyed the
sense of indestructibility he felt in armor, he found obedience to others a more
difficult hurdle. He prickled at even the thought of being controlled. In particular,
his tendency toward insubordination and violent outbursts gave him a certain
Enthusiastic
reputation, one which prevented him from swift advancement in the corps.
expression

He might have been removed from training if his instructors had not seen fit to
channel his destructive energies into a more productive outlet: the Demolition
Corps. Dragos was transferred there following a series of fights with fellow
trainees, and he flourished in his new role. He enjoyed nothing more than
seeing structures come crashing down from a blow of his hammer.
Dragadovich rose to prominence after participating in the assault
on Deepwood Tower, where he destroyed several blockhouses at
the outer perimeter of the fortress. Other members of his unit
succumbed to concentrated fire from the Cygnarans, but he
was relentless, taking up his fallen sergeant’s maul and tearing
through the enemy with the fury of a winter storm.
Following this accomplishment, Dragadovich was promoted
to sergeant. Unlike others of his rank, however, he does not
command a dedicated unit of Man-O-War. Instead, he is
given special assignments, traveling between kommands as
the needs of the ongoing war effort demand.

Timber wolf pelt,


non-regulation

Failure to submit
exemption form for
Bear teeth, second ice maul
non-regulation

Human skull,
also non-regulation
Halls of Honor
Since the formation of the Man-O-War division, some individuals have risen to prominence
and become legends for their accomplishments. Stories of their exploits are shared among all
Man-O-War, who view them as examples of what each soldier should aspire to be.

Kovnik Roch Lavounov Sergeant Viktoria Yajovlev


Kovnik Roch Lavounov was one of the early heroes of the Man- Without the courage and skill of Sergeant Yajovlev, the steam
O-War. A founding member of the shocktroopers, Lavounov armor of the Man-O-War would not have reached the level of
fought in the First Thornwood War. During the final Battle of technical sophistication necessary to produce modern tankers.
the Tongue, he defended the fallen body of King Ruslan Vygor The sergeant was one of the foremost test pilots of steam
to prevent the southerners from claiming it as a prize. Lavounov armor, enduring all manner of mechanikal failures and painful
kept waves of Cygnarans at bay until the king’s body could injuries on behalf of her fellow soldiers. Over the course of her
be recovered and returned for burial. For his actions, he was career, she lost one leg when an out-of-control suit pulverized
awarded the Shield of Khardovic in the winter of 511 AR. He it, suffered scalding burns to nearly half her body, and more
remains one of the most fondly remembered of soldiers by all than once nearly lost her life in boiler explosions. But Yajovlev
members of the Assault Corps. persisted, becoming one of the first Man-O-War to don a suit
of tanker armor to test its mechanikal worthiness as well as
assisting in refinements to its design.

STAR OF THE SHIELD OF ANVIL OF SABERS OF


MOTHERLAND KHARDOVIC CONQUEST SERVICE

Privat Sevastjan Borisov Kapitan Movus Dobromitch


In the early days, a suit of steam armor could be as dangerous A towering Umbrean from the grasslands of southeastern
to the soldier wearing it as to those they faced, sometimes Khador, Kapitan Movus Dobromitch is remembered as one of
fatally so. Sevastjan Borisov was one such unfortunate soldier. the greatest drakhun ever to ride into war. His experience and
In his first-generation Man-O-War armor, Borisov participated insights helped to refine the tactics and techniques of combining
in the Battle of Formor Pass, when elements of the Coin War Man-O-War armor and heavy cavalry. Dobromitch served in
spilled over into Khador near Volningrad. The Ordic-backed active duty for over twenty years before suffering a debilitating
mercenaries were well-equipped, and Borisov’s kompany was injury in a clash with Ordic mercenaries along the southern
outnumbered, but the Man-O-War held their position. During border. Not willing to fully retire, he went on to train new
this conflict, Borisov’s armor began to fail, venting steam slowly generations of mounted Man-O-War until his death in 575 AR.
at first and then at an increasing rate, cooking the privat alive. His saddle is still on display at the Man-O-War stable in Korsk
Still Borisov kept on fighting, giving in to death only after the in honor of his invaluable contributions.
mercenaries were repelled. His armor was left at Formor Pass
as a monument, while his blistered body was returned to be
displayed at Rigevnya complex, along with his final words to the
engineers: “Do better.” Borisov’s preserved body is still displayed
in a sealed glass coffin as a reminder to those who fabricate
Man-O-War armor of what happens if they are lax in their work.

No Quarter PRIME 99
THEME FORCE

Kompanies of Renown
In the relatively short period of their existence, Man-O-War have bravely fought in every
major Khadoran engagement. Kompanies of steam-armored soldiers have accomplished
feats of heroism that resonate not only among the Man-O-War but with every true patriot
living in Khador.

“Our Line Is Drawn


“Until All Is Dust” “Heavy and Sharp”
with their Blood”

7th “Red Line” 16th “Hull Grinders” Khardic 21st “Leadfang”


Man-O-War Kompany Shocktroops Shocktroops
The Man-O-War of the 7th have The 16th “Hull Grinders” is a kompany As the “honor guard” of Man-O-War
fought with distinction for decades, of seasoned veterans, its members among Kovnik Czarniev Agrobov, the 21st has
participating in such events as the the oldest and most experienced Man-O- seen action in Llael, Ord, Rhul, and
demolition of Deepwood Tower and the War in Khador. This kompany has more along the fringes of the Thornwood. The
subsequent occupation of the Thornwood soldiers with Sabers of Service medals soldiers of the 21st are all veterans and
Forest in 608 AR. A mixed kompany than any other. The steam armor these have served Kovnik Agrobov for nearly
of Man-O-War, the 7th now operates venerable shocktroopers wear more than six years. They possess legendary grit
as the vanguard of Kommandant compensates for their aging bodies, and and resolve, having braved every sort of
Sorscha Kratikoff’s division. Often, the decades of battlefield experience each danger western Immoren could throw
the kommandant takes control of the member has makes them formidable at them. This was the former unit of
kompany herself, and her presence opponents in battle. Simonyev Blaustavya, and the soldiers
inspires the soldiers of the Red Line to of the 21st often field new prototypes
feats of heroism on the battlefield. well in advance of all other Man-O-War,
including the first suits of tanker armor to
come off the production line.

100 No Quarter PRIME


“A Boar in an Alchemist’s Shop” “Victory Calls to Us” “The Crown Untarnished”

43rd “Boar’s Tusk” 66th “Widow Bears” 101st “Ivory Guard”


Demolition Kompany Man-O-War Kompany Man-O-War Kompany
The 43rd is among the most decorated Man-O-War soldiers are seldom The soldiers of the 101st take great
kompanies to fight along Khador’s considered skilled forest fighters, but the pride in their role as the heavy guard
shared border with Ord. Formed in the men and women of the 66th challenge of Stasikov Palace. Membership is a
early days of the Man-O-War, the 43rd that perception. Even with their heavy privilege afforded to few Man-O-War,
was one of the first to receive training and cumbersome armor, they excel offered only to those who have received
and armament as a dedicated demolition at warfare among the trees and hills. the Shield of Khardovic for valor in battle.
kompany. During the Battle of Summer’s Bombardiers in the kompany are The 101st has the distinction of serving as
End in 595 AR, teams of Demolition especially renowned for their diligence Empress Ayn Vanar’s honor guard when
Corps reached the outer defenses of in blazing trails for their fellow soldiers the empress travels abroad.
Scarswall and brought down many with their buzzing chain blades. They
artillery towers vital to the defense of have earned a reputation for cleaving
the fortress. paths through the thickest forests of
western Immoren to bring ruination to
the enemies of the Motherland.

No Quarter PRIME 101


THEME FORCE

painting THE Armored corps

SWATCH KEY
B: Base
S: Shade
h: highlight Brass Black
B: Molten Bronze B: Thamar Black
S: Umbral Umber H: Coal Black
H: Radiant Platinum H: Frostbite
+ Molten Bronze

Red Silver
B: Khador Red Base B: Pig Iron
S: Exile Blue S: Umbral Umber
+ Exile Blue
H: Khador Red Highlight
H: Cold Steel

MAN-O-WAR BOMBARDIER

Armor Variants Black


The armor color of the Man-O-War can vary from detachment to detachment. When you paint the black
From special forces to decorated survivors of combat, the armor can be used to areas of your Khador force,
differentiate your forces on the battlefield. be sure to leave 60–70% of
the surface as Thamar Black.
Boar's tusk Ivory Guard Hull Grinders This helps establish the black
armor effect on the element.
B: Hammerfall Khaki B: Morrow White B: Bloodstone Use Coal Black, Underbelly
+ Trollblood Highlight Blue, or Frostbite to highlight.
S: Bastion grey S: Umbral Umber
Keep the highlights nice and
H: Menoth White S: Greatcoat Grey H: Rucksack Tan tight to make the area look
Highlight H: Morrow White sharp and polished.

White Armor Red Armor


Painting white armor can be For the vivid red of Khadoran
intimidating, but with the right armor, highlight it by mixing
approach, you can get great Menoth White Highlight into
results. Use a base of off-white Khador Red Highlight for a
by adding Trollblood Highlight peach-like color. Then use
or Underbelly Blue to Morrow glazes of 1:15 Red Ink and
White. Keep your shadows water to tie the colors together.
subtle and do not wash your Several layers will give a bright
whites, or they will look red effect.
muddy. Keep the highlights
to a minimum. Only use pure
Morrow White as a highlight.

102 No Quarter PRIME


KOMPANIES OF RENOWN

Red Line Hull Grinders


Red: Khador Red Base Armor: Bloodstone
Black: Thamar Black Trim: Rhulic Gold
+ Brown Ink
Steel: Cold Steel
Steel: Pig Iron

Leadfang Boar's Tusk


Armor: Ironhull Grey Armor: Hammerfall Khaki
Black: Thamar Black Trim: Traitor Green
Steel: Pig Iron Steel: Pig Iron
Brass: Blighted Gold Brass: Brass Balls

Widow Bears Ivory Guard


Armor: Gun CorpS Brown Armor: Morrow White
+ Trollblood Highlight
Armor Shade: Umbral Umber
Red: Khador Red base
Steel 1: Cold Steel
Steel: Pig Iron
Steel 2: Pig Iron
Brass: Molten Bronze
+ Brown Ink

EFFECTS FROM THE MOTHERLAND

Battle Damage
To get a weathered effect on your
machines of war, mix Thamar Black and
Umbral Umber together and apply it on
the leading edges of your armor plates in
a random manner. You can also draw out
some lines on areas such as shoulders
to represent different damage sources.
Apply lines of Cold Steel over the areas to
show the bare metal underneath. Finally,
use a mix of Battlefield Brown and Exile
Blue to glaze the damaged area and add
an extra layer of grime to the model.

No Quarter PRIME 103


THEME FORCE

Weapons & Equipment legs, shoulder assembly, and cowling provide enough room to
allow the soldier inside. Beneath the outer plating of the armor,
Thanks to the strength imparted by the armor they wear, Man- a steel skeleton provides reinforcement and allows Man-O-War
O-War wield the largest and most devastating armaments of armor to stand freely when unpowered. Without an operator
any standard infantry in the Iron Kingdoms. Their weapons wearing it, the joints of the armor lock into place, allowing it
would be impossible for a human to wield without augmented to be transported or worked on more easily than if it were to
strength and are built on a scale otherwise seen only among become slack.
ogrun and light warjacks. This, combined with their durability, In order to use the armor, the operator must wear a full leather
makes a Man-O-War kompany more than a match for the bodysuit with mechanikal connectors at key positions along
infantry of other nations. the joints. These connectors interlock with triggers in the
mechanikal frame within the armor. As the operator moves,
Armor & Battle Dress these triggers receive the input and cause steam-powered
pistons to adjust accordingly. A series of fine controls set into
Created to enable mere humans to go toe-to-toe with warjacks the gauntlets are used to make adjustments on the fly, such as
on the battlefield, steam-powered Man-O-War armor imbues dampening the firebox to conserve coal while outside of combat.
its wearer with incredible strength, durability, and protection. The sophisticated mechanisms that allow the armor to function
There are drawbacks to wearing heavy battle armor powered are susceptible to wear, and sufficient impacts can cause them
by a steam boiler, however. Those who wear these rigs are to become damaged or unseated. It is all but impossible for a
susceptible to heat stroke, exhaustion, and the occasional steam soldier to affect repairs while wearing the armor—a source of
leak that can cook them alive in minutes. A soldier must be great distress to some first-time operators.
extensively trained in the use of the armor merely to walk in it,
let alone to control the added strength it grants. Man-O-War sometimes refer to the outer layer of armor as the
grob, vulgar slang usually translated as “the coffin.” Once locked
Donning a suit of Man-O-War armor presents more difficulties inside the armor, new or less experienced soldiers often succumb
than suiting up in a traditional full-plated suit of armor. Man- to a gradually increasing claustrophobia, which is only made
O-War armor unfolds in layers. When open, the chest plate, worse if the armor loses power and becomes dead weight rather
than amplifying every twitch, extension, and flexion through
mechanikal motivators.

Each suit of Man-O-War is


comprised of multiple layers,
including an inner harness
chassis frame threaded
with insulated steam piping
onto which an external layer
of thick armor pieces are
attached. The engine assembly
is affixed to the back of the
inner chassis with layers of
heavy insulating materials
between soldier and engine.

104 No Quarter PRIME


Tanker Steam Armor
Man-O-War tanker armor is extra-thick steam armor developed
to support the weight of heavy artillery weapons. Significantly
larger than standard Man-O-War armor, tanker armor utilizes an
adapted Kolstok-class steam engine to provide adequate power.
While the basic design of tanker steam armor is similar to that
of the standard Man-O-War, the pilot must master a far more
complex system to operate it. Within this complexity, however,
tanker pilots have discovered opportunity: by carefully Demolition Corps
diverting the flow of steam among the armor’s many systems, Ice Maul
a skilled pilot can truly optimize the rig’s effectiveness. In the
midst of battle, a tanker can be seen barreling headlong through
thickets of pikemen, bulldozing buildings, or cracking open the
hull of a heavy warjack with the swipe of its tower shield.

Personal Equipment
Man-O-War armor offers little opportunity for personal
equipment. While suited up, Man-O-War do not even
carry their own mess kits, rations, or water.
Such supplies are relegated to the support
crews, who also assist the Man-O-
War in donning and doffing their
armor, as well as seeing to its
maintenance and fueling. The more
pious soldiers may wear tokens of
favored ascendants or Menofixes,
but even these are discouraged, as
even a thin chain or small religious
trinket can become caught in the
mechanisms of the armor and cause
mechanical fouling or even physical harm.
When not in their armor, members of the Man-
O-War corps live much as other soldiers do. They
are issued standard uniforms to wear during
transit and during their down time. This attire
resembles the standard Winter Guard uniform,
albeit with insignia that designates them as Man-
O-War soldiers. Most Man-O-War see this uniform
as casual wear, akin to other soldiers’ civilian clothes.
Man-O-War
In their minds, steam armor is the only true uniform Axe Cannon
of the corps.

Annihilator Blade
The primary weapon of the shocktroopers is the
annihilator blade, a steel and brass halberd balanced for
one-handed use. The two-foot-long cutting edge has a
steep, chisel-like grind, and the blade’s overall thickness is
over three inches, giving it sufficient strength and weight
to cleave through armor plating. The head has a penetrating
spike, or thorn, on the obverse side to punch through thicker
armor or to pull aside an opponent’s shield, as well as a
short spike for thrusting attacks. The twelve-foot haft has a
knurled brass sleeve to enhance the grip, with a heavy conical
counterbalance at the butt end.

No Quarter PRIME 105


THEME FORCE

Frost Axe Bombardier Grenade


Carried by shocktrooper officers, the frost axe is a mechanikal Cannon & Chain Blade
annihilator blade containing runeplates that imbue the weapon
The primary weapon of the Man-O-War bombardiers, the
with freezing cold. The axe radiates this chill several inches
grenade cannon is an indirect fire, Man-O-War-portable
beyond the cutting edge and transfers it to the target just before
light artillery cannon. It fires an 80-millimeter self-propelled
and during impact. At such low temperatures, flesh flash-
explosive charge with a fragmenting iron casing designed to
freezes and metal brittles, greatly amplifying the damage of the
devastate lightly armored targets. Bombardiers are trained to
weapon’s strikes. Few soldiers damaged by a frost axe survive,
arc their shots over barricades, past friendly soldiers, and into
as the additional trauma it causes is beyond the ability of most
trenches. Grenade cannons are fitted with a steam-driven chain
medics to treat.
blade for close combat, which can also be used to clear thick
underbrush when the bombardiers must cut a path through
Assault Corps the wilderness. By varying the speed at which the chain blade
Shield Cannon rotates, the operator can cut effectively through wood, brush,
ice, and flesh.
Designed by Simonyev Blaustavya in an effort to provide
additional protection and versatility to the Man-O-War, the shield
cannon is somewhat inaccurate but provides a powerful initial
Demolition Corps Ice Maul
strike when the Man-O-War is about to go toe to toe with more The ice maul is a mechanikal weapon that flash-freezes any
heavily armored opponents. Similar to a slug gun, the cannon surface on contact, causing the target to shatter from the force
fires a solid conical projectile designed to punch through armor. of the blow. Carried by the Khadoran Demolition Corps, ice
The round is grooved to provide stability in flight, but the short mauls are powered by an arcanodynamic accumulator housed
barrel of the cannon limits its effective range. in the weapon’s head, which weighs in excess of forty pounds.
The haft is knurled steel and approximately three inches in
The weapon’s recoil is so great that it cannot be fired by a
diameter, bringing the overall weight to well over a hundred
regular soldier, and even shocktroopers must prepare for a shot
pounds. A blow from this hammer would be adequate to
by diverting additional steam to their armor’s firing arm to
shatter any living opponent, but its primary application is the
compensate for it. The shield cannon only has room for a single
destruction of fortifications and warjacks.
shot and must be reloaded between firing, a matter generally
handled by support mechaniks. As these soldiers seek to close
to melee as quickly as possible, there is rarely opportunity for MAN-O-WAR Axe Cannon
multiple shots in any case.
A weapon produced in limited quantity and most commonly
used by officers ranked kovnik or higher, this heavy cannon
is set with a stout axe blade perpendicular to the barrel. The
weapon is reinforced to allow its use as a ferocious melee
weapon without fouling the trueness of the shot. A kovnik axe
cannon packs an impressive amount of firepower in a compact
package and is intended to be paired with an assault shield.
Designed after the fashion of Khardic axes, the weapon’s haft is
effectively a stout, rifled cannon that fires a .72 caliber slug with
surprising accuracy.

Siege Tanker Slug Cannon

106 No Quarter PRIME


Slug Cannon in combat; however, this ammunition drum cannot easily be
replaced in the field. Suppression tankers wield paired volley
Equipped exclusively on the Man-O-War strike tanker, the slug guns to compensate for this limited ammunition, but in the heat
cannon is a shoulder-mounted, high-caliber, armor-piercing of battle many tankers choose to unleash a storm of lead into
cannon fed by a five-chambered rotary cylinder. The cylinder concentrations of the enemy rather than conserve their supplies.
cycles with each shot fired, placing a loaded chamber at the
ready while the expended cylinder reloads automatically from
an ammunition hopper affixed to the weapon. The slug cannon
Man-O-War Chariots
harnesses steam from the strike tanker’s boiler in dual pressure The two types of Man-O-War chariots bring a much needed
chambers. By diverting additional steam to the cannon, the element of highly mobile artillery to the Armored Corps, and
tanker can build up to a devastating shot. At full power, a slug they represent a refinement of both old and newer technology.
cannon can breach bunker walls and other fortifications with Horse-drawn artillery has been utilized by armies in western
ease, and its shot is similarly effective against mobile hard Immoren since the invention of the cannon, though its limited
targets like battle engines and colossals. usefulness and relative vulnerability saw it quickly eclipsed by
warjacks. Heavy barding originally developed for the drakhun
Volley Gun steeds protects the powerful warhorses pulling the chariots
from incidental fire, while the gunner is similarly protected in
The volley gun is a multiple-barreled light cannon found only full Man-O-War armor.
on Man-O-War suppression tankers. The cartridge fired by a
The siege chariot is equipped with an exceptionally powerful
volley gun is equivalent to a high-velocity rifle round, slightly
but short-ranged direct-shot breaching cannon, its slug capable
heavier than that used by Winter Guard rifle corps. Able
of smashing through fortress walls as well as heavy warjack
to fire single barrels in rapid succession or multiple barrels
armor. The assault chariot has a rapid-firing barrage gun, a
simultaneously, the volley gun’s high-velocity and high-density
multi-barreled cannon loaded with explosive shells capable of
barrage is ideal for providing covering fire or for engaging
shredding through even heavy infantry armor. Both chariots are
lightly armored and unarmored infantry. A cam in the weapon
equipped with rear-mounted bracing arms that are lowered to
allows for switching between fire modes. The weapon’s feed
the earth to help absorb the substantial recoil of these weapons.
is a rotary drum that sequentially reloads each of the barrels

No Quarter PRIME 107


THEME FORCE
Will "Oz" Schoonover's Arconovich's Honor Guard

Company of iron keeps the kommandant safe and in good repair as he


surveys the battlefield.

Requisition Costs New Khador Models


This table gives the requisition costs of the new Khador models
useable in Company of Iron games. Units Requisition
Kommandant Atanas Arconovich & Standard 0
The requisition cost of weapon attachments is not cumulative;
use the cost listed regardless of the number of weapon Unit attachments Requisition
attachments added to a unit.
Man-O-War Bombardier Officer 0
Tables for all Factions are updated as new models are released
Sergeant Dragos Dragadovich 0
and can be found at privateerpress.com/rules.
Model count adjustment: If your opponent starts the game
with at least twice as many models in their army as you have,
increase your hand size by one. If your opponent has at least
three times as many models, increase your hand size by two.

108 No Quarter PRIME


State of War: Repair Bay
During prolonged engagements, battle mechaniks assigned
Armored Corps to Man-O-War kompanies erect field repair bays to effect more
extensive repairs. These facilities are outfitted with armor plates,
The Man-O-War Division is the armored fist of Khadoran
boilers, and other spare parts to keep the corps in fighting form.
military might. En masse, these steam-powered soldiers and
their heavy warjacks can deal a crippling blow to any enemy of Rules: A Repair Bay terrain feature is an obstruction represented
the Empire, trampling the dead into the mud beneath their steel- by a 120 mm base. A player can control the Repair Bay by having
shod feet. Few opponents can bring to bear sufficient firepower to any model with the Repair special action rule B2B with it while
threaten the heavily armored Man-O-War, and they are typically no enemy models are within 1˝ of it. During their Control Phase,
deployed where the fighting is thickest and the danger to more a player controlling the Repair Bay can return d3 small-based
vulnerable kompanies is greatest. warrior models or one medium-based warrior model to a friendly
unit within  6˝. Additionally, while the Repair Bay is under a
The terrain features described below provide thematic options
player’s control, friendly warjacks B2B with it can remove d3 + 3
to use in any narrative game of WARMACHINE and HORDES.
damage during the player’s Control Phase.
You will want to discuss with your opponent how many pieces of
thematic terrain you wish to use.
Tactical Ground
Skilled tacticians seek out defensible positions with clear line of
sight where they can erect defensive obstacles. These positions
Battlefield Condition: Smog & Steam allow soldiers to control whole regions of the battlefield and are
The belching furnaces of steam-powered armor, warjacks, and other machines often used to protect vital assets like artillery.
of war are found on battlefields across western Immoren. Great gatherings of
such machines can blanket the battlescape with a thick haze of coal smoke and Rules: A Tactical Ground terrain feature is represented by a 3˝, 4˝,
vented steam, which creates confusion, reduces visibility, and can be cleared or 5˝ template. While a model is completely within the template,
only by strong prevailing winds.
it has cover and is considered to be elevated 1˝.
Rules: Smog & Steam is a battlefield condition rather than a terrain feature.
While this battlefield condition is in effect, all models have concealment. At the
end of each round, there is a chance the wind will pick up and carry away the
haze and murk. At the start of each round after the first, roll a d6. On a roll of 6,
remove this battlefield condition from the game.
Armored Corps
Scenario
Across the modern history of warfare, the Man-O-War have
Resupply Cache faced nearly every foe conceivable in the name of Khadoran
preeminence. From the early battles of the Thornwood Forest to
While deployed, armies must rely on caches of ammunition, coal,
the modern conflict raging across Llael, Man-O-War have had
and other supplies to remain effective. These caches are often
ample opportunities to exemplify the Khadoran fighting spirit
watched by eagle-eyed supply sergeants, as clumsy handling of
and the durability of its military hardware.
the materiel can lead to violent detonations.
Man-O-War do not participate in petty skirmishes. The High
Rules: A Resupply Cache terrain feature is an obstacle that can be
Kommand reserves them for battles of utmost import, as each
represented by various things, such as a pile of barrels, a mound
soldier represents many months of specialized training and
of powder sacks, a wall template, or a 50 mm base. While a model
countless koltina in advanced technology. They fight to capture
is within 1˝ of a Resupply Cache, its ranged attacks gain +2 RNG.
key cities, repel overwhelming enemy numbers, and bring down
Warrior models starting an advance as part of their normal
fortress walls with their mighty ice mauls. To be counted among
movement within 1˝ of this feature gain +2  SPD. If a model is
the Man-O-War is a privilege reserved for but a few, and every
disabled while within 1˝ of the Resupply Cache, roll a d6. On a
one among them strives to live up to the legends of the heroes of
roll of 6, the model fumbles while handling the powder or fuel,
Khador who have fought, and prevailed, before them.
and it explodes! Center a 3˝ AOE on the model. Models within the
AOE suffer a POW 10 fire damage roll. On the following page is a special narrative scenario that allows
players to experience the full might of the Armored Corps and
march into battle as an unbreakable red tide of steel.

No Quarter PRIME 109


Armored Corps Scenario

Outlast by Will Pagani

Steam hissed with every minor adjustment his soldiers made, and the Army Composition
coal burning in their fireboxes filled the air with the smell of a kiln.
Kommandant Atanas Arconovich closed his eyes and breathed in a The Attacker builds a standard 50-point army.
lungful of cold air, letting it seep through his body. He enjoyed the smell The Defender builds a 50-point army without a warcaster or
of the boilers. To him it smelled of battle and victory. warlock. In addition to this list, the Defender includes a battle
engine free of cost to reinforce their army after the first round
A chill breeze set his bannerman’s standard flapping, and Arconovich
(see Vanguard Deployment below). If your army does not have a
opened his eyes to regard the approaching enemy. They moved in a
battle engine available, pick another thematic choice for this role.
formation like the crescent of a waning moon, outflanking his position
The Defender also nominates a solo, officer, or unit commander
to the north, east, and south. Their turquoise armor distinguished them
to be their Commanding Officer.
as soldiers of the Crucible Guard, the latest dogs to join against the
Motherland.
Deployment
“This is a good place to die,” he mused. He had arranged his handful
The Defender is the first player and deploys completely within 6˝
of squads on a hill with good soil. The sun dipped into the western sky,
of the center of the table but does not deploy their battle engine
trying in vain to warm the soggy fields of Llael.
at this time. The Attacker deploys within 7˝ of their table edge.
“I would rather die in my own country,” mumbled a nearby privat.

Arconovich turned on him, his lip curling to show his teeth. “You are in
Special Rules
your country, coward! It is wherever you stand, wherever you fight in Chosen Ground: Models within 6˝ of the center of the table
the name of the Empire. Today, this hill is your Motherland, and you will are considered to be elevated 1˝. After sides are chosen but
die to defend it.” Arconovich’s armor hissed as his gauntlet drew tight before deployment, the Defender places two wall templates
on the grip of his sabre. His bannerman adjusted his stance, readying his completely within 6˝ of the center of the table. These templates
short gladius. are obstructions.

The privat bowed his head and did not argue. Vanguard Deployment: Starting on their second turn, the
Defender can put the chosen battle engine (or other thematic
“Kommandant Kratikoff knows where we are,” Arconovich said. “If we element) into play at the end of any of their Control Phases,
survive the day, her soldiers will join us. But there will be little work for placing it in contact with their table edge.
them to do.”
For the Cause!: The Defender’s Commanding Officer model gains
The privat shifted, his motions uncertain. “There will?” Sacrificial Pawn [warrior model]. (When a model with Sacrificial
Pawn [warrior model] is directly hit by an enemy ranged attack,
“Because we will do it for them.” Arconovich smiled his wolfish smile.
you can have one friendly, non-incorporeal warrior model within
Let his privat tremble inside his armor. This was the work he was born
3˝ of it directly hit instead. That model is automatically hit and
to do. suffers all damage and effects.)
He turned to the rest of his soldiers, raising his voice. “Our enemy Hold Your Ground!: The Defender’s Commanding Officer model
approaches us. This is good! They save us the work of marching to battle. cannot end an advance or be placed more than 6˝ from the center
Let your hammers and axes swing true, my brothers, my sisters. Today, of the board. If the Commanding Officer is more than 6˝ from
we anoint this ground in the name of our Empress. For the Motherland!” the center of the board, it must advance toward the center of the
board during its activation.
Gameplay Overview
One player is the Attacker, who has cornered a group of Man- Victory Conditions
O-War and intends to crush them before support can arrive. The Attacker wins if the Defender’s Commanding Officer is
The other player is the Defender, who must simply survive long destroyed or removed from play.
enough for reinforcements to arrive and save the day.
The Defender wins at the end of round 5 or if they have the only
remaining models in play.
Setup
Before the game begins, players agree between themselves or
randomly determine who will be the Attacker and the Defender.
Place six to nine pieces of terrain of varied types on the table. No
terrain feature can be placed within 3˝ of another terrain feature,
with the exception of trench templates, or within 6˝ of the center
of the table.

110 No Quarter PRIME


Khador Theme Force

Armored Corps
With a hiss of steam and the tread of iron, the heavily armored infantry of Khador march to war with heavy
warjacks at their side. Though Khador lacks the light warjacks of other nations, they make up for it with a
dedicated corps of soldiers who go to war in steam-powered armor. Few opponents possess the weaponry
able to chew through so thick a wall of armor, allowing the Man-O-War to crush enemy emplacements.

Army Composition

An army made using this theme force can include only the following Khador models:
• Khador warcasters • Battle Mechanik units
• Non-character warjacks • War Dog solos
• Man-O-War models/units

Special Rules

• This army can also include one Mercenary solo and one Mercenary unit that will work for
Khador. These models can be included even if they have the Partisan [Khador] special rule.
Mercenary units in this army can include attachments.
• For every full 20 points of Man-O-War and Mechanik models/units in this army, you can add
one Khador command attachment, Tanker solo, or medium-based Man-O-War solo to the army
free of cost. Free models do not count toward the total point value of Man-O-War and Mechanik
models/units in the army when calculating this bonus.
• When a model in this army is affected by the Repair special rule, remove one additional
damage point.
• For each Khador unit in this army, one Man-O-War model/unit in this army can gain Advance
Move. (Before the start of the game but after both players have deployed, a model with
Advance Move can make a full advance.)

No Quarter PRIME 111


ISSUE 05

THE FIRE & THE FORGE


ESCALATION TO WAR V
COMPANY OF IRON
THE BIG GUNS
HOSTILE TERRITORY
THE GATE OF MISTS
AFTER ACTION REPORT
THE ARMORED CORPS CID
TECHNIQUES & TEXTURES
PAINTING FUR FEATURING LOKI
NO QUARTER GAMES
ARCANISTS
THEME FORCE
FORCES OF THE LEGION
BLIGHTED OGRUN
THEME FORCE
FORCES OF KHADOR
THE ARMORED CORPS

US $9

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