No Quarter 06
No Quarter 06
No Quarter 06
Centurions, Hammerfall,
A s h ly n n i n L l a e l
On the Cover
The High Captain
Former High Captain Belchor Degrata, now a thane of Ord, returns to the infamous city of Five Fingers to attend the
funeral of an old friend. While retired from the citys underworld, the old thane keeps his hand on the pulse of the city,
and remains an old crony of High Captain Hurley and Baird Cathor II, the Bandit King of Ord.
Brian Snoddy
One of the founders of Privateer Press, Brian Snoddy is a legend in the industry. He lives in Seattle where he collaborates
on Privateer Press projects and collects Samurai armor. An award winning illustrator and contributor for dozens of
products over the years, Brian is also reportedly able to kill a man using only his thumb.
Cre d its
Contributors
Nathan Letsinger, Luke Johnson, Doug
Seacat, Rob Stoddard, Ron Kruzie, Mike
McVey, Werner Klocke, Ali McVey, Matt
Wilson, Sean Fish, Michelle Lyons, david
Carl, Alfonzo Falco
The crew executes a precision move into our new home.
Miniatures Painters
David Ray, Dan Smith, Todd Arrington,
Ron Kruzie, Jeff Hoy, Rob Stoddard,
John Cadice, Mike and Ali McVey
Art
Chippy, Keith Thompson, Eva Widermann,
Andrew Arconti, Matt Dixon, Daryl
Mandryk, Darrin Bader, Brian Snoddy,
Matt Wilson
Cover
Brian Snoddy
No Quarter Magazine
This magazine is printed under the copyright laws of the United States of America. Contents copyright and trademark 2001-2006 Privateer Press, Inc. The Privateer Press logo, the
Iron Kingdoms logo, and Iron Kingdoms, Full-Metal Fantasy are copyright and trademark 2001-2006, Privateer Press, Inc. First printing Vol. 1, Issue 6: July 2006. Printed in the USA.
All rights reserved. This magazine is a work of fiction. Any resemblance to actual people, organizations, places, or events is purely coincidental. Copies of the materials herein are intended
solely for personal, noncommercial use only if all copyrights, trademarks, or other notices contained herein or associated with them are preserved. You may not distribute such copies to
others for charge or other consideration without prior written consent of the owner of the materials except for review purposes only. Two shots below the waterline for the scallywag who
pirates the pirates. Ye been warned.
Table of Contents
Boatswains Call
Letters to the editor and general shenanigans........................... 5
New Releases
The latest Privateer Press releases for May and June of 2006.. 7
12
20
Caged Beast
Doomshaper must free his dire troll from the clutches of Makedas
Paingivers A playable HORDES scenario.............................. 32
28
Strength of Stone
Bauldur vs. none other than Thagrosh himself while defending circle
territory - A playable HORDES scenario.................................. 35
38
Issue No. 6
Battle Report
58
Staff Tactics
Our own Jon El Diablo Rojo Rodriguez hits a sports metaphor
with the Butcher and his lineman........................................... 70
Birth of a Monster
The evolution of a monster! Mike McVey takes you on a tour through
the creative process behind the sculpting of the Totem Hunter.72
61
72
WARMACHINE Challenge
Can you get the Old Witch to her goal in one turn?............... 89
84
ire
F
Competitive Streak
In
the
ole
!
H
Duncan Huffman
-Editor in Chief
oatswain
s
B
all
C
Letters to the Editor,
and General Shenanigans
nclad
ebers Irfoornia
W
n
a
D
r
e
Pressgangitself in sunny Cali
amuses
We Have Moved!
After a long haul in Ballard, Privateer Press has
finally expanded into a (much!) larger facility across
the lake. We are now located at:
Privateer Press, Inc.
13434 NE 16th St, Suite #120
Bellevue, WA 98005
noquarterletters@privateerpress.com
If you liked it last time, wait till you see it this year!
Now that HORDES:Primal is officially upon us
will you have t-shirts and faction patches available
like you do for WARMACHINE?
- BuddyG
You bet Buddy,
If you point your handy clicking finger on the internet
over to www.privateerpress.com and visit the Company
Store link, you will see a bunch of new HORDES
themed additions including snazzy PLYGAP HORDES
shirts and four new patches, one for each HORDES
faction.
noquarterletters@privateerpress.com
Circle Woldwarden
Heavy Warbeast
Sculpted By: Gregory Clavilier
PIP 72007 $24.99
7
Circle Wolves of Oboros Unit Box - There have long been people willing to offer strength of arms
to the wilderness prophets. These are the Wolves of Orboroshunting packs of men that employed against
the enemies of the druidic order.
Skorne Praetorians Unit Box -Recognized by their distinct two-weapon fighting style, the Praetorians
represent an ancient tradition of skorne warfare.
in
graceful
the
messengers of
flight
Seraphim
death. Its
are
and
blighted
Everblights
Not Pictured:
Legion Blighted Swordsmen Unit Box PIP 73011 $29.99
Legion Blighted Swordsmen (2) PIP 73012 $9.99
Sculpted By: Bobby Jackson
Circle Tharn Ravagers Unit Box - The Tharn have always been able to channel the savage power of
Devourer Wurm. Before battle they bellow a call to the Wurm, entering the chaos frenzy. Legends
Ravagers are truethey hunger to tear out and eat the hearts of
their prey. These acts of frenzied cannibalism let them deliver grievous attacks while their eyes glow
with berserk madness.
Sculpted By: Paul Muller PIP 72011 $49.99
the
10
shard even before recent tragedies, which have plunged her people into a struggle to avenge the destruction
of the
Nyss. Recent
fighting for survival has honed them into a peerless killing force.
They
unleash arcing
un
orcery
G S
Tricks and Tools
for the Gun Mage
by Nathan Letsinger and Doug Seacat with Luke Johnson and Duncan Huffman
Art by Chippy, Brian Snoddy, Matt Wilson, and Sam Wood
Birth of the
Gun Mage Orders
Since the invention of firearms centuries ago to
fight off the Orgoth, many potential gun mages have
gone unnoticed and their powers untapped, turning
to regular sorcery with no awareness of their special
potential. A few notable examples of gun mages
have arisen in history, self-taught and carving out
their own legends even before there was a name for
this talent. Men such as Cygnars Colonel Drake
Cathmore, a warcaster who sacrificed his life in
a brave gambit to hold off a Khadoran invasion
during the Battle of the Tongue in 511 AR (see No
Quarter Magazine issue #4). While not recognized
as such in his day, the Colonel and others clearly
learned to master this unique power.
12
Militant Order of
the Arcane Tempest
In Cygnar a small cabal called the Brothers of
the Tempest began to organize itself shortly after the
end of the Thornwood War, coming together in 515
AR, just before the crowning of Vinter Raelthorne
II. This brotherhood included a number of sorcerers
who had risen to officer ranks after instruction at the
Strategic Academy, and became a loosely organized
and secretive fellowship sharing techniques and
honing their skills. They were not organized to fill a
battlefield role, however, but comprised of wealthy
pistoleers and arcane enthusiasts.
13
Assembling Ammunition
(Note: The following is an update to the IKCG, p. 146.)
Gunmages Today
The military gun mages are the most obvious
examples of the breed in the Iron Kingdoms, and
when common people think of gun mages, they
usually think of Cygnars Arcane Tempest mages in
their long greatcoats or the equally striking members
of Llaels Amethyst Rose, garbed in black and
attacking from the shadows. Among these gun mages,
some have reached legendary renown, men such as
Fynch dLamsyn among Llaels resistance, or the gun
mage and Cygnaran warcaster Allister Cainewhose
swaggering style has earned as many enemies as
admirers.
The military is not the only home for gun mages,
particularly in kingdoms like Ord. Many take up a
mercenary or adventuring life, where they find their
Feats
Focused Channeling
You can evoke more damage when channeling
spells into your rune bullets.
Prerequisites: Cast Rune Bullets ability
Gun Sorcery
You deal extra damage when casting
ray spells from your pistol
Prerequisites: Weapon Focus (ray),
Gun Mage level 1
Benefit: You gain +2 damage to ray spells that
cause damage when they are channeled through
your pistol.
Special: May be taken as a gun mages bonus feat.
Maximized Channeling
You have mastered the act of
channeling magic into your rune bullets
Prerequisites: Focused Channeling, Cast Rune
Bullets ability, Gun Mage level 6
Benefit: You may channel additional spells into
15
Feats Cont.
a rune bullet. When channeling spells into a rune
bullet you may add multiple spells of the same
level up to your highest level spell for additional
force damage. You may not channel multiple
spells of different levels. For example if your
highest spell is 4th level, you may channel four
first, or two second level spells into a rune bullet,
providing an additional 4d6 points of force damage
to your bullets damage.
Special: You may not channel cantrips in this way.
This feat may be taken as a gun mage bonus feat.
Pistol Finesse
Your skills at gun play can distract a
foe into leaving an opening you can exploit.
Prerequisites: Weapon Focus (pistol), Chr 13
Benefit: You may use your Charisma modifier
instead of Dexterity as a bonus to ranged attacks
when targeting a living creature within 30 that is
aware of you.
Range: Personal
Target: One pistol
Duration: concentration + 1 round/level
This spell allows you to load your pistol without
use of your hands. This spells does not produce
ammunition, which must be on your person, and
does not speed the time it takes to reload, but it
does so without costing you any action to reload
the weapon. Any checks to reload must still be
made and reloading in melee still cause an attack of
opportunity.
By casting this spell on a pistol, a gun mage could
fire that pistol, then fire a different pistol the next
round while the spell reloads the first pistol, and then
fire the reloaded pistol the following round. This
spell is generally cast on a single pistol before combat
and the concentration maintained as long as possible.
Focus: an unloaded small arms weapon and
ammunition.
Crippling Ray
Spells
Gun Craft
Transmutation
Arcane Loading
Transmutation
Level: Gun Mage 1
Components: V, F
16
Transmutation
Energy Ray
Evocation [variable]
Level: Gun Mage 1
Components: V, S
Target: You
Ray of Wounding
Evocation [force]
Level: Gun Mage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Stealth Shot
Illusion (Glamer)
Level: Gun Mage 1
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
Ember Shot
Evocation
Slam Shot
Evocation
Spells Cont.
Extended Shot
Enchantment
Rune Bullets
Rune Bullets
At 3rd level all gun mages can cast rune bullets
which allow them to channel spell energy into a
bullet, and with a magelock they may even transmit
touch and ranged touch spells with the bullet. Many
gun mages have learned to extend the powers of
rune bullets by adding rare materials.
Damage Descriptor
Emerald Acid
Sapphire Cold
Amber Electricity
Ruby Fire
Diamond
18
Sonic
Creature Type
Metal
Blighted Creatures
(using blight template
Platinum
Grymkin (fey)
Lodestone
Undead
Blessed Silver*
*The silver used in the casting must be blessed by a cleric who can turn undead.
Personal Runes
Each rune bullet is made with the personal rune
of its creator, making using other gun mages rune
bullets for spell channeling impossible. The only
exception to this fact may be found in gun mage
military orders which employ a method to ensure all
members of their order can exchange ammunition.
Attaining a
Magelock Pistol
Magelock pistols are important for gun mages; players
with gun mage PCs will want to get their hands on one
as soon as possible. Part of a GMs job is to determine
an appropriate time. Several options exist:
1) Earning a magelock
Starting Packages
3) Buying a magelock
The gun mage must buy the magelock pistol. Since gun
mages rely so heavily on their magelock, they are sure
to purchase the pistol at his first opportunity. Doing
so is a good way to deprive the character of excess
money. See this issues article of Foundry, Forge &
Crucible for pricing and availability guidelines.
19
The
Pendrake
Encounters
Beast legs!
20
these
harsh
climes.
Im not sure why you
feel the need to relate that
story so often.)
Rathlok and I were able to
converse at length and I told
him of your instructions. Your
comrade whose definition
of friendship seems similar
to mine for manhandling
enthusiastically reported how you
and he evaded a massive dire troll
Thats
fainted.
Suddenly
three
blackfeathered arrows slammed into the
nearest blighted creature, dropping
it to the snow. More arrows flew
past overhead, one sinking into the
leg of the bizarre bowman, who
let loose an ear-splitting shriek of
fury. Moving with a speed entirely
unnatural, he fled as a blur toward
the tree line, the toothy creatures
following in his wake.
when
believe
Assumed to be Nyss
from a distance Dragon Bight?!?
Dragon Blooded
Blighted Feats
y e t
undiscovered
natural species. I
have never seen blight
first-hand, but your lessons
on its nature seems the only logical
explanation. I wonder if they
serve some single master; has the
terror the Khadorans call Halfaug
returned? For now, I will stay
with the Nyss, learn what I can,
and write when I have occasion. I
dont believe my captors mean me
harm, intending to make service
of my ability to translate. Any
assistance you might provide on
the matter would be appreciated.
All speed to you in any upcoming
travels, sir.
I remain your student,
Associate Professor,
Lynus Wesselbaum
Dragon Winged
Blighted creatures may sprout fully functional blighted wings and
may use them in combat.
Prerequisite: Dragonspawn with wings or blighted creature, Medium or
larger, 5 HD or more.
Benefit: Blighted creatures gain wings and a fly speed. Dragonspawn or
blighted creatures with this feat gain the ability to make two slam attacks
with their wings as secondary natural attacks. The creatures wings deal
the following damage plus 1/2 the creatures Strength bonus. These wing
attacks can be made even while flying.
A creature without the Multiattack feat takes a 5 penalty on attacks
made with these wings.
Size
Movement
Wing Damage
Medium
fly 60 (good)
1d4
Large
fly 70 (average)
1d6
Huge
fly 80 (average)
1d8
23
Foundry, Forge,
& rucible
C
There is a mysterious Rhulic alloy which allows for a unique synergy between a
gun mage and his weaponknown as Magelock Steel. To the naked eye it looks the same
as regular steel, but gun mages can discern the difference with a touch; the material attuned
on an almost mystic level to arcane energies. Only firearms of this alloy allow gun mages to
unlock their full potential.
The Magelock
Ironhead Conglomerate
ike
serricsteel,
the
formulae for magelock
steel is a trade secret,
although in this case shared
between clans in Rhul and those
living abroad at the Ironhead
Conclave in Cygnar. Magelock
pistols have become a signature
work of clans living in the
Ironhead Conclave who partnered
with a clan in Ghord to create the
Ironhead Metallurgy and Smithing
Conglomerate (shortened to the
Ironhead Conglomerate). This
conglomerate controls magelock
production in Western Immoren.
The only two places with facilities
capable of producing this alloy
are in Ghord and Ironhead, with
most magelock pistols crafted at
the latter. While located in the
heart of Cygnar, the conclave
agreements (see IKWG, p. 174)
preserve their status as full
Rhulic citizens. This has enabled
the Conglomerate to leverage a
Metallurgy is a highly
respected art among dwarves
many Rhulic metalworkers have
attempted to develop signature
metals or alloys with useful
properties. Clan Searforge in
Ghord is one example, a prestigious
family noted for exceptional
metallurgists with a long-standing
relationship with Stone Clan
Odom, who lead the Brand of
Odom wizards. In the late 200s,
Clan Searforge was attempting
to create an improved alloy to aid
in the production of robust and
increasingly small cortexes.
A breakthrough happened
as a result of inter-clan feuding
in 280 AR when a competing
clan deprived Searforge of access
to coal and coke required for
refining iron alloys. The Searforge
clan lord boasted hed create a
new steel without relying on the
carbon of coal or coke; he turned
to exotic materials to strengthen
iron. At great cost he created
a new steel alloy boasting a
considerably higher melting point,
albeit requiring a difficult and
extended alloying process. This
alloy responded particularly well
to arcane energies, but it would
be centuries before its properties
would be fully exploited. The
cost of manufacture made it
an interesting but expensive
alternative for one of the vital
components of cortexes in Rhul,
only used in a minority of cortexes
such as those required to be in
higher than normal temperatures
(such as very small steamjacks).
Meanwhile, Clan Grauss was
busy with an unrelated enterprise
far to the south in the lands of
man. This clan was among the first
to make the exodus from Rhul in
the 200s, lured by rich untapped
The
Llaelese
preferred
to import the
metal from Rhul and
craft their own pistols, rather
than dealing with Ironhead, and
established a direct relationship
with Clan Searforge. The finest
gunsmiths of the Order of the
Golden Crucible crafted passable
magelocks, although discerning
pistoleers claim the Ironforge ones
are superior. The Crucible may have
even unlocked the fundamental
techniques for creating the alloy,
but the difficulty and cost required
made it more economical to import
the metal from Rhul; whether or not
any of the individuals knowing the
secret of magelock steel survived
the invasion is unknown. Weapons
smuggling to the resistance includes
magelocks to the Amethyst Rose
members who fight the Khadorans
from hidden resistance strongholds
and safe houses.
Meanwhile, in Ironhead,
the Conglomerate have been
endeavoring to create other similar
alloys, such as a metal to ease item
enchantment for arcanists such as
the Fraternal Order of Wizardry.
The fields of both traditional
wizardry and mechanika offer
lucrative
opportunities
for
metallurgy.
Creation
The Conglomerate fiercely
protects the smelting process for
magelock steel, but Magelock steel
consists of normal steel with small
26
admixtures
of other metals,
particularly those with
high melting points. The
most important added
element is derived by
reducing alchemical tungstic acid
with charcoal. The alloy includes
trace amounts of platinum and
more esoteric metals like red
lead and a nearly impossible to
melt substance discovered during
copper mining which translates
from Rhulic as hard-lead.
The
alloying
process
requires specialized superheating
mechanikal crucibles and furnaces
with precise applications of heat
and air, and an equally precise
quenching sequence. While the
metal is excellent steel, it lacks the
durability of Serricsteel and its
use outside of Rhul is limited to
magelock firearms.
Packing
Arcane Heat
Youcantjustgointoagunwerks
shop and ask for a magelock pistol.
Technically Cygnars military
has an exclusive contract with
the Ironhead Conglomerate. Due
to difficulties on the war front,
occupied Llael no longer receives
delivery of magelocks. Resistance
forces, particularly members of
the Amethyst Rose, are eager to
obtain more.
Despite
the
exclusive
contract, dwarven conclaves are
not beholden to Cygnaran law,
and the Ironhead Conglomerate
has sometimes made exceptions for
individuals with ample coin. This is
increasingly rare, due to pressures
from Caspia.
Given the cost and value of
these items they are almost never
resold except by thieves seeking to
offload them on the black markets.
The bond between a gun mage and
his magelock is legendary, so few
black market dealers are willing
to take the risk of even handling
them. The appearance of such items
invites scrutiny shopkeepers would
rather avoid. A notable exception
is Pitts Pistols in Corvis, which has
gathered a few Llaelese magelocks
from desperate Llaelese refugees
and opportunistic smugglers.
Obtaining a
Magelock Pistol
Ironhead Conglomerate: The
only way to get a new magelock is
to go to the source, but given their
delicate and lucrative arrangements
with the Cygnaran crown, the
dwarves at Ironhead Conclave must
be persuaded to sell a magelock to
a non-military gun mage, and since
open war with Khador they have
reduced the number of pistols they
sell to individuals. With enough
coin this remains an option, but the
purchaser will pay a high premium.
The Conglomerate requires a
recommendation from someone
they trust, and the purchaser must
seek audience with Clan Lord Surg
Magelock Prices
The majority of magelocks
are classified as military pistols.
Magelock rifles are very rare but
not unknown; a gun mage can
form the same bond with any
magelock firearm. Gun mages
rarely adopt this fighting style,
since many of their class features
are specific to pistols and their
style of magic emphasizes keeping
one hand free.
These
prices
are
for
masterwork quality magelock
items purchased on the black
market, in secret, or at auctions;
commissioning a specific item
costs at least twice this amount.
Specific named styles of firearms
(Clockwork, Radliffe) cannot
be made as magelock unless a
quantity of the alloy were acquired
and delivered to that gunwerks for
commission fabrication.
Magelock Prices
Many gun mages like to customize or enchant their weapons. Magelock firearms follow all the normal
rules for ammunition, reloading, skills, feats (a magelock military pistol counts as any other military
pistol for the purposes of feats like Weapon Focus), and crafting mechanikal and magic versions. Customization follows the standard rules (IKCG pg. 188), but use double the prices on the above table
when determining percentages.
27
captain
ivenne
romere
N
D
Written by Doug Seacat, Art by Eva Widermann
28
malefactor
She slaughtered
favor;
spiritual weapon
2inflict
moderate
wounds,
Notable
Possessions:
Leathers
(unique
Malefactor
sword,
Buccaneers
Thamarite
mechanikal
item
collapsible
Domain:
Malefactor
level
0detect
guidance;
Warrior;
5th):
poison,
1bane,
cure
wounds,
light
divine
of
pirates,
has
her
(harpoon),
Captain
Nivenne
Dromere
Weapon
Specialization
Players
may
read
about
Supernatural
Abilities:
The
War
29
IVE
INGERS
F F
port of deceit
Coming June
2006
Five Fingers, the Port of Deceit
is useful for both players and GMs
alike with over 160 pages of maps,
illustrations, pirates, privateers,
mercenaries, raucous gambling
halls and taverns, deadly intrigue,
and politics. Do not fear reading
and enjoying this book if you intend
to play adventures in the city of Five
Fingers. It will serve you well to gain
some familiarity with the streets and
byways and the significant citizens
who make the city their home.
Table of
Contents
Chapter One:
Port of Deceit
Chapter Two:
Life on the Isles
Chapter Three:
Island by Island
Chapter Four:
Crime and Industry
Chapter Five:
Power and Influence
Chapter Six:
The Shadows
Chapter Seven:
Adventure in Five Fingers
Sample Gang
The Salter Crew
The Salter Crew is the core of
Vinter Waernuks muscle. More
than the syndicate serving him,
these are the favored men upon
whom he relies most. Originally this
group was comprised of all the top
pirates who arrived with Waernuk
and helped him consolidate his
power. Seventeen years later,
there are few of those old dogs left.
They control the Wake Isles and
31
Caged
Beast
A Trollblood/Skorne
Scenario
by Doug Seacat, Scenario by Duncan Huffman, Art by Daryl Madryk and Kieth Thompson
32
Makeda
shouted
orders
to her men as they advanced,
but then observed newcomers
moving toward the cage from the
other direction. Two tall forms
stepped from a copse of twisted
and gnarled trees at the far end
of the encampment, one bearing
an enormous axe and the other a
crude spear. Between them strode
a hunched creature, leaning upon
a long and knobby staff. Makeda
felt a twinge of unfamiliar dread
as she spotted them, considering
how vulnerable she was with so
few of her soldiers at hand. It was
an awareness of vulnerability, a
sensation she had not felt in quite
a long time.
33
Troll Axer
2x Troll Impaler
Skorne Army
Composition
Archdomina Makeda
Titan Gladiator
2x Cyclops
Praetorian unit with
a Dakar and 5 Troopers
Special Rules
See map. Place a 5 x 5 Cage
in the center of the table. The Cage
itself cannot be destroyed, but its
lock has DEF 10, ARM 20 and 5
damage points. Only Trollblood
magic or ranged attacks may
affect the lock. When the lock is
destroyed, the Trollblood player
places a Dire Troll Mauler in play
in base contact with the cage. The
Dire Troll is under the Trollblood
players control. The Dire Troll
begins with five (5) fury points and
immediately suffers the effects of
Frenzy. After resolving the Dire
34
12
5
Cage
Lock Side
Trollblood Deployment
Strength of
Stone
A Circle/Legion
Scenario
By Doug Seacat, Scenario by Duncan Huffman, Art by Karl Richardson & Eva Wiedermann
We must destroy those
stones before our adversaries
unleash their full potential. These
words from Everblight lingered in
Thagroshs mind as he advanced
through the hills, his spawn
following on his heels.
The hillside here was steep, the
stones set up atop and surrounded
by a knot of trees. A light snow
had frosted the ground, and the air
was very still, it seemed all animals
of the region had fled. Thagrosh
heard the patter of small stones
being stirred underfoot and turned
in time to see four bestial figures
leaping from the tree line upslope,
each swinging a long-handled axe.
Despite his great size, Thagrosh
was nimble, evading and parrying
three, but grunting as the fourth
landed a heavy blow, its axe blade
sinking deep into his side with a
gush of brackish blood. Behind
him his spawn shrieked in fury,
hastening to join their master, but
Thagrosh only smiled.
Rapture vibrated with potency
in his hands as he swept the great
double-blade around with inhuman
36
Strength of Stone
Everblight is aware that the
circle can use the wardstones at
Vescheneg Headlands as a method
of finding the main body of his
forces. Not quite ready to show
his full hand just yet, Everblight
compels Thagrosh to strike the
stones and eliminate the threat.
Thagrosh must destroy all
three wardstones before Baldur
can stop him.
Circle of Orboros Army
Composition
Baldur
Woldwarden
Warpwolf
2x Argus
Legion of Everblight
Army Composition
Thagrosh
Set Up
Players take turns, each
placing three (3) terrain features.
Terrain features cannot be placed
within 6 of a Wardstone, within
3 of any other feature or in the
Legion deployment zone.
Beginning
The Circle player sets up first,
deploying his models within 2 of
the Wardstones.
The Legion player then
deploys his models and
takes the first turn.
Victory Conditions
The Legion player wins
when all Wardstones have
been destroyed.
The Circle player wins
when Thagrosh is destroyed.
Seraph
4x Shredder
Carnivean
Legion Deployment
Special Rules
10
10
10
While within 2 of a
Wardstone, Circle models gain +1
ARM and +1 MAT
If Baldur is destroyed, the
Circle Warbeasts do not become
Wild and are activated normally.
The Legion of Everblight
player wins once the last Wardstone
has been destroyed.
37
!
E
U
SS
I
S
E
D
R
O
H
&
S
U
N
B O The Warriors and Beasts of HORDES
uts
ears
G G
Written by Doug Seacat, Art by Keith Thompson, Matt Dixon, and Brian Snoddy
Praetorians
he cruelty of life is a
given among the skorne;
the struggle for survival
inextricably linked to fighting
ability and the will to kill without
hesitation. The lands beyond the
Bloodstone Marches have never
been kind, even mellowed by the
passing of so many centuries since
the ecological disaster which cracked
open the Abyss and gave rise to the
lightning-scarred Stormlands. The
skorne have learned to adapt and
The Trial of the Aspirants
38
potential
or receive
crippling
injuries in the
trial are turned
away.
During the lengthy
training process, these
skorne are counted warriors
of their house and expected to
fight in any battles that arise,
putting their lives on the line
for their peers. Some of
these arrangements have
shifted since the rise of
the Conqueror, Vinter
Raelthorne, who has
unified the houses as
a single empire and
decreased the amount
of inter-house feuding.
Aspirant Trials, these fights are only
witnessed by those in the houses
Praetorian ranks. Chirurgeons are
kept on hand to minimize losses,
although some will be permanently
maimed and unable to continue.
These fights are not a matter of only
accepting the victors, but ensuring
all who move forward are highly
skilled and worthy of the honor.
Any who fight with exceptional skill
and courage will be retained, while
those who fail to measure up to their
40
Veteran Praetorian
Race: Skorne
Level: Fighter 5
Hit Points: 5d10+1d8+5 (37)
Armor Class: 19 (+5
Praetorian Plate, +3 Dex, +1
two weapon defense)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
BAB: +5
Full Attack: 2 longsword +5
melee (1d8+4/19-20)
Saves: Fort +5 (+1 Con), Ref
+4 (+3 Dex), Will +1
Abilities: Str 14, Dex 16, Con
12, Wis 10, Int 10, Cha 10
Skills: (28)
Feats: Improved Bull Rush,
Power Attack, Two Weapon
Fighting, Two Weapon
Defense, Weapon Focus
(longsword), Weapon
Specialization (longsword)
Equipment: Masterwork
Praetorian plate, 2
masterwork longswords
Guts Guts
& Gears
& Gears:
- WIDOWMAKERS
Praetorians
Armor Max Dex Check Spell
Cost Bonus Bonus Penalty Failure Speed Weight
Praetorian Plate *400 gp.
ancient technique which produces a
light metal only marginally weaker
than steel. With many overlapping
plates, this armor provides excellent
protection
without
inhibiting
mobility. Every Praetorian learns
to endure fighting in the punishing
heat of the sun and to push their
endurance past normal limits.
Each armor suit is set with firehardened tusks and horns, providing
additional protection and serving as
impromptu weapons if a Praetorian
is disarmed or outnumbered
and grappled. Large tusks are
commonly added to shoulder
armor and helmets so Praetorians
can slam into an adversary as a
last resort. These also help deflect
blows intended for the neck. Many
+5
-3
25%
30 ft.
25 lb.
41
42
of
their
intelligence.
While
their
culture is primitive,
particularly
compared to the trollkin,
they are far from beasts.
They possess a limited
spoken vocabulary and
simple language, uniquely
their own, not based on
Molgur-Trul. Its possible
this language predates the
Molgur alliance, of which
dire trolls were never a
part. In recent months
dire trolls have picked up
significant words of
the
language
used by the
other trollkin
and are
Few sights are as terrifying as an enormous bloodfrenzied dire troll bearing down for the kill. Dire
trolls seem capable of consuming and digesting almost
anything, and have been witnessed swallowing stone
and metal without any apparent ill effect.
Oversized lower
tusks employed
to tear open the
stomach and entrails
of larger prey and
penetrate even the
thickest hide.
Unparalleled regenerative
capability; dire trolls can live
over three hundred years.
Tremendous gigantic
hands, capable of
shattering stone walls.
43
to mating,
which
requires
searching outside of their normal
territory. Dire troll females rarely
tolerate males after they become
pregnant, driving them away.
Dire trolls are born in pairs, and
there is a prolonged period of
over a decade when young are
cared for by the mother. Once
they can hunt and subsist on
their own, they are driven out.
What passes for language among
the dire trolls is passed down by
the females, who may be slightly
more intelligent than the males,
but no less fierce or territorial.
Mature dire trolls pick a name
for themselves in maturity, but
also have an awareness of their
bloodline, represented by a
symbol. These are often branded
into flesh as ritual scarification or
44
tattoo. Perhaps
after watching smaller fullblood trolls do similarly, dire
trolls learned that fire-branding
along with the mixing certain
poisonous plant dyes creates long
lasting colored marks on their
skin. These eventually regenerate,
but endure for months before
needing to be replaced.
One of the most remarkable
aspects of the dire troll is their
longevity, an extension of their
phenomenal regenerative powers.
It is suspected the dire trolls may
live upward of three centuries,
and perhaps they have no natural
mortality, only succumbing to
madness which pushes them into
frenzies that bring their deaths
indirectly.
As a dire troll ages, they
produce
hardened
growths,
shared by other troll breeds to
a lesser degree. Some are quills
By speech and
gesture, Hoarluk
came to an accord
with the dire troll,
and soon contacted
others, including
one of the oldest
and most feared
dwelling in the
Upper Wyrmwall.
non-violent intent, it must stand
still and unflinching during this.
The charging dire troll will punch
the intruder in the chest and howl
in his face; if the intruder does
not retaliate, there are no further
hostilities. Hoarluk witnessed
this interchange between two dire
trolls, after which they carried on
a limited discourse, scratching
at the ground to help illustrate,
and later sharing the carcass of a
mountain elk.
Other
shamans
believe
Doomshaper was able to teach
them of the ties that binds their
species. The term Krol may
indicate belief he has a dire trolls
soul, reincarnated as a trollkin.
Whatever the case may be, for
the first time in the history of the
west, dire trolls have given up
isolation and endure the company
of trollkin and other trolls to
battle those whom Doomshaper
names enemies. The dire trolls
called by Hoarluk prefer to
utilize their innate strength and
natural assets in battle, and have
been termed Maulers among
the trollkin, but in the wild they
have been observed to employ
improvised weapons such as
clubs or oversized rocks. Only
time will tell to what other uses
these fearsome creatures will
be put by Doomshaper and the
trollkin chiefs.
by Jeff Hoy
by Ron Kruzie
by Rob Stoddard
46
by Todd Arrington
by Ali McVey
by Jeff Hoy
47
uts
ears
G
G
&
48
Hammerfall is controlled by
Stone House Dhurg, which is
responsible for maintaining the
western defenses of Rhul. This
is significant because it results
in Stone Lord Joharl Dhurg,
one of the 13 leaders of Rhul,
being the ultimate commander
of the fortress. Many dwarves
of House Dhurg are stationed at
Hammerfall, including Champion
Pelgor Dhurg, Joharls older
cousin. In his younger days,
Pelgor spent a great deal of time
in Llael as a mercenary.
The dwarves of Rhul have
a long history of serving as
mercenaries in human conflicts
and it is not uncommon to see
individual dwarves serving with
mercenary companies throughout
western
Immoren.
Seeing
the potential for profit in his
experiences, Pelgore came before
Stone House Dhurg to petition
the creation of a regiment of
Rhulic mercenaries drawn from
the disciplined soldiers stationed
at Hammerfall. Seeing great
potential in his proposal and
having an abundance of trained
fighters at their disposal, House
Durg agreed, so long as these
mercenary operations did not
threaten the safety of Rhul. The
majority of Gun Corps Sergeants
have the blood of Dhurg flowing
through their veins.
No doubt part of House Dhurgs
decision was a response to the
Khadoran invasion of Llael. Many
dwarves were disturbed by the
occupation of their neighbor to the
south. The traditional bad blood
The gunners at
Hammerfall are well
trained and equipped.
In Rhul, all conflict,
from individual duels
to long standing and
bloody clan feuds,
follow strict laws that
have been in existence
for generations.
experience it gives to the
dwarven soldiers while keeping
Rhul neutral to direct conflict.
First hand knowledge will serve
to strengthen the fortress when
these soldiers are recalled to duty
at Hammerfall. In order to more
efficiently accomplish this, Gun
Corps units are rotated into and
out of mercenary service on a
regular basis. This has given a
large number of gunners a taste
of battle on the human front. The
vast reserve force at Hammerfall
is never depleted and part of the
profit from every field unit is
returned back to the fortress to be
50
Name
Cost
Dmg
Critical
High Shield
1600gp
2d8
19-20/x2
Double Barreled Rifle
(each barrel)
Note: This weapon is only available to the High Shield Gun Corps directly from the armories at Stone House Dhurg in Rhul.
51
52
CHASSIS: Centurion
IN SERVICE: 599 AR
HEIGHT: 12.7
WEIGHT: 8.5 tons
MAXIMUM LAND SPEED: 14.5 Km/h
ARMOR THICKNESS RATING: 2.25 riveted
plate
CARRYING CAPACITY: 1,250 Kg
MAXIMUM LOAD: 4160 Kg
OPTIMAL BOILER FILL: 60 gallons
FUEL LOAD: 180 Kgs
FUEL CONSUMPTION: 5 hrs general, 1 hr
combat
DESIGNER NOTATIONS: When we were
tasked for a new chassis design, we wanted
to stand toe-to-toe with the best Khador has
to offer without sacrificing our mechanikal
superiority. The magno shield is in a class by
itselfyoull be seeing the Centurion on the
front lines long after Im gone.Lassiter Polk
BATTLEFIELD RECOMMENDATIONS:
When they demonstrated the Centurion,
much was made of locking onto another jack,
but that polarity field makes it invaluable.
Stopping the enemy cold and charging on
your terms always puts a smile on my face.
The Piston Spear is just gravy. Tasty, lumpy
gravy.Captain E. Dominic Darius
53
55
55
by John Cadice
by Dave Perrotta
by Todd Arrington
by Todd Arrington
by David Ray
by Jeff Hoy
by Dan Smith
by Todd Arrington
57
the lit
fuse
By Doug Seacat - Art by Chippy
Ashlynn
scowled,
her
attention divided as she reached
across her link to tell the Nomad
to charge the Destroyer who was
even now firing another shot. She
told the Mule to catch up with the
others and provide cover fire at
the main entrance. Your concern
is noted, Fynch, but we can argue
later. Your men are walking into a
wall of steam armor.
His face was grim. There are
more Khadorans coming up the
road behind us. And this place is
riddled with explosive crates.
She smiled ruefully as they
ran to catch the others, hearing
the sounds of battle, Im of a mind
to leave the Khadorans a few less
supplies...
Scenario
Ashlynn has walked into a trap at a Khadoran supply depot.
She intends not just to survive but to destroy Khadors
precious ammunition supplies.
Wall 12
Wall 12
24
12
Wall 12
14
10
59
Mercenary Army
Composition
Ashlynn DElyse
Mule Heavy Warjack
Nomad Heavy Warjack
Vanguard Light Warjack
2 Steelhead Halberdiers
Units each with 1 Sergeant
and 7 Halberdiers
Fynch dLamsyngunmage
of the Amethyst Rose and
former captain of the Royal
High Guard of Llaeluse
stats and rules for Cygnars
Gun Mage Captain Adept
Khador Army
Composition
2 Man-o-War Kovniks
Khador players choice of
3 non-unique Heavy Warjacks
Khador players choice
of either Man-o-War
Shocktrooper unit with 1
Kapitan and 4 Troopers or
Man-o-War Demolition
Corps with 1 Kapitan
and 4 Troopers
Winter Guard unit with
1 Sergeant and 9 Troopers
Iron Fang Pikeman unit with
1 Sergeant and 9 Troopers
Iron Fang Unit Attachment
with 1 Kapitan and
1 Standard Bearer
Widowmakers unit with
1 Kapitan and 3 Troopers
Winter Guard Mortar Crew
with 1 Gunner and 1 Crewman
Special Rules
and Set Up
See the map. Place three walls
at least 2 high, 1 thick, and 12
wide set along the lower edge of
the ammunition depot, represented
by the Khadoran deployment
zone, 24 from the northern table
60
Beginning
The Khador player deploys
first, placing one Man-o-War
Kovnic, the Man-o-War unit,
2 heavy warjacks, the unit
of Winter Guard, the unit of
Winter Guard Mortar Crew and
the Widowmakers within the
Khadoran Deployment Zone.
The Kovnik in play controls the
two heavy warjacks.
The Mercenary player then
deploys his forces, within the
Mercenary Deployment zone.
The Mercenary Player takes the
first turn.
The remaining Khadoran
forces are reinforcements that
are placed on the table during
the Khador players second
turn, at the beginning of his
Maintenance Phase. Place these
models completely within 3 of
any table edge. These models can
activate this turn. The Kovnik
placed at this time controls the
third heavy warjack.
Victory Conditions
The Khador player wins if
Ashlynn is destroyed.
The Mercenary player
wins if all of the explosive
crates are destroyed.
unhallowed
Narrative dy Doug Seacat - Scenario by David DC Carl - Art by Brian Snoddy
no ground left
62
Cryx Army
Composition
Goreshade the Bastard
2 Stalker Bonejacks
1 Deathripper Bonejack
1 Bane Thrall unit with
1 Lieutenant and 5 Troopers
Protectorate Army
Composition
1 Exemplar Seneschal
representing Grand
Exemplar Baine Hurst
(w/Jack Marshal 2 and 10 wounds)
1 Crusader Heavy Warjack
1 Vanquisher Heavy Warjack
2 Knights Exemplar units
with 1 Warder and 5 Knights
1 Choir of Menoth with
1 Priest and 5 Acolytes
Scenario
4
Protectorate Deploy
12
24
12
24
Cryx Deploy
10
Set Up
Beginning
Conditions
and
comperta
monastica
A Battle Report - Protecorate vs. Cygnar
Feora
Devout
Devout
Vanquisher
Temple Flameguard x9
Choir x6
Choir x6
Exemplar Seneschal
Paladin of the Wall
Total: 499
Tim Nahms
Cygnar Army:
Haley
Centurion
Lancer
Long Gunners x10
Sword Knights x10
Journeyman Warcaster
Gun Mage
Captain Adept
Total: 500
64
This issue two of our Press Gang walk us through an epic clash
between the Protectorate and Cygnar. Tim and Isiah have been
volunteers with us since the beginning, What follows is four rounds
of full metal beat-down...
The Theme and
Army Creation
Julie has made some very cool
Protectorate terrain pieces that
wed like to use, so the theme of
our battle will be the guardians of
a Protectorate temple struggling
against a small raiding force of
Cygnaran troops.
I can almost imagine the
devout flameguard of the temple
suddenly hearing from the laity
of a Cygnaran raiding force
approaching. Fearing for the
safety of their beloved temple
and monument, they call to their
Priestess for aid. Feora comes,
Deployment
and Strategy
Protectorate:
I managed to win the die
roll, and so had the choice of
whether or not to deploy first or
second. I opted to set up first,
so I can get my jacks under the
protective blanket of the Choirs
songs as quickly as possible
Looking over my side of the
table, I can see the ruins of an
older temple in the center of my
deployment zone, with a forest
to my left, and a hill to my right.
Im tempted to focus on the right
side of the table, but decide to
hedge my bet, and build my
deployment around the ruin
itself. Feora takes a commanding
view on the upper floor of the
ruins, with the Flameguard, the
Exemplar Seneschal, and one
Devout to her left. The second
Devout and one of the two
Choir units will take up station
on the ground floor of the ruins,
while the other Choir and the
Vanquisher deploy to the right,
and the paladin takes position on
top of the hill.
Ill be the first to admit that
Im not a brilliant Feora player.
Since Ive only played a dozen
or so games with this caster, Im
going to keep my tactics with
her as simple as possible. My
guiding thought for this game is
to view her as a missileshes
going to move as quickly as she
safely can, aim right for the heart
of the enemys formation, and
Cygnar:
Timothys deployment area
features a forest on his left, and
a hill to his right. He chooses to
place Haley behind the forest,
the Gun Mage Captain starts
about an inch to her left, and
the Lancer anchors the flank.
65
Round One
Protectorate:
Looking over the field, I
see Ive already made the first
mistake. The Flameguard are
directly facing the Long Gunners,
with no terrain intervening. To
advance toward them would be
fatal for the Flameguard, and
while Menoth can be demanding
and harsh, pointless suicide
would be a waste of fine troops.
Ill have to find some other way
to advance the unit.
With that in mind, I allocate
one focus point to the Vanquisher
and one focus point to each Devout,
leaving three focus on Feora. The
army advances, with the Choir
singing Safe Passage, while Feora
runs down the stairs of the ruins
and into base contact with one of the
Devouts. The Flameguard and the
Exemplar Seneschal start running
Cygnar:
Cygnar:
Round Two
Menoth:
Few things are worse than
fighting a well-handled Cygnar
army. Khador might stomp you
into the ground, and Cryx might
Round Three
Protectorate:
It has been a difficult struggle:
my Vanquishers cortex has turned
into a smelly lump of charcoal, the
sole survivor of one of my choir
units is heading back to Imer as fast
Round Four
Protectorate:
When templates do not go your way... they can actually go your way...
Cygnar:
Timothy removes his unspent
focus, and we start resolving the
continuous effects.
After the
smoke clears, the final count comes
to four Long Gunners, four Sword
Knights (including the leader), the
Journeyman Warcaster, and six
points of damage to Haley.
Haley keeps 6 focus points,
giving a single point to the
Centurion. She advances, uses
Temporal Barrier, retaliates with
her own feat (every model can
make an additional attack), and
fires two pistol shots at Feora,
neither of which deal any damage.
The Centurion advances into melee
with the forward Devout and
shrugs off the Defensive Strike.
The heavy warjack then uses its
Electro-Lock ability to prevent
me from using my shield. It makes
two attacks with its Piston Spear,
both of which miss.
One Long Gunner dies
while attempting to leave melee
with a Devout, while his three
compatriots shoot at Feora twice,
but again, the damage is absorbed
by her enhanced armor. The
remaining Sword Knights charge
both Devouts and Feora (two
knights charging each model).
The Devout nearest Feora uses its
Defensive Strike to kill one of the
68
I miss. Twice.
Then I miss with an unboosted
Immolation spell.
Cygnar:
Haley gives 3 focus to the
Centurion, casts Temporal Barrier
again, and shoots the Menite
wench with her pistol for good
measure. The Centurion moves
out of melee with the Devout, and
shrugs off the puny shield-driven
free strike from the light warjack.
A single strike with the Piston
Spear at Feora is enough to end
the game.
Feoras Death Pyre removes
the remaining Sword Knights, so
at least I have a small measure of
satisfaction from her demise.
Post-Game, Or How
Menoth Has Provided
for His People
Wow, what a finish! Everything
went according to planfor
both of us. It just happened that
Timothy had the better plan!
Still, Im mostly satisfied with
how I played. I think the biggest
69
the
Khardov Butchers
by Jon Rodriguez
some nuances
that a newer
player might
overlook or
that a more
experienced
p l a y e r
might have
forgotten.
Think
of
the
army
more like a
football team.
Orsus is the quarterback, and
the main purpose of the Jacks
and Kovniks are to block and
to clear the path of the other
teams players so The Butcher
can come in and sack the other
QB hard. Very hard....as in
carried-off-on-a-stretcher-outfor-the-rest-of-the-season
hard. Heres how the play
lays out.
The backbone of this
team is the linemen, and
what better linemen than
Devastators. Armor 25
is nothing to laugh at,
and with a large base
they can easily block the
line of sight to your QB.
They dont really need a
lot of focus to be useful
(Bulldoze doesnt require
focus; neither does Rain of
Death) so they will work
well with your tight ends,
the Kovniks.
total 498
71
odeling
M
and
ainting
P
~birth of a monster~
The Journey of a Privateer Press \Miniature
This month in the Modeling and Miniatures column, we are going to change tack completely
and give you an all-access tour behind the scenes at Privateer Press. We are going to look at the
sweat and tears, blood and cursing that go into the creation of an Iron Kingdoms master-piece!
Well start with the fevered imaginings of an artist and finish with the hard graft of the shipping
department. Along the way well meet a wide variety of people, each with their own unique and vital
role to play in the process every one as essential as the last. In order to get the miniature on the
shelf in your LGS it has to pass through many hands, and if just one of them drops it it will never
get to its final destination you.
1
Wire armature. Weapon sculpted with an
equal mix of greenstuff, brownstuff and
whitestuff shaped and sanded into shape
when dry.
2
The armature is covered with a thin, rough
layer of putty, this gives the initial shape
and holds the wire together. Next step is to
add the final bulk of the leg shape, its very
important that the leg has a clean surface
that the detail can be pressed into.
I start from the bottom of the feet and work
towards the hip, cutting the edges of the
armour plates into the wet putty.
The putty is still wet right through this stage.
Next is the scale armour on some parts of
the leg. This can be done by cutting x-lines
onto the areas and gently pushing the upper
edges of the lines to the top.
4
The scale armour on the torso is detailed,
first parallel lines are cut into the wet putty
making sure that one rim of the cut has a
very sharp edge.
6
The shoulder section is a very tricky because of
the overlapping armour plates. I have to begin
with the lowest and work to the topmost plate.
Each is made from separate greenstuff plates
built up when the last is dry and smoothed off.
The torso armour and right arm, is bulked out
and detailed.
5
Cuts are then made in the opposite direction in
the scale, further bulk and details have been
added to the leg armour this is sanded and
smoother between applications to get a smooth
finish. The putty has to be left for a full day so
its completely dry before it can be sanded
7
More plates added around the shoulder area
and the left arm is built up. Also added the
half ring onto the shaft of the spear.
73
8
Once the ring on the shaft of the spear is
hardened, I drill holes into it and put wire for
supporting the two long spikes. Also added
the totems on the belt last because it is much
safer to add delicate details when the mini is
nearly done. More shoulder detail added.
74
2
I do the detailing very carefully, working
step by step. Usually I do the nose first,
followed by the mouth and the eyes are the
last detail I work on, but each step has to be
repaired as the others are added.
1
It began with a wire and the rough shape
with greenstuff. Once this is hardened I add
the final layer of greenstuff on the dummy
and press the details into the wet putty.
The Totem Hunter begins to come alive
3
good to us. All of the sculptors we
use have a good understanding of
the limitations of the process, but
there is always something to do
before a green makes it into a mold.
At Privateer Press, our Master
Mold Makers are Kelly Yeager
and Tom Peeved Wilkinson
and its primarily the three of us
(along with able contributions in
the green meeting from Doug
Colton, Mark Christensen, Sherry
Yeary and Kevin Clark) that make
the decisions about what needs
to be done to the sculpt before
it moves down the line. There
isnt room to go into great detail
about the molding processits
too complex for the scope of this
article, but we can look at the
fundamentals.
advances with
materials and
technique, the
basic process
4
remains the
samethe series of photographs
in this article show the key stages
With our miniatures, we
constantly try to strike a b a l a n c e
between making the most dynamic
figures possible, but at the same
time not having too many pieces or
making them too hard to assemble.
Many of you will remember the
old eighties and nineties gaming
miniatures that came in one piece,
but the poses and detail were
enormously limited by the molding
process, and more often than not
were static and boring. One of the
Painting
The miniature was undercoated black to give a dark base to work over. The first step was to
paint the metallic areas they were given a base coat of Vallejo Bronze and washed down
with a mix of blue and brown ink, with just a spot of Bestial Brown added to make it cover
more evenly. The highlights on the metal areas are built up with bronze and chainmail. The
armour was given a base coat of black to make sure the undercoat is totally covered and then
highlighted with green tones. The first highlight was a mix of black and two different Wargames
Foundry colours Forest Green and Moss Green. Further highlights were built up with more
green and Bleached Bone. The Totem Hunters skin was base coated with a mix of Black and
Bleached Bone and highlighted by adding more bleached bone and white to the mix.
76
77
t ake p hotos
L ike a P irate
By James Davis
Need to improve your photo skills? Want to show off your latest and greatest paintjob?
Posting your pix to the Privateer forum have you puzzled? Privateer Press Art Director and
resident photographer James Davis walks you through the basics to have you showcasing
your jacks and beasts in no time.
A carpenters
got to have tools...
Digital cameras are shiny
The basic reference point
of this article is the digital
camera. They are very common,
inexpensive-ish,
and
have
really transformed not only
photography, but the internet as
78
Terrain is cool
Terrain is often defined thusly:
what do I have lying around that
isnt plaid? Thats fine if youre
shooting a single mini by itself (a
good job if you can get it) but if
you want to shoot on terrain, you
might think about a few guidelines
for photography that are different
than for standing around playing
and yelling.
First, you need some elevation.
Miniatures are small (who knew?)
so the camera will be pretty low to
get in front of them. Weve found
that its actually difficult to get
terrain just right so that several
minis can be seen behind each
other and not just look like a wall
of minis. You want elevation
from the terrain, because bringing
the camera up to see the guys in
back makes the minis look small
A few simple posts and a good angle make this shot work.
This scene is all about the terrain. Its so obviously the Legion of Everblights turf.
79
Get to clickin
Not just shot from down low, but putting minis near the camera give it depth of field.
Color correction
Youll probably get your
photos and notice that the room
you picked is actually quite purple
and the lights are green and your
shots color is sort of off. You
can adjust the tint of the image
using a tint or hue slider. It is in
there somewhere; keep looking.
If youre lucky enough to have a
full version of Photoshop then you
can also use Curves or Levels to
adjust the color. Slide those things
around until Cygnar is blue and
Khador is red and Cryx is mean.
into the
reenwood
G
by Alfonso the Traitor Falco with Michelle Lyons
Not every battle takes place among blasted ruins or hazy cobbled streets. While warcasters can
find themselves hip deep in mud and steel from time to time, the advent of HORDES guarantees
battles hidden away among the greenwood. For those special occasions, Alfonso has provided us
with the nuts and bolts (or rather, roots and twigs) to get us started with a forest battle scene.
Every forest starts with a few humbleor not so humbleplants, so today well cover how
to make a hedge row and stand of pine trees.
Hedge Row
Undergrowth is a big part
of any forest scene. The more
things there are to trip over, the
better. Random bits of shrub
and scrub, however, clutter a
tabletop unnecessarily and make
play difficult. The answer to this
difficulty lies in the compromise
of the hedge roweffectively a
bit of neat shrubbery.
Hedge Row
Shopping List
1 1/2 Foam insulation
Sandpaper
Paint (dark brown)
Glue (PVA or carpenters)
Sandy dirt mix
Toothpicks and bamboo
skewers
Hobby knife
Clump foliage
Static grass
Field grass
Industrial scouring pad
(optional) You can find this
at hardware stores; it comes in
brown, black, and green
84
85
After the paint has dried, add on some static grass in patches over the mound.
Now its time for the clump foliage. Just stick it on the sharpened sticks.
You can also add glue to the stick to hold the foliage in place.
Here weve added some field grass as well, along with bits of an
industrial scouring pad. You can break bits off of it to simulate
dead shrubs that have no foliage left.
And there, before you know it, youve got your own hedge rows to
scatter about the field and annoy your enemies. But wait, thats not all!
Pine Trees
Its all very well to have a bit of
hedge lying about, but it takes more
than a few shrubs to make a forest.
You need treesand have we got
trees for you.
Pine Trees
Shopping List
1/2 Balsa wood rods
Hobby knife
Hobby saw
86
Super glue
Dark green static grass
*Optionally, you can replace the
juniper twigs with silk plants or
aquarium plants, as long as the
greenery lays flat and fans out.
Privateer Press
WORLD WIDE
EVENTS 2006
Thousands of players Dozens of Events
Origins
6/29-7/2 Columbus, OH
www.originsgames.com
8/10-8/13 Indianapolis, In
www.gencon.com
www.hobbystar.com/ComicConTorontoV2/CC_Gaming_Home.asp
Essen Spiel
11/16-11/19 Anaheim, CA
www.gencon.com
challenge
SHADOWS AND FOG
A caster kill is not the only way to win the day. Subtle effects can be just as crucial as a massive
assault. In this WARMACHINE brain teaser well see if you can look past a bad situation to pull
scenario victory from the jaws of defeat. See if you can win in a few different ways. This time press
your luck and roll out the results.
Bile Thrall
Bile Thrall
KHADOR
Murder of Crows
Old Witch
Devastator
Juggernaught
Greylord Ternion
Bile Thrall
Deathripper
Deneghra
Devastator
Deathjack
Old Witch
Juggernaught
Wreck
Greylord
Greylord
Cryx
Deneghra
Deathjack
Deathripper
3 Bile Thralls
The Challenge:
Greylord
The Setup:
89
Due to The Withering, none of your models will be able to take back the plans by simply advancing. Unseen Path is your only hope of winning the game. Fortunately, you can upkeep Murder of Crows without cost thanks to the
Withered Staff rule. To take the dice out of the equation as much as possible, first activate the Greylords. Since the Magic Ability score is not a stat, it is unaffected by The Withering. Even 2s on every die roll will allow one
Greylord to kill the front Bile Thrall with Frost Bite and another to place a Blizzard cloud on the Withered Juggernaut from the back arc. Position the third Greylord to Frost Bite or Blizzard should one of the other models miss.
Next, activate the Devastator, and Bulldoze the Juggernaut closer to the Old Witch. The Withered, Blizzarded, movement-disabled Juggernaut can still lumber one mighty inch towards the Old Witch and face his back to her.
After the Old Witch stands up, a Strangling Chains spell will draw the Juggernaut close enough to allow her to Unseen Path over to the battle plans for victory. Again, just 2s on every roll will be sufficient to pull off the win.
Our Solution:
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352-331-3252
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352-381-9090
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7705096591
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440-845-9978
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817-923-3667
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802-863-3666
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717-274-9190
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713-455-8595
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610-891-9229
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541-484-2169
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513-231-3866
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254-751-7251
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434-984-1040
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804-744-9003
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757-465-1617
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804-359-5163
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757-657-9800
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757-497-5171
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757-479-5400
Groovy Geckos comics & games
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703-551-4200
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757-599-1010
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Australia
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014 84 88 64
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03 25 46 54 50
Lautre Monde
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+32-42.21.41.10
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(604)738-8122
E-Ludik
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0478949773
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(250) 542 0980
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07 4725 4661
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(250) 384-1656
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02 8814 8700
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250-477-1519
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360-428-5808
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61 2 93892599
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204-452-8711
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780-465-3771
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425-558-9181
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07 3848 7362
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780-472-4101
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+61 (0)7 4151 5236
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(780)471-5286
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02 6248 7722
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Edmonton, Alberta
780-477-5889
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206-789-8891
Vesivus
Edmonton, Alberta
(780) 479-2442
Maitre De Jeu
Grandby, Quebec
(450)776-6669
Merlyns
Spokane
509-624-0957
Modelmanai
Morayfield
07 5428 1331
Odyssey 2000
Halifax
1-902-429-6477
Abes Place
Tacoma
253-475-5112
Bayshore Hobbies
Hamilton
(905) 524-2334
Sortileges
Angers
02.41.88.96.96
Z Games
Vancouver
360-567-1684
Games Unlimited
Yakima
509-453-1846
WEST VIRGINIA
All About Games
Beckley
304-254-8787
Undersiege Games
Huntington
WISCONSIN
Hobby Town Usa
Brookfield
262-782-4332
BFG Virtual Magics Paintball Game
and Hobby Center
Germantown
262-250-4234
Gnome Games East
Green Bay
920-391-4263
Gnome Games Tournament Center
Green Bay
920-499-4263
Game Universe
Greenfield
414-427-8800
RPGShop.com
Greenfield
414-427-8800
Misty Mountain Games
Madison
608-441-0312
The Last Square
Madison
800-750-4401
Pegasus Games
Madison
608-833-4263
Fortress Games
Meonomonee Falls
Victory Games
Sheboygan
920-207-7529
Adventure Games Plus
West Allis
94
WYOMING
Singleton Hobbies
Singleton
02.6571.1933
Tin Soldier Sydney
Sydney
(02) 9279 2668
Battle Station
Toowoomba
07 46391999
Ogres Den
Toowoomba West
(07) 4637 9530
Toyworld Townsville
Townsville
Tribsa
Wyong, NSW
02 4353 0666
Belgium
Hq
Sint-Niklaas
037763545
Conectr
Aarschot
+32 16 568830
Red Dragon Games Antwerp
Antwerp
Celtic Cross
Antwerpen
0032.3.288.81.65
Antre Jeux
Brussels
+32 2 6490075
The Gamestore
Deurne, Antwerpen
+32/3/325.55.35
War House Games
Drogenbos - Bruxelles
00 32 2 378 09 00
Lood & Spelen
Gent
Red Dragon Games Gent
Gent
0032/9/3240957
Gamescenter D-Six
Hasselt
Oberonn
Hasselt
+32 (0) 11 351 358
Tierra Media
La Paz
591 22788360
Germany
Tellurian Games
Dortmund
0231/4752804
Fantasy Stronghold
Bblingen
0703 233100
Ulisses Spiele
Bad Homburg
06172 921745
Tinbitz
Bensheim
06251/703270
Denmark
Spielzeit
Bergisch Gladbach
02202 - 940 620
Kerberos Games
Aalborg
+45 22949626
Battlefield Berlin
Berlin
030/46066889
Hobby House
Aarhus
86120062
Hobby House
Odense
+45 66124400
Finland
Peliarkku Ky
Nokia
Roolipelit.Net
Turku
+358409000768
France
Artn Magic
Aix En Provence
Jeux De La Comte
Besancon
03 81 81 32 11
Atelier Des Figurines
Bordeaux
0556791924
La Cage Aux Trolls
Brest
02-98-44-92-65
Sastaka
Lancey
06.61.66.63.94
Artgamer
Lille
Rocambole
Lille
03.20.55.67.01
Action Jeux
Montpellier
04 67 661 421
Excalibur
Montpellier
04.67.60.81.33
Jeux Mageinn
Montpellier
Dreamwej
Paris
01.43.43.32.92
Jeux Descartes
Paris
00 33 1 42 27 50 09
Jeux Mage Inn
Pau
Amusance
Rennes
Figuriland
Roubaix
Philibert
Strasbourg
03.88.32.65.35
Dreamfactor
Toulon
0033660779908
Jeux Du Monde
Toulouse
05 61 23 73 88
Univers Parallle
Toulouse
05.62.30.84.74
PC Studio SNC
Udine
+39 0432 227841
Nostromo
Sevilla
954211818
Wargames World
Leeds
01943 607500
Manaburst Asti
Asti
+39 014 1320353
Avalon Verbania
Verbania
+39 0323 581659
Thadiun
Liverpool
01517346111
Zeitgeist
Koblenz
0261-9147931
Japan
Switzerland
Spielzeit
Krefeld
0049 2151 801718
Malefic.Jp
Kyoto
Leisure Games
London
020 8346 2327
Drachenhhle Leer
Leer
0491 9122099
Hobbymetal Iconoclasm
Minoh,Osaka
072 724 3341
Altrincham Gaming
Manchester
0161 9294708
Fantasy Stronghold
Ludwigsburg
+497141903580
Strategy Shop
Uster
Fan Boy 3
Manchester
0161 2477735
Fantasy Stronhold
Ludwigsburg
07141 / 903580
Euromodel
Borgomanero
+39 0322 843044
Fun 4 U
Mnchen
+49/89/55869577
Libreria Nemesis
Cagliari
Hong Kong
Fun Atelier
Hong Kong
Ireland
Models Inc.
Dublin
The 4Th Dimension
Dublin
+353 (0)86 8159058
Israel
Freak
Tel Aviv
972-3-6961826
Italy
Defcon Zero Abbiategrasso
Abbiategrasso, Milano
+39 02 9450029
Manaburst Alba
Alba
+39 340 1436289
Lorso Bruno
Alessandria
+39 013 1441125
Manaburst Alessandria
Alessandria
+39 013 1236627
La Fumetteria Di Bucco Giorgio
Ancona
+39 071 57649
Malaysia
Toys In Motion
Petaling Jaya, Selangor
603-77242854
Wolfs Game Shop
Petaling Jaya
03 79540159
Mexico
Games Lair
Monterrey
Netherlands
The American Book Center
Amsterdam
+31-(0)20-625 55 37
The American Book Center
Amsterdam
+31 (0)20 6255537
Spellenhuis
Den Haag
+31 (0)70-3644782
Freetime Warrior
Leiden
+31 (0)71 5130522
Atomik
Sittard
046-4515074
Subcultures
Utrecht
0031-(0)30 2311122
New Zealand
Urban Warfare
Auckland
064 9 415 2293
Vagabond Games And Collectables
Auckland
(09)303-2750
Heroes For Sale
Palmerston North
Portugal
Entre Mundos
Algs
+351 214121662
Leirinet
Leiria
+351244 106121
Homem Azul
Lisboa
+351213629382
United Kingdom
The Gaming Crypt
Altrincham
0161 929 9919
Wargames Workshop
Bedfordshire
+44 (0)1234 757878
The Railway And Modelers Junction
Bedworth, Warwickshire
024 76316285
The Stack
Belfast
Unite All Action Gaming
Belfast
02890234410
Hidden Fortress
Southampton
+044 (0) 2380 710550
Infinity Games
Bradford
Claymore Games
Southport
01704 545349
Joker Juegos
Bilbao
944439297
Static Games
Glasgow
Mazinger Ourense
Ourense
988540988
Los Clandestinos
Prat De Llobregat
0034933794334
Waylands Forge
Birmingham
0121 683 0075
Spain
Excalibur
Madrid
91 562 60 73
Severn Games
Shrewsbury
01743 361417
Hobbiton
Essex
01702 200180
Artemis Blacks
R.C.T. South Wales
Oracle Games
Birmingham
0121 680 3544
Singapore
E-Minis
La Linea
34 647158110
Rpgstuff
Milton Keynes
01908 26 999 1
Panchusa
Huesca
974708948
Arcane Miniatures
Birmingham
Paradigm Infinitum
Singapore
+65-6734-3858
And So It Begins
London
0208 579 2244
Wargames World
St Helens, Lancashire
01744 28500
Morningstar Hobby Supplies
Surrey
01276 685160
The Comix Shoppe
Swansea
01792 642097
Highlander Games
Kleve
02821/13965
Venezuela
Inv. New Group
Caracas
058-0212-9856890
95
The
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P D
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No Qgazin
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In th
Ma
Warcaster:
Amon Ad-Raza.......................... 70
Warjacks:
3x Devout Light Warjack........ 69
Reckoner Heavy Warjack...... 126
Vanquisher Heavy Warjack.. 112
Troops:
3x Wracks................................... 5
Choir of Menoth - 5 Acolytes.. 22
Choir of Menoth - 4 Acolytes.. 20
Holy Zealots............................. 55
Holy Zealot Monolith Bearer.24
Mercenaries:
Eiryss, Mage Hunter................ 29
The contract to guard the supply line seemed like such an easy job...
t o ta l wa r i n t h e i r o n k i n g d o m s
available:
FALL 2006