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Into the Past of


the Witchfire!
Dexer Sirac Unearths a Legend

TM

Superiority
New ‘Jacks and Troops from the
New Book for WARMACHINE!

TM

Pick Your Pet!


Choosing a HORDES Faction
On the Cover
Center of Attention
Surrounded by her thrall minions, Alexia Ciannor wields the same black blade which struck her mother down, condem-
ing Alexia to the path of vengance.

Matt Wilson
Award winning illustrator and game designer, Matt Wilson is a founding member of Privateer Press and as the creative
director continues to define the vision that drives the Iron Kingdoms, WARMACHINE, and HORDES. View more of
his artwork at www.mattwilsonart.com.

Editor in Chief: Duncan Huffman

Cred it s
Creative Director: Matt Wilson
Art Director: James Davis
RPG Content Manager:
Nathan Letsinger
Hobby Content Manger:
Rob Stoddard
Editors: Doug Seacat & Bryan Cutler
Continuity Editor: Jason Soles
D20 Rules Editor: Kevin Clark
Graphic Design: Josh Manderville

Contributors
Rob Baxter, Erik Fleuter, Chad Huffman,
Ron Kruzie, Bryan Steele, Doug Seacat,
Nathan Letsinger, Rob Stoddard, Mike
McVey, Chris Bodan, Marc Verebely
Miniatures Painters
David Ray, Dan Smith, Todd Arrington,
David Perrotta, Ron Kruzie, Alfonzo Fal-
co, Ben Tracy, Mike and
Ali McVey
Terrain
Alfonso “the Traitor” Falco,
President: Sherry Yeary • Creative Direc- Art
tor: Matt Wilson • Managing Editor:
Brian Snoddy, Matt Wilson, Chippy,
Bryan Cutler • Lead Developer: Jason
and Mark Gibbons
Soles • Art Director: James Davis •
Marketing Manager: Duncan Huffman • Cover
Development: Rob Stoddard • Production Matt Wilson
Manager: Mark Christensen Rules Development
TM
Rob Stoddard, Jason Soles, Rob Baxter,
Nathan Letsinger, Kevin Clark

No Quarter Magazine
This magazine is printed under the copyright laws of the United States of America. Contents copyright© and trademark ™ 2001-2005 Privateer Press, Inc. The Privateer Press logo, the
Iron Kingdoms logo, and Iron Kingdoms, Full-Metal Fantasy are copyright© and trademark 2001-2005, Privateer Press, Inc. First printing Vol. 1, Issue 3: November 2005. 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 for the pirates. Ye been warned.
F ire In the

H ole !
In the beginning there was Witchfire.

L
ooking back, it is hard to explore, and new characters to your forces in WARMACHINE:
believe it was just a few relate to or rally against. Superiority.
short years ago. Now There are now thousands You will also find a tactical
there is WARMACHINE, Iron of pages of background, several breakdown of the new HORDES
Kingdoms, Full-Metal Fantasy major plot lines, dozens of factions, a glimpse of the origins
figures, comic books, action characters, and hundreds of of the Witchfire, and a boatload
figures, magazines and soon, models to sate your appetite for of scenarios, RPG goodies, and
HORDES. As we prepare for the Iron Kingdoms. No Quarter modeling tips. No matter what
the release of the new Witchfire Magazine is dedicated to bringing brings you to Privateer Press and
Trilogy compiled edition, I am you perspective on this volume of the Iron Kingdoms products, No
constantly amazed at the ground content. Not only is No Quarter Quarter Magazine is here to stoke
that has been covered since the Magazine going to continue to the fires and connect the dots
first of the Witchfire trilogy hit give you new material, but it is between all of our stories; filling
the shelves. also the best place to find out in the details and giving you what
From the beginning Privateer what is coming next, and how all you need to put it all together.
Press has been driven to creating of the Privateer Press products So as Privateer Press turns
a dynamic, fully developed interact and relate to one another up the volume on the type and
experience for you and your and your gaming experience. number of products we are
games. Innovative games and In this issue you will find releasing, No Quarter Magazine
worlds that deliver high quality, a preview of our next book will continue to be the hub for all
detailed products. Not just games for WARMACHINE titled of them. Be it WARMACHINE,
and products that will sell, but “Superiority”. Releasing in HORDES, Iron Kingdoms
games and products we ourselves summer 2006, WARMACHINE: RPG, comics, action figures, or
would want to buy and play. With Superiority brings you other surprises along the way,
each model, each book, each new new troops and ‘jacks for we will keep you up to date and
project, we get a little closer to WARMACHINE factions and ready for battle.
what we want. continues the story of your In the beginning there was
Every time we release a new favorite warcasters and the Witchfire... There is no end in
product, we get to tell you a bit aftermath of the Thornwood sight.
more of the story. We get the battles. The two new warjacks
privilege of giving you a new tool and two new troop selections in Duncan Huffman
to carve out your own adventure, this preview are just a sample of -Editor in Chief
a new piece of the world to the new options you will find for

Play Like You’ve Got A Pair 1


Table of Contents
ONCLAD
IRONCLAD
Rigging
New Releases . . . . . . . . . . . . . . . . . . . . . . . . . 7
Privateer Press’ new products for November & December of ’05.

WARMACHINE Challenge. . . . . . . . . . . . . . . 16
Last turn, no caster, can you win?
16
The Pendrake
AITH
Encounters. . . . . . . . . . . . . . 40
PISTO L WR
Victor Pendrake discovers a one-eyed terror in the Bloodstone
Marches.

Foundry, Forge, & Crucible. . . . . . . . . . . . . 44


Combat alchemy, grenades, and the Wolf!

Modeling & Painting. . . . . . . . . . . . . . . . . . . 58


Mike McVey charges up the Thunderhead.
40 H
NIGHTWRETC
Guts & Gears. . . . . . . . . . . . . . . . . . . . . . . . . 72
The Temple Flameguard and inside the Slayer!
ER
LONG GUNN

All Along the Watchtower. . . . . . . . . . . . . 82


Alfonso “I Like Yogurt” Falco walks you through building a watchtower.
ER
LONG GUNN

World Wide Retail Listing. . . . . . . . . . . . . . 92


Find Privateer Press products all over the planet.
ER
LONG GUNN
44 Poop Deck. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6
Break yer toys! Staff conversions.
ITHRALL
MECHAN

R
DEATHRIPPE

72
Issue No. 3

Main Deck
Showroom Mercs. . . . . . . . . . . . . . . . . . . . . . 10
Ron Kruzie takes you on a step by step guide of assembling the Nomad.

Unsung Heroes . . . . . . . . . . . . . . . . . . . . . . . 14
Kevin Clark lights things on fire, Menite style.
10
WARMACHINE: Superiority. . . . . . . . . . . . . . 17
‘Jacks and troops from the upcoming book for WARMACHINE!

Zero Tolerance. . . . . . . . . . . . . . . . . . . . . . . 22
The Butcher of Khardov dispenses swift justice.

Traitor’s Ambush. . . . . . . . . . . . . . . . . . . . . . 25
Magnus and Croe set out to pick up a package.

Better Left Forgotten. . . . . . . . . . . . . . . . . 28 17


A new glimpse into the history of the Witchfire.

Blood of Trolls. . . . . . . . . . . . . . . . . . . . . . . 48
Everything you wanted to know about Trollkin, but were afraid to ask.

Your Inner Warbeast. . . . . . . . . . . . . . . . . . 64


Picking your HORDES faction.

Stryker Action Figure. . . . . . . . . . . . . . . . . 81


A preview of the new figure by Southern Island. 28

Privateer Press at Gen Con ’05. . . . . . . . . . 86


Winners of the tournaments and paint contests at
the largest con in the US.

64
B oatswain ’ s
C all
Letters to the Editor,
Q & A, and General Shenanigans
Coming Soon!

I
f you haven’t heard yet, Privateer Press and Bright Anvil
Studios will be teaming up to create a new comic book. This
three-issue mini-series, planned for second-half of 2006,
will focus on the history of Commander Coleman Stryker and
his early days as a Warcaster.
RPG Characters in WARMACHINE - Postponed
In last issue’s Poop Deck we mentioned that we would tell you
about using RPG characters in WARMACHINE. Considering
the volume of other content we needed to get into this issue, we
have decided to hold off on this project for the time being. You
will see a project dealing with this topic in the future, but for now
we wanted to focus on the four main factions through a sneak peak
at WARMACHINE: Superiority.

Q: On page 20 of NQM#2 Alexia is listed as a warcaster.


On page 21 I don’t see a focus stat for her. Is she really a
warcaster? If so, how does she allocate focus? She would make
a terrible warcaster with no focus.
—Tom Minor

A: She would indeed be a terrible warcaster as written. That one is in


fact a typo. Alexia is not a warcaster, but a solo. Not to make excuses
for the typo, but we used a two page template that we often use for
warcasters and missed that bit of old data.
The offending crewman has been flogged (and my back still hurts...).

4 noquarterletters@privateerpress.com
Got a cool landmark
in your town?
Send us pictures of your ’jacks
out on walkabout to
jackabouttown@privateerpress.com
If we like ’em, we’ll print ’em.

Q: Dear No Quarter,
First of all, let me
Mik
congratulate you with a fantastic Bur
ns
magazine. I have bought both #1 Che ’ Jugger
cks
and #2 and both were superb. Out naut (y
Kno es –
xvil
Now to get to my question... le’s it’s a Ju
Sun
still think we frown on conversions sphe ggernau
No Quarter #2 introduced re t)
the conversions for ‘Elite (we don’t – check out the Poop
Cadres’ (following the rules Deck in this very issue) and we
A: Heck yes Luke. Not only
from Apotheosis), using many wanted to show what could be done
will you continue to see new units in
bits from all kinds of miniatures with the elite troops in mind.
No Quarter, we may even be able
and combining these into terrific That said, we would at some to put them in every issue. We may
units (I really liked those point love to provide a “bits” service. skip one now and then for other
Winterguards!). Unfortunately A shopping system where a modeler content, but if we have new items
it all seems a bit expensive for could buy exactly what they needed or previews to share, count on them
us gamers. In order to make would be a great solution for those being here first.
those Winterguards we need the wanting to undertake extensive
following: Not only that, the new units
conversions.
you see here will eventually end up
-Winterguard (duh...) Currently, we are focused in future books (see the four new
-Hammerfall High Shield on keeping our products on WARMACHINE:Superiority
Gun Corps boxed set the shelves and ramping up for entries in this very issue). So
(for the backpacks) Hordes. A bits service at this time essentially, you are getting a jump
-Kossite Woodsmen would be more of an intensive on the new products a year or
(for the head swaps) undertaking than we can commit more before they are even released
-Man O’ War Kovnik to. As soon as we have a solution in a book.
(for the banner) that works for us, our retailers,
That is a lot of money and for you, we’ll be sure to let
we are talking about! So my you know. Q: Hello Mr. Editor,
question basically is if you are As you can imagine, I’m really
planning to incorporate a ‘Mail enjoying all the RPG content in
Q: Dear Editor, the No Quarter magazine. But I
Order’ system where you can
order specific parts in the (near) I was just wondering if we will have a couple of questions:
future? If not, do you guys have continue getting new units, not How will the release of
any (cheaper) suggestions for just of the merc fashion either, Hordes affect the RPG? Can we
Elite Cadres? released in No Quarter. I know expect some sort of wilderness
that Privateer Press will continue guide (similar to the world guide)
Many thanks,
popping out awesome expansions detailing all the forests, mountain
—Marijn ‘Malebolgia’ Bierhof like Apotheosis, but will we get the ranges, lairs... Where the hordes
occasional new (insert factions) conflicts are taking place?
A: Thanks for the letter Marijn. The unit or warcaster here and there? Will No Quarter feature
conversions in NQM#2 were meant detailed maps of cities and regions
Sincerely,
to be a bit of inspiration rather that at some point? As Apotheosis
—Luke from WI takes the battle to Fisherbrook,
a literal “do it yourself”. Some folks

noquarterletters@privateerpress.com 5
Boatswains Call Fellig and surrounding regions, it matter, this very issue features We love fiction around here and
would be nice if we (RPG players) Pendrake and an encounter we’ll continue to look for innovative
could have some detailed maps of with the Skorne Cyclops. You and useful ways to bring it to you.
those towns which are featured on can also look forward to more
the campaign map. Other town specific troll content (again, see
maps are of course also welcome. this issue’s “Blood of Trolls” Q: The picture on page 12 [of
Or a detailed town write-up or the RPG feature), maps and even NQM#2] looks like a Destroyer
write-up of a certain cool inn in more as time goes on. to me. Oops. It was a cool shot
Corvis or ... anyway
For maps, we are planning
Will the art of Brian Snoddy a series of maps for NQM and —Jokerbasher
always keep featuring people other publications; we’ll have more
smoking cigars? Euhm, never A: Ha! You fell into our ...ummm
details on this shortly.
mind, I think I know the answer trap. Yes...ahem... A diabolical
Brian’s art does feature quite a trap to identify the true Khador
already. Kudo’s to Brian by the
few stogies. One reason is that Brian sympathizers in our midst.
way for the beautiful bottle in the
and several of the crew around here
Liber Mechanika. (Editors note: Must stop
like to smoke cigars and enjoy them
—Ralph, Buccaneer Bass making the Boatswain’s Call page
as a bit of a hobby. In addition, the
late at night – good catch JokerB)
Iron Kingdoms tobacco, Hooaga
A: Wow, lots of great questions is a vital commodity and is often
– where to begin? traded, and smoked across western
HORDES will have an impact Immoren. We will have a brief Q: With Fan Fiction thriving on
on the RPG line in a couple of ways. breakdown on cigars and some the Privateer Press forums, will
The first and most dramatic would more great Snoddy art in the next there ever be a chance for fans to
be the miniatures. Many of the issue as well. Hope you enjoy it! send in Fan Fiction to No Quarter
monsters from the Monsternomicon Magazine? Maybe you could call
will appear as models in HORDES. it “Bilge and Brig”.
Q: I loved the vicky/denny conflict —nightflyer
So a GM who wants to torment
in the first edition any chance
his player with a warpwolf,
we can see more fiction at that A: “Bilge and Brig”... I like that.
woldwarden, or Skorne will only
standard?
have to pick up the appropriate Right now, we have not opened
HORDES pieces. —Doc up No Quarter Magazine to outside
Secondly will be the story submissions. While we appreciate
lines. WARMACHINE drives the A: Without a doubt Doc. the player fiction that is being
primary plot for the Iron Kingdoms. generated, we need to focus on
No Quarter is will bring
Players of the RPG have been able getting the content we have out to
you fiction in two ways. First,
to use these world altering changes the public before opening the gates
narrative fiction as it relates to
as plot hooks, adventure seeds, as it were.
a scenario, adventure or other
and flavor for their characters and directly useful player content. For Keep up the great work.
games since Prime was released. a great example, see either the
Similarly, HORDES will tell tales Orsus or Magnus scenarios in this
from the wilder side of the Iron issue. Three pages of narrative
Kingdoms. From the Bloodstone fiction capped off by a playable
Marches to the dark enclaves of scenario.
the Circle, HORDES will open up
The second method will be a
more world for you to explore and
more direct fiction approach like
interact with.
the “Courage” story from NQM#1
As for specific books that or the Witchfire piece in this issue.
relate to HORDES content, These types of projects will relate Send your questions to
Monsternomicon II has been to game content like the Witchfire noquarterletters@privateerpress.com
tentatively announced and should Trilogy or Apotheoses, but take or join our forum at
be loaded with critters, including a more traditional story telling www.privateerpress.com and
those from HORDES. For that approach than the scenario pieces. ask in the No Quarter section.

noquarterletters@privateerpress.com
Alexia Ciannor – The Witchfire Trilogy Vahn Oberen – The Witchfire Trilogy
Sculpted By: Jerzy Montwill Sculpted By: Jose Roig
PIP 81039 $5.99 PIP 81042 $5.99

Father Dumas – The Witchfire Trilogy


Sculpted By: Jose Roig
PIP 81040 $5.99

Witchfire Trilogy Collected Edition


The Witchfire Trilogy Collected Edition – The Witchfire
Trilogy is where it all began and now is the time to re-live
the first adventures of the Iron Kingdoms. The collected
edition includes all three of the original Withfire
Trilogy, as well as two additional parts that bring this epic Cpt. Julian Helstrom – The Witchfire Trilogy
storyline into its full glory! Sculpted By: Bobby Jackson
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Protectorate of Menoth Avatar Heavy Warjack Cygnar Thunderhead Heavy Warjack
Sculpted By: John Winter Sculpted By: Peter Flannery
PIP 32035 $29.99 PIP 31035 $44.99

Man-O-War Demolition Corps Unit Box Khador Man-O-War Demolition Corps Leaving shields behind
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8
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Khador Warcaster Vladimir,
the Dark Champion
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amongst the armies of western Immoren and
toward a destiny he must fulfill. Few among the
Iron Kingdoms know of the true treats to come,
however the dark champion shall see to it that
either a zealous prophet or undead regent pays
the ultimate price for threatening his precious
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Man-O-War Demolition Corps


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Sculpted By: Bobby Jackson
PIP 33035 $14.99 9
“showroom” mercs By Ron Kruzie with Rob Stoddard

I
n this article we will tackle a mercenary heavy warjack, the
1 Nomad. To do this I’ll be using a paint layering technique. My
tools consist of Citadel paints & inks, Windsor & Newton Series
7 brushes, a paint tray, and my painting lights will be positioned
at 10 o’clock and 2 o’clock above the model. In this issue we are
painting the Nomad fresh off the ‘jack foundry floor and prepping
him for the “showroom”. However if you prefer your ‘jacks to be on
the battlefields, then be here next issue for my sister article “War-
torn Mercs” where I’ll guide you through my battle damage and
weathering techniques.
2 First we need to prime our Nomad. Apply spray can black
primer to the ‘jack. I used black because the ‘jack is going to be dark
with metalics. When working on metalics I recommend painting
over a black or dark brown primer. If you choose to prime your
minis white, you may first want to paint the areas black or dark
brown that will end up metallic.
A base coat of Boltgun Metal will be the first layer I apply
after the primer has dried thoroughly. However, before we dive in
3 I’d like to talk about some techniques. First, thin your paint down
with a bit of water. As you can see here I’m using a paint tray (1),
which is a tool I highly recommend for aspiring painters. Using an
old burned out or cheap brush, put some Boltgun Metal in one of
the paint tray chambers and some clean water in another. Next dip
your brush into the water and then into the paint, mix it up, and do
it again if needed until you can brush it on smoothly, not creamy
as it comes in the bottle. Get into this habit—keeping your paint
consistently smooth can greatly elevate your painting. Now that our
4 Boltgun Metal is smooth let’s apply the paint. You do not need to
abuse your good brushes with this base coat, so feel free to use your
old brush. It is okay to be a bit sloppy on this part; at this early stage
we can just clean it up with a little black paint if needed. (2) Note,
I did not paint the top of the sword or boiler stack. These are the
areas where we will be holding the ‘jack as we paint it, so there is no
need to paint these now. We’ll get those areas last.
Next let’s move on to shading our base coat. In your paint tray
put a couple of drops of Bestial Brown, mix in some Blue & Brown
5 Ink, and then add some water. Mix this until you get a color that will
lightly stain the Boltgun Metal. The ratio of paint, ink, and water is
up to your taste. Feel free to experiment—learn what happens with
different ratios. I like it a bit blue and thin. The more layers of stain
it takes to darken the Boltgun, the more subtle the transition of dark
to light will be. At this point we should start using our good brushes.
In this photo I have applied our stain with one pass. (3)

10
6 7

“ showroom ” mercs
When applying the stain for shading and even layers with both stain and paint alike, we need
for general painting purposes, pretend the sun is to have the correct amount of paint on our brush
overhead so you know where the shading should when it touches the model. After you dip your brush
go. A good and easy trick for this is to hold your in the thinned paint, drag your brush across a surface
miniature up under your painting lamp and BANG! like a paper towel, paint tray edge, plasticard, or
Instant 12 o’clock sun. Look at the mini and see where even porcelain, (7) until the amount of paint left on
you need shading and where you will be painting your brush will not bleed or bead onto the mini when
your highlights. Let’s utilize this trick during all of you finally apply it. It needs to leave the brush in an
our painting steps. Returning to our stain, you will evenly controlled manner. The flow of paint from the
mindfully want to stain the shadows, cracks, and brush is crucial to the layering technique.
areas around the bolts. (4) Next we will hit up portions of the Nomad with
Using our base of Boltgun Metal we will go over some brass. This is our base coat after 4 light layers of
the edges, rivets, and raised areas to clean up any Brazen Brass. (8) Let’s shade the brass using the same
excess stain. (5) technique as we used with the Boltgun Metal—we
will make a stain with paint, ink, & water. With your
Ok. We could stop here (while painting Alexia’s
old cheap brush put a couple of drops of Scorched
armor, I stopped at this stage to give her darker
Brown in one chamber, and then add Brown Ink &
armor), but we’re going to continue. Mix 50%
Chestnut Ink. Dip the brush into the ink and then
Boltgun Metal to 50% Chainmail in a chamber, thin
into the paint, then add a bit of water until it appears
the mixture with a bit of water, and we’re ready
muddy; this is our stain for the brass. You have to
to paint our highlights. Hold the ‘jack up to your
experiment and go for it. With your good brush, little
light to see where to place your highlights with the
by little mindfully stain into the shadows and cracks.
50/50 mix you just made. Paint the hydraulic pistons
After 6 coats of stain things are shaping up. (9)
Mithril Silver to stand out, and then clean up any
mess with a little black paint. (6) If you need to clean things up, go back over any
messy brush strokes that might have gotten off track
Let’s talk brush technique again. We are using
with Brazen Brass. (10)
the paint layering technique, so to get good solid

8 9

11
10 11
“ showroom ” mercs

12
The first highlight we will apply is a mix of 65%
Burnished Gold and 35% Brazen Brass. And finally
straight Burnished Gold is used to pick out the highest
edges. (11)
With our metals out of the way we can move onto
the body of the ‘jack. I chose to go with the mercenary
green that has been serving me so well. The base coat is
Catachan Green. To get this solid base it took 4 thin layers.
(12) With the green base coat down, paint a thin straight
13a black line between the green painted parts and the metal.
This is called black lining—it helps add separation to the
parts so the mini doesn’t blend together.
Add a little black to your Catachan Green, thin it with
water, drag your brush on your palate, and brush on the
darkened green into the shadows and cracks. (13a, 13b)
Utilizing our paint tray once again, we’ll mix up
our green highlights. Place some Catachan Green in
one chamber and Rotting Flesh in another. With the old
brush move some Catachan Green into a third chamber,
13b then mix a little bit of Rotting Flesh into this Catachan
Green. We are looking for a slightly lighter green than
our Catachan Green. Thin the paint as we’ve been doing,
drag your brush, and highlight the edges and raised areas
of your Nomad. (14a, 14b)
Over the course of highlighting, slowly add little bits
of Rotting Flesh to your mixture to make a lighter and
lighter color. I did a total of 5 layers, ending with almost

14a 14b

12
pure Rotting Flesh on the tips and highest edges. So 15

“ showroom ” mercs
often it’s the last little bit of really bright highlight that
finally gets the mini to look its best. Keep in mind it’s
okay to exaggerate the shadows and highlights.
Use the same technique as before, only this time
use black and white in order to bring about the gray
shoulder armor. (15)
Now for some character, let’s break the ice and
tackle something that can seem intimidating even to me:
freehand work on the shield. You can never go wrong
with fangs. To make this easy and simple, paint the 16
inner portion of the shield black and keep it black. This
will make it easy to fix and clean up if needed. With
thinned white paint, paint the fangs. Sloppy, isn’t it?
(16) Now go over with thin black paint and clean them
up to straighten any slips. (17) By keeping the paints
thin, it allows us to paint and repaint and clean up many
times without getting any paint buildup, which in time
can prevent any attempt to paint free hand.
At this stage we could just paint the sword and the
top of the boiler stack, call it a “nicely painted ‘jack”, 17
and send him out (18), but oh no, that’s not happening!
This ‘jack was built for war, and I guarantee he’ll be
put through the grinder and see his fair share of action!
Next issue I’ll guide you through the process and
show you how to use the additions of battle damage &
weathering to take your ‘jacks to another level.

18

13
Unsung Heroes
Kevin Clark and The Templates of Doom
On to the ‘jacks. First, my

Protectorate favorite: the Vanquisher. I love


this thing: RNG 9 AOE 4 POW
of Menoth Army 13, and that’s just the gun! Add
in Blazing Star with Circular
Grand Scrutator Severius...66 Strike, and it fits the bill for what
we need to make this list work. A
Choir................................+2 22 small piece of advice on the flame
Choir................................+2 22 belcher—many people are not used
to spotting its nine-inch range.
Eirys.................................... 29 Use this to your advantage.

S
o I was packing up Paladin................................19 My second favorite ‘jack in
some Iron Fangs for the this army is the Repenter. I can
motherland when Duncan
Vanquisher.........................112 hear the chants of dislike already
comes in and asks, “Kevin I’ve Revenger............................ 76 but trust me people, the Repenter
got this idea for the magazine. I is great if used in the right role.
want to feature armies and tactics Repenter............................. 76 In this list it gives us all the extra
the staff play with; you in?” How Repenter............................. 76 attacks we need. With a little
could I not be? A chance to share help from the boss, it becomes
some tricks with the players? I
wouldn’t miss it. So here I am for
Total 498 a superstar. The first thing you
need is this Eye of Menoth (from
what we hope will be the first of Severius) and then Infuse (from
many installments. I’ll share one First let’s talk about the Grand a Choir). This gives a +3 to attack
of my favorite Protectorate lists Scrutator—Severius has a simple and damage rolls which brings his
with you, and perhaps you’ll learn job to do in this army—cast Eye RAT up to 7 and POW up to 15.
a trick or two to use to burn your of Menoth, give out focus, and With the Repenter’s lovely spray
friends and neighbors. stay alive. Sounds like the usual, template, average rolls will hit
right? But there is something and kill most troops (and hit and
The premise of this army is
missing here, casting spells to kill damage almost all jacks) without
simple: get as many attacks as
things personally. I have found having to spend any focus.
possible as often as possible. This
that this army works very well Boosting the damage rolls can
is not about dropping spells and
if you keep the Scrutator in consume entire chunks of your
fancy tricks, it’s about eating
the backfield and use his focus opponent’s army. Fun, huh?
large parts of your opponent’s
to power his jacks and Eye of
forces—whole. To do this I give The big trick to mastering
Menoth. He can bring down the
you one 4” AOE and two Spray the Repenter is learning how
hammer himself if he needs to,
templates. For fun, a little ashes to to maximize the number of
but he’s primarily there to keep
ashes action from time to time. targets you get. You do this
everyone else doing their jobs.
in two ways—movement and

14
targeting. Plan your movements On to the Choir. Most me learning and on my toes. If you
and think about where your Protectorate players are used to want to get good at angles and
opponent is going and where running these guys. My advice is the finesse side of AOEs, this is a
you want them to be. Flanking mostly common sense. Since you great choice.
is the key. Blasting down the have two choirs, do not bring the
sides of formations will net more second group up to the fight. Keep
hits if you can position well. them back and out of the line of Let’s wrap up with some final
Use terrain to your advantage fire. They need to be kept in reserve advice for this army:
and lead your opponent’s troops since a lot of your ability to hit and
into bottlenecks to clump them deal damage in this army relies on • Keep your Choir alive
(giving you lots of targets) or the choirs—be careful with them and keep them apart
slow them down to come through and they will serve you well. from each other.
a few at a time. When targeting Last but not least is Eiryss. • You do not have a lot
you want to get as many models She has one job in this army—to of models on the table.
under that template as possible, kill the imposter Eiryss; anything Use terrain and the table
which sometimes means targeting beyond that is gravy. Seriously, edge to your advantages
something out of range, or your she can harass flanks and draw so you do not get overrun
own models (for the CAUSE!). fire, or even go for the classic or flanked.
Some may call this cheese, I call disruptor bolt trick. She’s a deadly
it aggression—use all of your extra to keep the opponent’s eyes
• Choose your targets
tools to destroy your opponent. off of your Scrutator and on his
carefully—don’t waste
They are expecting nothing less, own caster.
shots on things you don’t
so don’t disappoint. need to kill. Maximize
This is not an easy army your AOE effects.
There is also a Revenger and to play. You have to be very
its arc node in this list because— careful about your movements
• Most of all, move up!
lets be honest—not every plan and possible lines of fire against
Kill! BURN! The heretics
works the way we want it to and the Scrutator or you are toast—
will learn the truth of the
you may need a card up your fast. I enjoy a challenging and
Lawgiver but only if you
sleeve now and again. unexpected list like this. It keeps
play like you’ve got a pair.

Spray templates and a 4” AOE call down the wrath of Menoth

15
challenge
By Marc Verebely and Chris Bodan The Setup:

A No-Caster Gambit Caine stands at the bend of


an L-shaped building with solid
sides three inches long. He has a
ZERO TOLERANCE

Nobody likes to lose, but everyone has those games where you get to the line of three Long Gunners ahead
bottom of turn four, you’ve lost most of your army, all of your remaining and just to his right, half way
‘jacks have damage, and you need to win this turn or lose the game. Try up the wall. One Ironclad waits
this WARMACHINE brain teaser and see if you can think your way
at the far end of the other wall,
out. Come on. You knew there’d be a quiz. First, see if you can win.
exactly 90 degrees to Caine’s left,
Then see if you can do it in style. Use average die rolls to calculate the
best course of action, or press your luck and roll it out. and another stands five inches
forward and off to its right. Cain
First Challenge: Are you able to kill Caine? has no focus but does have Blur
up on himself.
You are the Cryx player.
Your warcaster is not close enough
to affect this turn other than by
allocating focus. You have only
three focus points. A Nightwretch
IRONCLAD
IRONCLAD with disabled movement waits nine
inches directly in front of Caine
with a Mechanithrall leader two
inches beside it. A Deathripper
is just over ten inches ahead and
to the right of Caine, and a Pistol
PISTOL WRAITH Wraith with one body count
token floats 10 inches to Caine’s
CANE
left, obscured by the building.

The Challenge:
NIGHTWRETCH Win. We based this scenario
LONG GUNNER
on an actual tournament game,
and the Cryx player won in four
LONG GUNNER
actions. You want a hint, noob?
Remember order of operations
LONG GUNNER
and to play the averages. It’s all
or nothing, so don’t hedge your
bets. Think of it like chess. Can
MECHANITHRALL you do it in four actions? In six?
Can you even do it at all? Go on,
try. We’ll wait.
DEATHRIPPER

CYGNAR Cryx This scenario comes


What • Lt. Allister Caine • One (1) Nightwretch from an actual game
You’ll • Two (2) Ironclads • One (1) Deathripper
at Kublacon 2004
Need: • Three (3) Long Gunners • One (1) Pistol Wraith
• One (1) Mechanithrall leader
Ironclad and the building on Caine’s left. It stays clear of the Ironclad to avoid getting engaged, and it shoots the warcaster to death using the body count token to boost damage. On average rolls, Caine dies every time.
now spends one focus to slam the Mechanithrall in its back arc, boosts the attack to make sure the pulped remains hit Caine, and knocks him down. The Pistol Wraith then leisurely drifts down so it has line of sight between the
movement to get +2, shoots the middle Long Gunner, and boosts the hit. The 3” AOE turns them all into worm food. Next the Mechanithrall leader issues himself the run order to end up within an inch of Caine. The Deathripper
Even if he did not have Blur, it’s nearly impossible to shoot Caine as long as he stays on his feet. You need to knock him down. The Nightwretch gets one focus, and the Deathripper gets the other two. The Nightwretch forfeits
Our Solution:
Developed
by Matt Wilson,
Rob Stoddard
& Jason Soles
Written
by Doug Seacat
Art
by Brian Snoddy
& Mark Gibbons Superiority
storming into your local gaming store, summer 2006.

Premier Mhikol Horscze ...No training could have prepared us. I didn’t
Stasikov Palace, High Kommand, Korsk know what they were until after—to me they
Sailor’s were an unstoppable wall of Khadoran red
There has been an incident. A blackship was sighted east of charging through the breech. Encased in their
gave pursu it. The black ship was sunk, but
Lament. Four of our vessels thick armor they did not look human, swinging
e a small fishin g villag e called Pholv ish.
unloaded Cryxians to ravag enormous hammers that glowed silver-blu
e
the last
Our men arrived too late—the village was slaughtered to and froze the air as they pass ed. I saw my
confir m their souls were taken . We have
woman and child. Priests friends tossed aside like dolls, shattered and
their kinsm en. I believ e Pholv ish to be
kept this ghoulish fact from broken heedless of the armor they had thought
interc epted makin g for Lord Khaz arak’ s
incidental; the Cryxians were would protect their lives. I would like to relat
e
ucts was destro yed and recove red. I saw
Tomb. One of the hellish constr we fought valiantly, and took man y of them
ares. I
the aftermath with my own eyes, and it will haunt my nightm before they crushed us, but this would be a lie.
be done for the lost souls, and Cryxi an
do not know if anything can We could not hold them any more than a child
interest in that sacred tomb is a myste ry. It canno t bode well—
can stop a bull. It shames me but I am relieved
—Bolshik Marshall Ustinov, Port Vladovar to have survived this encounter with Khador’s
famed Demolition Corps, when most of my
friends did not.
Visgoth Ark Razek, Im —Fragment of an unsent letter by a
er survivor of Redwall Fortress to his wife
Your humble servant
is pleased to relate that
Creator! Flameguard your machines have pe
, exemplars, and pala rformed gloriously, pr
dins held firm agains
Temple. Spirits were
uplifted when three Ca t a massive advance on aise the
incinerating a line of stigators arrived alon the Great
Ca g th
firebombs and skyham spian knights and bringing ruin to all wh e northern processional,
m o
Visgoth Rhoven’s pray er rockets from the roof of the Remembr opposed them. Pelted with
ers ensure the winds sen ance, the Caspians ro
untouched. Ultimate d the fires to the infidels uted!
victory shall be ours,
in service of the Hierar , leaving our sacred buildings
—High Exempl ar Scarle Villius of Su ch, all glory to Menoth
,
l

Lord Garr
The fight
ett Talbo t, Comma
nder of Fo URG
ENT
in Sul goe rt Falk
The Menit s poorly sin
e dogs are ce the brea
blockades dug in and ch—fighti
fu ng
King insis nnel our boys into none of our maps a street to street, hou
ts on sendin ambush ch re accurate se to house
ships alon ,
g the Blac g a full Stormguard okepoints. Despite th past the western qu it’s bloody work.
north. Spe k River br c o m p a ny to is tr o uble a a rters. Imp
ak to no ju ing r
nior person ing these vital pers reinforce Northguar nd against my adv ovised
—Scout G nel of trou onnel. The
y
d. Be prepa ice, the
High Chaeneral Bolden Rebald
bles in Su r
l. Keep the will require resupp ed to receive three
ncellor of t ir m ly for the
he Royal ,A
in d s on the no
rthern fron ir journey
ssem bly, Caspia t.
Stormguard
Cygnar Unit
“When we rushed for the kill, a wall of halberds marched from the smoke to intercept. We were
holding our own until our formation exploded in a flash of lightning and deafening thunder.”
—Iron Fang survivor of a border skirmish near Fellig

T
he Stormguard march to war, the smell of ozone, and sends tongues of lightning
darkening the air around them across the armor of his gathered soldiers. The
SERGEANT CMD 8 with the promise of an electrical coiled potential can be unleashed in a lightning
SPD STR MAT RAT DEF ARM reckoning. Each is a master of the strike to blast apart enemy formations.
Voltaic Halberd, a mechanikal polearm
5 6 8 5 13 15 Stormguard endure grueling training, sent
constructed to hack through flesh and
GUARD CMD 6 to Fort Falk for endless formation drills under
steel while torrents of lightning strike
SPD STR MAT RAT DEF ARM the oversight of lightning-scarred sergeants.
deep into the ranks of the enemy. Every
5 6 7 4 13 15 Each Stormguard knows his life depends on the
halberd strike charges their sergeant’s
men next to him, and they fight as one. The long
NEXUS GENERATOR Nexus Generator, a weapon of voltaic
lightning-coiled Voltaic Halberds allow two solid
Special POW P+S wrath. This generator hums with
ranks of Stormguard to punish the enemy with an
Multi 8 14 accumulated power, filling the air with
onslaught of strikes. The Stormguard is deployed
VOLTAIC HALBERD to hold strategic positions or shore up exposed
Special POW P+S
flanks, carving apart anything foolish enough to
Multi 6 12 SPECIAL RULES stand in their way.
Field Allowance 2 Sergeant Like their brothers in arms, the
Leader and 5 Troops 68
Leader
Stormblades, these hardened men are living
Up to 4 Additional Troops
Victory Points
10ea
2
Unit symbols of Cygnaran advances in the
Combined Melee Attack – Instead of science of war. King Leto trusts his own
Base Size: Small
making melee attacks separately, two or
more Stormguards in melee range of the safety to their protection and
same target may combine their attacks. has recently ordered more
The Stormguard with the highest MAT in the attacking group makes one
of their number to take to
melee attack roll for the group and gains +1 to the attack and damage rolls
for each Stormguard, including himself, participating in the attack. the front lines. Sight of
Fearless – A Stormguard unit never flees. the Stormguard inspires
Ranked Attack – A Stormguard may make a melee attack through intervening the common soldiers
Stormguard models in the same unit.
and reminds them of
Nexus Generator their king’s admiration
Electric Discharge – After all models in the Stormguard unit have completed and support.
their melee attacks, the Sergeant may make one Electric Discharge ranged
attack if he is not engaged. The Electric Discharge attack has RNG 6”, AOE
3, and POW 6 Add +1 RNG and POW for each model in the unit in open
formation with the Sergeant who made or participated in a successful melee
attack during this activation, including the Sergeant. Friendly Stormguard in
the AOE never suffer damage from an Electric Discharge attack.
Electro Leap – After a successful Nexus Generator melee attack, lightning
may arced to the closest non-Stormguard model within 4”. The model
suffers a POW 10 damage roll.
Reach – 2” melee range.
Set Defense – The Sergeant gains +2 DEF against charge and slam attacks
originating from his front arc.

Voltaic Halberd
Electro Leap – After a successful Voltaic Halberd melee attack, lightning
may be added to the closest non-Stormguard model within 4”. The model
suffers a POW 10 damage roll.
Reach – 2” melee range.
Set Defense – The Stormguard gains +2 DEF against charge and slam attacks
originating from his front arc.
Man-O-War Demolition Corps
Khador Unit
“Jarvin raised his shield in time to block the hammer’s blow, but both shield and helm exploded
in a thousand frozen pieces. It was a small mercy not to send his remains to his family.”
—Captain Fend Hawkwood of the Cygnaran Sword Knights, on an encounter with the Corps

KAPITAN CMD 9
SPD STR MAT RAT DEF ARM
4 9 8 4 11 16
DEMOLISHER CMD 7
SPD STR MAT RAT DEF ARM
4 9 7 4 11 16
ICE MAUL
Special POW P+S
Multi 5 14

Kapitan’s Damage 10
Trooper’s Damage 8
Field Allowance 2
Leader and 2 Troops 54
Up to 2 Additional Troops 16ea
Victory Points 3

Base Size: Medium

T
he steam-powered wrecking crew known as the Demolition Corps
is the premier front line fighting unit in the Khadoran Army. Each
member of the Corps wields an enormous mechanikally enhanced Ice SPECIAL RULES
Maul innovated by the Rigevnya Complex in Korsk. These mauls shimmer with
super-cooled air and are able to flash-freeze metal or flesh in the instant before
Kapitan
Leader
impact. Armor becomes brittle and shatters into lacerating shrapnel when the
Man-O-War brings the hammer down. Leveraging ogrun-like strength along Unit
long hafts, the mauls can cripple a warjack or explode even the thickest stone Fearless – A Man-O-War Demolisher
unit never flees.
to dust in a few precise strikes. Few men can survive a direct impact; even a
glancing blow causes frost burn and splintered bone. Ice Maul
Back Swing ( Attack) – The Man-O-War
When Man-O-War armor was first developed, the High Kommand intended
Demolisher may immediately make two
to prove that the subtleties of siege warfare could be solved with the brute force melee attacks.
embodied by these living steamjacks. Every soldier volunteering to join the Ice Breaker ( Attack) – The Man-O-War
Demolisher makes one melee attack. If
Corps is required to pass a grueling obstacle course nicknamed “the crusher”—a
the attack succeeds, roll an additional die
three-day test of endurance, discipline, and strength. It is said those who emerge on the damage roll. Double the number of
successfully from this ordeal are transformed. Some deem the members of the damage points a structure takes from an
Ice Breaker attack.
Corps half-mad not only for braving the dangerous Man-O-War armor, but also
Reach – 2” melee range.
because they are sent first against the toughest areas of enemy opposition.
When the Corps is unleashed, they charge across the battlefield and rely
on their armor to shrug off enemy fire and close with the enemy. Hammers at
the ready, they pound warjacks to scrap, annihilate lesser soldiers, and shatter
perimeter walls. The only men who can fully understand the Corps are others
who wear the steam-powered armor. Theirs is a brotherhood of discipline and
courage—soldiers who transform into an unstoppable force on the battlefield.
19
Harrower
Cryx Helljack
“Tremendous agony during death throes exponentially amplifies the power we can harness
from an extracted soul.”
—Attributed to Lich Lord Daeamortus

A
nnouncing its presence
with the ear-splitting
shriek of its Mortifier
cannon, the Harrower has been
SPD STR MAT RAT DEF ARM sent forth from Cryx like a
5 12 5 4 12 18 fever-twisted delusion. There
is no clean death in the
MORTIFIER
Harrower’s wake. Those
RNG ROF AOE POW
cut down by its scything
LEFT 12 1 3 12
Perisher claw suffer
PERISHER unspeakable agony as they
Special POW P+S die, but then they endure a
RIGHT Multi 4 16 fate worse than death as their
immortal soul is spun loose,
DAMAGE 1 2 3 4 5 6
harvested, and added as fuel to
GRID
the Cryxian arsenal.
SYSTEMS
Left Arm (L) Built on similar principles as
Rght Arm (R) L R
Cortex (C)
the Leviathan, Harrowers are sent
L L M C R R
Movement (M)
M M C C
on frequent coastal raids to strike unseen
from the depths to fill their diminutive soul
Point Cost 125
Field Allowance U
cages and bring this tainted bounty back to Lord
Victory Points 3 SPECIAL RULES Toruk’s necromancers. The Harrower exploits
the necromantic principle that the power of a
Base Size: Large
Harrower captive soul is proportional to the torment its
All Terrain – The Harrower ignores
movement penalties from rough terrain and obstacles. The Harrower may victim suffers in death. The Harrower’s many
charge or slam across rough terrain. gold-runed and necrotite-lined soul cages serve a
Amphibious – The Harrower’s furnace is not extinguished if it moves into double role as shells for the Mortifier, its ghastly
deep water. The Harrower may move through deep and shallow water
without penalty. While completely within deep water, the Harrower
necrotech cannon. Once flesh is rent, the victim’s
cannot make ranged attacks or be targeted by ranged or magic attacks. soul is torn loose and injected into these shells
Spider Legs – The Harrower cannot be knocked down. while it thrashes futilely against its containment.

Mortifier The Mortifier launches these shells with a


Wraith Shot ( Attack) – The Harrower may spend a soul token to make high-pitched grating shriek, and its sound haunts
a Wraith Shot ranged attack. The Wraith Shot attack ignores intervening the nightmares of any who hear it but once. As
models when determining LOS and gains boosted attack and damage rolls.
When the Harrower makes a Wraith Shot, models/units in the AOE must the tormented soul within lashes at its cage, its
pass a command check or flee. agony pulls the metal temporarily into the spirit
realm—to mortal eyes the shell becomes a sickly
Perisher blur passing through anything in its path. It
Extractor – The Harrower gains a soul token each time it destroys a living
model with the Perisher. The Harrower may have a maximum of three solidifies only on impact with its intended target
soul tokens at any time. and shreds metal or flesh as the soul is instantly
Fist – The Harrower’s Perisher has the abilities of an Open Fist. consumed in a necromantic implosion. Wounds
Reach – 2” melee range.
left by these weapons—on the rare occasion the
Scythe ( Attack) – The Harrower may make one melee attack with
its Perisher against every model within melee range in its front arc. victim does not die outright—are notoriously
Completely resolve each attack individually and apply the targets’ special slow to heal and prone to tainted infection. It is a
rules immediately as each attack is resolved. Determine damage normally. chilling remnant of the vile process by which the
20 imprisoned soul is obliterated.
Castigator
Protectorate Heavy Warjack
“The True Law tells us there is no pain unbearable in the cause of Menoth. The Castigator
will engulf any who have refused that law with a cleansing shroud of fire.”
—Visgoth Ark Razek, overseeing the Sul-Menite Artificers

T
he fires in the foundries of Imer never dim. The Hierarch demands tireless devotion from his
armories, and he knows they must match the pace of larger nations. Voyle has unleashed the
Castigator based on the same heavily armored chassis as the Reckoner—the first warjack SPD STR MAT RAT DEF ARM
entirely of Protectorate design. Known to few outside the Vassals of Menoth, the Castigator was 5 11 5 4 10 19
actually conceived before the Reckoner, but problems with its fire-delivery system delayed its
FLAME FIST
unveiling. Visgoth Ark Razek deemed the setback an unacceptable failing. By his displeasure, every
Special POW P+S
mechanik on the project was wracked within a breath of death before they were restored and put
back to work with renewed and terrified determination. Miraculously the problems were resolved LEFT Multi 4 15
almost immediately. FLAME FIST
The Castigator’s fists blaze continually in combat, and the intense heat sends rippling waves of Special POW P+S
distortion through the air as the warjack charges to engage. Each fist is equipped with a sophisticated RIGHT Multi 4 15
delivery system for Menoth’s Fury, which is compressed and piped into direct contact with the ignition
DAMAGE 1 2 3 4 5 6
heat of the warjack’s powerful furnace. When it secures a hold on another warjack, it can emit this GRID
blazing heat and cause steam boilers to overheat. Under the intense heat other internal systems warp SYSTEMS
and buckle, lose integrity, and remain vulnerable to critical failure when driven to exertion. If beset by Left Arm (L)
Rght Arm (R) L R
multiple foes, the Castigator ignites the air around itself in a powerful explosion of incinerating heat
Cortex (C)
L L M C R R
that instantly turns living flesh to fine ash and melts iron. Movement (M)
M M C C

One major advantage of the Castigator is the ease with which it is rearmed on distant Point Cost 108
fields of battle. Unlike the specially machined shells of the Field Allowance U
Victory Points 3
Reckoner’s Condemner cannon, the Castigator needs only a
fresh supply of Menoth’s Fury to be ready to fight again. It SPECIAL RULES Base Size: Large
has been sent forth to the front lines to bring the wrath of an
inferno to all those who have forsaken the Creator of Man.
Castigator
Combustion ( Attack) – Models within 1” of the Castigator suffers
a POW 12 damage roll. A model moving into within 1” of the
Castigator and/or ending its movement within 1” of the Castigator
suffers an unboostable POW 12 damage roll. The Castigator
may spend focus points to make additional melee attacks after a
Combustion attack. Combustion lasts for one round.

Flame Fists
Chain Attack – Overheat – If the Castigator has both arms
systems functional and hits with both of its initial Flame Fist
attacks against the same warjack in the same activation, after
resolving the attacks it may immediately make an additional
melee attack against the target. If the attack succeeds, the target
takes no damage but suffers Overheat. A warjack suffering from
Overheat takes d6 damage points each time it spends a focus
point. Overheat lasts for one round.
Fire – Target model hit by a Flame Fist attack suffers Fire. Fire
is a continuous effect that sets the target ablaze. A model
on fire suffers a POW 12 damage roll each turn during its
controller’s Maintenance Phase until the Fire expires on a d6
roll of 1 or 2. Fire effects are alchemical substances or magical
in nature and are not affected by water.
Fist – The Castigator’s Flame Fists have the abilities of an Open Fist.

21
Narrative by Doug Seacat • Scenario by Chad Huffman & Rob Stoddard • Art by Chippy

zero tolerance
T
he two Widowmakers and many other luxuries unknown Pytor glared at his peer, “Far
dismounted their horses in the Motherland had filtered worse to have known and not
as instructed by the grim down to those who knew who to reported it.”
sentry who waved them on. ask or where to go. The problem “We were not involved, we
These men were nervous, for the of discipline had prompted Queen just witnessed. Do we want to
hour was late and they brought Ayn to pass a decree requiring wake him?”
unwelcome news. The outpost officers to suffer no tolerance of
seemed unnaturally still. It was as corruption among the subjugated “They say he doesn’t sleep.
though a pall had settled over this Llaelese. Most took this order Now be silent.” The sergeant
region, and all memory of cheer with a wink and a nod though, standing watch outside the
was driven away. for they beleived their men must officer’s tent gave them a
enjoy victory. pitying look as if they had just
This was quite a contrast from volunteered to charge the cannons
other outlying camps and townships This camp felt different, and at Northguard. He opened the
the Khadoran snipers had visited the Widowmakers knew well the flap and waved them inside.
recently. The taste of victory was reason. Here they found perfect
sweet, and many superior discipline and silence. One man Kommander Orsus Zoktavir
officers had given their whispered to the other, “I do not waited glowering like some
men a reprieve. Boxes think this is a good idea, Pytor.” ancient warlord. His eyes
of finer wines than flickered with inner fire although
“He would want to know. We it may have been a trick of the
most Khadorans must tell him.”
would ever see, lantern. It was clear they had not
spiced meat, “What harm, keeping silent? awoken him, for his bunk was
Do we want to get in the middle undisturbed, but he wore only
of this?” undergarments and a red robe.
Even so, Orsus was a huge man
with an imposing presence, and
the snipers were fearful at having
disturbed him. His armor stood
just behind him and to his left
like some gigantic bodyguard
looming in the shadows. The haft
of his axe was leaning against
a nearby table strewn with an
assortment of battle maps. Both
of the Widowmakers eyed the
weapon with dread and noted it
was within easy reach.
He waited for them, but not
patiently. Even standing still
ZERO TOLERANCE
Orsus was like a coiled spring or a “I don’t know how many Butcher’s orders it had been kept
cocked rifle with his fists clenched innocents were killed. A number of fired up at a low idling rumble.
and his jaw muscles strained. the village men must have tried to Llael had coal to spare—he saw
Pytor spoke, stammering, stop it; they were shot outside the no need to power down his ‘jacks
“Kommander, we came here town hall. We went to check inside when fighting might happen at
since we thought you would want and saw they had gathered up the any time. The Kodiak’s head
to know. There has been... an women. I don’t know whose idea turned to follow him as Orsus
incident. At a village a few miles it was. There were many empty approached, picking up on the
west of Greywind Tower.” crates of wine—all of the Winter warcaster’s anger across the link
Guard was drunk.” He seemed to they shared.
Orsus leaned forward be having difficulty saying aloud
expectantly with all of his at- The Doom Reavers within the
what horrors he had seen, but it enclosure stood as he approached;
tention directed at the squirming did not require much imagination.
sniper. His expression had their faces were hidden behind
“The women screamed for help, the iron grills of their closed
changed from dour and brooding but the drunkards just laughed
to hunger. Orsus had been order- helmets. There was one standing
and kept passing them around. I apart from the rest, a great bare-
ed to stand down by Kommandant saw several bled out and tossed
Ivdanovich in Merywyn and was chested, tattooed brute who stood
aside like refuse. When I saw there among them like a wolf among
required to give his men a slight were officers there, I didn’t know
reprieve from fighting. Orsus wild dogs. This was Fenris, a
what to do. We left immediately legend among the Reavers and a
might have disobeyed this direct to tell you.”
order had not the Queen sent him mad berserker so fierce no officers
a personal request to make things Pytor’s voice faded to nothing were willing to risk his presence.
easier for the Kommandant. It as he looked at the expression on Fenris had been summoned at the
had been a test the likes of which the Butcher’s face. Every muscle Butcher’s request after hearing
he had never endured—sitting in his body was clenched, and his the High Kommand had debated
idly at this outpost, away from the lips were pulled back in a snarling having him executed as a safety
front, seething with resentment as rictus. His hand gripped Lola’s precaution. None but Orsus
his countrymen bled and killed. haft. “WHERE?” Zoktavir could contain him, but
Although his legs were he seemed to view the Butcher
What his Kommandant did with some semblance of kinship.
not understand was that ordering trembling and it took every ounce
of courage he possessed, Pytor Orsus saw Fenris as too great a
Orsus to stand down did not weapon to destroy even if almost
provide him relief. It only added approached the table. His fingers
were shaking terribly as he found too dangerous to wield. That
to his strain. His eyes were red, his Doom Reaver leaned now on the
mind churning, and his men sensed a map of the nearby region. His
jittery finger indicated a small dot hilt of his enormous cursed blade.
he was ready to explode. Several His posture suggested he had
had died in the last several days to representing a nameless village.
“Just a f-few hours m-march...” expected Orsus.
“disciplinary measures” for what
most would call minor infractions. “LEAVE ME!” Orsus “Fenris, are you ready to
bellowed. He was already turning fight?”
The Butcher looked at the
Widowmakers with an intensity to his armor and beginning to strap The Reaver needed not
that frightened them both. Pytor the pieces on. The Widowmakers reply. He gave a feral grin, and
wondered if he should have needed no further prompting and his eyes were intense and black
listened to his friend. “What fled the room as fast as their legs as pitch. The litany of
incident?” Orsus growled. could take them. his victims would have
Orsus strode across the taken hours to relate.
“We arrived once it was
already out of hand...” compound to a penned enclosure. Orsus spoke again.
Near the pen stood a hulking, “We have traitors to
Orsus snarled, “Out with it!” battle-scarred Kodiak. On the wake.”
23
scenario
The Butcher of Khardov Damaging Tents within 3” of their tent, and units
ZERO TOLERANCE

has caught wind of an atrocity Attentive players may note that must be placed in skirmish
committed by Khadoran soldiers a ranged attack with a POW formation. Deployed models may
against the direct orders of the lower than 14 cannot hurt the activate this turn but must forfeit
Queen. Though some officers tents. Now before anyone cries, their movement or action.
would demand that the offending “What do you mean I can’t blow
a hole through tent canvas with Neither of the defender’s
troops resign their commissions,
the Butcher’s blunderbuss!?!”, warjacks can activate until the
Orsus requires that they forfeit we’d like to point out you can... Kovnik is deployed or an attack
their lives. As he storms into It just doesn’t do anything to the is made within 8” of a warjack.
their camp with a hastily- structural integrity of the tent. Are Only the warjack within 8” of the
assembled group of loyal troops, we on the same page? Good.
attacking model may activate.
the surprised soldiers come
spilling from their bivouacs
and hastily attempt to mount
some sort of defense against the
bloodthirsty assault. Defender Deployment Zone
Attacker Army Composition
• The Butcher of Khardov 30”
• Doom Reaver unit with 1 Lieutenant
and 5 Troopers
• Kodiak
Defender Army Composition
• 2 Iron Fang Pikemen units each with 1
12”
Sergeant and 5 Troopers
• 2 Winter Guard units, each with 1
Sergeant and 9 Troopers Attacker Deployment Zone 6”
• Man-O-War Shocktrooper unit with 1
Kapitan and 2 Troopers
• Man-O-War Kovnik table. Terrain features cannot Beginning
be placed within 3” of another
• 2 Heavy Warjacks (Destroyers or The defender deploys his two
terrain feature or table edge.
Juggernauts) (2) warjacks within 3” of any tent.
The tents contain the bulk of The warjacks do not need to be
Special Rules and Set Up
the defender’s forces. Only the placed next to the same tent. The
See the map. Players take defender’s warjacks are deployed rest of the defender’s models are
turns each placing three (3) 4” before the start of the game. not deployed before the start of
x 6” tent terrain features within the game.
When the Butcher casts
the defender’s deployment zone.
Howl or any model makes an The attacker then deploys his
Tents cannot be placed within
attack within 8” of a tent, its models and takes the first turn.
6” of another tent or table edge.
occupants will be alerted and
Tents have ARM 14 and can Victory Conditions
deployed during the defender’s
take 10 damage points before The attacker wins if all the
next Maintenance Phase. During
being destroyed. See Damaging defender’s models have been
that Maintenance Phase, the
and Destroying Structures, destroyed, disabled, or removed
defender must choose to deploy
WARMACHINE: Prime, pg. 62 from play.
either the Kovnik or a unit.
for details.
Obviously, the defender cannot The defender wins if the
Players then take turns choose to deploy a unit or model Butcher of Khardov is destroyed.
each placing another three that has already been deployed.
terrain features anywhere on the Deployed models must be placed
24
Narrative by Doug Seacat • Scenario by Chad Huffman & Rob Stoddard • Art by Brian Snoddy


traitor s ambush
S
ending Boomhowler and “I don’t know you. Do you make their way along the King’s
his trollkin anywhere near want me to call the—“ Highway. After several hours
a big city like Corvis was a “Watch?” Croe finished the of travel, the armored carriage
risk since they were liable to find sentence. “Like that one?” He pulled over and Croe’s escort was
some tavern and never emerge. jerked his head to indicate one of allowed to tumble out and stretch
Their “employer” did not like to the Corvis city watch seated at the their legs.
leave them to their own devices other side of the tavern drinking A hulking armored form
for long. He was a small and ale and deliberately looking the stepped out from the shadows.
shifty-eyed man with an Ordic other way. “Save your breath.” His posture was hunched, and
accent, but he was dressed like a the hilt of an oversized sword
Llaelese fop. This worthy paced “What is this about? I’m
connected to—“ jutted from above his shoulder.
impatiently in the public room He rapidly unlimbered the
inspecting an ornate pocket watch “The Syndicate? Yes, so am broad-snout scattergun from his
and swearing under his breath. I. Listen closely, I know about back and leveled it at the man
He almost jumped out of his your meeting. You will be taking next to the fop. “Croe! Where’s
skin when someone spoke softly me and my men, not Greygore. Boomhowler?”
in his ear. “They won’t be making He and his crew are... indisposed.
A rather severe case of food “You’ve got the wrong
their appointment, I’m afraid. man, Magnus. I’m Croe.” Jarok
You’re going to take us instead.” poisoning.”

The fop spun and found “You can’t poison trollkin...”


himself face to face with a thin Croe waved his finger in
blond man in dark attire with a negation. “You are very much
long scar across the bridge of his mistaken. They’ll be fine in the
long and sharp nose. It gave him morning. Now, take us to your
a resemblance to a bird of prey. meeting.”
“Excuse me?” He saw he was
“He’ll kill us both!” The
surrounded by an assortment of
fop protested, looking
seedy looking men wearing grim
miserable.
expressions. None had drawn
weapons, but several had fingers “There is always
resting on blade hilts. that risk.” Croe agreed
amiably. “Now, shall we?
The blond man grinned at
Or do you want to make
him, but there was nothing but
things... messy?”
malice in his smile—it did not
touch his eyes. He held out a half- The fop’s tavern had been a
gloved hand. “Pleased to make dive squirreled away right inside
your acquaintance, my name is the south gate, so it was easy to
Jarok Croe. When do we leave?” exit the city in a carriage without
drawing any attention and

25
stepped out from the shadows of operation.” He saw the look in “I need him alive. If he’s to
traitor’s ambush

a tree nearby. His pistol Hiss was Magnus’ eyes and realized just die, it’ll be my hands. Remember
already drawn and pointed at the how close he was to death. Some that—leave the prisoner to me,
warcaster, but his posture was of his confidence vanished. “I but anyone else is a fair target.”
casual. “No offense taken. It is an realize I have inconvenienced The cutthroat smiled at this
honest mistake.” you—I’ll accept only half of what instruction. “Certainly. You know
Magnus scowled at the you intended to give Boomhowler. my reputation.”
man under his rifle. The man Consider this a test for future use
of our services.” “There’s an abandoned barn
he mistook for Croe was taller, on the west side of the road just
had broader shoulders, and his Magnus’ expression was still north of here. I’ve got a few ‘jacks
face was shadowed under a wide angry, but his posture relaxed fueled and stowed there. You wait
brimmed cap. “I’d like to know slightly. “You’ll accept whatever in ambush here among the trees.”
how you manage that.” Giving scraps I see fit to give you. There’s He pointed to the road where it
Croe a look of scornful disregard, a secret convoy heading out of curved below at the base of the
Magnus slung his rifle around Corvis tonight on its way to Fort hill. “I’ll come up from behind as
again to his back. Falk. They should be here within you engage.”
Jarok gave another oily the hour.”
“Any escape contingencies?”
smile, and his pistol spun and “What kind of convoy, if I Croe asked casually as if the topic
vanished back into his holster. may ask?” were of passing curiosity.
“Trade secrets—we all have Magnus grudgingly an-
them. I’m your replacement for “I’m making east for Ternon
swered. “Stormblades, maybe Crag once I get the prisoner.
the evening.” a journeyman or two. One is You’ll be on your own.”
Magnus folded his arms reputed to be some rising star in
and stared at Croe. “This isn’t the eyes of Duke Ebonhart. A Croe gave another of his
Syndicate business. Turn pretty face in need of seasoning.” empty smiles. “Ternon Crag...
around now and I’ll let you live.” I’ve always wanted to visit. I
Croe’s expression was heard there may be opportunities
As if this statement had been calculating. “It surprises me
addressed to him, the fop guide in that direction for men such as
you would risk capture so ourselves.”
made a rapid exit. close to Corvis for a couple of
Croe knew better than to test journeymen.” Magnus stared at Croe good
the warcaster’s patience. “We’re and hard once more as if taking
“They’re guarding what I him seriously for the first time.
both wanted men here. I came need.”
at considerable risk, and I offer “There may be. I can’t make any
fair rates. You need extra muscle After a tense pause, Magnus guarantees. Let’s see how tonight
tonight; my services are yours.” added, “They’re escorting an goes.”
inquisitor to Fort Falk for Jarok Croe inclined his head
“My life’s in peril every questioning. That’s not going to
minute I spend south of the respectfully and then stepped
happen.” back into the shadows. He seemed
Dragon’s Tongue. I trust neither
you nor your men.” “I thought they were all almost to vanish before Magnus’
free already and set upon the eyes. His men did likewise and left
Croe spread his hands and Menites.” the warcaster apparently alone.
offered a slight bow in an attempt Still scowling, Magnus turned
to appear humble. “Had I wished Magnus’ scowl deepened.
“Apparently your sources were on a jack-booted heel and strode
to claim your reward I could have away while pondering
done so already. I enjoy slitting mistaken. Ask me no more.”
the invectives he
the throats of Cygnaran officers Croe had no wish to would hurl at Boom-
as much as you do. I was given to antagonize Magnus further. “Of howler the next time
understand this is a time sensitive course. Dead as good as alive?” they met.

26
scenario
Magnus has managed to learn The Defender is towing Cygnaran forces. It cannot be

traitor’s ambush
the location of a former Inquisitor the prison 4” x 6” wagon. The fired again this scenario.
in possession of information of prison wagon is an obstruction Set Up
great importance to the right that cannot be damaged. As
people. He has recruited Jarok the Defender moves the wagon Players take turns each placing
Croe and his Cutthroats to help remains in base contact in its back three (3) terrain features. No
him ambush a prison caravan arc. The Defender may run while terrain can be placed on the road
taking the Inquisitor to Fort Falk towing the wagon, but it may not or within the Cygnar deployment
for “debriefing.” The attack will charge. Neither the Defender nor zone. Terrain cannot be placed
be no simple raid, however. A the wagon can leave the road for within 3” of another terrain feature,
number of Lord Commander any reason. including the road. Terrain features
Stryker’s most trusted troops may be placed on hills.
are escorting the prisoner, with
strict instructions that he is not Merc Deployment Zone 8”
to be allowed to escape. After
a Renegade Obliterator shell Escape
suddenly blew the horses pulling Edge
the wagon apart, Cygnaran forces Cygnar
7”
hastily lash the wagon to the 12” Road Wagon 5” Deployment
Defender and take action to keep Zone
the prisoner from falling into
Magnus’ hands.
Mercenary Army Composition Defender Warjack
• Magnus the Traitor Merc Deployment Zone 8”
• Renegade Light Warjack
• Talon Light Warjack The Cygnar player must get Beginning
• Mangler Heavy Warjack the wagon and its prisoner to
The Cygnar player deploys
• Croe’s Cutthroats unit with Croe safety by exiting the table by the
first, beginning with placing the
and 5 Cutthroats Escape Edge. Only the Defender
Defender. The Defender must be
may exit the table by the Escape
Cygnar Army Composition placed on the road touching the
Edge. If the Defender crosses
• Journeyman Warcaster front edge of the Cygnar player’s
a table edge while towing the
deployment zone, facing the
• Charger Light Warjack wagon, the Defender and the
Escape Edge. The wagon is then
• Defender Heavy Warjack Warjack prison wagon leave play and the
placed in base contact with the
• Stormblade unit with 1 Sergeant Cygnar player wins the game.
Defender’s back arc. The Cygnar
and 5 Knights The Stormblades in this player then places the rest of his
• Stormblade Unit Attachment with scenario are part of Lord models.
• 1 Lieutentant and 1 Standard Bearer Commander Stryker’s Elite
•Long Gunners unit with 1 Sergeant The Mercenary player then
Cadre. Despite the Lord
and 5 gunners deploys his models and takes the
Commander being elsewhere, all
• Field Mechaniks unit with first turn.
Stormblade models gain +1 MAT,
1 Crew Chief and 5 Gobber Bodgers RAT, and CMD. Before the start Victory Conditions
Special Rules of the game, after both players The Cygnar player wins if the
have deployed, Stormblade Defender and prison wagon leave
See the map. A road runs
models may move up to their the table by Escape Edge.
through the center 12” of the
SPD in inches.
table from the rear of the Cygnar The Mercenary player wins if
player’s deployment zone to the The Mercenary player’s the Defender is totaled.
Escape Edge. Renegade fired his Obliterator
during an opening salvo on the
27
Written by Doug Seacat • Art by Chippy and Brian Snoddy

better left
F orgotten history of the witchfire
591 AR, during the reign of Vinter Raelthorne IV, Clocker’s Cove

D
exer Sirac descended the steps into the “Clearly.” Sirac spoke in a droll tone. “Your
shadowed basement of the disheveled door was locked and warded. Did you forget our
house and sniffed once in disdain. There appointment?”
was a peculiar and unpleasant aroma in the air, for the The man stammered, “Of...of course not, no.”
layered stale smell of fear and sweat permeated the He noticed for the first time that Dexer Sirac was
walls. He might have been surprised at the squalor wearing his full head inquisitor uniform—something
of the place if he were not familiar with the type of he had not done in any of their earlier visits. Gorzen
person who dwelled within—a man so absorbed in swallowed nervously and put a hand on his desk to
his miserable obsession and haunted by his choices steady himself.
that the mundane details of life were forgotten.
Dexer Sirac watched him with his face cast in
The basement was dimly lit by candles and one shadow. “Your debt is due.”
lantern that sent flickering shadows across every
book-filled surface. The floor was littered with scraps At this Gorzen smiled tentatively. A gleam of
of parchment, bloody strips of cloth, and other items excitement formed in his eyes as if it were an echo of
indistinct and yet vaguely unpleasant in the inadequate some forgotten time before his soul was blackened. “I
light. An odor of ripe decay indicated some food had have it this time; your search is at an end.”
been left to rot here perhaps buried beneath fresh If Sirac felt any stirrings of anticipation, he did
piles of books or manuscripts. Sirac scanned the titles not betray it with his unwavering eyes. “Deceive
on the spines of books, dismissed most of them, and me at your peril, Gorzen. One more death will not
lingered on others. Across the room in the shadows trouble me.”
was a hunched man who had not yet heard him.
“Remember your promise to me,” Gorzen said
“Gorzen Montlebore.” He spoke the name loudly. with a cringe. He had not meant to ask for reassurance,
“Ah!” Gorzen turned in haste. The slender man but he could not stop himself.
had sunken eyes and thin, waxen skin, and he stooped “No harm will come to you by my hand, nor by
slightly as if his spine had been bent. “It’s you. You my orders, if you have what I require. You have every
startled me.”
29
reason to fear me, but my position fingers traced documents on the “What year?”
is only tenable with information, desk before him, and then he “A millennium before the
better left forgotten

and you are an asset. You have the passed a scrap obsequiously to Rebellion, four centuries before
ability through your... contacts...” the head inquisitor. It was old, the Orgoth invasion. The old
he said with restrained derision, yet Sirac’s trained eye detected records are imprecise, but that is
“to discover that which I cannot.” it was a copied manuscript likely my best estimate.”
The nervous man stared at transcribed repeatedly in old halls
of records. The archaic dating “When Lord Toruk an-
Sirac with suspicious uncertainty. nihilated those kings who would
“I suppose...” system was one used before the
Orgoth invasion. not bow to him,” Sirac looked
“Before I grow more impa- away from Gorzen and stared into
tient, tell me what you know.” “A registry of ships?” the darkness as if peering through
The enthusiastic gleam Gorzen nodded. “Stolen from the intervening centuries. “Toruk
reappeared in Gorzen’s eyes. a small sect of Doleth’s monks sundered Castle Moorcraig per-
His grin was an unfortunate west of Orven. They preserve sonally and blasted it to oblivion
production which displayed a records of ancient shipping. I am with his breath and claws.”
jagged assortment of rotten teeth convinced the Thuria’s Promise was “Yes! The blade would have
and gums. “It is genius, really. I do carrying the blade.” been with fresh spoils. Lord Toruk
not know why we did not think of Dexer Sirac felt growing would not know about it—all
it before—one place where it could excitement, but he controlled his lesser malignancies are invisible
rest for centuries without drawing expression. Sirac prided himself in his blight, and Moorcraig was
attention.” on his ability to smell deceit and never properly plundered. Toruk’s
“Stop speaking in riddles.” lies. It was normally a familiar law forbids his minions entry.”
Sirac approached Gorzen and by stink on Gorzen Montlebore, but Sirac turned back to Gorzen,
his undeniable presence seemed to it was absent now. “What was the his voice accusing. “What game is
loom over him. fate of this ship?” this? Are you hoping to be rid of
He shrunk in on himself Gorzen’s voice gained me?”
at Sirac’s approach and spoke confidence. “I believe it was
quickly. “No other agency than captured south of what is
mine could have found it.” His now Ramarck, in the Gulf of
Middlebank. It was beset by
the pirate king, Lord Borges
Moorcraig.”

30
Gorzen held up his hands was a zealous and well-scrubbed
as if to ward off a blow. “I speak wizard whom Sirac had stolen from

better left forgotten


the truth! That is precisely what the Order of Illumination. “Head
they told me.” His spidery fingers Inquisitor Sirac!” He saluted with
fluttered along other disordered military precision.
papers before picking one up and “Lieutenant Reginold.” Sirac
passing it to Sirac. It had a series despised this lieutenant for his
of lines drawn into a peculiar naïve piety, but such men had
symbol. “Below the castle in the their uses. “The man within this
catacombs, its resting place is house is definitely the infernalist
marked by that symbol. I am not you are seeking. He is depraved,
deceiving you, Lord Sirac.” well protected, and unrepentant.
“I am no lord.” His voice You’ll find him barricaded in his
held little reproof, for he spoke basement. He may be summoning
in distraction as he examined the allies as we speak.”
symbol. “Although I know that The lieutenant’s face reddened
word comes easier from your lips with anger. “We will attack with
than ‘inquisitor.’” His eyes when overwhelming force, sir. There will
they returned to Gorzen were be no repeat of the last time we
languid yet cold. tracked him down.”
Gorzen shuddered at the last “I should hope not.”
word, reminded of his peril. “They
told me I am protected. If you “Are you leading the assault,
betray me, you will be doomed to sir?”
die by the blade you seek. I tell “No. I trust this one to your
you as a warning.” capable hands. I must sail to
Sirac’s eyes narrowed and his meet the king.” Dexer Sirac did
upper lip curled into a sneer. “That not look back as he strode away
is unworthy of you, Montlebore.” down the street toward the docks
He reached into his coat, and once hearing the captain’s orders
again Gorzen ducked. However behind him. There was the sound
the inquisitor pulled forth only of incantations, an explosion, and
a heavy leather-bound book, its the crackling roar of fire.
black cover unmarred by lettering.
“Here is your promised payment.”
Gorzen‘s eyes were fixed Dexer Sirac felt relief when
hungrily on the black book as the docks of Caspia were behind
Sirac tossed it onto the desk where them. He had worried King Vin-
it landed with a thud and a crunch ter might change his mind and
of something below the papers it forbid the expedition before he
scattered. As he turned to leave, could sail. Predicting the moods
Sirac could feel eyes on his back, a of the great king was tricky. The
disbelieving stare as the man could sovereign’s enthusiasm for this
not credit his good fortune. A smirk risky voyage evaporated when the
touched the inquisitor’s lips. head inquisitor admitted that his
research indicated the legendary
He stepped down the front
blade required its wielder to be a
steps outside toward a cluster of
sufficiently powerful arcanist or
men in similar jackets. They bowed
priest. “What use then is this sword
deeply at his approach. Their leader
to me?” the king demanded. It had
31
taken careful persuasion to bring services—payment up-front. It so expert in earth-moving, which
him around. In the end it was the happened that the ex-Cygnaran I find intriguing. I talked to a
better left forgotten

thought of such a weapon in the Army sharp-shooter was the only tattooed man who comes from the
hands of Toruk’s minions which hireling Sirac felt was worthy of Warrens in Ord—a fascinating
prompted Vinter to authorize the his company. Sirac knew more man. He’s getting twitchy since he
journey. about the rifleman than Bailoch hasn’t murdered anyone in a few
From Caspia they crossed suspected, for he remembered his weeks, and he has a necklace of
the Gulf of Cygnar and endured name from when he had become toe-bones taken from his victims. I
an extended stop at the dock city a wanted man from the Talon think he might be a cannibal. Salt
of Mercir where Sirac spent over Company mercenary debacle. of the earth.” Sirac had come to
a month recruiting. Finding men Bailoch had been discredited and appreciate Kell Bailoch’s refusal
willing to brave Cryxian waters had forced to turn killer-for-hire, but to be intimidated and the ease with
not been easy. The Ocean’s Mistress his skill was undiminished. which he spoke openly.
finally departed Mercir at full sail Sirac spoke while watching “They are deadly, but I’ve
and ventured west out into the the men on the deck. “What is not had time to forge them as I’d
Broken Coast toward the perilous your opinion of my hires?” like.” Sirac’s voice was faintly self-
islands surrounding Scharde. Bailoch shrugged. “Every critical. “I’d prefer more discipline,
Sirac had taken the captain’s one of us is wanted by the crown: but they suit the task at hand.
cabin, forcing that worthy to murderers, arsonists, deserters. I What about the captain?”
relocate and bunk with his crew. almost expected your expedition “Captain Bray? Just the
The captain had not been a was a clever ruse and we’d be sort of miscreant you’d want. He
fastidious man, and Sirac ordered ferried to Bloodshore Island. knows these waters. He’s been
several crewmen to scrub its Given the clandestine nature of this to Blackwater and back several
surfaces before he consented to work, it’s clear we’re expendable. times, but he’d sell us out in a
spend any time there. The inquisitor As far as I know, I’m the only heartbeat if there was profit in it.
stood now in the cabin wearing one who has deduced your true That goes for everyone aboard.”
an oiled sailor’s greatcoat lacking identity. The rest think they’ll live “We won’t be landing near
any symbol of his authority. Even to spend your coin.” Blackwater, so he won’t get the
without these tokens his shadowed Sirac turned away from chance. I’ll trust you to keep an
face and posture conveyed menace the door to regard the rugged eye on him meanwhile.”
and command. He looked out the rifleman. “If I wanted fodder, I
door onto the decks, and his eyes “Am I supposed to harass
could have paid less and gotten him with harsh language?” It
darted from one grimy face to the more malleable men.” They
next. The single grim figure of was a sore point Kell Bailoch had
already had several problems with refrained from pressing. While
Kell Bailoch stood near him. Kell fights onboard as tempers flared.
had cracked open a bottle of the in the port city, Dexer Sirac had
Four men were dead already; the taken his rifle, saying he had a
captain’s best wine—poor stuff to last was killed by Sirac himself to
any civilized palette—grown from few ‘adjustments’ in mind. The
set an example. That one had been rifleman was half convinced the
the small and sour grapes thriving ignited alive on the water-soaked
near Mercir. Kell swallowed with wizard was afraid to let him stay
deck in full view of the rest and armed in his presence—not that
a pained grimace while patiently left to scream and burn before
awaiting the inquisitor’s attention. he lacked other weapons, but
being pitched off the side. he felt naked without Celeste.
The two had spent enough Kell nodded agreeably, “I Named after an old paramour, the
shared time in the last several said expendable, not fodder. gun felt as much a part of him as
days for the crew to presume You’ve secured many tough men. his hands.
them old comrades in arms, but Expert scrappers, an assortment
this was not actually the case. “Ah I had almost forgotten.
of gunmen, knife-fighters, even I have a present for you.” Sirac
Sirac had discovered Bailoch in a few wizards who might hold
Mercir like a diamond among pig strode to the oversized chest at
their own in a Five Fingers tavern the foot of the captain’s bunk. He
swill, and he quickly secured his brawl. One of your wizards is an
32
unlocked it with a key at his waist way it held steady almost of its own of the ship appeared convincing
and recovered a heavy object accord. enough for the ship to pass.

better left forgotten


wrapped in unadorned cloth. “It However, after pretending to heed
“Now are you convinced I
was completed by an old colleague their flag, the Cryxians switched
don’t consider you expendable?
while we were in Mercir.” back in the night’s fog and tried
I intend to make frequent use
Each day that passed since of your services in the times to to ambush Sirac’s ship near one of
Kell had reluctantly handed over come.” Sirac glanced out the door the unmarked islands littering the
the weapon, he had begun to doubt onto the deck. “As for them? If Broken Coast.
the truth of Sirac’s promise. He they don’t make it...” he shrugged, The attackers threw ropes
eagerly pulled aside the cloth from “no one will miss them.” with grappling hooks to pull Ocean’s
the gun and for a moment was Mistress closer for the screaming
A few hours later there was a
confused. It did not seem to be his. boarding parties. It was a bloody
pounding on the cabin door, and a
“What have you done with it?” and brutal fight, but Sirac’s crew
young sailor stumbled in—one of
The old familiar barrel looked a handful of regular deck-hands fared better than their ambushers
completely different. Its darkened who had been forced to endure with only a few casualties to drop
metal was now inscribed with an the company of Sirac’s small into the ocean’s embrace. The
assortment of indecipherable silver army. “Sir!” He spoke to Sirac, bloodshed seemed to please Sirac’s
runes. Bailoch might have thought looking past Bailoch, “We’ve got
the barrel replaced entirely if not Cryxian pirates heaving to! We’re
for the barely detectable traces flying the colors for Blackwater,
where the name Celeste had been but they look eager for blood.”
carved into the metal.
The head inquisitor nodded
The wizard-inquisitor smiled. calmly, stood, and made for the
“Inspect it.” door. “Let’s see if those code
The assassin lifted the rifle, phrases I extracted from that
opened the breech, and blinked Scharde in Mercir were worth the
in surprise at the lack of noise trouble. Kell, come with me. Find
from this familiar operation. He a spot in the crow’s nest and be
worked the mechanism, sighted ready to take their captain and
down the barrel after closing the deck officers at my signal.”
breech again, and noticed it also Bailoch joined him with
made no sound. Dexer Sirac drew a simple nod as his hands
a slim dagger from his waist and automatically fed a silk-
tapped its edge along the barrel. wrapped cartridge into
There was not any ring of metal on the breach of Silence.
metal although Kell could feel the Men waiting outside
vibration. The inquisitor explained, the cabin scrambled to
“Its new name is Silence. You’ll find get out of their way.
it lives up to its namesake. Not a
whisper of noise when fired and
you’ll see it is considerably more
accurate than before. Not that I It seemed
doubt your skill.” the code phrases
worked. Their
Kell’s eyes widened as he
m o n g r e l
considered the utility of such a
crew and the
firearm. He sighted down the barrel
disheveled state
and felt the smooth lines under his
fingertips. He admired the

33
men, and they were encouraged Kell Bailoch muttered near “Leave that to me. Do as I say
at the sight of the wizard hurling him, “Where are we landing? That then bring your men to me up at
better left forgotten

spells of lightning and flame onto cliff-wall looks impassable.” the landing.”
the deck of the adversary. Bailoch Captain Bray was hovering
took more lives than anyone as nearby and answered in low
he fired from the top of the mast tones. “There be docks below at Word of the massacre spread
unhindered by the fog. His work the base of the cliffs. Ancient an’ quickly, and everyone understood
was done in eerie silence—men treacherous, in a sheltered cavern the message. There would be
locking sabers would suddenly cove—Cryxian ships steer clear.” no bribing the captain into an
find a foe’s head exploded clean early departure—they were in
as the bullet whizzed by with the Sirac’s voice was calm. “The
place has a bad reputation even by for the long haul. The men were
sound of an angry gnat. not thrilled to spend their time
Cryxian standards. We won’t be
They grabbed what pitiful disturbed.” excavating a dangerous and
plunder of rancid food and piss- ancient set of catacombs. Surface
poor ale they could and then sank Kell Bailoch glanced over at watch in the ruins above became
the other vessel before moving him with a skeptical expression the most popular duty. The nearby
on, lighter by five sailors and two but said nothing else as they made blighted forest offered several
of Sirac’s mercenaries. It was a landward approaches, so Sirac
test of their mettle Sirac was glad reluctantly agreed to allow almost
“Would have been ugly
to have endured, for it showed half his men up top at any given
he had paid for the proper kind if it’d been satyxis or th’ time, keeping to the shadows
of men. The battle helped knit Atramentous. Ye best offer but ever vigilant for movement.
them closer together, and they up a taste of blood to the He hoped the Cryxian bans on
put aside whatever petty rivalries the ruins would keep interlopers
they had brought from the
waves fer luck.” away, but it was essential they not
dockside taverns of Mercir. After draw attention. Kell Bailoch was
the melee, the captain seemed ordered to find a high post in the
their way to the hidden cove below
particularly cheerful, noting, blasted ruins and slay any patrols
the ruined keep.
“Would have been ugly if it’d that risked their discovery.
been satyxis or th’ Atramentous. The ship docked to the ancient
Dexer Sirac led the ex-
Ye best offer up a taste of blood piers within the enormous dark
peditions in the catacombs
to the waves fer luck.” cavern. A series of lanterns was
personally, hand-picking the most
lit and extended into the gloomy
capable mercenaries to accompany
darkness and showed the wrecks
him. The wizard Baen Rudlofte
of ancient ships just below the
Dexer Sirac was lured from was particularly useful in this
waters nearby.
the cabin rarely, but he did come capacity, being specialized in
forth to view the ruins of Castle Sirac called over an oversized earthmoving spells. Sirac told no
Moorcraig through the captain’s brute with vaguely Khardic one but Bailoch what they were
glass. It was a rare opportunity features named Kivel who had after and directed the men with
to see the mark of Toruk left enough of a military background paranoid scrutiny.
indelibly on the landscape, no to know the importance of obeying
From the start they unearthed
less impressive for the passing of orders. “Kivel, gather up a dozen of
horrors in the depths, and within
sixteen centuries since the place our men, and then kill the captain
the first day they lost eight men.
had been blasted by the peerless and every sailor. Leave the bodies
Four were torn apart by the dozens
dragon. Sirac knew he would be where they fall.”
of shambling dead roaming the
seeing it first hand soon enough, Kivel smiled uncertainly chambers, and two fell to an oily-
but it was intriguing to view the at him at first as if being told a skinned creature of many tentacles
ruins at a distance. The jagged peculiar joke until realizing Sirac which stalked them from one of
silhouette rose up from the cliff- was serious. “How are we going to the flooded sections. Two more
face backlit by moon and stars. sail back with no crew?” were crushed in an avalanche

34
of stones and muck from a room real art was piercing the hearts himself to take advantage of the
collapse. The chambers echoed and minds of men and weaving sword. As high inquisitor he

better left forgotten


with strange sucking and sloshing and unraveling the threads of would serve as judge and jury
sounds and the occasional rattling conspiracies. This was why he had over sorcerers gathered from
of metal in distant chambers. been chosen as head inquisitor, across the kingdom. Any whose
Throughout it all, Sirac seemed yet he knew what his peers said of blood surged with that raw and
tireless and energized. him behind his back—particularly wild power could be deemed
On the second evening Sirac the arrogant elite of the Order of guilty of witchcraft. Cult leaders,
and Bailoch met in a chamber off Illumination and the Fraternal Thamarites, infernalists, or any
the tunnel just below the ruins Order. Sirac took pleasure in wizards who crossed him would
to discuss the day’s progress. recruiting from those organizations, die at his hand. He smiled while
They ate miserly portions of their pulling their wizards into the his fingers traced the text of the
supplies, uncertain how long Inquisition, stripping away their ancient language recording the
they would need to last, but they naive ethics, and forcing them to dark deeds of a depraved priest.
remained liberal with Captain embrace cruelty.
Bray’s diminishing supply of bad A secret worry plagued
wine. The assassin could not resist him—the fear of outliving his The breakthrough came on
asking, “What is the importance of usefulness and being replaced by the following evening. Sirac had
this thing we seek?” someone more powerful. When no need of torch or lantern, for his
Sirac stared at him for a he discovered the legend of the great staff shone with a cold and
long time, and the silence became hard light. They had excavated a
uncomfortable. Eventually he said path to a sealed vault where they
a single word: “Power,” and turned With the muttering of a few found the symbol discovered by
back to his book. It was a copy of incomprehensible syllables, Montlebore. Sirac traced this
an ancient history, one of the tomes symbol with his fingertips and
which had sparked the hunt.
Sirac pointed at the tomb whispered, “Yes...”
and allowed power to flow
Kell Bailoch scoffed. He found With the muttering of a few
the answer wholly inadequate, but into a spell of unlocking incomprehensible syllables, Sirac
he did not question Sirac further. at the sealed door. pointed at the tomb and allowed
Dexer Sirac had in fact power to flow into a spell of
answered truthfully. Fate had not Witchfire, he knew it was the key. unlocking at the sealed door. There
seen fit to make him a truly great Those who plotted against him was a rumbling noise, a shuddering
wizard. His technique was precise could be sacrificed at its edge, and sensation, and then a sharp and
and refined, but Sirac knew he was their skill would be siphoned away satisfying click.
no prodigy. His arcane gifts had and added to his own. Only three others were with
been earned through hard work, The book Sirac held told the Sirac at the time since he had chosen
dedication, and countless hours tale of the last known wielder of to push on after the excavation
with difficult tomes and obscure the blade—a once lowly Thamarite teams had called it a day. These
scrolls. He had later focused on priest who had embarked on a three had volunteered in the hope
intrigues, and his maneuvering crusade of bloodletting against both of impressing Sirac and increasing
brought him to the awareness of Morrowan and Menite clergy to their shares. One was Kivel who
King Vinter Raelthorne IV early steal the souls of dozens of priests. moved up as the inquisitor stepped
in his reign. That great man had In a few short years he had become back, responding to a commanding
recognized his quality and gave one of the most feared Thamarites nod. He set to the crack of the door
him the opportunity to master his ever to serve the dark goddess. with a thick leverage bar while
true art. Legend claimed he had become two men named Peel and Durst
Sirac’s tasks in service to the one of her Chosen at his death. assisted. The heavy door slid aside
king left him no luxury or time on its track and released a wave of
Sirac had no spiritual
to ponder arcane mysteries. His rancid air and a plume of thick and
aspirations, yet he had positioned
choking dust.
35
It was while they coughed missing lower jaws, and their fiery it a small mercy. Peel’s screaming
on this dust that something leapt green eyes blazed with inner hunger. ended with his life while the undead
better left forgotten

from the darkness, grabbed onto Each bore a short and pitted blade wounded by Durst was blasted back
Kivel, and yanked him back into in either hand—ancient bronze and lay still. It managed to knock
the shadows. Wet chopping noises spatha. The edges had wasted from Durst from his feet as it fell.
followed a gurgling scream of terror. age, but they were wielded with The second one endured. As
Peel and Durst stumbled back and skill. The robes they wore must Peel bled out at its feet, its jawless
drew thick blades from their waists have been woven of blackened visage pierced the wizard with
while Sirac stepped forward and strands of flexible metal to have a malevolent stare. As he began
extended his staff with its bright light survived the ages. One nimbly another spell, Sirac felt strangely
into the room. He began another ducked Peel’s attempted slash then dizzy as if deprived of air. His
incantation under his breath. jabbed a spatha straight into his eye incantation slowed and his tongue
Emboldened by the wizard’s and disemboweled him with the felt heavy in his mouth. The undead
courage and the abrupt cessation of other. It was Peel’s turn to scream. leapt past Durst before he could
Kivel’s screaming, the two hirelings The other undead intercepted Durst stand and charged Sirac. A gout
stepped forward again. Durst was although he managed to hack into it of flame erupted from the wizard’s
a lanky but strong Caspian, and with his blade, partially deflecting outstretched hand and washed over
he held his sword with the posture its momentum. It still managed to the creature, yet it did not pause.
of a veteran bladesman. Peel came slash his chest, peel open his leather Sirac stepped back and held up his
behind him, a shorter but stockier armor, and leave a shallow but fast- heavy staff to intercept the twin
older man with heavily scarred bleeding gash. blades but then blinked in surprise
arms and face. Sirac finished his incantation, when it was thrown back as if by an
There was movement deeper in and a jagged streak of sizzling invisible force. The mummified face
the room, a shadow against the far lightning arced across the seemed to fall inward and explode
wall, and then Sirac’s light caught intervening distance to strike both as bone chips hit the far wall.
something black and a flash of metal undead as well as Peel. Sirac judged Sirac blinked in surprise
before it vanished into shadow. Two and glanced over his shoulder to
robed and mummified corpses see Kell Bailoch holding
then leapt forward. Their
ancient skulls were

36
Silence as a thin plume of smoke was easy to deduce that many I need you waiting by the ship
rose from its barrel. other weapons had once been set just outside the catacombs. Stay

better left forgotten


“Nice shot.” Sirac noted. The into the wall, perhaps integrated there, you understand?” Terrified
inquisitor did not wait but stepped into its decorative pattern. There of Sirac, the wizard nodded and
eagerly into the room, ignoring were empty depressions for other rushed to obey.
the bloody and moaning bodies blades, and a heap of rusted Sirac’s euphoria had been
of the men who had entered with metal littered the floor. Only the replaced by resentment that their
him. Bailoch gave Durst a hand black sword and a few slender excavation was interrupted. Now
to his feet and saw his wound ornamented obsidian daggers had with his primary goal in his grasp,
was bloody but superficial. Sirac survived the centuries. he began to realize how likely it was
demanded of Bailoch, “Why are Sirac stepped forward and that other undiscovered weapons
you here instead of at your post?” recklessly grabbed the sword, or forgotten lore might be stashed
Kell scowled at this greeting, prompting Kell to flinch. There in the chambers of these catacombs.
stepped hurriedly to catch up with were no traps, and it came down The prospect of returning to King
the wizard, and noticed the air with a single tug. Durst seemed Vinter with Moorcraig’s hoard had
was rancid with some unhealthy fixated on the obsidian daggers, a strong appeal.
miasma. “We’ve got company up and after a hesitant glance to see This hope died as he strode
top. No small patrol either; we’re if either Sirac or Bailoch would toward the exit from the catacombs
going to be overrun.” object, he picked them loose. into the upper ruins. His remaining
The wizard had eyes only for his men were fighting a desperate
The assassin wondered if he sword and tilted his head as if
was being ignored, for Sirac was fight—the sounds of pistols and
listening to a sound only he could the clash of blades were followed
silent. The rifleman professionally hear.
swept his eyes around the room. The by shouts and screaming. It was
walls on either side had been broken “We need to move.” Bailoch hours before dawn, but the moon
through into deeper passages which reminded him. “The men are Calder was full outside, shining a
had yet to be explored. In the center under attack up top.” cold blue-white light on the sickly
of the room was a peculiar sight— Sirac snapped out of his skins of their attackers.
an enormous mound of ruined trance. “Ah.” His expression The narrow entrance favored
corpses looking as though they had registered concern for the first the defenders, but Sirac could see
climbed over one another before time. “Gather the remaining a tide of mechanithralls pressing
falling apart. One groping arm was men and hold the main entrance. forward. These were corpses
frozen in the posture of reaching up I’ll join you momentarily.” Kell animated by the fiendish Cryxian
toward the far wall. nodded and took Durst with him. necrotechs. Their bodies were
Ensconced in a crumbling Before he left the chamber, Sirac joined by a convoluted mass of
alcove just out of skeletal reach removed a bronze scroll case piping like artificial intestines, and
was a huge black-bladed sword from a satchel at his waist, pulled each was armed with spiked steam-
inscribed with markings in some it open carefully, and scanned powered gauntlets that could crush
forgotten alphabet. Its long two- words from an ancient text. He a man in an instant. His men were
handed hilt bore a crossguard nodded to himself, confident that well chosen and fought ably, but
comprised of two leering demonic he could do what he must. they were clearly outnumbered.
faces each vomiting forth a On his way out, Sirac Several were dead or dying in
grotesque unrolling tongue which collected the wizard Baen the blood-slicked tunnel. Kell
served as the sword’s quillions. Rudlofte, discovered scavenging Bailoch stood in the back sighting
The pommel was a brooding in a side chamber. Seeing Sirac’s over the top of the combatants
face with glittering eyes. The scowl and the dark blade in and firing shot after deadly shot
sword was mounted within a his hands, the wizard followed at the incoming undead. He tried
half-eroded pattern on the wall, meekly, stuffing his pockets with his best to prevent reinforcements
looking untarnished and new whatever ancient detritus he had from reaching the skirmish.
despite the decay around it. It collected. “There’s a fight up top. The moonlight was suddenly
eclipsed by an enormous silhouette
37
across the opening. The blood in into the ranks of the unliving as ran over to him shouting, “Baen,
Sirac’s face left him at the sight they pushed forward. Durst and bring down that tunnel, now!”
better left forgotten

of a monstrosity striding forward a nearby pistoleer named Lank Baen stared at Sirac as if he
behind the mechanithralls. It was saw the two of them leaving and were insane. His eyes widened,
a terrible armored thing walking hastened to follow suit. and he stepped back at the sound
upright on strangely jointed legs.
Sirac lingered a moment as of the lich lord approaching. He
It stood three times as tall as a
they hurried past, pondering the seemed finally to realize what
man with tattered and leathery
abilities of the black sword in his was asked of him, and he lifted a
wings extending from its back. As
grasp. He turned and focused his trembling hand. He stammered as
they watched, it bent forward and
will, gaining confidence as he could he attempted to invoke the proper
vomited a spray of greenish ichor
feel the blade’s power responding. syllables of the spell. Sirac gritted
that washed over two of Sirac’s
Suddenly the mechanithralls that his teeth in frustrated rage as the
men at the center of their line,
had been running toward him fell wizard bumbled the invocation,
barely missing Kell Bailoch who
under the Witchfire’s domination— too afraid to cast properly.
jumped to the side. Their screams
they stopped abruptly and turned In what seemed a fit of deranged
echoed painfully as they thrashed
around. The lich lord gave a howl madness, Sirac’s lips peeled back in
on the ground. The steaming acidic
as they charged him instead and a snarl and he lunged at Baen to
liquid rapidly dissolved their flesh.
began punching at it’s armored impale the Witchfire deep into the
Sirac had never seen this creature
legs. Sirac knew he had only wizard’s chest. Baen looked up at
but apprehended its identity from
delayed the unholy creature—its Sirac with stunned horror as his
descriptions in certain old tomes. A
power was mightier than any soul was wrenched from his body.
part of him insisted that it should
on the island excepting only the To Sirac the sensation was sickly
not be here so far from its domain,
Dragon King. pleasurable as he could feel a trickle
yet its presence was undeniable.
Sirac turned and rushed of power and lore flowing across
Kell was sighting along Silence
down the hall urging Kell Bailoch the blade and into his mind. He
at this abomination, and Sirac
forward—the rifleman had paused knew he tasted only a small sample
moved forward to stop him. “No!
to see what had delayed him. The of its full potential had he the time
Do not fire—“
other two had run onward, clearly or luxury to conduct the proper
His warning came too late. terrified. Behind came the sounds ceremony.
Even as Kell first began to pull the of mechanithralls being torn apart. Perhaps because the spell had
trigger, the creature’s head cocked.
They could hear the creature been Baen’s very last thought, the
It picked up a thrall and raised it
chasing behind them after a short power and syllables flickered briefly
neatly to intercept the rifleman’s
reprieve bought by the undead in Sirac’s mind as the wiz-ard bled
shot. The mechanithrall’s head
Sirac had usurped. Sirac hoped his last. Sirac turned to see the lich
exploded, and the abomination
confined spaces might slow the lord pushing its way out of the
dropped its bones and iron to
enormous thing, but he feared the worked catacombs with triumphant
the ground as it turned to look
catacomb halls were not narrow posture. Sirac pointed at the ceiling
at Bailoch with keen interest. A
or cramped enough. He muttered above and spoke the words of the
hole had been pushed open in
under his breath, “Baen, if you spell. The cavern ceiling where he
the defensive line where the two
didn’t obey me...” pointed shimmered and turned to
ichor-sprayed men had fallen, and
As they emerged from the mud. There was a groaning rumble
the mechanithralls began to rush
lower catacombs with the sound and then a massive collapse as
through.
of the lich lord not far behind, they enormous rocks, mud, and dust
Sirac pulled Kell back. “That buried the abomination.
saw the wizard Baen Rudlofte
is a lich lord! This battle is lost. We
waiting for them as instructed. Sirac kicked Baen’s corpse
have to get back to the ship.”
Durst and Lank stood by him, off the Witchfire’s length. “To the
Kell had never met a foe pointing in their direction. An ship!” Kell, Durst, and Lank had
who could not be dropped by inhuman howl sounded in the been staring in stunned silence but
his rifle, but he backed away chambers behind, and Baen’s rushed to obey. “It is not dead. We
reluctantly. He fired a few rounds face went pale with terror. Sirac must flee.”
38
Kell fell into stride beside the wizard. “You The Story of
slaughtered the sailors. We four cannot control the the Witchfire Continues

better left forgotten


ship.”
Another cold smile touched Sirac’s lips. “All is The Witchfire Trilogy
provided for, my friend. Never doubt me.” Collected Edition
They reached the ancient docks and stood looking In Stores Now!
at their lonely ship. Sirac raised the Witchfire above
his head. They all felt a surge of nausea as a wave
of unnatural and twisted energy surged forth like a
plague wind. Durst exclaimed and pointed as several
bodies on deck arose from their eternal rest. More
climbed up from below decks. These slaughtered
sailors, now animated as a mockery of their former
lives, set about those tasks they would have done in
life, untying the ship from the pier and lifting anchor.
Kell was the only one unfazed. He noted calmly,
“Your new crew may prompt scrutiny when we
return.”
Sirac shrugged. “I’ll send them into the ocean
when we near Highgate. I will ensure there are no
questions.”
With that Dexer Sirac strode triumphantly aboard
the ship, and his three surviving companions had no
choice but to follow. The ship sailed out of the dark
cove and into the moonlit fog. With the Witchfire in
hand, the head inquisitor stood at the rail as if peering
into the future. New schemes began to hatch in his
imagination as he considered the many steps required
before he could conduct the sword’s most potent ritual.
He was too distracted to notice Kell Bailoch watching
him warily, as if comprehending at last the nature of
the man to whom he had bound himself.

39
I
t was an old scout’s trick,
and I might have expected
the ambush if I had been at
the top of my form. Instead my
curiosity almost cost my friend
Quimut his life. We led our supply-
laden horses down a shallow
ravine following our quarry’s
trail, but we were oblivious to the
fact that one had circled behind
us. It was early morning in the
Marches, and the heat had risen
with the sun to promise grueling
temperatures to come. We should
have sought shade and shelter,
but I was convinced we were
close. Passing a wind-smoothed
boulder, I found out just how
close when I caught the shine of

The Pendrake
Encounters
By Viktor Pendrake (Transcribed by Doug Seacat and Nathan Letsinger)

Death in the Marches, Part I


a whirling steel blade out of the escaped the great blow. We brutes had dropped back to deal
corner of my eye. turned back to back, feeling quite with us while the rest pushed on.
outmatched as we were circled by
I tumbled away just as the Our foes stood nearly nine
our prey turned hunter.
enormous curved blade sliced feet tall in distinctive skorne-
past and into the red sand where There was a pause as we styled plated armor and wielded
I had been standing. Springing tensely considered one another brutal falchions as long as they
to my feet, I drew my blades as waiting for the next move. I were tall. They wore visored and
Quimut extended his war-fan gathered my wits and considered enclosed helmets that presented
and the horses reared in fright. what we were facing. We had a particularly ominous guise. I
Distracted by the assailant who tracked a party of skorne from a had presumed the skorne had
had nearly killed me, Quimut did trollkin village massacred down enlisted some undiscovered breed
not see another flanking him— to the last trollkin child near of ogrun from somewhere in the
the one who had circled behind the Scarleforth Lake. Mingled Marches. I could not have been
us—until I shouted. Few men are among the skorne tracks had been more mistaken.
as quick on their feet as my Idrian those of these larger creatures.
The fight renewed in
guide, but even so he narrowly I surmised now that these two
earnest—the great cleaving
blows of my foe were aimed with blood from a serious gash, and to investigate deeper into

The Pendrake Encounters


almost preternatural insight as he scrambled feebly to draw his the uncharted regions of the
if this creature knew my moves slender Kaelram ivory blade with Bloodstone Marches. He had
before I did. My lack of reach put his right. The oversized creature been gathering every scout he
me at a severe disadvantage, so I who had delivered this mighty could find who was even remotely
dove under his slash and stabbed wound was standing still and familiar with the region, hoping
at its less protected groin. The slowly twisting the blade as if
creature fell to its knees after a enjoying Quimut’s helpless pain.
few choice slices. I felt no guilt at taking
I battered the helmet off my advantage of my positioning
foe with a sideways slash and to charge the one-eyed brute.
froze for a moment in surprise. I dealt it a mortal wound deep Skorne
Glaring at me was an alien visage
so distinct from an ogrun that
into its lower back that prompted
an inarticulate howl. It whirled fabricated
there was no chance of even to decapitate me with its blade, armor?
the slightest relation. A single but I ducked in time. We traded
large baleful eye glared at me blows until at last the hardy
from under a brooding brow. creature bled out. Only then did
The creature had no nose. There I realize I had sustained several
were only a pair of narrow slits small injuries. I was much more
in its smooth face below which concerned about Quimut, and
was an enormous mouth with I hurried to see what I could do
an assortment of slender fangs for him. Luckily I had brought
indented into its upper lip. a supply of alchemical curatives
I was jarred back to the for just such an occasion, but
present by a cry of pain from even so it was still a close call. I
Quimut. Survival before study— fear Quimut may never entirely
I plunged my dagger deep into recover from the grievous wound.
the creature’s rough-skinned He joked with me that his dancing
throat, ending its life with a spray days were over, and I took it as a
of hot blood. Even as I turned sign he would at least live through
to Quimut’s aid, my mind was the night. Once I had secured him
reeling with the implications of in relative comfort and out of the
what I had seen—a one-eyed punishing sun, I felt compelled to
humanoid unlike any I had return and inspect the creatures
heard described wearing skorne we had fought.
armor. My excitement mounted I quickly decided to call
past the adrenaline of combat as these “cyclops” from an old
I considered I was facing a new Caspian term which means
species from eastern Immoren literally “one eye.” By careful
brought from beyond the extraction I was able to preserve
Stormlands. one of the enormous fleshy
Things looked dire for orbs for later dissection. In the
Quimut whose war-fan had been process I discovered a series of
knocked aside and crushed to a inexplicable scars on the skull of
useless lump on the red sands. each cyclops perhaps indicative
He was looking down with of ritualized self-mutilation, or
shocked horror at the falchion perhaps deliberate tampering by
sunk halfway into his torso. I the skorne. I am eager to learn
suspect if he had not partially more of these creatures and how
intercepted the blow, he might they behave in the wild.
have been cloven in half. His left I was originally sent here
arm hung loosely and dripped by the scout general himself
41
to confirm rumors of strange new creatures
The Pendrake Encounters Cyclops and heightened skorne activity. It is clear to
Cyclops: Large Monstrous Humanoid me I have found just that proof.
Hit Dice: 6d8+24 (51 hp)
The trick now will be sending word
Initiative: +6
Speed: 40 ft. (8 squares) back to the Cygnaran Army in Corvis and
Armor Class: 17 (-1 Size, +2 Dex, +2 Natural, informing them of these creatures. The
+2 hide armor, +2 Insight skorne I was following are still marching
Bonus), touch 13, flat-footed 15 ahead of me, and I do not intend to turn
BAB/Grapple: +6/+14
back yet. If you are reading this, clearly I
Attack: Large improvised club +10
(2d6+4/x2) succeeded in finding someone into whose
Full Attack: Large improvised club +10/+5 (2d6+4/x2) hands I could trust this errand. Be sure to
Space/Reach: 10 ft./10 ft. reward them well for their pains. There
Special Attack: — is supposed to be another trollkin village
Special Qualities: Darkvision 60’, Prescient Dodge, Hunter’s
near here. If we can find it—and it has
Sight, Prescient Strike, Ocular Reliance
Saves: Fort +6, Reflex +7, Will +6 not suffered similarly at the hands of the
Abilities: Str 19, Dex 14, Con 18, Int 6, Wis 12, Cha 8 skorne—perhaps it is where I will be able
Skills: Climb +3, Jump +3, Spot +3, Survival +4 to recruit a messenger and leave Quimut to
Feats: Improved Initiative, Endurance, recover fully. I shall continue onward into
Blind-fight, TrackB
the red sands of this blasted wasteland alone
Environment: Any desert or warm land
Organization: Gang (2-6) if need be, and I will try to find a way to
Challenge Rating: 5 send other information as I find it.
Alignment: Usually chaotic evil
Advancement: By character class ~VP

Skorne Conditioned Cyclops, 2nd-level Barbarian


Cyclops: Large Monstrous Humanoid

Large single
Hit Dice: 6d8+36 plus 2d12+12+8S (92 hp)
Initiative: +7

eye socket
Speed: 30 ft. in skorne plate armor (6 squares);
base speed 50 ft. (10 squares)
Armor Class: 23 (-1 Size, +3 Dex, +2 Natural, +7 skorne
plate armor, +2 Insight bonus), touch 14,
flat-footed 20
BAB/Grapple: +8/+16
Attack: Masterwork large falchion +16
(2d6+10/18-20/x2)
Full Attack: Masterwork large falchion +16/+10
(2d6+10/18-20/x2)
How does the world Space/Reach:
Special Attack: —
10 ft./10 ft.

look to them? Special Qualities: Darkvision 60’, Fast Movement, Prescient


Dodge, Hunter’s Sight, Prescient Strike
LeanS, Rage 2x/days, Uncanny Dodge,
Ocular Reliance
Saves: Fort +14, Reflex +9, Will +10
Abilities: Str 24, Dex 17, Con 24, Int 6, Wis 14, Cha 4
Skills: Climb +4, Jump +4, Spot +5, Survival +6
Feats: Armor Proficiency (Heavy)S, Blind-fight,
Die Hards, Improved Initiative, Endurance,
TrackB, Weapon Focus (large falchion)
Environment: Any desert or warm land
Organization: Solitary, pair (2) or squad (2-8)
Challenge Rating: 9
Alignment: Chaotic evil
Advancement: By character class
S
From Skorne Conditioning quickplate • B Bonus Feat

42
Combat

The Pendrake Encounters


Cyclops are a fierce and bloodthirsty species skilled at tracking down and
slaughtering the dangerous creatures of the Bloodstone Marches. They delight in cruelty
and sometimes deliberately withhold a killing strike as a victim suffers. They generally hunt
in small groups, coordinate movements, and prepare ambushes. When stalking dangerous or
numerous foes, they track from a distance and will wait to attack until the target is asleep or
otherwise distracted.
When found in the wild, the cyclops will be protected by light hide armor and wields an
oversized club often improvised from the bones of its prey.
The cyclops’ eye provides the supernatural ability to see glimpses of the very near future,
giving them an enormous edge in combat. All of these abilities are negated if a cyclops is blinded
or otherwise unable to see its foe.
Prescient Dodge(Su): This ability allows the cyclops to anticipate an enemy’s attacks
before they happen, giving a +2 Insight bonus to AC as long as it is aware of an incoming attack.
Cyclops also gain a +4 Insight bonus to Sense Motive rolls to avoid a feint.
Hunter’s Sight (Su): The cyclops can partially correct flawed or deflected attacks before they
happen. During the cyclops’ action it designates an opponent and receives a +2 Insight bonus to attack
rolls against that opponent. Each time it makes an action, a new opponent can be chosen.
Prescient Strike (Su): A cyclops can see when its attack will hit, and it can maximize the impact.
After a cyclops hits with a melee attack, it gains a +1 cumulative Insight bonus to damage for every point
by which its attack roll exceeded the opponent’s AC (not including the +2 Insight bonus from
Hunter’s Glimpse). Bonus damage may not exceed the cyclops’ BAB.
Ocular Reliance: A cyclops that loses the use of its eye or is otherwise blinded does
Wild Cyclops
not gain the benefit of its racial supernatural special abilites.

Treasure
A cyclops does not generally carry valuables, but it may collect items from
those it has slain. A skorne-conditioned cyclops will wear masterwork plate armor
and a large two-handed masterwork weapon such as a falchion. It is probable
a cyclops eye will have many uses in alchemy or to bonegrinders, but western
alchemists are currently ignorant of its properties. Prices offered for such a
rarity could vary widely (10-1000 gp).

Skorne Conditioning Quickplate

Skorne submit enslaved minions to a barrage of conditioning and training while raising
them from an early age to fight for them. This includes extensive exercises and drills to
keep them in peak physical condition as well as exposing them to a variety of painful
stimulus, reinforcing or discouraging certain behaviors. This may also include surgical
procedures by skorne anatomists such as incisions into regions of the brain. This process
numbs the creature to ordinary pain caused by injury, but the skorne know means to
make them feel pain when it is required.
Special Qualities: Lean, Rage +1/day
Saves: Add +2 to Fort and Will saves
Abilities: Add +2 Constitution; –4 to Charisma
Feats: Armor Proficiency (Heavy), Endurance, Die Hard
Restrictions: Can only be applied to creatures raised under skorne captivity and control
Challenge Rating: Increase by 2
Rage (Ex): This functions exactly like the barbarian Rage ability,
and adds +1 use per day if the creature already has this ability.
Lean (Ex): Creatures conditioned by the skorne require half as much sustenance
as their base type.

43
Foundry, Forge,
C
& rucible
By Rob Baxter and Nathan Letsinger

Foundry, Forge, and Crucible is a regular column in No Quarter Magazine designed


to illuminate the reader on the various items found throughout the Iron Kingdoms. Within
these pages you will find exotic potions, alchemical solutions, firearms, mechanika, and other
assorted gear adventurers might stumble upon or find they need in their travels.

Combat Alchemy
A noble science well regarded as a method of producing curatives, restoratives, and treated materials, alchemy
is a respected pursuit in the Iron Kingdoms. Employed by mercenaries and adventurers however, alchemy
is less a noble science than a potent weapon and a great equalizer. Some of the most dangerous applications of
alchemical science are not born of necessity but arise from a desire for ruin and revenge.
It was alchemists who crafted the first firearms, using them to equip the Army of Thunder against the
Orgoth. Over the centuries keen minds have continued to evolve new and deadly uses of these principles such
as timed clockwork grenades. It is only recently that such weapons have become available for individual use.
Today mercenaries, rebels, and rogues find alchemical weapons excellent tools for achieving their goals both
on and off the battlefield.
Mastery of alchemy is the ultimate proof that knowledge is power.
Alchemy
for Anyone

Foundry, Forge, & Crucible


The science of alchemy is a practical and empirical pursuit in the Iron Kingdoms employed by apothecaries,
surgeons, mercenaries, and adventurers. Though the more potent alchemical substances require casting
ability, many other concoctions require only a working knowledge of the science (IKCG p. 301).
The ability to produce non-magical alchemical substances such as antitoxins, curatives, acids, and even
poisons becomes a valuable addition to a party during adventures that take them far from the resources
of civilization, such as sea-born journeys or explorations of the Bloodstone Marches.
Characters need not spend their limited level-based skill ranks to learn alchemy. Anyone in the Iron
Kingdoms with time, money, and access to higher education can gain ranks in the craft. At the GM’s
option, a character may gain ranks in Craft (alchemy) by attending a local university
that offers classes in the science (IKWG p. 116.)

Putting the Mad in Mad Science:


Creating Custom Alchemical Grenades
Grenades are simply containers for delivering dangerous alchemical substances in combat be they glass
flasks of caustic acid or heavy iron spheres filled with blasting powders. GMs may opt to allow characters
to create their own deadly cocktails from the various alchemical substances listed in the IKCG.
GMs should decide if the grenade requires a timed detonator like a blast grenade or if it works on impact like a
splash grenade. Blast grenades require ranks in Craft (demolitions) as well as Craft (alchemy), and the formula
for creation is often a military or an alchemist’s secret. GMs are encouraged to use such formulae as rewards or
motivators for adventures instead of allowing characters to craft grenades with the appropriate ingredients.
Blast grenades, as described in the IKCG, explode or burst to deal damage within an area. A Reflex save
(usually against DC 16) can be made for half damage. Blast grenades require a Craft (demolitions) check
(DC 6) to prime and set as a standard action before detonating 5 to 15 seconds later.
Blast grenades can be pre-set to a specific timing before battle, in which case they can be primed as a free
action.
Splash grenades are thrown projectiles of glass or metal that burst on impact. They do not require priming and
setting. They are treated as a splash weapon and are thrown as a touch attack against a target or at a specific
grid intersection.
On a miss with either type of grenade, determine where the grenade lands like you would a splash weapon.

45
Acid Grenades
10 feet and lasts for 4 rounds.
Foundry, Forge, & Crucible
These alchemical grenades utilize concentrated vitriolic substances
incased in glass flasks that make flesh and iron alike flow like hot Any living creature within or
wax, and they often result in horrendous disfiguring wounds. You entering the cloud must make a
can throw an acid grenade as a splash weapon. Treat this attack as Fortitude saving throw (DC 17 ) or
a touch attack with a range increment of 10’. become nauseated. This condition
When creating or purchasing an acid grenade, choose which type of acid to use: lasts as long as the creature is in
Name Direct Hit Damage Splash Damage Creation DC2 Cost3 the cloud and for 1d4+1 rounds
Standard 1d6 1 15 10 gp after leaving (roll separately for
Bone Stripper 1d6 vs. flesh 1 15 8 gp each nauseated character). Any
Dragon Bile 1d6+2 x 2 rounds 6 25 300 gp creature that succeeds its save but
Green Vitrio 1d6+1 1 18 18 gp
Crypt Spider1 2d10 4 18 45 gp remains in the cloud must continue
Lemax spittle1 2d4+2 3 18 36 gp to make a save each round.
1
Naturally occurring acids used by gobber alchemists as grenades. None (nonmagical); DC 25; CL
2
Consult IKCG pp. 303-304 for ranks of Craft (alchemy) and caster level required.
NS; Craft (alchemy) 6 ranks, Craft
3
Acid grenades are not commonly for sale. Characters wishing to purchase such weapons
should look for rogue alchemists willing to create the grenades to order. (demolitions) 4 ranks; Cost 100 gp.

Blinding Oil Alchemist’s


Combat Gear
A dangerous splash grenade The result is a massive burst of Even alchemists who walk
that blinds its victim, blinding wind that expands in a spherical into the field of combat must be
oil is a black viscous glue-like oil area and knocks all within its prepared for violence, including
contained in a light metal sphere radius flat to the ground while being able to stride through their
that bursts open on impact and also dispersing any harmful gases own corrosive clouds, choking
dries quickly. A direct hit with a within its area of effect. mist, and vitriolic sprays as if they
touch attack is required for effect. This grenade explodes in a burst were little more than a spring rain.
Blinding oil has no splash damage. with a 10-foot radius area of effect. The following is a sample of the
Characters hit are blinded for Any creature or object of medium gear alchemists wear into combat.
1d4 rounds. Characters wearing size or smaller within the area must
goggles may remove the goggles to make a Reflex saving throw (DC
see as a move action. Blinding Oil
Mist Piercer Goggles
18) or be knocked prone.
is not water soluble and can only be These special alchemically-
Treat the secondary effects
removed from the eyes by the liberal treated goggles are built with
(extinguishing torches, candles,
application of strong alcohol (such lenses that allow the alchemist to
blowing gasses, etc.) of the blast as
as wine or whiskey) or alchemical see through even murky clouds as
if it were a 10ft. radius gust of wind.
solvent, as a full-round action. if they were clear air.
None (nonmagical); DC 24; CL
None (nonmagical); DC 25; As long as the wearer can
NS; Craft (alchemy) 6 ranks, Craft
CL NS; Craft (alchemy) 6 ranks; see, the lenses of the goggles will
(demolitions) 4 ranks; Cost 50 gp
Cost 60 gp. effectively negate any miss chances

Concussion Stink due to concealment from cloudy or

grenade Grenades foggy conditions for distances up


to 100 feet.
This five-inch diameter sphere Faint transmutation; Caster
A concussion grenade of iron is crafted with special slits Level 3rd; Craft Wondrous Item,
utilizes a volume of “true air”— that allow this blast grenade to Craft (alchemy) 8 ranks, Mist
an alchemical gas known for its vent a foul smelling and sickening Piercer (flask); Price 2500 gp.
expansive qualities. True air is gas from its exposed sides.
captured, liquefied through a
When detonating, it emits a
treatment process, and then cooled Alchemist’s Beard
billowing fog of rank gas that has
and stored within the grenade. The alchemist’s beard, as
a physically enervating effect upon
When the bomb is detonated the detailed on page 59 of the Liber
those who inhale it. The cloud has
true air is heated and released. Mechanika, provides a +10
a 10-foot radius with a height of
46
Grenades
Blast Grenades

Foundry, Forge, & Crucible


Weapon Damage Critical Damage Burst Reflex DC Range Weight Cost1
Type Radius Increment
Concussion See text — — 10’ 18 10’ 1 lb. 50 gp
Explosive 2d10 — Piercing 10’ 16 10’ 2 lbs. 50 gp
Incendiary 1d10 — Fire 10’ 16 10’ 2 lbs. 30 gp
Flash See IKCG — — 10’ 16 10’ 2 lbs. 25 gp
Smoke See IKCG — — 10’ — 10’ 2 lbs. 25 gp
Stink See text — — 10’ — 10’ 2 lbs. 80 gp
Splash Grenades
Weapon Direct Hit Splash Critical Damage Reflex DC Range Weight Cost1
Damage Damage Type Increment
Blinding Oil Blind — — — — 10’ 2 lbs. 60 gp
Acid See Text See Text — Acid — 10’ 2 lbs. See Text
Alchemist Combat Gear
Item Weight Cost
Alchemist Beard 1 lb. 125 gp
Alchemist Cloak 3 lbs. 90 gp
Mist Piercer Goggles 1⁄2 lb. 2500 gp
1
These weapons are military issue only and cannot be purchased normally.
2
Threat range applies to direct hits only; splash damage does not threaten a critical hit.

equipment bonus to saving throws


against inhaled poisons, gasses,
and similar effects. Normally only
Gorman di Wulfe,
found in the lab, this gas mask can
also be of use in combat.
Rogue Alchemist
The Rynnish alchemist known simply as “the Wolf” has gained a
Wearing an alchemist’s beard reputation for his destructive madness and willingness to sell his services to
tight fit limits the speech of the any bidder. As the quintessential combat alchemist he has created a number
wearer, makes casting spells with of unique grenades to destroy or confound his foes—none of which are
verbal components impossible, known to other practitioners. Although formerly a member of the Order
prevents the imbibing of potions, of the Golden Crucible, he guards his secrets jealously and refuses to
and prohibits use of command collaborate with his peers. If there is a method to Gorman’s
words or non-mechanikal spell madness, it lies somewhere deep in the equations of the
triggers. The eye glasses of the mask alchemist’s mind—a labyrinth
incur a –2 to Spot checks. Donning best left unexplored.
or removing the alchemist’s beard
requires a full-round action.
Alchemist’s Cloak
A modification of the heavier
alchemist’s apron (Liber Mechanika
pg. 59) meant for combat use,
the cloak provides protection
from splash damage from splash
weapons. The cloak provides
energy resistance 1 against fire,
cold, and acid damage.

47
Blood of
Trolls
Written by Rob Baxter, Art by Matt Wilson, Brian Snoddy, and Chippy

B allak stamped the chisel down, working rough stone


with strong hands, arms sinewy with muscle. His grey
skin was damp with sweat and glistened in the sunlight.
despite his urgency. “Outsiders have been spotted past
the marked tree line, where they are forbidden. At least
two dozen humans, some on horses. They are armed.”
All was good, and he narrowed his eyes in satisfaction, a Ballak’s serenity was gone in an instant. The world
smile crossing his face. The tattooed bands on his arms moved and changed and the struggles of men crashed
and the quitari tartan he wore marked him as the kriel across the path of Ballak’s kriel ever more frequently.
chieftain, but in the day’s labor, he was the equal of any of Their wars had spilled over into places which were off-
his kith as they built the village kuor, the stone elevated limits. Enraged by the insistent intrusions, Ballak had led
platform which served as its center. war party after war party to see that nothing threatened
He paused to take in the sounds of the trollkin around the isolation and security of his people.
him. The soft voices of mothers calling for their children, “We have warned them. Sometimes bloody deeds are
the throaty laughter of shen laborers as they wrestled the only lessons they remember.” He turned to the others
founding stones into place, and the bellowed orders of who waited nearby. “Gather your axes, every warrior
the shaman who oversaw the trolls enlisted from the ready for the blooding rite.” There were several young
forest. The massive trolls rumbled deep in their throats shen who had never tasted combat and just entered
as they worked, doing the shaman’s bidding by moving maturity—it was time to test them.
stones too immense for trollkin, setting the blocks of Deep within his lungs he gathered his voice and let
hewn rock down where directed. loose a bellow that shook the very ground. His cry
The chieftain was comforted by the sounds, for he resonated for many heartbeats in a language older than
knew the rightness of them. In his blood the strength of the kingdoms of men. The bass roar was a warning, a
his people flowed, and in glyphs set into the krielstones chronicle, a war cry.
by the stone scribes, imbued with the power of the As his bellow ended, the shen rose silently, the mothers
goddess. Soon this village krielstone would be finished, gathered their children to take them to shelter. Axes
and all of his kriel could gather to chant the hearth rites. and spears were gathered up in the strong hands of shen
The kith could feast on the recent harvest and kills from and kith-kin alike, while shields were lifted and armor
the summer hunt. The shaman would lead the songs of strapped upon grey-skinned backs and broad, strong
celebration, filling the night with music and dance. The shoulders. Old rifles packed with powder and shot were
village kuar would be complete for the elders to gather unwrapped from oiled leather. The shaman gathered his
and the trollkin made ready for the winter to come. talismans and joined Ballak.
The placid, comforting sounds of the village were As the trollkin strode into the rough forest, hatred
overridden by the shouts of sentries watching from the simmered within the Chieftain’s thoughts. Men intruding
village’s stone walls. The laboring shen turned to look near Ballak’s village would not find a feast or open
up, expressions grim while their eyes lit with an eagerness welcome. When men brought their wars to this lonely
to prove themselves in battle. A sentry ran over to him village they would find only their deaths.
and bowed before his chieftain, paying proper respect
48
S ince the time before man’s
civilization the trollkin have
dwelled in places such as the
trollkin of the Scharde isles to the
civilized trollkin of the lower fens
of the Thornwood forest, all have
a specific geographical area. The
various kith of the Thornwood may
compete against one another for
Thornwood and remote moors one commonality. The idea of resources and hunting grounds, but
and valleys of Ord and Cygnar. kith, which means “family,” unifies must obey their kriel chieftains. The
Even in the modern day, while a related trollkin through bloodline. amount of territory and number of
small minority of trollkin dwell While the concept of kith keeps the kith controlled by a chieftain varies
in the boundaries of the cities of trollkin in tightly knit communities, depending on the respect they have
humankind, the race has uncounted it is the concept of kriel that goes earned and their relationships with

Way of the Trollkin


numbers dwelling in the wilds out beyond and brings these disparate individual local elders. Fighting
beyond the reach of the rules of their communities together. The idea of between kriels has historically been
gods, nations, and kings. In such the kriel brings a sense of shared common, particularly to capture
places as the Gnarls, the trollkin purpose and unity which makes the potent krielstones. Certain great
wage war against bogrin, culling trollkin indomitable and proud. chiefs have sometimes arisen to
the small folk like a plague while Kriel is an ancient Molgur word unite many kriels together, but such
trying to overtake lands that once that roughly translates into “people” affiliations rarely endure past their
belonged completely to trollkin or “brethren” and is the method lifespan.
alone. Since the days of the Molgur, through which co-operating or In a kriel the chieftain is the
the trollkin have been feared and even competing kith coexist. A communal leader who has gained
respected, yet as humanity overtakes trollkin kriel is the his station by inheritance and
them in terms of magic, civilization, amalgamation of respect. A well-respected
and sheer numbers, the trollkin way several kith in chieftain holds his
of life is threatened.
Trollkin have a communal and
tribal culture. From the savage

50
own by making wise decisions, to take the mantle of chieftain as and balance, seeking to prevent a
standing true, and leading his kriel well, although most communities fall into utter chaos by maintaining
to prosperity. Chieftains are chosen prefer these roles be distinct and order. Each Council of Stone acts
by the elders of the various kith of separate. Pride between leaders can as a vanguard of trollkin order,
a kriel, most are chosen for their cost trollkin lives, and it is seen as a seeking to keep its members united
wisdom, intelligence, prowess in bad omen to have a chieftain and a for when the time comes to defend
combat, and their ability to unite shaman argue in public. To arbitrate the lands of the kriel.
the various kith of the kriel. In such disputes of power the Council In large areas of concentrated
situations where there is not a of Stones steps in to oversee the dual trollkin populations such as the
single trollkin who can muster between Chieftain and Shaman to Thornwood and the Gnarls,
the support of the elders, they will ensure that the community does not larger councils may unite multiple
rule as a common council, but are suffer. kriels and can speak for the entire
expected to name a chieftain at the The kith elders of the kriel form people of the region. Unless led by
earliest opportunity when a suitable a Circle of Stones, a local council singularly powerful or respected
candidate arises. that appoints the Chieftain and elders, these councils may devolve
Another important leadership approves the laws and customs into bickering and argument, and
position within kith or kriel is made by the kriel shaman. In some often have limited power to effect
the shaman. Trollkin shamans ways reminiscent of Rhulic culture, change. It is difficult to arrange
are devotees of Dhunia and are each Council of Stone adheres to for multiple chieftains and kriel
sworn to be the spiritual guides of ancient customs of adjudication shamans to speak as one or agree, as
a kith. While all Dhunian priests these proud trollkin are accustomed
strive to become shaman, this term to being obeyed.
is reserved for the eldest, most
The Trollkin Diaspora
powerful, or wisest single priest of Many trollkin elders speak with reverence of the ancient unity of
a kith. Similarly, when one speaks the Molgur, which was the last time the trollkin were gathered as
of “the shaman” of a kriel, it will a single people. Millennia ago, this great barbaric empire included
be the senior-most of those who ogrun, goblin races, and hordes of mankind. While Molgur is term
watch over the kiths. All shamans dreaded by humans, the trollkin living in the wilderness view it as
share a common goal, and that is a golden age of their ancient past. Like all Molgur, those trollkin
the preservation of the balanced worshipped the Devourer Wurm and neglected Dhunia. They believe
trollkin way of life. This balance this was their undoing. The Molgur were shattered in the south by
includes all the aspects of trollkin the great human Menite priest-king Golivant, after which they fled
tradition, from gathering food, to the Scharde Islands, deep into the Wyrmwall, and north to the
sharing old legends, training the forests and mountains. In the north the remnants of the Molgur
youth, encouraging mating rites, were soon beset by another great Menite priest-king, Khardovic,
defense of territory, enforcing laws, who slaughtered those who did not convert to Menoth.
and performing funeral rituals. Since those days, trollkin turned increasingly to Dhunia, becoming
These are reinforced by animistic more civilized but also separated into distinct geographical pockets.
rituals and rites practiced at specific Despite the distance between them they retain a strong kindred spirit,
times of the year, celebrating more so than the other races who credit Dhunia with their birth. While
harvest at the time of Mannur, or prone to internal fighting over resources, they band together against
hunting time during the season of outside threats and believe in the ties of blood which unite them all.
Orrem. Shamans are the repository This spirit has occasionally brought open war with the dominant
of knowledge for the community as human kingdoms, such as during the Trollkin Wars of 242-247 and
well, safeguarding the history and 262-267 AR. These bloody battles saw the first widespread use of
culture of the kriel, its spiritual well full trolls trained and controlled by trollkin, set loose to slaughter in
being, and the creation of new laws human towns and cities.
and customs. The recent outbreak of human warfare has stirred the shamans
While shamans and chieftains to speak these lessons of old blood ties. The many tribes of the
often clash, usually one holds Thornwood Forest have begun to face the reality of a new diaspora
more influence than the other over as villages are torn apart and kith displaced by invading armies.
a kriel. It is also not unknown for Chieftains are rising with the power to unite and lead these trollkin,
a particularly esteemed shaman fighting to ensure the survival of their culture.

51
Trollkin Bloodline Traits
Wyrmkith (Bloodline)
As a feat choice at first level, Trollkin player characters may
choose to take a trollkin bloodline as opposed to selecting Unrelenting, merciless, and unbound by any alliance to
a first level feat. These bloodline traits represent the inborn men, the savage trollkin of the Wyrmwall Mountains
gifts that their individual bloodlines have manifested, as are brutal and ferocious. Leaders of these kith draw on
well as providing a way for trollkin characters to establish the forgotten spirit of the ancient Molgur berserkers.
their diversity. A trollkin may only ever have one bloodline
trait, and may only choose this trait at first level. Prerequisite: Charisma13+, any Chaotic alignment,
1st level only
Benefit: A trollkin with this bloodline gains Barbarian
Gnarlkith (Bloodline) as favored class (instead of fighter), gains +1 use of
Proud of their ancient traditions and respected abroad Rage per day if the trollkin has this ability, and gains
for their unique lore, trollkin of the Gnarls have a a number of hit points equal to your current character
commanding presence and have an uncanny affinity level.
with their larger cousins the trolls. Kith of the Scarsfell (Bloodline)
Prerequisite: Charisma 13+, 1st level only Living amidst the pines and cedars of the Scarsfell
Benefit: A trollkin with this bloodline trait gains a Forest, these trollkin dwell in a nearly perpetual land
+1 to his Leadership score for the purposes of taking of ice and snow. The hardest of Scarsfell kith have
a troll or trollkin as a cohort. The trollkin gains a +4 acclimatized to the rigors of harsh winters and the
numbing cold that comes to claim them each year.
racial bonus on Diplomacy and Sense Motive skill
checks against Trollkin and Trolls. Prerequisite: Constitution 19+, 1st level only
Benefit: A trollkin from the Scarsfell forest does
not suffer non-lethal damage from exposure to cold
The wisest of the trollkin of the Thornwood Forest are environmental effects, and gains +4 racial bonus to
skilled survivalists and move unhindred while in the saves versus cold-based spell effects.
forest.
Kith of the Bloodstone (Bloodline)
Prerequisite: Wisdom 13+, 1st level only
Dwelling in arid conditions amidst sweltering heat
Benefit: The trollkin gains Survival as a class skill. and dust the trollkin of the bloodstone marches must
Trollkin of this bloodline reduce movement penalties endure heat and parching winds. They have adapted
by half for moving through undergrowth. over the years to weather such unrelenting conditions.
Prerequisite: Constitution 19+, 1st level only
Benefit: A trollkin from the Bloodstone Marches does
not suffer non-lethal damage from exposure to very
hot or severe heat environmental conditions, and gains
+4 racial bonus to saves versus fire-based spell effects.

Trollkin Adoption
The rare rite of kulgat, or blood-bonding, actually
marks an individual as aligned with a particular kriel
or kith. Even a non-trollkin that undergoes kulgat (the
mingling of blood between a trollkin and another being)
can be recognized by smell or taste by any trollkin. How
this works has mystified alchemists and scholars.
As a potential reward, some GM’s might wish to allow
player characters to undergo the honor of kulgat and
become a member of a trollkin kriel. While this
honor is hard earned, once a person has become part
of a trollkin tribe they are considered so for life. The
effects of kulgat will endure until a characters death
(untimely or not). Notable people rewarded with
adoption include the esteemed Professor Pendrake
and King Leto of Cygnar.
A player character that has gone through kulgat will
have an initial reaction of friendly with any trollkin
from the same kith or kriel. While this benefit might
seem small, the trollkin can make powerful allies, and
52 as Professor Pendrake can attest the trollkin also have
some pretty outrageous parties.
T rollkin villages are usually slough off rain. The design traps weaving ornate quitari, fletching,
surrounded by a stone wall, heat during the winter and reflects weapon crafting, leather working,
fifteen to twenty-five feet in height. sunlight during the summer. The or other artisan pursuits. These
Small villages often consider buildings are consistently well workshops are usually well stocked
themselves a single kith, while larger made and engineered as much for with supplies and finished goods.
villages may include several kith comfort as for utility. In many Trollkin rely on a system of barter,
living in close proximity. Villages cases the walls of a trollkin village although they will sell for coin and
in particularly hostile locations actually incorporate the back often are quite canny about the
resemble fortifications, having walls of trollkin homes, using the worth of their goods.
thicker stone walls and watchtowers circular construction to maximize At the center of a trollkin village
capable of enduring a minor siege. the strength of the village’s inner is a kuar or stone platform, a
Within the village are the homes boundaries. monolithic structure that serves
and structures of trollkin. The typical trollkin dwelling is as the village’s meeting place. All
Trollkin homes are domed, well lit, with window slits placed ritual duals are held on the top of
circular, and tower-like with walls at frequent intervals to allow a kuar. Its elevated vantage is also
of earth or stone. The buildings sunlight in while maximizing used by kith elders or chieftains to
typically are two to three stories the defensibility of the structure. oversee and arbitrate disputes. The
high. The higher floors are conjoined Windows are covered with thin flaps shaman will gather the young of
with a spiral staircase that circles of leather that has been cured to the community at its base to teach
the inner walls of the structure. near translucency. the annals of the kith and kriel.
On the main floor is typically an The workshops of trollkin villages Kuar are often surrounded by stone
eating area, a hearth for warmth are also dome-like structures, monuments called krielstones.
and cooking, with sleeping rooms typically with a single story and at Krielstones are sacred icons of
on the second and third story. The least one or two rooms. Trollkin heroic deeds and history that have
roofs of trollkin homes are usually foundries are usually just a forge been deemed important enough
thatched from straw, but often use with a roof, while other types of to set down in stone. Constructed
worked wooden planks curved to workshops are made for looming, in a variety of sizes and shapes,
these stones serve as a center

A Trollkin Village
of prayer and reverence, and
are often incorporated into the
village’s religious shrine. Many are
attributed with supernatural powers,
and trollkin consider them the most
sacred areas of a kith village.

53
Trollshen
U nmated but mature male trollkin, termed shen are in a
transitional time when their status is uncertain. Many are
encouraged to leave a kith, with the hope of finding a mate.
Otherwise they must find a means to support themselves and
become useful. Shen often band together as trollshen—five to
twenty male trollkin of various ages. In larger villages trollshen
are an accepted part of the community, providing communal
living for their members and selling a service such as carpentry
or stoneworking. But in smaller villages the shen are not
allowed to remain and are given sufficient food and water to
The Trollshen Campaign
leave and find another village in the kriel. Trollshen may also A trollshen can be a party of trollkin PCs and
arise for mutual protection in the wild. Trollshen settle either a campaign can revolve around the founding of
in their own area, gaining the respect of the kriel by founding their own kith. Forming a kith requires securing a
their own kith, or join with a local kith village, providing labor, homeland, building a village, carving a krielstone,
working their chosen craft, and fighting for the protection of designing a quitari tartan pattern, and attracting
the village when needed. mates. Or instead the PCs might seek entry into
Some trollshen are not so successful in carving out a niche in a kriel by being charged with a particular task,
a kriel. These trollshen form outlaw bands, and often become such as the hunting of threatening beasts. A GM
shenkriel trollkin, which translates as “lost and without people.” could also allow troll cohorts or troll player-
Trollkin without allegiances make ideal mercenaries, and have characters in a high-level trollshen campaign.
a reputation for their tough attitudes and various skills. Most With adversaries such as wild beasts, manipulative
trollshen are—by merit of training—excellent warriors by druids, other trollshen, and the encroaching
human standards, and their fast healing and durability make forces of mankind, a canny GM can easily run
them prized as soldiers for hire. an all-trollkin campaign set in the wilderness of
Such shen may even live among humans for years at a time, western Immoren, using the motives of the shen
seeking entry into a kriel when they have tired of the world as plot hooks for further adventure.
of men. These trolls are often welcomed back into trollkin
communities for their valuable knowledge of human lands.
Still, such individuals also suffer from a wanderlust that
forces them to travel back to the lands of men and often to an
untimely death.
Some trollkin gangs have formed what could only be called
a nomadic kriel, composed of both trollshen, mated trollkin,
and traveling equivalents of shaman and chieftains. Without
a council of elders, settled trollkin see these itinerant kriels as
roving bands of scum.
Exiled trollkin also often become members of such tribes.
These trollkin are branded for some act of treachery or villainy
against their kriel or kith. They often find themselves welcome
into the communities of shenkriel, and even find their markings
a prestigious badge of notoriety which serves to enhance their
dealings.
Gullible trollshen must be wary of their own kind abroad, for
they can become trapped in such societies quickly by coercion,
a form of slavery. There are many reasons that trollshen band
together for mutual protection and this is one of them.

54
Trollkin Toxic Remedies
T rollkin anatomy is far hardier than that of man, and the trollkin ability
to shrug off the effects of even the most potent of poisons gives them
an interesting approach to their use of medicinal herbs and plants. Trollkin
toxic remedies are often sickening or downright deadly to a normal man,
and to use them on any creature with less than a trollkin’s resistance to
poison is a foolish endeavor. Such dangerous plants as thrushwort, gulley’s
root, black ginger, hooaga, and bog lotus are put to use in ill smelling
mixtures of unguents, stews, and potions that can lay a man low yet have
amazing effects on trollkin. Even so, often only the hardiest of trollkin
indulge in the most potent of such toxic remedies such as bluetongue and
scarbane, and usually with a religious like respect for the potent toxicants.

Bluetongue Cost: 150 gp


The pungent mash called Bluetongue by the trollkin of the
southern reaches of the Thornwood is a powerful narcotic
concoction that can addle a man’s mind and leave him haunted
by visions and hallucinations for hours. To trollkin shamans
and sorcerers it is a powerful tool for focusing their will and
looking into the depths of the mind.
Trollkin that consume Bluetongue gain 1d4 Charisma for
one hour but sorcerers (and other spellcasters who rely on
Charisma) affected by this toxic remedy do not gain any
additional bonus spells for the increased Charisma. The
poison leaves a telltale blue stain in the mouth of the creature
that has ingested it.
Bluetongue; Ingestion DC 18; Initial Damage: 1d6 temporary
Toxic remedies Wisdom damage; Secondary Damage: 1d6 temporary
in your campaign Wisdom damage; Secondary Effect: +1d4 Charisma for 1
hour / non-trollkin suffer hallucinations for 1d3 hours (treat
Toxic remedies are ingested or contact poisons as fascinated). Subsequent ingestion provides no additional
that have a secondary beneficial effect for those benefits but can incur additional Wisdom damage.
with Poison Resistance. A toxic remedy always has
a powerful initial damage effect, often some sort of
temporary ability damage. The toxic remedy, like Scarbane Cost: 200 gp
any poison, also has secondary damage, but unlike This vaguely sweet smelling unguent is made from black
poisons, provides a beneficial secondary effect— ginger and the roots of the thrushwort, resulting in a paste that
both of which take effect one minute after use. A quickens the flow of blood. While the trollkin might not know
of its exact clinical effects, they have been using scarbane as a
Fortitude save is required to avoid damage but no treatment for wounds since before the Thousand Cities era.
saving throw is required to gain the benefit.
An active dose of toxic remedy is so large that Scarbane relies on the trollkin metabolism, speeding it up to
the point where the trollkin’s wounds heal at a much faster rate
they cannot be used in combat, and even the than normal, although the body is prone to painful spasms
ingested type is easy to detect after a single harmless and loss of consciousness. Scarbane must be applied to a
swallow. A dose is at least 12 oz. and requires a full- wound skillfully, requiring a Heal check (DC 15), to do its
round action to apply. Toxic remedies are treated as work. This toxic remedy does not provide beneficial effects to
poisons in most other ways, including the effects of non-trollkin.
spells. Delay poison temporarily suspends both the Scarbane; Contact DC 15; Initial Damage: 1d10 damage
negative and beneficial effects of a toxic remedy. and unconsciousness; Secondary Damage: Unconsciousness;
Neutralize poison will detoxify a remedy but the Secondary Effect: regeneration 1 for 5 minutes ( maximum 50
beneficial effects are also ended. hp in 50 rounds) until at all wounds are healed / non-trollkin
suffer 1d3+1 Constitution damage from internal damage.
55
Whelp Familiars
T rollkin sorcerers may choose to take a whelp familiar
with the use of the Improved Familiar feat. Whelps
are degenerate offspring of trolls, formed when an intact
severed body part of a troll grow into a miniature short-
lived troll. While troll whelps are deformed or disfigured
in some way, they retain a semblance of intellect and
Troll Cohorts
make useful familiars to trollkin seeking a companion
that will make an apt and manageable familiar.
A 3rd level or higher sorcerer trollkin may choose
to take an immature troll whelp (see Monsternomicon
v3.5, p. 186) as a familiar with the use of the Improved
M uch like a mechanik might bring a steamjack to an adventure,
a trollkin can bring a troll along with him. Trollkin share
a bond with trolls partly due to their bloodline, but also due to
Familiar feat. A 9th level or higher sorcerer trollkin the domestication of the troll in certain trollkin societies. These
that takes the Improved Familiar feat may take a relationships have historically been the most common among the
mature trollkin whelp with a compatible alignment as trollkin of the Gnarls, but are not unique to that region.
a familiar. There are as many drawbacks (if not more) to having a troll
Immature whelps can provide a wide range of benefits companion as to keeping a steamjack. Size, feeding, the natural
determined by the severed limb they came from. Each drives of the troll itself, as well as the fact that full trolls are
mature whelp has a unique characteristic depending feared and killed on sight in civilized human lands, are all factors
on its breed (many types of trolls can be used to create a trollkin must take into account. As a result, troll cohorts are
whelps). best reserved for all trollkin parties in wilderness campaigns, and
A trollkin sorcerer must choose the breed of whelp not for campaigns with dungeon delving or urban encounters.
they gain as a familiar when taking the Improved If a trollkin character chooses the Leadership feat, the trollkin
Familiar feat. Once chosen the whelp does not age can choose to take a Troll or Pygmy Troll (see Monsternomicon,
or mature further, although an immature whelp may pp. 186-195) cohort. The normal requirements of the Leadership
become mature once its master reaches 9th level. feat still apply however.
A typical pygmy troll cohort
Troll Whelp Familiars (Immature) counts as a 3rd level character (1
WhelpBreed Deformity Special Benefit level of monstrous humanoid, Level
Stronglimb Oversized arms Master gains a +3 bonus on grapple checks Adjustment +2.) If the trollkin
Clubfoot Massive clubfeet Master gains a +5 foot increase to his base speed character wishes to take a pygmy troll
Tuskjaw Oversized jaw/tusks Master gains a +3 bonus to Intimidate checks
cohort of higher level, they advance
Broadeye Massive eyes Master’s darkvision range increases by +30 feet
by character class (warrior most
commonly).
Thornquill Large sharp quills Master gains +1 natural armor bonus
A standard troll cohort counts
as a 11th level character (5 levels
Troll Whelp Familiars (Mature)
of monstrous humanoid, Level
Whelp Breed Alignment Whelp Abilities
Adjustment +6.) If a trollkin character
Dire Troll Whelp Chaotic Evil +1 Strength/ 4 Master levels
wishes to take a troll cohort with higher
Winter Troll Whelp Neutral Ice Breath 1/day: As per Winter troll levels, the troll cohort gains a number
but deals 3d4 subdual damage of barbarian class levels that bring him
Pitch Troll Whelp Neutral Immolate: hand to hand attacks deal to the equivalent level to match the
an additional 1d3 fire damage. leadership score.
Normal Troll Whelp Neutral Martial Weapon Proficiency: Battleaxe
The Grohmat Mahkeiri
By Erik Fleuter and Kevin Clark

W hile trollkin periodically engage in regular physical


duels, they have developed a unique mental dueling
tradition extending from their ritual Tohmaak Mahkeiri or
“Glimpse of the Mind” (see IKCG pg. 58). These mental
duels, termed Grohmat Mahkeiri, are afforded special
respect, and are sometimes used to settle rank disputes or
leadership disagreements amongst members of a kriel,
or between two potential kriel chieftains. These are
public challenges witnessed by a kith’s shaman, a kriel
chieftain, or similar elders. Depending on the stature
of the participants, these duels can accumulate a large
audience, which will amplify the honor earned by the
victor and similarly degrade the loser.
While any trollkin will instantly recognize
the difference between a Grohmat Mahkeiri
and Tohmaak Mahkeiri, non-trollkin can
seldom tell them apart. Before the duel is
formally started, there is a ritual greeting, with
the two trollkin squaring off against each other.
Grievances and terms are stated at this time. If
either participant backs down at this stage, there is
no inherent social penalty, although they will have
lost the terms of the duel.
If the duel proceeds, the trollkin press their
heads together and attempt to dominate their
opponent through sheer force of will. These mental
duels can be extremely dangerous and draining,
often resulting in days of extreme mental fatigue
and stupor. In a worst-case scenario, a participant
may be forced into a coma. In the most important
duels, such as those for leadership of a kriel, it Cheating penalty:
is considered dishonorable to enlist or accept If a Trollkin is caught cheating in a duel (for example,
clerical healing to repair this damage. enhancing his mental abilities artificially) he suffers -2 to
This intense mental battle is resolved by a all charisma-based rolls in the kriel where the duel takes
series of opposed checks (d20+Character place. This penalty can only be removed if he is challenged
Level+Charisma modifier). Whoever and successfully wins two duels in the same community
succeeds in the check deals 1d3 without cheating. Any outside interference by a dueling
temporary wisdom damage to the character’s allies also incurs the cheating penalty.
adversary.
This continues until one of the
participants submits and admits
defeat, or until either participant
is reduced to 0 wisdom and falls
unconscious. If still conscious,
the defeated must prostrate
himself before the victor and
accept whatever terms
were agreed during the
challenge.
M&
odeling
P ainting
B uilding and P ainting the T hunderhead
Last issue the Modeling and Painting article featured the first two unique warjacks
from Apotheosis—the Deathjack and Behemoth. This issue we are going to look at another
monster war machine of the Iron Kingdoms—the Cygnaran Thunderhead. Though it
cannot quite compete with the other two in terms of sheer bulk and piece count, it more than
makes up for it in full-on knock-down aggression! The Thunderhead is positively crackling
with action and attitude!

C
ompared to the Deathjack mold lines and make sure there
and Behemoth, the
By Mike McVey, Miniatures is no oxidation on areas that are
Thunderhead is positively Director, Privateer Press going to be glued. Most of the
a cinch to put together. It has pieces are easy to clean, but the
Miniatures painted by Ali shoulders are quite a challenge.
ten fewer pieces to start! You McVey &
will also find the fit between the There are six electrical coils on
Mike McVey each side to get around, but it is
pieces to be generally positive, and
there are not many places where worth taking a little time to do the
strengthening pins are required. It features a slight variation in job properly here. You will regret it
There are a couple of tricky parts, the color scheme from the studio if you can still see the mold lines on
but with a little forethought they version and a scenic base to give the painted miniature. Most of the
are easy to handle. One thing it more character and presence. lines can be removed with a needle
is true about the Thunderhead Even though the Apotheosis ‘jacks file, but it can be really useful to
though: if you want to build it with are unique in the setting, it does have some pieces of fine (220 grit
the minimum amount of work, it not mean you need to paint yours is just about right) wet and dry
goes together best in one pose. If exactly the same as the ‘official’ abrasive paper to get into the hard
you want to vary the pose, you will versions. You should do whatever to reach places. I generally tear
need to break out the tools and fits in with the rest of your army— off a small piece and then fold it
do a little conversion work. For and more importantly, whatever over a couple of times so I can fit it
example, if you want to twist the looks cool! between the individual coils.
body on the legs, you will need to Construction The photographs below take
vary the length of the pistons that Before you break out the glue, you through the process of putting
run between the two halves of the the first thing to do is thoroughly the Thunderhead together in
figure. One piston would need clean all the pieces to remove the the easiest sequence. It’s worth
to be lengthened and the other reading through a couple of times
shortened, depending on which find more modeling before you start just to make sure
way you twist the body. See the and painting tips at you get everything straight. There
side panel in this article regarding www.brushthralls.com are a couple of pieces to dry-fit
how to do just that! or read about it in before you glue them—like the
WARMACHINE: Prime pipes running from the arms to the
We’re also going to look at
and Escalation back of the miniature.
how the Thunderhead was painted.
58
Modeling & Painting
1 7
The way the shoulder pieces fit to the body
The first thing to do is attach the legs to is a little unconventional, and even though
the base, for this will give a good stable they join together well, it can be hard to
platform upon which to build the rest of get them aligned correctly. The best way to
the miniature. The Thunderhead is designed make sure you have it right is to line them
to fit into the slot on a large base, so you up at the back where there is a sharp angle
just need to cut the plastic out of the hole.
Put the base face down on a cutting mat (or 4 on each piece. Add a little glue to one side
of the join and position them as shown in
other surface that isn’t an antique table), the above photograph.
and use the sides of the slot as a guide to cut One thing to bear in mind when gluing the legs
out the excess plastic. The plastic is thin and to the waist is that they are designed to attach
should be easy to cut with a sharp blade. to the slot in the base, so the tabs on each foot
have to be lined up as shown above.

8
When you are sure they are aligned
correctly, press the pieces together and let
the glue dry—then carefully run some more
glue into the join all the way around. When
glueing it is a good idea to have some paper
towels handy to soak up excess glue.

2
5
The fit between the legs and the waist piece
is quite tight, and it might be necessary to The feet should fit flat on the base and both
file a little metal away from the peg side of come inside the rim. Push them into the slot,
the join. Do not be too enthusiastic about and then run a little glue into the join area
this though—you want to make sure the fit from behind.
is good and tight.

Once the glue is dry on the upper and


lower parts of the figure, you can join them
6 together. This is another part with which
you can add some pose to the miniature,
but remember if you do you will have some
3 The head fits on a rounded join area, so it is conversion work for the pistons that fit on
easy to get some pose and movement from the waist. If you don’t want to start cutting
It should not be necessary to pin these pieces this part of the miniature. It is a good idea and converting the pistons, you will have to
together. Just apply a little glue and press to pin the head into place though. Since it make sure the body is positioned as shown
them together firmly. Once both legs are sticks out of the body, it is one of those in the photos here. Just dry fit one of the
attached and on the base they are actually pieces you will always find yourself gluing pistons before you glue the body to the legs.
quite sturdy, and the figure will have to take back in place. Work out the position you Though it is not strictly necessary, it’s a good
some serious abuse to come apart again. want before you drill the pin holes. idea to add a strengthening pin here.

59
Modeling & Painting

13
The fit between these two pieces should
be close, but it’s common for components
to get a little bent while being pulled from
12 the mold or while rattling around in the
packaging. Make sure the fit is good before
applying any glue. At worst you will have to
Once the coils are glued to the arms, you can re-bend the pipes a bit. The pipes run from
attach the arms to the body. You might find the back of the elbow to the underside of
the join a little loose between these pieces, the shoulder piece.
so it’s a good idea to add a pin to make the
10 join more secure. One thing you have to do
before you position the arms is to make sure
the pipes running to the back of the shoulders
The pistons can be tricky to glue into place; are going to fit. Hold the arm in place with
little components like this are often quite no glue and dry fit the pipe in place. It’s
touchy. If you have trouble, add a little possible to get quite a lot of different poses
tiny ball of greenstuff into the hollows on here, but you will have to re-position the
the Thunderhead and push the end of the pipe if you decide to do so. If you want to
piston into it. That should hold, but you can do the minimum amount of work here, make
sure you get the pose as close as possible to
also run a tiny stop of glue into the join to
make sure. the one shown here. The pipes should then 14
be easy to fit in place. If you want something
a little more original, you’re going to have If you are going for the standard “out of
to do some extra work! the box” arms pose, this is what they should
look like.

11
15
There should be two sprues of electric coil
assemblies in the box with two coils apiece
To make it easier to paint, leave the central coil assembly off the miniature. When it is attached
for both arms. I find it easiest to clean small
it can be tricky to get a brush into the details at the rear of the miniature. There are two ways
components like this while they are still on
to handle the undercoating and painting of these pieces. The first is to undercoat and paint
the sprue, then I carefully cut them off with
them separately. When you join them together you will need to scrape away some of the paint
clippers and clean away the join marks. The
to make sure the join is good. You never want to glue something that has paint on it, or it will
coils fit into the back of the arms neatly and
just come off again. The other method is to “tack” the piece in place temporarily with a tiny
should be secure with glue alone.
dot of glue, then remove it after you have spray undercoated the miniature. If you have done
it right, you should be able to pop it right off and paint it separately. Make sure the undercoat
is thoroughly dry, however. When you come to glue it on again later, you will be able to glue
to bare metal.

60
Painting start? There are no hard and fast

Modeling & Painting


P
ainting miniatures of this rules about painting miniatures like
size presents some unique this apart from one: life is easier if
challenges. Apart from you do the silver metallics first.
the sheer surface area you have There are two reasons for this. The
to cover, you have to deal with first is you are generally painting
something large and unwieldy. all the moving and working parts
You can attach it to something to of the ‘jacks, like the pistons. They
paint—like the top of an old paint are under the armor plates, so it
pot—but make sure it’s a heavy makes sense to paint them first. 3
object or this can make such a large The second reason is that they
piece likely to topple over. I find it are the messiest areas to paint, The rest of the metallic areas are given a base
coat of Brazen Brass mixed with Scorched
best to hold the miniature with your involving washing and sometimes Brown. Adding a little brown to the brass
thumb under the base and two of drybrushing. If you are trying to tones down the color a bit and gives it more of
your fingers holding the very top work around carefully highlighted a copper tone appropriate for this miniature.
It accompanies the electric theme well.
of the miniature (in this case the armor plates, it’s all going to end
large coils) but you will have to in tears.
paint the top at the end or you will The series of photos below
rub the paint off with your fingers. shows the painting of the
Another issue is that miniatures in Thunderhead. The silver metallics
really active poses like this, with came first, then the brass bases
many parts to assemble, can give were coated and washed before the
you a headache simply trying to armor areas and coils were painted.
reach all parts of the surface with a The very last step was to highlight
brush. The Thunderhead is better the brass and add some weathering
than most of the large Apotheosis and rust marks to give that battle
‘jacks in this regard mainly because hardened look we sought.
the arms are well away from the
body and do not block the brush. 4
The one place where this is a little
bit of a problem is when you are The wash color for the brass is basically the
same as for the silver, but with Scorched
painting the large electrical coils Brown instead of Bestial Brown.
on the back. You might find it
easier to leave the central coil piece
detached until you are finished. 1
Before you even pick up the
brush, spend a little time planning After the black undercoat dried, the ‘working
parts’ of the Thunderhead were given a base
the color scheme and thinking coat of Boltgun Metal. Try to be as neat and
about what you want to achieve. accurate as possible; it will save work in the
Do you want a straight copy of the long run.

colors on the box, or do you want


to come up with your own unique
look? It’s really a good idea to have
this straight in your head before
you begin. In this case we decided
on something that was a slight 5
variation on the ‘official’ colors, but
we really wanted to give it more of 2 The metal is highlighted first with Boltgun
a battlefield look—like it’s been out Metal and then with Chainmail. The brass is
highlighted with the same mix used for the
on campaign for a while. The wash color for the metal is a mix of blue
base coat. The rest of the highlights on the
and brown ink with a tiny spot of Bestial
With the model’s assembled Brown. The addition of paint to the ink mix brass are left until the rest of the model
makes the wash a little thicker and makes is painted. It is quite messy painting the
and primed (black is the best bet it adhere to the surface better. It is thinned electrical coils on these areas, and the brass
with warjacks), where do you quite a bit with water and applied liberally. highlight color can tidy this up.

61
Modeling & Painting

11
6 9
The tone on the blue armor plates is brought
All of the blue and white armor plates are up by first adding a little more Enchanted
Battle damage! Boltgun Metal is added quite given a base color. The blue mix is roughly Blue to the base color mix and then
liberally to the areas that are going to be equal quantities of Regal and Enchanted increasing amounts of white as the highlights
white and blue. The good thing about putting Blue, and the white base coat is Wargames get lighter. Notice how the sides of the battle
this on first and working around it is the Foundry Canvas 8a with a little Bleached damage have been highlighted to give an
paint for the armor color lays over the top Bone added. The white requires a couple ‘edge’ to the area. This really helps to show
of it and gives a realistic layered effect. It of coats to get a good even coverage. that the metal is under the paint.
can be quite fiddly to work the highlights
over this though, so it can be added when the
armor panels are finished.

10 12

The white areas are highlighted first with The rust spots are created by painting Bestial
The electrical coils have been base coated Brown round the rivets and edges. Before
Bleached Bone and then a mix of Bleached Bone
with a mix of Enchanted Blue, deep green, it dries, use a damp brush to pull the color
and white. The final highlight is pure white.
and white. The battle damage has also been downwards to look like run-off streaks.
washed down with the same mix as was used
earlier. This photo also shows the separate
electrical coil. The painting of this is kept at
the same stage as the rest of the figure. That
way the colors are sure to match.

The electric coils are highlighted by adding


white to the base color. The highlights are
applied down the length of the coils.
13

The final stage is to highlight the brass areas. This is a mix of Brazen Brass and Chainmail.

62
Mounting the miniature to the base

Modeling & Painting


T Converting
he very last step is to mount the miniature to the scenic base.
For more information on how the base was made go to www.
brushthralls.com. This requires a little forethought since the
the pistons
tabs on the base of the feet need to be cut away and filed smooth so it If you want to change the
sits flat on the base. The best time to do this is when you are cleaning up pose of the upper body compared
the casting before painting. You should also fit a pin to the base of each to the legs, you will have to do a
foot at this stage. Make them the same length. little work on the pistons to make
Once the miniature is finished, you should coat it with whatever them fit correctly. This is really
varnish you prefer and carefully remove it from the base to which it was pretty easy and you just need a
attached for painting. It might be easiest simply to cut this off with a couple of things. Whichever way
pair of clippers. To drill the holes in the new base for the pins, hold the you turn the body, you will have
miniature on top of the base in the position you want – then gently press to lengthen one of the pistons and
the pins into the surface to mark the position for the holes. The miniature shorten the other.
is then just glued into place with superglue. To shorten one of the pistons
you need to use a razor saw to
remove the smaller of the two ball
ends being careful to keep the cut
as straight as possible. Then cut
down the piston to the required
length and re-attach the ball to the
end. Since the part is not weight
bearing, it is not necessary to pin
it in place.
It’s a little tricky to lengthen
the piston and you will need some
aluminium tubing. A piece each
of 1/16th and 3/32nd is ideal as
these telescope together and are
the sizes used to create the pistons
originally. It’s easiest to remove the
old piston completely by sawing
away the two ball ends. Then cut
the thinnest tube to the entire
length you want to piston and the
outer tube a little shorter. When
you telescope them both together
you will get a realistic look. The
two ball ends then have to be glued
back into position.

1 2 3 4
Use a razor saw to cut the ball Once the tubes are cut to the The ball ends are carefully glued Here are examples of finished
end from the piston. correct length, they can be back into place. Make sure the pistons, one shortened and one
telescoped together. A tiny spot of joins are square or the pistons lengthened.
superglue holds them in place. will look bent.

63
TM

Your Inner Warbeast


Picking a Faction for HORDES

B
y now you’ve heard about HORDES, This article is being written in September of
scheduled to be released in the spring of 2005, and the HORDES release is nearly half a
2006. Described as WARMACHINE’s feral year away—without question the game will change
twin, HORDES battles take place in the wilderness between now and then. We’re not painting ourselves
and wastelands of the Iron Kingdoms. Last issue into a corner. If something printed here no longer
revealed the background behind the four factions applies when you’re playing the game six months
of HORDES and unveiled some of the concept art from now, you can send all angry letters to Duncan
and models. This issue we want to help you pick one Huffman. He lives for that kind of thing.
which appeals to your play style.

Written by Nathan Letsinger Illustrations by Matt Wilson


64
Hoarluk Doomshaper

Before living and willful creatures, more The Trollbloods


diving into the unruly than mechanikal warjacks. Heavily armored and mad
individual factions, Whenever a warbeast is left with as hell—the Trollblood faction
let’s go over the big fury there is a risk of frenzy, brings the hurt like no other
picture. HORDES uses the attacking whatever is closest to it. faction in HORDES.
same rules as WARMACHINE, Each warbeast has different limits
All manner of trolls form
with a few new rules to handle the to the amount of fury it can endure,
the Trollblood faction, from
primal nature of warbeasts and and risking frenzy is an important
savage dire trolls to cunning
their interaction with the warlocks strategic decision.
trollkin; each is employed to give
who control them.
The link between warlock this faction versatility on the
The fundamental differences and his beasts is almost parasitic. battlefield. Resilient and powerful
between the two games derive They are extensions of his will trolls provide the backbone of
from the HORDES counterparts and his power, sacrificed to keep a Trollblood army, while their
to warcasters and warjacks. Just the warlock alive. Furthermore smaller kin, such as the pygmy
as the warcaster leads his armies warlocks can pull special spell trolls, can be utilized as advance
and marshals his warjacks to abilities from his warbeasts, scouts. Unified in purpose, the
battle, the warlocks are the crux of taking aspects of their essence and Trollblood army seeks to carve a
every HORDES army, controlling distilling it into arcane spells on the place for themselves in the war-
and unleashing their warbeasts battlefield. The mere presence of a torn Iron Kingdoms. If you enjoy
on their faction’s enemies. Unlike warlock allows a warbeast to call playing as a protagonist that pulls
warcasters, warlocks do not use on reserves of power they might no punches then the Trollbood
or generate focus, but rely on their never tap into on their own. army may be for you.
warbeasts’ fury instead.
Now that you have an idea Trollblood sculpts exude raw
Warbeasts generate fury any about how warlocks and warbeasts might, while small embellishments
time they are forced to boost attack function, let’s get to the meat and (like cooked turkeys hanging
or damage rolls. Warlocks must see if we can find a faction for you. off the belts of the Impaler)
leach this fury from warbeasts in It’s time to shed any veneer of demonstrate the ravenous nature
order to fuel their spells or boost civilization you may retain and get of all trolls. If you prefer a visceral
their own attacks. Warbeasts are in touch with your inner beast. aesthetic that harkens to the
65
Building your in some trollkin troops so that
Hordes: Your Inner Warbeast primitive, the Trollblood models
will entice you to build an army Trollblood army: your enemy does not overwhelm
of trolls. Imagine an army where your pack. Troops such as the
every warrior is Tough and your trollkin Scattergunners are
Trollblood Battle Box warbeasts regenerate damage Tough, meaning your enemy
Battle box contents: almost as fast as they take it, and cannot depend on lucky shots
you’ve got an idea of how durable to stop your full-bore onslaught.
Warlock Madrak Ironhide
an army you can build. Surviving even the most grievous
Troll Impaler Light Warbeast of wounds, trollkin and pygmies
Troll Impaler Light Warbeast can rise up to smite their would
Battle Box Combo be killers.
Troll Axer Light Warbeast
Use the Impaler’s spell ability However, trollkin are medium-
Trolls are known for their to give Madrak’s axe an extra based models, making them harder
ferocity in melee and this battle 4” of range. After hitting to maneuver and screen on the
box delivers! The albino sorcerer Madrak’s first target with a battlefield. Employ Krielstone
chief Madrak Ironhide is so well POW 15 hit, you can use the Bearers and Fellcallers to add to
protected by his tribal relics axe’s Ricochet ability to target the armor and speed of your troops
that he can wade into battle another foe 4” away. This gives so they can cross the battlefield
personally, bringing a beating to you a potential 16” ranged under fire. Just be careful of raging
his foes. Madrak relies less on his attack. Madrak loves to throw Dire Trolls, who are as likely to eat
spells than his huge axe—capable his axe, and so will you! a nearby trollkin as a tasty Tharn
of being hurled far across the Berserker.
battlefield. Since you asked, yes,
When you expand your battle Trollblood warbeasts hit hard,
it’s magical and returns to his
box to a full 500-point army you’ll dealing enough damage to destroy
grasp, soaked in the blood of
want to add a few more Troll most light warbeasts in a single turn.
his foes. Once augmented with
warbeasts for additional sources Likewise, trolls can take a beating
the mystic power of Trollbood
of fury. The large-based Dire like no other warbeast in the game.
fury, there is little in HORDES
Troll is a favored choice, as it is With their regenerative powers
or WARMACHINE that can
the most powerful troll available, they can recover from nearly
withstand him.
capable of dishing out tremendous catastrophic damage to deadly
While this faction excels in damage by generating up to 5 fury functionality. Use this to bait your
melee it has many ranged attack points. Controlling such a beast is opponent’s models into attacking
options. The Trollbood battle box risky business, but without risk your beasts—often your beasts
provides a two Impalers and their there is no victory. can take more then your opponent
8” range spears. Furthermore, can dish out in one turn leaving his
both Madrak and the Impaler add Because the staying power force open to your heavy handed
their strength bonus to the POW of troll warbeasts provides your reprisals. Even if they manage to
of their thrown weapon—spells warlock with a steady stream drop your beast, they often have
that enhance strength (like the of fury, you may wish to invest to over-commit resources to do it,
Dire Troll’s spell ability) enhance
their ranged attacks as well!
The battle box is an excellent
place to begin, no matter what
type of Trollblood army you wish
to build.

Trollbloods

Defense
Armor
Range
Melee
Speed
66 Magic
leaving themselves exposed to a

Hordes: Your Inner Warbeast


spell-caster whose magic Battle Box Contents:
charge from your awaiting troops.
revolves around the life essence Warlock Kaya Wildborne
If you revel in near-reckless of her beasts. Armed with her
melee with a nigh unstoppable Argus Light Warbeast
staff, she is a skilled fighter
hunger for destruction, then you but lacks the heavy punch like Argus Light Warbeast
might have troll’s blood in your Trollkin warlocks or her Circle Warpwolf Heavy Warbeast
veins. When your Dire Troll crams peers. In commanding beasts she
an Argus down its gullet and then is unparalleled. Nothing matches Building the
breaks your opponent’s warlock in the thrill of a pair of Argus on the Circle Orboros:
its massive arms, you’ll know. hunt, unless it’s your Warpwolf Kaya has an innate mastery
Circle Orboros striking from the mists. Kaya of the beasts in her pack. Not
Masters of storm and stone, and her warbeasts hit as a only can she control a large pack
the Circle excels in controlling both pack—gaining ferocity as they more easily than many warlocks,
beast and the battlefield. hound their prey. The Argus’ each warbeast gets a cumulative
doppler bark is as potent as its bonus to hit and damage when
The Circle Orboros boasts they successfully attack the
two-headed bite, able to slow
warlocks of great magical might, same enemy. Adding additional
and stun foes, leaving them to be
with the power to transform their Warpwolves and Argus to
ripped to shreds by the stalking
beasts into deadly hunters and hunt on the edge of her control
Warpwolf. Plan your attacks
controlling battlefield terrain. creates a potent army. Blackclad
carefully—using Kaya’s potent
Circle armies excel in guerilla-style warlocks may choose instead to
magic to slow and weaken targets
combat—hitting hard, hitting fast, employ lumbering Woldwardens
and enhance your pack’s attacks
and disappearing into the forest and Woldwatchers. These natural
before you tear into them.
shadows.
If you enjoy howling at the
moon or eating your steaks rare— Baldur Stonecleaver
and we mean bloody rare—then it
may be time to answer the call of
the wild.
Rippling with muscle
and fur or made of time-worn
wood and stone, the models
of the Circle reflect the brutal
forces of nature. Hobbyists can
unleash their skills to portray the
Circle’s models as both ancient
and visceral—capturing the
faction’s timeless patience and
primal chaos.
Circle Orboros
Battle Box
Surrounded by her pack of
Argus and Warpwolf, warlock
Kaya the Wildborne is a potent

67
Legion of
Hordes: Your Inner Warbeast Battle Box Combo Everblight The Legion Battle Box
Fast and deadly in large Battle Box Contents:
Transform your Warpwolf numbers, the Legion of Everblight Warlock Hellyth Voassyr
so that he gains an additional is truly a horde to be feared.
two points of movement 4 Shredders Lesser
The Legion of Everblight is Dragonspawn
before charging him at a
composed of a nightmare variety
distant enemy model which Greater Dragonspawn
of blighted deadly creatures from
your opponent thought was
the frozen North, tainted in body
safe. After delivering a chain The Legion of Everblight
and mind by their draconic liege.
of attacks and knocking uses speed and first strike as its
The first victims of Everblight
your enemy down, promptly primary tactics. Flanking and
were ogrun and Nyss who had
summon the Warpwolf back threatening multiple charges, this
the misfortune to dwell in close
to Kaya’s side and cloak him army surrounds an enemy like
proximity to the dragon’s former
in a stealthy mist. the jaws of a dragon. A single
site of imprisonment. The Nyss
false move on the opponent’s side
are famed for their martial
constructs don’t use pack tactics, will open them up for the killing
prowess with sword and bow,
but advance with the momentum blow, as the dragon’s maw closes
now turned against the Legion’s
of an avalanche grinding down with surprising swiftness.
myriad enemies.
anything in their path—this is
Shredder Lesser Dragonspawn
just one example of the alternative Shaped and empowered by
are like guided missiles of rage.
options built into this faction. the actual blood of dragon-kind,
Much smaller than most light
the dragonspawn warbeasts serve
The terrifying howls of the warbeasts; the eyeless shredders
a variety of tainted warlocks—
Tharn echo in forests, promising are best used as a clustered
providing an array of options on
a not-so-sweet release of death to hunting group. Lacking toughness
the battlefield. Each dragonspawn
every being with a beating heart. but devastatingly ferocious, mass
embodies certain aspects of its
The forest is no place for sane attacks by these little monsters
dragon master, some able to fly,
men. Moving with wolf speed can slay beasts capable of eating
breathing a toxic spray, while
through the roughest terrain, them whole. In a troll-eat-troll
lesser dragonspawn are little more
Wurm-worshipping Tharn serve world, a pack of shredders can
than ravenous mouths with legs.
as a wedge to drive through come out on top and often do.
advancing troops. Meanwhile If the sight of fresh blood
The Greater Dragonspawn is
nearly uncontrollable Gorax tear steaming in the snow evokes a
capable of unleashing a torrent of
into enemy flanks like a blood- lust for the ruin of all things, you
horrifying attacks. When facing
lusting tornado of fury, capable might already be blighted. Time
heavily armored foes like a pack
of ravaging an entire unit faster to join the Legion!
of Trolls, send in the Greater
than you can say “wild turkey This faction boasts a wide Dragonspawn after bleeding
surprise.” range of diverse sculpts. From them with your pack of Shredders
If you’re still thinking about fleet Blighted Nyss Archers to or a volley of deadly arrows by
that steak we mentioned earlier, massive ogrun warriors, each your warlock. The Nyss archery-
you will enjoy running a Circle share a common blight but have master Hellyth Voassyr is a born
Orboros army. If you’re growing their own unique style. Hobbyists huntress with a taste for blood,
enlarged canines right now to rend enjoying diversity of sculpts will whose fury-fueled range attacks
raw flesh from bone, you have be drawn to the variety of models can lay your enemies low to be
what it takes. Happy hunting! this faction provides. reaped by your raging warbeasts.

circle Oboros

Defense
Armor
Range
Melee
Speed
68
Magic
Building your Legion: Legion of Everblight doom at sword’s point. One

Hordes: Your Inner Warbeast


thing is certain—only the
Enlarging your pack of Defense
blighted and the dead will be
Shredders gives you a larger Armor found in your army’s wake.
source of potential fury and Range
the ability to tear through more If, by the time you finished
Melee
enemies. With their small size, reading this, you hear a cold
Speed
you’ll want several so you can whispering voice infecting your
Magic
surround enemy warbeasts and very soul, then Everblight has
strip them to the bone. The you. Build your horde and may
them to anchor an assault with
agility of flying Dragonspawn the first blood of battle be yours,
the archers and swordsmen is a
allows them to threaten charges for victory shall be Everblight’s.
standard tactic that can break an
from multiple directions and
enemy from multiple directions. SKORNE
even drop from the sky to open
You can build an army that suits The Iron Kingdoms have
up options other factions only
your style, be it deadly ranged never seen an army like this.
dream of. Due to the fact that
engagements or swift and certain Marching from the desert sands,
they share the same dragonblight,
the Skorne bring enslaved beasts
Dragonspawn never charge
twisted into cruel mockeries
their warlocks when frenzied, Battle Box Combo of their former selves—broken
allowing them to be pushed
Use your warlock and her to serve as weapons of war. A
past the breaking point —and
Greater Dragonspawn to Skorne army combines the tactics
testifying that you can never
evoke your opponent’s worst of rigorously disciplined elite
have too many Dragonspawn.
nightmare. First, Hellyth troops with barely restrained
Primarily drawn from the fires arrows into an opposing beasts ready to tear apart friend
blighted remnants of the Nyss warbeast to soften it up. or foe.
homelands, the troopers of the Blooded by her arrows, the The Skorne are a mysterious
Legion still bear the signature target can now be charged new race from beyond the deadly
claymores and bows of their for free by your Greater Stormlands in the far reaches of
destroyed shards. Whether Dragonspawn. Turn up the heat the Bloodstone Marches. Born
needing the ranged support of by unleashing a spray of the to a complex and sophisticated
Blighted Nyss Rangers or the Dragonspawn’s breath during civilization where cruelty and
swift and powerful blades of their its charge, before ripping into torture have advanced to the
deadly swordsmen, the Legion the opposing warbeast with up level of art, Skorne warlocks
troops provide no shortage of to six POW 16 hits. are the paragon of their race.
speed and killing power.
The Nyss were not the only Thagrosh Hellbourne
ones affected by the blight of
the Legion. The tainted ogrun
warlock Thagrosh Hellborne,
brought the curse of Everblight
among his own kind. These
blighted ogrun warriors lack the
agility of the Nyss, but bring
toughness and powerful strikes
not usually found in the forces
of Everblight. Using
regard for personal wellbeing.
Skorne Domina Skorne Battle Box
The Cyclops are faster than trolls
Makeda Battle box contents:
and nearly as strong, and with
Lord Tormentor Morghoul their future sight ability can be
Cyclops Light Warbeast used with surgical precision by a
keen player. The size of a heavy
Cyclops Light Warbeast
warjack, the elephantine Skorne
Titan Heavy Warbeast Titan is the power hitter for the
The Skorne Battle box Skorne. Heavily armored, the
Titan is a match for a Dire Troll
Lord Tormentor Morghoul is and just as unpleasant. Use your
a master among Skorne torturers, heavy hitting warbeasts to rip a
the dreaded Paingivers. Cruel hole in your enemy’s ranks and
and dangerous at close range send Morghoul in to finish off
with his pair of lethal steel claws, the enemy warlock with a blur
Morghoul can tear though an of steel.
army to strike at the warlock
with brutal efficiency. Flanked Building your
by two mighty Cyclops and Skorne Army:
backed up by a truly massive After you’ve mastered
Titan, this Skorne warlock the tactics of controlling your
manipulates his warbeasts with Cyclops and Titans, it’s time to
abusive spells to goad them into build a full-sized army and mete
lethal killing machines with no out some pain. Skorne revel in
the immediacy of melee, and so
Battle Box Combo adding additional Cyclops is
always a good idea. These beasts
Use Morghoul’s abusive can boost their attacks and
magic to give your Titan damage after rolling, remaining
and a Cyclops +2 movement tightly under your control, unlike
and STR. Slam your Titan a frenzied Titan lashing out in
into an unsuspecting enemy pain-laced hate. Treading across
warbeast from 9” away for the field with earth-shaking
a massive boosted POW 17 strides, a pair of massive Titans
Their will to subjugate knows no
hit. If the enemy warlock was can slam and trample into enemy
bounds, and at your hands they
lurking behind the warbeast, ranks like rampaging elephants.
turn their attentions to the Iron
and somehow survived the The warlock can tap into the
Kingdoms to enslave both man
collateral damage, he’s likely titan’s inner calm and obdurate
and beast.
flat on his back and easy prey nature to use as a weapon against
This faction’s troops and for your Cyclops to unleash the foe—subduing enemy troops
beasts are elaborately armored, his inner rage with a POW 15 and protecting the Titans from
giving your army the consistent hit, boosting as he sees fit. charges and special attacks.
aesthetic of a unified force. If you
enjoy designing alternate color-
schemes and bringing fine details Lord Tormentor Morghoul
to light, you will find building a
Skorne army to your liking.

70
While your warbeasts unleash

Hordes: Your Inner Warbeast


their carefully cultivated hate
Cyclops
in a torrent of rage, hardened
Skorne troops can be wielded
like a scalpel—trimming away the
flanks or piercing into the heart of
the enemy where they can cause
the most pain. Also, Skorne are
one of the few HORDES factions
to bear firearms, allowing you to
defend against the horde tactics Shredder
of your enemy, picking off threats
while you advance, and providing
an equalizer against other ranged
foes.
Do you feel you are destined
to rule over a continent with an
iron fist, born to bend men and
beasts to your will? Of course
you are. Now you can build an
army to dominate all life and
enslave humanity.

Dire Troll

Skorne

Defense
Armor
Range
Melee
Speed
Magic

71
G uts G ears &

the men and machines of WARMACHINE


Written by Bryan Steele and Doug Seacat Art by Brian Snoddy Rules by Rob Baxter and Kevin Clark

Menoth Flameguard
S een at every Menite holy place
and on every battlefield—the
Flameguard are a testament to
their temples. The Flameguard
symbolizes the preservation of
the Menite flame of faith. As
the Old Faith in Khador to the
grandiose stone complexes ruled
by visgoths, all were protected by
the steadfast perseverance of long as one temple is preserved, pious guardians. In ancient times
the Menite religion. Fire is an the faith endures and can not be these men and women bore heavy,
important symbol to Menites. extinguished. spiked torches which they wielded
They believe it to be the first Temple guardians have long like maces. This archaic uniform
mythical gift Menoth gave been employed to police and and weaponry is still found among
mankind, and they practice garrison Menite houses of worship. some guardians of temples outside
ceremonies of fire lighting in From the fortress-like temples of of the Protectorate.

Flameguard take the upkeep of their gear very seriously. It serves


as their protection, their badge of honor, and the shrine of their faith.
Hierarch Sulon instituted to mustering and training the It is tipped with a heavy leaden

Guts & Gears - Menoth Flameguard


what would become the highly Flameguard is part of the shift weight on one end and a ported
disciplined Temple Flameguard in role from temple guardian to steel spearhead on the other. The
during the Cygnaran Civil War, battlefield soldier. This transition weighted base is designed to be
and very recently their numbers has not been without strain, and driven into the sand or soil when
have provided the backbone of the certain older Flameguard express accepting a charge and allows the
Protectorate military. Exploiting a disdain for the young “enlisted wielder to put that much more
strength behind his shield arm. It
The gathered Flameguard are an unmistakable sight. With is still a heavy weapon requiring
training to be wielded effectively.
their ranks of brilliantly polished helmets gleaming in the Never is this training more
sun and their heavy brass shields affixed with the Menofix, necessary than when the three liter
these devout Menites create a wall of faith and metal. reservoir is filled with unrefined
Menoth’s Fury, and the sloshing
clause in Cygnaran laws allowing Flameguard.” Still, none can and churning of the viscous
the protection of temples and dispute the effectiveness of the liquid causes a constantly shifting
holy places, the organization shared training uniting them on balance. The spearhead is bisected
has expanded over the decades. the battlefield. by two hollow paths that allow oil
Under Hierarch Garrick Voyle to be forced up through the shaft
The gathered Flameguard and soak the spearhead. Ignited
the role of the Flameguard has are an unmistakable sight. With
changed dramatically. No longer by a spiraling flint-striker built
their ranks of brilliantly polished into the base of the spearhead, this
simply wardens of holy places, helmets gleaming in the sun and
the Flameguard now protect the oil burns slowly and maintains a
their heavy brass shields affixed lingering flame within the tines.
borders of the Protectorate and with the Menofix, these devout
are sent to reclaim territory and Menites create a wall of faith and The less refined Menoth’s
bring wayward souls back to metal. The plated armor worn Fury used for these spears does
Menoth. They are the soldiers under their tabards can often not immediately ignite on exposure
of the line for a great and holy resist small arms fire and melee to air, so refueling is an easier task.
crusade. Wherever the Menites weaponry of other infantry they After unscrewing the base, the
are sent to battle heretics of false engage. Even a glancing blow reservoir is exposed and easily
faiths, the Flameguard are found of a warjack might be deflected filled if held stationary between the
in strength of arms. off the sturdy shields when the grooved notches on the armored
The Flameguard were Flameguard stand together as one. shin guards each Flameguard
traditionally raised, trained, and wears. If the wielder is properly
With scripture inscribed inside trained, once filled the reservoir
grouped into regiments based on their shields as a reminder of their
the house of worship they were need only be spun to keep the flow
solemn oaths, the Flameguard of Menoth’s Fury to the head. As
to protect. As numbers increased, stand ready to march against any
many units have sprung from air rushes over the head’s vents,
foe of Menoth’s priesthood. Their the spear whistles and moans—
camps and Protectorate villages smooth helms have become the
everywhere. These lesser camps creating the eerie calling card of the
image of the Protectorate—cold, Flameguard: “Menoth’s Howl.”
are recruiting and mustering points hard, and faceless—and thousands
which send the youths elsewhere of their number are engaged in The unrefined Menoth’s Fury
for proper training. Most journey battle along the Black River and within the flame spear is a precious
to the Imer, the capital, where the war-torn streets of Sul. The commodity and not to be wasted.
they are sworn into service at Flameguard’s traditional weapon is Each Flameguard unit captain is
the massive Flameguard Temple. the flame spear, and they mastered granted a certain amount of the
Far from the scrutiny of Caspia, this implement to the exclusion of blessed fuel before each assignment,
this complex is where the great all others It consists of seven feet and it is his responsibility to ration
army of the Flameguard has been of coiled brass and iron smoothed it out to the troops based on their
assembled and forged for war. out over a central copper reservoir. field efficiency. The Flameguard
This new centralized approach
73
Guts & Gears - Menoth Flameguard “Menoth’s Howl” is the echoing, eerie sound of the Flameguard’s
weapon refilling and often the precursor to their zealous charge.

are expected to fight just as The result of this process is


effectively and fiercely when these fully trained and stalwart soldiers
weapons are depleted. focused entirely on pitting
The shields and armor worn themselves against the enemies
by the Flameguard consists of of the Protectorate both abroad
thick brass and iron plating and at home. Though the duty
under their scratchy woolen of watching citizens falls more
tabards. They are often inscribed squarely on the Order of the Fist,
extensively with the prayers of the Flameguard are expected to
the True Law—all of the favorite assist in ensuring laws are obeyed.
passages chosen by their wearers. Their numbers allow them to help
A thick full helm and mantle— patrol the streets of both Sul and
featureless other than the Menofix Imer to look for suspicious act-
eye slit—attaches to a breastplate ivity. Citizens gathering unlaw-
underneath. The forearms and fully or guilty of disobeying cur-
shins are protected by sheets of few may face Flameguard spears
molded metal riveted directly and be herded back to their
to thick leather gauntlets and homes. If need be the soldiers
boots. The shields are very basic can heat their spearheads with
but stout. Thick metal covers a a quick flame ignition and use
hard leather backing onto which the metal like a branding iron
a lifetime of prayer and scripture to singe and scald flesh. Few
is etched. Sometimes it is added Protectorate citizens are willing
while waiting for enemies to to test the patience of the faceless
march down upon them. Each Flameguard.
Flameguard takes very good care It has been a tradition for
of his armor, personalizing and elder Flameguard to take priestly
polishing it by hand to satisfy their vows as their spear-arms begin to
superiors and glorify Menoth. fail, and they learn the prayers of
To hone and bolster faith, faith used to support their men
martial training is intermingled when their strength is no longer
with religious prayer and tests of sufficient. The leader of the
resolve in the face of certain doom. Flameguard, called the Priest or
A devout Menite is expected to Priestess of the Sacred Flame, is
overcome his fear of death, but always chosen among those who
he should not invite it recklessly. have some modicum of priestly
He must fight to the best of his training to ensure Menoth’s
ability and accept when Menoth will is retained. Their current
has chosen to reclaim his soul. leader is Feora, a woman of great
The training of the Flameguard ambition who sought to learn the
is bound by the True Law that rudiments of priestly training at an
life is pain and suffering, and the unprecedented young age before
worth of one’s existence is dwarfed making her bid for power. She is
by the necessity for a faithful revered by all of the Flameguard
death. They learn how to wield as a living embodiment of their
their spears in the most realistic principles, and their adoration
combat circumstances possible by of her is so absolute as to be
fighting against one another and considered almost unseemly by
occasionally captured infidels or temple leaders.
prisoners facing execution.

74
T hese prestigious Flameguard Fortunately Feora and a massive Knights Exemplar and Order of

Guts & Gears - Menoth Flameguard


are connected directly to the army of Flameguard from Imer the Wall, these men and women
Great Temple of the Creator, one had already been sent to Sul to prevented Sul from falling
of the most important Menite holy prepare for a massive invasion of entirely to Caspian hands. The
places in western Immoren. They Cygnar. They were thus on hand western city is in ruins, but they
are the latest link in an unbroken when the city was preemptively have regrouped in the eastern
chain back to the men initiated besieged. For the first time in half of the city to maintain control
by Hierarch Sulon. All of these history their walls were breached, over the Great Temple, Sulon’s
soldiers are aware that Sul was and the streets have become a Remembrance, and a number of
once the capital, and their temple bloody and contested battlefield. other important buildings. Forged
once hosted the hierarch. They are The Flameguard of Sul into tempered steel by the fires of
proud of that legacy and can seem distinguished themselves during war, the surviving Flameguard of
arrogantly aloof to peers stationed the siege and the ongoing street- Sul were granted special honors
elsewhere. The Sul Flameguard are to-street fighting. Alongside by the Priestess of Flame and
isolated from the politics of Imer equally valiant members of the Visgoth Rhoven.
and the Flameguard headquarters,
and they remain focused solely In the defense of Menite holy places, the Flameguard raise
their shields together to create a wall of the faithful.
on defending this holy city and
its sacred monuments. Though
they respect Sul’s leader Visgoth
Juviah Rhoven, their true loyalty
belongs to Feora, the Priestess of
the Sacred Flame.
Recent events have put their
resolve to the test as their city was
beset by an unrelenting attack by
Caspia. The Flameguard of Sul
have had to face the possibility
of the city and its temple falling
to the hands of the unbelievers.

Flameguard Flame Spear


The Flameguard flame spear is a 7-foot masterwork long spear that relies on a reservoir of unrefined
Menoth’s Fury to enhance the already considerable deadliness of the weapon. A successful attack with a
primed flame spear lights the Fury in the weapon’s tip and deals 1d6 fire damage in addition to its normal
damage. A flame spear holds enough fuel for up to 12 uses of fire damage, but first it must be primed.
Priming the weapon requires a move action that provokes an attack of opportunity and provides 12 flame
attacks before it needs to be reloaded.
A flame spear is too large to use in one hand without special training, thus it is an exotic weapon. A
character can use a flame spear two-handed as a martial weapon. A flame spear has reach. You can strike
opponents 10 feet away with it, but you cannot use it against an adjacent foe. If you use a ready action to set
a flame spear against a charge, you deal double damage on a successful hit against a charging character.
Flame spears are military issue in the Protectorate and not generally available for purchase. A flame
spear and fuel purchased on the black market costs five times or more the listed price.
Fully refueling the spear requires 3 full-round actions, and each full-round action adds 4 uses. Refueling
in melee requires a Concentration check (DC 15) each round or will provoke an attack of opportunity and
4 uses are lost.
Item Cost DMG (M) Critical Range Increment Weight Type
Flame Spear 310 gp 1d8 +1d6 fire damage x3 - 10 lbs. Piercing
Fuel 60 gp - - - 3 lbs. -

75
Guts & Gears - Slayer Helljack
Slayer Helljack

F
ew know the secrets Slayer, not in replicating the unless their skill is exceptional
surrounding the creation Deathjack but creating an enough to earn a better reward.
of the Slayer as well as unmistakably Cryxian machine Shipped back to the Pits, the
Master Necrotech Mortenebra, forged for carnage and potent armor is left to soak in necrotic
the iron lich of Skell. Leading enough to confront the warjacks energies. The plates emanate a
efforts to produce the quantity of the mainland. black aura and a fetid heat for
of helljacks required for the The most vital element of any days after, at which time they are
ongoing invasion of the mainland, helljack is its cortex. The basic recovered for assembly. Armored
Mortenebra’s workshops are principles were stolen from the plates are bolted together onto
constantly alive with malignant mainland, but Cryxian cortexes the chassis frame and integrated
toil. She speaks of the Slayer’s incorporate different materials with bone to give each Slayer
sublime form with a passion and necrotech fusion. This a unique interpretation of this
normally alien to her inhuman includes bone pieces assembled timeless design.
countenance. The Slayer is into the metal and glass cortex

CHASSIS: Slayer
“The Slayer is proof of the sublime beauty possible in
IN SERVICE: UNKNOWN
death and carnage fused into machine.”
HEIGHT: 11’10”
—Master Necrotech Mortenebra
WEIGHT: 6.25 tons

the product of centuries of MAXIMUM LAND SPEED: 22.2 km/h


layers along with a different
refinement. Originally intended formulation of fluids between ARMOR THICKNESS RATING: 1.25”
to be exclusively fueled on the raw the layered rune plates. Like carapace plating
stuff of souls, its precursors were the slayer itself, each cortex is a CARRYING CAPACITY: 575 kgs
terribly strong but inordinately distinct and unique necrotech MAXIMUM LOAD: 1105 kgs
difficult to produce, slow of device since there is no single
movement, and too gluttonous codified process by which they OPTIMAL BOILER FILL: 26 Gallons
to be maintained. The discovery are assembled. The dark rites by FUEL LOAD: 100 kgs of coal or 45 kgs of
of necrotite changed everything which these cortexes receive their necrotite (optimal)
and allowed the use of powerful animating spark instill a powerful FUEL CONSUMPTION: 12 hours general
soulfire furnaces which combine cunning and allow quick reactions labor, 2 hour combat maneuver
elements of traditional steam in unexpected situations. With DESIGNER NOTATIONS: “The Slay-
engines with a concentrated and this cunning comes an appetite er is proof of the sublime beauty
longer burning fuel seeped with for malice that only increases with possible in death and carnage fused
latent death energies. time. Elder Slayers take perverse into machine.”—Master Necrotech
The Deathjack had an pleasure in the hunt, toy with Mortenebra
undeniable influence on the lesser adversaries, and extend BATTLEFIELD RECOMMENDATIONS:
Slayer, for this elder abomination agony before finishing the kill. “The Slayer is the perfect instrument
of steel and dark magic has long The chitin-like shells of of destruction. Its mechanical
been sought by Cryx. Working hardened iron encasing the predilection for slaughter frees my
from fragmentary texts and re- Slayer are forged at grim metal- attentions to concentrate elsewhere.”
counted tales, the necrotechs – Wraithwitch Deneghra
working dens in Blackwater
sought to interpret its features and Dreggsmouth. This is one STEAMWORKERS UNION COMMENTS:
into a new aesthetic: something industry where living hands “Never open Cryxian salvage. Smelt it
stolen, something new, and fare better than their undead to ash and slag, and pour the dredge
the embodiment of Cryxian counterparts. The soot-covered into the bay. Nothing that comes from
innovation. Those early pioneers Cryx is safe.” –Grollick Holbrant, Five
men of these armories are little
Fingers guild member
succeeded brilliantly with the more than slaves worked to death

76
The longer a Slayer exists, the more like a beast it becomes. Veteran helljacks
are as sinister and bloodthirsty as the Cryxian warcaster who control them in battle.

77
Slayer Helljack
Large sized necrotech construct

Slayer – Helljack Saving Throws: Fort +4, Reflex +6, Will +4


Large sized necrotech construct Abilities: Str 26, Dex 14
Height/Weight: 11’10” / 6.25 tons Cortex: Necro-cortex—Intelligence 12, Wisdom 12
Armament: Twin Death Claws, Tusks Build DC: Unknown
Initial Service Date: 531 AR (first known sighting) Construction Time: Unknown
Hit Dice: 14 Price: Unknown
Hit Points: 107 Special Attacks: Death Claw corrosion
Base Initiative: +0 Special Qualities: Mechanikal construct traits,
Speed: 30 ft. (6 squares) steamjack traits, damage reduction
10/Serricsteel, darkvision 60 feet,
Armor Class: 21 (-1 size, +2 Dex, +12 armor), lowlight vision.
touch 11, flat footed 21
Challenge Rating: 11
BAB/Grapple: +10/+22
Death Claw: Attacks with a Death Claw that
Attack: Death Claw +17 (2d6+8+1d6 acid) successfully strike a target deal 1d6+2
Full Attack: 2 Death Claws +17 (2d6+8+1d6 acid) acid damage or suffer 1d6 acid damage for
and Tusks +12 (2d4+4) the next round.
Space/Reach: 10 ft. by 10 ft. (10 foot reach.)
E
qually meticulous attention is given to the fabrication of the Slayer’s
weapons—its Death Claws. Each claw is crafted from the finest steel and
tempered to withstand tremendous force and punch through armor. The
Slayer’s bladelike hydraulic talons secrete its lethal corrosive from concealed
reservoirs. Slayer acid is preternaturally powerful and capable of melting the
armor off enemy ‘jacks like wax dripping from a candle. The Slayer itself has
been alchemically treated to withstand the effects of this caustic agent.
Little known outside the armories of Cryx, not all necrotite is the same, and
the performance of these monstrous constructs is enhanced when fueled properly.
Though any necrotite is adequate for bonejacks, helljacks prefer a more refined
repast. The Slayer runs at optimal efficiency when fueled with necrotite harvested from
sites of massacre and old battlefields. The hate and violence of such bloody conflicts seep into
the ground and permeate everything they touch, lending potency to this fuel. When sent on the most
critical missions, the necrotechs utilize this concentrated necrotite, which can substantially extend the
length of time before its fuel is consumed.
Designed for speed and ferocity, the Slayer stalks forth with swaying lopes like a great hunting
beast. Rear-jointed legs and the potent soulfire furnace provide the Slayer with fast and agile grace and
give it an edge against more ponderous constructs. Charging in to gore its foe with tusks, the Slayer
follows with a frenzy of vicious swipes from its acid-drenched claws.

Grain before the scythe or foes before the Slayer, it matters little to the helljacks of Cryx.
Guts & Gears

by Todd Arrington

by Todd Arrington by Dave Perrotta

by Dan Smith

by Dan Smith by Dan Smith

by Todd Arrington by Dan Smith


80
T oy C ollector A lert!
Sneak Peek at the Upcoming Lord Commander Coleman Stryker Action Figure

V ery soon, Arizona based toy manufacturer,


Southern Island, will release its first action
figure based on WARMACHINE. Privateer Press
Expect to see Southern Island’s Lord
Commander Coleman Stryker on sale in fine comic
and game stores before the end
and Southern Island have worked very closely over of the year, and we’ll keep you
the past two months to ensure that this first offering up to date on the developments
would embody a perfect rendition of the character, of new WARMACHINE toys
Lord Commander Coleman Stryker. to be released next year!
Highly detailed and sporting sixteen points For the latest developments
of articulation, the six inch Stryker will come on upcoming WARMACHINE
equipped not only with Quicksilver MK II toys, visit Southern Island at:
and his Magnum pistol (which can be www.southernisland.com
removed from its hip-slung holster) but
with a freestanding Cygnaran battle
standard, ready to be planted in the
ruins of his enemy’s cities.

The Lord Commander Coleman Stryker action figure prototype, ready to be


made into a final production mold, and eager for his shiny new paintjob!

81
All Along the
From Yogurt Container to Tower in 14 Easy Steps! W atchtower By Alfonso Falco with Rob Stoddard

container and turning it upside

W hen we last spoke we


brought Pitt’s Pistols to life
and Alfonso was quickly building
down. Now that the hard part is
over we can really get to work.
Next we will be constructing the
1

top of the tower. A 4 1⁄2” x 4 1⁄2”


up a resistance to my interrogation
x 2” box will make an excellent
techniques (dark rum). With many vantage point. Start with the floor
of my henchmen falling ill recently by cutting a 4 1⁄2” x 4 1⁄2” piece
I had to adapt my methods. After of foam board. Now the walls:
explaining to Alfonso how his two of our wall sections need to
knowledge would be used to better be 4 1⁄2” x 2“ and the other two
will be 4” x 2”. Working with
the Iron Kingdoms universe, he
our 4 1⁄2” x 2 sections and some
quickly jumped at the next project,
yellow glue, place the sections on
a Khadoran outpost tower. top of the floor on opposite edges. 2
Before we can begin To help stabilize these while our
constructing our mighty glue dries take some straight pins
outpost we need to requisition and push them through the floor
the appropriate supplies. This and into the wall sections. Repeat
includes the following materials: the same process with our 4” x 2”
a 32oz yogurt container (1), a few walls. I recommend also adding
sheets of 1/8” foam board, plastic a bit of glue to the inside corners
cards of multiple thicknesses, a where all our wall sections meet.
1/8” plastic rod or tube, styrene With our yogurt container
cement, card stock & matte flipped over you should find a nub
board, a metal ruler, a couple of in the center of what is now the
jumbo paper clips, some straight top. Stick a straight pin through container with some yellow glue,
pins, hole punches of 1/16”, 1/8”, the nub, take the pin and insert push the pin through the center
& 1/4”, as well as some small it from the underside through point and set the box atop the
chain, and of course yellow glue the hole so the pin is sticking out container. (2)
(wood glue). We’ll also want our through the top, use a drop or two We are going to make the roof
normal everyday hobby supplies, of super glue to fasten the pin to out of a plastic card. I recommend
a hobby knife, clippers, our super the container. Next we need to photocopying the template from
glue, and possibly some super find the center of the 4 1⁄2” box, this article so that you can outline
glue accelerator. this is easily accomplished by it on our plastic card; we will need
I recommend emptying the drawing a line from each corner four of the triangles to complete
yogurt container before beginning to the opposite corner. Our center the roof. Once we have these cut
this process, unless you like things point is where the two lines cross; out we can begin the assembly.
extremely messy. We will start push the pin through the floor of Place one of our triangles
by taking the lid off the yogurt the box. Line the top edges of the completely flat, next take a second
82
triangle and dry fit the two pieces paper side of the foam board this and instant hinge! Since we

Terrain Towers
together at the edges to form a will not be a concern. are dealing with small pieces of
90 degree angle—this allows us For the gun ports, we will cut paper clips you may want to use
to check lengths and make any out a number of 3⁄4” x 1⁄2” plastic tweezers for precise placement of
adjustments if necessary. If the card rectangles. We went with a the hinges.
lengths look good and the two total of seventeen; nine were used Time to create a steel door.
pieces form a 90-degree angle it’s on the top section, and three per Cut out a 1 1⁄2” x 2” piece of matte
time to glue them together. Place wall. The remainder were used board—this and a 30mm base
the two pieces back together on the bottom section—our gun will turn into our doorframe. The
forming our 90-degree angle and door itself will be provided by the
glue them together with styrene smooth surface of the container.
cement. Hold this until it sets or 3 Center the 30mm base 1/8” from
add a drop or two of super glue to the top of the rectangle, draw
help things along. (3) an outline around the base with
Repeat this same process for a pen or pencil. Now, center the
the other half of our roof section. base 1/8” from the bottom of the
When both halves are dry we rectangle and outline it, the two
will glue them together using our outlines should overlap. Connect
styrene cement. (4) Once this is the sides of the circles by drawing
done the roof should look like a 5 lines parallel to the rectangle’s
1⁄2” x 5 1⁄2” box from overhead. long edges. This provides the oval
And there we have our roof
4 that we want for the door—all
section. (5) If you want to fly your that is left is cutting it out with a
colors from atop this outpost, be hobby knife. Once this has been
sure to cut a small hole in the roof done, set the doorframe atop
for a flagpole. Our next step is the lip near the bottom of our
to use yellow glue and mount it container and glue it in place with
to our top section. (6) With the yellow glue.
base of our roof constructed and Sincethis is the Iron Kingdoms,
drying we will hold off on our rivets are in order—lots and lots
shingles until later. 5 of rivets. I recommend using hole
Next we will add details punches to make quick, ready to go
to bring this piece to life. Grab rivets. It’s best to have a variety of
some balsa wood, or something sizes so you can mix up the look,
comparable such as bass wood, The most common hole punch is
and cut four 2” long pieces. Glue 1⁄4” which is a bit large but works
these under the four corners great when you want huge rivets.
of our top section to give the ports were glued in place with Take card stock, cereal boxes are a
appearance of support beams. just a bit of super glue, be sure to good size, and punch out some 1⁄4”
The trim on the corners of the top glue them high enough to leave rivets. We’ll use these larger ones
section is made from thin plastic room for the door. If you glue the around the base of the container.
card. Cut out eight of the same gun ports at least 2 3⁄4” from the The majority of our rivets were
pattern, you’ll want these 2” long base of the yogurt container this made using a 1/16” hole punch
since that is the height of our top will leave enough room for a 2” with a few 1/8” rivets included as
section. Glue them to the corners tall door. The hinges for our gun well. You can find 1/8” and 1/16”
with wood glue, or you can speed ports are bits of paper clip cut into hole punches at arts & craft stores,
up the process by using super small pieces. Place a tiny amount fabric stores, or even rubber stamp
glue. (7) Super glue will normally of super glue on the top edge of stores, which is where we found
dissolve foam materials, however the gun port where you want the ours. Use yellow glue to attach
if the super glue only contacts the hinges, place the paper clip piece, the rivets. If you find yourself

83
needing to reposition any of the The additional stonework and work our way up making sure
Terrain Towers

smaller rivets I recommend using used on the lower section is one to overlap the shingle strips. By
a toothpick. Gently apply pressure of the easiest details that can be the end of this process we should
and move the rivet around until added to any terrain structure. have a completed roof. (10)
you find your desired location. Utilizing car stock and matte Let’s go back up to our gun
You do not want to press too hard board, we cut out roughly six- ports and add a few final details—
with the toothpick or you will end dozen 1⁄4” x 1⁄2” rectangles. To specifically the chains that lift up
up leaving an indentation in your fasten the card stock rectangles to the gun ports and give our troops
rivets. (8) the yogurt container yellow glue their vantage point. Grab our
was used once again. Keep in mind 1/8” plastic rod and clippers. Cut
6 that you do not necessarily want the rod in 1/8” lengths, longer if
the entire container covered with you prefer, the look is entirely
this stonework. Spread them out up to you. With a drop of super
into groups, leaving space between glue on the 1/8” rod, center it just
groups as well as individual above our gun ports, allowing
stones. This provides a great look a few minutes for all of these to
of varying stone sizes. (9) dry. Next we will need our small
By this time our roof should chain. Measure by eye how long
be completely dry and ready for this chain will need to be to reach
us to lay our shingles down. Our from the rod to the center of our
shingles are made out of thin card gun ports and cut the lengths.
stock: cut around three-dozen With super glue, place one end
1⁄2” x 6” strips. Once we have our of the chain on the 1/8’ rod and
strips we will make approximately the other end on the gun port. If
7 1⁄4” cuts into the strip to make you are using a 1/8” plastic tube
the illusion of individual shingles. and your chain will fit inside the
After this is done we can go back tube, I recommend doing this. We
and chip up the shingles and put might also want to use accelerator
angle cuts on the edges to make to help speed up this drying
things a bit more real. Make these process. (11)
cuts by eye; they don’t need to The last thing before painting
be perfect. Once we have strips was our flagpole. We used the
of shingles ready we can start remainder of our plastic rod and
gluing them to the base of our glued it into the top of the roof.
roof using yellow glue. We want The flag itself is made from normal
to start at the bottom of the roof printer paper—just place a design

8 9

84
Terrain Towers
10 12

that appeals to you on the paper;


I recommend painting the design 11 13
on. Be sure to add a bit of length
to the flag so you can wrap the
excess around the flagpole. You
will notice that our Khadoran flag
has seen some significant battle,
but of course this is the Iron
Kingdoms & WARMACHINE!
With a bit of grey drybrushing
& highlights, some metallic paint
for our gun ports and edging,
14
and watered down brown ink
for a rusted look we have a great
looking outpost that will impress.
Until next issue, have fun and
keep building! (12,13,14)

Top
/2”
41
3 13/4”

Base

5”

85
Gen Con
Indy

2005
Photos By Mengu Gungor, Duncan Huffman, Robyn Mounts, and Matt Wilson

August in
Indianapolis.

F
rom every corner of the
globe over 25,000 players,
game companies, and fans

Clash of Gears
converge on the city for the largest
gaming convention in the United
States. Gen Con Indy is more than The odyssey begins at SeaTac Airport On Thursday we opened with
just another gaming convention. as the staff gets underway. a full-metal showdown of 750
For the zealous gamer and every more events than ever before all points. Using the new Steamroller
company which caters to them it contributed to the one of the most package, players were able to really
eagerly anticipated all year long— impressive turnouts for any one put this new point level through its
the big show. For the latest and booth that Gen Con has ever seen. paces.
greatest products from favorite Sixty-four generals took the
companies, the hundreds of events, Tournaments challenge with Khador slightly

P
or the 96 hours of non-stop gaming, rivateer Press hosted three edging out the others in number of
Gen Con is not to be missed. major tournaments this year players representing each faction
Privateer Press wouldn’t miss ranging from a simple 500 point
it for the world. Not only do we get battle all the way up to the two day Clash of Gears Winners
a chance to show off our games to National Open Championships. Justin Herring Alec Berger
those who may not know us yet, With record turnouts, new prize Best Cygnar and Best Cryx
packages, brand new terrain, and Overall Champion Jonas Tune
but we get to announce our latest
products and spend four full days some of the finest players in the Chris Tanzos Best
Best Khador Mercenary
hanging out with our hardcore world, this year’s events were a
Adam Morrision
players. Because we bring more huge success. Best Protectorate
staff than any other show, for our
players it has become the best place
to get us all in one spot and really
get to know us in person.
With 14 staff members, over
30 volunteers, two truck loads and
over six tons of freight, Privateer
Press hit Gen Con this year bigger
and louder than ever.
The launch of Apotheosis, the
announcement of HORDES, and
WARMACHINE

Gen Con Indy 2005


Jason Soles and the winners of the National Championships.

National Open
Championships
F riday saw the start of the first
annual WARMACHINE
National Open Championships.
This new format consists of a 500
point battle on day one to narrow
the field to the top eight, who then
clash on day two in a separate 1000
point tournament.
Day one saw 84 players turn
out to compete for the glory. By the
end of the day, only eight would
survive and move forward to the
next round. The 500 pointer was
played to the Steamroller standard
and as the competition came to a
With 76 players already
Sunday Winners
close, some surprises were in store.
crushed on the field of battle, on
All four factions were day two the survivors gathered to
represented heavily. Even Dustin Sanders
determine the best of the best. This
mercenaries had a few players to Best Khador and
time competitors fielded 1000 point Overall Champion
round out the field. Everyone fully lists with Jason Soles presiding
expected at least one representative over every game.
Daniel Powel
of each faction to make it to the Best Protectorate
finals the next day. Toruk had Nathan Gouldsberry
other plans it seems. Not one single WARMACHINE National Best Cryx
Cryx player made the final cut. This Open Championship Chris Pratt
year’s Cryx award would remain Winners Best Cygnar
unclaimed.
Gary VanWormer Jonas Tune
Best Mercenary
Top Eight Best Khador &
National Champion
David Carl Justin Herring
Protectorate Best Cygnar
Dan Doughtery David (“I was late back
Khador from lunch”) Carl
Justin Herring Best Protectorate
Cygnar Ben Johnson
Ben Johnson Best Mercenary
Mercenary
Don McCalmon
Protectorate Full-Metal Sunday
Cale Nearing
Cygnar
F or the diehards still wanting
to get in a few rounds as the
show closed down around them,
Chris Tanzos we ran a 500 point last chance
Khador tourney to top off the events for
Gary VanWormer the week. Over 20 players showed
Khador up to get their last licks in.
Jason Soles sorts the data by hand.

87
Tour of Duty without being eliminated once.
His 500 point Vladimir force stood
Iron Kingsoms World Guide
took home two Ennie Awards:
This year Privateer Press one for Best Writing and the other for
ground while facing over 2500 Best Campaign Setting/Setting Suppmement
decided to offer a new type of
points and wave after wave of
event for WARMACHINE. Tour
enemies.
of Duty is a multi player event
played over the course of two days Iron Kingdoms
across four detailed battlefields Nathan Letsinger made sure
that represent separate areas of the the RPG players had plenty of
Iron Kingdoms. Part “capture the table time as well. Over 100 players
flag,” part “king of the hill,” Tour in dozens of hours of game play got
of Duty players earned points for
their faction by taking objective
to sample our latest introductory Costumes
adventure, a more in depth While there have been some
and holding terrain features. With exploration of the IK, and even a fantastic Iron Kingdoms costumes
fast paced five minute timed turns chance to be smugglers on the coast at Gen Con in the past, we have
and constantly replenishing allies, of western Immoren. never seen a turn out quite like this.
players went from table to table
seeking glory for their comrades.
Over 85 players cycled through
the new terrain with Khador
winning the event by a landslide.
Dan Dougherty took MVP for
Khador by single-handedly holding
a Menite temple over day one
The Next Big Thing
Hundreds of HORDES
Overall Winner:

Gen Con Indy 2005


Trollblood Axer pre-release models
For those watching the were sold and thousands got a
countdown on the Privateer Press glimpse at two of the four new
website with baited breath there factions.
was one event that generated
more interest and speculation than Painting Contests
anything else this year. Of course This year’s painting contests
I am referring to the “Next Big went better than ever. Not only did
Thing” announcement. Cryptically we get some of the finest painted
titled and revealing only that it WARMACHINE models to date
would be announced Saturday in our own contest, but the open
at 10:00 am during Gen Con, the categories from Gen Con had
Next Big Thing website had players more WARMACHINE and Iron
dying to find out more. Kingdoms entries than ever before. Mengu Gungor
While the day one crowds Khador Mechanik
were impressive for the launch of
Apotheosis, no one foresaw the RPG Figure
sheer volume of folks who showed
up to hear the announcement of
the upcoming game, HORDES.
With Gen Con security providing
an assist and the Press Gang
volunteers switching from demos
to crowd control, everything went
beautifully.

1st - Mayne Thiele


1st - Mayne Thiele
Satyxis Raider Satyxis Raider

2nd - Mark Krabbenhoft


Lanyssa Ryssyll

Matt Wilson announces 3rd - Steve Petrey


HORDES to a massive crowd Monster Hunter
89
Warjack

1st – Derek Schubert 2nd – Mengu Gungor 3rd – Mayne Thiele


Redeemer Kodiak Superior Mule Mercenary

Warcaster

1st - Todd Arrington 2nd - Daniel Smith 3rd -Todd Arrington


Gorten Lich Lord Terminus Terminus

Battle Group Unit

1st - Angela Imrie Todd Arrington


Vlad, Kodiak & Juggernaut Stormblades

We would also like to say a special


thanks to all of the Press Gang who
volunteered for the show. Every year
you folks work hard to make this a
fantastic event; we’re lucky to have you.

Can’t wait until next year!


2nd - Nicholas Wagner,
Sorscha Battlegroup
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Violet Vortex Games 717.392.0359 Lubbock, TX 804.744.9003
NEW YORK
Milford, OH The Kid in Me 806.785.GAME Kid Go Round
Zombie Planet 513.248.2221 Lebanon, PA Midlothian, VA
Albany, NY Madness Games & Comics
Games Galore and More 717.769.4099 804.744.9003
518.438.7202 McKinney
Niles, OH Showcase Comics Atlantis Games & Comics
The Sages Quest 330.544.1288 McKinney, TX
Media Pa, PA 972.529.2601 Portsmouth, VA
Buffalo, NY
I’m Game 610.891 9229 757.465 1617
716.824.6325 Montag’s Games
North Olmsted, OH Phantom of the Attic POTA Dutch Pond
Gamer’s Guild Pearland, TX
Recess Games Pittsburgh, PA Suffolk, VA
Clifton Park 281.412.4100
North Olmsted, OH 412.921.6229 757.657.9800
NY GameWyze
440.779.7008 The Unknown Atlantis Games and Comics
518.371.8336 Plano, TX
BattleAxe Games Scranton, PA Virginia Beach, VA
Next Generation Gaming and 972.612.4133
North Ridgeville, OH 570.342.3885 757.479.5400
Toys Madness Games & Comics Plano
440.327.377 The White Knight’s Game Room Bit of England
Deer Park, NY Plano, TX
631.586.9290 Armoury Games Inc. Virginia Beach, VA
Pickeringon, OH Williamsport, PA 972.943.8135 757.497.5171
Catherdral Games
614.833.1331 570.321.1876 Dragon’s Lair Comics & Fantasy Groovy Gecko’s comics & games
Farmingville, NY
631.716.4263 Dave’s Clubhouse Comic Store West Round Rock, TX Williamsburg, VA
Reynoldsburg, OH York, PA 512.279.8888 Groovy Gecko’s Comics and
Odyssey Games and Hobbies
614.751.5008 717.845.9198 Central Command Games Games
Ithaca, NY
607.254.6072 The World of Hobbies and Games PUERTO RICO San Antonio, TX Williamsburg, VA
Sharonville, OH Gaming Emporium 210 219.9223 Game Parlor Inc.
Odyssey Games and Hobbies
513 772 8600 San Juan, PR (Puerto Rico) Dragon’s Lair Comics & Fantasy Woodbridge, VA
Ithaca, NY
607.254.6072 Howling Wolf Studios RHODE ISLAND San Antonio, TX 703.551.4200
Springfield, OH 210.615.1229 Gamers Exchange
Flights of Fantasy Tactics Games
937.325.9297 Yorktown, VA
Loudonville, NY East Providence, RI Dragon’s Lair Comics & Fantasy
518.435.9337 Glass City Games 401 435.6666 San Marcos, TX 757.599.1010
Toledo, OH 512.353.4386 VERMONT
Lost Worlds S. CAROLINA
419.382.3432 Quarterstaff Games
Macedon, NY Borderlands Hobbytown USA
315.986.7858 Mind Games Shenandoah, TX Burlington, VT
Greenville, SC
Toledo, OH 802.863.3666
Men at Arms Hobbies Inc. 864.235.3488 Horizon Games
419.531.5540 Heroes Kingdom
Middle Island, NY Haven Games Spring, TX
631.924.0583 Gamemaster Strategy Game St. Albans, VT
Greenville, SC 281.292.9697
Co. Ltd WASHINGTON
Toywiz 864.286.3064 Swords and Superheroes
Westerville, OH
Nanuet, NY Upper Realm Spring, TX The Comics Keep
845.624.2224 Game HQ, Inc. Bremerton, WA
Greenville, SC 936.650.7900
Oklahoma City, OK 360479.642
Neutral Ground Green Dragon
405.691.0509 The Game Closet
New York, NY North Charleston, SC Wonderworld Comics & Games
OKLAHOMA Waco, TX
212.633.1288 843.797.2052 Burien, WA
Knight Arms Inc 254.751.7251
The Compleat Strategist TENNESSEE 206.433.0279
New York, NY Stillwater, OK UTAH
The Dragon Caves Diversified Games
212.685.3880 405.533.3666 End Zone Hobby Chehalis, WA
Chattanooga, TN
Mind Games Rainy Day Games Clearfield, UT 360.740.7750
423.499.4443
Oneida, NY Aloha, OR 801.774.5050 Highland Adventure Gaming
503.642.4100 Armchair Warriors
315.363.2448 Hammond Toy Fall City, WA
Clarksville, TN
Millennium Games and Hobbies OREGON Midvale, UT, 425.985.7167
931.572.0029
Rochester, NY Skirmish Gear 801.561.3821 Olympic Cards and Comics
Dicehead Games
585.427.2190 Beaverton, OR Hastur Games & Hobbies Lacey, WA
Cleveland, TN
Monkey Head Games 503.819.5752 Midvale, UT 360.459.7721
423.473.7125
Selden, NY Bounty Hunter Games & Hobbies 801.352.2605 Table Top Games
The Game Depot
631.451.7000 Coos Bay, OR The Bookshelf Lakewood, WA
Cookeville, TN
www.thewarstore.com 541.756.5365 Ogden, UT 253.581.3290
931.372.0190
Southold, NY Evolution Gaming 801.621.4752 The Game Matrix
The Maelstrom
866.4.THEWAR Eugene, OR Lakewood, WA
Johnson City, TN Redvad Games
Games Afoot 541.338 4263 253.583.9708
423.232.6235 Orem, UT
Waverly, NY Planet of Sand 801.222.0153 Fantastic Games & Toys
Dewayne’s World . Comics &
GRASSHOPPER’S COMICS Eugene, OR Lynnwood, WA
Games Fantasy Rules
Williston Park, NY 541.484.2169 425.775.4871
Kingsport, TN Pleasant Grove, UT
516.741.5724 Interzone Comics 423.247.8997 Docking Bay 93
801.796.7911
OHIO Gresham, OR Mount Vernon, WA
The Barony, Inc Dragon’s Keep
503.661.1815 360.428.5808
Ahzz’z Arena Oak Ridge, TN Provo, UT
Canton, OH The Games Outpost 865.483.0036 Coyote Games Inc
Oregon City, OR 801.373.3482
330.477.0483 TEXAS Redmond, WA
503 631.4550 Hammond Toys 425.558.9181
The Tin Soldier Big Apple Comics
Whites Of Their Eyes.Com Salt Lake City, UT
centerville, OH Amarillo, TX Genesis Games & Gizmos
Portland, OR 801 278.0157
937.433.3898 Redmond, WA
503.347.4102 Gryphon Games The Sylvan Connection
ACME Games 425 497.9579
Amarillo, TX Tooele, UT
Cincinnati, OH Borderlands Games Game Wizard Inc
806.331.GAME 435.882.1235
513.231.3866 Salem, OR Seattle, WA
503 485.2554 Dragon’s Lair Comics & Fantasy
Nord’s Games Hammond Toys 206.781.4933
Austin, TX
Cincinnati, OH PENNSYLVANIA West Valley, UT
512.454.2399
513.923.4263 801 967.2939

94
Gary’s Games War House Games Atelier des Figurines Gamers Domain Mix-Image SA

List your store at www.Privateerpress.com/retailer


Seattle, WA Drogenbos - Bruxelle, Belgium Bordeaux, France Muenster, Germany Lausanne, Switzerland
206.789.8891 Red Dragon Games Gent Sastaka Fun 4 U GNOMON Games Planet GmbH
The Dreaming Comics & Games Gent, Belgium Lancey, France München, Germany Luzern, Switzerland
Seattle, WA Gamescenter D-six ArtGamer FUNtainment Game Store UNITED KINGDOM
206.525.9394 Hasselt, Belgium Lille, France München, Germany Wargames Workshop
Merlyn’s Oberonn Rocambole Munich Games Bedfordshire, United Kingdom
Spokane, WA Hasselt, Belgium Lille, France München, Germany The Railway and Modelers
509.624.0957 Play-it Jeux Mage’Inn Speilzeit Neuss Junction
Abe’s Place Herentals, Belgium Montpellier, France Neuss, Germany Bedworth, Warwickshire, United
Tacoma, WA Dreamwej Kingdom
L’Autre Monde Projekt Sieben
253 475.5112 Liège, Belgium Paris, France Nuernberg, Germany The Stack
Z Games Belfast, United Kingdom
Tierra Media Jeux Mage Inn FUNtainment Game Center
Vancouver, WA La Paz, Bolivia Pau, France Nürnberg, Germany Unite All Action Gaming
360 567.1684 Belfast, United Kingdom
CANADA Amusance Headblast Tabletop,
WISCONSIN Rennes, France Wargaming & Fantasy Store Arcane Miniatures
The Comic Warehouse Birmingham, United Kingdom
Hobby Town Usa Brampton, Ontario, Canada Figuriland Oberhausen, Germany
Brookfield, WI Oracle Games
The Sentry Box Roubaix, France spielewelten.com
262782.433 Birmingham, United Kingdom
Calgary, Alberta, Canada Philibert Schwendi, Germany
BFG Virtual Magic’s Paintball Waylands Forge
Alberta Hobby Centre Strasbourg, France Seetroll Comics+Spiele
Game Birmingham, United Kingdom
Edmonton, Alberta, Canada dreamfactor Singen, Germany
and Hobby Center Infinity Games
Germantown, WI All Star Toulon, France Ulisses Universe Bradford, United Kingdom
262 250 4234 Edmonton, Alberta, Canada Jeux du Monde Wiesbaden, Germany
Joust For Fun
Gnome Games East Game Space Toulouse, France IRELAND Bridgend, United Kingdom
Green Bay, WI Edmonton, Alberta, Canada Univers Paralléle The 4th Dimension Spirit Games
920 391.4263 Gamers Lair Toulouse, France Dublin, Ireland Burton on Trent, United Kingdom
Gnome Games Tournament Edmonton, Alberta, Canada Hobby 3 ISRAEL Games Lore Ltd
Center Comex Hobby Troyes, France Freak Charvil, United Kingdom
Green Bay, WI Edmonton, Alberta, Canada e-LUDIK Tel Aviv, Israel The Games Player Ltd
920 499.4263 Vesivus Villeurbanne, France ITALY Cornwall, United Kingdom
Game Universe Edmonton, Alberta, Canada GERMANY Dragon Store Bologna Bishop Games
Greenfield, WI Maitre de jeu Tellurian Games Bologna, Italy Coventry, United Kingdom
414.427.8800 Grandby, Canada Dortmund, Germany Highlander Games
Goblin Milano
RPGShop.com Gamer’s Guild Ulisses Spiele Milano, Italy Dundee, United Kingdom
Greenfield, WI Guelph, Ontario, Canada Bad Homburg, Germany Hobbiton
414.427.8800 Dragon Store Ravenna
Odyssey 2000 Spielzeit Ravenna, Italy Essex, United Kingdom
Misty Mountain Games Halifax, Canada Bergisch Gladbach, Germany Clifton Road Games
Madison, WI Dragon Store Roma
Bayshore Hobbies Battlefield Berlin Roma, Italy Exeter, United Kingdom
608.441.0312 Iksentrik Models Limited
Hamilton, Canada Berlin, Germany Libreria Ouroboros
Pegasus Games Frome,Somerset, United Kingdom
Madison, WI Quantum Games & Cards CleSus Rollenspiel & Tabletop Roma, Italy
Kelowna, Canada Berlin, Germany Games & Gifts
608 833.4263 Dragon Store Sassuolo High Wycombe, United Kingdom
The Last Square Imperial Hobbies Games highscore! Games Sassuolo (MO), Italy
London, Canada Berlin, Germany Art of War
Madison, WI Gio’ & Co Honiton, United Kingdom
1.800.750.4401 Myzodus Morgenwelt Siena, Italy
Matane, Canada Berlin, Germany Gamers Quest
Victory Games Goblin Horsham, United Kingdom
Sheboygan, WI Gamers’ World Highlander Games Torino, Italy
Montreal, Canada Bielefeld, Germany Wargames World
920.207.7529 JAPAN Ilkley, West Yorkshire, United
WEST VIRGINIA Le Valet d’Coeur Fantasy Stronghold HobbyMetal ICONOCLASM Kingdom
All About Games Montreal, Canada Böblingen, Germany Minoh,Osaka, Japan Gameslord Ltd
Beckley, WV Dragon Isle Games Highlander Games MALAYSIA Kings Langley, United Kingdom
304.254.8787 Nanaimo, Canada Bochum, Germany
Wolf’s Game Shop Wargames world
Undersiege Games Chaos Books and Games Brettspielkiste Petaling Jaya, Malaysia Leeds, United Kingdom
Huntington, WV New Westminster, Canada Dinslaken, Germany
NETHERLANDS Thadiun
AUSTRALIA Fandom II Tonys Toys The American Book Center Liverpool, United Kingdom
Infinity Games Ottawa, Canada Dormagen, Germany Amsterdam, Netherlands And So It Begins
Adelaide, Australia Game Zone Entertainment Drachental NEW ZEALAND London, United Kingdom
Games Exchange Prince George, Canada Duesseldorf, Germany
Urban Warfare Leisure Games
Aitkenvale, Townsville, Australia Comic Readers Fantasy En`Counter Auckland, New Zealand London, United Kingdom
Online Games Centre Regina, Canada Essen, Germany Altrincham Gaming
Vagabond Games and Collectables
Ashgrove, Australia Imperial Hobbies Phönixhort Auckland, New Zealand Manchester, United Kingdom
Games Junction Richmond, BC, Canada Essen, Germany PORTUGAL Fan Boy Three
Bondi Junction, Australia Mission: Fun & Games UFO Gmbh Diver-Braga Manchester, United Kingdom
Golden Empyrean St. Albert, Canada Freiburg, Germany Braga, Portugal RPGStuff
Bundaberg QLD, Australia Comic Encounters Highlander Games Homem Azul Milton Keynes, United Kingdom
Logical Choice Terrace, Canada Hagen, Germany Lisboa, Portugal Artemis Black’s
Canberra City, Australia Mystic Lakes Dragonworld Netdeamon R.C.T. South Wales, United
The Last Redoubt Thunder Bay, Canada Hamburg, Germany Lisboa, Portugal Kingdom
Dee Why, Australia The BookShelf Zauberstein Entre Mundos The Gamers Guild Ltd
Modelmanai Thunder Bay, Canada Hamburg, Germany Oeiras, Portugal Redhill, Surrey, United Kingdom
Morayfield, Australia Hairy Tarantula Fantasy-In Ficção e Fantasia Sheffield Space Centre
East Orange Newsagency Toronto, Canada Hannover, Germany Porto, Portugal Sheffield, United Kingdom
Orange, Australia Series X Gamer´s Palace SCOTLAND The Wargames Emporium
Tin Soldier Penrith Toronto, Canada Karlsruhe, Germany Black Lion Games Sheffield, United Kingdom
Penrith, Australia Comic Shop Spielzeit - Krefeld Edinburgh, Scotland Hidden Fortress
Vancouver, Canada Kefeld, Germany Static Games Southampton, United Kingdom
Singleton Hobbies
Singleton, Australia Curious Comics Spiele, Bücher, Fantasy Gandalph Glasgow, Scotland Wargames World
Victoria, Canada Kiel, Germany SINGAPORE St Helens, Lancashire, United
Tin Soldier Sydney
Curious Comics Hillside Highlander Games Paradigm Infinitum Kingdom
Sydney, Australia
Victoria, Canada Kleve, Germany Singapore, Singapore Morningstar Hobby Supplies
Ogre’s Den
Campaign Outfitters Highlander Games Kleve SPAIN Surrey, United Kingdom
Toowoomba West, Australia
Winnipeg, Canada Kleve, Germany The Dungeon Comix The Comix Shoppe
Tribsa Swansea, United Kingdom
Wyong, NSW, Australia DENMARK Zeitgeist Barcelona, Spain
Kerberos Games Koblenz, Germany e-Minis Games Lore Ltd
BELGIUM Telford, United Kingdom
Aalborg, Denmark Brave New World La Linea, Spain
HQ Questing Knight Games
Krigsbanan.dk Köln, Germany Transilvania Hobby Club
Sint-Niklaas, Belgium Telford , Shropshire, United
Hoejbjerg, Denmark Spielzeit Las Palmas, Spain
Conect’r Excalibur Kingdom
Aarschot, Belgium FINLAND Krefeld, Germany
Madrid, Spain Gameslord Limited
Red Dragon Games Antwerp Peliarkku Ky Drachenhöhle Leer Watford, United Kingdom
Nokia, Finland Leer, Germany Mazinger Ourense
Antwerp, Belgium Ourense, Spain Role-N-Play
Celtic Cross Roolipelit.net Fantasy Stronghold West Midlands, United Kingdom
Ludwigsburg, Germany Nostromo
Antwerpen, Belgium Turku, Finland VENEZUALA
Sevilla, Spain
Antre Jeux FRANCE Orcish Outpost
Mainz, Germany Daily Price Viladecans Inv. New Group
Brussels, Belgium Sortileges Viladecans, Spain Caracas, Venezuala
The GameStore Angers, France Headquarter Comics & Spiele
Moers, Germany SWITZERLAND
Deurne, Antwerpen, Belgium Jeux de la Comte The World of Miniatures
Besancon, France Baden, Switzerland

95
P D
oop eck
The

t
Nex

teer
e
In th

u a r
No Qgazin
Ma Break
Yer Toys! Alfonso Falco’s boneswarm surfer
catches a nasty wave.

Conversions are models that have


been altered from their original
sculpt by players or modelers who
want to add their own look and
feel to the piece.
Adventure in the Iron Kingdoms!
Some conversions can be as
simple as repositioning an arm
to bend at the elbow, others are
practically rebuild the model with
bits borrowed from many sources
or even scratch build parts of their Jon Rodriguez’ Templar-o-war is a
steam powered force for Menoth.
own. Whether intended for actual
play, or just to meet the modeler’s
own artistic vision, conversions
can a great way to build your skills
and indulge your imagination.

Pendrake caught in the The rules for converted models in


Bloodstone Marches! WARMACHINE tournaments
are simple. The models must
be based on WARMACHINE
models, and have the recognizable
weapons reflected on the card.
A judge can make exceptions
and approve any reasonable Ben Tracy’s Darius shows what can
be done with a jeweler’s saw and
conversion. You will need to keep some imagination.
an unaltered original version on
hand in case the judge requests it.
That is all there is to it. The rest is
up to your imagination.
The Atrementous Comes Ashore...
Here are a few conversions by
our staff. Some are playable,
while others are just for the fun
of it. You may even be inspired to
PLUS, Spy Gear, Inside the chop up a few models and make a
Kodiak, and Even More Previews masterpiece of your own,
from WARMACHINE:Superiority
So go ahead... Break yer toys!
96
Illuminated One Harlan Phineas Versh
considers his escape options...

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