No Quarter - 22 PDF
No Quarter - 22 PDF
No Quarter - 22 PDF
Industries of War
Secrets of the Front Line
Inside Jack Factories of the IK
Copyright 2001 2008 Privateer Press, Inc. All Rights Reserved. All trademarks contained herein including Privateer Press and its logo and
Monsterpocalypse and its logo and slogan are property of Privateer Press, Inc.
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On the Cover
Year of the Gear by Neil Roberts.
NEIL ROBERTS is a freelance artist from Nottingham, UK. Having spent 12 years in the games
FPS, sports and platform games, Neil has returned to his first passion:
illustration. Neil believes in applying traditional methods to cutting edge images. He also
appreciates any illustration with big explosions.
industry working on
Matthew Vander
Illustrations:
Abrar Ajmal, Carlos Cabrera, Matt Dixon,
Emrah Elmasli, Mark Gibbons, Rob Hawkins,
Imaginary Friends Studios, Jeremy Jarvis, Karl
Richardson, Brian Snoddy, Andrea Uderzo,
Chris Walton, Eva Widermann, Matt Wilson,
Kieran Yanner
No Quarter Magazine
All content copyright 2001 - 2008 Privateer Press, Inc. All rights reserved. All trademarks herein including Privateer Press, Iron Kingdoms, Immoren, The Witchfire Trilogy, Monsternomicon,
Five Fingers: Port of Deceit, Full Metal Fantasy, WARMACHINE, Steam-Powered Miniatures Combat, WARMACHINE: Prime Remix, WARMACHINE: Escalation, WARMACHINE: Apotheosis,
WARMACHINE: Superiority, WARMACHINE: Legends, Forces of WARMACHINE: Pirates of the Broken Coast, Khador, Protectorate of Menoth, Cryx, Cygnar, Pirates of the Broken Coast, HORDES,
Monstrous Miniatures Combat, HORDES: Primal, HORDES: Evolution, HORDES: Metamorphosis, Circle Orboros, Legion of Everblight, Skorne, Trollblood, Play Like Youve Got A Pair, No Quarter Magazine,
Formula P3, Formula P3 Hobby Series, Infernal Contraption, Infernal Contraption 2: Sabotage!, BODGERS, Monsterpocalypse, G.U.A.R.D, Shadow Sun Syndicate, Planet Eaters, Martian Menace, Lords of
Cthul, Terrasaurs, Ashes to Ashes Coast to Coast, and Gamer Hooligan and all associated logos are property of Privateer Press, Inc. First printing Vol. 4, Issue 22: January 2009. Printed in the
USA. This magazine contains works of fiction, any resemblance to actual people, organizations, places, or events in those works of fiction are purely coincidental. Duplicating any portion
of the materials herein unless specifically addressed within the work or by written permission from Privateer Press is strictly prohibited. In the event that permissions are granted such
duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof.
Two shots below the waterline for the scallywag who pirates the pirates. Ye been warned.
Eric Cagle
Editor-In-Chief
Issue No. 22
Fire in the Hole
2
Letter from the Editor-in-Chief
Bosuns Call
4
Letters to the Editor and general shenanigans
News From the Front
5
Events and important news from around the world
New Releases
7
The latest Privateer Press products for January and February
The Final Transformation
11
Our last preview of HORDES: Metamorphosis. Begin fighting...now!
Battle Report: Blood versus Iron
16
Mostly troops on one side. Mostly jacks on the other. Brutal.
Steam, Steel, and Sweat
34
An inside look at jack factories of the Iron Kingdoms
Modeling and Painting: Mechanika
44
Put on your coveralls, youre gonna get greasy!
Painting Challenge: Clockwork Challenge
49
Tick tock tick tock. Use gears and springs to make your masterpiece
Strategy & Tactics: Speed Kills
50
Who needs four rounds to play? Whack your opponent in TWO...
Full Metal Challenge: Last Ditch Effort
54
Terminus seems invulnerable. Time to make that last ditch effort
Secrets of the Front Line: Cygnar
55
Find out the best way to make use of your boys in blue
Terrain: Building an Orgoth Tower
64
Abandoned and forgotten, the Orgoth Tower holds unspeakable power
The Pendrake Encounters: The Storm Glutton
70
Weather forecast: thunderstorms with a chance of Storm Gluttons
Strange Company
74
Tips and tactics for utilizing the new HORDES lesser warlock Minions
The Gavyn Kyle Files: Vayl, Disciple of Everblight
78
Cold and enigmatic, Vayl sees into the Legions dark future
Guts and Gears: Reckoner
82
The Reckoner brings swift judgment with cannon, mace, and smoke
Call to Arms League 2009
88
A look at whats in store for the 2009 Call to Arms League
Parts Bin
91
A look at individual parts available in the Privateer Press Store
Drawn & Quartered / Player Gallery
93
IK inspired comic and some of the best fan-based paint jobs around
11
16
34
64
70
74
78
82
Letters
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Ask
Professor
Pendrake!
Have you ever had a question about the exotic flora and
fauna of the Iron Kingdoms? Now you can ask the expert
himself, Professor Viktor Pendrake. Look for more Ask
Professor Pendrake Q&As in upcoming issues of No
Quarter magazine.
Q: Ive heard legends of the undead speaking to their
victims before mutilating them in horrible ways. If one
is decayed, how does one draw breath to speak?
A: This is indeed an interesting topic that goes to the
question of how much an unliving body actually relies
on the function of its internal organs. Clearly there are
shambling thralls for which the flesh is clearly nothing
more than a framework useful for its ability to hold
together and serve as a physical means of attack. On the
other hand, there are sophisticated undead such as the
gruesome Hollowed, detailed in the first Monsternomicon,
who appear to seek out functional organs to consume in
order to recreate a lifelike body. By and large, I have found
that most undead rarely have use for functioning organs. I
presume they do not shape the speech we hear by sending
air from lungs through a larynx or relying on a tongue and
lips to shape consonants or vowels. If they are compelled
to open their mouths and emulate these motions it might
be a result of residual impulses left in the flesh from their
living days. We have seen other evidence that dead flesh
may in fact remember more than we might otherwise
expect. How much of our essence as a person rests
steeped in our bones? This is a question I am content to
leave to others to explore.
us pictures
wn? Send ut to
in your to
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Got a cool jacks or beasts out
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News From the Front brings you recaps and advance information about WARMACHINE and
HORDES related events from around the world. Is there a cool event taking place in your area?
Tell us about it at: submissions@privateerpress.com.
Sunday wrapped up the weekend with a 500-point Steamroller tournament and the 750-point Steamroller
tournament that determined the Weekend Champion. After the smoke cleared and points (and tiebreakers) were
tallied, James Moreland from St. Louis, MO walked away
with the trophy.
Dave Edie won the Weekend Sportsmanship trophy (a.k.a.
The EXPLOSIVO! Award), and Dave Dankel won the
trophy for the Best-Painted Model of the weekend. In
addition, a random player from each event won a new army
tied to the event they participated in and nine happy players
walked away with tons of models.
After the smoke cleared from nine WARMACHINE
and HORDES events, two Iron Kingdoms events, and
a Monsterpocalypse throw down, weary players packed
up their cars and make the trek home. Thanks to all the
players that made this event the best in five years!
G
Grand Prize Winner: Greg ShoemakerCryx
2nd place Winner: Michael WellingProtectorate of Menoth
3rd place Winner:\ Jeff AllisonKhador
Fastest Caster Kill: Greg ShoemakerCryx vs. Michael WellingProtectorate of Menoth
Largest VP spread The Hammer Award: Jeff AllisonKhador
Best Painted Army: Jeff AllisonKhador
Best Sportsman: Rob ElstroLegion of Everblight
Press Ganger: Rick Wright
JANUARY 2009
JANUARY 2009
JANUARY 2009
JANUARY 2009
JANUARY 2009
JANUARY 2009
8
FEBRUARY 2009
FEBRUARY 2009
FEBRUARY 2009
YOUR FIRST
STEP TO
BECOMING
A MASTER
HOBBYIST!
MODELING & PAINTING VOL:1
TECHNIQUES
Get the highest quality
instruction from todays
leading professionals
FEATURED
TECHNIQUES
Model Assembly
Drybrushing
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AVAILABLE NOW!
The Final
Transformation
A HORDES: Metamorphosis Preview
By the Privateer Press Staff Art by Matt Dixon, Emrah Elmasli, and Karl Richardson
ll good things eventually come to an end, and this is now the final HORDES: Metamorphosis
preview for No Quarter Magazine. Take comfort in knowing that the actual book will be in your
hands by March, which is just around the corner. The next few pages include some tasty HORDES
treats to tide you over. This preview includes two solosone each for Trollbloods and Skorneand
two unit attachmentsfor Circle Orboros and Legion of Everblight. Solos and unit attachments
often have a tremendous impact on an armys capabilities for a relatively small points investment, and
certainly those included here qualify.
Trollkin Hero
For hours he held his ground until the very earth was soaked with the blood of their dead. I lost count
of how many fell before they ended him.
Helgin Kith Elder Bortas, after fighting in the Thornwood
HERO
CMD 9
SPD STR MAT RAT DEF ARM
8 8 4 12 17
GREAT AXE
SPECIAL POW P+S
Multi 5 13
Hero
HEROS DAMAGE
FIELD ALLOWANCE
VICTORY POINTS
POINT COST
BASE SIZE
10
2
1
38
Medium
Great Axe
Back Swing (HAttack) - The Hero may immediately make two Great
Axe attacks.
Reach - 2 melee range.
Tactical Tip
Retaliatory Strike If the Hero is destroyed, he cannot make
this attack.
that they can prove that one axe in a strong hand can make a
difference even when opposed by a hundred swords.
Overseer
OVERSEER
CMD 9
SPD STR MAT RAT DEF ARM
6 7 4 14 13
VOULGE
SPECIAL POW P+S
Reach 4 10
DAMAGE
FIELD ALLOWANCE
VICTORY POINTS
POINT COST
BASE SIZE
5
1
+1
28
SMALL
Voulge
Tactical Tips
Spell Thrower Models in this unit can still cast spells after
casting Counter Magic. Remember though, The Devouring is not a
special attack or special action, so Spell Thrower will not allow the
Druids to cast a spell after performing The Devouring.
The Devouring (Order) Remember that the Overseer is the unit
leader while hes in play.
13
Void Spirit
Skorne Solo
They are an unclean reminder of the Void, but in this desperate hour I will refuse no weapon,
however vile.
Archdomina Makeda
VOID SPIRIT
CMD 8 Void Spirit
SPD STR MAT RAT DEF ARM Annihilator - Living models
6 6 7 3 14 12 destroyed within 3 of the Void
Spirit never provide a soul token.
KILLING TOUCH
Death Spirit - The Void Spirit
SPECIAL POW P+S
gains an additional die on its melee
Void Walk 6 12
damage rolls against living models.
DAMAGE
FIELD ALLOWANCE
VICTORY POINTS
POINT COST
BASE SIZE
5
2
1
24
small
Killing Touch
14
others to the pain they have endured. They are never entirely at
ease on Caen and thus flicker from one place to another as they
fight, making them difficult to corner or pin down.
Deacon
DEACON
CMD 9
SPD STR MAT RAT DEF ARM
MUSICIAN
CMD 6
SPD STR MAT RAT DEF ARM
6 7 8 15 11
6 5 6 15 11
NYSS LONG BOW
RNG ROF AOE POW
12 1 10
Musician
15
BLOOD
vs.IRON
No Quarter Battle Reports put you in the thick of the fight. Get inside the head of each player, learn their tactics
and strategies, and see their mistakes and brilliant epiphanies.
by Dave Dauterive and Brent Waldher Art by Imaginary Friends Studios
16
The Battlefield
Hills
Forest
Buildings
Buildings are impassable obstructions and cannot be
destroyed in this scenario.
17
KHADOR
Dave Dauterive
18
IB
SP
IO
IF
IR
WD
Points/VP
Total
IR
SP
WD
KL
MH MH
YU
GK
GT
GT
GY
IF
IO
IB
MW
748/27
GT
GV
MO
MC
MO
MC
GT
KL
MO
MO
MC
MC
MW
MH
GY
GK
YU
GV
MH
19
Cryx
Brent Waldher
Brents Troop
Selection
20
BT
HD
DF
DF
Total
Points/VP
83 / 5
75 / 2
121 / 4
90 / 1 ea.
154 / 4
44 / 1
40 / 1
134 / 2
GO
CW
NM
DF
DF
DJ
HD
TA
BT
741 / 28
DJ
NM
TA
GO
CW
21
KHADOR
Dave
Khador Deployment
Sons and daughters of the Motherland! Ignite the fires of your hearts and bring pain and death
to these vile mechanikal constructs . . . er . . . again! The blood flowing through your veins
burns hotter than the furnaces of any warjack!
I won the roll to set up and go first, which was fine by me. I find it is always ideal to determine
where the battle will be fought. Because Brents army was considerably smaller, he would have
the advantage of being able to deploy opposite threats. No matter. Irusk grants mobility to the
infantry in is CMD, which allowed me to shift my forces to align with any threat.
Dead center were Irusk, the Spriggan, War Dog, and Great Bears. This way they could move
to wherever they are needed as the battle unfolds. The Iron Fangs secured the right flank.
Sure, they faced a rut of rough terrain just ahead of them, but they could easily overcome it
thanks to Furious Charge and Defensive Formation. The Demolition Corps anchored the left.
They would do nothing but run straight into the heart of the enemy.
I deployed my Ternion Greylords equally throughout the battle lines: one Ternion for the
Man-o-Wars and another for the Iron Fangs. They would advance behind the frontliners to
provide cloud effects for protection. The Mortars would bring up the rear to unleash a neverending barrage of artillery fire.
Cryx
Brent
Cryx Deployment
Its intimidating to look across the field to all those models, but I knew with the
proper use of the terrain I can limit Daves effectiveness. All those bases needed
somewhere to go to attack.
When facing a significantly larger force I have found that if I limit where my
opponent can begin an attack I greatly increase the odds of my survival. In this
case, I deployed to the left side of the board to use that house as my main barrier
against the Khador advance. The edge of the board would keep my other flank
free, and that forest would stall a direct run at my forces. I gave him a small lane
to assault. My force was small enough to make the attack window large enough
for me to strike at him.
22
KHADOR
Dave
Cryx
Brent
Advanced Deployment
YU
MH
MH
MW
MW
GT
WD
MO
SP
IR
IF
GV
GK
GY
MC
MO
GT
MW
KL
GT
MC
Cryx Advance
Deployment
MW
GT
BK
IF
IF
IF
IF
IF
IB
IF
IO
IF
IF
IF
HD
GT
DF
GT
DF
GO
BT
TA
BT
BT
CW
BT
NM
DJ
BT
BT
BT
BT
BT
BT
23
KHADOR
Dave
YU
MH
ROUND 1 TURN 1
Time to get this beast moving! My first
turn was all about positioning. Since
Brents Advance Deployment jacks
wouldnt be close enough to really
threaten my infantry, I could afford to
simply rush straight to the middle of
the battlefield. The Spriggan and the
Iron Fang Pikemen unit ran at Brents
frontlines. I had Irusk cast Tactical
Supremacy on my Demo Corps and Fire
for Effect on one of the Mortars. As they
are a slower unit than most, any extra
movement is always welcome. It is almost
as good as an 11 run with them!
For the rest of my turn, I ran the rest
of my support units into ideal positions.
Yuri and company shotgunned straight
up my left flank to give Brent something
to think about.
24
MH
GT
BK
MW
GT
MW
GT
MC
MW
MW
KL
MO
SP
GV
WD
IF
MO
IF
GT
IF
IB
GT
GK
GY
IR
MC
IF
IF
HD
IF
DF
IF
IO
IF
DF
IF
IF
GO
BT
GT
TA
BT
BT
CW
BT
NM
DJ
BT
BT
BT
BT
BT
BT
Cryx
Brent
ROUND 1 TURN 2
I played pretty conservatively this
round. First, I repositioned my
Defilers a bit to get a shot on those
incoming Man-o-War on the right
flank. I also drove my Helldiver
beneath the soil to prepare a nice
surprise for those same forces.
Goreshade got nice and close to the
house to ensure all my battle group
could benefit from Shadowmancer,
and I pushed Psychic Vampire to
maximum effectiveness. I also moved
up the Nightmare and the Deathjack
to get them ready to deflect or absorb
those Iron Fangs. The Deathjack
fired off a quick Abyssal Gate at the
closest Iron Fang to give them a taste
of what was to come.
I probably could have positioned the
Cankerworm closer. I might regret
being so conservative, but if things go
dramatically sour for me in the next
round I will need the Cankerworm
for cleanup.
MH
MH
GT
BK
MW
GT
MW
GT
MC
MW
MW
KL
MO
SP
GV
WD
MC
IF
MO
IF
GT
IF
IB
GT
GK
GY
IR
IF
DF
IF
IF
TA
DF
IF
IO
IF
IF
IF
GT
GO
BT
BT
DJ
NM
BT
BT
BT
BT
BT
CW
BT
BT
BT
25
KHADOR
Dave
ROUND 2 TURN 1
BK
MH
YU
GT
MC
MO
MH
GT
GT
MW
MW
SP
IR
MC
KL
MW
WD
GV
MO
MW
GK
DF
GY
TA
DF
GT
IF
IF
IF
IF
GT
IF
IB
GT
IF
IO
NM
GO
IF
IF
BT
IF
BT
DJ
BT
BT
BT
BT
BT
CW
BT
26
BT
BT
Cryx
Brent
ROUND 2 TURN 2
At this point it was clear to me
Khador will shoot at anything,
even if they cant see it. Turns
out that can work pretty well
against Bane Thralls, but I am
glad Shadowmancer is paying off.
My heavy jacks will be in mint
condition for the coming assault.
Khadors forces were positioned
to pounce next round, so I had
to choose: make my play now or
retreat and hope for a better line
next round. I decided to pull the
trigger. I knew those Iron Fangs
would be in Shield Wall when I
finally faced them; I just didnt know
it would be so soon. The Deathjack
rushed in and blasted the flesh off
half his pikemen with Necrovent;
the Nightmare worked cleanup.
On my left, those Man-o-War got
to taste acid from my Defilers, but
Dave laughed when they ended
up being particularly
useless. He wasnt
laughing so
hard, though,
BK
MH
YU
GT
MC
MO
MH
GT
GT
MW
MW
SP
HD
IR
MC
KL
MW
WD
GV
MO
MW
GK
DF
GY
DF
GT
IF
IF
IF
IF
GT
IF
IB
GT
IF
IF
NM
IF
IO
BT
DJ
BT
BT
IF
TA
GO
CW
BT
BT
BT
BT
27
Strength of Blood
Playing an army that focuses more on troopers, solos, and other non-warjacks has its advantages, including:
The ability to cover a wider area of the map, making it easier to claim objectives.
Higher DEF usually makes you harder to hit.
The ability to combine melee attacks and/or ranged attacks, granting ways of dealing with high armor.
Abilities like Tough that allow a trooper to keep fighting.
Weapon Master. Nuff said.
28
Strength of Iron
Add more iron to your diet in the form of a warjack-heavy army list and youll enjoy:
High P+S attacks allow warjacks to pick up trooper models easily.
Warjacks are great for blocking LOS to your warcaster.
Power attacks like Throw and Double-Handed Throw are not only fun to watch, but also can
really mess up your opponents battle plan.
Warjacks are the only model to carry an arc node, thus extending your warcasters threat range considerably.
Thanks to the warjacks high ARM, they can take a hit like nobodys business.
29
KHADOR
Dave
ROUND 3 TURN 1
Well, that was unfortunate, to say the least. So much for making Tough rolls! The only models to pass their Tough checks were picked off
my melee attacks in short order. On the bright side, I still had one more Iron Fang left, which meant Brent needed to kill him before picking
a new Prey target. My Man-o-War had made contact with the enemy at the expense of the good Kapitan, but now the beatings could start.
These are acceptable losses in the end, for the Supreme Kommandant has a plan.
I upkept Fire for Effect and loaded my Spriggan with three Focus. Irusk then took center stage and decided to show those undead curs the
meaning of strategy with Desperate Ground. I used my feat to negate any chance Brent had of charging and to limit how far he could advance
into combat. Irusk then cast Battle Lust on the Great Bears. At the same time, he gave charge orders to the Demo Corps and the lone Iron
Fang; Gurvaldt is just that cool. The War Dog became a little overzealous and decided it would be a good idea to charge Nightmare, but he
apparently thought better of it and returned to his masters side. Its going to be okay, pooch.
Heeding the Supreme Kommandants order, the remaining Iron Fang charged into Nightmare, hoping to knock him down while disengaging
Deathjack. Sadly, The Iron Fang missed, but his bravery is most noted. The Demo Corps likewise charged around that silly Helldiver and
into the Defiler; they scrapped the Defiler and severely damaged the Helldiver. The Manhunters ran to engage the remaining Defiler. Gotta
keep tabs on arc nodes!
Employing my Greylords would be extremely
tricky against that Psychic Vampire ability.
Round 3 - END PLAYER 1 TURN
Only the Koldun Lord could activate and
not worry about, well, dying. One Ternion
shimmied back to tag the Deathjack with some
Ice Cages, hopefully far enough not to die
instantly from the Psychic Vampire effect. Lo
and behold, two Greylords were safe and only
one managed to hit. Every little bit helps.
Another volley of mortar shells arced through
the air, and I got another perfect drift onto
Tartarus and two Thralls. (Note: I only had
to call the direction and distance, and the dice
seemed to listen!)
BK
MC
MO
GT
GT
GT
MH
HD
MW
MC
MW
MO
GT
KL
SP
YU
MH
MW
IR WD
DF
IF
GT
GT
GV
GK
GY
NM
BT
DJ
BT
BT
TA
GO
CW
BT
BT
BT
30
BT
DF
Cryx
Brent
ROUND 3 TURN 2
BK
MC
MO
GT
GT
MH
GT
WR
MW
MC
MW
MO
GT
KL
SP
NM
IF
WD
GT
BT
YU
MH
MW WR
IR
DF
BT
BT
GT
GV
BT
TA
GK
GY
BT
DJ
BT
CW
GO
31
KHADOR
Dave
ROUND 4 TURN 1
That was a little too close! Returning
to the table after changing my pants,
I decided Id had enough of this.
Reducing Irusk to 1 health was
bad enough, but turning my War
Dog into a Bane Thrall? That was
unforgivable, not to mention a little
weird. I upkept nothing, because
Irusk would need all his arcane might
for the next gamble. But first I had
to get rid of the pesky Helljack in my
face.
The Demo Corps were close enough
to take care of that! A few Ice Mauls
to the back of the head turned
Nightmare to nothing more than
a bad dreamand wreckage. The
Manhunters and Yuri then dove into
the mass of Bane Thralls and took out
as many as possible. I even managed
to kill my now-undead War Dog.
Talk about a difficult mental picture.
The road had been paved; it was
time for Irusk to finish things. With
Psychic Vampire still up I healed for 1
and cast an Artifice of Deviation atop
the rubble of Nightmare. The warjack
no longer blocked my path, so the
Supreme Kommandant charged
straight into Goreshade. (Note: When
I touched the Irusk model to move
him, his banner fell clean off him.
Brent and I agreed this was quite
ominous, one way or another.)
This was not the time for fickle dice
rolls, so I boosted not only to make
sure I hit but also to increase my
chances for a Decapitation. Lo and
behold, a critical hit! Dealing 22
damage took the Eldritchs head clean
off with one stroke! Endgame, indeed.
32
MW
MC
MO
MO
GT
MW
IR
KL
DF
WR
GT
GT
GT
MC
BT
GV
MO
KL
GY
DJ
SP CW
IF NM
WR
BT
TA
MW
BT
GT
DF
WR
BT
BT
YU
MW BT
MH
GO BT
GT
GV
BT
TA
GY
DJ
GK
BT
BT
CW
IR
MH
BT
MW
GK
GTBT
GT
NM
SP
GT
YU
GO
MH
Conclusion
Whew! For a second there it looked like I would have to rely on the same Tough
rolls that saw my Iron Fangs die. In the end the Empires perfect officer pulled
a victory from the jaws of defeat. Losing all my Iron Fangs so suddenly was
definitely unexpected, but they gave their lives with honor as they drew out
my two biggest threats. Thankfully the Cankerworm didnt get close enough to
threaten me, but that could have changed easily.
My luck seemed to wax and wane the entire game. I would land perfect deviations
with my Winterguard Mortar Crew under Fire for Effect, yet I couldnt make a
Tough roll to save me. Then I whiffed on the charge roll with Yarovich, only to
earn Critical Decapitation with Irusk on the charge against Goreshade. Granted,
I would take this any day, but with no troops who could really take a hit short of
the Spriggan and Man-o-War, any wrong move could have sent the game on a
completely different path.
Fighting against Cryx, I always fear those arc nodes. If my opponent could have
drawn a bead with even one, Irusk would have had his back to the Cryx army
while his troops asked him, Ummm, what are you doing? Brent definitely had
some tricks up his sleeve, and in the future I will surely be more cautious against
Goreshade the Cursed.
I usually prefer armies with combined arms, similar to this list. Usually this creates
a solid core to advance toward the enemy, strong flanking forces able to counter
enemy movements, and strong ranged attacks to open holes in the enemy lines.
This personifies the Khadoran style of war, and it definitely helps that our troops
hit like a freight train.
KHADOR
Dave
Cryx Brent
Conclusion
Yup. Irusk was pissed. As a huge fan of Rhyas, I know the pleasure of a particularly
good Critical: Decapitation.
Ill be honest with you here: this is the first time I have played with a Cryx army. Im sure its possible to create and play with a thousand
different and more efficient lists. I took this challenge because of its premise and because of the reaction it got from the staff here.
Many people here at Privateer heard about this matchup and questioned my sanity. Most probably thought this was going to be a
cakewalk for Dave with the supposed advantages of fielding an all-infantry army.
Far too often, though, people forget that WARMACHINE and HORDES arent just about my POW vs. your ARM or my RAT
vs. your DEF. They arent just about math equations or building the perfect force. Our gamesyour gamesare deeper than that.
Strategies exist that arent going to be found in the stats of a jack or the abilities of a unit. There is a reason there are dice in this game:
chance plays a major role on the WARMACHINE and HORDES battlefield. Understanding and managing your risks may keep you
in the game longer, but taking some of those risks can win you the day. I think Dave would agree he nearly lost a game because I was
willing to step into a trap, accepting the risk despite the odds, for a chance at victory. My hope is that when people read this battle
report they will realize that despite the loss, sometimes you just have to put the calculator down, punch probability in the face, and play
like youve got a pair.
That off my chest, I agree with Dave that I would much rather play with a combined force. Jacks and infantry bring different tools to
the table, and leaning too heavily one way or the other will always lead to a weaker army.
You win for now, Dave, and Khador gets to bask in the glow of success for a time . . . but rest assured the war is just getting started,
and Lady Victory is a fickle goddess.
KHADOR is VICTORIOUS!
33
Steam,
STEEL,
& SWEAT
~Warjack Factories in the Iron Kingdoms
by Simon Berman Art by Chippy, Marek Okon, and Brian Snoddy
This article examines the steel heart of the war efforts of the Iron
Kingdoms: jack factories! To illustrate standard examples of jack
production, we will first visit the factories of Cygnar and Khador and
then examine the differences in Cryx, the Protectorate of Menoth,
and beyond.
34
A History of
the Industry
Role of
Standardization
Such work also spurs local economies. For example, far from
Caspia on the western coast of Cygnar, a local industry has
sprung up in New Larkholm to take advantage of the regions
large silica deposits. Several local businesses have formed the
small Western Reach Optics consortium and now contract
with the Cygnaran Armory to produce the delicate optics
systems used in warjack heads. A number of other smaller
jack components are manufactured by similar niche industries
that have grown up around appropriate resources. These
components are sometimes transported long distances before
reaching the jack factories where they are integrated into a
warjack chassis.
Virtually all major warjack factories center their production
on a handful of chassis. When the Colossals were
decommissioned, the nations retained an infrastructure for the
assembly of specific components. Building jack chassis that
could later be equipped with a choice of weaponry made an
efficient reuse of these materials. The initial chassis designs can
still be seen in current warjacks and development philosophies;
indeed, the Berserker still in use today was one of the earliest
projects of the Khadoran Mechaniks Assembly. The early
models may be outclassed by modern Khadoran warjacks, but
their heavy armor, powerful engines, and tremendous capacity
for destruction inform virtually all of Khadors contemporary
warjack designs.
Unlike Cygnar, the Khadoran High Kommand does not see
the need to decommission warjacks and would never consider
selling even old parts to mercenary forces or private companies.
This is one reason the Berserker continues to see battlefield use
despite its age. Although Berserkers have not been produced
in decades, this warjack will likely be active until the last one
is destroyed in battle. The same will likely be true for Khadors
Juggernauts and Destroyers.
The Cygnaran Armory, with its greater access to resources
and the more commercial mindset of its nobles, periodically
decommissions jacks it deems obsolete. The design of its old
Nomad chassis still echoes in Cygnars modern jacks, however.
The Ironclad and the jacks based on its design are the most
obvious descendants of the Nomad, but even the Centurion
shares some elements. Only in recent years has Cygnar
experimented with redundant weaponry on a mass-produced
warjack, and the Hammersmith represents a significant
divergence from their typical designs. The Talon is a similar
antecedent for Cygnars light jacks, as reflected in the Charger,
Sentinel, and Lancer. The Lancer represents an interesting
synthesis of chassis designs. Its hull is similar in basic form to
the Talons, but the Lancer is equipped with a powerful arc
node to devastate enemy jack cortexesits primary battlefield
functionwhile simultaneously using standard weaponry to
keep opponents at bay.
Manufacturing concerns continue to limit the approval of
new chassis types. Each chassis requires its own production
and assembly areas. When possible, multiple jack chassis are
assembled in a single factory, but different teams of workers
must be assigned to each chassis due to differences in assembly
requirements. Space constraints often create a necessity
35
Large Component
Fabrication
36
War Profiteering
By late 607 AR, not every Cygnaran is pleased with profits being reaped by small assortment of businesses associated with war industry. An
increasing number of complaints have been raised in the Cygnaran Royal Assembly regarding both specific companies and entire communities
such as Orven and Ironhead Station who have been raking in the gold crowns while Cygnaran soldiers bleed on the war front. No concrete
measures have been implemented to deal with these so-called war profiteers as yet, but a number of laws have been proposed that would
allow the Cygnaran crown to lawfully demand some materials or goods at lower rates. King Leto has urged against this heavy-handed tactic but
is increasingly in the minority. Some have argued that the nobles feel threatened only so long as they are not themselves profiting from such
industry and that they resent the rise to power of peers who do not have claims to the proper bloodlines.
Similar complaints and disputes have occasionally arisen in the Khadoran capital on the same topic, often the High Kommand and the
Great Princes contesting with the most influential of the nations kayazy. Khadors laws however, have already gone a long way toward giving
the military some authority to control costs in critical manufacturing processes by fiat.
Mechanika and
Small Component
Fabrication
37
Gear Smuggling
Most large jack factories must deal with an unavoidable amount of
internal graft and corruption. Although not nearly as provocative,
profitable, or dangerous as cortex smuggling, this includes a
regular supply of excess gears and other mass-produced parts sold
under the table by employees. Civilian mechaniks and independent
workshops are willing to pay a premium for top-grade parts; fine
gears manufactured to extremely precise measurements are not
easily replicated without expensive equipment. Getting caught
smuggling warjack parts out of a factory can result in severe
punishments. Even the smallest infraction will result in the loss of
employment, but punishment often also includes fines or jail time.
Those suspected of a wider conspiracy to steal military hardware
might even face charges of treason.
38
Final Assembly
Warjack
Production in the
Protectorate
39
40
Warjack
Production in the
Nightmare Empire
41
Jack Factory
Description/
Floor Plan
42
43
Painting Mechanika
NO Quarter Magazine: MODELING & PAINTING
ith the start of the Year of the Gear for No Quarter Magazine, I wanted to showcase a few different ways to
paint the mechanikal parts of jacks. For this article, well be painting three parts from various warjacks stepby-step, utilizing different styles and techniques. This will pave the way for painting an entire jack model that
really lets the iron, gears, and other mechanikal parts of the machine stand out.
Well use washing and layering techniques to paint the sword arm from a Cygnar Stormclad warjack. For the Cryx Reaper
harpoon, well use the more traditional studio method of two-brush blending. Finally, well layer glazes of ink and paint
on the Mercenary Mule Steam Boiler, and as a bonus well go over how to paint the steam pressure meter.
44
1
Step 1) Basecoat with Cygnar Base Blue on the painted
armor, Pig Iron on the darker metals, Cold Steel on the
blade, and Quick Silver on the hydraulic pistons. Apply
Arcane Blue to the power coils, Rhulic Gold to the gold
areas, and Brass Balls to the hilt.
2
Step 2) To create the shadows, first wash the coils with
a mix of Blue Ink, Turquoise Ink, and Mixing Medium.
Wash the Pig Iron with a mix of Armor Wash and Mixing
Medium. Wash the Rhulic Gold and Brass Balls with a
mix of Umbral Umber and Mixing Medium with a drop of
Bloodstone. Finally, layer a shadow of Exile Blue in the
recesses of the blue armor.
5
Step 5) Finally, highlight the coils with Morrow White mixed with a
touch of Arcane Blue.
4
Step 4) Layer on the final armor highlight with a mix of Morrow
White and Cygnar Blue Highlight. Continue highlighting the coils
with a mix of Morrow White and Arcane Blue.
45
Cryx Reaver
Harpoon
NO Quarter Magazine: MODELING & PAINTING
1
Step 1) First, basecoat the main housing with Pig Iron, Blighted Gold, and a mix of Cryx Bane Base
and Cryx Bane Highlight for the painted bane armor sections. Basecoat the harpoon itself with Cold
Steel and the hydraulic pistons with Quick Silver.
2
Step 2) Blend in the shadows of the bane armor areas using Cryx Bane Base. Blend in the
Blighted Gold shadows with a mix of Thamar Black and Umbral Umber. Add Exile Blue to this mix
and shade the metals.
Pig Iron
Quick Silver
Thamar Black
Thrall Flesh
Turqoise Ink
Umbral Umber
Yellow Ink
3
Step 3) Blend the highlights of the bane armor with Cryx Bane Highlight. With a mix of Blighted
Gold and Cold Steel, highlight the Blighted Gold areas. Highlight with Cold Steel on the Pig Iron
areas and Quick Silver on the Cold Steel areas.
46
Step 4) Highlight the upper edges of the Cryx Bane armor a final time using a mix of Thrall Flesh
and Cryx Bane Highlight. Highlight the Blighted Armor portion with Quick Silver.
5
Step 5) Create a rust mixture using Red Ink, Yellow Ink, and
Bloodstone. Add this to the areas you would like to show rust.
Exactly where you apply it and how much you use is up to you,
depending on how rusty you want the part to be. It could be
a lot or just a touch to give it some character.
47
Mercenary
Mule Boiler
Stack
NO Quarter Magazine: MODELING & PAINTING
1
Step 1) Basecoat the boiler with Pig Iron and
Brass Balls.
2
Step 2) Shadow the Pig Iron with multiple
layered glazes of Blue Ink, Brown Ink, Umbral
Umber, and Thamar Black, all thinned with
water. Shadow the Brass Balls with a tarnish
mixture of Armor Wash, Umbral Umber, and
Bloodtracker Brown, thinned with water.
As with the shading, apply this as multiple
layered glazes.
3
Step 3) Reclaim the Brass Balls and Pig Iron.
Reclaiming is simply going back over with the
basecoat colors to re-establish paint that was
covered by messy or zealous glazing.
4
Step 4) Highlight the brass with a mix of Brass
Balls and Quick Silver. Then highlight the
other metal with Cold Steel. Basecoat the
pressure dial with Trollblood Highlight and
highlight it with Morrow White.
Brown Ink
Cold Steel
Cryx Bane Base
Cygnus Yellow
Khador Red Base
Morrow White
Pig Iron
Quick Silver
Red Ink
Thamar Black
Trollblood Highlight
Umbral Umber
Yellow Ink
5
Step 5) Using the same rust mixture as for the Cryx harpoon, rust the boiler in a few chosen areas.
Add some Umbral Umber to the rust mix for a deeper rust color and as a rust shadow.
Complete the pressure meter by painting Khador Red Base and Cygnus Yellow on the meter. Next
paint in the lines and border with Thamar Black mixed with a touch of Cryx Bane Base to cut the
harshness of the black down.
48
No Quarter 22
Clockwork
CHALLENGE
www.privateerpress.com/noquarter/challenge
How NOT
to win this
contest!
49
SPEED
SPEED
SPEED
SPEED KILLS
KILLS
KILLS
KILLS
by Adam Poirier Art by Andrea Uderzo
General Strategy
Whether youre on the offensive or defensive side, these tips can help you deal with an attempt at a two-turn win.
Board Size
One of the first tenets of an aggressive play style is that
you must take into account all the lines on the board as
well as the distances between them. With each deployment
zone being 10, there is a 28 open space from your
deployment line to your opponents. After that the
key distance comes into play: the length between your
24
Advance Deploy line and your opponents deployment
(1/2)
zone. This 16 stretch is crucial to speed playing: every
inch past it your threat range extends is one less space
your opponent is safe in on turn 1.
Objectives
Though most games are assassination scenarios,
Steamroller 4 offers a whole new range of circumstances.
An aggressive play style can make it extremely difficult for
your opponent to adequately aim for a scenario win after
youve gotten the proverbial jump on him, which gives you
a better start in the game. Exploiting this is a fantastic way
to keep your opponent reeling. As hes forced to feed you
pieces of his army in hopes of extending the game, he will
become increasingly more likely to make the mistake you
need to completely crush him.
50
PLAYER B
10
Deployment Line
NO MANS LAND
28
16
4
NO MANS LAND
Deployment Line
PLAYER A
10
SSS
Target Priority
Though some models may seem innocuous at first glance,
knowing what, when, and why to kill will give you the chance
to establish the game on your terms. This is where crippling
your opponent comes into play: if you cant close a definitive
victory, at least eliminate a key asset that lessens both your
opponents overall effectiveness and your returned losses.
Knowing what your opponent needs or is counting on in his
force is invaluable, and figuring it out gives you the chance to
throw a monkey wrench into his plans and deal a blow from
which he may not be able to recover. A basic example of this
tactic is killing off the Shepherds and Forsaken in a beastheavy Legion list. This stops your opponent from doing what
he counted on and forces him to start making hard choices he
had planned to avoid.
51
10 shooting range
because the Pipers buff can stack with everything else in the
game. An extreme example (in a 1000-point game) would
be a Cygnar player fielding Epic Haley and Ashlynn as his
casters, making any Cygnar unit extremely fast and deadly.
Under the effects of Temporal Acceleration from Haley,
Quicken from Ashlynn, and March from the Piper, that
player can add 7 of movement as well as an extra attack for
each model in the unit. Such a setup would allow a full unit
of Trenchers with the unit attachment to now walk 13, use
Cautious Advance to dig in, and then have every member
fire twice. This 23 threat range (26 if you bayonet charge
and decide to forgo a second attack and digging in) can be
coupled with Advanced Deploy, permitting the Trenchers
to effectively attack everything other than the last 3 of your
opponents deployment zone on turn 1 (or the entire zone,
with the bayonet charge).
Order of Operations
With their 23 threat range, the only safe place to avoid getting hit by
Trenchers is within 3 of your starting board edge!
Acceptable Losses/Risk
Offense
List Building
Even though the overall goal is going straight for your
opponents throat, an aggressive style of offense requires
planning. Before you even show up for the game, you
should know all the resources that are able to bring an
attack to bear as well as how likely they are to succeed.
The good news is that you can build an aggressive list
that is not a one-trick pony and will still allow you to
fight at a more traditional pace. Units like Trenchers
and Idrian Skirmishers are fantastic for aggressive
surgical strikes but still function very well if there is no
opportunity for a turn 1 kill.
Threat Ranges
The ability to take time during list construction to figure
how far you can attack in a best-case scenario is an
extremely useful tool to have in your arsenal. Models like
the Piper of Ord, who can effectively give an additional 2 of
movement to any unit, are valuable for this aspect, especially
52
Any tactic where you put key assets far into harms way
needs to either help win you the game or count as an
expendable loss. Sending your only unit of Widowmakers
and Eiryss straight at the enemy for 7 points of damage
on a jack is not generally going to be worth their likely
execution, but this does not mean these models are not
expendable under the right circumstances. If those same
Widowmakers were to advance and shoot a unit leader or
important solo to clear the way for Eiryss to take a turn
1 disruptor-bolt shot at your opponents warcaster, their
efforts would be worth their loss. Typically, every player
plans to do something very important with their focus on
the first turn, be it allowing jacks to run or getting upkeep
spells started. The panic your opponent will feel upon
being shot at or hit with a disruptor bolt will likely ensure
that those models become a first priority when his turn
rolls around. Foreseeing this as the likely outcome, you can
sacrifice the Widowmakers in exchange for control of the
board, placing the rest of your army in position to crush
your opponent when he retaliates.
Defense
Friends in AD Places
One of the most effective ways to stop an aggressive
assault is to bring in some Advanced Deployment of your
own, particularly because such models will be set up last
and can thus respond to your opponents assassination
plans. Two of the most noteworthy models for this role are
Anastasia di Bray, with her ability to Deep Deploy to shut
down lanes of attack against you, and Gudrun, because of
his longevity and large melee range from reach.
Tunnel Vision
Above all else, dont fall for tricks and play into your
opponents hands. Before making any retaliatory attacks
(no matter how much you hate Eiryss for shooting at you),
consider the rest of the board. If you allow your opponent
to wrest board control from you on turn 1, you may
quickly find yourself in an unwinnable situation. If need
be, run a unit to an objective and start forcing the other
player to react to you. It is much better to take some losses
fighting than to survive but completely lose the scenario.
53
Cryx
Lich Lord Terminus
Bane Lord Tartarus
Pistol Wraiths (2)
The Challenge:
Setup:
54
Storm Blade
Lieutenant
Storm Lance
Storm Blades
Building
>12
10
Stormclad
Storm Knights
Pistol Wraith
Terminus
Stryker
Pistol Wraith
Storm Blade
Standard Bearer
Our Solution:
Cygnar
Secrets
of the
FRONT LINE:
STORMS
FURY
C
Cygnar Tactics in
WARMACHINE
By David DC Carl
Art by Abrar Ajmal, Brian Snoddy,
Andrea Uderzo and Kieran Yanner
55
Secrets
of the
FRONT LINE
Defenders of the
Crown
One of the key strengths of the Cygnaran army is its
access to resilience-enhancing spells and abilities. From
the Arcane Shield spell found on every Journeyman
Warcaster to Strykers Invincibility feat or Epic Haleys
Deceleration spell, Cygnars tools of protection allow
the kingdom to guard its own as effectively as any
WARMACHINE faction.
Such defenses begin with model/unit abilities like
Defensive Line, Dig In, Polarity Field, and Suppressing
Fire, but that is just the beginning. Unlike scout units of
other factions, Rangers not only possess the Camouflage
ability but can also grant it to models around them.
The extra 2 DEF on models like Storm Lances or
Laddermore can mean the difference between a solid hit
and inconsequential blast damage.
Many Cygnaran spells also have defensive elements.
Cygnar can protect a board region with Fox Hole or Higher
Ground, a single model with Electrify or Fortify, and a
whole unit with Arcane Shield, Blur, or Polarity Field.
Some of the most effective protections are those
that affect a control area rather than a single AOE,
model, or unit. The Blinding Flash, Deceleration,
Deflection, Force Field, and Temporal Barrier spells
offer exceptional defense from a broad range of damage
sources, and they cover significant portions of the
board. Their effects vary greatly, but they can all limit
casualties in some way. Some reduce an opponents
accuracy, while others enhance defenses to hamstring
an attack altogether. The most potent of all control-area
Lighting Strike
Crackling electrical arcs surround the defenders of Cygnar and strike out viciously at its enemies.
56
Jack Attack
of the
Secrets
FRONT LINE
57
Warrior Roles
Cygnars warrior models/units do not always stand out as
exceptional on their own merits, but they do benefit greatly
from the support granted by their warcaster or other models
within the army. Add a Journeyman Warcasters Arcane
Shield spell, Major Haleys Deceleration, and Rhupert
Carvolos Dirge of Mists, and any Cygnaran unit can defy all
but the most focused and powerful assault.
The melee infantry units in Cygnars arsenal are similar in
many ways, but key differences between them define their
ideal role in a listor even against it. Sword Knights are
far stronger in the presence of a warjack and a high-CMD
Commander, for example, and Precursor Knights excel in
battles against the undead. Look for the differences between
the units to know which is right for a given list or against a
given opponent.
Secrets
of the
FRONT LINE
Preparation goes only so far. In the heat of battle, shift resources to deal with the threats they are best suited to handle.
58
For warcasters with few to no faction-specific spells and abilities, mercenaries can do more than add spice to a list. They can help define it.
Hired Help
Cygnar can hire a vast array of mercenary models, and
many of these models have become staples of the Cygnaran
war effort. The key to mercenary selection (or omission)
is often warcaster selection. Comparing Lord Commander
Stryker to Major Haley provides an excellent example.
Epic Strykers feat helps only Cygnaran units, and his
support spells cannot target allied mercenaries. Epic
Haley, on the other hand, has a feat that affects enemy
models and just one Cygnar-specific spell. Warcasters
like Epic Haley can afford to take a good quantity of
mercenary models because they will benefit from them
more than a faction-centric caster would.
Rhupert, Anastasia di Bray, and Reinholdt are some of
the more popular support-oriented mercenary choices for
Cygnar. These models do not annihilate enemy formations,
but the advantages they grant to others go a long way
towards victory. Mercenaries like Eiryss, Aiyana & Holt,
and Ogrun Bokurs offer some support elements, and also a
good deal of offensive punch in direct combat.
Secrets
of the
A Pirates Life
FRONT LINE
59
Secrets
of the
FRONT LINE
Warcasters
Every warcaster relies on certain signature spells and abilities in addition to the general principles common to Cygnar army
lists. Here are a few of them.
Stryker
Lord Commander
Coleman Stryker
Epic Stryker maintains some of his protective capabilities in
the form of Deflection. Its no Invincibility, but the +2 ARM
it provides protects against ranged and magic attacks, which
means tough models are still a good fit. Storm technology
becomes more of a focus than ranged attacks, however, when
Stryker brings the aggressive Rolling Thunder feat and
synergistic Positive Charge to the table.
Although it may seem counterintuitive at first, another great
selection for a Lord Commander Stryker list is a small unit
of Trenchers. Their Smoke Bomb protection can allow his
wall of Storm Knights to strike first and gain the upper hand
against the enemy.
60
Haley
Commander Adept
Sebastian Nemo
Nemos standout characteristic is his Arcane Accumulator.
With an army including a few models/units that cast spells
and the Reserve Accumulator of the Squire, Nemo can use
11 focus points on critical turns. That focus translates to
increasing his control area, limiting the offense of enemies
with ranged attacks, and blasting through foes with
lightning strikes and balls of energy.
A Nemo army should definitely feature a few warjacks to
take advantage of the maneuverability of his Accelerate
spell and the damage output of a supercharged warjack.
Even 11 focus goes only so far, however, so efficient
warrior models complement a Nemo army nicely. Units
like Long Gunners and Sword Knights are a good fit for
Nemo because they can dish out numerous small attacks
while the warjacks handle the rest.
of the
Nemo
Secrets
Caine
FRONT LINE
61
Secrets
of the
FRONT LINE
Captain E.
Dominic Darius
The quintessential warjack caster, Darius boasts
unparalleled mastery in getting top performance from his
warjacks while keeping them fighting fit. The Full Throttle
spell not only grants movement bonuses for his entire
battle group but also allows free charges and free boosted
rolls all around. In the right situation, this three-focus spell
can duplicate the effects of three or four times that much
focus spent on charges and boosts.
A common mistake when playing Darius is to neglect
supporting models when assembling his army. Though
warjacks are the focus of a Darius list, his warrior models
can deal with threats that would stymie warjacks because
these models focus on damage output rather than quantity
of attacks.
Captain
Jeremiah
Kraye
Major Markus
Siege Brisbane
Siege is an extremely versatile warcaster with unique
means of protecting and enhancing his forces. His ability
to control the battlefield allows him to tamper with the
laws of LOS, and he can blunt enemy AOE attacks while
simultaneously multiplying AOE attacks of his own.
Breach is an effective feat against a wide variety of enemy
army types because the double damage brings serious
pain to heavy targets, and even blast damage shreds most
infantry with ease. This allows Siege to support a wide
variety of models in his list. In fact, his spells and feats
benefit mercenary models just as much as they benefit
Cygnaran models. A Steelhead- or Talion-oriented Siege
list can provide a nice change of pace without forfeiting
any of the warcasters strengths.
62
Balancing Act
of the
Secrets
1,000-Point
Thoughts
FRONT LINE
63
ORGOTH
TOWER
by John Salmond
Tools
220 Grit Sand Paper
Compass
Cutting Board
Formula P3 Paint Brushes
Formula P3 Hobby Knife
Formula P3 Sculpting Tools
Metal Ruler
Pencil
Spray Bottle
Trowel
Formula P3 Paint
Bastion Grey
Battlefield Brown
Greatcoat Grey
Ordic Olive
Traitor Green
Trollblood Highlight
64
1
Step 1.) The main structure of the building
is constructed of 1/4 foamcore board. The
dimensions of the base are 4 square by
4-1/2 high. The opening for the door is
2-1/2 wide and 3 tall. Make sure you have
a solid cutting surface, metal ruler, pencil
and a Formula P3 hobby knife, before
starting on the structure. Measure the
walls, and use the ruler as a guide. Cut the
foamcore with a Formula P3 hobby knife,
using a cutting board under the sheet.
4
2
Step 2.) Use stickpins to hold everything
together prior to applying the white glue.
(If you plan on having your tower surface
be the bare foamcore, do not use stickpins
to hold the structure together while
building, as there will be ugly little holes
everywhere).
5
3
Step 3.) Create the two 4 circle pieces
using a compassthese circle pieces will
rest on the top of the base structure. Youll
want the circle section to be around 1/2
thick, requiring two pieces of foamcore.
Use white glue to attach the circles to the
top of the base.
7
Step 7.) After the wall join compound is
dry, smooth it using 220-grit sandpaper.
Then, apply chips and cracks to the
structure with a Formula P3 Hobby Knife.
8
Step 8.) The sculpting clay and carving
tools used for the various features of the
building can be picked up at an art supply
store. There are several grades of clay,
ranging from very soft and pliable to hard.
Before starting on the main door, draw
an outline for the dimensions of the door
on a piece of sheet styrene. Make sure the
lines exceed the square to use as guidelines
later. As mentioned before, the door was
2-1/2 wide by 3 tall.
65
13
Step 13.) After shaping everything with the
clay, create a square around the sculpture
using connecting blocks. Once the blocks
are in place, it is very important that you
seal them with painters tape. The two-part
silicone rubber mold material will seep
through the small seams in the blocks and
sealing the blocks with tape prevents this.
Mix the silicone following the instructions.
When applying the silicone to the sculpture,
drizzle it on in a thin, almost transparent
layer. If you just pour the mixture in, you run
a high risk of having air bubbles attach to
your sculpture, thus ruining your mold.
9
Step 9.) Work the clay by hand first and then
apply it to the center of the outline. Take
another piece of sheet styrene and flatten it
out to obtain an even thickness.
14
Step 14.) Now that you have some molds to
work with, it is time to pour them for the
tower.
10
Step 10.) Use a metal ruler and the extended
guidelines of the outline to score the clay.
12
Step 12.) Use Formula P3 Sculpting Tools to
make the carvings. My nephew, Ian, carved
the two smaller faces to teach me how and
I carved the rest. When you carve, do not
forget that you can add clay back onto your
Step 11.) Once the clay is scored, use a
Formula P3 Hobby Knife to remove any excess sculpture. For example, when I carved the
material. Make sure not to push hard, or you mouth, I first removed the entire area and
then applied the teeth to the empty cavity.
will accidentally cut through the plastic.
11
66
15
Step 15.) For this next step, mix up some
Plaster of Paris (although you can use
resin). Before pouring the plaster, mix some
water and Jet Dry in a spray bottle and
mist the mold with itthis helps prevent
air bubbles occurring. Gentle tapping of the
mold also helps remove excess air bubbles.
18
16
1
Step 16.) Some of the molds I created are
called blanks. These allow you to carve into
the piece of plaster after it has been cast.
Let the plaster dry for at least a half hour
before removing from the mold. Try to pop
one side out first and then slowly work out
the restthis prevents any fine details from
getting ruined.
20
19
17
Step 17.) If you have any blank casts, you can
choose to let them cure overnight or work
on them right out of the mold. There is a
difference on how the plaster reacts in both
cases. You may want to practice to determine
which method you prefer. On this piece, I
let all my casts cure over night. I first drew
a pattern on the blanks before carving them
with a P3 Hobby Knife.
21
Step 21.) Attach one end of the string first and
let it completely dry. If you do this first, you
will have a much easier time doing the rest.
After the ends are dry, weave them around
each other and avoid making straight lines.
Secure each vine several times to the tower,
but make sure not to attach the entire string.
From time to time you may find it beneficial
to let sections dry to achieve a better flow.
Apply all of the vines before moving on to the
next step.
67
22
Step 22.) Create the foliage goo in some
tin foil, creating a mixture using one part
white glue, one part Traitor Green and Ordic
Olive, and one part water. Mix it all together
thoroughly.
23
Step 23.) Drop a small amount of toilet paper
into the foliage goo mixture. It is better to
have less than to have too much.
24
Step 24.) Use a sculpting tool to apply
the foliage goo to the building. In areas
where the vines are hanging away from the
structure, spread the soaked tissue out and
drape it over the vine. Once the foliage is in
place, pick at it and move it using a vertical
motion to give it a natural feel.
68
25
Step 25.) I realized that I wanted to vary the sizes of the foliage goo groupings and to have
them tapered down on the building. Use several different shades of greens, placing them in
the same area. If you want to create more depth, apply all of your darker greens first and
layer them with lighter colors. You can also drybrush the foliage after it is completely dry.
Conclusion
Once complete, youll have a great looking piece of terrain that
dominates the tabletop. The mighty power of the Orgoth just
oozes from the tainted stone. Hopefully the techniques that youve
learned here can be used to create other, more advanced pieces
of terrain. I hope you enjoyed this as much as I did constructing it.
69
The Pendrake Encounters lets you tag along with adventuring scholar extraordinaire Viktor Pendrake and his various pupils as they explore and investigate the
lands and creatures of Immoren. To fully utilize these encounters, you will need copies of Monsternomicon, Vol. 1 and Monsternomicon, Vol II.
Storm
Glutton
The
torm gluttons are aptly named. They are born of lightning and thunder, and they are ravenous. They hunger not for food,
flesh, or souls, but for magic. Through some mystic ability, storm gluttons sense powerful magic auras, are drawn to them,
and are compelled to destroy the magics source. The creatures seem to derive neither power nor satisfaction from their feasts;
rather, they act as near-mindless automatons.
Storm gluttons are huge, with powerful armor and limbs capable of thunderous blows. However, its not these mundane traits
that set the storm glutton apart, its the creatures ability to nullify all magic nearby. Adventurers, be warned: you will not defeat
the creature through potent spell or enchanted blade, but only through strength and cunning.
Viktor Pendrake
70
Read Aloud:
Great pillarssome over thirty feet
highthrust from the sand at odd
angles. Other pillars lie toppled,
scoured by sand and bleached by the
sun. Tumbled walls demarcate longdead rooms and squares. An expanse
near the center catches the sunlight in
a blinding reflection; the ground there
is smooth glass. Most impressive of all,
a wide chasm splits the ruin, its depth
lost in shadow. An ancient stone bridge,
seemingly impossibly thin, arches
halfway across the crevasse before
coming to a jagged end in mid-air.
Conditions
The encounter can take place day
or night. A violent lightning storm
could lash the ruin as the PCs battle
the glutton, or the weather could be
eerily calm and silent. A few areas of
the map deserve special mention.
The Bridge
Perhaps the most elegant way to
defeat the storm glutton is to lure it
onto the collapsed bridge. The storm
glutton does not know enough to
avoid the bridge, though the creature
advances onto it only if doing so
brings it a tactical advantage. The
creature might follow a PC onto
the bridge if that PC is dealing a
lot of damage to the storm glutton,
possesses strong magic, or otherwise
attracts its interest. (Of course,
such a PC must also deal with the
collapsing bridge.) A powerful magic
item or spell might also lure the
creature onto the bridge.
71
1 square = 10 feet
Rough Terrain
Giant
Chasm
Glass Plain
Bridge
Breaking
Point
Low Wall
Start Here
x
Standing Pillar
NORTH
Fallen Pillar
Creatures
Remember, characters can use Monster Lore to realize some important points about the storm glutton. Note that
characters who know obscure storm glutton lore know of its aversion to glass.
Storm Glutton: hp 146. See the Monsternomicon, Vol. 2 (pp. 146147) for the storm gluttons statistics.
Tactics: While not mindless, the storm glutton is only as intelligent as an animala smart animalbut
it knows how to use its natural abilities to its advantage. It charges its enemies as soon as it detects them,
closing the range in order to use its slam attacks and bring its enemies into its null field. It uses its dispelling
ability (quickened) on opponents obviously under magic effects (first targeting flying PCs). It continues these
tacticsslamming, charging, and dispellinguntil its enemies fall or flee.
The storm glutton knows glass is dangerous and so ventures onto the glass plain only with good reason. A
powerful archer standing on the glass and blasting the storm glutton with arrows draws its ire, as does a
particularly delectable piece of magic (an item or spell). The creature is less reluctant to move onto the bridge,
because it does not realize the danger there.
The storm glutton is single-minded. It has no particular interest in killing or combat; it focuses on magic. If the
PCs flee, the storm glutton pursues them only if they carry powerful magic. (Use your judgment to determine
what qualifies as powerful magic; typical gear carried by 12th-level adventurers does not count, but an artifact
definitely does.)
Treasure: The storm glutton carries no treasure and is, in fact, incapable of carrying most items that 12thlevel PCs might find of interest. Thus, any treasure from this encounter is up to you. The creature could have
been drawn to this ruin because it sensed a magic aura; a bit of searching (Search DC 25) might allow the PCs to
brush the sand off an ancient vault, inside of which is a +2 spell storing longspear or similar item.
72
Further Adventures
73
STRANGE
COMPANY
Utilizing HORDES: Metamorphosis Lesser Minion Warlocks
by Simon Berman Art by Emrah Elmasli
The Farrow lock and his big pig bring some interesting
tricks to the table for any faction utilizing them. Specializing
in hit-and-run tactics, Rorsh and Brine provide excellent
table control.
When used with a Trollblood horde lead by Grim Angus,
Rorshs Pigpen spell becomes another tool in Grims toolbox of
table management. If youre facing fast-moving, high-defense
targets such as Sorscha, charge Rorsh at them and use Pigpen.
Then move Grim Angus to maximize the effects of his feat.
The combination of the rough terrain generated by Pigpen
and the movement limitations of Spread the Net ensures that
your target will not escape your wrath the following turn.
If youve chosen Grissel Bloodsong as your warlock,
youll find that Brine benefits greatly from her
Calamity spell. If Brine charges a living enemy
model under the effects of Calamity and
then uses Pig Farm, the big pig makes a
charge attack with +2 to hit and four dice of
damage with +2 to the damage rolls. That
is an effective POW 21 with four dice of
damage! This could even get up to POW
23 if Brine has already suffered damage to
all his aspects and is affected by his Pain
Response ability.
Master Tormentor Morghoul maximizes
Rorsh and Brines mobility. Under the effects
of Morghouls Unrelenting spell, Brine gains
a tremendous ability to move unhindered
by your opponent. Between the out-of-turn
movement and free-strike evasion of Unrelenting,
74
74
Brun and Lug are the only lesser warlock and unique
beast set that have Pathfinder and are not hindered by
the forests and rough terrain of which Circle armies take
advantage. Baldurs ability to create forests along with the
Woldwatchers similar ability makes a great tactical duo for
Brun and Lug. Trap your target in a forest and then charge
in after them. Even if your target can evade free strikes, hell
still have to contend with the forest, and youve maximized
your ability to pin the foe down. Also, Kruegers Lightning
Tendrils spell is fantastic for the duo. Since they each get
flanking bonuses when attacking targets in the others melee
range, giving either Brun or Lug 2 additional reach adds
considerable flexibility to their positioning.
This pair is also one of the minion lock and beast combo
that are mercenaries. Working for the Searforge Contract,
they bring unique possibilities to the table. Bruns Stonehold
spell and his ability to transfer damage to Lug means he can
take a massive amount of damage. Use the pair to hold up
fast-moving units while your slower Highshield Gunners
or Horgenhold Forge Guard units move into position. The
addition of models with Pathfinder also adds a boon to a
Searforge army since they must typically maneuver around
rough terrain and forests.
Snapjaw and Wrong Eye give you two hardhitting heavies that can advance without ranged
retaliation. Gator also tastes like chicken.
75
75
Dahlia Hallyr and Skarath form a powerful, selfcontained package, perfectly suited to flanking or
intercepting the opponent.
Dahlia Hallyr and Skarath
76
76
Formula P3
Grandmaster
Painting
Competition
Its never too early to start painting like youve got a pair!
The Categories
Warjack/Warbeast
Warrior Model
Battlegroup
Unit
How to Enter:
Show up at Gen Con Indy. Fill out
an entry form at the Privateer Press
booth and drop off your entries on
Thursday and Friday starting at 1:00
PM and Saturday from 10:00 to 11:00
AM. All entries must be received by
Saturday 8/15/2009 by 11:00 AM.
Diorama
Grandmaster
In addition to awarding first, second, and third place, the judges will also be awarding a
limited number of Honorable Mention trophies for each category. Entries that receive an
Honorable Mention trophy will also have a place reserved in the painting competition
coverage to be featured in No Quarter #27.
RULES
Competitors can only enter categories once, through they can enter as many of the
categories as they choose.
All entries must be Privateer Press miniatures. Conversions and scratch building is
allowed, but must fall within the scope and atmosphere of the Iron Kingdoms game All entries must be presented on the appropriate size base for which the model was
world and be either scratch built or made with parts from Privateer Press models.
designed, but extra scenic details may be added. Models presented as part of a
No third party parts permitted.
diorama do not require bases.
All entries must be modeled and painted by the person entering. The person
entering must hand in the miniatures themselves at the specified time. Entries must
also be collected from the display case at the specified time. Any entries not
collected by the end of the show automatically become the property of Privateer
Press.
While every care possible will be taken with the entries, the miniatures are entirely at
the risk of the competitor. Privateer Press will not be responsible for any damage or
loss that might occur while the miniatures are in their care.
Privateer Press has the right to photograph the competition submissions and to
publish photographs on the web or in print.
All entries must be accompanied by the appropriate entry form. This must be filled Privateer Press reserves the right to refuse entry to any competitor with or without
out correctly and clearly. Competitors will be issued a numbered ticket when they
cause. Privateer Press staff and family are not eligible to enter.
have handed in their miniatures. In order to collect their miniatures at the end of the
Cash winnings are subject to all state, local, and federal laws.
show, competitors must present this ticket and valid ID in person.
The judges decisions are final in all cases.
these dossiers
Kingdoms premier spy. Gathered at great expense and risk,
Take a look inside the files and dossiers of Gavyn Kyle, the Iron
WARMACHINE and HORDES.
of
s
warlock
and
ers
warcast
the
of
some
of
ions
motivat
give a behind-the-scenes look at the histories and
t by Chris Walton,
ug Seacat Ar
Do
by
ed
rib
sc
an
M
Tr
and att Wilson
Eva Widermann
Vayl Hallyr
Nyss previously
tastrophe of the
ca
nt
ce
re
e
th
d
their plight has
have investigate
ador. Learning of
Kh
rn
At your request I
he
ns
rt
no
of
s
n. My investigatio
te mountain
remains unknow
at
occupying the remo
th
es
tim
ch
mu
ny
is
ma
e
r,
, and ther
Vayl Hally
been a challenge
sorceress named
a
e:
ur
fig
y
ke
a
me of
unearthed the na
the Betrayer.
as
ly
on
ity of whom are
to
d
re
refer
refugees, the major
ss
Ny
en
on
be
ve
ha
ling my reconstructi
of information
parate report detai
se
My best sources
a
d
ws
se
vie
clo
er
en
int
ve
ted
ha
l selec
ar Korsk. I
this subject. Severa
presently living ne
items connected to
nd
yo
be
e
ph
.
tro
low
d be
of the catas
ividuals I transcribe
mative of these ind
.
with the more infor
G.K
llyr Summary
Vayl Ha
Queen of the
The Ice Witch, Frozen
Aliases: The Betrayer,
Hallyr
amo ng the
aining accurate dates
Not e on Dat es: Ascert
n to
atio
rel
in
e
tim
k
They mar
Nyss is problematical.
ween shared
bet
s
ion
rat
mig
ic
iod
seasons and the per
ry few decades
s. Migrations occur eve
communal settlement
ary, such as
ons and some are station
rd has its own traditi
CorvisUniversity
o the
ives fro m backing int
bir th date estimate der
Born: 530 ARVayls
and her
)
(545
y
cer
sor
in
her
of Nyssor trained
period when the Fane
s time (mid-teens).
thi
ing
dur
age
ely
lik
uous control of the
es: 556 ARAssumed ten
Other Significant Dat
tribal elders. 565
its
spiring in the death of
Hallyr tribe after con
Accused by tribal
AR
574
.
ion
osit
opp
of internal
My experiences wi
AREliminated last
ng shards. Pacts
ori
ghb
nei
th Cylena Raefyll
attacks and raiding on
and her hunters we
horrifying, but in
elders of unprovoked
eral neighb oring
sev
ys
re
tro
Des
retrospect I learn
AR
5
-59
578
ed.
form
e
ens
ed more than I ap
def
at
AR
th
of mutual
596
.
e
tim
sty
hir
e.
odt
Su
preciated
blo
ff
ng
ice
bei
it
for
to
tion
sa
uta
y
rep
I
ha
her
ve with my own ey
and dragonspawn
shards, increasing
es seen Nyss
retains her positio n.
fighting in close
iance of tribes but she
proximity and be
ir
to
the
be
e
Violence halted by all
lat
a
ihi
co
nn
ann
lieve there
to
ec
g
tio
n
helpin
be
e,
tw
ocid
ee
gen
s
n
th
Nys
em
in
.
605 ARCollab orated
s against nor thern
ack
att
led
e
Yo
hav
to
ur
inquiry recalled
Suspected
a co nversatio n I
tribal culture. 606 AR
s in Llael, nor thern
had almost forgo
overheard while th
ARMay have led attack
tten,
e Raefyll hunter
in
e
ris
Khadoran villages. 607
a
n
has bee
re
s spoke among th
the
re
Th
whe
s,
ey
che
sp
Mar
ok
e
e
ton
emselves.
of
ods
a
Blo
wo
the
ma
and
n
na
me
Cygnar,
d
Va
di.
yl
ran
Ha
ope
us
lly
r, so meone they vie
with equal measur
ching her alleged mod
wed
es of hatred and
mysterious deaths mat
ediate
wary respect. She
chased and hounde
siblings or other imm
ing
had
viv
sur
of
s
d
ion
th
icat
e
rel
ind
No
:
ig
iou
tus
Sta
s
se
ily
ct
Fam
of their people ev
after they fled th
en
e north. The lo ok
s shared between
living relatives.
the Fane of people while discussin
ng
Cylenas
amo
et
hab
alp
ic
Aer
g this wo man told
the
and
y
cer
sor
in
ed
me I was missin
so mething signi
Training: Educat
Corvis University
Nyssor.
of notes on a breed
shed a compilation
bli
pu
ke
ra
nd
Pe
or
Profess
the descriptions of
termed incognitus,
of dragonspawn he
s accounts of attacks
m certain eyewitnes e professors
fro
se
tho
tch
ma
which
. Th
of western Immoren
across a broad region aum allegedly had firsthand contact
sselb
associate Lynus We
Nyss he purported
. He also witnessed
in the guise of
with these creatures
uir
blight. After inq ing
on
ag
dr
of
ns
sig
to show
the following.
dentials, I received
feigned academic cre
g
ficant in their ex
change. Given our
of Nyss religion,
ignorance
I had no way to de
du
ce
the subtext. But
seemed to feel so
they
me crisis was immi
nent.
It was clear they
were speaking of
so meone they co ns
a formidable enem
idered
y and against wh
om they strongly
vengeance. You co
desired
uld try to co ntac
t the Raefyll tribe
but I warn they ma
directly,
y prove evasive.
CorvisUniversity
Associate Profess
or
79
80
, Prikaz
Greylord Koldun
of bli gh ted
skep tic al of ru mo rs
Wh ile I wa s ini tia lly
gr ou ps of
ed
niz
ga
ox im ity wi th or
pr
in
ing
ht
fig
ss
Ny
is no w ine sc ap ab le.
ink th e co nc lus ion
dr ag on sp aw n, I th
d wh at its go als
for ce re pr es en ts an
Ex ac tly wh at th is
ve me nt s an d
ry. I fou nd th e mo
ar e re ma ins a my ste
t un de rs ta nd ing
bu
t,
ide rs inc oh er en
ra
e
es
th
of
s
ck
ta
at
ion al clu es . Wh at
ma y pr ov ide ad dit
s
th is gr ou ps lea de rs
rts of th es e at ta ck
tel y wa s th at re po
of
ke
str uc k me im me dia
wa
e
th
nt of wh at is lef t in
ar e ve ry re mi nis ce
an sw er an d ca n
l no clo se r to a re al
fee
I
.
ids
es
ra
ian
yx
Cr
re ve al th e ide nt iti
inves tig at ion wi ll
on ly ho pe fu rth er
th is ar me d for ce .
of oth er lea de rs of
81
Reckoner
He who is the Grand Reclaimant is, too, the reckoner of man, burning away the
sins of the faithful with but the merest glance.
The Canon of the True Law
82
83
Interdiction of Judgment
The soldiers of this interdiction comprise the ready striking arm of the large garrison posted to
Tower Judgment which has been increasingly called upon to protect the northern border of the
Protectorate of Menoth. Temple Flameguard remain the most numerous and significant core of this
interdiction, but it has been recently expanded to become a more mixed force capable of dealing
with any threats which may arise out of the Bloodstone Marches. This includes maintaining a
constant eye on troop movements of the increasingly active Skorne Empire.
84
Reckoner
Large Warjack
What do I reckon
fer starters me an of the Reckoner? Well,
Reckoners. Nah me mates dont call em
on account o the fa, we call em Thunderclouds
a dark cloud from ct that a few together look like
thunderous-like. afar, an their cannons are all
Blasted Menites
or to conceal their use em like mobile artillery
whats lurkin behtroops, cuz ya cant easily see
ind the wall o smok
e they make.
Tricky buggers ta
Them cannons theydeal with, too, make no mistake.
fire from beyond th got can lay down a right terrible
e range of most of ou
An the stinkin sm
r weapons.
ok
e
th
ey
w
a
ft
from those soddin
clubs makes it blood
y
a
rd
to
h
it
e
m back close in or
far back. Cuz its
a
rd
to
sm
a
ck
e
m at range, an
in close they pound
y
a
w
h
il
e
y
a
ch
ok
e on the smoke,
ya gotta use yer nog
g
in
a
n
p
la
y
cr
afty: sneak within
strikin range, but
n
ot
so
cl
os
e
y
er
in danger of bein
walloped around th
e ead.
Cobb Blackwel
l, Cygnaran trench
er
85
Reckoner Tactics
By David Boeren
Twisted Metal
The Reckoner rose to fame as a
Mangled Metal jack. Perhaps I
should say THE Mangled Metal jack,
because very few jacks can tangle
with him one-on-one. It has a POW
17 mace, built-in Concealment so
other jacks need to boost to hit, and
its own POW 12 cannon with a few
special effects. Now POW 12 may
not sound like much, but its Critical is
a thing of beauty, doing 6 damage to
an enemy jack or beast ignoring their
ARM. When it goes off, that equals
a POW 18 gun. The range is decent,
but it is long enough it will not be in
charge range. When it gets close, it
unveils the next trick: Assault. You get
a free shot with every charge, and if it
hits, it boosts your melee attack rolls.
86
Reckoner Synergies
As mentioned before, the
Reckoner goes great with
the Reznik/Vassal
combination. If
you can Infuse,
Brand your target,
and get off two shots,
you have strong odds
of getting a warcaster kill
for no additional focus. it also
makes a great target for Zealots
Rage, and using Enliven can
help you keep getting those free
charges every turn.
The Reckoner in
Modern Times
Although the Reckoner no longer
stands as the only SPD 5 Protectorate
warjack, it still fills a unique role as
our only accurate ranged warjack
as well as still being a first class beat
stick. The power of Critical Splash
has improved since the release of
HORDES, and the higher DEF of
warbeasts compared to warjacks
increases the value of Flare as well.
Multiwound troops may also need the
power of its melee weapon, and its
Choking Veil affects beasts. In Legends,
the Reckoner has gained two great
new allies in Reznik and the Vassal.
Reznik can grant free Assault charges,
and with Brand it can give free
boosts too, increasing the likelihood
of a Critical Splash or just helping it
beat foes down more effectively. The
Vassal can use Enliven to prolong its
life as well as to continually break it
out of melee and enable it to Assault
repeatedly without being tied up.
Together, Brand and an extra attack
from the Vassal gives the Reckoner
two shots at an enemy with a very
strong likelihood of a critical.
By Todd Arrington
Basecoat
Basecoat the purple areas with an equal mix of Beaten Purple and Jack Bone. Basecoat
the lavender-white areas with Menoth White Base, the steel areas with Cold Steel, the
gold areas with Solid Gold, and the barrel trim with Blighted Gold.
Basecoat Colors:
Purples: Beaten Purple, Jack Bone
Lavender Whites: Menoth White Base
Steel: Cold Steel
Golds: Solid Gold
Barrel Trim: Blighted Gold
Shading
Wash the purple areas with a mix of Beaten Purple and Matte Medium. Then wash the
deeper recesses with a mix of equal parts Beaten Purple, Sanguine Base, and Matte
Medium. Wash the lavender areas with a mix of two parts Menoth White Base and
one part Beaten Purple and Matte Medium. Wash the steel areas with a 2:1 mix of
Bloodtracker Brown and Armor Wash. When its dry, wash it again with a 2:1 mix of
Exile Blue and Armor Wash. Wash the gold areas with an equal mix of Beaten Purple,
Sanguine Base, and Armor Wash. Wash the barrel trim with a 2:1 mix of Bloodtracker
Brown and Armor Wash.
Shading Colors:
Purples: Beaten Purple, Matte Medium, Sanguine Base
Lavender Whites: Beaten Purple, Matte Medium, Menoth White Base
Steel: Armor Wash, Bloodtracker Brown, Exile Blue
Golds: Armor Wash, Beaten Purple, Sanguine Base
Barrel Trim: Armor Wash, Bloodtracker Brown
Highlighting
Highlight the purple areas with an equal mix of Beaten Purple and Jack Bone. Highlight
the lavender areas with Menoth White Base. Highlight the steel areas with Cold Steel on
the flat portions. For the gold areas, first highlight with an equal mix of Solid Gold and
Cold Steel. Follow up with a highlight of just Cold Steel. Highlight the barrel trim with
an equal mix of Blighted Gold and Cold Steel. Then highlight again with just Cold Steel.
To create a furnace glow, apply Cygnus Yellow thinned with a bit of water. Basecoat the
gem on the barrel with Sanguine Base.
Highlighting Colors:
Purples: Beaten Purple, Jack Bone
Lavender Whites: Menoth White Base
Steel: Cold Steel Golds: Cold Steel, Solid Gold
Barrel Trim: Blighted Gold, Cold Steel
Furnace Glow: Cygnus Yellow
Gem: Sanguine Base
Detailing
Red Ink
Detail the fine edges of the purple areas with Jack Bone. Apply detailing to the lavender
areas with Menoth White Highlight. Detail the armor edges, rivets, gold areas, and barrel
trim with Quick Silver. Wash the furnace glow area with an equal mix of Khador Red
Base, Red Ink, and Matte Medium. Finish the gem with an equal mix of Khador Red
Highlight and Menoth White Base.
Sanguine Base
Solid Gold
Details Colors:
Purples: Jack Bone
Lavender Whites: Menoth White Highlight
Steel, Golds, Barrel Trim: Quick Silver
Furnace Glow: Khador Red Base, Matte Medium, Red Ink
Gem: Khador Red Highlight, Menoth White Base
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9
0
0
2
Whats in Store
for the League
Start Date
End Date
2/2/09
5/18/09
9/14/09
3/23/09
7/6/09
11/2/09
* Check with your store for their exact schedule. Each Tour runs for five of the eight weeks provided per Tour.
Barbed Wire
Warrior models move at half speed while within Barbed
Wire terrain features. Warrior models that charge or run
within Barbed Wire suffer one point of damage.
Eliminator
Relentless
TOUR 1
CHAMPION
TOUR 3
CHAMPION
Fight or Flight
Strategist
TOUR 2
CHAMPION
In the face of danger, some fight back out of fear. When a model/
unit fails a command check that would normally cause it to flee,
roll a d6. On a result of 1, 2, or 3, the model unit flees as normal.
On a result of 4, 5, or 6, the model/unit fights back instead of
fleeing. A model/unit that is fighting back activates during its
controllers Maintenance Phase and attempts to attack an enemy
model. If there are enemy models in melee range, it will attack
one of them. If there are no models in melee range but there are
models engaging it, the warrior that is fighting back will advance
toward and attack the closest enemy model. Otherwise, the
model fighting back will charge and attack the nearest enemy
model in line of sight. If the model fighting back cannot charge,
it will advance toward the selected model instead. If there are
no models in line of sight, the model fighting back will advance
toward and attack the nearest enemy model. When there is a
choice of models, select one of them at random. A warrior that is
fighting back that is knocked down will forfeit its movement to
stand up and attack if possible. Otherwise it will forfeit its action
and advance toward the nearest enemy model. Models/units will
continue to fight back each turn until they pass a command check
at the end of their activation. Models in a unit may move out of
formation while fighting back. Models without melee weapons
will flee normally instead of fighting back.
Get Involved!
Head over to www.privateerpress.com/dispatch to see the rules and
scenarios for Call to Arms and read the stories behind the battles playing out
on the tabletop throughout the league. Beginning this year, players can also
visit www.privateerevents.com to see online merits that they can earn
throughout the league year. Some of these will mirror the Warlord, Eliminator,
Relentless, and Strategist awards, and other merits will award a broad range of
accomplishments in game play or hobby pursuits.
89
Skarath
Tail
Skarath
Head
Skarath
Main Body
Blackbanes Ghost Raiders
Pirate 1
Trencher Cannon
Plate
Trencher Cannon
Chassis
Trencher Cannon
Wheel
Honor Guard
Body
Trencher Cannon
Barrell
Trencher Cannon
Crew Backpack 2
Honor Guard
Consecrated Halberd
Trencher Cannon
Crew Backpack 3
by Rob Hawkins
Alternate Woldwarden
by Lars Strbk
Amon Ad-Raza
by Mickael Iegems
93
by Pat Ohta
94
The Painting Challenge of No Quarter #20 was to capture the essence of what time, the elements, rust, and decay could do to a
model. Mechanika breaks, parts wear out, and paint eventually bleaches away in the unforgiving sun.
WINNER!
Scott Foster
Honorable Mentions
Tarnished Freebooter
by Daniel Nelson
95
Mechanikal Muscle
Laborjacks in the Iron Kingdoms
PLUS, creating City Street
Terrain, Khador tactics, the
Origins of Human Magic, and
Metamorphosis Recent Battles
96
Jack Attack EXTREME! The armies of Cygnar and the Protectorate of Menoth bring their massive arsenals to bear.
Tour:
Liberation of Umbrey
Start Week: 5/18/09
End Week: 7/6/09
Tour:
War-Torn Fronts
Start Week: 9/14/09
End Week: 11/2/09
Ask your local Game Store about how you can jump into the action of the Call to Arms League! Fore more information on Leagues, go to:
www.privateerpress.com/leagues
Privateer Press, WARMACHINE, HORDES and all related logos, factions, warjacks, warbeasts, characters and their distinctive likenesses are TM and/or 2001 - 2009 Privateer Press, Inc.