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Credits
President: Sherry Yeary
Chief Creative Officer: Matthew D. Wilson
Creative Director: Ed Bourelle
Director of Business Development: Will Shick
Director of Operations: Jason Martin
Project Director: Bryan Cutler
Publications Manager: Aeryn Rudel
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles
Graphic Design Director: Josh Manderville
Marketing Manager: Lyle Lowery
RPG Producer: Matt Goetz
Editorial Manager: Darla Kennerud
Studio Director: Ron Kruzie
Hobby Manager: Stuart Spengler
Playtest Coordination: Jack Coleman
On the Cover
Juggernauts Journey:
The Eiffel towerparis, France
Photography:
Ryan Cooper, George DeStefano,
Matt DiPietro, Matt Ferbrache,
Laine Garrett, Guillaume Leguyader,
Allie Rose-Marie Leost, Marisha Ray
Studio Miniatures Painting: Matt DiPietro,
Geordie Hicks, Ron Kruzie
Contributors
Ed Bourelle, David DC Carl,
Josh Colon, Matt DiPietro, Andy Gill,
Matt Goetz, Orrin Grey, Miles Holmes,
William Hungerford, Allie Rose-Marie Leost,
William Overstreet, Michael Plummer,
Marisha Ray, Aeryn Rudel, Michael G. Ryan,
Michael Sanbeg, Douglas Seacat,
William Shick, Tim Simpson
Illustrations
Mike Capprotti, Chippy, Alberto Dal Lago,
Ivan Dixon, Luis Gama, Mariusz Gandzel,
Laine Garrett, Mark Gibbons, Marcel Mercado,
Nstor Ossandn, Karl Richardson,
Brian Snoddy, Hugo Solis,
Andrea Uderzo, Chris Walton,
Matthew D. Wilson, Kieran Yanner
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Table of contents
New Releases
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Quick Shot
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Table Of Contents
New releases
WARMACHINE: Reckoning
The rising threat of the Cryxian armies has become
too great. Death permeates the war-torn region,
and Empress Ayn and King Leto themselves
chance incredible danger to meet and coordinate
their stand. The Protectorates Northern Crusade
joins Khador and Cygnar in a final alliance of men
against the unending armies of the Dragonfather.
As these armies combine to expel the deathless
forces of Cryx from the mainland, in tunnels below
the battleground a lone Khadoran soldier fights to
save one of the Motherlands greatest legends.
release: june
NEW RELEASES
NEW RELEASES
New releases
No Quarter Presents: Forces of Distinction
Ripped from the pages of No Quarterand presented for the
first time in a single volumecome over thirty theme forces
for WARMACHINE and HORDES to add thematic depth and
all-new strategies and tactics to your game.
In addition to rules for fielding famous forces straight from
the battlefields of Immoren, each theme force also includes
fiction written by Privateer Press top authors, providing an
intimate view of the origins and actions that have made these
units famous.
Whether you want to unleash the feared Claws of the
Dragon, an elite regiment composed of the best that Khadors
Iron Fang Pikemen have to offer under the leadership of the
terrifying Butcher of Khardovtake a trip with the greatest
heroes of the Northern Kriels, bound by blood to Dhunias
favorite son Borka Kegslayer in Family Reunionor run
Cygnars journeyman through the gauntlet under the nononsense eye of Major Markus Siege Brisbane in Trial by
Fire. Forces of Distinction has theme forces for every faction
to challenge your opponents and inspire your hobby.
release: june
NEW RELEASES
Ruin (metal/resin)
game: warmachine/khador
sculptors: ben misenar and dave kidd
painter: geordie hicks
release: may
PIP 33108 $64.99
NEW RELEASES
New releases
NEW RELEASES
NEW RELEASES
10
nerves of Steel
Leaving Holmes
By the time Nicolas Verendrye settles into his role as a
mercenary, he will have come a long way from where he
began, and many of his worldviews are likely to have
changed. He starts with a middle class upbringing,
and hes in the middle of a slow moral slide, Holmes
says. As the Steelheads becomes his home, his moral
compass shifts. The way mercenaries are treated by their
employers, the way theyre viewed by their enemies, the
politics of that way of life, these are the things I wanted
to have an effect him and change him gradually.
Its a hard row to hoe for Verendrye; his expectations
of immediate, albeit undefined, revenge against Khador
are thwarted almost immediately, and the men who
becomes his brothers-in-arms each have their own
reasons for doing what they do. Some are in it with
similar intentions; others, for the money. And still
others for the lifestyle that a hired soldier can only
experience if his sword and gun are up for sale. So, while
the Khadorans are his immediate nemeses in the tale,
Nicolas finds himself dealing with dangers far closer to
home. Its a man-against-self kind of storytheres no
individual he can go after. He joined the mercenaries
because he knows he can fight against Khador. But as
the story advances, the antagonists sort of emerge from
the chapter of Steelheads that hes joined. Hes going
to have these polarizing moral elements represented
by his fellow mercenaries, and hes going to be pulled
in different directions. Hes going to have to make
decisions about what kind of man he is, who among his
brothers-in-arms will have the stronger influence.
Raising Caine
That journey from victim to mercenary leader is a new
approach for Holmes writing in the Iron Kingdoms. His
past venture, the novella The Way of Caine (skullislandx.
com/warmachine/the-warcaster-chronicles/the-wayof-caine), was a much more rough-and-tumble approach.
Caines story is one of rising up to fight his way to his
destiny, Holmes notes. He already had talenthis
time on the street made him a fighter.
nerves of steel
11
Author Authority
A tabletop player since 1995,
Miles Holmes first discovered
WARMACHINE in 2004
the way it introduced the
focus system was particularly
appealing to him. I didnt need
so many models to play, and so I
got into it pretty quickly. You get
in for the miniatures; then you
get inspired by the setting, and
the more depth you find there,
the more you want to play.
From the beginning Cygnar
was his faction of choice, and
Allister Caine was his early favoritesort of a mix of two of my
favorite rogue characters, Han Solo and Wolverine.
His days of gaming go back even further, all the way back to
Car Wars. Over the years, he has worked on a high-profile Sonic
the Hedgehog game and Mass Effect for BioWare, as well as
creative work for the Full Auto franchise. And in his spare time,
he writes books for his personal website (infinitygate.com) and
develops his own gamesincluding a recent game, Road/Kill.
Infinitygate.com is where everything Im doing creatively
ends up going, he explains. You can download Road/Kill
there; all my sci-fi theme stories are there as well.
Currently, Holmes is ambitiously developing his own coherent
universe of stories. Its epic. I wrote a few cornerstones that
range from 70,000 BC to 4,000 AD, and Ive written stories in
between as important beats. His first book in this venture,
Tales of the Invisible Hand, is a prehistoric adventure.
I started with the genetic bottleneck. Sometime around 70,000
BCD, its thought a super-volcano trigged an early Ice Age,
bringing us to the brink of extinction. In fact, our population
was reduced to only a few thousand people worldwide! My story
injects a science-fantasy context into that event, complete with
lost civilizations, vintage aviation, and forgotten technology.
Its been an absolute labor of love to create.
12
nerves of Steel
Miles to Go
Whether Nicolas lives or dies by the end of Cold Steel,
Holmes still sees great possibilities in the story hes in
the midst of telling (the remaining parts of primarily
finishedsome revisions are still being ironed outand
will appear in No Quarter issues #61, 62, and 63). I have
considerable notes from the early discussions about
the rogues gallery of Nicolas brothers-in-arms. I have
supporting characters who bring skills and personalities
to the mix, and Ive plotted these people out.
That includes the as-yet unnamed young recruit Nicolas
is narrating his history to. That character, the young
recruit, is kind of a blankhe starts off as sort of the new
player coming to the game or the world, and Nicolas is
making a case for why he wants to be a part of this. Ive
told you everything, now what do you want to do? Do
you want to play? That sort of thing. But the young
recruit is more than just a conduitonce this story is
done, that character has a future.
And just what sort of future might Holmes be considering?
The dark side always interests me, he says. Ive put
some time into Cryx via the WARMACHINE: Tactics PC
gameI did some writing for the extended campaigns.
So, Id love to spend a little more time with the darker
forces of western Immoren. I would love to get my head
into different perspectives, especially the skorne way of
thinking. With characters like Nicolas Verendrye and
the new recruit, its always fun to create their history in
the Iron Kingdoms because you know youre leaving a
small mark in a big world.
Model Mercenary
Sergeant Nicolas Verendrye is coming to a tabletop near you.
The Mercenary Steelhead character solo model is
scheduled for its official release in early 2016, but
attendees of Lock & Load GameFest 2015 will get a special
advance shot at adding Nicolas to their armiesand the
mercenary will work with a host of different factions.
Its a chance to get him into play while waiting to see
how his story unfolds, Miles Holmes says. Personally,
Id add him to my Cygnar army and go after Khador.
But thats just me.
the Protectorate.
MERCENARY This
NICOLAS
HALBERD
POW
HALBERD
FA
C
DAMAGE
11
P+S
10
13 14
PISTOL
NICOLAS
PC
2
13
nerves of steel
14
In the Beginning...
Eyes on the Prize
15
Arcane Turbines
I used a big plastic cylinder and covered it in Worbla, then closed
it off and used a big round ball to form the raised ends.
I repeated the process to make two smaller inner circles for detail
and used decoration nails for the bolts. I measured out strips
of Worbla and laid them over top the tank to add more depth/
detail. I then opened the back of the tank and measured roughly
where the pipes would go in.
For the exhaust pipes, I used PVC pipe and cut them down to a
40-degree angle for easier insertion into the tank. I then measured
out roughly the size of the vents I wanted and using 1/4 (6 mm)
craft foam and a circle pattern to cut out two rectangles four inches
longer than the PVC pipe, and after I was all done cutting out the
shapes from craft foam, I covered it in Worbla.
I needed enough space for the LEDs that would sit inside to be
easily accessible if I needed to change their batteries or put in new
lights, so I made the bottom out of the same 1/4 (6 mm) craft foam
and traced out a circle for the vent and the pipe. I cut two small slits
and put the power switch through it so I didnt have to open and
close them to turn on the lights. I then closed off the top with Worbla
I shaped along a foam cone and made the PVC pipe appear to get
smaller at the top. I then cut out 12 squares and glued two apiece
together to make the coils for around the base of the pipes and after
covering them in Worbla I used my Dremel to smooth the edges.
I then made another simple box base around the entire tank,
careful to follow the reference, and opened up the back to ready
it to hold the electronics for the smoke machine.
Next, I moved to the bottom of the tank where another
small furnace sits and, using the same egg foam shape as the
breastplate (see below), made the furnace. I drew out the rough
shapes of the vents and used my hot knife to cut them out. Then
to get the right sizing for the trim, I used Scotch tape to cover
the areas of furnace I wanted the design/trim and drew the
rough trim on top. I then cut out all the shapes from the tape
and transferred them to Worbla and cut it all out again. I then
heated them to the edges of the furnace.
I then added one more strip of Worbla for decoration and to
secure the pipes to the furnace then twice around the edges of
the base tank for a firm hold.
Once the trim was done, I used the same tube from the breastplate
piping, I heated globes of Worbla to each end and attached them
to the bottom of the furnace. I then cut out two U shapes and
used them to cover the Worbla globes and furnace to make it
appear as if its running into it.
I moved on to adding the final gauges, piping, and screws. I
bought two simple gauges, one big and one small, and covered
them both in Worbla before attaching them to the tank.
I then heated together my Worbla scraps and rolled them into
tubes and attached them to the tank as piping.
I added some extra Worbla strips as details and then bought
some large screws from my local hardware store and screwed
them on either side of the smaller gauge on top.
16
Breastplate
I bought a Styrofoam ball from my local craft store that was a
good-looking breast size.
I covered it in cling wrap and used my heat gun to heat both
sides of the Worbla until it was malleable. I then carefully
stretched it across the Styrofoam ball, rotating it slightly as I
went to help with tearing instead of stretching it directly from
the top down. After a bit of wiggling it popped out, and all I
still needed to do was trim the excess Worbla, repeat, and tahdah! Allison boobs.
I used tape and cling wrap to make a dress form of myself,
covering my torso first with the cling wrap and then with the
tape. After I was completely covered with tape, I drew the shape
I needed the plate to be, then taking the cup from earlier, I traced
around the bottoms of where I wanted my breasts to sit. After
I was done drawing the patterns, I cut it out and transferred it
to craft foam. I covered it in Worbla, tucked the edges, and after
carefully reheating it all, I formed it to the shape of my body. I
then popped the cups in from the back.
I covered the base plate in tape in order to create trim from Worbla.
I did it slightly different for the trim around the breastsinstead
of transferring it directly to Worbla, I instead transferred it to craft
foam first so it would have more of a raised edge.
I moved onto the center furnace and, using an egg shape, I made
a Worbla form of it. I cut it in half and slightly overlapped it for
a raised edge, then I traced out where I wanted my vents to go
and cut them out. I covered the edges in tape and drew out the
trim, transferred the pattern to Worbla, and heated it all together.
For the bolts, I traced out the same circle pattern as the vents and
cut it in half, covered them in Worbla, trimmed and tucked the
edges, and then heated them onto the baseplate.
I used a tube meant for cable organizing as the piping and heated
globes of Worbla to each end before attaching them to the center
of the furnace. I then cut out two U shapes and used them to
cover the Worbla globe and furnace. I added one more strip of
Worbla for decoration and to help secure the pipes against the
breastplate and again in the back.
LEDs
I purchased coin battery LED strands and used them to save time
on wiring them myself.
I covered the areas I wanted my LEDs to shine with Transparent
Worbla and heated it against the Worbla. I then covered the inside
with transparent colored vinyl and lined it with tissue paper to
help diffuse the light. Next, I lined the inside where my LEDs
would go with tinfoil and closed it all off leaving a hidden craft
foam ports to easily access the LED strands to change batteries
or replace lights.
17
18
10. Remove the tape and make sure everything looks nice. Dont
worry too much if some paint seeped through because you can
take care of it in the drybrushing stages.
11. All the airbrushing is complete now, so you can switch over to
your Acrylic paints and drybrushes. Paint all the detailing bolts
and trim silver.
12. Use black drybrush along all the edges and create a drop shadow
around each bolt and all of the trim, cleaning up any white around
the edges.
13. Paint the Cygnar crest black and added all the drop shadows
around it. Then paint in the damage/scratches with more black
and subtle white/light blue highlights along the edges of the
scratches to make them pop.
14. Paint the crest in with yellow; it takes about eight coats to make it
really pop.
15. After the crest is done, outline it again with black to make the
edges crisp and drybrush in some brown for low lights.
16. To finish it off, drybrush on a few white highlights to the crest and
voila! Painting complete!
Now the only thing you have to decide is if you want a gloss, semigloss, or matte finish to your armor. I personally use semi-gloss, but
it depends on what kind of sheen you want on the armor or prop
youre painting.
Pauldrons
I made templates from a baseball helmet and measured out
where to sit my crest. I then covered the whole thing in plastic
wrap and tape before drawing out my template.
I cut out the tape template and used it to measure out two sides
of Worbla and a piece of craft foam. I sandwiched the two pieces
for both sides, leaving the center out.
Next, I heated and formed both pieces around a baseball helmet
and pieced it together like magic. I finished it off with a strip of
Worbla smoothed down to a nice finish. The second pauldron
was much easier because it was all one piece. I covered the entire
helmet with Worbla, trimmed the excess, and tucked the edges.
The hole in the first pauldron was meant to proudly house my
Cygnar crest, which I cut out from craft foam and then glued to
another piece of craft foam as a base.
I sandwiched this between two pieces of heated Worbla and then
shaped out the crest.
Next, I formed it to the top of the baseball helmet to make it fit
nicely into my shoulder.
To make the under-detail vents, I measured out how big to make
it based on the bottom measurements from my pauldrons, cut
out the shape from 1/4 (6 mm) craft foam, and then measured
out where to put all my holes.
I traced all the holes from a simple circle pattern and used an
X-ACTO knife to cleanly cut them out.
I sandwiched it between two pieces of Worbla, poking holes with
a pin to let all the air out while shaping them in. After I was done,
I trimmed the excess Worbla off the edges, tucked the edges in,
and loosely rounded them to fit nicely under my pauldron.
I then roughly traced the edges around the pauldron and got
the right sizing for the raised trim. I cut it all out of craft foam,
sandwiched them in Worbla, trimmed the excess, tucked the
edges, and attached them around the edges.
For the rank, I measured out the size proportionate to the
pauldron and cut it out from 1/4 (6 mm) craft foam, sandwiched
it with Worbla, trimmed the excess, tucked the edges and
attached it to the pauldron.
To get the right sizing for the inner trim I used Scotch tape to
cover the area of the pauldron where I wanted the design/trim
and drew the rough trim on top. I then cut out all the shapes
from the tape, transferred them to Worbla, and cut them all out
again. I attached them to the pauldron and then used upholstery
decorative nails for the bolts, attaching Allisons rank to her
second pauldron.
And in the end, I used my hot knife to create random scratches
and damage all along the armor.
19
Sewing
I took all my measurements to insure a perfect fit and gave
everything a little extra just in case things dont work out right
its easier to make things smaller than it is to make them bigger.
I bought and altered patterns, but sewing is not my strong point,
so I had to get help. My good friend and fellow cosplayer Andrea
from Forever Dreaming cosplay helped me by hand drafting the
pattern for Allisons jacket; she taught me how to sew everything
After the patterns were figured out, I had to find all the right fabric
and notions. Normally youd make a test pattern out of scrap
fabric before starting your actual piece but with time constraints,
we had to make do with one pass. I used vinyl for the jacket, belts,
and pants, and cotton for the skirts, centerpiece, and pants.
Skirts
First I measured how long I wanted the skirts to be out of the
cotton fabric, then I measured out the widths of the top and
bottom, the bottom being wider than the tops. After I was done
cutting out the patterns, I measured out a border for the skirts,
making them 2 inches along the sides and 4 inches at the bottom
After the edges were all sewn together, I sewed it to the backside
of a belt to hold it around my waist.
Torso Piece
To sew together the centerpiece, I did the same steps as the skirt
with the same fabric and measured how long I wanted it to be. I
then measured out the widths of the top bottom and center, the
bottom and top being wider than the center. After cutting out
the patterns, I measured out a border for the torso piece, making
them 1 inch along the sides and leaving the bottom open for the
Worbla detail. I measured the bottom for the right shape and cut
out a triangular piece of craft foam for the bottom, covered it in
Worbla, tucked the edges, and used decorative nails for the bolts.
I used nails and super glue to hold it to the bottom of the fabric. I
then attached D-rings to the back of the torso piece and attached
the belts to the D-rings using rivets. After that, I added Velcro to
the back to secure them around me snuggly.
Pants
I took all the measurements for my legs, cut out pre-quilted
cotton fabric and vinyl from a modified pants template, and
sewed them together. To add the belts, I measured where I
wanted them to go and sewed the premade belt ends into my
seams. To finish it, I added an elastic band around the inside of
the waist belt and sewed it shut. I then added a few rivets on the
belts at their connecting points.
Jacket
Using the patterns Forever Dreaming Cosplay drafted for me,
I cut the patterns out of vinyl and sewed them together. I then
topstitched and closed all the edges. Next, I added loops around
the bottom of the jacket and the top of the collar for my belts.
I cut out a simple sleeve pattern from the same pre-quilted
material I used for the pants, and I sewed them together. I then
added rivets for detail and stitched the sleeves into the armholes
of the jacket, leaving the top open for the pauldrons strapping.
20
Smoke Machine
A lot of planning went into my smoke machine. After the first
failed attempt with a childrens toy, I had to look into small
components to make a custom smoke machine. Once e-cigarettes
were determined to be a small, cheap, and viable method, I just
needed to figure out a way to pump air threw them. With some
help from a friend, I found aquarium tank pumps that make
bubbles, and as luck would have, they used the same voltage
as the e-cigs. I then had some help figuring out how to wire
the proper power circuit and battery source before added my
wireless trigger.
Everything was wired into a fitting case, and tubes connected
the e-cigs into my PVC pipes. When making the turbines, I had
left enough space for the case and the battery to sit snuggly. So,
with the custom smoke machine finished and mounted, all that
was left to do was test them out, and ta-dah! Smoking turbines!
Swords
To begin the swords, I took a large piece of paper, folded it in
half lengthwise down the center, and then used references to
freehand draw a template proportionate to my body along the
folded line of paper. I cut it out so it was equal on both sides.
I then traced the paper onto EVA foam and used a hot knife to
cut out two base shapes for each sword. I then cut out a 1/4 (6
mm) craft foam as my centerpiece guideline and hot glued it to
one of the pieces.
I then measured how far to insert the doweling to double as
support and a hilt. I marked where it would sit.
I then smoothed out the marked lines careful to not press through
to the other side on both pieces, and I inserted the rod.
I then hot glued the whole thing together and marked out where
to sand down. I then carved out the base shape with my Dremel.
After it was even on both sides, I covered the whole thing in
Worbla, being careful to overlap the edges just enough, and then
smoothed down all the edges to a nice even blades edge.
Next, I got to work on the swords furnace. This is another fine
example of forms being everywhereI actually used the form from
my body soap bottle to get the perfect shape for the swords vents.
I then used tape to cover the area of the vent where I wanted the
design/trim and drew the rough trim on top. I then cut out all
the shapes, transferred them to Worbla, cut it all out again, and
heated them to the furnace. When the furnace was complete, I
measured where the vents would go and, using a hot knife, cut
out all the shapes where I had marked. Then I heated the top of
the furnace to the bottom of my guard piece and attached both
top sides of the swords blade.
21
Using Worbla, I filled in all the gaps with strips and was careful
to leave half of the top open to easily access the on switch for the
LEDs and then smoothed down all the Worbla edges to a nice clean
finish. I then made the outer guard pieces following the reference
with 1/4 (6 mm) craft foam. Once they were covered in Worbla,
I added the detail strip and used decorative nails to finish it off. I
then measured where they would sit and traced out guard piece to
cut openings into either side of the main guard and pop them in.
After the guard was complete I move onto the pummel and,
using the same form as I did for my exhaust pipes, I heated a
piece of Worbla and wrapped it around. To get the raised top,
I used the same egg shape as the bracers and used the top part
of the egg. After trimming and carefully heating the two pieces
together I roughly traced vents on the pummel and using my
hot knife cut them all out. I then used scrap Worbla pieces as a
backing to create insets all around the pummel.
Using 1/4 (6 mm) craft foam, I made rings to go around the
pummel using the doweling, and I traced the ends and made
rings to snuggly fit around it. I covered the ring in Worbla and,
using my hot knife, cut out the centers and heated the edges as
best I could to the inside to hide the seams.
I then attached one to the top of the guard and, using the same
vinyl fabric I used for the belts/jacket/pants, I wrapped a scrap
strip all the way around it until I got to the top, then I used the
ring I had made for the pummel to hold it all together.
Once the vinyl was set the way I wanted it to be, I fixed the
pummel ring in place and trimmed off any excess vinyl before
heating the pummel to the ring to close it all off.
For the bottom detail beneath the vent, I used the same method I
did to make the bullets and used the small foam ball I found, cut
in half. I then covered them in Worbla, trimmed and tucked the
edges then cut out rectangles of Worbla and attached it along the
bottom of the rim on the ball.
After the Worbla process was done, I used my hot knife to create
random scratches and damage all along the armor.
In the End
To follow the rest of Allisons progress and see more final images, check out my progress page, AllieCat
Art & Cosplay, on Facebook. Ill be regularly posting my WIP as I finish the last few pieces leading up to
Lock & Load, and once Allisons complete, Ill be gearing up to build Allisons counterpart, Commander
Dalin Sturgis, for Brad to wear. Itll be his first time cosplaying and my first time building a male armor
set, so Im really excited to get started! Feel free to message me on my page or email me at alliecatcos@
gmail.com for any questions you might have or if you have any cosplays youd like to share with me. Id love to hear from you!
Thank you so much to all my family (especially you Oka-San and Grandma-Grandma!) and to all my friends and to everyone in the
Privateer Press community. Thank you for all your kind words and support along the way of my cosplay journey. A special thank you to
Andrea at Forever Dreaming Cosplay for all the life-saving sewing advice, and more special thank yous to my photographersRyan Cooper
at Vancouver Cosplay for all the stunning photos of Allison and Kevin Free at Kevin Free Photography for the gorgeous photos of Lylyth.
Thank you also to all my fellow cosplayers who keep me inspired and forever challenging myself. Thank you Scarlette Cosplay, DV8
Props, Kamui Cosplay, Pipa Wolf Cosplay, NefeniCosplay, Armed & Dangerous, Lightning Cosplay, Tara-Rex Cosplay, Kayla Rose
Cosplay, Enayla Cosplay, Rawarhii Cosplay, Ibelinn Cosplay, Murmeltierchen Cosplay, Shokei Cosplay, Cyehra Cosplay, and many,
many more for all the wonderful tips and motivation during Allisons progress.
22
23
By Ed Bourelle and Michael Plummer Art by nstor ossandn and Andrea Uderzo
Scenario by william hungerford Chronicled by Michael Sanbeg
24
Battle Report
Scenario: Wasteland
The rivalry between the twin warcasters Haley and Deneghra
has become legend in the Iron Kingdoms. Rumors coming from
Ternon Crag place the location of their last battle along the
western border of the Bloodstone Desert, and they say it was a
bloody one. Only time will tell if these tales are truebut they
sure do make for a good story.
This scenario is intended to be played between a Cygnar
army led by any version of Haley and a Cryx army led by
any version of Deneghra.
The Cryx player is the first player and has a deployment
zone of 7 and an advance deployment of13 . The Cygnar
player is the second player and has a deployment zone of
10 and an advance deployment of16 .
When placing terrain, players cannot use shallow water
or forest terrain features. No terrain feature can be placed
within 3 of another terrain feature or within any players
deployment zone.
Special Rules
Players can use two new terrain features during this
scenario: Cactus Patches and Water Towers.
Victory Conditions
The Cygnar player is attempting to cross the desert to
deliver vital intelligence Haley has acquired. Time is
of the essence, and Haley must hurry before Cryxian
reinforcements can arrive! The Cygnar player wins the
game if Haley ends her activation completely within her
opponents deployment zone.
The Cryx player is trying to stop Haley at all costs to
protect the secrets stolen from the Nightmare Empire.
Reinforcements are already on the way to overwhelm
Haley and her escort, so she must be stalled until they
arrive. The Cryx player wins the game at the end of the
Cygnar players 6th turn.
Additionally, a player wins if he has the only warcaster(s)
or warlock(s) remaining in play.
Obstruction
Obstruction
Player 1 AD Line
Obstruction
Cactus
Patch
Obstruction
Player 2 Deployment
Water
Tower
Player 2 AD Line
Player 1 Deployment
Cactus
Patch
10
Battle Report
25
S
S
N
N
WE
Dr
WS
Df
ST
ST
26
Battle Report
Model/Unit
Deneghra,
The Soul Weaver
Points
+4 warjack pts
Dr
Deathripper
Df
Defiler
H Harrower
10
Stalker x2
8 (4 each)
Mechanithralls (10)
BT
Brute Thrall x3
ST
5
3 (1 each)
PW
Pistol Wraith x2
6 (3 each)
WS
Warwitch Siren
WE Wraith Engine
Total
50
H
BT
PW
PW
Battle Report
27
hen I found
out I would
get to play
Major Prime Victoria
Haley for this Battle
Report, I practically
jumped for joy. This
version of Haley is
an amazing toolbox
warcaster with answers
to a lot of situations. Because of this versatility, theres a lot
of room for personal preference when constructing a list,
which allows for significant leeway to play models that
mesh well with your own particular play style.
I knew I would want a lot of infantry for significant
board presence, so when I started thinking about
warjacks, I decided to save points and not to take a
OR
S
RC
TB
13
FG
28
Battle Report
HP HF
Model/Unit
Points
OR Ol Rowdy
Squire
13
FG
JM
S
A R
10
Journeyman Warcaster
Total
HP
50 Points
HF
JM
Battle Report
29
Deployment
Advanced Deployment
Cryx Ed
Cryx Ed
Cygnar Michael
Ed has his forces spread pretty evenly throughout his deployment zone, so I knew I would need to build a wide frontage
to take him on. His Mechanithralls were on my right, so I deployed my Tempest Blazers and the Black 13th in a good
position to take them on. All his heavy armor was on my left flank, so I responded with my Forge Guard and Alexia &
the Risen across from those threats. Haley took her place in the center of my force with Thorn, Ol Rowdy, and the Squire.
This should offer me tactical flexibility to deal with whatever threats I need to counter. I put Rhupert in place to buff my
Forge Guard and the Journeyman Warcaster at the center of the table to support Haley.
30
Battle Report
Round 1
Cryx Ed
I allocated 1 focus to each of Deneghras five warjacks,
leaving 2 on her. I then used the Wraith Engines Apparition
ability to place it 2 forward. Time for the turn-one-run!
On the flanks, both Pistol Wraiths ran forward, one into
the Cactus Patch on the right and the other behind the
forward-most building on the left. In the center,
the Harrower ran to within 4 of the Water Tower.
On the right flank, thanks to Pathfinder, the Stalker ran
straight through the Cactus Patch as far as it could go.
Also on the right, the Pistol Wraith and Warwitch Siren ran
into the Cactus Patch, the Necrotech ran just ahead of the
rock obstruction, the Deathripper ran behind the Cactus
Patch, and the Scrap Thralls ran forward.
Over on the left, the Stalker ran up and around the corner
of the closest building toward the far flank. The Defiler ran
next to the Water Tower followed by the Mechanithralls
that filled the passage between the Water Tower and the
left-most building. I was careful to leave enough space for
the Defiler to move forward, should I choose to activate it
before moving the thralls.
In the center, the Wraith Engine advanced straight
up the middle toward the Water Tower, followed by
Battle Report
31
Round 1
Cygnar Michael
Ed took a pretty standard first turn, and I wasnt really
surprised about where he was going with anything in his
army. I decided not to allocate any focus to my battlegroup
this turn, so I wouldnt be tempted to over-extend too early.
The Tempest Blazers activated and advanced to
put themselves in a strong shooting position next
turn, hopefully without taking a charge before then.
The Black 13th followed suit, getting themselves a bit
forward and into cover to avoid coming under fire from
the Pistol Wraith on my right flank.
On the other side of the battlefield, Rhupert Carvolo used
his March ability on the Horgenhold Forge Guard before
advancing. The Forge Guard ran to put themselves as
far forward as they were able, through the Cactus Patch
thanks to Pathfinder from Rhupert.
Center-stage, Thorn advanced forward but not too far
forward. I kept him at the center of the table so I could
divert him to whichever side of the field would most
need his support next turn. Next, Haley Prime advanced
and spent 4 of her 8 focus to utilize her Time Walker
ability twice, adding both Haley Past and Haley Future
to her unit. These models cant activate on the turn they
come into play, but I needed them to set up for Round 2.
Haley Prime then cast Tactical Supremacy on the Forge
Guard to get a little more distance out of them and
Temporal Flux to give a defensive boost to any models
close by.
Alexia & the Risen ran in behind the Forge Guard, ready
to pick up any corpses Ed might create and to act as a
second wave in case he wipes out my dwarves. The Squire
advanced behind Haley to allow her to benefit from its
various abilities. Ol Rowdy ran up behind the Tempest
Blazers without spending focus, thanks to Aggressive.
To finish things off, the Journeyman Warcaster advanced.
Looking at how this is all playing out, I realized Haley
wasnt going to be sitting on very much focus this
game, so I cast Arcane Shield on her unit. After all of my
activations had completed, the Horgenhold Forge Guard
made their Tactical Supremacy move, and I sat back to see
what Ed had in store for me.
32
Battle Report
Round 2
Cryx Ed
Deneghra upkept Grave Wind and allocated 1 focus to each
Stalker. I then used Apparition to place the Wraith Engine
2 forward, after which it became Incorporeal thanks to its
Wraith Walker ability.
Now it was time to put the Wraith Engine at the center
of the battle. It ran forward, cutting through the Water
Tower, thanks to Incorporeal. This would make it a big but
tough-to-crack target and put it in prime position for Soul
Collector. To take advantage of that right away, I advanced
the Warwitch Siren to the center and cast Venom at a pair
of Forge Guard. Hitting their low DEF was no problem,
and thanks to a couple of high damage rolls, both died to
the corrosive spray. The Wraith Engine gained their souls,
but over on Michaels side, Alexia picked up two corpse
tokens. We literally split the spoils between us.
When it comes to WARMACHINE, I do not like to share.
I was going to have to get Alexias attention in the backfield.
To that end, I ran the Stalker on the right flank a full 14 to
pose a threat from behind in the hopes that Michael would
decide to deal with it sooner rather than later.
Also on the right, the Pistol Wraith advanced through
the Cactus Patch and shot down another Forge Guard.
Soul to the Pistol Wraith, Corpse to Alexia. Grrr The
Pistol Wraiths second shot hit another Forge Guard but
failed to kill him. Maybe thats a good thingI had enough
souls for the turn.
The Scrap Thralls ran around each side of the Cactus
Patch and forward of the Pistol Wraith to create targets
for the Forge Guard and hopefully to take attention away
from the Pistol Wraith. Wrapping up activations on the
right flank, the Deathripper advanced along the outside
of the Cactus Patch.
Thanks to its proximity to the Water Tower, the Defiler
was able to run to the front of the obstruction without
spending focus. Deneghra then used her Soul Weaver
ability to remove two souls from the Wraith Engine and
place them on herself. This is where Deneghra becomes
deadly efficient. Using her Soul Mastery ability, I removed
one soul token from her to trigger Arcane Spirits, which
allows her to cast a spell with COST 3 or less without
spending focus. Mortality is my spell of choice in this
case, which I cast through the Defilers arc node, targeting
Thorn. Using a focus point to boost, I hit the high DEF
warjack and caused it to suffer -2 DEF and ARM. Again
using Soul Mastery, I removed a soul from her. This time
I triggered her Vengeful Spirits ability, which allocates
up to 3 focus to a warjack in her battlegroup within her
Battle Report
33
Round 2
Cygnar Michael
That could have gone a lot worse! Thorn took a pretty solid
hit, but I only lost three Forge Guard to Eds onslaught.
My Tempest Blazers were a little gummed up, but I was
pretty sure I could get them free. To start things off,
Haley Prime spent 4 focus to upkeep Haley Past and
Haley Future. Haley Future had some work to do this turn,
but with some quick math I realized she would be the
one to handle my focus allocation as well. She allocated 2
focus to Thorn. The Journeyman Warcaster upkept Arcane
Shield on Haley. Alexia discarded three corpse tokens and
added three Risen to her unit. That Stalker on my left was
getting too close for comfort, and she would soon need
those Risen to buy extra attacks and boosts. I really needed
to think about how I was going to get Haley across the
board. It was starting to look like my ticket would be to
blow a hole in Eds flank.
To get things started, Thorn charged the Defiler and
boosted to hit with its Disruption Spear. The attack
struck true, and it dealt 14 damage to the bonejack.
Not enough to take out its arc node, but this was a good
start, and it was disrupted. Thorn then used its Shock
Shield to dispatch the nearest Mechanithrall.
Alexia & the Risen activated next. I really wanted to use
Dominate Undead on the Wraith Engine to force it out
of its Incorporeal state, but the threat of the Stalker on
my flank was too great to ignore. The unit charged into
the Stalker, and two of the Risen attacked and missed.
Alexia then made her charge attack, removing a Risen
from play to boost the attack roll thanks to Death Magic.
The attack hit and dealt 11 damage to the Stalker.
She removed another two Risen from play for a second
boosted attack, which missed. I really wanted this Stalker
out of my hair, so I removed two more Risen for another
boosted attack, which hit. One more Risen bought me a
boosted damage rollenough to destroy the bonejack.
34
Battle Report
Round 3
Cryx Ed
I had expected to take some losses, but 15 models? Damn.
There was now a big hole in my left flank that Michael
could potentially take advantage of to move Haley into my
deployment zone for a scenario victory. I hoped I could
count on my speed to cut her off, if it came to that.
I started things off by upkeeping Grave Wind on
Deneghra and allocating 2 focus to the remaining Stalker.
The now-corporeal Wraith Engine used Apparition to
start the turn 2 to its right and no longer engaged by any
Forge Guard.
The Pistol Wraith by the Cactus Patch aimed a shot at
Jonas Murdoch. He was just barely within range, and I spent
the Wraiths soul token to boost the damage, but Murdoch
managed a Tough roll and survived. With the second shot,
however, he wasnt so lucky. Thanks to his proximity, the
Wraith Engine sucked up Murdochs soul while his corpse
stayed right where it was, far from Alexias reach. No sharing.
On the right flank, the Deathripper advanced and attacked
the nearest Forge Guard in hopes of adding yet another
soul to the Wraith Engine. But dice happen, and the attack
missed. The left Necrotech advanced to the Harrower
and performed a Repair special action, which also failed.
I was starting to feel a touch of desperation creep in.
I took a breath and walked around to Michaels side of the
table to activate my Stalker. Using its SPD 7, I was able to
take the long route around the back of The Black 13ths
Watts and Lynch to stay out of Counter Charge range
of Ol Rowdy. Two boosted Eviscerator attacks later,
and Watts and Lynch were lunch.
Battle Report
35
Round 3
Cryx Ed
I spent a few minutes thinking about what to do with
Deneghra and almost decided to charge up the center.
In the end, I opted to play a bit more conservatively.
I pulled both souls off of the Wraith Engine using Soul
Weaver. I spent the first to cast Mortality on the Forge
Guard, softening them up before charging forward
and right, over the Wraith Engine, at one of them.
The hit landed, netting Deneghra another soul and sending
another corpse to Alexia. I cast Mortality a second time
using a soul, this time hitting Thorn. I boosted my third
casting of it, spending my final soul instead of focus to strike
the nearest Tempest Blazer.
36
Battle Report
Cygnar Michael
Well, things were starting to look a little grim. I had been
hoping to hold out for an assassination attempt on Deneghra,
but that was looking less and less possible every turn.
If I was to have any hope of winning this game, I was going
to have to get Haley across the board. After replenishing
my focus, I used the Squires Reserve Accumulator to give
Haley Prime an additional focus point. I spent 2 focus
to upkeep Haley Future, but I let Haley Past phase out.
Haley Present also allocated a single focus to Ol Rowdy.
Alexia gained another Risen for her unit.
First off, my Journeyman Warcaster advanced and fired a
boosted Hand Cannon shot at a Mechanithrall, dispatching
it quickly. Ryan, the last surviving member of the Black
13th, took aim and fired a Mage Storm shot at the last Brute
Thrall. My dice cooperated this time, killing both the Brute
Thrall and the Pistol Wraith.
Haley activated next, Prime advancing and Future aiming.
Haley Future cast Revive to bring back a Tempest Blazer,
then fired a Phase Bolt shot at the Harrower, boosting the
damage roll for 8 points of damage. Haley Present cast
Temporal Flux and took a potshot at the Harrower with
her Hand Cannon. She hit and boosted the damage, doing
another 3 points to the helljack.
Rhupert advanced and used Dirge of Mists on Haley,
increasing her DEF to a whopping 19! I was feeling pretty
safe sitting on DEF 19/ARM 20, and I expected to be able
to clear some serious board space next turn. The Forge
Guard activated next and charged. The first attacked the
Deathripper and scored a Critical Smite, slamming the
Battle Report
37
Round 3
Cryx Ed
While my casualties were only moderate, I found myself
starting this turn with only seven models on the table.
One of those models, however, was Deneghra, and after
converting her soul tokens she was sitting on a hefty 13
focus. Due to Alexias Arcane Disjunction, I had to pay 2
of those focus to upkeep Grave Wind. I allocated no focus,
as Deneghra was going to need everything she could get.
The Wraith Engine became Incorporeal but did not use its
Apparition ability.
The Pistol Wraith aimed and fired, killing the two Forge
Guard on the far right and picking up two soul tokens.
The Wraith Engine took a free strike from a Tempest Blazer
despite being Incorporeal, thanks to the cavalry models
Gunfighter ability and blessed Magelock. But the attack
only inflicted 3 damage, and following its movement the
Wraith Engine, still in Reach range, killed the Tempest
Blazer with a Scything Blade attack. Due to proximity,
the soul token went to Deneghra. With its second attack,
the battle engine killed the Tempest Blazer engaging the
Harrower and Deneghra picked up the soul once again.
The Deathripper sacrificed its action to stand and advanced
into melee with one of the nearby Forge Guard.
With the Wraith Engine blocking the Necrotechs from
repairing the Harrower, everything rested on Deneghra
to pull off an assassination against her twin sister.
She used Soul Weaver to pull two souls off of the
38
Battle Report
Conclusion
Cygnar Michael
ARRRRRGH!
The
agony
of defeat, once again! In all
seriousness, Ed Bourelle is
one of my all-time favorite
WARMACHINE opponents.
I know whenever I sit down to
a game with him, Ill have to
think a lot, talk a lot of smack
I probably cant back up, and laugh more than I later
think was appropriate.
Major Prime Victoria Haley is incredibly versatile and
fun to play! She took practice to master, but once you
have a few games under your belt, her bevy of tactical
options really opens a lot of doors in any given game.
Im really looking forward to getting some more games in
with this deadly trioand hopefully taking my revenge
against Eds Deneghra!
Cryx Ed
I love playing WARMACHINE
with Michael Plummer. We always
have a good time and a great
game, and theres always plenty
of smack-talk and squirming as
we go back and forth bashing one
another to pieces.
Deneghra, the Soul Weaver is an amazing warcaster,
elevated by her army as much as her army is elevated by
her. The ability to dish out Mortality all over the place for
just one soul token easily makes up for it not being an
upkeep spell and allows even MAT 5 Mechanithralls to hit
reliably (at least, the ones left after getting the crap shot
out of them). Having access to multiple soul-gathering
options really props up Deneghra with her Soul Weaver
ability, allowing her to pull them off one model each turn,
but even against a soulless army her feat would still let her
capitalize on one big turn.
For me, the Wraith Engine was the MVP in this game, and
I think players will be gunning hard for it whenever one
takes the field with Deneghra, the Soul Weaver.
Battle Report
39
Major Prime
Victoria Haley
By Matt DiPietro
For this special ten-year anniversary issue of No Quarter, were going to take you inside the P3 Studio for an in-depth look at the
process and techniques used to paint the official studio version of one of the incredible new warcaster models featured in the upcoming WARMACHINE: Reckoning. We could think of no better subject than the latest incarnation of one of the Iron Kingdoms
most iconic and beloved warcasters, Victoria Haley.
Painted by none other than Matt DiPietro himself, were proud to present Cygnars own Major Prime Victoria Haley.
40
Haley Past
Skin
paintS Used
Battledress Green
Midlund Flesh
Ryn Flesh
Skorne Red
4) Mix Midlund Flesh with Skorne Red and pick out the details.
10
11
12
Fabric
5) Basecoat the trousers with Bootstrap Leather.
paintS Used
Bastion Grey
7) Mix Exile Blue with Umbral Umber and shade the clothing.
Battlefield Brown
8) Apply highlights to the trousers using a mixture of Bootstrap Leather and Khardic Flesh.
9) Continue highlighting the clothing areas with a mix of Bootstrap Leather and
Rucksack Tan.
10) Basecoat the hood and bodice with Trollblood Highlight.
11) Shade the cloth with Bastion Grey.
12) Use a 2:1 mixture of Menoth White Highlight and Trollblood Highlight to
highlight the cloth areas.
Beast Hide
Bootstrap Leather
Exile Blue
Hammerfall Khaki
Ironhull Grey
Jack Bone
Khardic Flesh
Menoth White Base
Morrow White
Rucksack Tan
Trollblood Highlight
Umbral Umber
41
Fabric Continued
13) Add Morrow White to a small amount of the mixture from the previous step, then highlight the cloth.
14) Basecoat the cloth wrappings on Haleys arms with Hammerfall Khaki.
15) Shade the wrappings with a mixture of Beast Hide and Ironhull Grey.
16) Highlight the wrappings with a mixture of Jack Bone and Menoth White Highlight.
13
14
15
16
17
18
19
20
21
22
23
24
Details
17) Basecoat the belts and satchels with a mixture of Gun Corps Brown and Traitor Green.
paintS Used
Beast Hide
18) Shade these portions of the model with a mixture of Cryx Bane Base and Umbral
Umber.
Blue Ink
19) For further shading, pick out the edges and lines of the belts and pouches with a
mixture of Brown Ink and Exile Blue.
20) Highlight the satchels and belts with Gun Corps Brown.
21) Basecoat the scarves with a mix of Greatcoat Grey, Trollblood Base, and a small
amount of Cygnar Blue Base.
22) Add Exile Blue to the previous mixture and shade the scarves.
23) Apply dark lines and final shading to the scarves with Exile Blue mixed with a small
amount of Thamar Black.
24) Highlight the scarves with a mixture of Greatcoat Grey and Trollblood Base.
Brown Ink
Cygnar Blue Base
Exile Blue
Greatcoat Grey
Gun Corps Brown
Jack Bone
Thamar Black
Traitor Green
Trollblood Base
Umbral Umber
Underbelly Blue
42
25
26
27
26
25) Add Underbelly Blue to the previous mixture and apply line highlights to the scarves. Glaze thinned Blue Ink on the
scarf around Haleys neck to increase the saturation and draw attention to her face.
26) Pick out the remaining details with Beast Hide.
27) Apply Jack Bone highlights to the details and ropes.
Haley Prime
1
paintS Used
Battledress Green
Midlund Flesh
Ryn Flesh
Skorne Red
Thamar Black
Traitor Green
Skin
1) Basecoat her skin with Midlund Flesh.
2) Shade her face and skin with a mixture of Midlund Flesh, Skorne Red, and Traitor Green.
3) Line her face with a mixture of Battledress Green and Skorne Red to define her expression. Black out her eyes with Thamar Black.
4) Highlight the face with multiple glazes of Ryn Flesh.
Fabric
5) Basecoat the cloak with Trollblood Highlight. Apply multiple coats to achieve a
solid color base.
7) Use Ironhull Grey to apply final shading to the overhanging areas of the cloak.
Bastion Grey
Beast Hide
paintS Used
Bootstrap Leather
Brown Ink
Cygnar Blue Base
Exile Blue
Frostbite
Greatcoat Grey
Ironhull Grey
Menoth White Highlight
Trollblood Base
Trollblood Highlight
Umbral Umber
Underbelly Blue
43
Fabric Continued
8) Highlight the cloak with a mix of Frostbite, Menoth White Highlight, and Trollblood Highlight.
9) Mix a small amount of the previous mixture into a larger quantity of Menoth White Highlight, then apply final highlights to the cloak.
10) Basecoat the trousers with Beast Hide.
11) Basecoat the remaining leather areas with Bootstrap Leather.
12) Shade the trousers and leather with a mixture of Brown Ink and Umbral Umber.
13) Basecoat the remainder of the clothing with a mixture of Greatcoat Grey, Trollblood Base, and a small amount of Cygnar Blue Base.
14) Add Cygnar Blue Base and Exile Blue to the previous mixture and use this to shade the clothes.
15) Highlight the clothing with a mixture of Greatcoat Grey, Trollblood Base, and Underbelly Blue. Apply glazes of Cygnar Blue Base
to heighten the saturation.
10
11
12
13
14
15
Armor
16) Basecoat the armor with Cygnar Blue Base.
17) Shade with a mixture of Exile Blue and Umbral Umber.
18) Apply lines and dark shading to the armor with a mix of Brown Ink, Exile Blue, and a small amount of Thamar Black.
16
44
17
18
19
20
21
22
23
24
paintS Used
Arcane Blue
Brown Ink
Cold Steel
Cygnar Blue Base
Cygnar Blue Highlight
Exile Blue
Frostbite
Menoth White Highlight
Meredius Blue
Thamar Black
Umbral Umber
45
Haley future
Skin
paintS Used
Battledress Green
Midlund Flesh
Jack Bone
Ryn Flesh
Skorne Red
Arming Doublet
5) Basecoat the quilted armor with Bootstrap Leather. Sketch the lighting highlights
onto the underside of the cloak with Arcane Blue.
paintS Used
Arcane Blue
Beast Hide
Bootstrap Leather
Brown Ink
Fabric
Umbral Umber
8) Basecoat the cloak with Cygnar Blue Base. Use thin layers of paint to let the sketch
of the lighting pattern show through.
9) Define the lines and overhanging areas of the cloak with a final shading of Exile
Blue and Umbral Umber.
10) Begin highlighting with Cygnar Blue Highlight. Use a mixture of Arcane Blue
and Cygnar Blue Highlight to blend the lighting sketch into the blue of the cloak.
10
paintS Used
Arcane Blue
Bastion Grey
Cygnar Blue Base
Cygnar Blue Highlight
Exile Blue
Frostbite
Greatcoat Grey
Ironhull Grey
Menoth White Highlight
Trollblood Base
Trollblood Highlight
Umbral Umber
Underbelly Blue
46
11
12
13
14
15
16
17
18
11) Continue highlighting with a mixture of Cygnar Blue Highlight and Frostbite. Give the glow effect a highlight of Arcane Blue.
12) Add Frostbite to the previous mixture and apply edge highlights to the cloak. Mix Arcane Blue and Menoth White Highlight
and highlight the glowing areas.
13) Basecoat the bodysuit with a mix of Cygnar Blue Base, Greatcoat Grey, and Trollblood Base.
14) Add Exile Blue and Umbral Umber to the previous mixture and shade the bodysuit. Add Underbelly Blue to the previous
mixture and highlight the bodysuit.
15) Basecoat the remaining portions of the cloak with Trollblood Highlight.
16) Shade the cloak details with Bastion Grey. Shade some of the overhanging areas with Ironhull Grey.
17) Highlight the cloak details with equal parts Frostbite, Menoth White Highlight, and Trollblood Highlight.
18) Mix Menoth White Highlight into the previous mixture and apply the final highlights.
Armor
19) Basecoat the armor with Underbelly Blue.
20) Shade with a wash of Greatcoat Grey and Underbelly Blue.
19
20
paintS Used
Frostbite
Greatcoat Grey
Ironhull Grey
Morrow White
Underbelly Blue
47
Armor
21) Apply Ironhull Grey line shading.
22) Blend highlights of Frostbite to the armor.
23) Apply final highlights with highly thinned Morrow White.
21
22
23
Metals
1) The metal on all three models is painted using the same techniques. Start by
basecoating the steel with Cold Steel.
Battledress Green
Brown Ink
Cold Steel
Exile Blue
4) Add a small amount of Thamar Black to the previous mix and use it to apply
extreme shading to the steel. Use this mixture to define the lines of the sculpture.
5) Basecoat the burnished brass areas with multiple layers of Rhulic Gold.
6) Shade the Rhulic Gold with a mixture of Battledress Green and Brown Ink.
48
paintS Used
Frostbite
Greatcoat Grey
Quick Silver
Rhulic Gold
Solid Gold
8) Apply a matte sealant to flatten the metallic sheen and protect the models. Once
this is dry, highlight the steel areas with Quick Silver. Use a mixture of Solid Gold
and Quick Silver to highlight the gold areas.
Thamar Black
Umbral Umber
hair
1) Basecoat the hair of both Haley Past and Haley Prime with
Rucksack Tan.
paintS Used
Battledress Green
Brown Ink
Menoth White
Highlight
Moldy Ochre
Rucksack Tan
Conclusion
To wrap up the models, finish off their remaining details such as goggles and eyes. These are quick steps that require minimal effort. And
with these steps complete, your Haley models are ready to hit the field of battle against any of Cygnars numerous foes at any timein
the past, in the now, or in the future. Major victories await you!
49
BY MARISHA RAY
marisha ray
Marisha Ray brings a unique quality to her cosplay:
shes an actor with an IMDB pedigree the Privateer Press
community is sure to find impressive, with a professional team
supporting her. She discovered WARMACHINE through a
friends Khador army. This soon evolved into her fielding her
own army: Cryx.
It wasnt really a hard decision for me, she explains.
Youre saying I can play as an undead, uber-metal,
soul-sucking, dragon-slave army? Im there faster than the
average person can say, Marisha, you lost me ten minutes ago.
Over time, more and more of our friends started picking up the habit.
Next thing I know, I look around and my apartment looks like
its one shout-caster shy of becoming a national tournament.
Soon, her apartment became the focus of gatherings that turned
each WARMACHINE night into an epic miniature adventure.
50
Youd never know that under that epic paint job, I used Hello Kitty
stickers to make the rivets. Yup, armor building is quite deceiving! We
used craft foam that I mounted onto an old bra and rubber tubing for
the trim. From there, we coated the whole thing in a two-part resin to
give it a hard but still flexible surface.
The backpack was foam fabricated by Kai and then airbrushed with
P3 Paints for extra authenticity! Kai also crafted the sword, the blade
being made from PVC board sandwiched together and then carved,
PVC piping for the handle. The hilt was sculpted from clay, molded
and then cast with lightweight fiberglass, and all of the pieces were
designed to slot together perfectly.
One fateful evening, while we were enjoying our postWARMACHINE afterglow, she says, I mentioned to sculptor
Kai Norman how incredible it would be if we could pull off a
Skarre costume. After a moment of staring at the Skarre art, or
Skarte, as I like to call it, he confidently stated, Someday, Im
going to make you that sword. Two years later, and here it is in
my living room.
Her enthusiasm for cosplay has grown ever since that first step,
and it has been underscored by her even deeper enthusiasm for
gaming itself. Im one of those people who believes that games
and gamers can save the world; maybe its because, in more ways
than one, they have already saved mine. This project was about
bringing a new reality to an incredibly crafted world that, for the
most part, lives on the table and in our imaginations. Its hard not
to have that urge to share a fandom you love so much to those
who might otherwise miss it if not presented in their chosen brand
of nerdom. Personally, Im keeping my fingers crossed that this
passion project builds into something even more...epic.
51
The pauldrons were created much the same way, sculpted, molded in
silicone, and then cast from resin and reinforced with fiberglass, before
finally being lined with felt to prevent wear on the leather coat.
Marisha and I started with various photo references of the character.
From there, I draped the basic coat pattern on Marisha to ensure the
custom fit to the actress/model. The coat was then cut and sewn from
deer leather. Nick Bauman
52
53
From top left to bottom right: Original image shot in studio on a gray background to be cut out, test composite for basic framing and
concept, building the composite with reposed arm and leg, final color graded and integrated composite.
From the outset, I knew this would be an amazing but complicated shoot. Kai, Nick, Chrissy, and Marisha did an amazing job bringing Skarre to life
in our world, and it became my task to bring Skarre to life in the game world. I chose to shoot Marisha in-studio but lit her to match the background
plates of a volcanic crater I would be compositing her onto. I also utilized several types of rocks to better emulate the ground of the volcanic image as
well. In Photoshop, I composited Marisha into the volcanic world and added the green poison gas cloud utilizing many layers of smoke and gas
images. Because I lit her to match the background from the onset, compositing was fairly easy. The hard part was giving it the painterly feel to make
her image feel like it was the game brought to life. Greg De Stefano
54
Marisha Ray
Greg De Stefano
Kai Norman
Nick Baumann
@Marisha_Ray
www.marisharay.com
@gregdestefano IG;
@gdestefano TW;
Greg De Stefano Photography on FB
www.GregDeStefano.com
Greg@GregDeStefano.com
Chrissy Lynn
Makeup Artist
55
dossiers give a
s premier spy. Gathered at great expense and risk, these
Take a look inside the files of Gavyn Kyle, the Iron Kingdom
WARMACHINE and HORDES.
in
ers
charact
nt
importa
of
ions
motivat
and
s
behind-the-scenes look at the historie
d. wilson
las seacat
k and dougalton, and matthew
ic
sh
m
a
li
By wil
chris w
ea Uderzo,
r
d
n
A
i,
t
t
o
cappr
Art by mike
Vinter Raelthorne IV
I can think of no one whose actions have had a
greater impact on the modern landscape than
Vinter Raelthorne IV, a man whose influence has
been felt across the entire continent. Many might
claim to know the story of this most infamous of
personalities given the sheer number of official
(and unofficial) accounts of Vinters rise and fall,
but I know you wanted something that went further
than these surface insights. I have endeavored to
assemble documents that shed special light on this
singular figure and his ongoing legacy.
GK
To understand Vinter Raelthorne IV, it is crucial
to understand the household he was raised in.
His father, Vinter III, is well known as the
Stoneheart for his cold and uncompromising
domestic policies. While such cool detachment
might serve a king who seeks to strengthen his
country at the expense of his peoples comfort, it is
another matter entirely to raise a child under the
same calculating and cold doctrine.
Despite Cygnars liberal view on the rites of royal
succession as established under King Woldred, the
common conceit is that the monarchy is best kept
within a sufficiently esteemed bloodline. Vinter III
had been handed the crown by his own father Vinter
II, after all, and it is clear that at least early along
it had been his intention to continue the succession
with his firstborn son Vinter IV.
Given the stern letter Vinter III sent to Archduke
Gibbon Laddermore, the man royal historians
consider the kings closest friend, it is clear Vinter
IIIs pragmatism allowed for no sentiment or
compromise even when it came to his own flesh
and blood. Whatever his faults, Vinter III was an
uncompromising ruler who took his responsibilities
very seriously indeed.
Gavyn Kyle
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Gavyn Kyle
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60
Gavyn Kyle
Gavyn Kyle
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Gavyn Kyle
Gavyn Kyle
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Gavyn Kyle
Gavyn Kyle
65
I soon learned that following his escape by hotair balloon from Castle Raelthorne in 594 AR,
Vinter found himself adrift above the Stormlands
with no control over his vessel. He apparently
crashed on the eastern side of the Abyss, somehow
surviving the fall. When Vinter first stumbled
across the skorne, a minor house by the name of
Kardesh on the western fringe of the established
empire, I doubt he envisioned himself as a future
emperor. As he was likely met with immediate
violence, he responded in kind. The skorne had not
counted on our former kings prodigious martial
prowess. The skorne have a singular weakness in
their dubious political systema man who bests
a houses leader in combat may seize the warriors
and assets of that house. Even being ignorant of
their language, Vinter found himself as House
Kardeshs new dominar, their ruler.
Soon enough, Vinter learned enough of the skorne
tongue to comprehend their devotion to a warrior
philosophy called hoksune, as well as their
practice of ancestor worship. Seeing a culture
for which his own talents made him especially
well suited, he believed this race would make the
perfect weapon to retake what had been stolen
from him. Vinter set out upon what the skorne
now call the First War of Unification, whereby
he conquered one skorne house after another,
accumulating an ever-increasing army, until he
united them all as a single kingdom. This was
an exhaustive and lengthy process, as I have
detailed in the attached report, but that is the
bones of it.
His rulership proved to be not fixed in stone,
however. Skorne society thrives on strife, and
so when he marched on Corvis in 603 AR, the
greatest houses in the capital rebelled during
his absence. Thus the Second War of Unification
was fought and eventually won by Vinter, thanks
in no small part to the efforts of House Balaash,
led by their Archdomina Makeda, who remained
loyal to Vinter during his absence. It was after
this second war that I was brought before Vinter.
In the intervening period he had created a tenable
supply chain to allow subsequent skorne armies
to more easily cross to western Immoren. This
was done in preparation for his new and vastly
ambitious invasion.
Though I found the idea of stoking our former
kings ego quite distasteful, I will admit
access to the fascinating culture of the
Skorne was a once-in-a-lifetime opportunity.
Given that your concern is first and foremost
that of military intelligence, I have refrained
from pontificating on matters of skorne myth and
legend or deconstructions of their sociocultural
establishments. Such items, while absolutely
fascinating, I have saved for a longer, unabridged
work I have just begun.
66
Gavyn Kyle
assault
on
Blackrock islanD
Scenario 1: Landfall
King Vinters hawk-like eyes scanned the gathering of Cygnaran officers before him aboard the HMS Vengeance. The massive shipof-the-lines cannons boomed as it, along with its sister ships, engaged smaller Cryxian vessels as the Cygnaran fleet made its way
toward the coast of Blackrock. Vinter motioned to the map laid out before the assembly. We have solid intelligence of numerous sizable
factory complexes within the interior of Blackrock Island. We will make our landing, advance inland, and annihilate these facilities with
overwhelming force. Vinters powerful voice cut easily through the sound of battle around him. Make no mistake: we are about to
invade the most heavily fortified and significant Cryxian holding outside Scharde itself. The fight will be fierce and casualties will be
high. His eyes bored into the men around the table and his voice took on a dangerous tone. But we will succeed, whatever the cost.
Special Rules
Army Composition: The attackers army consists of the following:
King Vinter Raelthorne; 10-man unit of Sword Knights with a Sword
Knight Officer & Standard and a marshaled Ironclad; 10-man unit
of Trencher Infantry with 3 Trencher Infantry Rifle Grenadiers, a
Trencher Infantry Officer & Sniper, and a marshaled Defender
The defenders army consists of the following:
Iron Lich Vitiosus (represented by Iron Lich Asphyxious model
and stat cards) with a Defiler, a Harrower, and a Reaper; 10-man
unit of Bloodgorgers; 5-man unit of Black Ogrun Boarding Party
10
Victory
Conditions
Defender
Deployment
Zone
Spoils of War
16
10
Attacker
Deployment
Zone
ATTACKER Table Edge
12
scenario
67
Special Rules
Army Composition: The attackers army consists of the following:
King Vinter Raelthorne; 10-man unit of Sword Knights with a
Sword Knight Officer & Standard and a marshaled Defender; 10man unit of Trencher Commandos with 3 Trencher Commando
Scattergunners; Crew Chief Rogers (represented by Captain Arlan
Strangewayes model and stat cards) with a marshaled Sentinel;
6-man unit of Trencher Infantry, if earned in Landfall
The defenders army consists of the following:
Lord Exhumator Scaverous with a Corruptor, a Leviathan, and a
Nightwretch; 2x 10-man units of Mechanithralls; 2 Bloat Thralls;
2 Warwitch Sirens; d6 Scrap Thralls for each warjack destroyed
in Landfall
All models lose Advance Deployment. Before deployment, players
should take turns placing obstruction and rubble (rough terrain)
terrain features until each player has placed 3 terrain features.
Terrain features cannot be placed within 10 of either players table
edge or within 5 of another terrain feature.
Highest Elevation
Elevation
24
Spoils of War
Deployment
12
Defender
Deployment
Zone
12
Spoils of War
10
Victory
Conditions
The attacker wins if Lord Exhumator
Scaverous is destroyed or if King Vinter
Raelthorne is completely within the area
of the highest elevation at the end of the
fourth round of the game.
68
scenario
Attacker
Deployment
Zone
Scenario 3: Showdown
Arcane fire streaked through the sky as the roar of chain guns and cannons beat out a steady rhythm of destruction, and the screams of
the dead and dying mingled to form a macabre chorus to the cacophonous symphony of death. The battle before the necrofactoriums
had become a maelstrom as living and undead clashed in bitter combat. And at the center of it all stood Vinter Raelthorne IV, Kingslayer
flashing like a thing possessed in his hands as it cut down any opponent within reach.
Suddenly, the sounds of battle were silenced by an ancient and terrible sound, a howl that seemed to resonate with the souls of a
thousand damned. Looking toward its source, Vinter saw the massive shadow of Lich Lord Terminus rise into the sky, borne aloft on a
set of tattered, leathery wings. The lich lord paused for a moment, searching for its prey, and Vinter felt the heat of the balefire that filled
its empty eye sockets fall upon him. He met the creatures gaze unflinching and banged a mailed fist against the ancient plate upon his
chest in clear challenge to Terminus. As the lord of undead swooped toward him from the heavens, Vinters hands tightened about the
grip of Kingslayer, but even before this ancient terror, he felt no fear or apprehensiononly a desire to meet his foe and leave its broken
body vanquished at his feet as he ground the Cryxians beneath his indomitable heel.
Special Rules
Army Composition: The attackers army consists of the following:
King Vinter Raelthorne; 10-man unit of Trencher Infantry with
3 Trencher Infantry Rifle Grenadiers, a Trencher Infantry Officer
& Sniper, and a marshaled Ironclad; Trencher Cannon Crew;
Trencher Chain Gun Crew; Trencher Master Gunner; Trencher
Survivor (represented by Captain Maxwell Finns model and stat
card), if earned in Perilous Ascent
The defenders army consists of the following:
Lich Lord Terminus with a Slayer and a Seether; 10-man unit of
Bile Thralls; 10-man unit of Mechanithralls; Skarlock Thrall; Pistol
Wraith, if earned in Perilous Ascent
Mark a 10-wide area in the center of the table extending from the
attackers table edge to the defenders table edge. This area is the
Path to Glory. King Vinter Raelthorne and Lich Lord Terminus
must be deployed within the Path to Glory. Additionally, both
models must remain completely within the Path to Glory at all
Defender Table Edge
Defender
Deployment
Zone
times. If a model would move beyond the area (from a slam, for
example), it stops at the edge instead, remaining completely within
the Path to Glory.
Before deployment, players should take turns placing forest, hill,
and shallow water terrain features until each player has placed 3
terrain features. Terrain features cannot be placed on the Path to
Glory, within 8 of either players table edge or within 5 of another
terrain feature.
The attacker has an 8 deployment zone. The attacker deploys
first and takes the first turn. (Yes, models can finally use Advance
Deployment.)
The defender has an 8 deployment zone.
Victory Conditions
The defender wins if King Vinter Raelthorne is destroyed or
removed from play.
The attacker wins if Lich Lord Terminus is destroyed or removed
from play.
Spoils of War
The winner of Showdown wins the
campaign.
Path
to
Glory
19
Advance
Deployment
Attacker
Deployment
Zone
10
scenario
69
VINTER
scenarios.
KINGSLAYER
POW
FA
C
DAMAGE
15
P+S
15 18 10
KINGSLAYER
9
VINTER
PC
WARMACHINE
CHALLENGE
OF
THE
scenario
70
THE RETURN
BEFORE YOU READ THIS, CHECK OUT THE WARMACHINE CHALLLENGE ON PAGE 120
Our Solution
Activate Shae first and cast Coup de Main followed by his feat, Godspeed. During the feat movement you need to first move the Press Gangers forward
and into a better position to charge at least two of the Winter Guard Infantry closest to the Sea Dog Crew unit leader, then use the feat movement to
put the Commodore Cannon & Crew into a better position to shoot the Behemoth, and finally move Lord Rockbottom into a better position to use his
Coins on all three friendly units. Rockbottom activates next and uses Money Shot on the Commodore Cannon & Crew and uses Payday on both the
Sea Dog and Press Ganger units. Then the Commodore Cannon activates and shoots the Behemoth with its Cannonball shot, which slams the warjack
over Sorscha and deals a significant amount of damage. Next, the Press Gangers charge the unit of Winter Guard, making sure to get at least two
Press Gangers in melee range of the Winter Guard model engaging the Sea Dog unit leader and the winter guard model directly between the Galleon
and Sorscha. When the Press Gangers Shanghai these two Winter Guard the Sea Dog models they create should be placed to have a charge lane to
Sorscha. First Mate Hawk now actives and runs into a position to provide Object of Desire to those Sea Dogs. Finally, the Sea Dog unit activates and
the two newly created Sea Dogs easily kill Sorscha with their charge attacks.
FORCESOFDISTINCTION
Forces of
Distinction XiX
By Orrin Grey Art by Chippy and Mark Gibbons
Theme forces offer players the opportunity to play thematic armies that spotlight particular aspects of a warcaster or warlocks
character or history. From time to time, Privateer Press will introduce new theme forces in the pages of No Quarter.
These theme forces are fair game upon publication and usable in our organized play events.
Forces of Distinction
71
The quiet that followed the beasts death was eerie after
the cacophony of the battle. The snow fell silently around
them, flakes gathering in Grigorys broad black beard as
he held his helmet in his hands and looked down at the
mangled remains of the Kodiak; it had been entrusted to
him by Kommander Harkevich. Next to it lay the twitching
mass of what had once been the enormous dragonspawn,
hacked to pieces by their annihilator blades, though at
great cost.
What had once been three squads was now reduced to
one, further diminishing Grigorys already decimated
command. Now the men who stood shoulder to shoulder
with Pytor were men he had seen before, fought beside,
but not the men whose shields had locked with his on
so many other occasions. Those men, the ones who had
served beside him in countless bloody campaigns, now
72
Forces of Distinction
FORCESOFDISTINCTION
from his own as its wielder was carried into the air on one
of those claws. Pytor saw Kiryls armor fall to the ground
in two parts, blood and gore painting the snow.
Forces of Distinction
72
FORCESOFDISTINCTION
vladimir
tzepesci, the dark champion
STEAM AND STEEL
by Orrin Grey
Warjacks
Khador non-character warjacks,
Drago
Tier 1
Tier 2
includes
Solos
Man-O-War solos
Tier 3
Units
Battle Mechaniks,
Man-O-War units
Tier 4
Requirements: The army includes two or more warjacks.
one
or
more
Forces of Distinction
73
By Aeryn Rudel
Art by Mariusz Gandzel
Northeastern Ios, early 609 AR
The night wind howls. It whispers your destiny. It whispers
vengeance, by the winds edge.
The words hung in Supreme Aptimus Zaals thoughts, lingering
like an unwanted memory. His mind was unsettled, and he felt
something immense looming in the ether, like a spiritual echo
he could neither locate nor define.
This premonition was sparked by the utterance of a long-dead
skorne ancestor. The ancient exalted warrior was Xycus, and his
essence was housed in a the sacral stone of an ancestral guardian
Zaal had brought from the east. As the supreme aptimus, Zaal
often communicated with skorne whose spiritual essence
inhabited and animated the powerful forms of immortals and
ancestral guardians. The words and guidance of these ancestors
was considered invaluable to the war in the west, but often,
especially with the oldest of the preserved, their words were
riddles whose meaning was open to many interpretations.
Making sense of the statements of the exalted dead was part
of his role as leader of the extoller caste, but he had never been
given a message of such a personal nature.
The night wind howls. It whispers your destiny. It whispers
vengeance, by the winds edge.
He had spent many cold hours in meditation upon these
words, forgoing sleep and sustenance to learn their meaning.
They hung over him like a miasma and sapped his strength and
will. Xycus had given no answers to his questions; in fact, the
exalted within the ancestral guardian had been altogether silent
since uttering the cryptic words. Zaal had questioned the four
other ancestral guardians with him, but they, too, were silent.
The ancestors could not always be forced to speak.
The supreme aptimus pushed these troubling thoughts away
and focused on the task before him. He would soon meet up with
Tyrant Xerxis to bolster the war leaders dwindling forces. The
tyrant had been sent by Supreme Archdomina Makeda on what
might appear to be a death march. They were in a strange, cold
74
Ill Omens
Zaal felt the looming shadow that had followed him for weeks
suddenly intensify, as if whatever it heraldeda dire event or
the appearance of a tremendous enemyhad drawn closer. But
within this shadow, there was a hint of light, a subtle glow that
promised a path, however narrow and fleeting, through the
adversity to come.
Zaal had brought few living warriors with him; his force was
composed almost entirely of the silent forms of immortals. They
marched in perfect unison around him, immune to the chill,
tireless, and deadly, each obsidian body housing the essence of
a formidable skorne warrior who had proven himself worthy
on the field of battle. Zaal could hear these spirits in his mind,
a dull susurrus of indistinct voices forging an eager chorus.
Ancestral guardians moved among the immortals, their bodies
festooned with sacral stones to catch the fleeing spiritual essence
of worthy mortal skorne. Their voices were clearer when they
wished to speak, but the exalted that animated each guardian
were enigmatic and aloof, and many had spent centuries, or even
millennia, enshrined in stone.
He was not surrounded entirely by the dead. Zaal could feel his
warbeasts at the edge of his consciousness. He had with him a pair
of titan gladiators, and a single aradus sentinel. The titans were a
familiar presence, and their simmering rage could be unleashed
to devastating effect on his enemies. The aradus was a different
matterits mind was more primitive and alien, and Zaal had
little experience with the insectile creatures. Still, he had seen the
aradus in battle, and its effectiveness could not be denied.
In addition to his beasts and immortals, Zaal commanded a small
coterie of extollers, a unit of paingiver beast handlers, and two
squads of paingiver bloodrunners, who acted as forward scouts
for his somewhat slow-moving force.
They were currently traveling through a heavily wooded area,
and the titans were having trouble navigating through the
tightly packed trees. It was slow going, and Zaal had sent his
swift bloodrunners ahead to scout the way and locate Xerxis
if they could. One, the most senior among them, was moving
through the trees toward Zaal now.
Supreme Aptimus, the bloodrunner said as he reached Zaal
and bowed low. We have found Lord Tyrant Xerxis.
How far? Zaal asked.
A few miles, the bloodrunner answered. He has found
defensible ground.
Enemies?
The bloodrunner nodded. I sent two scouts to the south days
ago. One has returned. Zaal could see the paingivers essence
through his oculus, and it darkened with fear and doubt.
Return and tell Xerxis I will join him before days end, Zaal
said. The bloodrunner bowed again, then turned and sprinted
away, disappearing in the thick gloom beneath the trees.
Ill Omens
75
76
Ill Omens
And less protected than they would otherwise be, Kaelyssa said.
Yes, Ravyn said. Their forces are slow; ours are not. We
could engage them, give you the time and opportunity you
need for the assassinations, then withdraw once you are
successful, before we suffer heavy casualties. If you believe
you can remove two of their most powerful leaders in a single
stroke, it is a chance we must take.
I appreciate your faith in my team, Kaelyssa said, and she
meant it.
We will delay our attack until twilight, Ravyn said. Let them
fight in the dark and in unfamiliar terrain.
The sun was setting in the west and the chill air becoming even
colder when Zaal reached Xerxis forces. The tyrant had made
his camp beneath a cliff face, with his back to the sheer rock
wall. It was a sound defensive position that kept him from
being flanked and forced his enemies into the spears of his
Cataphract cetrati. Zaal could not fault Xerxis for his choice
the tyrant was wounded, short of men, and could not outrun
the Iosansbut the supreme aptimus could not help but see he
was adding his forces to what might be a last stand.
Zaal followed a young Cataphract named Loraak to Xerxis
tent, where he found the tyrant seated on a short stool stripped
to the waist, a chirurgeon applying salves and bandages to a
wound on the big skorne warriors chest. At the back of the tent
stood an extoller, Aptimus Sarangerel, who bowed low as the
supreme aptimus entered the tent.
Supreme Aptimus, Xerxis said. He inclined his head a fraction,
a gesture of respect that was not lost on Zaal. As a tyrant of the
warrior caste, he was not obliged to do even this for Zaal, but
the standing of supreme aptimus held weight among those who
properly revered the extollers and the exalted. What news do
you have of our enemy? Xerxis waved away the chirurgeon,
who withdrew.
Zaal found another stool and sat. A sizable force moves in this
direction, he said. My scouts reported they had many war
constructs with them, which likely means they are led by one or
more of the Iosan warcasters.
Xerxis nodded, then stood. A grimace flickered over the tyrants
face. For him to show any sign of pain meant he was wounded
more gravely than Zaal had anticipated. Nephew, Xerxis said
to the Cataphract who had led Zaal through the camp, assist
me with my armor. Loraak moved to a nearby armor stand
and began to remove the heavy plates of Xerxis armor from it.
Xerxis turned to Zaal. Our position is strong, he said. Your
beasts and immortals make us stronger. We will turn them aside.
Zaal shook his head. The night wind howls. The ancestors have
spoken to me, and I am troubled, he said. A darkness hangs
over us, and we must be prepared for more than a clash of arms.
Loraak settled Xerxis breastplate over his uncles wide
shoulders and began to buckle the armor into place. What
darkness? Xerxis said. We do not have time for riddles,
Supreme Aptimus.
Yet riddles are all I have to offer, Zaal said. Until the exalted
speak again, we must be wary.
I understand. But you tell me the enemy will soon be upon us.
We must focus our strength there.
Zaal could not argue with the tyrants straightforward logic. He
knew it was not a matter of Xerxis believing himthe tyrant
was no stranger to the ways of the exalted, and the ancestors
were sacred to him, even if they did not speak to him directly. It
was simply a warriors pragmatism: fight the enemy standing
before you.
Zaal said nothing for a moment and watched Loraak fit the rest
of Xerxis armor into place. When the tyrant was fully armored,
he went to a rack that held his heavy flail and long spear.
Perhaps you are right, Zaal said as Xerxis hefted his flail,
but I counsel you to let your primus command in this coming
battle. Stay behind your Cataphracts, and let them shield you.
Xerxis turned toward Zaal, his black eyes hard and angry. I
am Xerxis of House Kophar! he said. I lead from the front.
You are wounded, and we face an enemy of unknown
strength, Zaal said. The archdomina would not thank you
for throwing your life away needlessly. You may yet die in this
land, but let that death have greater purpose.
Your wounds have grown worse, my lord, Aptimus
Sarangerel said from the back of the tent. You are strong, but
you must allow yourself time to heal.
Through his oculus Zaal saw Xerxis anger and frustration
bloom in the air as a haze of scarlet energy, a restrained
spillover of his mortitheurgical power, invisible to most eyes.
He wondered if Sarangerel would have dared speak without
Zaal in the tent.
Xerxis anger quickly faded. The tyrant was no fool, nor was
he reckless; Zaal guessed his fury had as much to do with the
truth in Sarangerels words as with the thought of leading
from the rear rankling his warriors pride. He had been
dispatched on this mission before he could heal and disliked
the idea of being weakened.
The tyrant stared down at the heavy flail in his hands, seeming
to draw strength from it. Without looking away from the
weapon, he said, Loraak, tell Primus Vulto to assemble the
dakars and then bring them and himself to my tent.
Zaal felt no relief at Xerxis decision to heed his advice. Nothing
had changed.
It whispers vengeance, by the winds edge.
The titans became aware of the enemies first. The titan gladiators
picked up the strange smell of their machines moments before
the attack. Zaal felt the anxiety of both beasts grow from a mild
presence in the back of his mind to a searing peal of alarm. He
was standing in Xerxis tent, the looming shape of the ancestral
guardian Xycus visible through the flap. He took a single step
toward the entrance, intending to warn Xerxis, when the night
erupted into chaos.
Two thunderous explosions shook the ground, followed by
screams and the shouts of skorne warriors. Zaal strengthened
his mental link to the largest of his gladiators and tightened
down on its rage as he looked through the creatures eyes. It
towered above a line of Cataphracts, their long spears pointed
toward the forest. White shapes moved through the trees,
enormous things alive with light and power. Blasts of energy
arced from the enemy machines, striking the ranks of skorne
warriors and detonating in brilliant flashes of radiance.
Zaal pulled his consciousness back from the titans and moved
outside, briefly touching the mind of Xycus and requesting that
the ancestral guardian follow him. The silent obsidian warrior
did as bid.
The roar of battle intensified, and he heard the sound of Iosan
ranged weapons as well as the buzzing hiss of Venator reivers
returning fire. The camp was dimly lit by guttering torches
sunk into the ground around the orderly rows of tents. The cliff
face soared above it all, and the entire camp was swallowed
by its shadow, making the twilight gloom thicker. Zaal spotted
Xerxis astride his cerops, shouting orders down to a Cataphract
Dakar, who then ran toward the front lines just a few hundred
yards away. The tyrants mount pawed the ground and leaned
Ill Omens
77
The clash of steel on stone pulled Zaal back to the battle at hand.
The immortals were laying about with their obsidian blades,
which the Iosans nimbly avoided as they struck the exalted
warriors with their own curved swords, to little effect. Xycus
fared better, drawing on centuries of battlefield experience.
With a speed and precision that belied his ponderous body, the
massive ancestral guardian thrust his glaive forward to skewer
an Iosan and then pitched the mortally wounded foe away with
a deft flick of the glaive.
No! Zaal replied, knowing Xerxis gave the only answer the
hoksune code allowed. You must retreat to the south. Gather
what troops you can and smash through the Iosan line. This war
has need of you. The supreme archdomina has need of you.
The night wind showed her own skill, dodging a heavy blow
from an immortal, then removing its head with a backhanded
slash of her blade. There were only two immortals left, and
one of the Iosan assassins dodged around them and charged
78
Xerxis glared at him with the fury of a superior, but Zaal met
his eyes and said, I swear this upon the ancestors we both
revere: today I will die, but you must live. Go from here and
spend your death where it will buy the most glory for the
Skorne Empire. Zaal could feel the battle behind him growing
in intensity, and he could see more of the assassins emerging
from the shadows. They had climbed down the cliff face in the
darkness, using the noise and distraction of the battle to cover
their infiltration.
Ill Omens
with his mind toward the stone, focusing his will on the vibrant
spark of the skorne soul within it. Then he sent an immense pulse
of malignant energy into the stone, shattering it. One final and
powerful intentional desecration.
Xycus spirit became a white-hot mote of rage and fear in Zaals
mind, and behind him he heard a long, tortured shriek. Xycus
was ancient and powerful, his crystalline stone a reservoir
for vast accumulated mystical energies. Driven mad by the
shattering of his sacral stone, he would seek to deliver only
vengeance and death.
Kaelyssa jerked her gaze away from Zaal, and her face went
white. She backpedaled, shouting at her underlings in Iosan.
Where Xycus had been, a huge nebulous form arose amid a
cloud of stone and dust, a whirling tornado of baleful green
energy. Kaelyssa leapt away from it, but two of her assassins
were not as quick. The kovaas lashed out at them, raking talons
forming from its spectral mass. They screamed, and their flesh
blackened and withered. The corpses that struck the ground
were twisted, shrunken things that barely resembled the living
creatures they had been. The energy of the kovaas pulsed red
and it began to increase in size and ferocity, swirling faster. Zaal
felt bitter pride as he watched it rise; such a baneful spirit had
not been seen since Lord Tyrant Norvaaks curse released three
great kovaas to destroy half of Halaak.
Xycus moved swiftly toward the front lines where the battle
was still raging, hungry for more victims. Zaal reached out to
the kovaas mind, braving the furious storm of hatred to deliver
a final message.
Kill them all.
He was not yet dead, but death was very near. His
mortitheurgical skill had kept his heart beating and his lungs
full of air despite his terrible wound, but soon even that would
not be enough. The camp was empty of everything but corpses.
Zaal crawled among them, pulling his body over the dead,
leaving a trail of crimson.
He found Sarangerels corpse just outside the tent that had
belonged to Xerxis. The aptimus head was missing and no
fewer than eight crossbow bolts jutted from his corpse. Zaal
had to be quick. He ran his hands over the body, searching,
hoping. He found what he was looking for in an inner pocket.
The empty sacral stone was a perfect egg of grey crystal, dull
and lifeless.
Zaal rolled onto his back, holding the sacral stone to his chest.
His mouth was full of blood and his thoughts were ebbing
away in a swirl of pain. His vision was dimming. Death would
claim him soonbut not the Void. His last coherent thought
was part of Xycus prophecy.
It whispers your destiny.
Ill Omens
79
he Iron Kingdoms abound with people both good and evil, but many others live, survive, and even
thrive in the grey shadows between heroics and villainy. Social misfits but not always social outcasts,
they make their way through the world any way they caneven if it results in hardship for others. In
the end, even scoundrels and sell-swords feel justified in doing what they must to stay alive. These kinds of
characters make excellent NPCswhether as antagonists or alliesfor your Iron Kingdoms RPG campaign.
This time, you'll be reintroduced to a trio of characters you may remember from The Witchfire Trilogy.
Witchfire Rogues
Gallery
By Josh Colon, Andy Gill, and Tim Simpson ART by ivan dixon
Draegyn,
the Black Bastard
The Black Bastarda nickname Draegyn wears with a certain pride
is a perfect representative of the undesirable elements in Corvis. He is
a businessman, manipulative and savvy; he is a politician, balancing
disparate parties in Corvis hierarchy to ensure everyones needs are
meteven when they are at cross-purposes; and he is a criminal,
willing to double-cross or kill those who threaten to his position and
power. In the end, Draegyns greatest concern is himself, and he has
spent years cultivating the reputation that earned him his nickname.
80
of the man who would change his life forever: former mercenary
Hamil Bodak, today an influential arms dealer in Corvis.
Bodak caught the boy, but instead of killing him decided to train
Draegyn as an agent in his illicit dealings within the City of Ghosts.
Draegyn came to serve as Bodaks representative, becoming increasingly
esteemed among the citys criminal element. He also found work as
a hired gun with various criminal organizations in Corvisa sideline
Bodak encouraged. The more Draegyn worked among the other gangs
of the Undercity, the more detailed information he could provide to his
primary employer, Hamil Bodak. Over time Draegyn found his own
station enhanced, earning him an even greater role in Bodaks operations.
His skill as a pistoleer and his willingness to kill any who crossed him
earned him the moniker the Black Bastard. Even hardened thugs
knew to proceed cautiously in Draegyns presence.
Draegyn didnt start actively pursuing his own ambitions until the
events of the Longest Night of 603 AR, in which Alexia Ciannor attacked
Corvis with a horde of undead. Draegyn was in the process of obtaining
information from a competitor of Bodaks when both were attacked by
thralls, which Draegyn dispatched with considerable effort. In gratitude,
Bodaks competitor not only gave Draegyn the information he needed
but also said he owed Draegyn a favor. It would be only the first of
many such favors Draegyn would accumulate.
Corvis was later overrun by an invading army of skorne, led by
none other than Vinter Raelthorne IV, the dethroned king of Cygnar.
With their alien presence in Corvis, most of the populaces efforts
centered on how to avoid attention or get out of the city alive.
During the invasion, Vinters agentsthe inquisitorscombed the
city in search of any potential threats to Vinters conquest.
After Alexia Ciannors second undead army, the Legion of Lost
Souls, defeated the skorne and forced Vinter to flee the city,
Draegyns business gradually returned to normal. He soon crossed
paths with Lorimer Kex, a disgraced member of Corvis Fraternal
Order of Wizardry and a collaborator of the Inquisition, now seeking
the Black Bastards help in escaping the city. It was an easy choice to
refuse the renegade arcanist, as the Fraternal Order of Wizardry and
the city watch were both hunting Kex. Draegyn and Bodak made no
attempts to help Kex, leaving him to his own devices.
Draegyn continued working for Bodak while using his connections to
set up his own business within the Undercity, and Bodak supported
Draegyns ambitions as long as they didnt interfere with his own
dealings. Meanwhile, Bodaks operations grew quickly, requiring his
presence away from Corvis for extended periods of time, and the one
person he could trust to oversee his ongoing work was the Black Bastard.
As the premier information broker in Corvis, Draegyn has expanded
his power and organization tremendously in the past few years.
While a major player in his own right, he still works as Bodaks
right-hand man. He has consolidated his own power and position and
is considered by many to be Bodaks peer rather than his subordinate.
Still, Draegyn remembers well the gutters Hamil Bodak pulled him
up from, and he treats the man with a deep and unwavering respect.
Draegyns penchant for discovering and exploiting a persons
weaknesses and vulnerabilities has even reached into the Corvis
legislature and the city watch. Several important families are now
in Draegyns employ, allowing him influence over much of the citys
infrastructure. The Khadoran occupation of Llael has only increased
opportunities for the Black Bastard, both among Llaelese refugees
and the Cygnaran military. As there is now a major garrison stationed
at Corvis, putting strain on local supplies, Draegyn has set himself
up to provide beleaguered refugees and city officials much-needed
resources. Most have no idea what Draegyns assistance will truly cost
themor how long it will take to repay it. With his leverage in Corvis
larger than ever, the Black Bastard will exploit this however he sees fit.
81
draegyn
Skills:
Name Stat Rank Stat + Rank
Bribery SOC 2
Command SOC 2
Deception SOC 2
Detection
PER 3
Gambling
PER 2
Pistol
POI 2
Sneak AGL 2
Streetwise
PER 3
PHYSIQUE
PHY 6
SPEED
SPD 7
STRENGTH
STR 5
AGILITY
AGL 5
PROWESS
PRW 4
POISE
POI 5
INTELLECT
INT 5
ARCANE
ARC
PERCEPTION
PER 4
repeating pistol
holdout pistol
INITIATIVE
INIT 15
DEFENSE
DEF 15
(Armored Great Coat -1)
ARMOR
ARM 11
(Armored Great Coat +5)
WILLPOWER
WILL 11
AGILITY
PHYS
3
ECT
IQ
TE
LL
Command Range: 7
Base Size: small
Encounter Points: 20
Equipment:
Ammo bandolier, armored great coat,
holdout pistol, repeating pistol, wristspring holster
82
*
*
*
7
6
7
6
7
Abilities:
Conniver The character is wellskilled in the arts of deception.
The character can reroll failed
Bribery and Deception-based
social skill rolls. Each roll can be
rerolled only once as a result of
Conniver.
Dodger When this character is
missed by an enemy attack, he
can immediately advance up to 2
after the attack is resolved unless
he was missed while advancing.
He cannot be targeted by free
strikes during this movement.
Fast Draw A character with this
skill gains +2 on initiative rolls.
He also gains an additional quick
action during his first turn of
combat each encounter that can
be used only to draw a weapon.
Feat Points This character
starts each encounter with 3
feat points. He is allocated 1 feat
point at the start of each of his
turns. He can only have up to 3
feat points at a time.
Feat: Flawless Timing The
character can spend 1 feat point
to use this benefit during his turn.
When he uses Flawless Timing,
the character names an enemy.
The next time that enemy directly
hits him with an attack that
encounter, the attack is instead
considered to be a miss.
Feat: Quick Thinking Once per
round, the character can spend
1 feat point to make one attack
or quick action at the start of
another characters turn.
Gunfighter The character
does not suffer a 4 penalty on
ranged attack rolls with pistols or
carbines while engaged.
Intellectual This character and
allies in this characters command
range gain +1 to attack and
damage rolls.
Street Shadow This character
gains an additional die on Sneak
rolls while in populated urban
environments.
Seth Alkot,
Monster Hunter
Grim Shadow, Hoof-Breaker, and Tusk-Takerjust a few of the names
the farrow tribes of northeastern Cygnar have for the man who has hunted
down many of their most vicious warriors and bloodthirsty chieftains.
For Seth Alkot, this isnt a mission of cold vengeance or mindless rage but
one of bringing justice to a cruel world. Most believe the aged monster
hunter has chosen a life of reckless danger in the face of terrible odds,
but Seth Alkot has managed to survive alone in the wilds for over two
decades despite unforgiving conditions and countless predators.
Seth Alkot has given up all hope of a normal life, vowing to spend
whatever time he may have left on Caen to honor the loved ones he
lost by ensuring no other innocents fall prey to a particular strain of
violence and greed: that of farrow brigands and marauders.
83
seth alkot
PHYSIQUE
PHY 7
Skills:
SPEED
SPD 6
STRENGTH
STR 5
AGILITY
AGL 4
PROWESS
PRW 5
Climbing AGL 2
Craft (skinner)
INT
2
Craft (leatherworking)
INT
2
Detection
PER 2
Hand Weapon
PRW
3
Lore (Ex. Zoology)
INT
3
Rifle
POI 3
Sneak AGL 2
Survival
PER 3
Tracking
PER 3
POISE
POI 5
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 5
scattergun
MAT
POW P+S
8 3 8
Abilities: Gain +1 on Craft (skinner) skill rolls
INIT 16
DEFENSE
DEF 14
(Armor Great Coat -1)
ARMOR
ARM 12
(Armor Great Coat +5)
WILLPOWER
WILL 11
AGILITY
PHYS
3
ECT
IQ
TE
LL
Command Range: 4
Base Size: small
Encounter Points: 23
Equipment:
Armored great coat, Boar Hunter (repeating
heavy carbine), 30 cased light rounds, 10
cased light frangible rounds, 2d6+10 gc
84
Abilities:
Animosity (Farrow) The character gains +2 on damage rolls against characters of the listed type. The character rolls 1 fewer
die on non-Intimidation social skill rolls made against characters of the listed type.
Camouflage The character gains an additional +2 DEF when benefitting from concealment or cover.
Fast Reload The character gains one extra quick action each turn that can be used only to reload a ranged weapon.
Feat Points This character starts each encounter with 3 feat points. He is allocated 1 feat point at the start of each of his turns.
He can only have up to 3 feat points at a time.
Hunting Ground (Mountain) This character gains +2 to Sneak and Tracking skill rolls while in the listed environment.
Pathfinder The character can move over rough terrain without penalty.
Skilled This character gains an additional attack during his activation phase if he chooses to attack that turn.
gutting knife
INITIATIVE
6
6
6
7
8
7
8
6
8
8
Survivalist This character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
Targeteer When the character hits with a ranged attack, he chooses the branch of the targets life spiral or the column of the
targets damage grid that is hit, if applicable.
Traceless Path Though he can move at only half his usual rate of speed while using this ability, either on foot or horseback,
anyone attempting to follow his trail has +3 added to his skill roll target number.
Tough When this character is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and
is knocked down.
Alkot gathered a small but powerful fighting force comprised primarily of swamp gobbers, to whom
he promised all scavenged farrow weapons. As the farrow marched through the swamps, they found
themselves set upon by Alkot and his allies. The farrow fell in swaths long before reaching the city.
Once again several members of the Korhoof tribe were able to escape, this time fleeing south to the
mountains. Though wounded, Alkot left his gobber allies behind to follow them into the Dragonspine
Peaks where, at long last, Alkot destroyed the final remnants of the tribe. In the aftermath of this
battle, Alkot sought shelter in a cave to recover from his wounds, where he came upon a discarded
journal, one he eventually gave to a group of mercenaries. This would prove invaluable in finding the
Tomb of Lost Souls and saving Corvis from Vinter Raelthornes skorne invasion of 603 AR.
His family avenged, Seth decided to return to Corvis. Tales of his exploits had spread, and after
his reintroduction to civilization, his skills as a guide and monster hunter were in high demand.
Eventually, his reputation began to attract all manner of powerful and at times unseemly clients within
the city. One of these was the notorious pistoleer Draegyn, the Black Bastard. Over the years, Draegyn
has used Seth Alkots skills in a variety of ways, employing him to lead smugglers in and out of the
city through the surrounding swamplands or to provide information about local wilderness tribes.
Alkot is known to sell his services to the other side of the law just as frequently, however, such as when
he helped the Fraternal Order of Wizardry track the arcanist and Vinter loyalist Lorimer Kex through
the Corvis Undercityone of the few times the tracker failed to catch his prey.
While serving as a monster hunter and guide for an expedition out of Corvis University in 606 AR,
Alkot encountered a farrow warbeast unlike any he had seen previouslyone with mechanikal limbs
and other enhancements. He soon learned these warbeasts were employed by a growing army of
(Josh Colon)
When at last Kex met Magnus, the outlaw warcaster refused to help the
arcanist directly. Magnus did, however, profess to know the location
of a skorne outpost in the Bloodstone Marches where he suggested
Kex might find sanctuary among the remnants of Vinters forcesand,
if he played his cards right, where he might even gain an audience
with Vinter Raelthorne himself.
Lorimer Kex,
The Mad Arcanist
Kex made his way into the hostile desert, following the retreating
skorne force. After weeks in the harsh wastes, he was taken in by a
skorne patrolthough as a prisoner, not an ally. He pleaded with
his captors to speak of him to the man they knew as the Conqueror,
a man he thought would spare him, but his protests were ignored.
Instead, the skorne treated him as a font of information they could
exploit as they devised a new plan of attack.
Kex found himself subjected to the paingivers arts as they tortured him
for information regarding Corvis. Through a combination of chemical
concoctions and paingivers barbs, they nullified his magical ability
and eventually broke his mind. He became an empty shell, telling his
captors anything and everything he thought they might want to know.
The process took yearsevery bit of information was squeezed from
him until the paingivers at last decided he had provided all he knew
and forced Kex into slavery.
85
86
lorimer kex
PHYSIQUE
PHY 6
Skills:
SPEED
SPD 6
STRENGTH
STR 5
Cryptography
INT 2
Deception SOC 2
Disguise
INT 1
Lore (history)
INT
2
Research
INT 2
Sneak AGL 2
Streetwise
PER 1
Survival
PER 1
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 4
INTELLECT
INT 4
ARCANE
ARC 5
PERCEPTION
PER 4
dagger
INIT 14
DEFENSE
DEF 12
(Custom Armor -2)
ARMOR
ARM 12
(Custom Armor +6)
WILLPOWER
WILL 10
Spells:
SPELL NAME COST RNG AOE POW UP OFF
Arcane Bolt
PHYS
3
ECT
IQ
TE
LL
12
11 No Yes
Aura of Protection
4 SELF
No No
The spellcaster gains Dark Shroud. While within eighteen feet (3) of the spellcaster,
friendly characters also gain Dark Shroud. (While in the melee range of a character with
Dark Shroud, enemy characters suffer 2 ARM). Death Field lasts for one turn.
2
6 yes No
AGILITY
occultation
6
*
5
6
6
6
5
5
Zephyr
6 No No
Abilities:
Excruciator The character does not suffer the effects of crippled aspects.
Feat Points This character starts each encounter with 1 feat point. He is allocated 1 feat point at the start of each of his turns.
He can only have up to 1 feat point at a time.
Great Power This character can upkeep one spell each turn without spending a focus point or gaining a fatigue point.
Command Range: 4
Iron Will The character can reroll failed Willpower rolls. Each roll can be rerolled only once as a result of Iron Will.
Shadow Play This character can spend a feat point to use Shadow Play for one round. While using Shadow Play, this characters
spells produce no spell runes.
Equipment:
87
1 AR
Players, Beware!
88
The Orgoth
Fortress
The fortress contains a torture facility for an Orgoth excruciator,
some of whose victims are converted to dread to serve under the
command of an Orgoth captain, Ryark VI, in quelling a potential
uprising among the nearby populace.
The walls of most chambers and passageways are roughly carved
from the caverns stone. Their walls are not entirely flat but run
relatively even and straight. Many others are more natural, with
ceilings anywhere from 7 to 10 feet above the ground. The walls
of all the various chambers and tunnels are perpetually damp
and streaked with mineral deposits. With a few exceptions, noted
in the individual area descriptions, the floors of both the carved
and natural areas have been paved with wide, flat stones.
The fortress halls are lit with torches racked on the walls at
irregular intervals. Areas within 18 feet (3) of a torch or fire are
bright light, and there are patches of dim light between most of the
torches. PCs gain +2 to their Sneak rolls against most characters
while within dimly lit areas, but note that warwitches can see
perfectly in even complete darkness. A torch can be pulled from
the wall sconces to serve as a source of light. A carried torch
produces bright light up to 18 feet (3) and dim light up to 36 feet
(6). A torch can be used as an improvised hand weapon with
POW 1 and a 2 attack modifier. On a critical hit, the target suffers
the Fire continuous effect.
Most of the various doors stand open, with the exception of those
leading to the Armory (Area 5) and Captain Ryarks Quarters (Area 6).
Wandering Patrols
Fortunately for the PCs, most of the Orgoth stationed within the
fort are occupied fighting off an Immorese attack throughout this
adventure. There is always the chance that PCs might encounter
someone passing through the halls, however. Such patrols are
not intended as random battles but as potential threats to avoid.
The Game Master should employ these encounters to encourage
PCs to use stealththeyre best used when the PCs have a place
to hide. If the PCs make too much noise during their escape, such
as trying to chop down a locked door, fight a guard, or shatter
a series of wooden chests, roll a d6 immediately and assume
the Orgoth indicated overheard the disturbance and set out in
search of its source. Any Orgoth arrive one game round after the
disturbance.
Roll
12
34
5
6+
Encounter
Scene 1
The adventure begins with the characters imprisoned in the
Jail of the Orgoth fortress. They have been beaten unconscious,
stripped of their weapons and equipment (with the possible
exception of hidden thieves tools), and brought through the
wilderness beyond the city of Corvis. Left to the care of an
Orgoth torturer, all seems lostuntil a sudden attack as rebels
fall upon the fortress en masse, trying to liberate key members of
their rebellion also within the fortress.
Note that while the following scenes contain specific rooms
in the fortress, the players may choose to investigate them in
no particular order. Still, the conditions within the fort evolve
over the course of the adventure. After every three to four new
rooms the PCs explore, see what new conditions apply to the
following scene.
Each PC regains consciousness at roughly the same time, though
characters can awaken one by one based on PHY stats, with the
highest PHY characters rousing first.
No Encounter
1 Orgoth Soldier
The captain nods curtly at the excruciator, gives you one last hateful
glare, then leaves the chamber.
2 Orgoth Soldiers
Orgoth Lieutenant and 1 Orgoth Soldier
The excruciator scans the walls, clearly meeting not just your stare but
those of the other prisoners as well. You look like other people who died
89
90
Getting Free
There are several methods to escape the manacles, one of which
depends on the partys composition:
If Ghort is with the group, the Orgoth failed to notice thiefs
tools concealed up his sleeve. He is able to draw them out
one-handed by making a POI roll against a target of 10. If the
roll succeeds, he can attempt to pick the manacle locks with
a Lock Picking roll against a target of 14. If either roll fails,
he drops the picks at his feet. If Ghort is not in the group,
Scarlata Drastini has thiefs tools instead.
Any character can make an Escape Artist roll against a target
of 19 to free himself from one manacle per successful roll. The
Orgoth manacles are barbed along the outer edges to dissuade
such escape attempts. For each failed roll an attempting
character suffers d3+1 damage points.
The explosion that rocked the fortress loosened the stone
around a single manacle chain trapping one character
the Game Master should choose which PCs manacles
are weakened. This character can pull the chain loose
from the wall by making a STR roll against a target of 15.
If the roll succeeds, the character pulls the stone free from the
wall, though it is still attached to that characters manacle.
When the excruciator returns to the jail, not having expected
any of the PCs to freed themselves, he does not notice such
a change if the PCs take any reasonable measure to hide it.
A PCarmed with the loose chain can wield it as a POW 1
Hand Weapon with a 1 Attack Modifier. If the excruciator is
attacked on his return, even if the attack misses, he is surprised
and stumbles into range of a one or two other PCs, who can
then attempt to disable him. Though their arms are shackled,
the PCs may kick at the excruciator or attempt to grapple
him. A character grappling the excruciator can also attempt
a chokehold against him by making a successful Unarmed
melee attack followed by contested STR rolls each round.
If a PC can maintain the hold for 3 rounds, the excruciator is
knocked out. The excruciator has keys on his belt that can be
retrieved with a successful AGL roll against a target of 12.
91
Orgoth Chests
92
Scene 2
After escaping from interrogation,
the PCs are free to move into the
main
fortress,
though
the
Game
Master should ensure they feel hunted,
discouraging them from roaming about aimlessly.
A battle between Orgoth and Immorese rebels rages on
outside, but there are still a few Orgoth soldiers within the fort
the PCs must avoid as they attempt to find a way to freedom.
Whenever the PCs move into a new room make a roll for a
wandering patrol, not just when the PCs make noise or draw
attention to their location. The members of that patrol, if any, are
in the current room.
These Orgoth are likely not aware of the PCs presence.
Unless the PCs do something to draw their attention, treat the
Orgoth as distracted for the purpose of determining the results
of the PCs Sneak rolls.
93
Terrain
Corpse Pile: The pile of bodies is 5 feet tall and can be climbed
with a Climbing roll against a target of 15. Any time a character
on top of the pile moves, even if only to change facing, he must
make an AGL roll against a target of 13. If this roll fails, the pile
shifts and collapses, leaving the PC knocked down on the nearest
spot on the cavern floor.
The Sinkhole: The top of the corpse pile in the sinkhole is
currently 4 feet below floor level and does not sink appreciably
during the course of this encounter. PCs can enter the pit and
move across the corpses, treating this as rough terrain. Each time
a PC moves within the pit, he must make an AGL roll against a
target of 13; if the roll fails the character partially sinks and must
use a quick action to extricate himself from the bodies.
The Soul Cage: Galiz carries a soul cage during this encounter
and gains 1 soul token for any living character that dies within
twelve feet (2) of him. Galiz begins the encounter with 2 soul
tokens. The soul cage can carry up to 5 soul tokens at a time.
An Orgoth character wielding the soul cage in one hand gains +1
ARM for each soul token it contains and can spend soul tokens to
boost attack or damage rolls at one soul token per boost.
PCs in their escape attempt. It is critical for the PCs to stress that
the outside attack has created a once-in-a-lifetime opportunity to
escape the fortress. If the slaves are left behind, one among them
has second thoughts about letting the PCs go and seeks out an
Orgoth soldier to report them. A wandering patrol immediately
hunts the PCs to kill or recapture them and attacks at an
inopportune moment of the Game Masters choosing.
The PCs can find several suits of tattered leather armor among
the pile of stolen valuables, including those sized for a trollkin
and a gobber, along with a rapier, a bow and quiver, 27 arrows,
and a few common hand weapons like axes, daggers, and swords.
A PC examining the corpses within the pit can make a Detection
roll against a target of 15 to discover an assassins blade strapped
to the ankle of one of the bodies.
Aftermath
A PC who searches the Orgoth soldiers body discovers a hammered
black iron key on his belt. This unlocks the Armory (Area 5).
The PCs can remove the masks from either excruciator, revealing
the faces of the men beneath. Both have colorless skin deformed
by the restrictive iron masks. A character wearing one of the
excruciators masks and clothing gains an additional die on
Disguise rolls, but suffers 1 Willpower for every five minutes
spent wearing the mask as he begins to experience auditory
and visual hallucinations of torture and dismemberment. If the
characters Willpower is reduced to 0, the character treats all
other characters as if they had Terror [Willpower +8].
Though the slaves are desperate to escape the fortress, they
are far too frightened of the remaining Orgoth to aid the PCs.
Their own work is a daily reminder of what happens to those who
defy the Orgoth. The slaves are terrified of later being suspected
of collusion with the PCs, even if only by inaction, and they take
any means short of armed conflict against them to flee the room
and report the PCs to the first soldier they see. The slaves feign
cooperation to avoid conflict, but if they are forced to fight they
seize weapons from the pile of captured goods beyond the corpse
pile. The slaves use Simple NPC stats (Iron Kingdoms Full Metal
Fantasy Core Rules, p. 330).
PCs can attempt Intimidation, Negotiation, or Oratory rolls
against a target of 12 to convince the slaves to overlook their
presence or against a target of 14 to convince the slaves to join the
94
The door can be opened with a Lock Picking roll against a target
of 20 or with the screaming black stone key from Area 1. Using the
black key on the door or any attempt to break it down draws the
attention of soldiers passing through the Entry Hall long before
the PCs can escape into the room to hide. (Use the Wandering
Patrol chart, p. 89.) The Orgoth soldier at the Corpse Pit
(Area 4) has a key that allows the PCs to unlock the door silently.
If the PCs gain access to this room, they can procure enough
Orgoth infantry armor or warwitch leather armor to outfit the
human members of the partythough none of the armor here
fits a character without human proportions. Characters who don
Orgoth armor gain a +2 bonus to any Disguise attempts to pass
as an Orgoth, though they are not fooled by a male in warwitch
leathers or a female in Orgoth infantry armor.
The Armory also contains 6 combat shields, 12 spears, 8 halberds,
32 Orgoth blades (equivalent to the Caspian battleblade), and 1
assassins blade. Also stored in the room are 2 fellblades and
1 warwitch sword. Fellblades are described on p. 184 of Iron
Kingdoms Full Metal Fantasy: Kings, Nations, and Gods as well in
No Quarter #46.
Warwitch swords function as described in the Warwitch entry, but like
the fellblade they carry negative effects to any non-Orgoth who wields
Note that while the PCs are familiar with the existence of
fellblades, they do know them by that name. A PC can make a
Lore (Orgoth) roll against a target of 12. If the roll succeeds, he
is aware of the negative side effects of handling magical Orgoth
weaponry, though given the circumstances, the risks of wielding
such weapons may be justified.
The room also contains savage metallic prosethic forearms.
These range from curved blades and scissor-like constructs to
claws and hooks. Old blood and rotted flesh on the bolts and
clamps meant to attach these to a body suggest they have seen
usage before. The PCs can also wield these weapons, using the
same rules as a cutlass.
If the PCs stay in this room for more than a few minutes, another
alchemical explosion from outside causes the cavern to tremble
again, jarring the armory door off its hinges. It can still be
opened silently to avoid detection, but just a few minutes later
(at the Game Masters discretion), a second explosion wedges
stones and debris into the doorframe, making it impossible
to open without a great deal of noise and drawing guards
(see Wandering Patrols, p. 89).
Altar
On the wall beside the door is a black stone altar carved with
leering faces over a field of stars. Anyone passing within a few
feet of the altar feels an unnatural chill. If a PC touches the shrine
he immediately loses 1 PHY, which returns after d3 consecutive
rounds without coming into contact with the altar.
Atop the altar is a book of Immorese origin. A PC who picks
up the book suffers the effect of touching the altar. The book
is Sebastian Kerwins Synthesis. The PCs are likely to know of
Sebastian Kerwin, founder of the Circle of the Oath, a pioneer in
Immorese understanding of the arcane world. Though Kerwins
order was destroyed and the man himself vanished, his legacy
lives on. Looking through the book reveals the expanded
hypotheses Kerwin developed regarding the development
of mechanika. It is clear that this book has been analyzed and
annotated by Captain Ryark. A scrap marks his place in the book,
on which the following is written in Orgoth:
If the slaves can develop this, then surely we can discover a means to
combat it. I must bring my findings to the prelate. If left unchecked,
these weapons may empower the chattel against us.
Following the note, several pages have been ripped cleanly from
the binding. A character can make an INT roll against a target of
14 to recognize that those pages must contain critical summaries
and conclusions to hypothesis posited in the preceding pages.
Chest
The chest is unlocked and contains 4 doses of healing ointment and
an Orgoth dagger. This dagger is a POW 4 magical Hand Weapon
with an attack modifier of +1 and is engraved as follows: For my
son, Ryark. May your blade always strike true. Gen. Orvos XIII.
The blade is a family heirloom passed down from the former
governor of the region who reigned nearly 100 years ago.
Area 7: Commons
This is a common area used by the soldiers. Large stone tables
with wooden benches run the length of the chamber, and there is a
fireplace in the north end of the room with cabinets on either side
of it. A metal cauldron hangs simmering above the flames. There
are d3 large knives on the tables that can be used as throwing
knives, and the iron fire poker is equivalent to a banded club.
At one end of the room is a large circular stone carved with a ring
of leering faces on its outer perimeter. Characters in the room
can hear soft whispering emanating from the stone, distorted
and unintelligible. If a non-Orgoth character touches the stone,
it begins to wail in multiple voices, shrieking and bringing a
patrol of Orgoth guards (see Wandering Patrols, p. XXX).
While in this room, non-Orgoth characters suffer 4 Willpower.
Scene 3
As the PCs leave the Commons and continue further down the
hall, they come to an intersection leading in two directions: south
to the main entrance door and west, into a separate part of the
fortress. The southern route straight ahead is better lit by torches,
suggesting a higher traffic area, and from the west echo the sounds
of helpless screams and periodic clangs of metal on metal. The
battle outside continues, but even without seeing the fight, the PCs
can hear things are not going well for the Immorese rebels.
95
Area 9: Barracks
Each of these rough-carved chambers has a large fire pit
in the center, surrounded by soldiers cots, and there
is a torch sconce in each corner of the room. As in
the Main Barracks, each cot is accompanied by
a chest. PCs who take the time to search these
chests can find any number of small items, as
detailed in the Main Barracks. Additionally,
one of the chests in the Barracks to the west
contains a heavy golden chain, its links
designed to look like human arms grasping
and clawing at one another. A character
wearing the chain gains +2 to WIL rolls and
may reroll failed rolls to resist Fear.
96
Terrain
Fireplace: A large fire has been built up, and anyone forced into
the fireplace immediately suffers 1 point of fire damage and the
Fire continuous effect.
Aftermath
Once the Orgoth are defeated, if the PCs do not conceal the
bodies a patrol of d3 Orgoth soldiers soon discovers their dead
comrades and begins to search for the killers. These soldiers
begin searching Areas 1215 in numerical order and respond
quickly to any clues as to the PCs locationsuch as the sound
of combat. If alerted to the PCs presence, the patrolling guards
arrive 1 round after any such disturbance occurs.
Scene 4
The battle beyond the entry hall rages on, but unless the PCs
have been careful to cover their tracks up to this point the Orgoth
within the fortress may be suspicious (or even alerted) to their
presence. During this scene the PCs can hear patrols moving
more quickly and searching more thoroughly. From this point
forward, add +1 to all d6 rolls made to determine the composition
of a Wandering Patrol.
97
Warwitches Tactics
If the warwitches are attacked or if they discover the PCs,
they break off from the ritual to fight. The warwitches focus
their attacks on whoever appears most formidable, paying
particular attention to Gifted characters. One witch casts
Star-Crossed each round; provided she has no fatigue remaining
from the previous round, she then casts Influence against
targets of opportunity. The remaining warwitches cast Venom,
boosting attack rolls against targets with high DEF. Any time
Kalisti is wounded, she attacks with Bleed until shes regained
all her vitality. The warwitches engage the PCs in melee, hoping
to trigger Blood Boon, if they can do so without endangering
themselves too greatly.
Terrain
Darkness: Unless the PCs bring their own light source into the
cavern, the area is pitch black when they enter.
Fireplace: The central fireplace is burned down to coals that
provide almost no light. A character entering or ending an
activation in the fireplace suffers 1 point of fire damage.
Furniture: Beds provide cover. PCs can flip either table onto
its side as a quick action, after which it also provides cover.
The bookcase can be pulled down with a quick action and
overturned with a second quick action to solid cover.
The Pool: This 15-foot-deep, roughly 30 x 30 foot pool is deep
water. Once the witches begin their ritual, a character entering
or ending his turn in the pool suffers the Corrosion continuous
effect. There is a narrow passage beneath the water at the
southwest edge of the pool. The underwater passage becomes
too narrow for a PC to travel through after 24 feet, but there is
a body lodged in the silt 12 feet beyond the opening. Sent to
recover the rebel spy, he drowned attempting to enter the fort
through the underwater passage. A satchel on his belt contains
two explosive grenades.
98
various types. These are slaves converted to dread, a fate the PCs
were destined to share before escaping Aexon.
On a table at the far end of the room, a human captive struggles
weakly against his bonds, begging a nearby warwitch to release
him. Much of his skin has been flayed off of him, his forearms
have been removed, and his chest has been cracked open
to expose his still-beating heart. A warwitch stands nearby,
studying the wounded man with detached calm. A vessel of
molten iron stands next to the bed, ready to be poured over the
captive mans beating heart.
If the PCs enter the room, the three dread on the tables turn
their heads toward them and begin to struggle against their own
bonds. If the PCs made any attempt at stealth as they entered the
room, the warwitch has not noticed them up until now; however,
she looks up from the captive immediately as the dread react to
their presence. If the PCs are not in her line of sight, she begins to
actively search the room for them.
Terrain
Cabinet: The cabinet cannot be pulled down. Any character
pushed or slammed into the open cabinet takes d3 damage points
from the exposed blades within it.
Dim Light: Unless the PCs provide a light source, the entire area
is in dim light.
Tables: PCs can flip any table onto its side as a quick action, after
which it will also provide cover. The retracted spikes in the tables
pose a risk, however, to anyone hiding behind them.
Aftermath
Though the dread fight the PCs to the death, the warwitch
withdraws from combat if the battle appears to be turning against
her. If she does manage to escape, she moves down the main
corridor to the Warwitch Lair (Area 12) to recruit the rest of her
coven. If the PCs have already killed the remaining warwitches,
she leaves that chamber and heads outside through the main
door at the far end of the Entry Hall.
Once outside, she spends 2 rounds gathering reinforcements. If
the PCs allowed the warwitch in the Kitchen (Area 11) to escape,
these reinforcements consist of that warwitch and 2 Orgoth
soldiers. Otherwise it will be an Orgoth lieutenant and 2 soldiers.
The warwitch from this area accompanies any reinforcements,
leading them first to the Cavern Shrine (Area 15), then back
through Areas 1412 in descending order in her search for the
PCs, spending 2 rounds at a location before moving to the next.
If the PCs set the human captive free, he collapses as far away
from any fighting as possible. The injuries inflicted on him are
so severe that he is beyond medical aid; only the dark arts of the
Orgoth are keeping him alive now.
Scene 5
In this scene the PCs finally find their route of escape but must
first confront the powerful Captain Ryark and his cohort of elite
warriors, who intend to stop the PCs from reaching salvation
in the forest beyond the fort. The Orgoth fighting outside have
routed the main body of Immorese rebels and have begun
returning to the fortress. Twenty-two Orgoth soldiers and two
Orgoth lieutenants enter the halls of the fort and are on alert once
they discover any sign of the PCs passage; if the PCs attempt to
go back the way they came, they face an insurmountable fight.
If they live, so does the rebellion.
99
stone flooring against the south wall. The altar is carved with
leering faces similar to those found in the Lieutenants Quarters
(Area 10) flanking an assortment of soul cages. The altar in front
of the shrine is carved with similar details, and features deep
groves that channel blood into stylized drains set into the floor.
your kind with your own secret synthesis? No. You have found your
way to me. He gestures to the soul cages mounted atop the shrine.
And I will gorge myself on your souls.
Orgoth Tactics
The PCs are forced to guess the location in order to search for the
secret door Medalier (Area 13) told them about before he died. A
PC needs to make a successful Detection roll against a target of
15 to find the door (on the flat span of wall between the last two
torches), and each PC can search a 12 foot (2) span of wall with
a single roll.
After 4 rounds of searching, or when the PCs discover the door,
Captain Ryark and his soldiers reveal themselves.
Read or paraphrase aloud the following:
As you search the chamber where escape is supposed to be, torches
suddenly flare to life on the opposite side of the cavern. Five warriors
stand within the entryway, seeming to strain on the end of invisible
chains with their bloodlust to murder you. The man at the front of
the Orgoth ranks appears to be holding them back. He is armed in one
hand with an evil Orgoth blade engraved with tortured, ghostly faces
and with a large spiked shield strapped to his other arm. He wears the
horned helm of an officer, and though it conceals the top of his face you
nonetheless recognize him as Captain Ryark, the man who left you to
the excruciator Aexon.
He speaks clearly now, in contrast to the indecipherable words he chose
to speak when you first awoke.
Escaping Aexon means nothing, he hisses. Defeating my warwitches
means nothing. And stealing back your plans means nothing. You
think you have found your way to our plans to destroy every last one of
100
Captain Ryark and his men rush to engage the PCs. Each believes
he is capable of besting any PC and selects his own individual
target. The Orgoth do not attack any of the PCs noncombatant
allies, if any accompany them, preferring to recapture those
slaves for later use. At the beginning of each of his turns, Captain
Ryark uses his Fearsome Howl ability to gain Terror [17].
Until he is struck down as a living Orgoth, Ryark fights with
complete abandon.
Whenever anyone dies in this cavern (the Orgoth soldiers, a
fellow PC, or Ryark), PCs can observe that individuals soul as
it is pulled from his or her body and dragged into one of the
soul cages on the shrine. Any cage containing a soul begins to
emanate a pale glow.
Each Orgoth soldier and Captain Ryark fight to the death, but 1
round after the last of the soldiers have been killed, all the souls
in the soul cages flow into Captain Ryarks body. The cages cease
to glow, and Ryark rises up as Undead Captain Ryark; if he is not
yet dead at this point in the battle, the transfer of souls seems to
kill him, dropping him in his tracks for only 1 round before he
rises. In addition to his own soul, he will possess up to 4 souls
of any characters who died in the room during the first stage of
combat, which he can spend to boost attack and damage rolls.
Terrain
Darkness: Areas more than 3 (18 feet) from any torch are in
dim light, while those more than 6 (36 feet) from any torch are
shrouded in complete darkness.
Rock Formations: These rocks are not tall enough to block LOS
for human-sized characters; however, anyone firing a projectile
weapon over them does so at a -2 penalty. Spellcasters can cast
spells past them normally.
Shrine: Any non-Orgoth character within 12 feet (2) of the
shrine suffers 1 DEF. If that character touches the shrine,
he immediately loses 1 PHY, which returns after d3 consecutive
rounds without coming into contact with the shrine or altar.
Aftermath
If the PCs defeat Ryark a second time, he speaks as he dies
permanently.
Read or paraphrase aloud the following:
Ryark dies.
Yet even as he falls to you, he seems to see something you cannot.
I see souls surrendering, he whispers, clearly wanting you to
understand. I cross the black waters where those souls float. I am come
home.
Once Ryark has been defeated a second time, the PCs should
have sufficient opportunity to discover the secret exit before
any more soldiers enter the cavern. This door opens to a rough,
narrow passage that runs approximately 150 feet to a second door
that opens from a rock outcropping into a dense patch of forest.
From the other side, this door is similar to the first and would
likewise require a Detection roll to discover.
Conclusion:
The Forest
Having at last escaped their captors, the PCs need only make their
way out of the forest while avoiding any Orgoth patrols. As they
begin their trek toward freedom, they find themselves trailed by
an unknown individual, one who doesnt attempt to evade them
if they move to confront him. If they try to escape him, he chases
them down and hails them.
Read or paraphrase aloud the following:
You discover the man is not an Orgoth soldier but an Immorese man
dressed in thick leather armor, armed with a long-shafted woodsmans
axe. He raises his hands.
101
CHASING
THE DRAGON
PART ONE
102
Blighted
Characters
Even before Everblight was freed from his imprisonment,
the dragon had decided against re-forming his body, which
would leave him weak and vulnerable to his draconic
brethren. Instead, he had arrived at an unconventional and
unprecedented plan to divide his essence and act through
pawns who would lead an army devoted to his preservation.
Ordinarily, dividing an athanc would spawn other dragons,
but Everblight devised a means to avoid this. Thus, the
pieces of his divided athanc were inserted into mortals
who, with draconic blood flowing through their veins, were
empowered to act in his stead.
This coterie of warlocks enabled Everblight to circumvent the
limitations of his physical form, including allowing him to
proliferate dragonspawn in far greater number. Furthermore,
while individual warlocks were not invulnerable, the loss of
any one would not eliminate Everblight himself, who could
persist so long as even one warlock survived. Nonetheless,
not wishing to diminish his power by even the least degree,
Everblights chosen warlocks raised an army of blighted
warriors for their protection and to allow the dragon to wage
war against his numerous enemies.
Effects of Everblights
Dragon Blight
All characters created as part of the Legion of Everblight are
blighted characters. Blighted characters roll one fewer die on
non-Intimidation social skill rolls made against non-blighted
characters. Blighted characters affiliated with Everblight
automatically fail non-Intimidation social skill rolls
made against characters affiliated with any other dragon.
Blighted characters are viewed as monsters by nearly all other
inhabitants of western Immoren and are likely to be attacked
on sight. Blighted characters of the Legion of Everblight gain
the Blight Gifts racial trait in addition to any other racial
traits they possess.
103
Blight Gifts
Blight Gifts is a racial trait unique to blighted characters
affiliated with the dragon Everblight.
Blight Gifts manifest as special abilities bestowed upon
characters in service to Everblight. For every 25 experience
points a character earns, he rolls once on the following table
to determine which gifts, if any, the dragon bestows. These
changes are permanent. To determine which gift a character
receives, roll 3d6 and consult the table below.
Blight Gifts other than No Effect are not cumulative. If a
duplicate result is rolled, reroll to determine which blight gift
a character receives.
Due to the Nyss compatibility with Everblights
manipulations, a Blighted Nyss or Strider character can
choose to add or subtract 1 from rolls to determine which
Blight Gift the character receives.
3D6
3
4
No Effect The character does not receive a Blight Gift at this time.
Blight Senses The characters senses become unnaturally acute, making him a flawless hunter and tracker.
The character gains an additional die on Detection and Tracking skill rolls. Discard the low die of each roll.
Regeneration The character regains d3 vitality points per hour in addition to any normal healing.
Blight Reflexes The characters reactions are hyper-attuned, letting him leap into combat with blinding
speed. The character gains a +1 racial bonus to Initiative.
Horns Tough, black horns sprout from the characters head. In addition to his normal attacks, once per
round the character can make one unarmed melee attack with his horns. This attack uses the Unarmed
Combat skill and is POW 3. On a critical hit, the target is knocked down. If the character uses his horns to
make a knockout strike that damages his target, add +2 to the target number to avoid the knockout.
9-11
104
blight gifts
Blessed Host The character becomes the host for an incubus that emerges if he dies.
Talons The characters nails grow into long talons capable of rending flesh. The character gains +2 to
punch and kick unarmed melee attack damage rolls.
12
Ripping Jaws The characters teeth and jaws become ideal for rending flesh. The character gains +2
to bite unarmed melee attack damage rolls. On a critical hit against a living character, this character
immediately regains d3 vitality points.
13
Bone Spurs The characters skin sprouts dense growths of hardened bone. The character gains a +1 racial
bonus to ARM.
14
Voice of the Dragon The characters voice takes on an unnatural resonance that evokes Everblight himself.
The character gains +2 to command range and +2 on social skill rolls made against characters affiliated
with the Legion of Everblight.
15
Dragons Grace The character is instilled with an unnatural, sinewy grace that allows him to deftly avoid
attacks. The character gains a +1 racial bonus to DEF.
16
Eyes of the Dragon The character no longer requires the use of eyes to see. The character gains the Eyeless
Sight ability.
17
Wings of the Dragon The character gains Flight. A character with Flight can advance through terrain
and obstacles without penalty and can advance through obstructions and other characters if that character
has enough movement to move completely past them. The character ignores intervening characters when
declaring its charge target.
18
Sorcerous Blessing If the character is a Gifted character, the character gains +1 ARC and +1 to racial
maximum ARC at each level. A non-Gifted character gains ARC 2 and two COST 1 spells from the Blighted
Sorcerer spell list. A non-Gifted character casts spells as a will weaver.
Warlock: Legion
Starting Abilities,
connections,
skills, and spells
Abilities: Athanc Shard (p. 106), Resonance: Everblight Warbeast, and Warlock Bond
Military Skills: Archery 1, Great Weapon 1, or Hand Weapon 1
Occupational Skills: Command 1, Detection 1, Lore (dragons) 1
Spells: Draconic Blessing and Razor Wind
Special: Change the characters arcane tradition to harnesser if she has another
arcane career. A warlock can only boost with magical weapons.
Starting Assets
Athanc Shard, Empower Weapon, Field Marshal: Sprint (p. 106), Resonance: Everblight
Warbeast, Riposte (p. 106), Spawning Savant (p. 106), Swift Hunter, Warlock Bond
Legion Warlock
Connections
Legion Warlock
Military Skills
Legion Warlock
Occupational Skills
Legion Warlock Spells
105
New Abilities
Athanc Shard
Prerequisite: Nyss, Chosen by Everblight
This character is endowed with an athanc shard. For more
information, see p. 108.
Riposte
Prerequisite: None
Once per round when this character is missed by an enemys
melee attack, immediately after the attack is resolved she can
make one normal attack against the attacking enemy.
To make a ranged attack, the characters ranged weapon
must be loaded.
Spawning Savant
Prerequisite: Athanc Shard, ARC 6
Reduce damage the character suffers by half due to creating
dragonspawn. Dragonspawn created by the character do not
begin with the Runt template.
Warlock: Legion of
Everblight Spells
Legion of Everblight Warlocks can learn spells from the
following list. A Priest of Nyssor character who becomes a
Legion Warlock loses her previous spells and cannot learn
new Priest of Nyssor spells.
106
Cost 1
Cost 2
Cost 3
Cost 4
New Spells
Name Cost RNG AOE POW UP OFF
Blight Bringer
4 10 5 12 No No
Blight Field
2 CTRL 4 No No
Blood Rain
3 8 3 12 No
Yes
Center a 5 AOE on target friendly warbeast. Enemies in the AOE when it is put in play
are hit and suffer a POW12 corrosion damage roll. An enemy character or friendly
non-blighted character entering or ending its activation in the AOE suffers d3 points
of corrosion damage. Blight Bringer lasts for one round.
Place a 4 AOE anywhere completely in the spellcasters control area. While in the
AOE, enemies cannot be used to channel spells, be forced, or be allocated focus.
The AOE remains in play for one round. Blight Field can be cast once per round.
Blood Rain causes corrosion damage. Characters hit suffer the Corrosion continuous
effect.
Draconic Blessing
Yes No
Dragons Blood
Yes No
Dragonsight
No No
Target friendly character gains Eyeless Sight. A character with Eyeless Sight
ignores cloud effects and forests when determining LOS. A character with Eyeless
Sight ignores concealment and stealth when making attacks. Dragonsight lasts
for one round.
Eruption of Spines
Mystic Wards
10
10 No Yes
If target character is hit, d6 nearest characters within thirty feet (5) of it suffer a
POW 10 damage roll.
Self Ctrl
No No
Enemy animi and enemy upkeep spells on models in the spellcasters battlegroup in
its control range immediately expire. While within 5 of a model in the spellcasters
battlegroup in its control range, enemy models cannot cast, channel, or upkeep
spells. Mystic Wards lasts for one round.
Playing God
Yes No
Target warbeast in this characters battlegroup can make power attacks without
being forced and gains Terror[Willpower + 4]. Its melee weapons gain Open Fist
andbecome reach weapons.
Respawn
Yes No
Wind Wall
Self
No No
This character cannot make ranged attacks, and non-magical ranged attacks
targeting it automatically miss. While completely within 18 feet (3) of the spellcaster,
characters cannot make ranged attacks and non-magical ranged attacks targeting
them automatically miss. Wind Wall lasts for one round.
Athanc Shards
In the heart of each of Everblights warlocks lies a shard of the
dragons athanc, the crystalline essence of Everblight himself.
The fragment is the source of the warlocks power over the
dragonspawn, transforming the bearer into a living vessel of the
dragons will. Unlike other dragons, Everblight knows how to
keep his splintered athanc from forming into new dragons, and
he retains control over their power even when they are divided.
The largest and central shard is kept by the blighted ogrun,
Thagrosh the Messiah, the leader of the Legion of Everblight.
Through these shards, Everblight can communicate
instantaneously with the generals of his Legion, and can even
experience the world through their senses or take control over
their actions. With the speed of thought he can issue orders
and alter battle plans to respond to changing circumstances.
The many warlocks under his command are appendages of a
great, decentralized body, able to feel one anothers presences
despite physical barriers or distance. Through this connection,
his warlocks are also capable of sending their thoughts to one
another, mediated by Everblight himself. Most of the time this
connection does not rob the dragons chosen of autonomy,
however. Everblights chosen instruments are valued for
their minds as much as their abilities. He selects each to fill a
unique role in acknowledgment of the individuals competence.
Everblight rarely interferes in their actions directly. He shapes
each warlock in a different direction, though all must sometimes
overcome setbacks or failures in order to become greater than
the mortal flesh into which they were born. Warlocks can feel
the intensity of Everblights regard when he is with them or his
remote distance when he is not.
Possession of an athanc shard bestows its owner with many
benefits. Those chosen to bear a piece of the dragon are
invested with great arcane power. Their flesh transforms as
Everblight gifts his warlocks with greater physical prowess,
speed, and cunning, sculpted to bear the marks of his gifts.
Scales, horns, and talons are common gifts bestowed on
warlocks, though he works invisible changes on them as well.
The blood pumping through the warlocks veins transforms,
becoming intermingled with superior draconic blood. With
this blood, his warlocks can create dragonspawn as needed,
spilling it to give birth to one of the dragons crafted spawn.
Everblight can also deign to give his warlocks insight earned
over millennia of existence, such as bestowing instant
understanding of a previously unknown language.
a shard of
characters
athanc and
a character
Messiah is
Being Chosen by
Everblight
107
Instant Career:
Just Add Athanc
108
Draconic Eminence
Prerequisite: Athanc Shard, ARC 6
This character can upkeep spells on members of the
characters battlegroup without spending fury points.
Energy Siphon
Prerequisite: Athanc Shard, ARC 5
When this character hits an enemy character with 1 or more
focus or fury points on it with a melee attack, that character
loses 1 focus or fury and this character gains 1 fury point.
Mend Flesh
Prerequisite: Athanc Shard
When this character spends fury to heal damage, this
character regains d3 vitality points per fury point spent.
Range Amplifier
Prerequisite: Athanc Shard, ARC 5
When this character casts a spell and is the point of origin for
the spell, the spell gains +5 RNG.
Serenity
Prerequisite: Athanc Shard, ARC 4
At the beginning of the characters Control Phase, before
leaching, remove 1 fury point from a friendly warbeast
within six feet (1) of this character.
Spiritual Harmony
Prerequisite: Athanc Shard
Once per activation, reduce the cost to cast the animus of a
Legion warbeast in this characters battlegroup as a spell by 1.
Tap Fury
Prerequisite: Athanc Shard, ARC 4
After leaching, this character gains 1 fury point if the
character has fewer fury points than her ARC stat.
Blighted Warbeasts
Unlike the warbeasts used by many of the primal cultures
of western Immoren, the living weapons of the Legion of
Everblight are spawned for the express purpose of war.
Behaviorally, they have more in common with the wolds
fashioned by the blackclads than they do with creatures
born to a natural environment. Each is engineered for a
unique purpose by the genius of the formless dragon. These
creatures inherently share a link with the dragons warlocks
and do not require any time or effort to train. Instead, they
come into existence ready to receive the bond of a warlock,
already possessing whichever arcane gift Everblight deems
as an inborn animus.
Though they are alive in the most basic sense of the word,
Everblights warbeasts are not natural animals but rather
organic constructs, biological machines created to serve
their masters. They have familiar bodily structures such as
muscles, skin, blood, internal organs, and bones. They need
food to fuel their powerful bodies, but they do not require
sleep or other aspects of normal animal activity cycles.
Even deprived of sustenance, a dragonspawn can endure far
longer than ordinary creatures, atrophying and diminishing
in size yet not expiring. When given ample food, they can be
restored to full vitality and size with alarming alacrity.
Spawn of other dragons slay indiscriminately and can
draw unwanted attention, but Everblight knows the power
of remaining unnoticed. He builds his spawn to wait inert
but aware, conserving energy until they are needed for a
specific task or prompted into action by the appearance of
enemies. The creatures are far from mindlessthey possess
sophisticated instincts that help them excel at the tasks for
which they are designedbut their true potential is reached
only when directly controlled by a warlocks will. They have
no true will or drive of their own and similarly do not react
to pain like natural creatures, ignoring even drastic damage
to their bodies without flinching and possessing no sense of
self-preservation.
Spawning
Dragonspawn are birthed from the blood of Everblights
warlocks, who spill it for this purpose and choose the form of
the beast at the time of its creation. The athanc shard within
the warlock possesses transformative properties, causing the
blood in the warlocks veins to become the blood of the dragon.
Although still only half-formed, a newborn dragonspawn
already possesses the formidable natural weaponry, nearinsatiable hunger, and honed instinct to kill and feed that is
characteristic of all dragonspawn. Freshly spawned beasts are
taken on immediate hunts to slake their appetite and add the
mass necessary to reach full size. If given access to an adequate
supply of ready flesh and blood to consume (generally from
victims of recent battle), even the largest warbeasts can
attain full size within hours. This unnatural maturation
makes it possible for a lone warlock with a spawning vessel
to greatly augment her fighting force and replace destroyed
dragonspawn by creating warbeasts in the field.
Spawning Rules
To create a dragonspawn, a blighted warlock must sacrifice
blood and select which dragonspawn she is creating. Sacrificing
blood causes damage dictated by the size of the spawn being
created. The warlock suffers damage equal to the selected
dragonspawns PHY stat. Roll to determine which branch of
the life spiral suffers damage as normal. Roll a separate location
each time damage is suffered due to spawning. Spilled blood
forms into a dragonspawn in one round.
109
Spawning Limitations
Dragons draw upon the power of their blood to produce
dragonspawn, and Everblight is no exception. The primary
difference, aside from Everblights control over the form of his
spawn, is that he is capable of producing much greater volumes
of them via his warlock proxies. The athanc shard causes his
draconic blood to intermingle with the mortal blood of the
Nyss. This grants Everblight the power to produce hosts of his
spawn far beyond what he would normally be capable of.
Unnatural Beasts
110
Spawning Vessels
Creating warbeasts from the blood and will of Legion
warlocks is a taxing process that removes them from the
field for a time. Spawning vessels allow for creation of
warbeasts with a fraction of the normal resources. As the
blighted Legion ranges ever farther across western Immoren,
Everblight has come to rely increasingly on these vessels.
Spawning Vessel
Cost: These items are never available for sale
Description: Spawning vessels transmute lesser flesh into
fully formed spawn. Common spawning vessels produce only
the least of Everblights spawn in this manner, but larger, more
powerful vessels exist. These are reserved for the greatest of
the dragons warlocks and exist in limited number.
The fabrication of spawning vessels is a difficult and timeconsuming process requiring arcane rituals by Nyss sorcerers
in conjunction with a warlock of Everblight. The vessels are
inscribed with Aeric runes to channel the powerful blighted
energies they will draw upon to complete the transformation
of bodies placed within. The warlock contributes a small
quantity of draconic blood both to empower these runes and
to serve as a transformative base lining the bottom of the
vessel. Vessel attendants can reactivate the patterned energies
to transform ordinary blood and flesh into dragonspawn
without additional athanc-empowered blood.
111
SHREDDER
Anatomically bizarre, these small dragonspawn are little better than fanged mouths propelled by clawed limbs. If you encounter these
dragonspawn you know to turn and run, for while they are dangerous themselves, they are precursors to nightmare creatures far worse.
Viktor Pendrake, Monsternomicon
Physique
PHY 6
Speed SPD 6
Strength STR 6
Agility
AGL 4
Prowess
PRW 3
Poise
POI 1
Intellect INT 1
Arcane aRC
Perception
Bite
MAT
5
PER 3
POW
4
P+S
10
Initiative
Init 12
Defense
DEF 13
Armor ARM 12
(Natural Armor +6)
Willpower
GI
LI
Will 7
TY
Description
These creatures are the smallest and
simplest spawn to arise from the blood
of Everblight. In the ancient days of the
kingdom of Morrdh, they were known
as akriel. Spawned with an unnatural
and unquenchable hunger, these beasts
are compelled to latch onto any living
flesh they can fit between their serrated
jaws and gorge on it, prompting them
to very swiftly reach their full stature.
The simplicity of the shredders design
perfectly echoes its straightforward
purpose: shredders exist to feed on
the armies of Everblights enemies and
nothing more. Only a warlocks direct
command can compel them to ignore
their hunger. They have been employed
as much for the terror they inspire when
let loose on unsuspecting civilians as for
their effectiveness as weapons of war.
EC
112
Combat
Driven by ravenous hunger, shredders leap into
combat without hesitation against any creature
they detect. Shredders do not possess a sense
of self-preservation and do little to avoid harm,
instead snapping with their jaws at anything close
enough to attack. When shredders bring down
prey, they fall upon the carcass and consume as
much flesh as possible. Another creature stirring
nearby distracts shredders, giving them another
meal to fall upon. Immature shredders are
naturally prone to cannibalism and in moments
of frenzy might attempt to consume others of
their ilk. This impulse can usually be controlled,
however, particularly once they reach full size.
Shredders fight well in packs that swarm their
hapless victims and tear them apart.
Lore
A character can make an INT + Lore
(extraordinary zoology or dragon) skill roll to
determine what he knows about this creature.
He learns all the information up to the result of
the roll. The higher the roll, the more he learns.
13: Shredders are small, vicious dragonspawn
known for their unquenchable appetite for
flesh. Lacking eyes, shredders are able to detect
their prey through other, ill-understood means.
15: Shredders often indicate a larger force
of blighted creatures is nearby. These small
creatures are capable of incredible bursts of
speed and savage biting attacks.
17: Warlocks among the blighted Nyss are able
to produce shredders quickly, creating the small
dragonspawn from their own spilled blood.
Abilities:
Blighted This creature is a blighted creature.
Blood Creation This creature never attacks friendly Legion warlocks and cannot
choose them as its frenzy target.
Eyeless Sight This creature ignores cloud effects and forests when determining
LOS. This creature ignores concealment and stealth when making attacks.
Rabid This creature can be forced during its activation to gain +2 SPD,
Pathfinder, and boosted attack and damage rolls for one turn.
Lesser Warbeast This creature cannot make power attacks. A warlock can bond
with two lesser warbeasts for each available bond slot.
Creature Templates:
None.
Animus:
spell name Cost RNG AOE POW UP OFF
Tenacity
1 6 No No
Target friendly character gains +1 DEF and ARM. Tenacity lasts for one round.
Skills:
Name
Stat + Rank Total
Detection PER 2
5
Tracking PER 2
5
113
raek
My proficiency is foremost the natural world, though I regard history as an equally important study. The only thing more disturbing
than confronting these beasts in the modern world is discovering, through research of history, that they have been hunting us from the
shadows for centuries.
Viktor Pendrake, Monsternomicon
Physique
description
PHY 8
Speed SPD 7
Strength STR 8
Agility
AGL 5
Prowess
PRW 4
Poise
POI 1
Intellect INT 1
Arcane aRC
Perception
Bite
MAT
6
PER 3
POW
3
P+S
11
tail strike
MAT
6
POW
4
P+S
12
Initiative
Init 14
Defense
DEF 15
Armor ARM 14
(Natural Armor +6)
Willpower
2
1
GI
LI
Will 9
TY
3
INTELL
EC
PH
YSIQUE
FURY: 3
Threshold: 9
Command Range: 1
Base Size: medium
Encounter Points: 9
Feeding Cost: 12
114
Combat
Raeks use their stealth and mobility to outflank
prey. Thanks to the raeks agility and climbing
ability, it can scamper unnoticed over physical
defenses to tear apart its chosen prey or to
disable a creature and carry it off to consume at
a safe location. A raek will stalk from a distance
and stay hidden, waiting for an opportune
moment to leap from hiding and pounce
upon an unsuspecting creature. Raeks seem to
enjoy leaping down on prey from an elevated
position or lurking below to snag flying beasts
that pass overhead. A raek bites down with its
jaws, holding prey in place to skewer it with the
sharpened tip of its long and powerful tail.
Lore
A character can make an INT + Lore
(extraordinary zoology or dragon) skill roll to
determine what he knows about this creature.
He learns all the information up to the result of
the roll. The higher the roll, the more he learns.
13: Raeks are lithe and agile four-legged
dragonspawn. Raeks hunt in the shadows,
stalking their prey before they strike.
15: Raeks can climb exceedingly well, even up
slick or sheer surfaces. A raek is also capable of
leaping an incredible distance.
17: The raek is a single-minded and patient killer,
one that ignores all outside distractions and knows
none of the concerns for self-preservation that
might hinder a natural predator. It will relentlessly
pursue prey for many miles without tiring.
Abilities:
Blighted This creature is a blighted creature.
Blood Creation This creature never attacks friendly Legion warlocks and cannot
choose them as its frenzy target.
Deft This creature gains boosted AGL rolls.
Eyeless Sight This creature ignores cloud effects and forests when determining
LOS. This creature ignores concealment and stealth when making attacks.
Fearless This creature never suffers the effects of fear.
Pathfinder This creature can move over rough terrain without penalty.
Pounce Once per activation, after making a full advance but before performing
an action, this creature can be forced to be placed completely within 5 of its
current location. Any effects that prevent charging also prevent this creature from
using Pounce.
Resonance: Everblight This creature can be bonded only by a warlock with
Resonance: Everblight Warbeast.
Soulless This creature does not generate a soul token when it is destroyed.
Stealth This creature has stealth.
Creature Templates:
None.
Animus:
spell name Cost RNG AOE POW UP OFF
Shadow Shift
2 SELF No No
This character gains Parry. Shadow shift lasts for one turn. (A character with Parry
cannot be targeted by free strikes.)
Skills:
Name
Stat + Rank Total
Climbing
AGL 3
8
Detection PER 2
5
Sneak
AGL 2
7
Tracking PER 2
5
115
carnivean
Physique
We had broken away from the enormous dragonspawn and taken cover in a natural ice fissure,
pressed three men deep as it swiped at us with its broad, clawed limb. A moment later a spray of
draconic fire burned Parker up like a candle in a kiln.
PHY 11
Speed SPD 6
Strength STR 12
Agility
AGL 3
Prowess
PRW 4
Poise
description
POI 2
Intellect INT 1
Arcane aRC
Perception
PER 2
dragon breath
Bite
MAT
6
claw
MAT
6
POW
6
P+S
18
POW
4
P+S
16
POW
4
P+S
16
claw
MAT
6
Initiative
Init 12
Defense
DEF 11
Armor ARM 18
(Natural Armor +7)
GI
LI
Will 12
TY
PH
INTELLEC
Willpower
YSIQUE
FURY: 4
Threshold: 9
Command Range: 1
Base Size: large
Encounter Points: 19
Feeding Cost: 16
116
Combat
When a carnivean detects prey or is commanded
to attack, it charges forward, spraying gouts
of draconic flame. Creatures that survive this
fiery attack are pummeled with talons and
ripped at by the carniveans oversized jaws.
The carniveans many legs allow it to move
over broken ground without slowing down,
which lets it slam its great mass into lesser
beasts and drive them to the ground. Fearless
and durable, carniveans are not concerned by
incoming strikes. They only wish to destroy
and devour all the flesh they can.
Lore
A character can make an INT + Lore
(extraordinary zoology or dragon) skill roll to
determine what he knows about this creature.
He learns all the information up to the result of
the roll. The higher the roll, the more he learns.
13: Among the largest and most formidable of
dragonspawn are the carniveans. Able to kill
at a distance with burning breath and even
more formidable in melee, this spawn is best
avoided. Carniveans possess no particular
weaknesses, having a toughened scaly hide
that is difficult to penetrate.
15: Carniveans are quite stable, thanks to
the four limbs used for ambulation, and also
demonstrate great balance and ability to cross
difficult terrain, including ice and snow.
17: Warlocks among the blighted Nyss cannot
quickly or easily create these hulking spawn,
as they require a great investment. This not
only explains their rarity, it means their loss
is a serious blow to those who employ them.
Abilities:
Assault As part of a charge, after moving but before making its charge attack,
this creature can make one ranged attack targeting the character charged unless
they were in melee with each other at the start of this creatures activation.
When resolving an Assault ranged attack, the attacker does not suffer the target in
melee penalty. If the target is not in melee range after moving, this creature can
make the Assault ranged attack before its activation ends.
Eyeless Sight This creature ignores cloud effects and forests when determining
LOS. This creature ignores concealment and stealth when making attacks.
Blood Creation This creature never attacks friendly Legion warlocks and cannot
choose them as its frenzy target.
Pathfinder This creature can move over rough terrain without penalty.
Resonance: Everblight This creature can be bonded only by a warlock with
Resonance: Everblight Warbeast.
Soulless This creature does not generate a soul token when it is destroyed.
2 6 No No
Target friendly character gains +2 ARM. If a warjack or warbeast hits the affected
character with a melee attack, the attacker suffers d3 damage points immediately
after the attack has been resolved unless the affected character was destroyed or
removed from play by the attack. Spiny Growth lasts for one round.
Creature Templates:
None.
Skills:
Name
Stat + Rank Total
Detection PER 2
4
Tracking PER 2
4
117
118
This June marks one full year of Privateer Pins, and to commemorate
the occasion, a whole host of new pins will make their first appearance
during Lock & Load GameFest 2015, June 57.
Chibi Harbinger, Chibi Makeda, and Chibi Totem Hunter are bound
to be popular, says Will Shick, Director of Business Development,
and we know Khador players will be pleased to see the Old Witch
finally make it onto a pin. But this year, were also launching IK cereal
pins and our new map pin series, which breaks western Immoren
into pins that fit together to recreate the lands of the Iron Kingdoms.
Alongside the first of the cereal pins, which will be available at
the convention and on the Privateer Press Online Store the same
weekendattendees of Lock & Load will have access to new, limitededition pins available only at conventions Privateer Press attends.
We have a unique pin for the Standard Bearer ability icon, Shick
says, and we have a special Privateer Pins one-year anniversary pin
available only as a gift-with-purchase in the Lock & Load store and
other cons later in the year. Plus, we have a dated Lock & Load pin for
every attendee, something unique to commemorate the experience.
Additionally, a special product focused on the Cygnaran warcaster
Victoria Haley will contain two limited-edition pins unavailable
anywhere elsethe Major military rank and the Prime arcane rank.
With an edition run of only 500 each, these pins are likely to be
especially treasured by devoted Privateer Pin collectors.
119
Drawn and
Quartered Redux
The last time a cartoon appeared in No Quarter was way
back in early 2010, issue #29it was a gag about Stryker
and hair gel. The lesson: comedy and the Iron Kingdoms mix
like the Protectorate and tolerance. But it was a lesson we
have deliberately forgotten for this anniversary issue, so, as
George Santayana said, Those who cannot remember the
past are condemned to repeat it.
Here we are, condemned.
Our runner-up: an image of the Butcher with two
dismembered arms that he flails around gleefully as musical
notes dance around his head. The caption: You butcher left
arm in, you butcher left arm out, you butcher right arm in
Illustration by Laine Garrett
THE RETURN
OF
THE
WARMACHINE
CHALLENGE
Instructions
It is currently your activation phase, and
your Galleon has already activated this turn.
1.5
S
HOUSE
3
1
W
D
120
NQ redux
10
9.5
Behemoth
Winter Guard
Sh
Shae
Hawk
Sea Dogs
Press Gangers
Rockbottom
Commodore
2.5
Sorscha
FOREST
D
H Sh
P P P P P P
R
Unit Leader
KEY
C
C
C C C
Galleon
New theme forces, sneak previews, the future of WARMACHINE and HORDES
every secret is in
For more details on Privateer Press Digital and No Quarter subscriptions, visit
www.privateerpress.com and store.privateerpress.com/subscriptions.aspx
*While supplies lastand the clock is ticking! 20012015 Privateer Press, Inc. All Rights Reserved. Privateer Press, No Quarter, and their logos are trademarks of Privateer Press, Inc.
Limited-Edit
ion Pin
with Subscri
ption!*
20012015 Privateer Press, Inc. Privateer Press, HORDES, and their logos are trademarks of Privateer Press, Inc.