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THE KINGMAKERS ARMY

P3 Grandmasters
IRON KINGDOMS UNCHARTED
NEW EDITION THEME FORCE

MODEL GALLERIES FROM LOCK & LOAD AND SMOGCON

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Credits
President: Sherry Yeary

Chief Creative Officer: Matthew D. Wilson


Publications Director: Michael G. Ryan
Creative Director: Ed Bourelle

Director of Business Development: Will Shick


Director of Operations: Jason Martin
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles

Playtest Coordination: Jack Coleman

Graphic Design Director: Laine Garrett


Studio Director: Ron Kruzie

Hobby Manager: Stuart Spengler

Editorial Manager: Daniel Henderson


Writing Manager: Matt Goetz

Editor-in-Chief: Lyle Lowery

Editing: Kelsey Fox, Lyle Lowery, Cal Moore,


Michael G. Ryan
Proofreading: Jack Coleman, Matt Goetz, Will
Hungerford, Ron Kruzie, Cal Moore, Dan
Roman, William Oz Schoonover, William
Shick

On the Cover

Continuity Editors: Matt Goetz, Douglas Seacat,


Jason Soles

Cygnar vs. Skorne by Nstor Ossandn and Andrea Uderzo

Graphic Design: Laine Garrett, Jessy Stetson,


Ainsley Yeager

Photography: Matt Ferbrache, Alex Smith, Jessy


Stetson, Gil Surepi

Juggernauts Journey

Studio Miniatures Painting: Matt DiPietro,


Geordie Hicks, Dallas Kemp, Ron Kruzie

Roskilde, Denmark

Contributors
Michael Archer, Josh Coln, Steen Comer,
Jason Enos, Matt Goetz, Doug Hamilton, Will
Hungerford, Adam Oligschlaeger, Micah Scott
Ralston, Dan Roman, Aeryn Rudel, Michael
G. Ryan, William Oz Schoonover, Douglas
Seacat, William Shick, Tim Simpson, Jason Soles,
Mike Vaillancourt

Illustrations

Andrew Arconti, Carlos Cabrera, Oscar


Cafaro, Jeremy Chong, Johan Grenier, Mariuez
Gandzel, Nikolay Georgiev, Mateusz Ozminski,
Luis Gama, Grzegorz Rutkowski, Brian Snoddy,
Ben Lo, Nstor Ossandn, Andrea Uderzo, Mike
Vaillancourt, Matthew D. Wilson

Even Vikings could have used a Juggernaut by their side as they raided up and down the coast.
Granted, Juggernauts are more about pillage than plunder . . .
Photo by Gil Surepi

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All content copyright 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal Fantasy,
Immoren, Unleashed, WARMACHINE, Forces of WARMACHINE, WARMACHINE High Command, Steam-Powered Miniatures Combat, WARMACHINE: Tactics, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES, HORDES High Command, Monstrous
Miniatures Combat, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, War Room, Lock & Load, Steamroller, Hardcore, Iron Gauntlet, No Quarter, Formula P3,
Formula P3 Hobby Series, Monsterpocalypse, Bodgers, Heap, Infernal Contraption, Infernal Contraption 2: Sabotage!, Scrappers, Zombies Keep Out, Grind, Skull Island eXpeditions, SIX, Dogs of War, Exiles in
Arms, Called to Battle, The Warlock Sagas, The Warcaster Chronicles, Privateer Pins, and all associated logos and slogans are trademark property of Privateer Press, Inc. All other trademarks appearing
are property of their respective owners. First printing Vol. 12, Issue 67: July 2016. Printed in the USA. This magazine contains works of fiction, any resemblance to actual people, organizations,
places, or events in those works of fiction are purely coincidental. Duplicating any portion of the materials herein unless specifically addressed within the work or by written permission from
Privateer Press is strictly prohibited. In the event that permissions are granted such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights,
trademarks, or other notices contained therein or preserve all marks associated thereof. LEVEL 7 is a registered trademark of Matthew D. Wilson, Individual. Used with permission.

Table of contents
New Releases

Editorial

10

Community Spotlight
News from the Front: European Masters Series

12

The Gavyn Kyle Files: Major Elizabeth Maddox

14

Inside the Art Directors Studio

24

Battle Report: Double Rumble

35

Skull Island eXpeditions Plots a Course into the Future

49

Skull Island eXpeditions: Tales of the Invisible Hand

52

Grandmaster Painting Competition: Lock & Load

58

The Gavyn Kyle Files


Major Elizabeth Maddox

Basic Terraining
Rough Terrain

11

Table Of Contents

14

80

Battle Report
Double Rumble

Theme Force
The Kingmakers Army

35

74

Iron Gauntlet Terrain Showcase

64

Courage at the Crossroads: Season One

68

Theme Force: The Kingmakers Army

74

Grandmaster Painting Competition: SmogCon

77

Basic Terraining: Rough Terrain

80

Historical Scenario: Capturing Vinters Son

88

Peace of Mind

90

Iron Kingdoms Uncharted: Part One

94

Player Gallery

111

Painting Challenge

112

Grandmaster Painting Competition


Lock & Load

Grandmaster Painting Competition


SmogCon

58

77

Historical Scenario
Capturing Vinters Son

Iron Kingdoms Uncharted


Part One

88

94

Table Of Contents

New Releases

Berserker/Mad Dog/Rager (Plastic)


game: warmachine/khador
sculptor: dave kidd painter: dallas kemp
release: july
PIP 33106 $34.99

Behemoth (Resin/Metal)
game: warmachine/khador
sculptor: dave kidd painter: dallas kemp
release: july
PIP 33121 $69.99

New Releases

Inflictor/Seether (Plastic)
game: warmachine/cryx
sculptor: ben misenar painter: dallas kemp
release: august
PIP 34096 $34.99

Carrion Thralls (Metal)


game: warmachine/cryx
sculptor: steve saunders painter: dallas kemp
release: august
PIP 34133 $44.99

New Releases

New Releases

Prime Axiom/Conflux (Plastic)


game: warmachine/convergence
sculptor: ben misenar
painter: matt dipietro
release: july
PIP 36030 $109.99

Arcane Tempest Rifleman (Metal)


game: warmachine/cygnar
sculptor: carlos castao painter: dallas kemp
release: august
PIP 31127 $12.99
6

New Releases

Black 13th Strike Force (Metal)


game: warmachine/cygnar
sculptor: javier garcia urea painter: dallas kemp
release: august
PIP 31130 $21.99

Blackclad Stoneshaper (Metal)


game: hordes/circle
sculptor: steve saunders painter: dallas kemp
release: july
PIP 72098 $12.99

Ghetorix (Resin/Metal)
game: hordes/circle
sculptor: brian dugas painter: dallas kemp
release: august
PIP 72095 $54.99

Baldur the Stonecleaver (Metal)


game: hordes/circle
sculptor: steve saunders painter: dallas kemp
release: july
PIP 72091 $14.99

Hellmouth (Resin)
game: hordes/legion
sculptor: doug hamilton painter: dallas kemp
release: august
PIP 73099 $34.99
New Releases

New Releases

WARMACHINE Two-Player Battlebox


release: august
PIP 25002 $89.99

HORDES Two-Player Battlebox


release: august
PIP 70002 $89.99

Universal Effect TokensBlind, Knockdown,


Shadow Bind, Stationary
release: july
PIP 91123 $14.99

Universal Effect TokensFire, Corrosion,


Disruption
release: july
PIP 91122 $14.99
8

New Releases

Universal Corpse & Soul Tokens


release: july
PIP 91124 $14.99

Acts of War I: Flashpoint


release: july
PIP 609 $14.99

WARMACHINE and HORDES Token Sets Available in July


Cygnar
PIP 91115 $14.99

Cryx
PIP 91118 $14.99

Mercenaries
PIP 91121 $14.99

Legion of Everblight
PIP 91127 $14.99

Protectorate of Menoth
PIP 91116 $14.99

Retribution of Scyrah
PIP 91119 $14.99

Trollbloods
PIP 91125 $14.99

Skorne
PIP 91128 $14.99

Khador
PIP 91117 $14.99

Convergence of Cyriss
PIP 91120 $14.99

Circle Orboros
PIP 91126 $14.99

Minions
PIP 91129 $14.99

New Releases

Editorial
Locked and Loaded
Im writing this editorial with Lock & Load GameFest
2016 barely in the rearview mirror. What an event! It
was a spectacular way to usher in the new editions of
WARMACHINE and HORDES, and it was awesome to be
able to dig into all the new rules and stats with so many
excited people. In this issue, youll get a little taste of Lock
& Load GameFestyoull find some great articles covering
the likes of the Grandmaster Painting Competition and the
spectacular terrain showcase that was the table used in the
Iron Gauntlet Championship.
No Quarter #67 also presents a lot of firsts. It has the first
theme force for the new editions; Magnus and some of his
Mercenary allies get some enticing new options in The
Kingmakers Army. Speaking of kings, have you read
Skull Island eXpeditions The Blood of Kings by Douglas
Seacat? If you have, youll enjoy the historical scenario
within. If you havent, what are you waiting for?
Then theres the new-edition battle report, which premieres
the recently released small-table Rumble format. You
can also learn a lot about Cygnars new warcaster Beth
Maddox in the newest Gavyn Kyle Files. If building
terrain is your thing, this issue also includes the first of a
new series that will lead you through building an entire
table of useful terrain types.
Iron Kingdoms Uncharted also kicks off in this issue. Its a
pirate-themed expansion for the Iron Kingdoms Roleplaying
Game presented in serial form. Youll find lots of information
about life on the Meredius, offering a new perspective on
the people of the Iron Kingdoms. If you like the IKRPG,
you wont want to miss this series!
Theres much more, of course, but Ive nattered on long
enough. Lets get to it.

Lyle Lowery
Editor-in-Chief
No Quarter

Do you have a question for No Quarter or the crew at Privateer Press? Send us a letter with your question or any other
suggestions or comments you have! Email your letters to letters@noquartermagazine.com, tweet @privateerpress using
the hashtag #NQLetters, or send us a message on the No Quarter Facebook page.

10

Editorial

Community Spotlight
To many, WARMACHINE and HORDES are more than just games. They represent a community to share experiences with, a
world to immerse in, and a hobby to express themselves through. Community Spotlight celebrates the incredible artistic work of the
community, whether it is manifest through models for the tabletop or in fantastic creations beyond the tabletop.

Aaron Gordon Braaten of Everett, Washington, brought the


Iron Kingdoms to life by building two exquisite, life-sized
Rathroks!
Braaten made the axes as a raffle prize to support a
WARMACHINE event called Battle for Breath that raised
funds for Cystic Fibrosis Canada. The event, organized by
Fraser Belfour, raised over $4,000 for the charity.

Said Braaten: Rathrok was created to give back to a


community that likes to help others. I am always impressed
by the willingness of the WARMACHINE/HORDES
community to help those in need, and I like being a part
of that culture. I am not a tournament-level player, so I
may not be able to teach gamers how to win, but there is
a creative side to WARMACHINE and HORDES, and it
is in that creative side that I feel I can contribute. I also
hope very much to inspire others to show off what they can
make from the Iron Kingdoms.
His craftsmanship is another example of how
WARMACHINE and HORDES continue to give passionate
people a creative outlet to express themselves for big
causes, whether its with their mastery of the game, their
painting skills, or by making fantastical weapons a bit
more real. We cant wait to see what you create next!

Community spotlight

11

News
News
From
from
the
the
Front
Front
European Masters Series Crowns
the First European Champion
By Jason Enos
For many years now, Privateer Press EU has been developing
a hugely ambitious Organized Play concept spanning
the continent: officially sponsored WARMACHINE and
HORDES National Masters tournaments in countries across
Europe. After many years, we have reached the point where
16 countries hold their own National Masters events, so we
were finally ready to unveil what our efforts had been leading
up to: the European Masters Series, an invitational for all
the champions of European Nationals in one tournament to
crown an official European Masters champion.

I not only saw Prague and Brno, but I also got to take a train
across the country to really experience what a different place
I was in. All because of WARMACHINE!
Black Oil Gaming & Social Hub was an excellent choice
for this initial European Masters Championship. Our host,
Vladimir Kokolia (original Czech Press Ganger!), and his
staff went above and beyond welcoming every single attendee.
I was not going to go all the way to the Czech Republic and
not throw dice! I was able to get a couple games in and had
an absolute blast. My opponents, Gary Moore and Ondej
Wachsmuth, were great sports, and I know theyre both eager
for a rematch.

The champions were invited to Brno, the second largest city in


the Czech Republic, where the excellent Black Oil Gaming &
Social Hub hosted the first European Masters Championship.
Obviously, the champions came from all across Europe,
but some surprises awaited us, like Martin Hornek (of
Skorne and Slovakia fame) coming as champion of Ireland,
and the French earning two invitations. Black Oil provided
the champions free food and beer for the weekend, and the
players happily indulged while discussing the upcoming
event and the new editions. We were lucky to have Privateer
Press sculptor Doug Hamilton visit all the way from Seattle,
bringing models, images, and stories for the attendees. Doug
also had a lot to say about some of the Factions in the new
editions and managed to play a few games over the weekend.
Doug Hamilton says:
Visiting the Czech Republic for European Masters was
an absolute privilege. Never in my wildest steam-powered
dreams did I think I would end up in Brno as guest of honor
for such an event. The opportunity to represent Privateer
Press in such a unique location was an amazing experience.

12

News from the front

Saturday was the first day of gaming, and as you might


imagine, all the champions were eager to play. The
first games were for a last-chance qualifiera simple
knockout event to earn one final place in the championship
tournament. In the finals, Kvin Maeder managed to squeak
out a victory over Andreas Holm by deathclock. Andreas
just needed a few more seconds to roll the damage on his
assassination run when he suddenly ran out of time. This
put three French men in the Championshipcertainly a
good showing!
The theme of the event was centered around the national
champions, so each was given a series of button pins as

wound markers. The other attendees could challenge


the champions to games and earn a wound marker if they
successfully defeated the champion. Prizes were awarded to
the attendees for the wound markers they earned, and any
undefeated champions could likewise claim a prize. After a
day of gaming and wound marker claiming, everyone enjoyed
a Q&A session with Doug. During the session, Doug showed
off a Lys Healer and a new character warpwolf. Afterward, it
was time for a barbeque in Black Oils Courtyard before the
mayhem of the painting competition.
Doug Hamilton says:
One of the most exciting moments for me was the opportunity
to show off some new WARMACHINE and HORDES
sculpts that had not been seen outside of the studio. After
doing a Q&A session with all of the attendees, I was able
to share new models, which included two new character
beasts for Circle Orboros and Legion of Everblights Loki and
Azrael. Also shown were two solos, the Nyss Warlord and
the Lyss Healer.
A Black Oil tradition, the painting event is like no other.
Competitors paint a provided model in the given time, similar
to a speed painting competition, but every time a competitor
cleans his or her brush, he/she must take a shot of rum.
After some fantastic painting and much agonizing over
the time needed to clean a brush, I can saywith some

Master Mathieu Tamagne and his Cryx Army.


In the final round, it was the Netherlands champion Sascha
Maisel against Florian Hartman, the Czech champion, in an
all-Legion final.
Sascha Maisel
Lylyth, Shadow of Everblight
Naga Nightlurker
Nephilim Bolt Thrower
Ravagore x2
Zuriel
Spawning Vessel
Strider Deathstalker x2
The Forsaken
Blighted Nyss Shepherd x2
Totem Hunter
Florian Hartman
Vayl, Consul of Everblight
Angelius x3
Ravagore x2
Seraph
Shredder
Spawning Vessel
Blighted Nyss Shepherd x2
Many thought the matchup favored Saschas Lylyth 2 list,
but Florian made some bold and aggressive plays to make
a fight of it. In the end, Saschas battle of attrition was too
much, and Florian conceded after losing most of his army.
With the victory, Sascha was crowned the first official
European Champion!
With Florian Hartman, Mathieu Tamagne, and Christoffer
Wedding all sitting at one loss, it came down to strength-ofschedule to determine their final placing. Mathieu Tamagne
placed second and Black Oil hall-of-famer Christoffer
Wedding finished third, with Florian Hartman ending up
with a fourth-place result.
If you want to play in the European Masters Championship
next year, you can earn an invitation by winning any of the
European National Masters events. You just might be the
next European champion!
Doug Hamilton says:

certaintyall participants had a good time.


Luckily, all the players recovered from the big first day by the
morning! On Sunday, our champions were raring to play for
the European title. As we had an odd number of champions,
Black Oil provided a local champion, Ji Kare (who likes
to go by the name Mr_Out). Unexpectedly, Kare triumphed
over one of the favorites, Martin Hornek. World Team
Championship-winning team member Tatu Purhonen also
lost his first-round game.

Congratulations to Sascha Maisel on his win and to all


of the competitors of this first European Masters Series! I
look forward to next years tournament, and I cannot wait
to see my European friends again. With the assistance of
Greek champion Panagiotis Ntemiris, I have already had my
nationality changed...We are Greek. Massive thanks to
Bob Watts for not only making this event possible but also a
great success and for helping this WARMACHINE players
dream to see Europe come true.

By the third round, Swedish champion Christoffer Wedding


and his Retribution Army had finally recovered from the
previous nights painting competition to knock out French

News from the Front

13

14

Gavyn Kyle

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By Aeryn
Matthew D

Major Elizabeth
Maddox

Major Elizabeth Maddox is a fascinating figure


in the Cygnaran military, and her recent rise to
prominence has been quite unusual. Your request
for information about her past is not surprising,
given the way Cygnaran authorities have been
making use of her story as a prisoner of war of the
Protectorate of Menoth.
Major Maddox only recently escaped from the
Protectorate, and though she has been returned to
active duty, she is serving a significant secondary
role as a recruitment tool for the Cygnaran military.

She is the central figure in a propaganda campaign


aimed at increasing the armys positive perception
among the Cygnaran people. Why the monarchy
and military leadership in Cygnar feel this is
necessary is a question I will endeavor to answer.
The question might arise whether this atmosphere
has resulted in an exaggeration of her capabilities,
or whether any of her accomplishments might have
been fabricated altogether. This, too, is a question
worth answering.
GK

Major Maddox Summary

576 AR: Elizabeth Maddox is born to Jacob


and
Carolyn Maddox in a small farming commu
nity
between Kings Vine and Eastwall.
591 AR: At the age of fifteen, Maddox joins
the
local militia. A skirmish with a group of farro
w
results in an incident that draws the attention
of
the Inquisition.
593 AR: At the age of seventeen, Maddox quali
fies
for training as a member of the Stormblade infan
try.
She completes the training that same year and
is
inducted as a Storm Knight.
595AR: Promoted to sergeant.
599AR: Promoted to lieutenant.
602 AR: Receives the Star of Valor for bravery
for
her actio ns in a skirmish with Cryxian raide
rs.
Promoted to captain.
Late 604early 605AR: Warcaster ability manif
ests
amid border tensions before the beginning of
the
Llaelese War. Maddox is sent to the Strategic Acade
my
in Point Bourne to undergo warcaster training.
She
completes her training early in the new year.
605 AR: Maddox is assigned to Captain
Vanin
Harkus for her journeyman tour and redeployed
in

Llael with Commander Strykers Storm Divis


ion.
Her journeyman tour is declared completed
after
Cygnars withdrawal from Llael midway through
the
year, at which time she is promoted to full warca
ster.
606 AR: Involved in the vicious fighting withi
n Sul
during the first half of the Caspia-Sul War. Eleme
nts
of her company are ambushed by Protectorat
e
warcaster Thyra, Sorrow of the Flame, and almos
t
completely wiped out. Maddox is taken priso ner.
606610 AR: Briefly held and interrogated
at an
inter nment camp southeast of Sul where she
was
subjected to torture and interrogation at the hands
of Protectorate scrutators. Transferred sever
al
months later to a temple priso n called Guhrs
in in
Varhdan province.
Late 610AR: Maddox breaks out of the temple priso
n
and evades Protectorate patrols to get closer
to the
Black River and the Cygnaran border. Her escap
e
comes to the attention of Scout General Bolde
n
Rebald, who dispatches agents to aid her retur
n,
including Captain Jeremiah Kraye.
611 AR: Maddox is promoted to major and becom
es
the central figure in a propaganda campaign
aimed
at improving the Cygnaran public perception of
the
military.

Gavyn Kyle

15

Elizabeth Maddox was born in a small farming


community called Hallow Field located between the
city of Kings Vine and the fortress of Eastwall on the
eastern border of Cygnar. Her father was a wheat
farmer whose crops were largely sold to the garrison
at Eastwall, and Maddox grew up working the family
stead with her father and two younger brothers.
The land outside of Kings Vine and Eastwall can
be a wild placebandits, marauding bands of
farrow, and even hostile kriels of trollkin are an
ever-present problem. Not surprisingly, the many
small communities in this area have learned they
cannot rely solely on protection from Kings Vine
and Eastwall, and a well-trained and disciplined
militia was established to protect the farms and
homesteads in and around Hallow Field.
The Maddox extended family kept up a tradition of
serving in the local militia, clearly a matter of pride.
This tradition extended to Elizabeths grandfather,
several aunts and uncles, and her father, Jacob
Maddox, who also encouraged all of his children
to join. Able-bodied farmhands and other laborers
also frequently assisted, making this a significant
communal bond. Jacob trained his daughter and two
sons in the basics of swordplay and small-unit tactics.
Elizabeth put this training to good use and joined
the militia at the age of fifteen. There is evidence
she partook in a number of violent exchanges with
bandits and farrow as part of the militia.
It is important to note that Maddoxs warcaster
abilities did not fully manifest until she was much
older, though there were signs of her giftwhich
drew potentially dangerous attentionas the
following letter suggests.
GK
Date: Trineus 12th, 591AR
To: Senior Inquisitor Vernon Manderly
From: Inquisitor Hasper Dray
Manderly,
I have recently received a report from Militia
Lieutenant Dayle Osmer concerning an incident
with a young volunteer from the community of
Hallow Field. I will summarize the lieutenants
report. A small force of soldiers was sent from
Eastwall to assist local militia in Hallow Field
that was attempting to root out a marauding band
of farrow. They managed to corner the farrow in
a small ravine and a pitched battle ensued. The
lieutenant states that one of the daughters of
his neighbor, a young woman named Elizabeth
Maddox, unleashed a cloud of lightning to
strike down two farrow warriors threatening her
father, also a member of the militia. He was not
the only witness.

Suspecting this girl might be a sorcerer, I


immediately went to her familys farmstead to
submit her to our testing protocol. I interviewed
her family first, and they did not attempt to hide
the fact that the incident occurred, though they
seemed legitimately surprised that it had and
were frightened for their daughter. I believe
they were honest in suggesting this was the first
time anything like this had happened. There was
some uncertainty as to whether Elizabeth was
the source of the lightning. Under additional
questioning, it was admitted that something akin
to runes may have appeared around Elizabeth at
the same time this miraculous intervention
took place. This correlates with sorcerous
awakenings we have encountered in the past.
Despite her parents fears, I was given full
access to Elizabeth, and she was instructed
to cooperate with my testing. The results were
not what I expected. I was unable to elicit the
typical sorcerous outburst despite applying
emotional pressure, a good sign that something
else was at play. Utilizing techniques I know
are practiced by the Strategic Academy, I
exposed Elizabeth to a minor mechanikal
apparatus, in this case the optical assembly
taken from a laborjack. During the most intense
portion of the interview, this device briefly
glowed despite being disconnected from its
accumulator, suggesting a connection. While I
was unable to replicate this effect, I believe
this suffices to strongly suggest Elizabeth has
the warcaster talent and is not a sorcerer.
The talent may rest dormant within her. This is
an opportunity I recommend we seize. I intend to
remain in contact with the family and Elizabeth
and will attempt to unlock this dormant talent.
I have studied the Strategic Academys methods
closely and believe my methods should bear
fruit. If successful, I will lay the foundation to
recruit Elizabeth into the Inquisition, where she
could be a powerful asset to our organization.
Hasper Dray

16

Gavyn Kyle

Inquisition records suggest Dray was given


tentative authorization to proceed with his plans,
so long as it did not affect his other duties. He
visited Maddox more than two-dozen times over
the next two years. He was allowed to attempt his
unorthodox mentoring, and clearly the Inquisition
hoped to secure a warcaster for their use.
Oddly, his reports adopt a familial tone in the
second year, and I believe he became genuinely
interested in the wellbeing of Elizabeth Maddox.
I was almost disappointed to see nothing sinister
in his approach. Perhaps this is why he failed, as
from all accounts it seems Maddox did not manifest
arcane abilities during this period. Near the end,
Elizabeth Maddox decided to enlist in the Cygnaran
Army, and Dray encouraged this decision in the
hope that the stresses of training for battle might
awaken the talent he was convinced she possessed.

I can find no record of Inquisitor Hasper Dray beyond


this date, leaving me to wonder if he returned to
Caspia as instructed. It is interesting that Dray, by all
accounts a skilled inquisitor and one who had studied
the work of others within the Cygnaran military,
was unable to awaken her talents. This may simply
suggest the elusive nature of the warcaster ability.
We know that each nation expends considerable
efforts to locate, secure, and train such individuals,
but they are not always successful.

Date: Cinten 3rd, 593 AR

Still, the tone of his later reports leads me to an


interesting, if largely unsupported, conjecture. Is it
possible Dray developed an attachment to Maddox
that compelled him to hide evidence of her ability
and direct her toward what he saw as the safest
path? Did he have a falling out with his peers and
change his mind on encouraging her to join the
Inquisition? Given the timing, this might indeed
have saved her from a potentially disastrous fate.
Within the year, Prince Leto would commit to the
Lions Coup and soon thereafter the Inquisition
was disbanded, at which point its members were
either arrested or went underground. The fact
that Maddox joined the Stormblades at the age of
seventeen largely insulated her from being caught
up in any of this.

To: Inquisitor Hasper Dray

GK

His superiors were initially in favor of this, but


their patience was soon exhausted. As the next
letter indicates, they were also not pleased that
she qualified for the Cygnaran Storm Knights, an
organization the Inquisition suspected of harboring
improper loyalties.

From: Senior Inquisitor Vernon Manderly


Dray,
I have read your recent reports regarding the
progress of Subject E. Maddox and your request
to continue monitoring. I am dismayed to find
that you have yet to produce the least shred
of evidence of her ability, despite two years of
effort. Worse yet, she has apparently qualified
for training as a Storm Knight. I need not
remind you that this organization has proven its
loyalties and goals are not necessarily aligned
with the interests of our king.
In short, you have failed to sufficiently prove
this girl even has the warcaster talent, and,
in the unlikely case she does, you have failed
to foster in her the aspiration to join the
Inquisition, as had been initially proposed.
Your request for continued monitoring is denied,
and you are hereby summoned to Caspia for an
immediate inquest into your activities over the
last two years.

Over the next six years, Maddox distinguished


herself as a member of the Stormblade infantry.
She climbed the ranks quickly and was promoted to
sergeant in 595, following the Lions Coup, and then
to lieutenant four years later in 599. These years
before the start of the Llaelese War were relatively
quiet ones for Cygnar, making Maddoxs rapid
ascension that much more impressive. Records
indicate she was part of numerous small skirmishes
with Khador along the northern border early in her
career. Here she acquired a reputation as both a
skilled warrior and an effective battle leader.
There is nothing during this time similar to the
incident that drew attention from the Inquisition, no
further manifestations of her ability. In fact, further
research only unearthed one account that might
indicate her future as a warcaster, a protracted
skirmish with Cryxian forces on the western coast
of Cygnar, north of Highgate.
GK

Vernon Manderly

Gavyn Kyle

17

Date: Doloven 24th, 602AR


To: Major Ellery Foster
From: Captain Garvin Tews
Major,
As you are aware, elements of my company were
recently called into action to defend the coastal
town of Langmore against a sizable force of
Cryxian raiders. I was personally in command of
the Stormblades defending Langmore, and as you
know, our intelligence did not account for the
presence of a necrotech and a Slayer helljack
among them.
You have read the action report which details
the extreme courage and valor of Lieutenant
Elizabeth Maddox, but such reports often fail
to communicate the gravity of such events. I tell
you, Lieutenant Maddox charged that Slayer
without regard for her own safety with the sole
intent of defending her men. She went toe-to-toe
with the helljack, fighting it alone and keeping
it occupied while those it had injured were
dragged away to safety. She somehow managed to
damage the thing badly enough that we brought
it down without further casualties. Ive never
seen the like.
I hereby recommend Lieutenant Elizabeth Maddox
for the Star of Valor in recognition of her extreme
courage and valor in the face of the enemy.
Lieutenant Maddox has served at her present rank
for three years, and during that time has proven
herself one of the most capable officers under
my command. I believe her exemplary service is
deserving of early promotion and that she should
be entrusted to lead a company of her own.
Captain Garvin Tews
As this letter attests, Maddoxs bravery and
skill at this time are uncontestable. The report is
remarkable given it is difficult to imagine a single
Stormblade engaging in an extended battle with a
heavy warjack and surviving, let alone critically
damaging such a machine. I would suggest it
likely this victory was made possible by a subtle
manifestation of Maddoxs latent warcaster
abilities. I have reviewed enough reports of those
with this talent to suggest there are times such
individuals draw on these powers without realizing
it. It seems no one else in the Cygnaran military
made this same connection, and there are no
further records of the incident.
GK
Maddox was, indeed, promoted to captain after this
incident and served at that rank until her recent
promotion. Two years later, she was deployed with
the rest of the Storm Division to Llael in the weeks

18

Gavyn Kyle

leading up to what would become the Llaelese


War. It was only at this timeeleven years after
Inquisitor Dray first suspected its existencethat
her warcaster talent manifested. The incident is
similar to the one that initially drew the attention
of the Inquisition. Prior to the full invasion, there
were a number of skirmishes along the border as
patrols encountered Khadorans. During one of
these, Maddox unleashed a barrage of lightning
that momentarily disrupted the cortex of a
Khadoran warjack.
Just as full war broke out and even as Llaels
western border defenses collapsed, Maddox was
sent to the Strategic Academy in Point Bourne to
undergo accelerated warcaster training, which she
completed early in 605AR. As is typical in a time
of war, her training was expedited to get her on
the battlefield as quickly as possible. She began her
journeyman tour and was redeployed back to Llael,
where the fighting had been going poorly for both
Cygnar and its allies in the Llaelese Army.
During her journeyman tour, Maddox frequently
came into conflict with her warcaster supervisor,
Captain Harkus. This prompted the following letter
to Commander Coleman Stryker, his own superior.
GK
Date: Casteus 12th, 605AR
To: Commander Coleman Stryker
From: Captain Vanin Harkus
Commander,
Attached to this letter is a formal reprimand of
Captain Elizabeth Maddox for insubordination.
We are at war, and Captain Maddoxs incessant
questioning of my training methods and battle
plans is both counterproductive and dangerous.
Captain Maddox is the third warcaster that
has served a journeyman tour with me, and
my experience in this area is, I believe, well
established.
Furthermore, I would like to request Captain
Maddox be transferred to another warcaster as I
do not believe this assignment is achieving the
desired effect.
Captain Vanin Harkus
As this next letter suggests, Commander Stryker
took a different view of Maddoxs conflict with
Captain Harkus.

Date: Casteus 16th, 605AR


To: Captain Vanin Harkus
From: Commander Coleman Stryker
Captain,
I have read your official reprimand of Captain
Maddox, considered the events you describe
as insubordination, and spoken with third
party witnesses. It is my determination that
Captain Maddoxs actions do not constitute
insubordination, and there will be no formal
reprimand. I also deny your request to have
Captain Maddox taken off your hands. You need
to find a way to come to a better working accord.
I believe the friction between you and Captain
Maddox stems from your lack of respect for her
tenure and experience. She is a combat veteran
with over ten years of distinguished service
with the Stormblades, and though she is new to
the role of warcaster, she is hardly new to the
role of soldier and battlefield commander. I
advise you to consider her opinions and advice as
you would an officers of equal rank and superior
battlefield experience. Her manner is different
from your own, but I have seen her in action and
find no fault in her leadership.
Commander Coleman Stryker

Strykers clear admiration for Maddoxs abilities


and service in this letter marks the beginning of
a strong relationship between the two warcasters
that appear to have served them well during this
conflict. Maddox earned recognition as a full
warcaster just before Cygnars withdrawal from
Llael, completing her journeyman tour. This was
once again an abbreviated term, but this is not
unusual for someone of her experience.
GK
Like many in the Storm Division, Maddox joined
Lord Commander Coleman Stryker in ongoing
conflicts versus the Protectorate of Menoth to the
south. Major Brisbane breached the walls of Sul
under Strykers orders, and the Cygnaran Army
soon invaded the Menite city. This marked the
beginning of the Caspia-Sul War, a conflict that
would eventually have tragic consequences for
Elizabeth Maddox.
Captain Maddox was front and center in the
vicious street-to-street fighting within Sul. Records
indicate she led her battle group supported by
Storm Knights to assault a number of heavily
fortified Protectorate positions. Late in 606 AR,
while on a mission to reclaim several contentiously
defended streets, Maddox was ambushed by the
Protectorate warcaster called Thyra, Flame of
Sorrow. The following report to Lord Commander
Stryker details the aftermath of the battle.

Gavyn Kyle

19

Date: Rowen 14th, 606 AR

Date: Khadovus 9th, 606 AR

To: Commander Coleman Stryker

To: Senior Scrutator Sovereign Taro Ad-Vaka

From: Captain Garvin Tews

From: Scrutator Potentate Gaius Shorn

Lord Commander,

Sovereign,

Captain Harkus led a reinforcing force of


Stormblades and Storm Guard to the area where
elements of the 33rd Storm Knight Company were
ambushed by a Protectorate warcaster. Despite
our best efforts, we failed to reach Captain
Maddoxs position in time to change the outcome
of the battle, thwarted by Protectorate forces
controlling the region. There were a handful of
survivors whom we eventually recovered. They
said Captain Maddox was fighting the Menite
warcaster personally when she was last seen.
There were no witnesses to her fall, and no body
was recovered.

The Cygnaran warcaster captured in the recent


conflict in the holy city of Sul has proven
unexpectedly resistant to my interrogation. The
woman shows an inordinate degree of both physical
and mental fortitude, and, I must say, impressive
strength of will. Would that she had found the
true faith and fought in the name of the Lawgiver
rather than adhering to lesser doctrines.

It is my belief that Captain Maddox was most


likely captured. We cant be sure until we can do
a thorough search of the area, which doesnt seem
likely in the near future.
We cant give up on her yet, sir. We both know
Maddox is tough; we must proceed with the
expectation that she survived.
Captain Garvin Tews
My research shows that Lord Commander Stryker
believed Captain Tews report and conclusions,
and the search for Captain Maddox did not end.
Unfortunately, the state of the conflicts combined
with the difficulties of searching inside hostile
territory resulted in the failure of these searches.
Eventually, they were scaled back, as more
pressing matters took priority. From reports
I saw, the Cygnaran Reconnaissance Service
remained on the lookout for clues but adopted a
largely passive approach.
GK
After Cygnars retreat from Sul and the subsequent
invasion of Caspia by Protectorate forces led by
Hierarch Voyle, the search for Captain Maddox was
largely abandoned, and most senior officers gave
her up for dead. Of course, it is now established
she was captured and sent to be interrogated by
scrutators and eventually sent to the temple prison
of Guhrsin deep within the Protectorate interior.
I need not recount the terrible methods used by
the scrutators to extract information from political
prisoners, but suffice to say, they were used upon
Captain Maddox. The following report from the
scrutator in charge of her interrogation reveals
she resisted the awful ministrations of her captors
longer than anticipated.

20

Gavyn Kyle

I believe she has information that could be


crucial to future war efforts, and I will begin a
more concerted effort to draw it out. I will turn to
more extreme methods of interrogation, including
more invasive mortification of the flesh. I will
endeavor to keep her alive during this more
strenuous phase, as I know she is a prisoner of
considerable value.
I will immediately pass on any useful information
gained as I proceed with my interrogations.
The letter above certainly paints a dire picture of
the time Maddox spent as a prisoner of war, but it is
the next report, the last I could find about her, that
truly brings home the misery she endured.
Date: Tempes 7th, 607 AR
To: Senior Scrutator Sovereign Taro Ad-Vaka
From: Scrutator Potentate Gaius Shorn
Sovereign,
I believe I have all that the information the
Cygnaran warcaster has to give. The last two
interrogations produced nothing of use, and
the womans sanity may not withstand further
questioning. I will cease further interrogation,
and I believe she is strong enough to recover from
the measures we used to extract information. I
suggest relocating her to Guhrsin Temple Prison
in Varhdan, where we can keep her imprisoned
indefinitely. I believe she will be worth the cost
of sustaining, in case there arises a future need
for her knowledge or should we need to negotiate
some future prisoner exchange.

We know Maddox languished in a Protectorate cell


for over three years. Her own account of this time
states she was not subjected to further torture,
though being shut away in the dark, alone, and
surrounded by other dejected prisoners is a torture
all its own.

Date: Ashtoven 1st, 610 AR

Of course, one must ask if she gave up state secrets


to the Protectorate at this time. I think there is no
doubt she did, and who could blame her? Scrutators
have untold centuries of experience at their
ghoulish work, and no one could resist their expert
attentions long. Only the skorne paingivers exceed
the scrutators in this field. As it required months to
break her spirit, it seems unlikely the Protectorate
gained any advantage from this. The relevance of
military reports would have been diminished by
this time. Certainly she would have known little else
the scrutators could bend to their advantage. This
fact at least afforded her escape from additional
torture, though I doubt that was much comfort
during her long imprisonment. A lengthy stay in
a Protectorate prison is a fate I would not wish on
anyone.

It has come to my attention through a contact


living in the town of Hala in Varhdan Province
that the nearby temple prison of Guhrsin has
experienced some sort of crisis. Despite efforts
to keep this quiet, I have learned there were
casualties, and several prisoners escaped. While
we have never gained access to this prison, it has
received closely guarded transfers in the past.
This may be just the break we had been looking
for. Given the security measures at such places,
the escape strikes me as noteworthy.

By late 608 AR, all but a few believed Maddox


long dead. Luckily, one of the strongest advocates
that she had been captured instead of killed was
Lord General Coleman Stryker. He used his
considerable pull with King Leto Raelthorne
to maintain the search for Maddox, albeit it
appears only limited resources were actually
allocated.

To: Scout General Bolden Rebald


From: Lieutenant Nora Yewfield
Sir,

There is an unconfirmed rumor that one of the


escaped prisoners is an arcanist of some skill.
Based on existing intelligence and considering
our list of high profile subjects MIA or thought
possibly captured for the Vassals of Menoth,
this arcanist might be one of the following:
Illuminated One Jascin Piers, Koldun Sergey
Vikoth, or Captain Elizabeth Maddox. I will seek
additional information and await further orders.
Yewfield

The search fell to the overworked Cygnaran


Reconnaissance Service, though it is clear
they lacked the manpower to commit to it
fully. Scout General Bolden Rebald adopted
the strategy of assigning the search for
Maddox as a secondary goal for all agents
and contacts in the Protectorate of Menoth.
Therefore, spies and other sources of
information in the region on other tasks were
instructed to keep an ear out for anything
that might hint at Maddoxs presence or
other prisoners of war. It was not until late
610AR that the following report from a CRS
agent in the field was sent, which has been
decoded for your ease of reading.

Gavyn Kyle

21

While I was not able to secure definitive intelligence


on what happened next, I was able to piece together
scattered and vague reports to reconstruct what I
believe to be the likely chain of events. It would seem
these prisoners managed to evade Protectorate
patrols and somehow made it nearly two hundred
miles from their former prison to reach a village
closer to the Black River and the Cygnaran border.
While this was transpiring, it seems Captain
Jeremiah Kraye was dispatched with limited
support into the Protectorate interior to find them.
Kraye came upon the scene of a battle in progress
between Temple Flameguard and the escaped
arcanist. Despite her emaciated and ragged
appearance, the warcaster recognized Captain
Elizabeth Maddox. Kraye aided Maddox in
dispatching the Protectorate forces and helped
escort her and several other prisoners back across
the river to arrive safely in Cygnar.
When she had recovered from her harrowing
ordeal, Maddox was debriefed in Caspia. There is
mention of this debriefing, but I could secure no
official transcript. From what I have unearthed,
Maddox engineered her own escapethe details
are murkyand made her heroic crossing of the
barren Protectorate interior. It is remarkable that
Maddox not only escaped Guhrsin on her own but
was also able to cross half the Protectorate and
then fight off her pursuers long enough to win her
freedom, all without benefit of warcaster armor,
her mechanikal weapons, or warjacks. Warcaster
or no, this was quite a feat, one that isas far as I
am awareunprecedented.
GK
Maddox remained in Caspia after freeing herself
from the Protectorate. Shortly after her escape, she
began sending formal requests to her superiors that
she be allowed to resume active duty. All of these
requests were denied on the grounds she was not
mentally prepared for the rigors of active duty.
Maddox was not alone in the belief that she should be
allowed to resume her career. Stormblade Captain
Garvin Tews, who seems to know her better than
anyonethere is evidence of a romantic relationship
from before her capturesent the following letter
to Birk Kinbrace. As commander of the Strategic
Academy, it fell to Kinbrace to evaluate her mental
condition and readiness to return to duty.

22

Gavyn Kyle

Date: Glaceus 14th, 611AR


To: Commander Adept Birk Kinbrace
From: Captain Garvin Tews
Sir,
I know you have denied Captain Maddoxs previous
requests to return to active duty, and, if I may
be so bold, sir, I think this is a grave mistake.
Whereas Captain Maddoxs body has healed, her
mind has not. I know you agree with me, and I
know that is why you have denied her requests,
but as one soldier to another, I tell you what is
best for Captain Maddox is to return to what she
had devoted her life to: protecting Cygnar from
its enemies.
I have served with Captain Maddox for over a
decade, and I may know her better than anyone.
I ask that you give her what she needs to heal,
serving alongside the men and women she nearly
gave her life to protect.
Tews
Captain Tews letter seems to have had some of
the desired effect, in that it began a discussion
among the upper echelons of the Cygnaran military
regarding Captain Maddox. The result of this
discussion is likely not what Tews and certainly not
what Maddox had in mind. This address read to the
Cygnaran Royal Assembly by Scout General Bolden
Rebald on Casteus 2nd, 611 AR, outlines their plans
for Captain Maddox.
Lords and Ladies,
Many of you are aware that one of Cygnars finest
soldiers and warcasters was returned to us after
a harrowing ordeal as a Protectorate prisoner of
war. Her name is Captain Elizabeth Maddox, and
the suffering she has endured in the name of our
great nation cannot be overstated. Now, only a
few months after her escape from the torturous
ministrations of Protectorate scrutators, she
wants nothing more than to return to active duty
and once again risk life and limb in the defense
of Cygnar.

Before we send Major Maddox back to the front


lines, I believe we should send her home. Let her
travel through our great nation, tell her story,
and show the Cygnaran people they are protected
by men and woman of unbreakable character, will,
and courage.
This address to the Royal Assembly kicked off a
propaganda campaign that sent Maddox around
Cygnar to meet and speak with the general
populace. Its aim was quite clear. Unceasing war
both at home and abroad had soured the nations
view of their military, and Maddoxs inspiring story
was a chance to win back some of that favor.
If you will recall the question I posed at the beginning
of this dossier, one must ask why Rebald and the
leaders of the Cygnaran military felt it was vitally
important to change the peoples perception of the
military. Unfortunately, I do not have a concrete
answer, but if I were to guess, I would say Cygnar is
gearing up for a significant military endeavor that
will require the support of its people.
Rebalds campaign has been incredibly effective, and
Major Maddox has become a celebrated war hero
throughout Cygnar. From the numerous letters and
reports I have read, it is quite clear Major Maddox
resents her role as a propaganda piece. Despite this,
voluntary enlistment in the military has apparently
increased since she began her tour.
One question I think I have ably answered in this
dossier is that Major Maddoxs military prowess
is not in any way overblown. This is a soldier and
warcaster possessed of great skill, intelligence, and
will. Of course, what effect her imprisonment might
have upon these abilities is hard to predict. For the
moment, it appears as though Maddoxs experiences
did not break her but in fact only strengthened her
fighting resolve. Still, I am certain countless scars
remain, and only time will tell whether she was
returned to active duty prematurely.
GK

How can we deny such a noble request? We cannot,


and I am happy to report Captain Maddox will
be immediately returned to active duty and also
promoted to the rank of major. I speak to you
today because I believe Major Maddox has more
to offer than her service. Her story is a beacon of
hope and strength for all of Cygnar. The people of
Cygnar have grown weary of war, and their attitude
toward the military has shifted unfavorably. I
believe we can win back their trust and favor by
showing them the very best the military has to
offer, to introduce them to a woman who signifies
the courage and nobility inherent in so many of
our soldiers.

Gavyn Kyle

23

By Mike Vaillancourt
In the last issue of No Quarter, I discussed the visual evolution of art between the different editions of WARMACHINE and HORDES,
primarily looking at art for WARMACHINE: Prime. Now Ill dig into the new art for HORDES: Primal to explain the processes and work that
went into updating the art for the Factions of HORDES. Well begin with a quick look at one of the biggest pieces of art for the new editions,
which features one of WARMACHINEs newest warcasters, Major Elizabeth Maddox, and HORDES Lord Xekaar.

Cygnar v Skorne
Nstor Ossandn and Andrea Uderzo

24

inside the art directors studio

For the new editions, one of our biggest goals was to show how
WARMACHINE and HORDES work together. With that in mind,
we created a poster with an epic clash between the Trollbloods and
Khador, which I discussed in the previous issue of No Quarter. For the
second big art piece, we pitted Cygnar against skorne with the goal
to show a range of characters. We wanted to be able to crop the piece
in a variety of ways, each capturing a different perspective and story
each time. The focal point of this work is Cygnaran warcaster Major
Beth Maddox and the Skorne warlock Lord Xekaar. This second piece
took so much work that it nearly broke our artist Nstor Ossandn.

The visual development process for Major Maddox started with


Matt Wilson delivering a finished concept for her character. Next, we
fleshed out her poses. Matt sketched up a few and I contributed a
few alternates that incorporated Tempest, the new weapon Matt had
designed for her.

The pose process for our characters tends to be fairly collaborative


where the original artist and I will sketch up a few options. Drawing
dynamic poses is a bit of its own art form and something I learned as
an aspiring comic book artist. For the miniature, we used pose C, but
Andrea used one of Matts original pose sketches for Maddox in the
final illustration, and it turned out quite nicely.

inside the art directors studio

25

On the opposite side of the battle is Lord Xekaar, fighting alongside his skorne army. Xekaar went through the traditional feedback cycle, and we
started with the following initial sketches from Andrea Uderzo.

In this sketch, you can see Andreas first three versions. The fourth is my mock up, where I took my favorite elements and combined them.
The only downside to my version was the helmet, which had too much of a Legion of Everblight feel. Aside from the helmet, other changes
included adding armor to his abdomen, removing armor from his shoulders so they would be bare, and notes for his whips and gauntlets.
Matt also suggested keeping the armor on his arms just up to his armpits. Andrea incorporated these changes and sent us back the following:

26

inside the art directors studio

At this point in the process, Andrea began exploring the segmentation


of the whips. I absolutely loved the bladed chain-whip idea, but it
would have been a nightmare to cast. I knew that would need to
be changed. Matt sketched some alternate whip ideas on a flight to
Seattle. After describing the whip/chain adjustment to Andrea and
sending him a quick sketch, Andrea sent us this:

The winner was #2, but we eliminated the horizontal bead around each of the separating links, covered the ball joint near each tip, and
tapered the design so the whip was thicker toward the gauntlet.
At this point, we moved on to the final line art and poses. Pose #2 was picked as the winning pose, and in the end, I think we learned a
valuable lesson with Xekaar: whips take a lot of careful consideration.

inside the art directors studio

27

Trollbloods

Now, Ill move on to the Faction that required the largest amount of new art in Primalthe Trollbloods. Their large volume of legacy artwork
was nearly ten years old, and it gave me the opportunity to bring more life to our unit illustrations and to show the unit is more than just a
couple of figures in a nebulous environment. This was the first Faction I tackled for HORDES, and the kriel warriors were my first priority.
If I had my way, Andrea would illustrate all the trollkin, but we live in the real world of deadlines. I immediately assigned Andrea the kriel
warriors for Primal. There are very few artists who I trust as much as Andrea, and this is the perfect example of how far that trust goes. Andrea
sent me two sketches, and I picked one and received the final a few days later. Yes, hes that good.

Primal Kriel Warriors


Andrea Uderzo

28

inside the art directors studio

Legion of Everblight

For the Legion of Everblight, Roberto Cirillo helped evolve the concept art for the full-fledged warlock version of Fyanna the Lash. Roberto
had designed several warlocks and warcasters for us over the years, and I knew he would be the perfect fit for this one. I sent Roberto our
concept design description, and a few days later, I received the following sketches:

Just like Xekaar, I combined all the elements I liked most and created sketch D. Then from D, we changed the barbed tail on the head to hair, shrank
the spikes on her shoulders and forearms, and adjusted the shape of her kneepads. For her weapon, #4 was selected. The only real challenge for this
piece was finding her pose. Having learned our lesson with Xekaar, we opted to keep the weapon in her hand to avoid any casting issues.

inside the art directors studio

29

Now we could update her illustration. To tackle that project,


I looked to one of my favorite new artists to work with, Jeremy
Chong. After Jeremy delivered an absolutely spectacular piece for
the harrier art update (right), I immediately knew he had to be put
on higher profile work.
For Fyannas illustration, I really wanted to see her paired with
shredders because they have been in desperate need of representation.
I hoped Jeremy would deliver, and he did. My illustration description
was: Flanked by a pair of shredders, Fyanna pauses briefly in the
action, whipping her blade through the air. She looks furious and
ready to tear apart anyone that gets in her way. The setting is in a
lush swampy environment. A low fog and heavy cloud cover gives
the appearance of an early morning.

Primal Harriers
Jeremy Chong

In the thumbnail sketches above, you can see how details can be misinterpreted from written descriptions when a new illustrator isnt
familiar with the setting. Jeremy was under the impression that Fyanna was fighting the shredders. Sketch-wise, they are beautiful looking
pieces that would be fantastic if she was fighting against shredders. The second problem with the shredders was their size. They were
woefully undersized. We discussed these changes, and he created a new piece. With a few quick adjustments, I had a final in hand, and its
energy jumped off the page. (For final piece, see next page.)

30

inside the art directors studio

inside the art directors studio

31

Circle Orboros

This next illustration was done as an homage to the old art. Unfortunately, in the final version of Primal we ended up losing the warpwolf
that was teleporting due to the crop. So, here is the all-new shifting stones illustration in its undoctored format, side-by-side with the old
illustration that it celebrates.

MKII Shifting Stones


Andrew Arconti

Minions

The last illustration Ill be showing here is one that Ive wanted to
update since I first started at Privateer Press, the farrow brigands.
Ive always had a bit of a soft spot for the farrow, although I havent
had many opportunities to give them attention over the years.
Finally, I had my chance to give the farrow some love, so I enlisted
the help of Carlos Cabrera to update their illustration. I didnt want
to overcomplicate this image; it wouldnt take much to make the
piece more dynamic. My simple illustration description was: The
farrow brigands charge across the field of battle, ready for action. The
scene is lit by moonlight and the fires that surround them in battle.
Carlos sent me this sketch, and I immediately knew where he was
going with it. Typically, I request three to five black-and-white
thumbnail sketches. Carlos sent one, and I immediately knew it was
going to be a winner. I responded to his email with a big thumbs-up.

32

inside the art directors studio

Primal Shifting Stones


Oscar Cafaro

Next, he sent me the basic color palette establishing the lighting and
mood of the piece (right). I was extremely happy with it, and I had
zero revisions. I knew that Carlos would address any detail issues
while he was working. His next pass and proposed final version
looked great, but I really wanted to see the foreground figure get
a higher level of rendering (more detail and sharper focus), so I
requested that he sharpen the render/focus on the foreground and
middle ground farrow and add a bit of a rim light (light around the
edge of the figure) to help separate the figures and background from
one another. The final piece is shown below.

Primal Farrow Brigands


Carlos Cabrera

inside the art directors studio

33

The last piece Ill leave you with is the illustration for the Trollblood Scattergunners. This illustration doesnt appear in Primal, but it will
replace the Scattergun artwork in the Trollbloods Command book.

Trollblood Scattergunners
Andrea Uderzo

These are only a few of the 50+ illustrations from Primal. As much as Id love to talk about and share each illustration, youll simply have to
pick up a copy of Primal to see the rest. Oh, and brace yourself for more all-new artPrime and Primal are just the beginning.

34

inside the art directors studio

By Dan Roman and Micah Scott Ralston


Chronicled by Lyle Lowery

The fast and furious new Rumble format gives players a new way to play small games of
WARMACHINE and HORDES in a small space and in no time flat! We pitted two players
who were new to the format against each other to see how they liked it. Without giving too
much away, they thought it was so nice they played it twice! Read about their experiences
here, and download the Rumble rules at privateerpress.com/NQ67.
This battle report uses the Rumble format and the Patrol scenario. These can be found in the
Steamroller 2016 rules document at privateerpress.com.

Battle Report

35

Army ConstructionDan

s much as I love
the spectacle of a
massive clashing
of armies, I dont always
have the time or space for
such a game. I like to play
smaller skirmishes, and
the new Rumble format
caters to just that. I toyed
with the idea of fielding
my beloved Convergence
army for this battle report, but I ultimately settled on
something simple, self-sufficient, and straightforward.
Enter Orsus Zoktavir, the Butcher of Khardov.
The Butcher has been one of my favorite characters on
and off the tabletop since I first heard of WARMACHINE.
I love a high-casualty attrition game that ends with one
warcaster or warlock killing the other. Zoktavirs offensive
and defensive spells epitomize Khadors strategy of heavy
armor and high melee damage. Full Throttle pairs nicely
with the new Power Up mechanic, and Fury remains a
great way of cracking enemy heavies. And once your army
has carved a swath through the enemy, the Butcher is more
than capable of killing almost anything he sets his rageclouded mind to.
For his battlegroup, the Butcher brought along a Decimator
and a Kodiak. Thanks to Power Up and the changes to ROF,
the Decimator is a threat in melee or at range, especially
on the Butchers Feat turn. The Kodiak is quite simply
my favorite warjack in the game. Its focus efficient and
relatively maneuverable, at least for a Khadoran jack. I
rarely take to the field without one.
The Winter Guard Infantry are another mainstay of my
army. These brave sons and daughters of Khador laugh in
the faces of the warpwolves and necrotite-fueled horrors
against which I so regularly send them to die. But hey,
theyre cheap and pack a wallop.
Finally, the Butcher brought along his War Dog to increase
his survivability in melee. It is customary for it to say, Bark
bark bark, as it advances.

36

Battle Report

Model/Unit

Points

Orsus Zoktavir,
the Butcher of Khardov

+28 WJ

Decimator 16
Kodiak 13
Winter Guard Infantry (10)

11

War Dog

Total

15

Battle Report

37

Army ConstructionMicah

uilding a 15-point
list for Rumble
scenarios provides
opportunities
and
challenges you dont
find in larger games. The
action is going to be brutal,
cramped, and over quicker
than the High Reclaimers
stand-up career. I was
sorely tempted to bring Tyrant Xerxis, as I can see a bruiser
like him wreaking absolute havoc in a Rumble. In the end,
I eschewed the brute force of Xerxis for the elegance, speed,
and surprise of Archdomina Makeda.
With a mere 15 points to work with, I knew I couldnt make
a list to prepare for every eventuality. I needed to decide
what my list would do and focus all of my efforts on that.
Im a real sucker for narrative list building, so I couldnt
ignore Makedas loyal companion, Molik Karn. Between
Quicken, Side Step, and Carnage, Molik Karn has the tools
to be an accurate, heavy-hitting, and long-reaching envoy
of death. Soon it would be time to do what Skorne does
bestabuse the ever-living crap out of this poor thing.
With 9 warbeast points left, I decided to invest in a Titan
Gladiator. Its stamina and beefy body armor makes it a
true force to be reckoned with, and its Rush animus would
extend the range for Molik Karn to dish out the pain.
Paingiver Beast Handlers were another key ingredient in
my murder gumbo. They gave me more bodies to contest
scenario elements and could remove single-would infantry
with Anatomical Precision, and I could afford to play a bit
more aggressively with them since they are the only unit in
my list able to benefit from Makedas feat.
Anticipating a situation where I absolutely, positively,
could not fail to trigger Side Step, I added a Mortitheurge
Willbreaker for Puppet Master. As an added bonus, I could
throw the Willbreaker forward to force Molik Karn should
the cyclops Side Step his way out of Makedas control range.
I was left with only one point and only one option . . . the
indomitable Swamp Gobber Chef. With a dash of fury
management, a pinch of backstabbing, and a very dubious
understanding of kitchen knife safety, this little scamp
would earn his keep in short order.

38

Battle Report

Model/Unit

Points

Archdomina Makeda

+29 WB

Molik Karn

20

Titan Gladiator

14

Mortitheurge Willbreaker

Swamp Gobber Chef

Paingiver Beast Handlers

Total

15

Battle Report

39

Rumble
KhadorDan
I won the first turn and got ready to rumble. I knew about
the 30 x 30 play area, but I hadnt quite wrapped my
head around the formats deployment and first turns. With
nothing on the table due to neither player having Advance
Deployment, I began by advancing each model and unit
from my table edge. The Winter Guard Infantry were the
vanguard, taking position between the forest and the hill.
The Butcher took a spot right behind the Winter Guard,
followed by his War Dog. I imagined the second rank of
infantry trembling at the guttural snarls just behind them
as they tried to discern man from beast. The Kodiak took
the left flank where it would remain unhindered by the
forest, thanks to Pathfinder. Finally, the Decimator arrived
on the right flank, mostly because I thought it would look
cool firing from atop the hill.

Round 1
KhadorDan
Now heres where things get especially interesting in
Rumble. Micah had yet to even deploy, and it was time for
me to take my first turn. I had the initiative and could set
the course of the battle here, but I could also overextend and
leave myself open to an alpha strike. But where to move?
My advance was uncharacteristically cautious for the
Butcher. The Winter Guard Infantry trudged forward,
spreading out in search of their foes. One advanced into
the zone, while most took to the hill.
Zoktavir activated next and cast three upkeep spells.
Fury went on the Kodiak, while the Decimator gained the
Butchers new upkeep spell, Vengeful. Anything attacking
the Decimator in melee would risk a rip saw Retaliatory
Strike to the face. I hoped this would help keep it free to
rain dozer shells on Micahs forces. Somewhat out of habit,
Iron Flesh went to the Winter Guard. This brought them
to a respectable ARM15 and made them immune to blast
damage from Makedas AOE spell, The Lash. His focus
spent, Zoktavir advanced to a position behind the wall of
Winter Guard.
The Decimator and Kodiak had Powered Up during my
Control Phase, so now each ran forward. The Decimator

40

Battle Report

took its vantage point on the hill. The Kodiak entered the
forest, making sure to stay completely within the terrain to
gain the concealment bonus.
I love having a War Dog at my warcasters side. Guard
Dog brings the Butcher to an impressive DEF16 in melee,
and Countercharge has killed a fair number of would-be
assassins. Not wanting to lose him early, I kept the War Dog
slightly behind the Butcher. My activations completed, I
wondered what Micahs first turn would bring.

Rumble
SkorneMicah
As I watched Dans forces move onto the table, I saw he
had the opportunity to get in my face quickly and make my
own deployment more difficult. But I also saw what must
surely be a gift from my honored ancestors: a warcaster
with no focus fueling his power shield. The Butcher is
certainly no slouch, but something primal beckoned me to
him, as I sensed a weakness that is abhorrent to the virtue
of the Skorne. The hoksune code demanded that I expose
and punish such weakness, and so I bent my will to the task
at hand. I deployed my forces as close to the encroaching
Khadorans as I could with Molik Karn and Makeda leading
from the front.

Round 1
SkorneMicah
Makeda called upon the blood of the ancestors that pulsed
through her veins and exhorted her warriors to show
these interlopers the meaning of Carnage. Her yearning
for bloodshed caused Molik Karn to Quicken his pace as
she charged toward the nearest Winter Guard soldier with
murderous abandon.
The Titan Gladiator trumpeted its approval of the
impending bloodshed and cast Rush on Molik Karn. Con
gusto, the Mortitheurge Willbreaker pulled at the sinews of
fate and cast Puppet Strings on Molik Karn. The Paingiver
Beast Handlers deftly employed their instruments of
pain, enraging Molik Karn as the mighty cyclops charged
headlong into a symphony of slaughter.
The savagery began to crescendo as Molik Karn flew
headlong into the Winter Guard Infantry, effortlessly
cutting one down before gracefully spinning through the
fray, leaving another soldier dead in his wake. Finding
himself face-to-face with the enemy warcaster, Molik Karn
ignored the yapping canine nuisance nipping at his heels
and bent all of his skill and rage at the once great Orsus
Zoktavir. The warbeasts vision of the future proved true;
the War Dog whimpered and pitifully nudged his masters
mangled corpse that lay before Molik Karns feet.
Soups on! cried the Gobber Chef in elation.
Soups on indeed, my friend . . . soups on, indeed.

Battle Report

41

Conclusion
KhadorDan
Oh . . . right. Molik Karn.
Despite knowing the kind of threat range the cyclopean
champion had, I was still caught off-guard. I had aimed for
a defensive screen of Winter Guard Infantry, hoping to goad
Karn into an early but largely ineffective charge. Instead, all
I achieved was setting up a chain of targets leading directly
to the Butcher, which Micah wasted no time in exploiting.
Against this heavy-hitting list, Iron Flesh was of little use
on the Winter Guard, plus the Paingivers had Anatomical
Precision. I might have been able to use a timely
Countercharge from the War Dog to block Molik Karns
path to the Butcher, but I was so intent on preserving the
DEF bonus that I never considered sacrificing it. Whereas
Ive no such regret when it comes to sacrificing Winter
Guard. Huh.
Unsatisfied, I demanded a rematch. And thats one of the
beauties of Rumblethey play so fast theres always time
for another!

42

Battle Report

SkorneMicah
Well that couldnt have gone more according to plan. My
strategy to use support models to enable a quick, brutal,
and unexpected application of Molik Karn to the Butchers
damage boxes paid off. The beauty of a Rumble game is
that you can go all-out on an assassination, and succeed
or fail, you can quickly reset the game and go at it again!
Somehow, I think Dan will be more wise to my tricks
during our rematch.

Rumble
SkorneMicah
Deploying first in a Rumble game is a different experience.
In the first game, I was able to study Dans deployment and
mobilize my forces exactly where I wanted them. For this
match, I deployed much more defensively, moving Molik
Karn behind a building to protect him from an anticipated
hail of gunfire and positioning Makeda and my remaining
forces to capture and hold the objective.

Round 1
SkorneMicah
With nothing in sight to murder, I spent my first round
advancing to solidify my position and preparing to defend
the zone. Since I had the honor of deploying first this time,
I was going to do everything in my power to at least make
a sticky situation for Dan when he finally joined the party.

Rumble
KhadorDan
Micah once again deployed centrally, but his first turn left
Molik Karn close to the hut on his side of the battlefield.
This limited his charge angles and, consequently, the threat
he posed.
I therefore made all of my Rumble advances on the right
flank, starting with the Decimator. The Winter Guard ranked
up next to it, and I capped the line with the Kodiak. The
Butcher and his War Dog once again brought up the rear.

Battle Report

43

Round 1
KhadorDan
My Decimator Powered Up and ran forward to the far edge
of the hill. The Winter Guard received a Press Forward
order, allowing them to run or charge. They swarmed
over the hill, taking care not to stray into Karns path. The
Kodiak only shifted slightly as it, too, was just outside of
charge range.
The Butcher activated next, taking position on the hill
between his two warjacks. It wasnt much of a change from
the first game, but I knew I would at least survive the next
turn. This time I cast Iron Flesh on the Butcher himself,
intending to upkeep it next turn when I would surely be in
danger again. Once again, the Kodiak gained Fury and the
Decimator gained Vengeful.
Bark bark bark, the War Dog followed its master.

Round 2
SkorneMicah
Like a cunning ferox stalking its prey, I lithely approached
Dans forces. I waited for a moment of weakness I could
exploit and pounce, sinking my teeth deep into his armys
jugular. Makeda had shown she could strike swiftly and
mercilessly, but today was the day she would show her
warriors the virtue of patience and caution.

44

Battle Report

Round 2
KhadorDan
Still alive on round 2already Im doing much better! Well
done, me. My warjacks Powered Up, and The Butcher paid
to upkeep all three of his spells. I also measured ranges for
the Winter Guard and the Decimator, along with a healthy
degree of checking Karns new threat area. Still wary of
another quick assassination, the Butcher kept the rest of
his focus.
I kicked things off by advancing the Winter Guard. They
paired up to make combined ranged attacks, targeting
Micahs crucial support units. The first three attacks killed
their respective targets, removing three Paingiver Beast
Handlers. The fourth was nestled away safely, so I turned
my attention to the Mortitheurge Willbreaker. The last paired
CRA missed, so it fell to the Decimator to finish the job.
At last, I was treated to the scene I had been visualizing
since the first games deployment. The Winter Guard
rushed down the slope with battle cries and blunderbuss
fire. The Decimator soon drowned them out as it trudged to
the hilltop, its massive dozer cannon firing a pair of heavy
slugs over their heads. The first slug found a gap in their
line and punched clean through the Willbreaker. I wanted
to turn the second round against the Swamp Gobber Chef
(Im a monster, I know), but I couldnt draw line of sight to

him. Instead, I spent my one focus to boost an attack roll


against Molik Karn. The cyclops made the most of his cover,
though, and easily evaded the shot.
The Kodiak couldnt hide from Karn any longer, so it
brought up the left flank. I hoped it would survive the next
turn with a few systems intact. I was already regretting
casting Vengeful on the Decimator instead of the Kodiak.
The Butcher advanced to avoid the line of Side Step-fueling
Winter Guard, and the War Dog once again kept close to
his heels.

Round 3
SkorneMicah
Having weathered Dans assault, it was time for some
payback. It was clear that Molik Karn wouldnt be
pirouetting his way to victory this time around, so it was
time to shift strategies. I had a pretty good hold on the zone.
If I could eliminate some of Dans heavy hitters, I might just
be able to grind out a scenario win. I had my remaining Beast
Handler Enrage Molik Karn before yielding to the Swamp
Gobber Chef. Using all the skills of butchery learned in
Immorens foul swamp cafs and years of repressed anger
stemming from his feelings of inadequacy at having failed
to become a Swamp Gobber CPA like his father, the Swamp
Gobber Chef hacked a Winter Guard trooper to death.
Makeda vented her own frustrations by killing a Winter
Guard with Lash before casting Carnage. Molik Karn
charged the Kodiak and reduced the testament to
Khadoran engineering to a smoking pile of rubble. The
Titan Gladiator charged the Winter Guard Infantry. In a
frenzy of fists and tusks, it pulverized two of their number
and cleared the zone to dominate for 2 control points.

Battle Report

45

Round 3
KhadorDan
Poor Kodiak! Dont worry, well have the KMA build you
back up good as new. If only more Winter Guard had died
so that you might have lived!
I was behind on control points, but I had two juicy targets
to turn into choice cuts of meat. I let Vengeful and Iron Flesh
expire. I would miss the extra ARM, but I wanted to be sure
I had enough focus to go around. I allocated the Decimator
two focus, leaving the Butcher with four.
The Winter Guard moved to clear a path, but they still had
work to do. A pair lined up a shot at the Gobber, who had
slain one of their brothers, but the Chef nimbly dodged.
The second volley of rounds also missed, and the last pair
of Winter Guard couldnt line up a shot. Instead, they fired
on Molik Karn again, hitting for 4damage.
Now it was time to really get to work. The Butcher activated
and unleashed his Feat, Blood Frenzy. Hefting Lola, he
charged out from behind the Decimator and cleaved into
Molik Karn. Now rolling five dice for damage (thanks to
Weapon Master, the charge, and Blood Frenzy), he dealt
17damage to Karn. I bought another strike, and with
10more damage, lopped off the mighty cyclops head.
Feeding off the Butchers murderous rage, the Decimator
fixed its gaze on the Gladiator and strode into melee. Its

rip saw roared to life and easily dug into the Titans bulk.
Bolstered by the extra damage die from Blood Frenzy, the
first hit did 11damage. After that, Sustained Attack took
over, and in spite of a few rather poor damage rolls on my
three purchased attacks, the Titan was soon rendered down
to little more than sausage filling.
Finally, the War Dog once again ran to a position where
it could help keep the Butcher safe. I could have taken
out both warbeasts, but Makeda remained a significant
threat. At least the Winter Guard were contesting the zone,
denying Micah any more control points.

Round 4
SkorneMicah
There is shame in defeat, but there does not need to be
shame in death. Realizing that I would not be able to hold
out and win on scenario, I decided the only honorable way
to proceed was along the path of defiance. Locking eyes
with Makeda and hoping to be remembered covered in
glory and the blood of the enemy, the lone Beast Handler
charged a Winter Guard and neatly severed the Khadorans
soul from his body.
Seeing a chance to be so much more than a short-order chef
and to perhaps earn his place in the annals of history, the
Swamp Gobber Chef turned his soulful black eyes to the War
Dog guarding the enemy warcaster. If he could bring that
dog down and give his mistress even the slightest advantage
in the coming showdown, his life would not be meaningless.
Turning his back on the Khadorans pressing in around
him, the stalwart Chef made to charge into the baying
maw of destiny. As the Decimators unforgiving rip saw

46

Battle Report

met Gobber flesh, the Gobbers mind recalled the last time
he had been cut as deeply. Instead of Khadoran steel, he had
felt the cruel barb of his mothers parting words, Youll
never amount to anything.

She was right, the Gobber chef thought as his vision blurred
and the mocking woofs of the Khadoran hound echoed in
his skull. In the end, a meager portion of mercy was served
as his mothers cold words finally died in that blood-stained
patch of earth along with the Swamp Gobber Chef.
Fearing the oblivion of the Void more than death, Makeda
charged bravely at the Butcher, striking again and again to
no avail. Exhausted and defeated, Makeda prepared herself
for death. Once again I dominated the zone bringing my
control point total up to 4, just 1 shy of victory!

Round 4
KhadorDan
I admit, even I was kind of hoping that Swamp Gobber Chef
would reach the War Dog. Even if it had cost me the game,
it would have been a great showdown.
I finally had Makeda where I wanted her, but with Micah
sitting at 4 control points, I had to finish this here. The
Butcher kept all of his focus, and I rolled his initial attack . . .
and the Archdomina nimbly parried the strike. But her luck
couldnt hold, and the next two swings from Lola hacked
into Makeda for 10, then 15 damage, ending the game.

Battle Report

47

Conclusion
SkorneMicah
Well that was a real hoot! I loved how quick and actionpacked the games were and how differently they played
without changing our lists at all. I felt all of the nostalgia
of my first exposure to WARMACHINE and HORDES.
Rumble is a great way to try out a new list, a new Faction, or
some real kooky combinations. If something doesnt work
out the way you planned or if something wild happens, you
can just roll with it, have fun, and play another round. It has
the satisfying crunch of a larger game with the succulent
goodness of a casual and narrative format. It reminds me
of this fantastic Tatzylwurm Wellington that a chef I knew
used to make . . . *sniffle.*

KhadorDan
I think this pair of games demonstrates the range
of experiences possible in the new Rumble format.
Competitive players will enjoy the puzzle of how best
to organize and commit their limited resources. Without
the strategic depth of a larger army, losing even a few key
pieces can end the game in just a turn or two.

48

Battle Report

But thats whats so great about Rumble: you get to the meat of
the game quickly. With the new editions of WARMACHINE
and HORDES still quite fresh to me, I want to get in a lot
of games and experiment with new tactical combinations.
I can reduce variables and master one element of my army
at a time. Meanwhile, Ill learn the strategies Ill be on the
receiving end of and recalibrate my approach to mitigate
their effects as the Maiden guides my works . . . Whoops,
sorry. I slipped back into Cyrissism there.
To be honest, Im not really that competitive. For the more
casual player like myself, theres still plenty to love about
Rumble. Games are fast and small enough to be played even
in my cramped apartment. A smaller force helps put more
narrative emphasis on each model, and even the lowliest
grunt (or Gobber) has a chance to create a cinematic moment.
And finally, its a great way to get a quick game in with
someone new. Id never played against Micah before, and I
had a great time as we bantered and battled. I look forward to
my next game with him, and I expect Ill be using the Rumble
format to meet a lot of new friends at stores and conventions.

Skull Island eXpeditions Plots


a Course into the Future
With the release this spring of three major titlesWrath
of the Dragonfather, The Blood of Kings, and Flashpoint
Skull Island eXpeditions kicks its new publishing plans
into high gear. And with the August debut of Tales of
the Invisible Hand by Miles Holmes, readers who have
previously explored the worlds of the Iron Kingdoms and
LEVEL 7 can explore brand-new uncharted territory.
Invisible Hand is a standalone work of fiction, says
Michael G. Ryan, director of publications for Privateer
Press. Its not based on any of our previously established
games or worlds. Its our first foray into publishing
mainstream science fiction and fantasy.
Tales of the Invisible Hand takes readers back to Earths
ancient history, to a forgotten time when lost civilizations
ruled. In the spirit of Robert E. Howard and Edgar Rice
Burroughs, Holmes has captured the tempo and feel of a
kind of fiction sorely missing in the marketplace.
Its swashbuckling, Ryan says. Its that fantastic kind
of story we all discovered when we read Fafhrd and the
Gray Mouser the first time. Its something very new for
Skull Island.
But thats just the beginning of whats on the horizon.
Ryan notes that recent releases laid the foundation for the
direction of Skull Island books to come.

Skull Island eXpeditions

49

Were moving into some bigger stories, he says. Major


characters. Plots that begin to change the face of the world.
Weve certainly done these kinds of stories before, but were
now planting our flag firmly in the future. With the new
editions of WARMACHINE and HORDES, weve moved
ahead in time, and the world is both unknown and familiar at
the same time.

Black Dogs continues the story of the Black River Irregulars as


established by author Richard Lee Byers in his novella Murder
in Corvis, currently available at skullislandx.com. When a
crime syndicate brings war to the Undercity in order to bring
it under the syndicates control, the Black River Irregulars
become the primary targets for murder. The next book in the
series, Black Crowns, is already underway. (September)
In The Mark of Caine, Miles Holmes returns to the Iron
Kingdoms and to a character hes written about before in the
novella The Way of Caine. Ryan describes this bookfirst in
the Hellslingers seriesas a spy thriller. (October)
At long last, Captain Phinneus Shae gets the spotlight shone
on him and his crew again in the first of the Privateer series,
Watery Graves. Award-winning author Chris A. Jackson has
explored these dark waters before in his Warcaster Chronicles
novella Blood and Iron. (November)

50

Skull Island eXpeditions

The Blood of Kings by Douglas Seacat established the new


ruling order in Cygnar, and Flashpoint by Aeryn Rudelthe
first book in the Acts of War serieslaid the foundation for
that countrys return to war as an aggressor. In addition to the
next book by Rudel, Skull Islands plans for the remainder of
2016 and 2017 are ambitious and far-reaching.

Additional books in 2016 include a brand-new LEVEL 7 book,


Escape, by New York Times best-selling author Peter David
the story that details the initial presence of the alien Ghin on
earthand a second volume of the Iron Kingdoms Omnibus,
which will include Douglas Seacats popular tale, At What
Cost, previously available in print only as part of a special
collectors box in 2015.

Next year brings not only the continuation of key series


like Larry Correias Malcontents books and another book in
the Acts of War series, but it will see the release of a second
standalone science fiction novel as well as at least three new
series set in the Iron Kingdoms. And with the recent move
from digital only to both print and digital versions, Skull
Island is braced to be the center of storytelling for all the Iron
Kingdoms chronicles.

Were seeing the world as a giant puzzle right now, Ryan


says. The Iron Kingdoms is rich with fascinating characters
who support an epic storyline. The stories of these books
will crisscross one another, so were composing a timeline for
all the books and novellas in the Skull Island catalog. It will
help readers know where they are in the history of western
Immoren and beyond.
Still, Ryan is reserved when it comes to certain questions about
the future books planned for Skull Island. Will the mysterious
continent of Zu make an appearance in the library? Given
the hints from the Lock & Load keynote address regarding
a new Faction, can we expect books that feature that Faction
or others? Additionally, in Hangouts at Lock & Load in
early June, Privateer Press staff, including Seacat and Ryan,
indicated other titles theyd like to see in the future, among
which were a Gavyn Kyle novel and a book or books centered
on the Protectorate warcaster Anson Durst.
Weve sailed off the map here, Ryan says. Were exploring
options and ideas that weve never considered before, and the
world just gets bigger and bigger. When we raise all the sails,
you can bet youre in for quite the ride.

Skull Island eXpeditions

51

Tales of the
Invisible Hand

In August, Skull Island eXpeditions will release the first book in brand-new science fiction/fantasy series from author Miles Holmes (The
Way of Caine, Cold Steel). Tales of the Invisible Hand marks the first time Skull Island has released a book that stands independent
of Privateer Press existing worlds, one that offers a fantastic alternate-history Earth setting that readers of the Iron Kingdoms fiction will
find enthralling. The following excerpt introduces readers to Max Braun, a historian of the future, and his theories about what preceded
the history of our world, going back to a time before what we have always believed was the birth of man . . .

52

skull island expeditions

Riddle of the Ant

You cant know where youre going until you know where youve
been. So it goes, right?
But heres the gag: we dont know. We probably never have, and we
probably never will. As a species, were chronic amnesiacs. Near as
we can tell, Homo sapiens like us have walked the Earth for over two
hundred millennia. Just try for a moment to wrap your head around
that much time. Then consider that the entire sum of human history
barely accounts for one percent of that time.
Knowing this, could man have a greater mystery to solve than
the riddle of man himself? In the pages of this journal, I offer my
own journey into this frontier. Though my research has long been
discounted by my peers, the artifacts it has uncovered remain and
with them, my conclusionschiefly, that modern man has profoundly
underestimated pre-historic man.
Not so long ago, even I would have laughed at such hyperbole. My
story begins twelve years ago in the former Republic of Iraq. It was
there I led my first archaeological expedition, deep into the wastelands
of that failed state. Three days from the gates of Amman to the dry
lake of Hammar we traveled, avoiding hostile tribesmen and sandswallowed ruins until at last we set foot in the very cradle of human
civilization, the oldest city known to man.
Eridu.

Discovered within a case of similar composition to the plates, the


weapon was an unmistakable marvel of craftsmanship and design to
behold. It yet defies both dating and the ravages of time, leaving only
ones imagination to reflect upon its true nature.
That a structure might have been raised some seventy thousand years
ago alone demands we re-consider the middle Palaeolithic age. Yet
to hold in my hand a functioning revolver of potential comparable
antiquity leaves me in breathless wonder as to the missing pages of
humanitys story.
Who were these people to wield guns in an age of stone knives and
spears? By what means did they roam the Earth, and how did their
journey end?
Professor Max Braun, Revelations of Eridu, 2069
Journey now, back to an age of adventure and intrigue to meet a
civilization swallowed by the gulf of time.We begin with the young
scout Zekh var Zaehn, flying his first away mission for the nomadic
Thae-ano Flotilla and already in deep trouble for insubordination.
His only passenger and superior officer, the grim-faced Neanderthal
inquisitor Gavross Gaur, charts a path to the frontier of this savage
and ancient world, charged to find answers for a sudden spate of
tribal unrest and set things right. Yet as the pair is about to discover,
some stones are better left unturned

Lhott by Dawn
Having published collegial papers on the origins of the Tower of Babel a
year earlier, I was delighted to receive a sizable bursary from a wealthy Air marshal, air marshal, identify Thae-ano craft four-twoif reclusive patron only a few months later. Yet as is often cautioned, five-five. Please respond. Zekh keyed his headset, indifferent
to the silence. With a shrug, he released the key and gripped
one must be careful what one wishes for. So it was with me.
Though I had come looking for a mere tower, it was instead the surreal the yoke with both hands, his keen eyes scanning the horizon.
I found. Within the first week alone, I had little doubt that Sumerian The dawn sky was a perfect blue gradient, broken rarely by
civilization had been founded over the ruins of another. Incredibly, low-hanging stratus clouds. Drifting high above one such bank,
Zekh raised throttle then put his airship into a dive. Within the
these precursors appeared to possess knowledge rivaling our own.
The tower itself we found readily enough; the sheer scale of the thing cockpit, the projection sphere cast radiant glyphs in the air about
could not long escape notice by our sophisticated instruments. And his face, tracking his every move. Tumbling left, he banked
though it was reduced to no more than a ruined foundation twenty steeply to catch the wisps of the cloud. Immediately there was
meters beneath the surface, the structure hinted at fantasy from the a howl of discontent from below. With a glint of mischief in his
very start. Just as in the biblical account, it could have supported a eye, he leveled off, resuming a more gradual descent.
truly massive tower, the equal of any modern skyscraper. Further,
the foundations architecture featured precise lines and a unique
honeycomb, one at odds with anything built around it. While it was
resistant to all but thermo-luminescent dating, even this method led
us to an impossible conclusion: that the tower had been raised some
seventy thousand years ago. How? For what purpose? We faced too
many questions, and we had only just begun. As we delved deeper, we
uncovered a series of sub-chambers. It was there we found the artifacts.

Even this early, it was a glorious day, and Zekh could not help
but glow along with the rising sun. Once more the Qinta was
aloft, and he was where he most wished to be: nestled in the
age-worn nook of her cockpit. He savored every feeling here,
from the throb of the engines that shook him raw to the rush in
his belly with each loop or dive.

The rattling old airship was a Korvanite commission, three


centuries old and far from the fastest in the Flotilla. Her
Foremost among them, we identified a curious archive of cuneiform rivets had been replaced many times over, and her silver skin
tablets. Immediate study of the tablets suggested a dramatic end to the had been patched in countless places. Her engines predated
her commission, salvaged from an even older relic. Despite
tower amidst fire and chaos, in a time long before the rise of Sumer.
Yet the tablets proved to be no more than a ruse, soon crumbling to drawing on first-generation power cores, they also predictably
reveal plates of rare and precious metals marked with an unknown stalled at full throttle. The Qinta creaked with even the most
language and pictographs. Additional study of these plates would casual of maneuvers as though she might suddenly shatter
into pieces. Zekh didnt care. For all her flaws, she was a thing
later reveal so much more, as I will detail in the chapters to come.
of beauty.
Yet for all that we gleaned in Eridu, I confess it is the pistol that
She was his.
haunts me to this day.

skull island expeditions

53

Her stubby silver-and-black-striped fuselage was just over a


dozen yards long, framed by tandem ellipsoid wings. Spanning
twenty yards aft and fifteen ahead, each wing mounted a
transverse tilt rotor engine for variable vector thrust. The aft
wings also sported matching tail rudders, each five yards tall.
Atop the back of her fuselage sat Zekhs bubble-like cockpit,
appointed with threadbare bucket seats and an inglorious
press-metal dash.

Regardless of what shed been called over the centuries of her


service, she was his to name, as far as Zekh was concerned,
and he had exercised his rite of title by choosing the moniker
of the terrifying demon-fish from the lore of his lost village: the
Qinta-Kaa. Hed even gone so far as to paint her nose with the
jaws and eyes of the fearsome beast.

Leveling off directly under the bank, Zekh let the tail rudders
rake the cloud above. It seemed to him as though they were
As with any airship considered a scout of the Flotilla, the Qinta daggers slicing the underside of a grain sack, and with a
had been retrofitted with a projection sphere at her dash and a dumb grin he pictured the contents spilling as he went. From
sensitive detection array along her belly. And at her nose jutted the ladder beneath his feet came a stumbling noise and an
quad Sparkler guns and even a long first-generation lance. awkward smack of head to bulkhead, followed immediately
Built by the Thae-ano of old, the high-powered beam weapon by a sharp curse.
was a rare treasure for a scout. And once it had been fitted for Explain this rough passage, scout! the ShCol demanded,
war six decades ago, no one had seen fit to remove it since. making his way up the tiny ladder into the two-seater cockpit.
Thus was his Qinta equipped to fight if the situation demanded Zekh chuckled softly to watch this oversized Makai try to
it, however unlikely that might be.
squeeze into the narrow adjacent seat.
Apologies ShCol, just avoiding a little rough air, he lied
with all the deadpan he could muster. Yet in short order, his
repressed grin fought itself loose.
Pshtak! the ShCol swore. You are reckless. You seem to
forget your flight status is probationary. I warned your Kivra
you were not ready, and you demonstrate it for me time and
again. His baleful eyes bored into Zekh with an intensity that
caused the scout to shrink in his seat. Still, he met the glare
with his best impression of innocence.
The ShCol rolled his eyes. Oh, and did you think last nights
weapons discharge had gone unnoticed?
Zekh swallowed, his face flushed.
Yes, it was noticed. If you find our protocols so chafing, you
need not worry, boy. After my report is tendered, you will not
be asked to abide by them again. The middle-aged Makai
plucked his beard until at last his glare drifted out beyond the
windscreen. After a moment of silence, he turned to regard
Zekh again.
And just what is it you always appear to be so pleased about?
Do we not have problems enough for you?
Zekh shrugged. I. . . Well, I can fly, ShCol. Where I come from,
that makes men and the gods just about the same. You Makai
ascended a long time ago. Maybe youre just used to it by now.
So, what of it?
So, the world is a hard place. People die all the time, often for
no good reason. I guess it just seems to me theres no threat
cant be made small with enough altitude, and heres me with
an airship of my very own. What more could I ask?
The ShCol snorted. A ridiculous philosophy. I certainly hope
we have parted ways by the time reality comes calling to set
you straight.
ShCol, please. The young scout paused to adjust his
wireframe headset. It was time to deflect the conversation.

54

skull island expeditions

And fast. He remembered that his passenger had said nothing


of his solitary excursion since arriving back at camp. You
disappear for two days and come back to say the Hetakz are
preparing for war. So, what are we doing about it?

way to prosperity. Should these three fingers be grasped in


peace, the fourth fingerZekh now raised his index finger
grants the rule of Thae-ano. By the tenets of our constitution
will they adopt the stability of a just and elected council that
May I presume you read the mission brief prior to departure? their freedom and prosperity be long-lived.
the ShCol snorted.
And the last?
Zekh looked past a series of coolant readings in mid-air,
reviewing the brief in his head, then cleared his throat.
Investigate reports of tribal instability in the region, he
recited, Gomeer and Hetakz ranges.

Zekh extended his thumb, his hand now fully opened. The
thumb grants the science of Thae-ano. By the principles of our
science might they navigate their future. Whatever path it may
take, when the hand has been embraced, we are all drawn to
He turned to the ShCol with an arched eyebrow. Thats what the greater good. Knowing he had omitted or even maligned
mine said. Now, from one end of Hrrta to the other, you can some words of the verse, Zekh winced at his stern companion,
take your pick of primitives. At any given time, half of them expecting reproach.
dont get along. So, what exactly is the trouble with these two? Very well, the ShCol conceded. Never forget we are, all of
The ShCols brow furrowed. Very well, he said, looking beyond us, indebted by this rite. All eight nations of the League were
the riveted panes of the cockpit and out into the open sky. The raised in this manner at one time or another.
problem is the Hetakz have been offered the Hand of Ascension.

Zekh nodded, though the ShCols final words chafed. And


Zekh whistled. What? Why didnt you say so? When did some few have been lost along the way, too. As it was with
my people. he spoke softly as the Qinta began to bank. He
this happen?
looked ahead to find the faint shadow of mountains across the
Three years ago. They nearly have our language already. We had
horizon line.
planned to begin the next phase early next season, but now...
Whats wrong?
The ShCol shook his head. Unless we can resolve the
situation, they will be forsaken.
Lining up a new heading from the myriad glowing projections
before him, Zekh tried to reconcile the ShCols revelations.
The ShCol order keeps tabs on many tribes. This sort of thing
does happen, right? Zekh scanned the horizon to studiously
ignore the stern glare his comment had drawn.
Do you truly know so little our ways, boy? The Hand of
Ascension is the most sacred rite of our hosts. Once begun, it is an
undertaking and investment both, and it is not easily discarded.
I get it.
Convince me. the ShCol scoffed.
Zekh sighed. With a deep breath, he resolved to offer the first
and most fundamental of the catechisms. He held a free hand
out, his fingers closed into a fist.
The hand that guides brings one more to the greater good.
The hand has five fingers. He put his pinky finger up. The
first finger grants the word of Thae-ano. By speech and the
written word can their education begin, and with it their first
step on the path to the greater good. He glanced at the ShCol
to find him still watching expectantly. With a shrug, he put up
his next finger. The second finger grants the numbers of Thaeano. By mathematics and measurement might their world be
better observed.
Zekh took a breath, extending his middle finger, his attention
turned to the horizon. The third finger grants the industry of
Thae-ano. By our wisdom might they recognize their resources
and how best to cultivate them. Instilled are the principles of
agriculture, craft, and manufacture that they may find their

skull island expeditions

55

Zekh edged the Qinta into a descent, noting a swirl of air


pressure glyphs materializing over the amber vector as his
airship continued to the distant mountains. He had heard
most of the ShCols explanation before from the scholars. Yet
it never sat entirely right with him, and here was an actual
ShCol to question. And nothing more?
The ShCol blinked at him. A valid question. I have descended
the hold of Ursis and peered inside the vault they keep there.
I have seen the ancient tomes lined row after row. Memorials
of heroes lost and battles won. An armory of Gol suits. Plasma
lances and other wizardry that I cannot begin to guess the
purpose of. Often have I wondered at the unspoken history
that brought a vast and ageless people to just a few thousand
survivors. Even the history they are willing to speak of presents
a troubling pattern.
What do you mean?
If the Hand of Ascension has been observed for three
thousand years, why do we find ourselves a League of only
eight nations?
Zekh grimaced. The discussion was fast slipping into the
surreal. What are you saying?
I only ask a question. Gaur shrugged. For now, the task of
keeping one more tribe on the path is before us. If it be in my
power, it shall be done.
The ShCols face broke into a mirthless smile. It was the
first time Zekh had seen such from the ShCol, and he was
immediately convinced Gaurs smile was worse than his
scowl, given the feral teeth he exposed.
Youve never spoken with Makai before, have you? The
ShCol chuckled.

The Makai cast a narrowing glance Zekhs way. Perhaps Ive


overlooked the reason your Kivra chose you after all. He Zekh shook his head.
Never ask Makai questions you do not wish to hear the
pursed his lips, on the edge of saying something.
answers to.
What?
You understand the situation. The League is a patchwork
of civilization spread wide over a barbaric frontier. Savages
vastly outnumber us. Most of them will kill for nothing more
than the shoes on a mans feet. And in the entire last century,
only three tribes showed the non-violent potential for contact,
including your own.
Zekh blinked at the ShCol, momentarily at a loss for words.
Yours might have grown to join the League as a full nation
one day. The Hetakz yet may. And we have the chance to help
them now. Do you understand?
I suppose. But to what end? If my lessons are right, theyve
been at this for, what? Three thousand years? What difference
does a tribe like mine or the Hetakz make, really? Zekh
shrugged. Whatever is meant by the greater good, has it not
more or less been achieved?

Ill remember that, ShCol. Zekh refocused on his projection


sphere. The amber vector of his trajectory was paired with a
steadily descending glyph. We should make the capital of
Lhott in twenty-two minutes.
The ShCols attention was drawn to beyond the Qintas
windscreen, and he took in the view with a deeply drawn
breath. My grandfather was the ShCol who brokered the
ascension of Lhott. Did you know that?
Zekh shook his head. I suppose that explains why you are here.
Indeed. I am obliged to matters that attend his legacy.
At that moment, Zekh noted a hazard glyph dancing just above
his nose. His eyes darted ahead for an explanation only to find
the mountains looming ever closer.
The ShCol didnt seem to notice; he grunted, his face twisted
to a frown. Stealing a sidelong glance, Zekh saw him grasp for
an unseen object tucked into the collar of his tunic.

The ShCol shook his head. The greater good is the restoration
of men as it was at the height of the Thae-ano Empire. The You know, you still havent told me what you saw down
greater good is a world of science and hope, not savagery and there, Zekh noted, scanning the horizon.
fear. Nothing less.

56

skull island expeditions

The ShCol grunted again, nodding this time. Your brief tells They will not listen. It has gone too far. The ShCol scowled,
the bulk of it. Indeed, I saw mounting aggression between the tracking the fast-moving riders below. If we are swift, we might
Hetakz and Gomeer tribes. All over an apparent trade dispute. broker an arrangement for Lhott to airlift the goods promised
A trade dispute? Zekh frowned. For the most part, tribesmen to the Hetakz. But of course, the Gomeer are committed now.
and ascended kept to their separate selves. Whatever would This complicates things greatly.
they have to trade?

Is it possible Lhott wanted this to happen?

Food for livestock, primarily. Gomi beasts are prized The ShCol regarded Zekh with narrowed eyes. Why would
throughout Lhott, and the Hetakz keep vast herds of them. In you ask such a question?
truth, it was the stability of this peaceful exchange that first Its a possibility, isnt it? Zekh pressed.
brought the Hetakz to our attention.
Gaur pulled his beard. Yes. Yes, it is. They are also well aware
So, what happened?
of the status of the Hetakz. If they are undermining our efforts,
While gathering their winter stores, the Hetakz claim the there will be consequences.
caravans from Lhott simply stopped arriving.
Zekhs attention, still drawn over the side of his canopy,
Why would Lhott do that?

snapped forward as a ping sounded in his ear. Looking once


The Hetakz claim Lhott was lured into new bargains with more at his vector, he saw it now glowed green, a hexagonal
the Gomeer, who also tend Gomi herds. So, I sought out the glyph bulging midway.
Gomeer chieftains to investigate the truth of these claims. But Thats it, he said. Weve just crossed the first marker into
the Gomeer denied any involvement, and I found no reason Lhott.
to doubt them. Thus must we seek an answer in Lhott itself.
Zekh balked at oddity of the situation. He was not and could
never be as studied as a ShCol, but he was not ignorant of
Lhott. Among the most distant and more guarded nations
of the League, Lhott was known to be honorable enoughit
would never have been chosen for ascension otherwise. The
ShCol watched with a knowing grimace as Zekh worked
through the situation.
Now, Gaur said at last, you see something of the life of
a ShCol.
Movement at the periphery of his left windowpane cut short
Zekhs reply. He jerked his head around and dipped his wings
for a better look at the surface of the land below. Oh, thats not
good, he muttered.
Far beneath them, a hundred Gomeer tribesmen were on the
move. Each rode beasts as the ShCol had earlier, and the dust
cloud they stirred up made them easy to spot from above. Their
barbed spears were drawn, and they moved with a menacing
precision southeast.
What is it? the ShCol snapped, trying to see over Zekhs
shoulder. The young scout brought the Qinta around to give
his passenger a better look, pointing as he did.
Thats a war party, Zekh said.
Just as I feared. The ShCol simmered for only an instant
before he erupted, pounding his fist on the dash.
Wait. Cant we do something? Zekh looked across at the
hunched, furious Makai.

skull island expeditions

57

PRIVATEER PRESS FORMULA P3

GRANDMASTER
PAINTING COMPETITION
Lock & Load Edition

Lock & Load GameFest 2016 was a grand celebration of the end of Mk II and the beginning of a new era for WARMACHINE and
HORDES. But while the rules may change, the models are eternal! The Grandmaster Painting Competition had tons of amazing
entries. Here are some of the best from the show.

Grandmaster Winner
Gold
Tom Carter

warrior Category

Silver

Geordie Hicks

Silver

Shoshie Bauer

58

Formula P3 Grandmaster painting: Lock & Load

warrior Category

Silver

Stephen Hall

Bronze

Kevin Burton

GOLD
Erik Swinson

Formula P3 Grandmaster painting: Lock & Load

59

Battlegroup Category

Silver

Stephen Hall

Bronze

Charles Sampson

Bronze

Michael Sigler
60

Formula P3 Grandmaster painting: Lock & Load

Warjack/warbeast Category
Silver

Stephen Hall

Silver

Nich Scherdnile
Silver

Shoshie Bauer

Bronze

Charles Sampson

Bronze

Jose Castillo

Bronze

Jaden Iwaasa
Formula P3 Grandmaster painting: Lock & Load

61

Massive Model Category


Bronze

Martin Cox

unit Category

Silver

Stephen Hall

Bronze

Eric Michel
62

Formula P3 Grandmaster painting: Lock & Load

Hardcore: The Last Dance Master Craftsman

Master Craftsman
Devon Maher

Lock & Load GameFest 2016 was also the site of the last
Hardcore tournament. With this venerable format being retired,
Devon Maher claimed the final Master Craftsman award for
best-painted army.

Formula P3 Grandmaster painting: Lock & Load

63

Terrain Showcase

Trollblood Fortress Iron Gauntlet Finals Table


By Michael Archer
For the past two Lock & Load GameFests, I have been given the responsibility to come up with an impressive and playable table for the Iron
Gauntlet WARMACHINE & HORDES World Championship. We decided the best way to do this was with an end-cap diorama. It was made
to set the scene and maintain a play space conducive to tournament play. This year, I wanted to make a Trollblood fortress built into the side
of a mountain. In this article, I will share some brief thoughts on my work and a gallery of photos of the finished table.

64

Terrain showcase

Layout and Blocking in Shapes

I spent a lot of time laying out my composition and getting the right
scale for my starting shapes. For this project, I chose to use lots of
hand-carved foam and scratch-built details to keep the style similar
throughout the build. At this stage, all the elements are still loose,
so I can play with their positions to make them more manageable
to work on.

Terrain Tip: Hiding Seams


When making stacked foam buildings or rocks, it is important
to hide the seams between the layers. I used thin strips of
pink foam on the buildings and carved the rocks with natural
steps in some places to better blend the layers together.

Assembly and Detail Work

Once I had the composition I was happy with, I began basic detailing. I used wood filler putty to add texture to walls and rocks. Then I spent too
many hours tiling roofs and detailing doors. The places where buildings met the ground made more seams, which I hid with sloped layers of
foam and sand. I tried to keep the details varied, so things didnt look too uniform by using elements like the thatched roof and battle damage.

Terrain Tip:
Pink Foam Runes
The runes were first drawn on with a ballpoint pen. Then,
they were traced with a P3 Hobby Knife around the edges.
Finally, they were pushed in with a small soft-tipped tool.

Terrain showcase

65

Painting, Flock, and Final Details

With most of the details done, I painted the entire table and then went back and added some spiked barricades to add to the savage look. I
also pinned down some removable trees for added life. With the final details in place, I applied multiple layers of flock, then static grass. I
used a static-grass applicator to get the grass to stand up and look more natural.

Strategically placing faction detailssuch as banners, shields, and rune stonesgrounds your terrain in the setting of your
choice. Visually, these also fill in blank areas on walls and create focal points to the viewers eye.

I made this thatch roof by unwrapping the bristles of some cheap chip
brushes. (Note: It takes a lot of brushes, but you can buy them by the
box for pretty cheap.) I then used superglue to carefully layer them
from the bottom of the roof up to the hole for the chimney. I glued
some rocks down to add some visual interest and made a small metal
chimney out of plastic card to hide the ugly ends of the final layer.

66

Terrain showcase

Having a variety of vegetation helps convey a realistic nature scene.


I wanted a mountain feel for this piece, so I went with a variety of
sparsely placed conifer trees. The trees also add to the color pallet of
the piece. I added some grass tufts, sparsely placed flowers, and even
some ivy on the buildings.

Final Thoughts

Projects of this scale really take a lot of time and energy, but they have a real wow factor to them and are some of the most immersive
tables to play on. I hope this window into the process inspires you to try your hand at an ambitious terrain project!

Terrain showcase

67

Courage at the Crossroads


Season 1: Run Rabbit Run
By Matt Goetz
Crossroads of Courage is the narrative league for WARMACHINE & HORDES, beginning this September and ending at Lock & Load
GameFest 2017. The league is broken down into four seasons, each four weeks long, with a special finale event to be held at Lock & Load.
Over the course of this story-driven event, players will influence the fate of a new hero (or villain) within the Iron Kingdoms, Holden. Each
seasons results will shape Holdens fate, with the Lock & Load finale event determining his final form.
Holden isnt just a league character; he will be released as an actual model for WARMACHINE & HORDES after Crossroads of Courage
has ended. Whether Holden is a brave hero, a sinister villain, a coward, a rebel, or anything in between is up to the players to decide. Each
league season is accompanied by fiction telling Holdens tale as he progresses through war-torn western Immoren. Weve included the first
seasons fiction here for your enjoyment. If youre looking for a good time with friends, great story-driven casual play, and the chance to
make your mark on a citizen of the Iron Kingdoms, then look no further. The first season of Crossroads of Courage begins September 1 at
a game store near you!

Since this land was first turned for the bounty itd grow,
Stood fast one truth that all mortal men know,
Choose ye wrong or choose right,
Feed ye darkness or light,
At the end of your days, you shall reap what you sow.
The rabbit loped in the late afternoon sun, stopping along its path
to sniff at the air with a twitching nose or to wheel its ears in the
direction of distant sounds. In the golden light of dusk, its tawny fur
blended in with the field of late-summer grass. Two smaller rabbits
emerged a moment later, following the larger rabbits trail.
Holden lay on his belly fifty yards away, controlling his breathing as the
wind ruffled the field. Squeezing his left eye down to a slit, he lowered
his cheek onto the worn stock of his rifle. Keeping his grip loose, he
nudged the barrel up until the leading rabbit stood dead center atop the
weapons front sight like it was performing an acrobatic trick.

68

courage at the crossroads

Holden breathed slow, balancing the rabbit atop the sight. His right
finger slid into the iron loop of the rifles trigger guard and rested on
the brass trigger, polished smooth from years of use. As he eased the
trigger back, the calm of the moment broke under the piercing shriek
of a trains whistle to the southeastone low, long blast followed by
a shrill, short one. The leading rabbit let out a chirp of warning to its
companions, then it and the smallest at the rear dashed off in zigging
lines to disappear into the field. The third rabbit snapped up to its
haunches and froze. Its nose twitching, it locked eyes with Holden
across the rifles barrel.
Cursing under his breath, Holden traveled the trigger back before his
target could bolt. The pin snapped, the rifle barked, and the rabbit
flipped into the grass a few feet from where it stood. Holden rose and
started winding open the neck of a canvas sack on his hip. Within,
several other skinned rabbits awaited their new companion.

Near where Holden stood, a stout young man whooped and sprang
up from a blind of dry grass. Grinning, he jogged over to Holden
through the cloud of blasting powder smoke. His wide face flushed
from the short distance, he slowed to a walk to help look for the kill.
I thought you were gonna lose him when that train whistled! Wyatt
exclaimed as Holden moved forward and swept the grass this way
and that with a foot. Sounded like it came from the south. Whatd
this one say?
Long, then short. Means another train is headed up that track.
Holden jerked a thumb over his shoulder without looking. Wyatt
turned and squinted south at a stand of chestnut trees where the
top of a water tower protruded above the tree line. A thin strand of
smoke floated up there, disappearing in the sky. He grunted and then
continued helping the search for the rabbit. A moment later his hand
shot down and plucked it from the ground, holding the prize aloft.
Damn but that was a good shot. I couldnt even see the little critter.
You nailed it right in the head. He twisted the rabbit in his hands to
appraise the damage. Right between the ears! Your grannyd sure
be proud!
Thanks. Holdens quick, flat response cut off Wyatt as he accepted
the carcass, squatted down, and pulled his belt knife to dress it.
Aw . . . Im sorry.
Its fine. Holden avoided his friends face, staring instead at the
rabbit as he dispassionately skinned it.
It wasnt your fault. Nothing you coulda done.
Nothing is what I did, Holden snapped, jabbing the knife into the
dirt in front of him. He paused, his jaw working. Then he held up
the carcass of the rabbit, shaking it before tossing it into the sack
hard. Nothing is what this rabbit did. But the difference is he wasnt
holding a gun.
Wyatt stepped back with a look of surprise. Holden sighed and rubbed
his hand over his eyes, oblivious to the red streaks he left behind.
Its fine, he said again, this time earnestly. He looked up and gave
Wyatt a lopsided smile. Im fine.
Wyatt watched him for a moment, and then dropped his hands to tug
a handkerchief out of his back pocket, grinning.
Like hell you are. You got rabbit blood all over your damn face.

Ten minutes later, twilight encroached on the sky above, framed by


the bare branches of the trees overhead. Moonrise was still hours
off, but the prickle of early stars glowed above. The two reached a
wooden trestle bridge, a thin branch of the larger southern line that
crossed a defile in the woods. To the north the bridge curved closer
to the defiles opposite edge, making an easier path than scrabbling
up the thick brush of the defiles far side and drier than the marshy
bog in its center. First Wyatt then Holden climbed up the wooden
planking of the bridges side and up onto the ties. Ahead, a string of
mine carts were visible through the trees, flanked by large clapboard
buildings ringed with wooden boardwalks. The buildings and
boardwalks stood on wooden piers a few inches above the damp soil
of the town.

Dont you think ya bagged enough already? Wyatt asked. Annies


kids dont eat that much.
We dont make it out to her place that often. I want to be sure.
Im sure, you half-head. Seven will feed them for a week.
As they approached town, three clear gunshots rang out, echoing
through the woods and sending night birds fluttering from their
perches. Both young men froze. Furrowing his brow, Holden looked
back and forth, scanning the tree line.
You think Marleys boys are hunting around the mine again? Wyatt
scowled. Pritchards gonna give them a thrashing when he finds out.
Wyatt started moving again when a flurry of shots fired like a pine
log crackling in a hot fire. Then there was another noise, a raw, animal
howl of pain and panic just as shrill as the trains whistle had been.
That sounded like a scream. Wyatts eyes were as wide as copper
farthings.
Both young men sprang to life, sprinting down the trestle track to
the little mining village. As they ran, more gunshots snapped off in
the dark, and a rising cloud of blasting powder smoke wafted over
the rooftops. Somewhere in town there came a deep and primal roar.
Veering from their path, Holden and Wyatt slammed into hiding just
inside the left-hand buckboard shed, a place where the towns miners
hung their tin helmets and stored their tools. The wall facing the
town shook under a heavy impact, knocking dust from between the
boards and causing Holden to scramble back. Wyatt crept forward to
peer between two slats in the wall. If he meant to tell Holden what he
saw, his words died before he could speak them. Wyatts eyes flared
open, his jaw slackened, and his breath came out as a thin, reedy
whisper. Struggling to keep below the windowsills, Holden crawled
on his hands and knees next to Wyatt and pressed against the wall,
snatching a glimpse through the slats of the street beyond.
On the packed dirt of the towns main street, crumpled bodies lay in
pools of blood made black by the rising moon. One of them was in a
heap at the base of the wall with a broken neck. It was Pritchard. His
sightless eyes started up at Holden, causing him to flinch away from
the sight. Next to him, Wyatt found his voice again.
Whos doing this? he asked in an urgent whisper. Khadorans?
Trollkin?
Holden shook his head. Breathing fast and shallow, he looked outside
again as a man howling in pain came crawling around a building
across the street, dragging a mangled leg. Farther into town, figures
obscured by white clouds of smoke ran from unseen pursuers and fell
with crossbow bolts in their backs or were chased down by enormous
loping beasts. Silhouetted figures emerged from the rows of miners
homes to the right of the mining shack. Behind them, the low cherryglow of fires in the houses started to flicker, quickly turning into
blazing yellow light.
The fires of burning homes illuminated the nearest of the figures. It
was tall, corded with muscle, and covered with a network of thick
scars. The things face was inhuman, its mouth distended by oversize
teeth and skin stretched into a beastlike snarl. Gore slicked its body
and the rough-stitched hide clothes and patchwork armor it wore,
and blood dribbled off the edge of an enormous axe it held in one
massive fist. Lapping at the slick of blood on its face, the thing began
stalking closer to the injured man, dragging in great snorts of air.
Sniffing for fresh prey.

Just enough daylight to get one more, Holden said as he squinted


at the sun, sitting right above the tree line.

courage at the crossroads

69

We gotta help him, Wyatt hissed, barely audible over the howls
and screams emerging from the town. Shoot it. Shoot that ... thing.
He jerked his head up to the storage shacks window on their left.
But Holden didnt move. He clutched his rifle against his breast,
watching with ever-widening eyes as the gory creature stalked closer to
the wounded man, cocking its head like a curious dog. With one foot it
pinned the man by his crippled leg, eliciting a howl of pain and causing
the things ugly lips to curl back from its teeth in a jagged smile.
Shoot it! Put one right in its eye! I know you can do it! Wyatt
whispered, his voice rising with panic. Holden remained fixed in
place, sheened with sickly sweat. Wyatt looked back and forth, first
at his friend, then at the bestial figure. When Holden didnt react,
Wyatts face fell. Wrenching the rifle from Holdens hands, his
expression was a mixture of disappointment and fear. If youre not
going to help him, I will.
Holden reached for Wyatt, his soft plea for his friend to stay dying
in his throat. Wyatt stepped to the corner of the shack as the beast
lifted its axe high for a killing blow. Wyatt quivered as he raised the
rifle and took aim at the hulking beast, but before he could pull the
trigger, the things eyes snapped up from its wounded prey, glinting
brightly in the reflected glow of fires.
The beast hurled its axe through the air as Wyatts shot went wide.
The weapon cleaved into Wyatts chest, splitting his breastbone open
and slamming him back. Wyatt skidded to a stop on the wooden
boardwalk a few yards from Holdens hiding place, staring up at
the night sky. Holden curled into a ball and tried to cram himself
beneath a table in the storehouses corner, tears running down his
cheeks. He breathed in shallow, quiet breaths as the thing outside
moved toward Wyatts broken body. If it looked to its left, it would
see Holden hiding there.
The beast leaned over Wyatt and sniffed him twice. It began to rise,
its head turning to where Holden struggled to stay quiet. He tensed,
terrified he would be discovered, when the injured man in the street
yowled in pain. The thing turned and uttered a guttural, ugly laugh.
Another of the things was poised with a short bone dagger over the
wounded man. Uttering a low growl, Wyatts killer grabbed the axe
by its handle and stalked toward the other creature in the street,
not bothering to free its weapon from Wyatt. The lodged weapon
dragged Wyatts body along, his boots clattering on the wooden
boardwalk a few short paces before the blade firmly wrenched free of
his chest with a wet noise.
The creature with the axe snapped a powerful backhand across
the other ones face, driving it away from the wounded man. The
two growled and snapped at one another in a brutish language.
Eventually the one with the dagger backed away, cowed, while
Wyatts killer shook blood from its weapon and chopped down at
the man in the street. Holden flinched at the axe crunching down into
the wounded mans skull. The creature knelt down and scooped up
the body with one bloody hand, howling, and hoisted it aloft like a
trophy. It and the other creature, their ritual display complete, ran off
toward the chaos in the center of town.
Holdens stifled sobs were indiscernible from the grotesque noise of
slaughter. Townsfolk screamed and beasts bellowed, and the cries of
the dying rang through the streets. He huddled there for minutes
trying to breathe quietly when a gurgling voice softly called out his
name. Opening his eyes, he looked toward the sound.
Holden. Help me. Lying half in the dirt road where hed been
dragged, his chest a ruin, Wyatts mouth bubbled with blood. His

70

courage at the crossroads

tone was flat, his words thick. His fingers twitched in the dirt as he
weakly reached for Holden. Help me.
Holden clenched his eyes shut again and bit hard on his fist to stifle
the sobs that wracked his body. Pulling his shoulders tight and his
knees to his chest, he wept for his dying friend.
Help me, Holden.

Hours after Wyatts pleading stopped, hours after the last strains of
dying that echoed through the town fell silent, Holden crept out of
hiding. The heat of the day had been replaced with the biting chill of
a clear night. Only the dying coals of the charred buildings nearby
gave any warmth. A flattened shop on his right had collapsed under
the three-ton weight of Divot, the towns run-down laborjack. Divots
hull had huge rents in its plating and its left arm was twisted off,
spilling a pool of hydraulic fluid and oil into the street.
Looking out for signs of danger, Holden approached his fallen friend.
A sudden noise made him freeze and jerk back toward his hiding
place, but it was only a support beam collapsing inside one of the
burned homes. Biting his lip, he continued on to Wyatts side. Wyatt
lay near a tangle of other corpses whose chests had been ripped open
and something torn out, leaving deep and bloody voids. Only Wyatt
had been saved from the bloody work: the wound in his chest ruined
whatever prize the creatures were after.
Wyatts eyes were unfocused and his face ashen, lips parted slightly
from the last time hed called for help. Holden knelt down, closing his
dead friends eyes. Then he drew his rifle from Wyatts stiffening fingers
and rose to take tentative steps toward town. His shoulders were tight
and his grip on the weapon tighter as he moved into the street.
Hello? he breathed, his voice hoarse and cracking from rawness.
He took a few more steps forward and whispered again, a little
louder this time. Anybody there?
He was waiting for a response when a crow cawed from atop a
nearby roof. The harsh, barking sound made Holden freeze in the
street. The bird hopped to the edge of the roof and cocked its head,
regarding the pile of corpses with one glossy black eye.
Dont you dare, he whispered. He made a shooing gesture with
the barrel of his rifle, and the crow flapped away toward the center
of town.
Once the bird was gone, Holden made his way to the noiseless main
road, stepping around bodies. Ahead, his path brought him to The
Chant and Cup, a common house, facing the barber-surgeons on the
left side of the street and the mine foremans office across the way.
As he walked, he fished into his coat pocket and pulled out a handful
of waxed paper cartridges. A few tumbled from his fingers to land
near another corpse in the street. Swallowing hard, he left them there,
trying not to look at the dead womans accusing face. He slipped the
others into leather loops on the rifles stock. He tried to load his rifle,
but his fingers slipped and he lost another cartridge trying to feed it
into the open trap door on the back of his weapon.
This time, he stooped down to pick it upthis one hadnt fallen near
anyones corpse. Cursing under his breath, he blew dirt and ash off
the cartridge before slipping it home and locking the breech with
a soft click. He was ready to begin his search again when the crow
uttered a series of sharp calls, three short croaks like a mocking laugh.

Looking up, Holden spotted the crow perched atop the foremans
office. Shapes moved in the shadows of the shattered front door of
the office below it; three of the bestial men crouched in the shadows
of the building, messily eating something fleshy and man-shaped.
Holden held his breath and started to retreat when one of them
ripped away a hunk of meat with a jerk of its head, the gory and
ugly face now fully visible in the moonlight. The two of them locked
eyes for a moment, Holdens wide in fear, the things narrow with
rage. Throwing back its head, the thing uttered a guttural noise that
pitched into something like a howl.
Oh, god.
Holden bolted. He sprang for The Chant and Cups door, hurdling the
hitching post out front. The three things inside the foremans office
left their meal and came howling after him, crude melee weapons
appearing in their hands. Once inside the common house, Holden
juked to his right as his pursuers smashed through the shuttered
windows facing the street. They crashed into the upturned tables and
chairs littering the main room, struggling to get free of the clutter.
Holden leapt over the bar and shouldered through a sagging door
into the kitchen and from there into an alley that ran behind the
common house. His pursuers raised a terrible clatter as they barreled
into the kitchen behind him. Holden sprinted south down the alley,
chanting prayers under his breath as he passed the backsides of the
towns familiar buildings.
He took a hard left at speed into a narrow gap between buildings,
barely wide enough for him to run down. The sound of his footsteps
changed from the flat slap of packed dirt to a hollow wooden
thudding as he ran from the alley dirt to planking toward a railing
that crossed his path on the other side of the gap.
When he looked over his shoulder to see if the pursuers were catching
up, his boots struck one of the wooden boards and tangled up, tossing
him gut-first into the railing and knocking out his wind. He nearly
pitched over the side of a raised boardwalk built on the second level
of the carpenters shop into a steep valley on the southwest edge of
town. A simple crane was affixed to his left, holding a payload of cut
timbers in open air.
The sound of the creatures chasing him grew louder. The first
followed Holdens path, trying to squeeze its way through the alley.
A second jumped for the roof of the shop. Holden swallowed hard,
his throat clicking, and climbed onto the railing. Clenching his hands
into fists, he jumped as far as he could.
He landed on the load of timbers dangling from the crane and hauled
himself up. The thing in the alley clawed at the walls and snapped
its jaws trying to reach him. The one on the roof bounded forward,
raising its weapon to pick him off his perch. Swaying crazily on his
line, Holden whacked the belaying pin that held the thick rope in
place with the butt of his rifle.
Nothing happened.
With a scream of rage and panic, Holden smashed his rifles stock against
the pin again, and it snapped free with a loud crack. He fell in a shower
of logs as the creatures broadaxe sailed through the air overhead.
Holden hit the ground hard, wrenching his right ankle, and began
to tumble down the slope of the valley to the trees below. Bouncing
timbers rained around him as he crashed to a halt at the edge of the
trees. In the darkness above, his pursuers snapped and growled as
they broke off their chase to tear down the alley past the carpenters
shop and toward the southern edge of town.

Groaning in pain, Holden used his rifle as a crutch to stand up. He


scanned the town above for signs of the creatures, trying to quiet his
rapid breathing. When there was no further hint of them, he took a
few tentative steps up the hill, back to town. A low and rumbling
growl sounded in the trees behind him. Holden spun and saw two
bestial men emerged from the shadow of trees in the valley, their lips
curled back from their long and glistening fangs. They were only a
few yards from him, blocking off any path into the trees.
One jerked forward, startling him. He shouldered his rifle and
snapped off a shot, hitting it in its eye. As it fell, Holden broke into a
run back to town. The other creature howled in rage and made chase.
Holden snatched another cartridge from the rifles stock and jammed
it home as he clambered up the slope of the valley into town. At the
top of the grade, he spun and shot at the thing chasing him, but the
bullet ricocheted harmlessly off an armored plate.
Stumbling backward, Holden fumbled for another round, dropping it in
a panic. The thing below fell into a crouched, animalistic run up the hill.
Backpedaling, Holden reloaded before tripping on the irregular ground
and crashing onto his back. The thing transitioned from a crouch to a
leap and flew at him. Holden fired without aiming.
His blind shot took the thing in its throat. He rolled out of the way
as it crashed down where he had been, its clawed feet and hands
digging at the dirt as its life seeped out of the hole in its neck. Without
waiting to see if it would die, Holden picked himself off the ground
and ran for his life.

He had been sprinting down the railroad tracks, the gloaming of a


distant dawn edging onto the eastern sky. He stopped to catch his
breath, doubled over and gulping for air, sweat pouring off his face.
Two noises in quick succession got him moving again: the snapping
of branches and barked shouts echoing through the trees behind him,
and the low whistle of a train ahead.
One whistle ... means standby, he gasped between breaths as he
broke into a lopsided run. Mustering the little speed he had left, he
ran away from the unseen menace in the woods.
He ran until his legs trembled, stumbling on the railroad ties and
hauling himself back up more than once, cutting his hands on the
sharp edges of the ballast rocks. Holden ran until his lungs wheezed
with every breath, until his jaw hung open and limp, until his whole
body poured sweat and sagged on the edge of collapse.
Eventually he ran into the edge of a pool of light: gas lanterns
hanging from the cars of two trains on the north-south main line,
one train parked behind the other. Standing between the two trains, a
secondman examined one of the engines, holding aloft a red lantern
that cast his face into pools of unsettling shadow. A line of men
emerged from the southern train and stood in single-file to board the
waiting northern one, a large military train heavy with armor plates
and blistered with cannons. The golden swan of Cygnar stood out
against the iron hull of the military train. A thick column of black
smoke vented from its stacks, and a rhythmic chugging from the
engine indicated that it was building steam, preparing to head out.
Holden rushed headlong to the line of men waiting to board the
military train. He clambered onto the wooden platform between the
two trains and almost fell again, but an arm shot out and hauled him
up to his feet.

courage at the crossroads

71

Steady there, a slightly older man said, scrutinizing Holden as he


nudged him into line. A thick man about Holdens age peered around
the shoulders of the one whod grabbed him.
Whatve you got there, Rogers?
Local boy with a damn fine rifle. You know you didnt need to
bring your own weapon, right kid? Theyre gonna kit you out with
standard issue. Say, you get in a fight with one of those Caspian jerks
or something? Youre a mess.
What ... Holden stammered.
Rifle. The armory will set you up with a military piece when we get
to the front. Bayonet and everything. Rogers pantomimed stabbing
a rifle at Holden, grinning as he flinched.

another possible path of escape. It was crawling with workers


preparing it for its return journey to the south. At the rear, an older
man stood on a short ladder to check a hanging red lantern. Before
the old man could reach it, a thick, clawed hand slashed out from an
unseen thing lurking in the darkness behind the train and snagged
the man from his perch. There was no cry of panic or of pain; the
old man simply disappeared. Shadows moved beneath the southern
train as something stalked forward, toward another solitary figure.
Before he could witness those things taking another life, Holden
backpedaled toward the troop transports door. The sergeants calloused
hand grabbed his shoulder and hauled him up into the noise and smoke
of the troop car, clicking his thumb on the tally counter.
Name? When Holden didnt respond, he repeated the question.

Military? I dont ...

Holden. Uh, sir.

Yep, next stop, Corvis. Then its on to the front! Brinns sure were
joining up with Lord General Strykers army! Can you imagine? Rogers
beamed with pride as he spoke. The shorter, chubbier man behind him
pushed forward to look at Holden as the line shuffled forward.

Were here to pick up three hundred. The sergeant scowled and


turned his counter for Holden to see the numbered dials. We have
three hundred.

Show him, Rogers.


Rogers laughed and dug into his back pocket, liberating a well-worn
folded broadsheet. He pushed it into Holdens baffled face. At the top
in block capitals was one word: WAR. Beneath it was a stern-looking
woman, her face framed by a crop of white-blonde hair. Behind her
a column of Cygnaran soldiers and towering warjacks stretched
out down the promenade of a major city street. The rest of the print
below the picture was too small to read in the dim light streaming out
of the trains windows.
I plan to get Major Maddox to sign it when we get to the front.
This guy thinks were gonna be anywhere close to the warcasters.
Hes got a load of mud where his brain should be. At that Rogers
laughed and gave Holden a sheepish shrug before turning back to
his companion.
Hey, you never know. The Lord General was just a soldier once.
A soldier who became a warcaster.
Holden looked at his surroundings again, realization dawning on
him. The line was pushing him back toward the open maw of the
military train, a troop transport car that the men filed into where a
red-faced sergeant barked at them for their names as they boarded.
His assistant wrote them in a ledger as the sergeant counted each
man with a handheld tally counter.
Beginning to protest, Holden hazarded a glance back at the tree line
he had escaped from, where the thin railroad spur headed back to
the ruins of his former home. The tops of the trees shuddered as
things moved through themthings large enough to make the trees
quake. At the edge of the trees, hulking shadows lurked, some almost
double the size of the things in the village.
Swallowing hard, Holden exhaled sharply and stopped pressing
back against the push of the line. Rogers noticed and tried to reassure
him that things would be fine. Holden didnt move, so Rogers and
Brinn joined the forward press, taking their place in line. Before they
departed, Rogers gave him another grin.
Dont take too long, kid. Brinn and me will save you a seat.
Holden walked back slowly, his head swiveling between the moonlit
trees and the blustering sergeant. He looked at the southern train,

72

courage at the crossroads

Holden looked over his shoulder to where the creature had snatched
the old man and back to the sergeant. He stammered uselessly trying
to find his response.
The sergeants assistant with the ledger hovered his pen above the
page, waiting to see if he should add Holdens name. He began slowly
pulling it away. Before Holden could find his words to come up with
any excuse why he should be allowed to the safety aboard the train,
the man named Rogers reappeared at the train cars doorway peering
over the sergeants shoulder.
I think you hit the ticker twice when I stepped on, sir.
The sergeant glowered at Rogers and lunged forward until their
noses were nearly touching. You think Im simple, son? That I dont
know my own business?
No, sir.
See you dont! The sergeant turned to Holden and barked for the
young man to take a seat aboard the train. At first Holden didnt
move, still agape and uncertain.
Rogers extended his hand with a grin. You coming, kid?
Holden stared at the hand, still unsure, until the unpleasant calling
of a crow echoed from the distant trees. The noise snapped him to
action. He jumped aboard the train as the sergeant angrily stuffed the
counter into his pocket and bellowed forward that all were counted
and aboard. Another man picked up the cry, and another, until
the engineer rang a bell to signal his readiness. The train whistled
again and pulled forward, picking up speed. The men in the train
car started to jabber at one another, smoke noxious cigars, or stare
blankly ahead. Some of them looked reluctant to be aboard, but most
had a cheerful air about them as they shouted raunchy songs that
frequently rhymed red with dead.Holden stumbled along the
cramped walkway of the train car until Rogers grabbed him and
pushed him down onto a bare wooden bench, pressing Brinn against
the window to make room. They talked, but Holden didnt listen.
Instead, he pressed himself into the seat as tight as he could, closed
his eyes, and choked back his tears.
The train moved north to war.

courage at the crossroads

73

thekingmakersarmythemeforcemagnusmercenariesbastardson

Theme Force

The Kingmakers Army


Story by Douglas Seacat Theme Force by Jason Soles

Excerpt from The Blood of Kings


Julius had learned that the standing rumor among the
Steelheads about his identity was that he was Magnus
bastard son, a fact he did not dispute. It seemed to endear
him to them and meant they took their harassment
only so far. It also helped explain the fact that Magnus
was willing to spend his time personally training him,
though that, too, had been put on hold.
By taking on the role of Magnus bastard successor, Julius
had become some sort of mercenary royalty, a notion that
amused him. Given he had been raised without family
and with little contact with anyone but his tutors, it was
sometimes overwhelming to be surrounded by so many
people. He found their rough conversation, jokes, and
songs all equally fascinating. Being a mercenary prince
seemed fitting practice for the real thing. And despite
their crude manners, he enjoyed the company of the
Steelheads.

74

theme force:The Kingmakers Army

When they reached the front Julius saw they had come
head-to-head with something of a mirror of their
own forces. The other column comprised Steelhead
mercenaries akin to their own, predominantly riflemen
and pikemen. At the fore was a large man also in
Steelhead attire, seated astride a large warhorse. He was
heavily armored but wore unconventional gear. Strapped
across his back was a massive greatsword in the Caspian
style, one with a wide blade perforated along its length
with holes. His armor padding beneath his plated mail
was green, and altogether both
his armor and his

Next to the Steelhead commander was a man on foot


who had to be a warcaster, given the telltale thick piped
conduits running from the breastplate of his heavy,
battle-dented mechanikal armor to the smoke-belching
turbine on his back. He was a big, thick-bodied man,
several inches taller than Magnus and at least a hundred
pounds heavier. A single-edged mechanikal cleaver with
a long handle was strapped to his back. He wore a pair of
goggles pushed up onto his forehead, and he was bald,
with a thick moustache, and was chomping on a cigar.
Asheth Magnus pace increased as he neared, and he
greeted the men warmly. Commander Stannis Brocker
and Drake MacBain. Glad to see the both of you. I
appreciate that youve answered my call.
With the money youre offering, I wouldnt have missed
it for the world, said MacBain.
Commander Brocker dismounted heavily, looking
wearier and more reserved than the warcaster beside
him. Still, he smiled at Magnus and inclined his head
deeply. Ive brought as much of the company from
Ternon Crag as was available, he said. Thought wed
be marching to Fellig. Were headed the other way now?
Plans have accelerated, Magnus said with a nod.
Were heading southeast, then south. First through
Corvis, then on to Caspia.
MacBain cleared his throat. Excuse me for pointing
this out, but arent you wanted for treason there? Or
is that where we come in? I should tell you, Magnus,
I am confident in my abilities, but I dont think we can
take both Corvis and Caspia. Or either one of them
individually. If you want an experts opinion.
My plans arent quite that grand, Magnus said with a
chuckle. Ill be needing you to serve as my front man
for this army. It will, to all outside perspectives, be your
army and not mine. I will remain a mostly silent and
invisible partner.
Thats going to cost more, MacBain said. Well need
to revise the exact stipulations of how this arrangement
will work into my contract.
Id expect nothing less, the Warlord said. Ive already
been working on that. I think youll find the terms quite
generous. Were embarking on an admittedly dangerous
endeavor, though the rewards will be substantial.

thekingmakersarmythemeforcemagnusmercenariesbastardson

horses barding looked of finer make than that used by


most Steelhead cavalry. Julius recognized the pendant
around his neck as a commanders seal.

MacBains grin widened, and he said, Things had been


a little dull of late anyhow. Im due for a high-risk, highreward scenario, so youre speaking my language.
He rubbed his hands together. Now, let me see that
contract!
Magnus tossed him a leather messenger satchel, which
MacBain caught in one hand. The road doesnt offer
the best conditions for writing, so youll have to excuse
the state of those documents. I assure you my atrocious
handwriting is not a negotiation tactic.
Well see about that, MacBain said, eagerly pulling out
several of the handwritten pages. Julius found it an odd
portrait to see the armored, heavyset warrior squinting
down at paperwork with such naked enthusiasm.
With that matter preoccupying the other warcaster,
Magnus turned to Commander Brocker. To him he said, I
realize we have Steelheads from several different branches.
I intend to gather the captains and put them under your
charge, for simplicity. Do you foresee any issues?
Shouldnt matter; were all professionals, Brocker
said. He looked back along the lines of Magnus column.
I know most of them well enough. I will tell you that
while MacBain might be looking for excitement, our
people are less eager to get killed for one of your causes.
Your stock has gone down with the Steelheads at Ternon
Crag. That last business against Eastwall didnt work
out so great for them.
Are you speaking for them or for yourself? Magnus
asked, staring back at the Steelhead commander.
Brocker chuckled and said, Me? I enjoyed that fight. Im
always up for a good battle. Just something to be aware
of. These are mercenaries, not dedicated rebels.
Magnus nodded. Very well. In truth, I hope to avoid
large battles if we can. This army exists primarily for
insurance, as well as a demonstration to the people
I need to meet with that Im serious. If all goes as it
should, we might accomplish my goals without fighting
at all. Words may be more important than bullets in the
weeks ahead.
So you say now, Brocker said with a wink. All the
same, I think Ill have my men keep their rifles and
pistols loaded. He leaned in closer to say in a quieter
voice, I should mention I did bring a couple of special
guests from the Crag. Older gents, very quiet and
secretive. One might say paranoid. You know the type.

Theme Force:The KingMakers Army

75

thekingmakersarmythemeforcemagnusmercenariesbastardson

Mercenaries theme force

The KingMakers Army


In 609 AR, Asheth Magnus set about organizing the greatest mercenary army ever gathered in one place. Having
taken Vinter Raelthorne IVs bastard son Julius under his wing, the Warlord embarked on an ambitious plan to
secure Cygnars throne. This army was bankrolled with gold bullion stolen from the Cygnaran Army as well
as other spoils, coin Magnus spent wisely. He purchased the first Galleon colossals produced by Black Anchor
Heavy Industries, hired a portion of Captain Bartolo Montadors pirate fleet, recruited every available Steelhead
company he could find, and enlisted the services of other skilled warcasters and formidable specialists, several
wanted for high crimes in Cygnar. This army proved that Magnus reputation as a mercenary warlord was well
deserved and played a pivotal role in the outcome of the Second Cygnaran Civil War.

Army Composition
An army made using this theme force can only include the following Mercenary models:
Captain Bartolo Montador

Greygore Boomhowler & Co.

Captain Damiano

Kell Bailoch

Drake MacBain

Madelyn Corbeau, Ordic Courtesan

Magnus warcasters

Orin Midwinter, Rogue Inquisitor

Non-character Mercenary warjacks

Dirty Meg

Steelhead models/units

Raluk Moorclaw, the Ironmonger

Croes Cutthroats

Special Rules
This army can also include Cygnar Long Gunner and Trencher Infantry units. These units are
considered to be friendly Mercenary units instead of Cygnar units and can include attachments.
For every full 20 points of units in this army, you can add one solo to the army free of cost.
Warrior models/units in the army gain Feign Death. (A model with Feign Death cannot be
targeted by ranged or magic attacks while knocked down.)
Greygore Boomhowler & Co. gain Ambush. (You can choose not to deploy a unit with Ambush
at the start of the game. If it is not deployed normally, you can put it into play at the end of any
of your Control Phases after your first turn. When you do, choose any table edge except the
back of your opponents deployment zone. Place the unit with Ambush completely within 3 of
the chosen table edge.)

76

theme force:The Kingmakers Army

PRIVATEER PRESS FORMULA P3

GRANDMASTER
PAINTING COMPETITION
Smogcon Edition

Lock & Load GameFest and Gen Con arent the only conventions that host Formula P3 Grandmaster Painting Competitions.
SmogCon in the UK recently joined the ranks of official painting competitions, and its painters came out with guns blazing. Check
out the winning entries here.

Grandmaster Winner/Single Miniature Category

Bronze

Andreas Graae

Silver

Simon Besombes

Bronze

David Berggren
Bronze

Kev Martin

Formula P3 Grandmaster painting: smogcon

77

large Miniature Category

Silver

Mark Smith
Silver

Andreas Graae

Bronze

Jon Mihr
Bronze

David Berggren

78

Formula P3 Grandmaster painting: smogcon

group Category

Bronze

Jacob Graham

Bronze

Andreas Graae

Formula P3 Grandmaster painting: smogcon

79

Rough Terrain
By Adam Oligschlaeger
Writers, producers, and directors spend hours and vast sums of
money on backgrounds to immerse audiences in their stories. When
we think of some of the most iconic movies and books, the settings
often elicit an emotional response from us before the actors even
take the stage. Terrain in our games tries to do the same thing
to immerse the players into the unfolding story. Picture the Tharn
Bloodtrackers weaving in and out of the forests, stalking their prey,
or a trencher commander taking cover behind the ruins of a building
while under heavy fire. Images and sounds immediately spring
to mind as your characters go to war. It is easy to lose sight of the
evocative entertainment that well-crafted terrain can conjurer and
instead focus only on the way the terrain can affect gameplay. But
just like the backdrop of a movie, terrain can inspire your gameplay
to new heights, restore passion to your gaming, and even become an
extremely enjoyable hobby in its own right.
This series will take you through the process of creating a whole
tables worth of terrain from start to finish. It will include explanations
for beginners and useful tips for veterans to help set your own stage
for the battles raging across the Iron Kingdoms.

80

Basic terraining

Whenever you plan to create a new piece of terrain, set aside some
time to identify your constraints and the terrain pieces purpose. This
design process will help you complete the project and be motivated
enough to start another. Its important to know that creating terrain
to serve more than one purpose can be extremely helpful for those
with limited storage space, time, and materials. One of the easiest
projects to create with this idea in mind is a piece of rough terrain that
can also act as the base of a forest. Rough terrain represents a patch
of land or area where normal travel is impeded by the landscape.
The elements should visibly show potential impediments but remain
friendly for model placement and general play.
In the first part of this article, we look at creating a piece of rough
terrain with attention to details that will make your terrain piece
stand out. In the second part, we show you how to create some
amazing trees that will turn your rough terrain piece into a useable
forest. For this project, we will create a general woodlands setting to
keep the piece more universal. With a bit of effort, however, you can
use these tricks to match your own table or basing schemes.

Getting Started
Planning & Design

The types of terrain pieces you have on the table can greatly affect the
course of a game. In general, terrain should be a tactical part of the
experience, but it should never unbalance a game so much so that a
player has a negative experience because of it. The Steamroller rules
document recommends using terrain pieces between 3 and 6 in length
and width, so keep that in mind if you intend to use your terrain for
tournament play. Still, size is just one of the things to keep in mind when
designing terrain. Also ask yourself how it will interact in the game.
Further, making a materials list, jotting down any notes or ideas on what
works or doesnt work, and keeping track of useful tutorials will also
make the overall job easier.
How you layer elements onto your terrain piece is extremely important
in developing a sense of realism. Randomly placing elements with no
forethought can be disruptive to the piece and cause unforeseen eyesores.
Be careful not to make natural pieces too symmetrical or evenly placed,
as nature rarely looks as laid out as a golf course! In a natural setting, any
event left undisturbed falls into a sequence of deposited layers with the
youngest layer on top to the oldest on bottom. For example, if a tree falls
over, it will most likely land with force, driving part of the tree into the
ground. Over time, layers of soil, moss, and grass will further surround
the log as wind, water, and other natural elements work around it. If you
want the tree log to look older, surround it with a higher level of ground
effects; if you want it to look as if this tree fell recently, make sure that
the majority of the log is on top of the ground, possibly with crushed
grass underneath it.

Tools list
Coping saw (or other method to cut the MDF base)
Miter box (a rectangle shaped tool guide to enable a
saw to cut miter joints at the desired angle)
Formula P3 Hobby Knife
Formula P3 Cutting Mat
Hobby saw

Materials
All of these materials can be found at craft stores, DIY
stores, and in nature itself.
1/8-inch Medium
Density Fiberboard also
known as MDF (large
enough for the base)

Patching compound

Selection of
playground bark chips

Static grass

Sand and rock mixture


Dried sticks and twigs
Gourd stem (pumpkin)

Thin gauge wire


Sawdust flock

Ground foam flock


Clump foam foliage
Basecoat brush
Drybrush brush

Making the Footprint

Whenever you decide to make terrain, you should start with this process
to create your base. First, draw your footprint in a bright contrasting
color on your MDF piece. Try to use soft slopes and curves to maintain
a more natural appearance, one more pleasing to the eye. At this stage,
I also try to sketch in elements I know I want the piece to include; in
this case, fallen logs, scrub brush, and other woodland elements will not
only add to the appearance of rough terrain but will also serve as a great
forest base when neededhello, versatility! This process of sketching
ties in with pre-project planning and helps lay out visually what it is you
are trying to do. Experiment with elements and lay them out in different
ways. A few minutes of preparation can save you hours of fixing errors!
To use the coping saw, secure the MDF base to your work area with
clamps or an extra set of hands. You want to prevent the piece from
moving while you cut.
1) Begin cutting with a focus on power with the up-pull and
direction and alignment on the down-push.
2) Gently curve the blade while pulling up to change the direction
of the cut to match your design.
3) Continue until you are finished cutting the piece completely.
Go slowly and dont be afraid to start cuts in other places to keep
your cuts and the project steady.
If you are using a power tool or other cutting device, be sure to cut wide
when needed. Remember to go slowly; rushing with tools is the fastest
way to hurt yourself. Several companies, such as Broken Egg Games,
can also laser-cut MDF templates for you to help speed up the process.
Once you have a general shape, use your sandpaper and utility knife
to carve and sand a beveled or chamfered edge on your base. This
will help keep models a bit more balanced. Make sure to check for
jagged or odd edges, and use this time to remove or sand them as
well. This will make the piece look better on the table.

basic terraining

81

Building Detail Elements


Fallen Logs

Use real twigs and sticks for your logs! Always be on the lookout
for a twig with good texture and shape to use in terrain building
and basing. The fallen logs for this terrain piece will be made to look
like older fallen logs. (This is purely a preference, but remember: the
deeper into the ground the logs are, the easier it is for a model to
stand or be placed on it.) In order to accomplish this older log look,
the logs must be cut in half lengthwise and placed on the MDF base
before adding the groundwork. This way, the groundwork will cover
the sides appropriately and not looked forced or squished. Heres
how its done:
1) First sterilize and dry out the twigs and sticks by baking them in
the oven for around an hour at 220250 degrees. Keep an eye on them
and watch for any potential burning!
2) Cut the sticks you have selected to be logs so the pieces lay flat on
the base when gluing. To cut the sticks, use a hobby saw and miter
box, a sharp knife, or a power tool. Go slow here or else you might
ruin the logs. The more you cut off the log, the longer it will seem to
have been there. Be careful not to go overboarda log can quickly
start looking like a large root.
3) If necessary, sand the bottom of the wood to make sure its surface
is smooth and flatthis maximizes the glue points. Try placing the
pieces in different combinations until you are happy with the look.
Then, glue your logs to the base with super glue.

Mossy Stone

In this project, we use pieces of playground bark chips to represent


large pieces of visible stone. (These can be found in playgrounds or
at craft and DIY stores.) The bark breaks in a manner that resembles
slate stone once painted. This follows the same process as the fallen
logs in terms of placement and preparation and gluing. Real stone
can also be used, but it is much harder to control the height, which
can affect model placement and playability. Search for flat rocks and
stones to make sure playability stays high, and grind them flat with a
file. This process can be tedious, but it can produce amazing results.

Tree Stumps

Tree stumps can be great visuals on a miniatures base or piece of


terrain. While sculpting them from scratch is possible, a simpler
method uses dried gourd stems as the base.
1) Choose a dried gourd stem that resembles a stump. The base
should have a treelike thickness and shape, and the gnarled
bulges on the sides should look like roots.
2) Carefully remove the stem from the gourd, making sure the
base of the stem stays intact.
3) Sterilize and dry out the s tem by baking it in the oven for
around an hour at 220250 degrees. Check on it often to avoid
burning it.

82

Basic terraining

4) Slice off enough of the stems top to make it thick enough to


play on but not so much that it stops looking like a stump; this
thickness will vary depending on your desired effect.
5) Sand the bottom of the gourd stem until it has a flat and level
surface. Glue it to the base.
6) After the ground effect has been added, add some sculpting
putty to the base bulges to improve the look.
7) Smear putty on each bulge so to increase their thickness. Using
your hobby knife or other sculpting tool, scratch the putty with a
pull-down motion to create the bark texture. These lines should
include a bit of waviness and have uneven spacing to maintain a
natural look. This may take a bit of practice to get right. You can
also score the gourd stem with a few lines to add to this effect.

Sprawling Roots

There are many ways you can create roots, depending on your project.
Real dried roots can work well for terrain projects. A little bit of research
and a sharp eye can help you find some great useable pieces. With the
amount of wear and tear this piece will likely see, creating your own
roots using the following method will give you a more durable result.
Unlike the logs and stones and stumps, roots can be added before and
after the ground layer, depending on the look you are trying to achieve.
They can be sprawling out from under the rocks or logs or connected
to your stump. This just takes a bit of modeling putty.
1) Twist smaller gauges of wire together to make a base for thicker
roots, and let the ends sprawl away.
2) Bend the wire so it appears to curve in and out of the ground.
When we add our groundwork later, some of the roots may be
intentionally covered to create a sense of depth. Roots will be
thicker at the base, and as they spread out, they become thinner
and thinner. To create this thickness, you will need to use putty.
3) First roll the putty into a sausage shape. Using your forefinger
and thumb, apply this putty to the larger sections and connection
points. For more visually interesting roots, cover the wire with a
variety of gnarls and bulges.
4) Scrape in a wood grain texture just as you did before for the
stump; use a hobby knife or sculpting tool to make large, uneven
lines. Masking tape may also be used for this; wrap and press the
masking tape closely to the wire strands. The texture of the tape
can be left as is or you can score it with a hobby knife to add a grain
effect if desired.
5) Press the roots into the groundwork if laying it on top of
groundwork or fill groundwork in around it. Make sure the
root points all sink into the ground and lay flat on the piece.
Practice this a few times and dont be afraid to add a little more
groundwork or putty to make it work the way you like.

basic terraining

83

Groundwork

For this project, we use a thin layer-patching compound as a base


layer to build a sense of depth. This will create a layered look and
help bring the piece together. To use patching compound, wear
gloves, use a spackle knife or sculpting tool, and have water ready
to control the spread.
1) Add patching compound around the whole piece. As you
work, be sure not to cover the pre-glued elements too much.
Carefully build up the side groundwork next to them in a way
thats pleasing to the eye.
For a greater sense of depth, simply press into the patching compound
in various areas to create high and low spots. Dont get too carried
awaythe models need to be able to stand on it.
For additional ground texture, apply some watered-down PVA onto
the piece, avoiding the pre-glued elements. Using a cutting a mat or
a sheet of paper to catch debris, pour a mixture of sand and stone
onto the piece for texture. Performing this step while the patching
compound is still a bit wet allows you to partially submerge any
small rocks.
Let the project sit for 1530 seconds. Then, use gravity to remove the
extra sand mixture from the project by tilting the piece over your
cutting mat or piece of paper. Save this for later use.
Once the groundwork has dried, prime the whole piece in black. You
will be drybrushing your terrain piece, so here are some general tips
to keep in mind when tackling this process: haze the color on with
the drybrush. Carefully and quickly move the brush back and forth
across the surface of the miniature. Apply as many passes as you
need to create an even layer of color. Never completely remove the
last color used from your brush as you work up each sectionthis
helps blend the colors together. The only time to clean the brush clean
is before you apply highlights with a very thin dusting of white. Let
each layer dry completely before starting the next color for a crisp
blend instead of a blotchy bleed. Wait a minute or two before working
with the next color!

84

Basic terraining

Painting
Paint
Battlefield Brown

Hammerfall Khaki

Morrow White

Black Primer

Iosan Green

Rucksack Tan

Bloodtracker Brown

Ironhull Grey

Trollblood Highlight

Cryx Bane Highlight

Jack Bone

Umbral Umber

Greatcoat Grey

Menoth White Highlight

Basic Ground

Start by drybrushing a heavy coat of Umbral Umber for the basecoat.


Then, drybrush Bloodtracker Brown followed by a lighter layer of
Hammerfall Khaki and then Jack Bone. Finally, clean your brush and
drybrush a small amount of Morrow White to highlight. Dont be
afraid to drybrush over the other elements; you can correct this in
the next steps. Your goal for the ground painting is to get a wide and
even distribution of colors.

Tree Stumps, Roots & Fallen Logs

Drybrush a 1:1 mix of Battlefield Brown and Cryx Bane Highlight


for the basecoat. Follow that with a very light layer of Cryx Bane
Highlight. To make the wood grain pop, mix Trollblood Highlight
with equal parts water and apply neat, thin streaks with a detail
brush along the length of the grain.

Exposed Log Wood

In the areas where you want the wood to be exposed, use Rucksack
Tan or Jack Bone for the basecoat. You may want to add a thin wash
of Battlefield Brown to these areas when done.

basic terraining

85

Rock & Stone

Use Greatcoat Grey for the basecoat. Next, drybrush Ironhull Grey
and then Trollblood Highlight. Finally, drybrush the rocks with a thin
layer of Menoth White Highlight and a light dust of Morrow White.

Moss on Stone

Water down Iosan Green with water (1:1 mix) to make a wash. Apply
a thin coat to the recesses of the stone. Then lightly cover the entire
stone with it.

Flocking and Flora


Let the paint dry for a few hours and prepare for flocking! Flocking and
foliage adds realism and hides mistakes. This process represents the live
vegetation in our terrain. When adding flocking, do it in layers and use
varying types. For this project, we will use a sawdust-based flocking for the
first layer, a static grass for the second, and a blended foam turf for the third
to act as our briar and brush. All of these components can be purchased
in craft stores that support model scale building, or you can order them
online. These ground effects should have some variation in color.
Clean off your mat or use a large piece of paper below the project.
When applying flock, water down some PVA glue until you achieve a
good texture. Just make sure whatever glue is used dries clear.

Sawdust Flock

This material is made from dyed sawdust and has a specific texture
that makes an excellent first layer of groundcover to build up a sense
of depth to your groundcover plants.
1) Place watered-down PVA glue in splotches across the piece. Be
sure not to cover any larger rocks/stone, logs, stumps, or roots,
and leave a bit of painted ground visible.
2) Sprinkle the sawdust flock directly from a container. Do not
pinch it out by hand, as the moisture, oils, and pressure from
your fingers can cause it to clump.
3) After letting the project sit for 20 seconds or so, dump the extra
flocking still on the project onto your cutting mat or piece of
paper to collect and save for later use.
4) Be sure to let it dry completely before moving on to the next step.

86

Basic terraining

Static Grass

Most miniature hobbyists are familiar with this materialit is a


collection of small nylon fibers that are responsive to static electricity.
Static grass should be applied just like the sawdust flock with the
following differences:
1) The static grass splotches should cover most of the sawdust
flocking with a few holes and thin patches of sawdust flocking
and the painted ground still poking through.
2) After dumping the excess static grass, blow the static grass still
attached to the piece as if you are whistling; you can also use a straw
to accomplish this. This will cause the grass to stand up a bit. If you
feel particularly creative, you can also apply static electricity with a
balloon by waving the statically charged balloon just slightly above
the grass in a sweeping motion. You should see the fibers stand up.

Foam Foliage

Use different foam foliage in small parts to act as briar or bush


patches; pay attention to the placement here, putting these patches in
random patterns in areas with little to no static grass or making sure
your foam foliage covers it well. You want to make sure the foam sits
fairly flat, so compress it down while applying it and pour slowly to
build up thin layers. Super glue works much better in this regard but
will stick a bit to your fingers if youre not careful.

Finishing Touches
When the project is completely dry, make a few light drybrushes across the visible flocking layers using varying shades of green, yellow, and
brown. Be sure not to overdo it or to accidentally drybrush the other elements. As a last step, seal the whole project with matte varnish and
or Dullcoat aerosol sprays.

Wrapping It Up
You have now sculpted and wrought your own piece of rough terrain that, with the addition of a few pre-manufactured trees,
can easily be used as a forest. You can purchase ready-made trees online or from your local craft stores. Just glue the trees to
40 mm or 50 mm bases for easy placement, and arrange them on your new piece of terrain. In the next article, we will show
you how to create a few trees from scratch using several different methods.

basic terraining

87

Capturing Vinters Son


The Blood of Kings Historical Scenario
By Douglas Seacat and Will Hungerford
May saw the release of The Blood of Kings, a novel by Douglas Seacat featuring events during the Second Cygnaran Civil
War, which takes place in 609AR. In the novel, Allister Caine resumes his longstanding mission to track down and
eliminate Julius Raelthorne, Vinter Raelthorne IVs bastard son. When the book opens, Julius has been taken under the
protection and mentorship of the mercenary warcaster Asheth Magnus, who hopes to help Julius seize the Cygnaran
throne. Caine and Magnus go head-to-head, and their conflict reaches its climax in Caspia, at a clandestine meeting in a
paupers graveyard overseen by the Morrowan Church of Forgotten Souls. Throughout the novel, a young but talented
member of the Cygnaran Reconnaissance Service, Private Clay Vernor, assists Caine. With Vernors help in this encounter,
Caine decides to capture Julius rather than to kill him outright, hoping to leave his fate to his uncle, King Leto.
If you and your friends are interested in reliving this pivotal clash between Captain Allister Caine and Magnus the
Warlord, look no further than this exclusive No Quarter historical scenario!
When playing this scenario, we recommend you bring the specific army lists detailed below but feel free to create
your own custom Cygnar or Mercenary force to tell your version of this bloody skirmish. If you opt to create your
own forces, we recommend you do so with 50-point armies that are still led by Captain Allister Caine and Magnus
the Warlord, respectively.

Skirmish in the
Graveyard of
Forgotten Souls

Special Rules

In this scenario, the Cygnar player is the Attacker, and


the Mercenary player is the Defender. The Attackers
army must be led by Captain Allister Caine, and the
Defenders army must be led by Magnus the Warlord.

If Captain Allister Caine forfeits his Combat Action while


B2B with Julius Raelthorne while Julius is knocked down,
Caine arrests Julius.

This battle takes place within a Caspian graveyard, and


the table should reflect that. The only terrain that can be
used in this scenario are a single obstruction (Church
building), 1020 small obstacles (headstones), and
12 hills. No terrain feature can be placed within 3 of
another terrain feature.

Victory
Conditions

Both players have a deployment zone of 10 and an


advance deployment of 16. The Defender deploys first
and takes the first turn.

88

Historical Scenario

Each player gains an additional model in his or her army.


The Attacker gains CRS Private Clay Vernor, and the
Defender gains Julius Raelthorne.

The Defender wins if Julius ends his activation in base


contact with the Attackers table edge or if Caine is
destroyed or removed from play.
The Attacker wins if Caine arrests Julius or at the end of
the Defenders eighth turn as reinforcements arrive and
overwhelm Magnus force.

Cygnar

Mercenaries

Captain Allister Caine

Magnus the Warlord

Ace

Ironclad (counts as a friendly Mercenary model and is part of


Magnus battlegroup)

Minuteman

Nomad

Sentinel

Oren Midwinter

Charger

Julius Raelthorne (described below)

CRS Private Clay Vernor (described below)

Croes Cutthroats (max unit)

Rangers

Steelhead Riflemen (max unit)

Trencher Commandos (max unit)


Arcane Tempest Gun Mages
CRS PRIVATE CLAY VERNOR

2016 v1

CYGNAR HISTORICAL SOLO

JULIUS RAELTHORNE

VERNOR

JULIUS

SPD STR MAT RAT DEF ARM CMD

2016 v1

MERCENARY HISTORICAL SOLO

14 11

SPD STR MAT RAT DEF ARM CMD

MILITARY RIFLE
1

15 15

BLUNDERBUSS

RNG ROF AOE POW

10

RNG ROF AOE POW

11

KNIFE

12

MECHANIKAL SWORD

RNG

0.5

POW

P+S

RNG

MODEL ES DAMAGE

CRS PRIVATE CLAY VERNOR

POW

P+S

12

MODEL ES DAMAGE

JULIUS RAELTHORNE

BASE SIZE SMALL


VERNOR

BASE SIZE SMALL


JULIUS

MARK TARGET Other friendly Faction models gain +2 to ranged attack


rolls against enemy models within 5 of this model and in its LOS.
TARGET ACQUIRED [JULIUS] While in this models command range,
Julius loses and cannot gain Dodge, Parry , and Sucker.

DESTINED FOR GREATNESS This

model cannot be destroyed or


removed from play. When this model is disabled, it is knocked
down instead of becoming boxed and its activation immediately
ends. While this model is disabled, it cannot activate. If this model
is disabled at the beginning of your Maintenance Phase, it heals
1 damage point and is no longer disabled.
DODGE This model can advance up to 2 immediately after an enemy
attack that missed it is resolved unless it was missed while advancing.
It cannot be targeted by free strikes during this movement.
PROTG [MAGNUS] While in Magnus command range, this model
gains +2 MAT and Parry .
SUCKER! If this model is directly hit by an enemy ranged attack,
choose a friendly living, non-incorporeal warrior model within 3 of it
to be directly hit instead. That model is automatically hit and suffers
all damage and effects.

MECHANIKAL SWORD
Damage Type: Magical

Privateer Press, Inc. All Rights Reserved.


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

Privateer Press, Inc. All Rights Reserved.


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

Historical Scenario

89

Peace of Mind
By Aeryn Rudel

Valkar rubbed his hands together and shivered. The sun was
sinking on the horizon, and the tolerable cold of the day was
giving way to the unbearable chill of the long winter night. His
watch didnt end for another two hours, and he looked longingly
back through the gates of Baram Fort toward the light and noise
coming from the barracks. He shook his head and turned his
gaze back to the small winding road that led up to the fort.
Warmth and food would have to wait. Although the High Shield
Gun Corps stationed at Baram Fort was not exactly known
for following the rigid guidelines set forth by the Searforge
Commission, Captain Blackheel considered dereliction of watch
one of the few intolerable offenses.
Drinking while on duty, fortunately, was not on the captains
list of punishable activities. Ecken, Valkar said to his fellow
guard, a much younger dwarf standing on the other side of the
wide gate. Give me a swig of that. These old bones are aching
something fierce.

90

Peace of Mind

Ecken had been dozing on his feet, a skill at which he was quite
accomplished. The young dwarf came awake with a start and
fixed Valkar with a hazy stare. Wadja say, Valk?
I said, gimme a swig of uiske.
Ecken looked down at the battered metal flask he had been
clutching to his breastplate and smiled. Sure, Valk. He walked
across the short space between them, swaying slightly. He was
drunk, as he often was, but not falling-down drunk. Yet.
Ecken held out the flask. Valkar reached for it, but before he
could take it, Ecken dropped it. He stooped to retrieve the
container, and his helmet tumbled from his head, revealing
the massive scar that ran above his left ear. The surgeons had
removed a portion of Eckens brain after a Khadoran bullet had
plowed through his skull. The hair hadnt grown back over the
terrible wound.
Valk grimaced. Ive got it, Ecken, he said, as he gently raised
the young gun corps private to his feet. He bent down and

retrieved the flask and Eckens helmet, wincing as his aching


knees popped.
Sorry, Valk, Ecken said, accepting his helmet. He put it back on
his head, covering up his scar.
Valk took a drink from Eckens flask, letting the cheap uiske burn
a path of warmth down his middle. He handed the flask back.
Youre a good lad, Ecken, he said. When our watch is over,
well get some food, hey? You need more in your stomach than
that Khadoran fire water.
Ecken frowned. Im not hungry, Valk. I just want to go to sleep.
My head hurts.
Valkar put one gauntleted hand on the younger dwarfs shoulder.
I know. But I got my orders, and one of them is make sure Ecken
eats. That was true. Captain Blackheel had placed Ecken under
Valkars care shortly after the private arrived at Fort Baram. It
was the only place the Searforge would allow Ecken to serve,
a high mountain fort in the middle of nowhere filled with the
dregs of the Gun Corps: drunks, thieves, incompetents, and
miscreants. Eckens wound gave him near constant headaches,
and it had made him prone to violent mood swings, leaving
him largely unfit for anything but guard duty at a fort that
saw visitors no more than once a week. It was a mercy, Valkar
supposed, that the Searforge had allowed Ecken to remain in the
corps, draw pay, and receive something resembling supervision
and care.
A black look fell across Eckens face, and Valkar thought he
might explode into one of his frequent rages. They came on
with little provocation, and Ecken would shout and bellow, even
physically assaulting anyone who came near. The rest of the
dwarves at Baram Fort knew to avoid their injured compatriot
during these times, and only Valkar could calm Ecken down,
usually. Last week, Lieutenant Murgan, the forts ogrun secondin-command, had to restrain Ecken, holding him immobile
while he thrashed and cursed. After that, hed fallen into a black
depression that lasted for days. The only thing that seemed to
give Ecken some measure of peace was drinking, and though
Valkar knew inebriation wasnt doing anything but masking the
pain, he couldnt begrudge the young dwarf his one escape from
a grim reality.
Okay, Valk, Ecken said, and his face softened. Ill eat some
porridge. I think I can keep that down.
Valkar smiled, relieved. Good lad. Now back to your post.
Ecken nodded and walked back to his side of the gate. Valkar
didnt mind looking after the young dwarf; it gave him something
to do, a purpose. Hed come to Baram Fort not because he was
a drunk, a coward, or some other type of miscreant. His only
crime was growing old. Hed served in the Gun Corps for fifty
years, never rising above the rank of sergeant because he was
happiest in the trenches, wading through the mud and blood
with the grunts, and thats what hed done for five decades.
Then theyd told him he was too old to serve, that it was time
to set his rifle and axe down and retire. Hed been offered a fair
pension, but what would he do with it? He had no children, no
wife, and only distant relatives. Hed get older, grow decrepit,
and then die alone. Hed refused to retire and was offered one
final post, a place where the Searforge Commission could put
him and forget about him: Baram Fort. Hed accepted and found
his place among the Gun Corps group of misfits. At least he
wouldnt die alone.
Theres a wagon coming, Valk, Ecken said, pulling Valkar out
of his thoughts.

Valkar looked down the narrow road. It was a nameless and littleused trade route that ran from the Rhulic city of Drotuhn and
climbed through the Thundercliff Peaks, eventually connecting
to Hellspass, the more conventional route for traders traveling
between Khador and Rhul. Fort Baram was positioned to guard
this all-but-forgotten route from the few travelers and merchants
who used itmostly to avoid the steep tolls of Hellspass.
A large wagon pulled by two huge Khadoran draft horses was
rumbling toward the fort. The driver wore a heavy black cloak with
a hood, and eight men in chainmail hauberks with axes on their
belts and rifles over their shoulders walked alongside the wagon.
Valkar frowned. Hed never seen a wagon so heavily guarded
pass through Baram Fort, and something didnt feel right. He
glanced back through the gates; there were a few other dwarves
moving about in the yard, on duty, and two or three more
manning the walls, but they were coming up on a watch change
and most of the troops were in the barracks.
Let me do the talking here. All right, lad? Valkar said. Ecken
nodded and took another drink from his flask. And put that away.
The wagon drew to a stop about twenty feet from the gate. It
was Valkars and Eckens jobs to speak with all those passing
through the fort and to check their goods for contraband. Valkar
picked up his shield, a heavy square thing with a notch at the top
where you could rest a rifle, and walked toward the wagon. His
breastplate and chainmail felt heavier than usual, and his joints
ached with every step. Ecken followed him.
Good day, friend, the driver in the wagon called down in
passable Rhulic.
Valkar looked up at him, seeing a weathered, bearded face and
intense cold blue eyes that glinted like chips of ice from the depths
of his hood. Whats your business, and where are you headed?
Valkar asked, beginning their standard line of questioning.
I am a dealer in exotic animals, and I purchased one of your
famed white bears from a trainer in Drotuhn. The man looked
back at the payload of his wagon. There were three iron cages
there, covered in a tarp. The bars were rimed with ice. We are
traveling back to Skirov, where I run a popular menagerie.
Valkar nodded. Bear, huh? Hed visited Drotuhn on many
occasions, and they were known for quarrying stone, not
training dangerous beasts. Why are there three cages?
The Khadoran merchant smiled. I was hoping to buy a few
other beasts, but the deals fell through. Two are empty.
Valkar looked over at Ecken. The young dwarf was standing
on the other side of the wagon, closer to the cages. His brows
were furrowed in puzzlement. I dont smell bear, Valk, he said.
Ive smelled them before. Something stinks over here, but its
not bear.
The Khadorans guards had moved closer, four on each side of
the wagon. Their faces were hard, weathered, experienced. They
were professional fighting men.
Do you have a bill of sale? Valkar asked. He could feel the
tension in the air. Something was very wrong here, and he felt
exposed, vulnerable. He had a horn at his belt that he could
sound to alert the fort of an attack, and his hand crept down to it.
Of course, the Khadoran said. He rummaged through the
inside of his cloak. It took a little too long, and Valkar felt his
hand drifting down to the haft of his axe. But the Khadoran
produced nothing more threatening than a thin sheaf of papers.

Peace of Mind

91

He handed them down to Valkar.


Valkar ran his eyes over the first page. The Khadorans name was
Dima Glukhov, or at least it was the name hed put on the bill of sale.
Everything looked in order. The man had purchased a bear from the
market in Drotuhn and paid one hundred gul for itmore money
than Valkar would see in a year. He handed the bill of sale back to
the Khadoran. This looks in order, Tradesman Glukhov, he said.
Excellent. Then we can be on our way and pass through your
fortress?
Valkar considered that. The papers were in order, but it was their job
to confirm the goods stated by a merchant were actually what they
were carrying. He could let them go. Captain Blackheel wouldnt
care a whit. But something bothered him, a curious sense of dread
that seemed to hang over the Khadoran and his wagon. He drew
in a deep breath and let it out slowly, then he turned back to the
Khadoran. One more bit of business. I need to see whats in those
cages and verify if your cargo is what you say it is.
A black look fell across the Khadorans face, and his eyes became
flat and hard, menacing. I hardly think that is necessary. His
voice was low, measured. Perhaps we can come to some kind
of arrangement. He reached again into his cloak and pulled out
a small sack tied with a drawstring. It clinked. There is fifty
crowns here. Take it and let us be on our way.
It was a lot of money, and almost every other member of Baram
Fort would have taken it and let the Khadorans through. It just
made Valkar angry. He opened his mouth to say something, but
Eckens voice cut him off.
Valk, theres a man in this cage . . . with swords on his hands.
Valkar saw that Ecken had lifted the tarp on the closest cage and
was peering beneath it. Valkar had been a soldier for over fifty
years, and in that time hed developed something like a sixth
sense when it came to violence. He could almost taste it in the
air. He knew the Khadorans were going to attack long before
the guard nearest Ecken unlimbered his axe and smashed it into
the young dwarfs helmet, long before the arcane runes formed
around Dima Glukhovs fist and he unleashed a blast of freezing
air at Valkar, smashing him to the ground and blackening every
inch of his exposed flesh with frostbite.
Valkars hands were gloved against the chill, and they had kept
the worst of the Khadoran sorcerers spell at bay. He fumbled for
the horn at his belt, hearing Khadoran thugs moving toward him.
He brought the horn to his lips and blew a single sharp note.
Mindslaver Orixus came awake to the sound of the human and
dwarf speaking. He could feel their minds at the edge of his
consciousness, but he couldnt touch them yet. The alchemical mist
the human had used on him was crude but effective; it dulled his
mental abilities, made his thinking sluggish and uncoordinated. But
his faculties were returning to him, and as they did, they brought
cold anger and shame. That this pathetic human had managed to
ensnare him and four drudges stung him. Hed taken a risk by
leaving the hive with such a small guard, but the wounded soldiers
on the battlefield near the hive offered a tantalizing collection of
raw materials, and he wanted them before his rivals could lay claim.
The human had been waiting for him, expecting him. Orixus
was hit with the sorcerers freezing spell and had been unable to
move or think. Theyd stuffed him and his drudges into cages,
treating himMindslaver Orixus, second of five in the Terxat
Hivelike a mindless beast.

92

Peace of Mind

Rage flowed through his body, and its heat steadily burned
away the fog in his mind. He could feel the humans alchemical
tranquilizer fading, like a melting iceberg. He would soon be
free. The sounds of combat erupted outside his cage, and the
cephalyx was pleased. His enemies would be distracted, long
enough for him to regain full control of his abilities. He gathered
all the mental force he could muster and pushed against the
poison restraining him, hastening its dissipation.
Soon.
Valkar climbed to his feet, his legs feeling like they were frozen
solid. Ecken had gone down, and he feared the young dwarf had
been killed, but he had more pressing concerns. He could hear the
dwarves in the fort behind him responding to his horn. The sound
of many voices and the clatter of armor drifted through the gates.
One of the Khadoran thugs was bearing down on him. The man
was big, maybe twice Valkars height, and he was swinging a
two-handed axe. Valkar brought his shield up and the heavy axe
cracked into it, biting deep into the top edge. This is just what
Valkar had wanted. He let go of his shield, and his opponent had
ten pounds of iron and wood dangling at the end of his nowuseless weapon. The human tried to pull the axe free, but Valkar
unlimbered his carbine with practiced ease and shot the man
through the chest, the heavy dwarven slug ripping through his
chain mail and shredding his heart.
Loud cursing in Khadoran drew Valkars attention back to the
spellcaster Dima Glukhov. The Khadoran had jumped down
from the wagon and was holding a single-bitted war axe in his
right hand, its head encircled with runes. Glukhov was heading
for Valkar, and a ring of azure light was forming around his fist.
Valkar backpedaled, heading toward the open gate. He knew the
Khadoran spellcaster would easily kill him. The loud cracks of
dwarven carbines sounded behind him, and he heard one voice
rising above the din. What in the name of Ghors bleeding ass
is going on out here?! Captain Blackheel had a drill instructors
volume, and everyone turned in his direction. Looming beside
him was his second, Murgan. The ogrun was armored head-totoe in chain and plate and had his warcleaver and shield in hand.
A line of gun corps riflemen had formed before the dwarven
commander, and they parted to let Valkar through. Glukhov was
standing in front of his wagon, his men around him. The spell
runes had disappeared.
What happened, sergeant? Murgan asked as Valkar drew near.
We were checking their goods, and they attacked. One of em
knocked Ecken down. Hes still out there.
Captain Blackheel grunted in irritation. Then he settled his helmet
on his head, hitched his breastplate into a more comfortable
position, and took hold of his axe. He stepped through the line
of dwarven riflemen, his face a black cloud of anger.
Alright, you bloody Reds, he began, looking directly at
Glukhov. You can lay down your arms and tell me why you
attacked my boys, or I can give the order and shoot you until you
stop twitching. Whatll it be?
The captain was black-tempered, surly, and frequently drunk,
but he was also one of the bravest dwarves Valkar knew, and he
was a skilled battle leader. Hed always meant to ask the captain
how hed ended up at Baram.

Glukhov lowered his axe and smiled. You seem a reasonable


sort, he said. I need to get through your fort, and Im willing
to pay to do it.
You killed one of my boys, Blackheel said. I cant let that stand.
Valkar didnt know if Ecken was dead, but he dared not say
anything now.
And you killed one of mine, so were even on that score.
Captain Blackheel spat out the wad of sourleaf hed been
chewing, reached into his pouch for another, and stuffed the
dried leaves under his bottom lip. Then he shook his head. No,
I dont like it. Youre gonna put your weapons down, let us take
you into custody, and then well see what the Trademaster at
Hellspass has to say about your cargo. Whatever the hell it is.
Glukhovs eyes went wide, and something that looked like
fear flashed across his face. The runes formed around his fist
again, and Blackheel raised his hand, signaling to the twenty
rifles behind him to take aim. I mean it, Red, he said.
Valkar felt the air grow thick with tension, but then something
else appeared in the back of his mind, a presence, looming and
dark. He heard the telltale metallic clatter of locks falling away,
and then something rose up over the wagon, hovering like a
grim black wraith.
Dread speared Valkars guts as the thing came into the light, drifting
through the air behind Glukhov. It was man-shaped and clad entirely
in black leather, but its head was a swollen orb from which five blue
lights shone, eyes maybe. Worst of all, four metallic limbs jutted
over the creatures back, each tipped with a hooked blade.
Captain, Valkar called out, but it was too late. The creature
descended on Glukhov like a great black spider, its metallic
limbs scything forward. The Khadoran spellcasters head came
away from his neck in a spray of blood, and he collapsed to the
ground twitching.
Fire! Captain Blackheel called.
Nothing happened.
Valkar looked down the lines of riflemen and saw blank stares,
their weapons hung limply in their hands. They seemed to be
enthralled by some spell.
He then felt the creatures presence grow in his mind, and he heard
its voice, an irresistible whisper. Come to me. His feet moved at the
behest of another, and he saw he was not alone the rest of Baram
Fort had lowered their weapons and were shuffling toward the
spindly black horror.
He tried to fight it, to push away the monsters influence, but he
couldnt. He was a prisoner in his own head, watching his body
move and react as if it belonged to someone else. The Khadoran
thugs were enthralled as well, moving closer to the creature.
Valkar was shown images of dark caverns filled with terrible
apparatuses where men became monsters, where flesh was
replaced with steel and wire, and where the soul and will were
scrubbed clean from mortal minds. Yes, this is your future, you
pathetic worms, the creature whispered into Valkars mind, maybe
into all their minds.

Ecken was closer to the black-shrouded monster, and he shuffled


up to it. It glanced down at him, and Valkar felt its curiosity ripple
through his mind . . . then, shockingly, its fear. The creature tried to
move away, but Ecken had his axe in hand. He swung it with all
his might, burying the steel in the creatures midsection, pulling it
down and holding it in place.
A piercing psychic wail of shock and agony burst through Valkars
mind as he fell to his knees, clutching his temples. The dwarves
around him were doing the same.
Ecken yanked his axe free in a spray of black blood and brought
it around again, this time in an overhand strike at the creatures
misshapen skull. The blow landed true, and the monsters head
burst like an overripe melon, splattering gore in all directions.
The presence in Valkars mind winked out, and he was once again
in control of his body. He climbed to his feet and broke into a
stumbling run toward Ecken. The young dwarf was standing over
the corpse of the alien creature, a puzzled look on his face.
Ecken, are you okay, lad? Valkar said and took Ecken by the
shoulders.
Ecken smiled and pushed his helmet off his head. It had a big dent
in it where the Khadoran thug had struck him. He let the helmet
fall to the ground, reached up, and touched the gruesome scar
above his ear. I felt it, Valkar, he said. It was in my head, but it
couldnt make me do what it wanted. He laughed softly. I think
the surgeons cut that part out.
Valkar pulled the injured dwarf into a tight embrace. Thank the
ancestors for that, he said. He gently pushed Ecken away and
held him at arms length. Youre still a soldier, lad. And you did a
soldiers work today, and saved us all. Dont you forget that.
Put these bastards in shackles, Captain Blackheel bellowed
behind them. The rest of the gun corps was collecting the weapons
of the remaining Khadoran thugs, who had lost all interest in
fighting and handed them over without a fuss. Now put em in
cold storage until we figure this mess out.
The captain walked over to Ecken and Valkar and looked down at
the corpse of the black-clad creature at their feet. What in the name
of all that is good and green is that bloody thing? he said. Never
seen anything like it. What about you, old man?
Valkar shook his head. No, sir.
Well, put it into cold storage with the rest of these Khadoran
idiots, Blackheel said. And, Ecken? Good work, soldier. He then
walked away, bellowing more orders.
Ecken pulled his flask from his belt and shook it, but he didnt take
the cap off.
Go on, lad. Youve more than earned yourself a drink, Valkar said.
Ecken looked up at him, his eyes filled with a deep and abiding
sadness. The clear understanding of all that Khadoran bullet had
taken away from him was overwhelmingly evident on Eckens
face. It hurt Valkar to see it. Not now, Valk, he said, putting the
flask away. Maybe I should eat something.
Valkar looked away and wiped at his eyes, but he was smiling
when he turned back. Aye, lad, lets get some food into you.

Movement to Valkars left caught his eye. He couldnt turn his


head, but he saw Ecken stand up at the periphery of his vision.
He was relieved the young dwarf had survived, but horrified he
would be subjected to the same terrible fate as the rest of them.

Peace of Mind

93

IRon kingdoms Uncharted

Uncharted
Part One

By Steen Comer, Josh Coln, and Tim Simpson with Matt Goetz
Art by Carlos Cabrera, Luis Gama, Mariuez Gandzel, Nikolay Georgiev, Nstor Ossandn, Mateusz Ozminski &
Andrea Uderzo
Iron Kingdoms Uncharted is a series of articles detailing the pirates life on the Meredius. With in-depth information on
the history, harbors, ships, sailors, and perils of life on Immorens seas, this series delves into new content useful for both Iron
Kingdoms Full Metal Fantasy and Iron Kingdoms Unleashed roleplaying games. The first installment looks into the history of piracy
in western Immoren and takes a closer look at the seas, ports, and sea dogs found in Cygnar, the jewel of the Iron Kingdoms.

94

A Pirates Life

The people of western Immoren have been seafarers for


millennia. In the tribal prehistory of mankind, brave men
and women piloted small vessels in the tempestuous
Meredius as whalers, explorers, and early merchant-sailors.
As the technology of mankind steadily advanced, so too did
the ships men used to sail the seas. Whether manning the
modest single-mast craft of the tribal era or the vast steamand-sail hybrids of the modern age, there have always been
those born to brave the dangers of the seas.
For as long as there have been sailors, there have also
been pirates. The earliest pirates of western Immoren were
little more than maritime bandits and rival tribesmen
who stole what sustenance they needed from their fellow
sailors. Typically, these nautical robbers came from modest
coastal communities and were the seafaring equivalent
of highwaymen. In their small ships, they would strike at
vulnerable fishing fleets or traders and either steal enough
to fill their ships holds or take possession of the defeated
vessels, gradually building their own pirate fleets.

History of Piracy
Early pirates were armed with the weapons of their age,
attacking with javelins, arrows, and spears. As weapons
became more sophisticated, these sea reavers adapted
their fighting techniques to the armaments of their age.
From early firearms and cannons to the advanced military
technology of current armies, pirates have always tried to
outfit themselves with the best weaponryusually through
successful raids on more heavily armed vessels. As their
power grew, they preyed on larger and deadlier targets and,
in turn, gained better weapons and more valuable cargoes.
In time piracy evolved from a time of simple theft for
subsistence to the era of the professional piratemen and
women who not only survived on the prizes they took on the
sea but earned a profit by hunting the ships of independent
merchants and rival nations alike to sell those cargoes for a
tidy sum.

The Pirate Kings

Before Toruks arrival at the Scharde Islands circa 1000BR,


ruthless pirate kings ruled the region. Fourteen in number,
each of these kings commanded an island fiefdom and a vast
fleet of ships. Born of a Scharde tradition of powerful tribal
warlords, the original pirate kings rose to prominence within
years of each other, expanding their territories until they ran
into lands claimed by their closest neighbors. After years of
infighting, the realms of the pirate kings eventually settled
into place. The borders were organic, shifting things, driven
by the changing of an islands allegiance and occasional
turncoat captain, but other than minor fluctuations they
remained consistent.

To avoid profitless and wasteful infighting, the pirate kings


forged an accord with one another in 1100 BR. Known as
The Articles of Agreement, it outlined the territories
of each king and specifications for where each kings fleet
could hunt for targets. The Articles were never a formal
alliance but more of a nebulous set of guidelines that each
king chose to interpret in a way most beneficial to him.
Following the confederation built on the Articles, open
conflict between the pirate kings ceased. Agreements and
rivalries among them were both short-lived and quickly
forgotten. They were able to coordinate their efforts when
stronger enemies threatened their mutual existence, but
they were largely independent of one another.
From the shelter of their sweltering archipelago, the pirate
kings plagued their Thurian, Tordoran, and Khardic
neighbors. Few navies possessed the skill of the pirate fleets,
and the pirates struck mercilessly against seaside villages
and river settlements, sailing as deep as the Black Kingdom
of Morrdh on the Dragons Tongue River.
Attempts to retaliate were thwarted by the difficult channels
surrounding the pirates island strongholds. Of all the
mainland kingdoms, only the Tordorans gave the Scharde
pirates much difficulty, largely due to the power of the
dirgenmast fleet and the skill of Tordors captains.
The reign of the pirate kings was not long-lived, however. Within
a few generations, they were transformed into something far
more dangerous and insidious. When Toruk the Dragonfather
was driven from the mainland by his misbegotten brood,
he traveled to Cryx. There, Lord Toruk began to bend the
population of the islands to his will, subjugating the people to
forge a new empire that would worship him as a god.
At first, Toruk sent a blighted emissary to the fourteen pirate
kings, bidding them gather to hear his demands. They were
too proud to listen and too arrogant, underestimating the
creature that had come among them. Toruk knew he must
make an example to convince them. His blighted breath
consumed the largest and greatest vessel of the pirate fleets,
the Atramentous, transforming it and its crew into deathless
servants of indomitable will. Toruk then slaughtered the
ships owner, King Threnodax, binding the kings soul in
ceaseless torment. Seeing the scope of the power set against
them, the survivors prostrated themselves and begged
mercyexcept for one uncooperative southern king. Lord
Moorcraig alone remained stubbornly defiant behind the
walls of his castle, but those defenses did not avail him
against Toruks all-consuming fire.
After the remaining pirate kings swore fealty to him, Toruk
transformed them into the twelve lich lords of Cryx and set
them to rule over his dominion. Thus was born the Nightmare
Empire, which has existed ever since as a brooding presence
west of the Broken Coast. Countless pirates call the scattered
island ports home, whether as members of Lord Toruks
Cryxian fleets or independent ones. They are notorious for
their cruelty and callousness, a trait magnified by dwelling
within the aura of Toruks profane blight.

95

IRon kingdoms Uncharted

The Orgoth Occupation


The Atramentous
The Atramentous was once the pride of Pirate King
Threnodaxs fleet. Under the leadership of Captain
Rengrave, an infamous Scharde pirate who claimed
numerous prize ships from mainland fleets, this
vessel far outmatched any of its contemporaries on
the waves.
Built as the largest dirgenmast vessel in history,
the ship was laden with treasure and, significantly,
the body of a Tordoran noblemanit was to serve
as the Tordorans vessel over the waves and into the
afterlife. By capturing it, Rengrave committed an
unspeakable act of blasphemy, which cemented his
black reputation among pirates and sailors alike.
Rengrave and his crew were consumed by fire when
Toruk claimed the Scharde Islands as his own, but
they were not destroyed. Instead, they exist as
revenants aboard the Atramentous, now a charred
and blackened ghost ship. This ship strikes greater
fear than any of the other vessels sailing in the ghost
fleet of Cryx, and it has a well-earned reputation as
a harbinger of destruction. For sixteen centuries it
has plundered and pillaged the Iron Kingdoms, a
seemingly indestructible ship manned by a similarly
indestructible crew loyal to the oldest and deadliest
pirate on the Meredius.

96

When the Orgoth came to Immoren, they knew well the


power of the sea. After defeating the dirgenmast fleet of
Tordor in what would come to be known as the Sea of a
Thousand Souls, the Orgoth paid special attention to the
shipbuilders of western Immoren. The occupiers burned
shipwrights on pyres of their own boats and drowned any
sailors they captured.
Despite the danger, some brave Immorese kept the
naval tradition alive. The sailors of the Scharde Islands,
thanks largely to the protection afforded by Lord Toruk,
maintained independent pirate fleets. Toruks destruction of
an entire Orgoth fleet that tried to assault his islands made
the Orgoth wary of sailing too close to the Scharde Islands,
freeing its crews to build and maintain their ships. These
Scharde sailors were careful to avoid Orgoth patrols when
they left the close protection of the Dragonfather and preyed
primarily on weakened coastal communities considered too
small to be worth the Orgoths attention.
Others preferred to avoid the scrutiny of the Orgoth. In small
vessels sailing at night and using isolated coves to hide their
ships, these sailors lived as smugglers. When the fires of
rebellion kindled in 1AR following the uprising in Fharin,
western Immorens handful of brave sailors joined the
cause. They were pivotal in many early successes, ferrying
information between the scattered pockets of resistance and
delivering resources to those who needed them most.

Iron Kingdoms Era and


Modern Era

After the people of the Iron Kingdoms finally repelled the


Orgoth, they again openly took to the seas. Shipyards and
seaports boomed as the Immorese set about reconquering
their waterways. The steam engine was a nascent idea before
the Orgoth, who quickly crushed it along with many other
technologies. Once at the mercy of wind and tide, newly
freed Immoren sailors revived the idea of the steam engine
to fight the powerful currents of the deeper rivers, and many
river ports sprang up almost overnight.
Mercantile houses in every coastal nation built impressive
fleets, harvesting countless acres of forest to do so. The holds
of these vessels carried vast wealth between the cities of the
nations, drawing the hungry attention of pirate crews. To
protect their trade interests and defend their coastal waters
against incursion, each nation built up navies. In time, the
trade lanes of western Immoren were thick with a resurgent
pirate population and immense national navies to defend
against them.

travel and direct sea routes have become more profitable.


The booming war industries have also produced significant
amounts of affordable surplus steam engines and other parts.
The Mercarian League has actually purchased a few of Ords
decommissioned sailing vessels and retrofitted them with
steam power and new guns. The League uses these converted
hybrid ships to guard their most precious convoys.
Many of the more affluent merchant groups and houses
have begun to aggressively seek deep-sea trade routes.
These routes are invariably more direct than the typical
coastal routes but are exponentially more dangerous. The
deepest reaches of the Meredius are ruled by waves half a
mile from crest to hollowin good weather. When a storm
arises in these seas, the combination of powerful winds and
the already massive waves created by Caens three moons
creates a seascape that can be described only as apocalyptic.
As the merchants thrive, so do the pirates that prey upon
them. On the ever-shifting waves of the Meredius, a constant
battle of cat and mouse plays out, as pirates, merchants, and
navies sail to outmaneuver or overpower one another.

The frequent warfare that plagues the Iron Kingdoms has


been good for most of the merchants of western Immoren,
but none have benefited more than those who trade by sea. As
the usual overland routes become increasingly perilous, river

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Pirates and
Privateers
Piracy is illegal in all of the Iron Kingdoms. Those captured
for the crime of piracy are usually hanged on an execution
dock by members of the naval authority, their bodies
displayed in gibbets lining the docksides of major port cities.
Though piracy is against the law in every mainland kingdom,
there is a nebulous classification of sea robbery that falls
entirely within the purview of law: privateering. A privateer
is an armed privatethat is, non-militaryvessel that sets
out to commit piracy, or take prizes, of legal targets. The
nature of these targets is determined by a letter of marque
and applies only to the governing body that issues it.
A hazy distinction exists between pirate and privateer
in western Immoren. A number of wanted pirates call
themselves privateers, and some produce convincingly
forged letters of marque. Equally common, authorized
privateers often dabble in a little lucrative piracy and try to
disguise these misdeeds by selling their stolen booty on the
black markets.
The distinction between labels carries significant legal
repercussions. A legitimate privateer captain bears a letter
of marque, also known as a reprisal and privateering
commission, that authorizes him to conduct acts of
aggression against vessels of hostile foreign powers,
including seizure of ships and their cargoes. Privateers
captured by enemy navies can expect treatment as prisoners
of war rather than immediate hanging as pirates. When
interacting with authorities of Khador, Ord, or Cygnar,
privateers have better odds of survival and greater
opportunities to plead for freedom, though the Protectorate
of Menoth and Cryx afford few such opportunities to
privateers captured in their waters.
Ownership of a legitimate letter of marque does not
guarantee safety, depending on the political climate. Some
privateers find themselves cut loose during the transition
from one sovereign to another.
The authority given to certain trading houses blurs the line
between pirate and privateer even further. The trading
houses are given a number of letters of marque that bear
the official seals of their nation, and the traders are given
authority to dispense them to whomever they please. On
occasion, a naval officer will capture a pirate ship only to
discover that it and its crew bear the full legal authority of
his nation and by law must be let go.

98

Cygnar
As the jewel of the Iron Kingdoms, Cygnar tries to maintain
an air of legitimacy when dealing with privateers while
simultaneously maintaining some of the strictest laws
against piracy in western Immoren. By the letter of the law,
the distinction between privateer and pirate is clear: only
those captains and vessels issued an official letter of marque
may legally seize, detain, and confiscate items from a ship
suspected to be an enemy of the Crown and her interests.
This is also true for privateers in the service of the Mercarian
League, and any ship attempting such activities without
official sanction is considered to be crewed by criminals and
is subject to penalties under the law.
Nevertheless, in reality, this line can become blurred, as it
is common practice for alleged pirate ships to be hired by
the Royal Navy and Mercarian League as mercenaries for
individual missions. Furthermore, certain disreputable
ships receive pardons or even a letter of marque through the
use of backroom deals and promises, but such corruption is
difficult to trace and even harder to prove in a court of law.
Cygnars seas abound with sailors who live in the uncertain
space between legitimate privateers who serve the interests
of king and country and miscreant pirates who prey on their
countrymen as often as the ships of rival nations.
The letter of marque stands as one of the most honored
traditions in the Cygnaran military, going as far back as the
founding of the Royal Navy. This honor, bestowed upon only
the most proven and trusted ships, is seen as both a sign
of favor from the Crown as well as a major responsibility
to uphold. While any ship can apply for this commission,
only proven vessels are truly considered for acceptance. The
competition for Cygnaran vessels to earn their marque is
fierce, with many ships volunteering for dangerous patrols
alongside navy scouting vessels or to protect shipments that
must venture close to known Cryxian waters.
The ways a ship can serve the Crown are many, but nothing
can guarantee an eventual letter of marque; it is not unheard
of for ship captains to spend years trying to gain favor, only
to have their ships and crews to end up at the bottom of the
Meredius for all their trouble. The Naval Auxiliary Board,
led by Vice Admiral Cassandra Mormont, oversees both the
issuing of marques and the handling of all privateer affairs
from its headquarters in Mercir.
Once a ship receives a letter of marque, its captain and
crew become commissioned privateers and are considered
members of the naval auxiliary, subject to all protections
and obligations therein, as well as receiving the privilege
of attacking and seizing enemy vessels and their cargoes
for sale and profit. Officially, Cygnar prides itself on strict
oversight of its privateers, holding them to a high standard.
Any privateers abusing their commission may have their
marques rescinded and face possible jail time. It is not
easy keeping track of all privateer activities, however,
as Cygnar boasts the largest stretch of coastal shores in
western Immoren. Many crews, far from the oversight of the

navy, gradually resort to outright piracy. Some are driven


by desperation when lacking legitimate targets, but others
choose to cross into piracy out of simple greed.
Privateering for the Mercarian League may be the single most
lucrative venture for any crew as well as the most dangerous.
League ships present tempting targets for Cryxian and
Ordic pirates and rival Cygnaran shipping companies alike,
and escort ships face frequent engagements. To balance
out this danger with equal reward, the Mercarian League
includes a sizeable stipend as well as salvage rights for their
ships. While the Mercarian League only officially recognizes
privateers with a current and legitimate letter of marque
from the Cygnaran Navy, they are known to be flexible,
particularly when working with well-performing vessels
or skilled crews. It is an open secret that the League is not
above employing known pirate vessels, and those who serve
the Leagues interests may well find themselves pardoned
by the government for minor or hard to prove crimes, even
occasionally receiving an actual letter of marque from
the navy. Such examples of graft and corruption from the
Mercarian League and ranking naval officials are far more
common than the military cares to admit, and on the rare
case that proof is available, convictions have been known
to happen.
In Cygnar, the penalties for piracy and privateers who abuse
their commission are among the most severe in all of the
Iron Kingdoms. In many cases, those only accused of piracy
are subject to flogging, branding, and other abuses while
awaiting trial, though the courts take a dim view of prisoner
mistreatment at such a level.
Privateers who break the law not only have their commissions
revoked but may be retroactively branded as pirates, facing
the appropriate sentence of execution by drowning, hanging,
or gibbeting. While the death sentence is usually reserved for
the captain, first mate, and senior officers, it is not unheard of
for an entire crew to be put to death, if their actions merit such
severe punishment. Additionally, the Mercarian League is
ruthless to those who cross them, placing some of the largest
bounties in all of western Immoren on crews who betray or
threaten their interests.
These bounties can become so large some captains find it
difficult to gain protection in any port. Even in the relative
safety of ports that cater to pirate crews, the allure of an
immense bounty can turn pirate against pirate. For the worst
offenders, the Mercarian League can even offer barristers
to represent the crews of pirate ships who apprehend a
notorious target, though such offers are extremely rare.
One of the largest outstanding Cygnaran bounties is for
the infamous Khadoran pirate Mad Ivan Ushkunik, who
has not set foot off of his ship, the Broken Cutlass, for nearly
thirty years.

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Cygnaran Ports
Clockers Cove

As the leading port city for scoundrels, smugglers, and pirates


across Cygnar, Clockers Cove lives up to its moniker of Little
Five Fingers. Clockers Cove is unlike most other cities
while it generally has clear and separate sections of the city
for industry and housing, there is no proper market district.
Instead, all manner of shops, tents, and dubious individual
salesmen are littered throughout the various streets, canals,
and alleyways of Clockers Cove. Due to the somewhat casual
attitude toward minor crimes in the city, many of these
vendors sell all manner of items, though tracking down a
place that sells a specific good or service can be tricky. While
there are conventional shops with signs indicating what
one might find inside, for truly rare or less-than-legal items,
developing a rapport with the locals is essential.

Services
Black Anchor Heavy Industries: This factory is perhaps one
of the largest and most notable in Clockers Cove. Once the
premier shipwright of the cove, Black Anchor has gradually
shifted production over to the manufacture of warjacks.
It is the largest privately held warjack factory in the Iron
Kingdoms, and it focuses production on jacks for privateers,
mercenary companies, and private individuals. Black Anchor
also provides retrofitting for sailing vessels to upgrade them
to steam-and-sail hybrids, combining its new expertise in
steam-engine production with its tradition of fine shipcraft.

100

Clockwerk Arms: One shop with unambiguous wares is


the renowned Clockwerk Arms, a noted manufacturer of
repeating pistols and rifles, owned and operated by the famous
Silas Fonworth. Though Clockwerk Arms focuses primarily on
fulfilling its contracts with the Cygnaran military, Fonworth
sometimes fulfills individual orders that present unusual
challenges or come with a substantial offer. For vessels needing
repair, Clockers Cove has a variety of skilled and respected
shipwrights, with the Studded Mast, overseen by Master
Oberton Drex, being the most sought after.
Westlors Secret: While it is true that Clockers Cove has
no central marketplace, one of the most notorious events in
the city is known as the night bazaar, also called Westlors
Secret, though in truth it is a secret to very few. One night a
month on the outskirts of the city near Westlors Beach, the
largest gathering of vendors, shop keeps, and tradesmen in
town sets up shop in row after row of tents. Gaslight torches
and fire pits illuminate the mercurial market, which offers as
much music and revelry as bartering and profit. While this
is the best time and place to find the rarest and most illicit
goods Clockers Cove has to offer, it is also a particularly
dangerous atmosphere, as muggers, thieves, and worse take
advantage of the drinking and celebrating to catch visitors
unaware, taking them for all they are worth.

Locales
Clockers Cove Library: Another noteworthy and peculiar
locale is the Clockers Cove Library and the unseemly
number of sailors and pirates who enter its doors weekly.
Apparently there is a story passed on by many Cygnaran
seadogs that one of the founders of the town, Hegan Westlor,
the self-styled pirate admiral, hid several clues within the
library that lead to a map containing the locations of several
cargo-filled shipwrecks and caches of buried treasure
scattered across the gulf of Cygnar. Whether there is truth
to this tale or if its merely sailor talk is unknown, but most
of the librarys staff are amused to see so many illiterate
pirates meander among the halls of the library, at least until
a frustrated seaman begins ripping pages out of books and
they have to call the local authorities.
Exotic Oddities: This notable shop offers difficult-to-find
luxuries and curios from all around western Immoren.
Everything from Iosian mechanika to Orgoth relics and
ancient tomes can be found there, and its Rhulic proprietor,
who only goes by the moniker Vystral, will dazzle any
non-human customer within earshot with exuberant tales
of how he came to possess each unique item. Why he
seems to generally dislike humans is unknown, but rumors
suggest that several organizations such as the Fraternal
Order and even the Order of Illumination keep a close eye
on Vystrals wares, to the point that the shop occasionally
closes while Illuminated ones question the owner about his
newest acquisitions.

McCreevys Rest

Before the construction of the prison on Bloodshore Island


off the coast of the Protectorate in 260AR, Cygnar deported
its criminals and political dissidents to another island.
Though originally constructed by the Orgoth during
their occupation of western Immoren, the prison on the
smaller isle contains little of the usual architectural styling
associated with the invaders. Instead, it is one of function,
built from the supplies available on the island itself. Postrebellion, Cygnar claimed the structure and renamed
it Abernathy Penitentiary. The small island sits at the
southeastern end of the Broken Coast beyond the purview of
Cygnaran shipping lanes. Under the Cygnarans, the prison
was primarily used to house pirates caught raiding Cygnars
southern peninsula and the surrounding island chain.
While possessed of admirable defenses, the island was lost
when a sailor named Jones McCreevy launched an assault
upon the prison to free his brother and shipmate, Clint
McCreevy, in 245AR. Though Jones succeeded in taking the
island, Clint was killed during the uprising and later buried
outside the prison walls. Afterward the island received its
current moniker of McCreevys Rest.
Since the island changed hands, it has become a frequent
stop for pirates and privateers of every ilk, serving as both
a trading post for illegal goods and a waypoint for slave
traders traveling between the Gulf of Cygnar and Blackwater.
Even after nearly seven hundred years, the prison itself still
stands, its walls reinforced with fresh constructions and

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rows of cannons lining its battlements, cannons taken from
the decks of plundered Cygnaran vessels.
The island remains under the control of a group of pirates
called the Brotherhood of Coin, whose leadership claims
to be of blood relation to the McCreevys. While many
pirate ports may be rough and tumble, McCreevys Rest
has developed a no-nonsense reputation and is considered
a place of business rather than pleasure. Any pirate crew
members who do not follow the edicts set down by the
brotherhood find themselves turned away, often with
cannons sighted on their hull.

Services
Arms & Weaponry: Over the course of its history,
McCreevys Rest has repelled more than a few attempts by
the Cygnaran Navy to take back the island. While the pirate
control of the island is a black mark on the reputation of the
Southern Fleet, Cygnar can ill-afford to send a large flotilla
to deal with McCreevys Rest. To dedicate such resources to
the task could present an opportunity for a larger Cryxian
incursion, so the efforts to reclaim the prison island have
been limited. In each instance, the defenders inflicted such
damage upon the assailants that years lapsed between
attempts. As a result of the islands need for stern defenses,
it has developed a modest arms market. Small arms or
additional weaponry for ships can be obtained from the
Brotherhood of Coin, though most of their offerings are
of Cygnaran manufacture, having been liberated from the
Royal Navy.
Slave Trade: The islands position between the Gulf of Cygnar
and Blackwater has granted it a significant role in the regions
slave trade. While it is true that some slave ships simply
stop at McCreevys Rest to resupply midway through their
travels, for many others the island has become their primary
destination for offloading goods. Rather than making the
trek to Cryx themselves, these crews sell captives to the
Brotherhood of Coin for a lesser rate. The slaves are then held
in one of the prisons intact cellblocks until resold to crews
willing to sail to Blackwater for a marginally higher price.

Locales
Cellblocks: The primary function of the cellblocks on
McCreevys Rest are to hold those sold to the Brotherhood of
Coin until they can be resold to other pirate crews bound for
Cryxian ports. With the booming slave tr ade, conditions are
overcrowded, and the meager rations provided to prisoners
by the Brotherhood are often cause for violence among the
captive population.
Central Prison: What formerly served as the wardens office
and guard quarters of Abernathy Penitentiary is now the
headquarters for the Brotherhood of Coin. The Brotherhoods
leader, Quintin McCreevy, can often be found here, though
he rarely grants audiences with outsiders.

102

Market: The prisons courtyard has been transformed into


an all-hours marketplace for illegal goods. Anything from
forged letters of marque to stolen firearms can be purchased
if the coin is right. McCreevys Rest is also home to a number
of Cygnaran and Ordic fences willing to purchase stolen
cargo. For crews interested in converting their haphazard
loot into coin, these fences are a useful resource.

Individuals
Quintin McCreevy: The current leader of the Brotherhood
of Coin, Quintin McCreevy is both a stern leader and shrewd
negotiator. On the shores of McCreevys Rest, his word is
law, and he has little tolerance for those who would test his
patience or authority. While members of the Brotherhood
remain loyal to Quintin, there have been recent rumors
questioning whether he is truly the descendant of Clint and
Jones McCreevy or if he is merely an imposter.

Scuttlebutt
True Blood
There are rumors in the Ordic port of Five Fingers and
at McCreevys Rest regarding the true bloodline of
Jones McCreevy. Some claim that Quintin McCreevy
is no relation to the family line and simply took on
the name, as leadership of the Brotherhood of Coin
must be passed to a blood relative of either of Jones
or his brother Clint.
There is a sailor living on Chaser Island in Five
Fingers named Tamm McCreevy who is suspected to
be a true blood relative. If Tamm is ever brought to
McCreevys Rest, he could destabilize the balance of
power there. Quintin is offering a steep bounty to
be reunited with his lost brother, but many believe
he wishes Tamm eliminated to secure his power.
Quintins opponents would like to see him replaced
with Tamm, thinking that the Ordsman would be
easier to manipulate than the strong-willed Quintin.

The Seas of
Cygnar

The Seas of western Immoren are a series of bodies of water


that make up the greater Meredius off the western coasts of
Khador, Ord, Cygnar, Cryx, and the Protectorate of Menoth.
While many of these waterways are vast and empty, many
others can provide opportunities for characters to make their
fortunes in trade, privateering, and piracy. Game Masters, in
turn, have countless options to tell great and detailed stories
as well as to provide numerous challenges to their players.

The Sea of a
Thousand Souls
The Sea of a Thousand Souls is a small stretch of the Meredius
that begins at the Sailors Lament and sweeps down to the
Cygnaran port city of Ceryl, where it meets the Wailing Sea
and the start of Cryxian waters. In cold months, fogs roll
over the Sea of a Thousand Souls from the moors of Ord
and northern Cygnar to blanket the sea, and ships plying its
waters must take care to avoid running aground.

of the Meredius, taking with them the bodies and souls of


thousands of Tordoran and Thurian sailors. Every ship that
sailed against the Orgoth burned, and their sailors died by
fire, poison, or with lungs filled with the brine of the sea. The
Tordorans put up a gallant fight, destroying many enemy
ships, but eventually gave way to the superior numbers and
terrifying new weapons of the invaders. On that fateful day
when the last Dirgenmast captain went into the deep, he
ordered his burning ship to ram the Orgoth flagship and
take it and its crew to the bottom of the sea with him. So
sailors claim to still hear the horns of the Dirgenmast ships,
echoing over the Sea of a Thousand Souls.
This section of the Meredius is bloated with the energy
from the souls of the dead and is saturated with the dark
magics of the Orgoth, which seemed to have changed the
very nature of the sea itself. Sailors are known for their
embellished stories, but several of the stories told about the
Sea of a Thousand Souls are true. Balelight flickering in the
rigging of ships is a common occurrence, as are sightings of
spectral Dirgenmast ships on the horizon. Many crews who
sail on the sea report seeing the shades of their Tordoran
forbearers beneath the waves, beckoning the living to join
them in death. Ordic captains often hang pendants to Asc.
Doloven on the mainmast of their ships to ward against the
unnatural dangers of the Sea of a Thousand Souls.

The Sea of a Thousand Souls gets its name from the time
of the Orgoth invasion in the Battle of a Thousand Sails.
Fleets of Tordoran ships fought numerous battles against the
Orgoth, trying to repel them and keep them from landing
on their soil. Countless ships fought and sank to the bottom

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Sailors Lament

Sailors Lament is a broad bay that leads to Corbhen in Ord.


This bays name is apt, to say the least. Sailing into the bay
toward Corbhen, there are signs of numerous wrecked ships.
This part of the bay is scattered with small but dangerous
coral reefs that will tear through a ships hull and shallows
that can careen larger ships. Inexperienced sailors trying to
navigate the bay run the risk of adding to the tally of wrecks
in the bay. Once beyond the reefs and nearer to Corbhen,
the bay becomes swampy and hard to navigate, an effect of
being near so many moors on the Ordic coast.

Shearwater Narrows &


the Bay of Stone

Shearwater Narrows leads into the Bay of Stone and to


the most infamous pirate port in western Immoren, Five
Fingers. Shearwater Narrows and the Bay of Stone together
are likely the most active bay in all of western Immoren. The
bays name comes from the various stone outcroppings from
the sea, which can make travel through the bay hazardous
if one is unfamiliar with the routes used to reach and exit
Five Fingers by water. Traffic moves in and out of the bay
at all times of the day, so much that the Ordic Navy has a
token force of ships stationed here to help guide the flow of
incoming and outgoing ships. They occasionally board and
search ships, but many of the officers turn their heads from
the major smuggling violations once a few coins have been
dropped into their purses.
Once through the bay and in Five Fingers, ships can sail
up the Dragons Tongue River, which crosses the majority
of western Immoren. The amount of trading, smuggling,
privateering, and outright piracy that happens in the Bay
of Stone and along the Dragons Tongue Rivers course is
astounding. There is so much that Cygnar and Ord couldnt
regulate it all, even if they wanted to. This bay, port, and
river provide much of the commerce to Ord and Cygnar.
Any number of opportunities exists for sailors to make their
fortunes, if they shed a few scruples and line a few pockets
along the way.

Sea of a Thousand Souls


Encounters

Sailors on the Sea of a Thousand Souls may encounter any


number of strange, even supernatural, phenomena. Most
of these events are unsettling but not dangerous. Some,
however, can imperil the body and sanity of those who
encounter them.
The following table allows Game Masters to randomly
generate encounters for characters sailing through the
Sea of a Thousand Souls or another haunted region of the
Meredius. For most travel, a single roll per week of journey
should suffice.

104

2D6 Roll

Encounter

23

Lights in the Deep

Voices on the Wind

Unnatural Fog

Visitation

Piercing Wail

Hallucinations of the Past

Visitation

10

Spectral Passenger

11

Ghost Ship

12

Unnatural Maelstrom

Ghost Ship: A rotten ship with tattered sails emerges


from the gloom or darkness, crewed by shades under the
command of a mad spectral captain. The ghost ship is a
sloop armed with d6+2 deck guns. There are 2d6+10 shades
and a single specter aboard. A ghost ship may not be hostile,
though any hostile actions taken against it cause the undead
crew to attack. The specter is bound to the ship and controls
any shades aboard.
Hallucinations: Characters aboard the ship must immediately
make a Willpower roll against a target of 14. Those who fail
experience vivid hallucinations of past battles fought on the
sea. The hallucinations last for up to 2d6 hours.
Lights in the Deep: Pale ghostly lights glow in the sea,
illuminating the silhouettes of drowned sailors gliding
alongside the ship. The lights and ghostly forms in the water
draw the attention of sharks, sea drakes, and other similar
predators, but otherwise there is no effect.
Piercing Wail: A keening shriek echoes from the darkness
or fog of the Sea of a Thousand Souls. The piercing wail is a
source of situational fear that causes Terror [14]. Characters
who fail the Willpower roll to resist Terror suffer the normal
penalties for Anxiety. Characters who are Panicked or worse
cannot work on the open deck of the ship.
Spectral Passenger: A specter with the Bound and Temporal
Powerlessness deathly burdens appears on the ship. During
the day, it fades from existence and cannot leave the
ship. The specter can have any deathly endowments, but
Dark Resurrection, Possession, and Spectral Illusion are
particularly appropriate.
Unnatural Fog: A swirling unnatural fog descends on the
sea, within which spectral figures or tattered derelict ships
wisp in and out of existence. Unnatural fog grants characters
stealth and +4 on sneak rolls and visibility is reduced to 30
feet (5). Sailing, ranged attack, and magic attack rolls suffer
a 2 penalty. Unnatural fog lasts for 4d6 hours.
Unnatural Maelstrom: An unnatural maelstrom stirs
around the ship. Replete with lightning, howling winds,
and greenish balefire that glows along the rigging, this
storm contains the shadowy figures of drowned sailors

caught in the waves, visible only in snatches during flashes


of lightning. Increase the target number of all Sailing rolls
by +4 for a ship caught in the maelstrom. An unnatural
maelstrom lasts for d3+3 hours.
Visitation: A shade appears on the ship. The shade may be
a lost crewmember, passenger, or even a builder who died
during the construction of the ship.
Voices on the Wind: Distant voices carried by the wind call
out to the crew by name. The voices beg for help, whisper
of a crewmembers past transgressions, attempt to lure the
ship off course, and so on. The first time a character hears
the voices, he must make a Willpower roll against a target of
15. The voices last for d3+3 hours before fading away.

The Wailing Sea


As the Sea of a Thousand Souls sweeps south, it settles and
becomes what is known as the Wailing Sea. This large tract
of seascape stretches from the Scharde Islands all the way
to the Gulf of Cygnar. Howling gales blow in from the open
ocean, causing powerful and unpredictable tides that break
on the windward coast of Cryx. Even in the shelter of the
leeward side of the Scharde Islands, the whipping winds
blow strong through the straits and channels of the Wailing
Sea. Some claim the sea gets its name from these winds, but
others claim it is so named for the cries of those who have
lost their families to its unpredictable tides.
The Wailing Sea is largely considered Cryxian territory. As
such, the area is rife with piracy, and myriad ships are lost
every year to the predation of Scharde pirates and Satyxis
boarding parties. Many of the islands are deeply affected by
dragon blight, as the Dragonfather, Toruk, roosts here in the
city of Skell. However, there are enough smaller, unaffected
islands in the Broken Coast that many pirates and privateers
have set up bases of operations among them. Countless
pirate havens and ports dot the islands off the Broken Coast.
Whether independent or in the employ of Cryx, there are
plenty of options here for enterprising crews who arent
afraid of sailing so close to the Nightmare Empire.

Eyewall Bay

Eyewall Bay is in the southernmost section of the Wailing Sea


where it slowly becomes the Gulf of Cygnar. Its unique name
comes from the peculiar erosion occurring in the chalky
cliffs that ring the bay. As time has worn on and the tides
have eaten away at the stones and cliff faces, deep pits in
the cliffs have revealed the substrate of darker rock, leaving
many of them looking like piercing eyes. Superstitious
sailors say these eyes are warnings to those who would
try to attack Cygnar from the sea.
More recently, as technology has advanced, the Great
Cygnaran Observatory was constructed in the mountains
northwest of the bay, visible from the tributary that empties
into the bay. Most visiting scholars and academics travel
upriver to the Great Cygnaran Observatory, as the river is
one of the safest routes of travel to its location. While not

a fortune-making venture, transporting and protecting


scholars upriver provides supplemental income to ships that
travel the Eyewall Bay.

Windwatchers Passage

Windwatchers Passage is one of the most active and


dangerous stretches of the Wailing Sea. This passage
between Gharlghast Island and Giants Head is named
appropriately; the winds here pick up quickly and are both
potent and turbulent. Pirates commonly attempt to lose
Cygnaran patrols through this area by using the powerful
winds to speed away from their pursuers. While Cygnars
fleets do patrol the area, these patrols are small and avoid
the passage if at all possible. The real powers in the area
are the Cryxian Black Fleets. Even ships in the employ of
Cryx run the chance of being boarded and seized by other,
larger Cryxian vessels. Toruks Black Fleets are unmatched
on the high seas, between their blackships, boarding parties,
charnel ships, and Revenant pirate crews. Cryx dominates
this area of the Wailing Sea and only the bravest sailorsor
the craziestattempt to sail through Windwatchers Passage
willingly and more than once. Working for Cryx provides
plentiful opportunities to make coin, but failure often
means serving the Nightmare Empire forever in undeath.

Gulf of Middlebank

To the east of Windwatchers Passage is the Gulf of Middlebank.


This gulf does not yet have a major port for traders and
sailors to stop for commerce and resupply. In fact, this area is
relatively free of settlements, as the western side of the bay is
predominantly swamplands and marshes. Some scattered and
isolated fishing villages sprout up from the swamp, but they
are infrequent and of little value to a ships crew. The eastern
side of the bay is mostly sheer cliff faces where the Wyrmwall
Mountains meet the gulf. There are a few inlets where a small
sloop could stop for some repairs or could set anchor for a night,
and smugglers sometimes use the shallow coves in the bluffs to
hide from Cygnaran patrols. The Foxbridge River empties into
the Gulf of Middlebank, which provides some opportunities
to trade with the few towns that dot the river near the interior,
but traders must be careful, as gatormen and bog trogs live in
the marshes along the Foxbridge River and are happy to prey
on any slow-moving vessels that drift through their territory.

The Gulf of Cygnar


The Gulf of Cygnar is a fairly large gulf and is home to several
of the most important cities and ports in the Iron Kingdoms.
The gulf is an extremely busy area with trade coming out
of Clockers Cove, Caspia, Sul, and even the capital city of
the Protectorate of Menoth, Imer, has a tributary leading in
and out of the gulf. While privateering and piracy can still
be had in any of these ports and along these shores, it is
also possible honest traders to make quite a good living at
trading just within the gulf itself. The Cygnaran Southern
Fleet actively patrols this area and keeps it relatively calm
and secure. Unsavory elements can still be found here; they
are just subtler or keep well informed of naval doings.

105

IRon kingdoms Uncharted

Deadsands Bay

The Deadsands Bay is an oddity within the Gulf of Cygnar.


While the lands surrounding the gulf, specifically along the
Cygnaran coast, are vibrant and lush with vegetation, the
coastline of the Protectorate is a vast horizon of desert, and
the Deadsands Bay is no exception. The sandy, cracked clay
of the shore is a ruddy, reddish-brown color in contrast to
the majority of the Protectorates yellow and white sandy
shores. Some academics believe that this coloration is due
to underground vents of Menoths Fury along the coastline,
while more superstitious sailors say is a stain on the land left
by innocent blood spilt by the Protectorate.
The Deadsands Bay is a graveyard of wrecked ships.
Frequent storms and frequent reefs cause ships to sink off
the coast of the Deadsands Bay year-round. Anytime there
is a storm or an accident that wrecks and sinks a ship, within
days its cracked and weathered shell washes up on the shore
of the bay.
Idrians living in villages farther inland haul the vessels up
from the short to strip them of goods and disassemble them
for their timbers, a rare commodity in the area. A graveyard
of disassembled wrecks lines the shore, some of these wrecks
many centuries old. Some sailors have claimed to see specters
within these ships and wandering the shoreline, but these are
often considered to be exhaustion-induced hallucinations.

106

Pirate
Characters

Playing a pirate- or naval-themed campaign provides all


sorts of opportunities for interesting gaming experiences.
While it may seem like common sense to require all players
to take the Pirate career, virtually any traditional career can
be played in a pirate game and still fit with the overall flavor
of the setting. Many Arcanists, Alchemists, Aristocrats, and
Gun Mages seek passage aboard ships headed to various
destinations, and occasionally, boarding a less-thanreputable ship may be the best way to keep a low profile.
Any skilled Rifleman, Pistoleer, or Soldier can find a place
in a crew as hired security or an armed escort for sensitive
cargo. Many careers lend themselves to stowing away on
a ship, such as the Bounty Hunter looking for her target or
the well-intentioned but delusional priest looking to bring
salvation to wayward souls.
Another valid and time-honored way to bring characters
with diverse careers into a pirate game is to introduce
them in minor antagonistic situations. A character playing
a Stormblade, Trencher, or Iron Fang could be part of local
military security that has to choose between following
unjust orders or eventually joining up with the party.
Perhaps a character playing a Protectorate career is on a
holy mission for the Temple and sees the rest of the crew
as a pragmatic means to an end. Even a Mage Hunter of
Ios may join up with an unsavory lot of sailors if it means
getting a chance to finish off a powerful human magic user.
While these antagonistic introductions can be a great way
to bring a unique group together, make sure that all players
remember not to get carried away and that its about the
enjoyment of all.

Pirate Career
Options

Only a character who begins the game with the Military


Officer career can be a Naval Officer.
A character taking this option:
Begins the game with the Battle Plan: Coordinated
Strike, Master and Commander, and Natural Leader
abilities but not the Battle Plan: Call to Action or Team
Leader abilities
Begins the game with Sailing 1 and Swimming 1 but
not Medicine 1
Begins the game with Officers cutlass or pistol,
Officers uniform, and 65 gc

Smuggler (Thief)

Even among pirates and raiders, the smuggler is known for


living dangerously, as the punishments for slipping illicit
items through local security are always severe. Capable of
transporting captured (or stolen) goods past even the most
guarded checkpoints, smugglers excel at hiding illicit loot
from the scrutiny of dock bosses and naval patrols. From
Berck to Blackwater, Smugglers are considered indispensible
for acquiring and transporting the rarest of goods. While
they risk severe punishment if caught, those with the brains
and talent to secure their cargo from prying eyes often enjoy
lucrative rewards.
Only a character who begins the game with the Thief career
can be a Smuggler.
A character taking this option:
Begins the game the Port of Call and In Plain Sight
abilities but not the Dodger ability
Begins the game with Connections (criminal) or
Connections (pirate crew)
Begins the game with Deception 1, Bribery 1, and
Sailing 1, but not Escape Artist 1 or Pickpocket 1
Begins the game with 175 gc but does not begin the
game with thieves tools

New careers options available to Iron Kingdoms Full Metal


Fantasy characters are described below. A player can choose
to use as many career options as he wishes during character
creation and can take some or all of the options for which his
character meets the requirements.

New Abilities

Naval Officer (Military Officer)

When a character attempts a Detection roll to find any items


hidden by this character, increase the Target Number by 5.

Sailing the oceans of western Immoren is a treacherous and


difficult way of life, and those who choose this path look to
their commanding officers for leadership and guidance in the
face of adversity. It takes a particular kind of strength and
willpower to lead a crew of hardened sailorsoften requiring
a balance of cruelty and kindnessand to maintain morale
while keeping the most willful sea dogs in line. Still, a good
leader will inspire respect from all under his command, and
whether through fear or respect, any Naval Officer worth his
salt will keep his ship and crew intact.

In Plain Sight
Prerequisite: Deception 2

Master and Commander


Prerequisite: Command 2, Sailing 1
While this character is in command of a sailing vessel, all
crew aboard that vessel gain an additional die on naval
combat rolls. Drop the lowest die of each roll.

107

IRon kingdoms Uncharted

New Gear

Life on the Meredius is not easy. To help deal with the many
challenges of sailing, naval warfare, survival, and salvage,
the sailors of western Immoren must adapt or devise
specialized equipment. Every piece of gear must serve its
purpose well and must be durable enough to withstand
conditions on the water, simple enough to be repaired far
from port, compact enough to fit in a ships limited free
space, and light enough to avoid bogging down the ship.
Some gear is a simple modification of that found on land,
like the boarding axe or cutlass. A boarding axe is lighter
than most combat axes and is a useful multipurpose item
that can chop a fouled line or an enemys grappling rope,
crack open a keg, or cut through a bulkhead, but it also has
a sharp spike that gives it greater purchase on the wood
cladding of a ship. The cutlass is a simple blade but short
enough to maneuver through the tangle of lines aboard a
ship.
Some gear that is standard in the armies of the Iron Kingdoms
is rare aboard ships. Almost all armor is viewedrightly
soas an impediment and a drowning hazard. Simple
firearms are preferred over more complicated ones, since
they are more resistant to salt corrosion and are simpler to
repair if damaged. Sailors on independent ships wear simple
garments and carry little personal gear, and even the navies
of the Iron Kingdoms have modest amounts of personal gear
compared to their landlubber counterparts.
Last, some gear is hyper-specialized to perform a certain
nautical task. In some cases, this task is so obscure that those
who havent spent their lives aboard a ship have no frame of
reference for what the items intended purpose is, much less
how to use it. These items can be deceptively simple, like
the marlinspike sailors use to splice rope and loosen knots
stuck by seawater. Others are intricate and serve a critical
purpose, like the marine chronometer without which few
crews could ever find their way back to shore again.

New Armor
Diving Suit, Armored
Cost: 120 gc
SPD Modifier: 2 (on land only)
DEF Modifier: 2 (underwater) 3 (on land)
ARM Modifier: +7
Description: Used by salvage crews and treasure divers, an
armored diving suit is a waterproof canvas bodysuit covered
by plates of brass that protect the wearer. The suits helmet
is made of brass or copper and has multiple viewports of
thick glass. Copper-covered lead weights on the belt and
feet allow a diver to walk along the sea floor and maintain
a vertical position. While heavy and awkward on land, the
suit is easier to manage while underwater.

108

Special Rules: While wearing an armored diving suit, a


character gains the Amphibious ability and is immune to
gas effects. (Amphibious characters treat water as open
terrain and gain concealment while in water. Amphibious
characters never make Swimming skill rolls and can always
advance their full SPD while swimming.)
A character in a diving suit only gains this benefit while
attached to a diving bellows (p. 110). Otherwise, the
character runs out of oxygen in about 10 (or 2d6+3) minutes.
Once a character runs out of oxygen, he suffers d3 damage
each minute until he regains oxygen.

New Melee Weapons

New Ranged Weapons

Boarding Axe

Pistol, 3-Barreled Duckfoot

Cost: 10 gc

Cost: 20 gc

Skill: Hand Weapon

Ammo: 1 (light round)

Attack Modifier: 0

Effective Range: SP 6

POW: 3

Extreme Range:

Description: The boarding axe is a single-handed weapon


designed for use in ship-to-ship combat. The back of the
blade terminates in a long spike, which can be driven into
the hull of a ship to aid in climbing.

Skill: Pistol

Special Rules: A character with a boarding axe gains +1


to Climbing skill rolls on wooden surfaces. The boarding
axe acts by piercing the surface and thus does not convey a
bonus on metal or stone.

AOE:

Boarding Pike
Cost: 10 gc
Skill: Great Weapon

Attack Modifier: 1
POW: 8
Description: Those who face the prospect of being
outnumbered in combat often carry a duckfoot pistol, a
pistol with three barrels arranged in a fanned configuration.
Commonly used by prison wardens to quell riots,
ships captains to defend against mutinous crews, and
caravan guards to protect against highwaymen, the pistol
simultaneously fires each barrel in a wide spray.
Special Rules: Reloading this weapon is a full action and
requires three charges of powder and three light rounds.

Attack Modifier: 0
POW: 5
Description: Early crews used the boarding pike to repel
enemies trying to come aboard their ships. Considered
outmoded in modern naval warfare, the boarding pike
sometimes sees use aboard poorer Idrian and Scharde ships
to keep enemies from coming aboard.

It costs 2 gc for blasting powder, bullets, and casings for five


light rounds.

Special Rules: A boarding pike must be used two-handed.


Boarding pikes have Reach.
A character in the front arc of a character wielding a boarding
pike suffers 2 on charge, slam power attack, and impact attack
rolls made against the character wielding the boarding pike.

Grappling Hook
Cost: 5 gc
Skill: Hand Weapon
Attack Modifier: 1
POW: 4
Description: On the sea, grappling hooks are employed to
snag another ships gunwale or ratlines to prevent it from
escaping during a boarding action. Though seldom used as
a weapon, grappling hooks are sometimes employed as such
in desperate measures.
Special Rules: This weapons melee range is 4 during the
activation of the character wielding it.
When this weapon damages a target, after the attack is
resolved the character wielding it can spend a feat point to
push the damaged character any distance directly toward
the character armed with the grappling hook.

109

IRon kingdoms Uncharted


Pistol, 6-Barreled Duckfoot
Cost: 30 gc
Ammo: 1 (heavy round)
Effective Range: SP 6
Extreme Range:
Skill: Pistol
Attack Modifier: 1 (one-handed), 2 (two-handed)
POW: 11
AOE:
Description: The six-barreled variant of the duckfoot
pistol is less common than the smaller variety. The weapon
produces tremendous force when fired, requiring impressive
strength to wield. Larger duckfoots are carried by a ships
highest-ranking marines, who use them to cut down enemy
crews during boarding actions.
Special Rules: A character must have STR 6 to use this
weapon one-handed.
Reloading this weapon is a full action and requires six
charges of powder and six heavy rounds.
It costs 3 gc for blasting powder, bullets, and casings for five
heavy rounds.

New Equipment
Diving Bellows
Cost: 35 gc (manual), 475 gc (steam-powered)
Description: A diving bellows is a large reciprocating pump
that uses large chambers and one-way valves to pump air,
used to feed oxygen to the heartfire of deeply submerged
steamjacks and provide breathable air to men in diving
suits. The air is pumped through double-walled, waterproof
canvas hoses with brass fittings that attach to the bellows on
one end and either a diving suit or steamjack air intake on
the other.
Antiquated diving bellows are hand-operated and tiring,
requiring a crewman to manually pump air down the line.
More modern versions are steam-powered and can function
for hours on a modest coal load.
Special Rules: While it operates, a diving bellows produces
enough air for up to five characters or one steamjack
attached to it. Operating a manual diving bellows requires
a character to pump the bellows. During this time, the
character can perform no other actions, or the flow of air
cuts off. A steam-powered bellows can operate as long as it
has coal and water.
A standard hose for the diving bellows is 96 feet (16) long
and is ARM 10 with a damage capacity of 2. A diving bellows
can have up to five hoses attached at a time. Attaching or
removing a hose is a quick action.
A steam-powered diving bellows burns 1 gc of coal every
four hours of continuous operation.

110

Player Gallery

No Quarter #66 celebrated the old guard of Mk II by challenging you to paint and submit your favorite Mk II
battlebox warcasters and warlocks. Boy, did you answer the call! We received many beautiful entries, and here
are the judges top picks.

Gold
Mark Maxey
Marks Madrak looks fantastic, with great contrast and
phenomenal detail work. Just look at that tartan!

Silver
David Deschenaux
Davids Retribution of Scyrah battlegroup features
great highlights and shading as well as some
convincing distress on the armor. The jewels and
metals are well executed and really pop.

honorable mention

Oleg Vasin

Olegs Stryker battlegroup has a clean paint job with some very nice freehand work. Well done.

Player Gallery

111

NO QUARTER

PAINTING CHALLENGE
The No Quarter Painting Challenge encompasses a single
theme and broadens the challenge to include all Privateer Press
models within that theme. Simply paint your model, take a few
publication-quality digital photos of it, and send those photos to us.
(See No Quarter #53 for photography guidelines.)
Once we receive your pictures, Studio Director Ron Kruzie will judge
your work by the same criteria used in the world-renowned Formula P3
Grandmaster Painting Competition held at Lock & Load GameFest and
Gen Con each year. Models will be judged individually on their own
merits. Top entries will be published here in the pages of No Quarter
and awarded either gold or silver honors, and winners will receive an
extremely limited-edition No Quarter Painting Challenge Coin, in gold or
silver coloration, to proudly display alongside their model.

This issues theme:

New Edition Battlegroup Starter Box Warcasters


and Warlocks
The new editions of WARMACHINE and HORDES feature
all-new battlegroup starters with brand-new warcasters
and warlocks in them. These heroes are ready to take their
place in the fight for Immoren. Celebrate the new guard
with your best painting effort!
Send us pictures of your favorite new edition Battlegroup
Starter Box warcaster or warlock, with or without the
battlegroup. The thrill of victory, the accolades of your
peers, and a shot at a No Quarter Painting Challenge Coin
await you!
To submit your entry:
Read the submission guidelines at
privateerpress.com/no-quarter/no-quarter-challenges
Fill out a submission form
Email submission form and digital photographs of
your model to submissions@privateerpress.com

ENTRI ES DUE BY

August 14, 2016

The award-winning, best-selling tabletop miniatures game duo is about to enter a new era of growth. WARMACHINE and
HORDES are dynamic tabletop miniatures games for two or more players set in the steam-powered fantasy world of the
Iron Kingdoms.
WARMACHINE triumphs through tactical resource management and control as players marshal armies equipped with
advanced magic, technology, and mighty mechanikal constructs. HORDES dares players to provoke the fury of feral beasts,
risking predictable strategy for the prospect of powerful rewards that can propel an army to victory.
The coming battle cannot be avoidedbut the path to war is yours to decide.

allnewwar.com
20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Warmachine, Hordes, and their logos are trademarks of Privateer Press, Inc.

The award-winning, best-selling tabletop miniatures game duo is about to enter a new era of growth. WARMACHINE and
HORDES are dynamic tabletop miniatures games for two or more players set in the steam-powered fantasy world of the
Iron Kingdoms.
WARMACHINE triumphs through tactical resource management and control as players marshal armies equipped with
advanced magic, technology, and mighty mechanikal constructs. HORDES dares players to provoke the fury of feral beasts,
risking predictable strategy for the prospect of powerful rewards that can propel an army to victory.
The coming battle cannot be avoidedbut the path to war is yours to decide.

al l n e w wa r.c o m
20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Warmachine, Hordes, and their logos are trademarks of Privateer Press, Inc.

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