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BATTLE REPORT
Beauty and the Beast Handlers!
First Preview!
Limited-Edition Pin
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Photo by Janell Toppen
20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press, No Quarter, and their logos are trademarks of Privateer Press, Inc.
Credits
President: Sherry Yeary
Chief Creative Officer: Matthew D. Wilson
Creative Director: Ed Bourelle
Director of Business Development: Will Shick
Director of Operations: Jason Martin
Project Director: Bryan Cutler
Publications Manager: Aeryn Rudel
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles
Graphic Design Director: Josh Manderville
Development Manager: David DC Carl
Marketing Manager: Lyle Lowery
RPG Producer: Matt Goetz
Editorial Manager: Darla Kennerud
Studio Director: Ron Kruzie
Hobby Manager: Stuart Spengler
Playtest Coordination: Jack Coleman
On the Cover
Dynamo by Andrea Uderzo
Juggernauts Journey:
Washington, D.C.
Contributors
David DC Carl, Josh Colon,
Dianne Ferrer, Laine Garrett,
Andy Gill, Matt Goetz,
Rob Hawkins, William Hungerford,
Dallas Kemp, Michael Plummer,
Aeryn Rudel, Michael G. Ryan,
Michael Sanbeg, William Shick,
Tim Simpson, Stuart Spengler
Illustrations
Richard Anderson, Alberto Dal Lago,
Luis Gama, Mariusz Gandzel,
Christof Grobelski, Imagionary Friends Studio,
Nicholas Kay, Ben Lo, Marek Okon,
Nstor Ossandn, Mateusz Ozminski,
Kristen Plescow, Hugo Solis, Andrea Uderzo,
Eva Widermann, Kieran Yanner
Abraham Lincoln once said, Fourscore and seven years ago, Khador brought forth on this
continent, a new journey, conceived in butt-kickery. Or something along those lines.
Photo by Andrew Bailey
Become a fan of
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All content copyright 20012014 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, Orgoth, cephalyx, War Room, Lock & Load, Steamroller,
Hardcore, Iron Gauntlet, No Quarter, Formula P3, Formula P3 Hobby Series, Bodgers, Heap, Infernal Contraption, Infernal Contraption 2: Sabotage!, Scrappers, Zombies Keep Out, Grind, Skull
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of Privateer Press, Inc. All other trademarks appearing are property of their respective owners. First printing Vol. 10, Issue 57: November 2014. 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
10
11
WARMACHINE: Tactics
14
16
20
22
38
46
22
Immortality Part V
Table Of Contents
90
Corvis Codex
Scars of the Scourge
78
54
62
70
78
86
90
106
Player Gallery
110
112
Campaign Terrain
Farrow Sty-Society
46
70
62
54
Table Of Contents
New releases
Maximus (metal)
game: hordes/minions
sculptor: steve saunders
painter: geordie hicks
release: december PIP 75051 $17.99
NEW RELEASES
NEW RELEASES
New releases
Dynamo (resin/metal)
game: warmachine/cygnar
sculptor: ben misenar
painter: matt dipietro
release: december PIP 31111 $49.99
NEW RELEASES
NEW RELEASES
New releases
NEW RELEASES
Engines of Destruction
WARMACHINE High Command: Faith & Fortune Expansion
release: december PIP 61024 $15.99
NEW RELEASES
Course correction
Juggernauts Journey in No Quarter
#56 erroneously credited this photo
to Amy Compton and Tim Simpson.
In truth, it was Amber Compton and
Tim Simpson who faithfully guided
our wayward Juggernaut through
St. Louis, and we apologize for
the error.
PROS: The
New England
Privateers
Paul Snakeman
Shoemaker, Andrew Hacksaw
Hartland, and Craig Lonelymonk
Caton are the New England
Privateers: together, they have
over 25 years of combined service
with the Press Gang, putting on
local and national events. When
hes not slowly painting his Cryx
and Blindwater armies, Paul is
busy planning area conventions
and events for his local game
store in Malden, Massachusetts.
Andrew is a key architect of the
Steamroller tournament format and
an avid player of just about every
faction at his local game store in
Murfreesboro, Tennessee. Craig is
a pillar of his gaming community
in Westborough, Massachusetts
organizing events, teaching new
players, and inspiring hobbyists
with his painting blog. These
three have built a WARMACHINE
and HORDES success story at
TempleCon, put Privateer Press
events on the map at PAX East,
launched their own convention
with CaptainCon, and run annual
flagship gaming events, including
the original team eventthe New
England Team Tournament.
CON: TempleCon
TempleCon is the northeasts premier
community convention, featuring
gaming, cosplaying, music, stage
performances, seminars, parties,
and more. TempleCon features
ten
competitive
tournaments,
hosts the Privateer Press keynote
presentation, and has seen gamers
raise thousands of dollars for charity.
For more information, check out
templecon.org/15.
UK Nationals Crowns a
Champion
The UK Nationals is one of Europes top singletournament events, a grueling seven-round, 128-player
Masters event to determine the UK champion.
This year extended to three days to include an Iron
Gauntlet Qualifier event on Friday, and the tournament
was bigger than ever. The mix of players was notably
diverse, both in terms of skill level and nationality,
and the event was attended by players from all across Europe.
Fielding the Legion of Everblight, Jamie Perkins narrowly won the final after a great
display of tactical prowess from both himself and Lewis Johnson, playing Cygnar,
to become the UK Champion for the fourth consecutive year.Perkins also won the
Iron Gauntlet Qualifier, the UKs first of this season, with his forces of Khador.
The UK Nationals is a unique event, creating an opportunity for new players to pit
themselves against some of the best in the world and for players of all levels to test
themselves against their fellow gamers. This year, the event also featured a special,
limited-edition UK Nationals pin. There was talk of trans-Atlantic trading before
the first game had even begun!
Back to Battle!
This December, Skull Island eXpeditions will release the second volume in the
Called to Battle series, Called to Battle, Volume Two, featuring four new tales from the
perspectives of Iron Kingdoms heroes, villains, and those somewhere in between.
Journey with High Paladin Dartan Vilmon as he and his
paladins fight their way across western Immoren on a
most holy mission in Conviction by Steve Diamond.
Witness the infamous alchemist and inventor
Gorman di Wulfe use his staggering intellect to try
to escape the consequences of a murder accusation
in A Casualty of Science by Matt Forbeck.
Trace the origins of one of the most feared members of
the pirate ship Talion, the sawbones and ships cook
known as Doc Killingsworth, in Flesh & Bone by
Chris A. Jackson.
Discover the terrifying surgical augmentations
of the enigmatic creatures called the Cephalyx
as they perform their ghoulish experiments
on
captured
Cygnaran
trenchers
in
Mind Over Matter by Howard Tayler.
For more details visit skullislandx.com
News from the Front brings you recaps and advance information about WARMACHINE and HORDES-related
events, as well as updates on products and people in the community. Is there a cool event taking place in your area?
Tell us about it at: submissions@privateerpress.com
10
engines ofCarddestruction
List
By David DC Carl
Engines of Destruction is the second expansion for WARMACHINE High Command: Faith & Fortune. Engines
of Destruction gives Retribution of Scyrah, Convergence of Cyriss, Highborn Covenant, and Four Star
Syndicate players additional options for their reinforcement decks, including the expensive-but-powerful
Battle Engine cards. With the quantity of detachment cards and warcaster color combinations now
available, WARMACHINE High Command: Faith & Fortune factions have a great deal of flexibility in play
style and deck themes. Engines of Destruction gives each faction one new warcaster card along with five
copies each of four new army cards players can use to customize their detachments.
These colored pips represent the maximum number of times a card can
appear in a particular detachment.
11
Retribution of Scyrah
1 CMD
1 WAR
0 CMD
SPHINX
WARJACK
2 WAR
CHARACTER, WARCASTER
PSYCHIC RELAY
WAILING
PURCHASE:
WARCASTER
0 CMD
WARJACK
3 WAR
RUSH:
0 WAR
PURCHASE:
9 WAR
BANSHEE
5 WAR
RUSH:
VP
7 WAR
2 CMD
0 WAR
REINFORCEMENTS
2
Sphinx
Banshee
2
4
ARCANE ANNIHILATION
BATTLEGROUP COMMANDER
Friendly warjack cards at Ossyans location gain +1 Power.
GRAVITY WELL
Enemy cards at all locations suffer 1 Power.
RUSH:
POLARITY FIELD
PURCHASE:
2 WAR
3 CMD
RUSH:
PURCHASE:
3 CMD
6 CMD
RUSH:
VP
13 CMD
Convergence of Cyriss
2 CMD
2 WAR
0 CMD
MITIGATOR
WARJACK
2 WAR
CONSERVATOR
WARJACK
RAZOR BOLA
RIGHTEOUS VENGEANCE
PURCHASE:
4 WAR
RUSH:
PURCHASE:
4 WAR
5 WAR
RUSH:
VP
7 WAR
WARCASTER
1 CMD
0 WAR
SERVITOR, WARRIOR
0 WAR
REINFORCEMENTS
Mitigator
Conservator
G
BATTLEGROUP COMMANDER
Friendly warjack cards at Orions location gain +1 Power.
OBLIVION CONFIGURATION
When you rush Orion, you can destroy one card at his location that has
base Power equal to or less than the number of friendly cards here.
RUSH:
2 CMD
12
2 CMD
Transfinite Emergence
Projector
ARMOR PIERCING
FIRING FORMULAE
PURCHASE:
1 CMD
RUSH:
5 CMD
PURCHASE:
6 CMD
RUSH:
VP
11 CMD
Highborn Covenant
2 CMD
1 WAR
1 CMD
GRUNDBACK BLASTER
WARJACK
2 WAR
CHARACTER, WARCASTER
CHARACTER, WARJACK
HAIL SHOT
QUICK WORK
PURCHASE:
3 WAR
RUSH:
PURCHASE:
5 WAR
CAPTAIN DAMIANO
ROCINANTE
4 WAR
RUSH:
VP
9 WAR
WARCASTER
Captain Damiano
2 CMD
1 WAR
2 CMD
2 WAR
REINFORCEMENTS
Grundback Blaster
Rocinante
Steelhead Halberdier
Company
O
G
1
3
Y
COORDINATION
BAIL OUT
PURCHASE:
2 CMD
BATTLEGROUP COMMANDER
Friendly warjack cards at Damianos location gain +1 Power.
CONQUEST
While Damiano is at a location, reduce the purchase and rush
costs of your cards by 1 CMD or 1 WAR (to a minimum of 0).
RUSH:
3 CMD
RUSH:
PURCHASE:
4 CMD
7 CMD
RUSH:
VP
12 CMD
Illus. by Nstor Ossandn & Andrea Uderzo Privateer Press, Inc. All Rights Reserved.
Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.
2 CMD
0 WAR
0 CMD
MANGLER
WARJACK
2 WAR
3
4
WRECKER
SHIELD CANNON
PURCHASE:
CHARACTER, WARCASTER
WARJACK
4 WAR
RUSH:
PURCHASE:
5 WAR
EXULON THEXUS
ROVER
5 WAR
RUSH:
VP
8 WAR
WARCASTER
Exulon Thexus
2 CMD
0 WAR
REINFORCEMENTS
2 CMD
2 WAR
Mangler
Rover
BATTLEGROUP COMMANDER
Friendly warjack cards at Thexus location gain +1 Power.
TELEKINETIC TIDE
When you rush Thexus, you can move one card from one
location to another.
RUSH:
2 WAR
PSYCHIC ASSAULT
GUNNERY
PURCHASE:
3 CMD
RUSH:
5 CMD
PURCHASE:
7 CMD
RUSH:
VP
11 CMD
13
The wait is nearly over. Gamers will soon have a whole new
way to wage war in the Iron Kingdoms in WARMACHINE:
Tactics, currently available in its Beta incarnation on Steam
Early Access. For combatants experienced in the tabletop
version of WARMACHINE, Tactics provides a similar but truly
unique gaming experience. While this experience is not a direct
translation of the tabletop game, it is certainly comparable.
Units
Faction: Cygnar
Type: warcaster
Rank: Major
Name: Marcus Brisbane
Nickname: Siege
14 Warmachine: tactics
New Abilities
While the basic abilities many WARMACHINE players will
recognize are present in Tactics, many models have new
abilities never before seen on the tabletop. These abilities
allow the game to provide even more tactical options without
adding new models to use them. Stormblades, for example,
have an ability called Thunder Thrust, which triggers when
a Stormblade hits an enemy model with a melee attack.
Once a Thunder Thrust attack is resolved, the Stormblade
immediately makes a ranged attack against the same model
essentially the reverse of Assault. Man-O-War Shocktroopers
have a new ability called Armor Splitter, allowing them to
make a melee attack that inflicts 3 damage and decreases the
enemys ARM by 2 for one round. This is a great addition to
the Khadoran arsenal, as the faction generally doesnt have
ways to reduce enemy ARM. Mechanithralls have the Pounce
ability, allowing them to be placed in an unoccupied square
within 3 spaces of an enemy and to then make a single melee
attack that can inflict 1 point of damage with the possibility
of a critical knockdown against a small-based model.
Temple Flameguard have the Protectors Rush ability, a skill
that allows them to enter a Shield Wall following a charge
attacka simple ability but very powerful when used correctly.
Building an Army
One of the many interesting differences between Tactics and
the tabletop WARMACHINE game is the nature of Squad
Construction. Players can still build a custom army, though
the point costs have completely changed. Warcasters have
more warjack points than in the tabletop game, but warjacks
are close to double their standard point costs, as they are
an extremely potent and highly impactful part of the game.
Another difference is that Field Allowance does not currently
exist in Tactics, opening up tons of potential for you to create
your own style of play. Want to play a Markus Siege
Brisbane list with several Stormsmith Stormcallers, or Iron
Lich Asphyxious with ten Brute Thralls? Not a problem in
Tactics. As long as you can afford the point cost of the models
you want to play, the only limitation is your own imagination.
As more models are introduced to each faction, Squad
Construction will become more varied and the armies you
face will increasingly differ.
Warmachine: tactics
15
Model Previews
By David DC Carl with Michael Sanbeg Art by Nick Kay and Andrea Uderzo
16
Designation:
Moros
Classification:
Character Light Myrmidon
Known Associations:
Garryth, Blade of Retribution
Specialization:
Covert Target Elimination
Activation Status:
Pending...
Some models arent quite ready to preview, but we can still show you a glimpse of whats coming...
17
18
Dynamo
DYNAMO
DYNAMO
Immunity: Electricity
5 11 7 6 12 18
Firestorm Cannon
RNG ROF AOE POW
L 10 1 12
Battle Spear
DAMAGE
1 2 3 4 5 6
.
Firestorm
Cannon
POW P+S
R 5 16
L R
L M C R
M M C C
Field Allowance C
Point Cost
10
Large Base
Battle Spear
Reach
Set Defense A model in this models front arc suffers 2 on charge,
slam power attack, and impact attack rolls against this model.
19
20
Privateer PINS
20. UK Nationals
Release: July 2014
Availability: Attend UK Nationals
14. No Quarter
Release: June 2014
Availability: Online (w/subscription)
15. Vanquisher
Release: June 2014
Availability: Win Vanquisher at a
Hardcore event
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privateerpress.com/pins
Permission is hereby granted to create reproductions of this page for personal, non-commercial use only.
Privateer pins
21
22
Battle Report
Outflank
Mark two zones (12-diameter circles) in accordance with the
diagram below. Starting on the second players second turn, at
the end of each players turn a player earns control points (CP) as
follows:
The Battlefield
Victory Conditions
The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Scenario Rules
To round out this confrontation, we chose Outflank from
the Steamroller 2014 tournament packet. Dianne and Laine
As both the skorne and the farrow have their fair share
of settlements within the Bloodstone Marches, it was
natural to set the stage with a desert theme. At the center
of the board is a desert oasis with the lone palm trees at
its corners serving as obstructions. The small rubble piles
within the zones are rough terrain that provides cover,
and at the far edges of the zones are hills and a pair of
skorne encampments that serve as forests (as detailed in
the Terrain Building article in No Quarter #55).
10
Player 1 AD Line
Zone
Player 1 Deployment
Player 2 AD Line
Player 2 Deployment
Zone
Battle Report
23
he porcine beauty
Helga theConqueror
is an absolute beast
on the battlefield. It was
my hope that, with Helgas
Cyclone movement antics
and her feat handing out
slam attacks to every
friendly Faction melee
attack, I could bring home a
scenario win for the farrow.
ForHelgas battlegroup, I chose my Cygnaran- and
Khadoran-converted War Hogs and my Cryx-themed
Road Hog. The War Hogs were my heavy hitters;
with Helgas Gang Fighter ability giving them +2 to their
attack and damage rolls, along with Aggression Dial for +2
STR, theyd be swingingtheir War Cleaversat an effective
Battle Report
WH
WH
24
Model/Unit
H
Points
+6 warbeast pts
RH Road Hog
WH
War Hog x2
8 each
Maximus
Farrow Slaughterhousers x3
Saxon Orrik
6 each
2
Total
49
RH
Battle Report
25
hen I was
given
the
opportunity
to participate in this
issues battle report, I
could hardly contain
my
excitementand
even more so when I
found out my opponent
would be Laine Garrett
and her farrow army. As much as I would have loved
to bring my own farrow to the table, it was my hope
that being a Minions player would give me a bit of an
edge, as I already understood exactly how brutal Laines
forces could be. Besides, I couldnt pass up the chance to
showcase one of my new favorite models: Xerxis, Fury
of Halaak.
For Xerxis battlegroup, I started by considering a
Basilisk Krea and an Archidon, either of which would
be great for Xerxis Warbeast Bond. For this match I
bonded the Archidon, which would grant Xerxis Sprint,
allowing him to play aggressively without leaving
BK
TS
BH
26
Battle Report
Model/Unit
Points
Archidon
BK
Basilisk Krea
B
T
Bronzeback Titan
10
Tiberion
11
Nihilators
BH
TC
TS
50 Points
TC
BH
Battle Report
27
Deployment
Advanced Deployment
Minions Laine
Minions Laine
Skorne Dianne
I actually prefer going second, because I like being able to
respond to my opponents deployment. You can usually
see the plan your opponent has in mind, and I like to ruin
that plan. I started by putting the Nihilators and Praetorian
Keltarii units out front. These would act as speed bumps
to whittle down some of Laines units before my beasts
enter the battle. I set the Nihilators on the right flank and
Praetorian Keltarii on the left, leaving some breathing
room for the Archidon and Bronzeback Titan in between.
I intentionally deployed hugging the left flank a bit, hoping
to secure the leftmost zone while still leaving myself open
to spread my army across the table toward the other zone.
My Tyrant Commander & Standard Bearer would assist
the Nihilators by providing Pathfinder as necessary.
One unit of Beast Handlers took position behind the
Archidon, spreading out to aid the Archidon, the Basilisk
Krea, and the Bronzeback. I deployed my second unit of
Beast Handlers on the opposite side to follow Tiberion.
28
Battle Report
Round 1
Minions Laine
The Brigands activated first, issuing their March prayer so
they could Pathfinder themselves through the tent-forest
and into the zone. I figured this would paint a big target
on their bacon-behinds, so one little piggy lingered within
6 of Helga so she could throw Defenders Ward on the
whole unit during her activation.
Saxon Orrik moved forward and dropped Reconnaissance
on the leftmost unit of Slaughterhousers. Helga went next,
casting Defenders Ward on the Brigands. I needed Helga
and her beasts near the control zone on my right, so she
cast Dash, giving all warrior models that extra inch of
movement. With that done, she cast Cyclone to advance
herself 6 and used her regular advance for another 6 to
end up alongside Saxon.
The freshly Reconnaissanced Slaughterhousers ran up
into the oasis, cautiously hanging back a bit in case
those Nihilators decided to come at them. The other two
Slaughterhouser units ran into the rightmost zone.
Both War Hogs ran forward, with one of them riling for
1 to keep the fury where Helga wanted it. The Road Hog
used Full Boar for +2 speed, and I rolled nice and low, so
the lucky guy only took 1 point of damage.
Last, but certainly not least, Maximus ran up next to Helga.
Battle Report
29
Round 1 (continued)
Skorne Dianne
Laine already inhabited both zones, and she had set up
a pretty brutal barrier. My Tyrant Commander used
Overcome on the Nihilators for Pathfinder, allowing them
to run up through the skorne encampment. From there,
I sent four models up ahead to contest the left zone and to
bait Laines Slaughterhousers into hopefully charging my
Nihilators. If she took that bait, on my next turn I would be
able to charge in with the rest of the unit and annihilate the
remaining Slaughterhousers in the zone.
30
Battle Report
Round 2
Minions Laine
in, but at least the Bronzeback was now tied up in melee.
The rest of the Slaughterhousers attacked, with the leader
rolling snake-eyes to set a bad example for everyone else.
Despite this poor showing, however, the others all
managed to eliminate their targets, with Takedown
suppressing Tough rolls.
The rightmost Slaughterhouser unit pulled back. I was
pretty sure I would soon lose that last unit, so I wanted to
make sure I had these guys sticking around for a while. I
was similarly scared to lose the Slaughterhousers currently
playing in the kiddie pool, so I kept them hanging back
with enough space between them to prevent Berserk from
ruining my day.
Battle Report
31
Round 2 (continued)
Skorne Dianne
As I had hoped, Laine took my Nihilator bait and charged
the unit with her Slaughterhousers. I returned the favor,
charging in with the rest of my Nihilators, though I was
careful not to overcommitI didnt want them killing
themselves, after all! The resulting charges killed two of
her Slaughterhousers with initial attacks while Berserk
killed two more.
What came next was my favorite part of the whole game:
Xerxis cast Mobility, allowing for a 12 charge directly into
the Slaughterhousers stationed in the kiddie pool. He then
cast Lightning Strike for free, thanks to his Warbeast Bond,
and charged.
Adult swim, piggies!
He hit two Slaughterhousers with impact attacks,
killing one and knocking down the other, then killed
the knocked-down Slaughterhouser to clear the
water feature of filthy swine. I then used Sprint to
advance backward 9, because Xerxis didnt want
the poolhe just didnt want anyone else to have it.
Thats how he rolls.
Though most of Laines Slaughterhousers had fallen
back from the Keltarii, there were still a pair in charge
range. Knowing numbers were currently on my side,
I had the Keltarii charge and eliminate them before using
the Keltariis 3 Reform to keep most of them away from
Maximus. Or so I thought.
My plan to pull Laines army apart at the middle by
threatening the right zone with Tiberion had worked,
32
Battle Report
Round 3
Minions Laine
Yikes! Well, that was horrifying. I wasnt expecting a giant
rhino to run in and ruin my pool party. My dice were
failing me hard with those Tough rolls.
First order of business was to clear Tiberion out of the left
zone. Well, attempt to clear him out, at least. Bump was
going to be a pain, but I had Brigands to take care of that.
The Farrow Brigands used their Heroic Call prayer, then
two went in toward Tiberion while another pair went
out to clear away the Beast Handler loitering in the zone.
The first Brigand successfully hit Tiberion, but his Club
harmlessly bounced off of him for 0 damage and flung the
squealing Brigand back 3, successfully expiring Bump.
The second brigand also hit Tiberion, again for 0 damage.
The other Brigands had no problem taking out the pesky
Beast Handler.
With Bump gone, the War Hog was free to lay down the
pain! The War Hog used Aggression Dial for +2 STR and
only took 1 point of damage in the process (at least my
low dice rolls were consistent). Thanks to that second
Brigand currently tussling with Tiberion, the War Hog also
gained the benefit of Gang Fighter from Helga, giving him
+2 to his attack and damage rolls. The War Hog charged
Tiberion, and with his War Cleavers swinging for a sweet
P+S 20, poor Tiberion was turned into mince meat (though
even then, just barely), and the left zone was cleared.
Thatll do, pig . . . thatll do. My favorite War Hog would
be out of Helgas control area next turn and would most
likely frenzy, but it was worth it.
Battle Report
33
Round 3 (continued)
Minions Laine
Keltarii out of the zone with Helgas feat and blasting his
body into the Keltarii behind him, disintegrating both.
Massacre moved him forward far enough to slash into
another Keltarii, sending that one flying into a fourth and
killing both yet again. Berserk kicked in, and Maximus
took down a fifth Keltarii, flinging him into the sixth and
Skorne Dianne
Slaughterhousers. After checking Xerxis control area,
I was pretty sure I was in charge range of the Road Hog;
however, I needed to thin out those Slaughterhouser ranks
to open a lane for the Fist of Haalak.
I started things off by having the Beast Handlers Enrage
all my warbeasts. Then, I advanced with the Nihilators
and had them start killing the offending Slaughterhousers.
The Nihilators took out three more Slaughterhousers but
failed to completely clear the path. With no other options,
I decided to call on the Archidon to take care of business.
Confident that the winged warbeast could handle a single
pig, the Archidon cast Lightning Strike on itself to get
out of Xerxis way and charged. Despite already being
knocked down from an earlier
Tough check against a Nihilator,
the Slaughterhouser made two
more Tough checks before thankfully
succumbing to the Archidons final
attack. After enjoying his piggy
sandwich, the Archidon Sprinted
forward, keeping safely away from the
action but still close enough to tie up that
nuisance Saxon Orrik and be available to
fly into either zone next turn..
34
Battle Report
Skorne Dianne
reposition to the other zone. While she could still engage
Xerxis, average rolls from Helga (even with Gang Fighter)
wouldnt be enough for her to finish off the powerful
Skorne warlock. Effectively, I was seeking to drive Helga
farther from the right zone, where I lacked the resources to
stop her from dominating.
The Bronzeback then trampled two Slaughterhousers on
his way to a position on the edge of the left zone, beyond
the threat range of the War Hog yet still in a position to
threaten the Franken-pig.
Three Beast Handlers charged the Brigands in hopes of
thinning the farrow presence, and the Krea charged as
well, staying outside of frenzy range of the War Hog.
I didnt hope to kill a ton of modelsI just needed to stay
alive long enough to get to Helga or start dominating the
other zone with Xerxis.
Round 4
Minions Laine
Rest in pork, Slaughterhousers. Dianne certainly put me in
a tricky situation with that crazy play. Xerxis hiding in the
War Hogs back arc made me unable to get to him. I could
have tried to move Helga to Xerxis, but unless I ended up
rolling a whole lot of 6s, Id just be serving myself up to her
on a silver platter. It was looking like my best bet was to go
for a scenario win and skedaddle out of there.
The leftmost War Hog didnt frenzyhooray for small
miracles. The Brigands activated and used their Hog Wild
prayer to shoot-and-boot into melee. All who are able
shoot at the Krea did so, then two charged the Krea while
the rest teamed up on the Beast Handlers. The Krea lost her
Spirit and the Beast Handlers went downall except one.
One lousy Beast Handler pulled through and continued
to contest the zone.The War Hog took a few unboostable
swings at the Krea to finish her off.
Maximus changed facing and smacked another Keltarii,
killing him, then Berserked and swung to kill the last one.
Saxon stabbed the Archidon for a single point of damage
and stripped away 1 fury with Inflict Pain, though his
sword attack missed.
Battle Report
35
Round 4 (continued)
Round 5
Skorne Dianne
Minions Laine
36
Battle Report
Conclusion
Minions Laine
That was an awesome game! I
dont know what my favorite
part was: Maximus playing a
round of golf with skorne bodies
or Dianne ditching the safe play
for the awesome one and running
Xerxis across the entire board.
Crazy antics like that are what
make these games a blast to play, and make me not feel too
bad about losing. Dianne played a great game, and Xerxis
does not mess around! Between you and me, though, if the
Great Hog Pushing Plan of Round 3 had gone as intended,
or if that jerk of a Beast Handler had died like I told him to,
I think things would have been different for Team Farrow.
Ill just have to prove that with a rematch!
Skorne Dianne
I had a great time playing against
Laine. Shes a solid player, a
good sport, and our personalities
mesh well together so there are
always wealth of pig jokes to look
forward to. The game was really
back and forth the whole time.
Even though it took me a while
to score points, we both felt it was anyones game all the way
to the end. I would have liked to have had a better showing
of the Keltarii against ranged units for all the Skorne players
out there, but they did what I needed them to do. Even more
important, Xerxis was a ton of fun to play! I knew I wanted to
keep him active in combat, and I was hoping I would be able
to do so without leaving him vulnerable. Overall, this was a
blast, and I hope to do it again!
Battle Report
37
38
Faction Breakdown
The Retribution of Scyrah is an incredibly diverse
and rewarding faction to bring to the table. While
Retribution armies are widely known for their strong
assassination potential, their bevy of specialized
infantry options and diverse selection of myrmidons
provides a well-rounded force capable of meeting any
challenge head-on.
39
Assassination
Retribution players are spoiled for choices when it
comes to building an assassination list. With heavy
access to Arcane Assassin and various board control
effects, there are a lot of ways to build a list aimed at
killing the opposing warcaster or warlock. My personal
preference is for a list that scalpels out the opposing
warcaster or warlock without needing to break down
too much of my opponents army beforehand.
Point Cost
+5 WJ pts.
Banshee
10
Imperatus
12
Arcanist x2
1 each
40
2 each
Soulless Escort
Soulless Escort
Total
50
41
Point Cost
+7 WJ pts.
Phoenix
10
Arcanist
Dawnguard Sentinel
Officer & Standard
Houseguard Halberdier
Officer & Standard
Houseguard Rifleman
Officer & Standard
Houseguard Thane
Stormfall Archers x2
Total
5 each
50
Attrition
Most discussions about the Retributions strengths
dont include the attrition game. If you get stuck
in a real grind-fest, there arent any multi-wound
infantry models or resurrection mechanics to help
you tip the scales in the attrition war. My philosophy
is that you have to change the way you think about
attrition if you are going to effectively play that style
with a Retribution army. Instead of a traditional
slogging attrition, the focus moves to a potent first
strike followed by mopping up whatever is left of
your opponent while minimizing your own losses.
Strong cases can be made for several warcasters to
lead an attrition-based Retribution army, but Ive
decided on Kaelyssa, Nights Whisper.
Kaelyssa brings a lot to the party, but nothing in
her varied toolbox is quite as important to my game
plan as her feat, The Vanishing. Being able to prevent
charges against my troops and provide Stealth in
an early turn will go a long way toward securing
42
43
Control
The control game can be played in a lot of ways,
but this list focuses on a very literal definition of the
term. Ive developed a list that actually takes control
of board position and model placement with the end
goal of creating a scenario or assassination victory
as the opportunity presents itself. This is a very
spell- and magic ability-heavy list, and it will not
see its full potential realized against, say, a warjackheavy Protectorate of Menoth list. The abilities on all
the units in this list are varied enough that it wont
completely shut down, but you still will want to take
a careful look at what list options are still available to
your opponent before selecting this as your army list.
This list begins with Adeptis Rahn and a core of two
units of House Shyeel Battle Mages. Rahns spell list is
perfectly suited to the control game, as are the Battle
Mages Force Bolt attacks. On the turn I activate Arcane
Alignment, Ill be able to rearrange a ton of
models on the battlefield with relative ease.
The additional die on magic attack rolls
will exponentially increase the chance of
knocking a few targets down, which
will make them easy to remove if
I bring enough heavy hitters to
44
Point Cost
Adeptis Rahn
+6 WJ pts.
Phoenix x2
10 each
Arcanist x2
1 each
Dawnguard Sentinel
Officer & Standard
5 each
2 each
Total
50
Conclusion
These three lists are a total blast to run without giving
up any competitive edge. Each list plays entirely
different from the others and will keep my opponents
guessing at what list they want to put on the table
against me. I cant wait for the next staff Steamroller,
so I can really put these lists to the test. The salvation
of Ios is at hand, and no one will stand in my way.
You were warned
45
dossiers give a
s premier spy. Gathered at great expense and risk, these
Take a look inside the files of Gavyn Kyle, the Iron Kingdom
WARMACHINE and HORDES.
in
ers
charact
nt
importa
of
ions
motivat
and
s
behind-the-scenes look at the historie
las Seacat
k and Dougerzo, kieran yanner
ic
Sh
m
a
li
By Wil
ndrea Ud
ssandn, A
o
r
o
st
n
Art by
Servath Reznik
I must admit that when I read your request I was
surprised at your willingness to part with so much
coin on a subject like High Executioner Servath
Reznik. By all accounts the man is little more than
a brute enforcer of the Protectorate Hierarch, a
glorified murderer who has perpetrated war crimes
across the various nations of Immoren. Still, I am
not one to turn down a paying customer, even if
I believe their coin could be more wisely spent.
Thus, I began my search to discover what I could
concerning this relic of a much darker age, when
Priest Kings ruled absolute and neither wrack nor
fire was spared in the enforcement of their law.
GK
It was difficult to attain documentation of Rezniks
life before he arrived within the Protectorate
of Menoth in 586 AR, but I was eventually able
to track down records that confirm Servath
Reznik was born in Talsk, a small Kossite
village southwest of the Shard Spires. As is not
uncommon in Khador, this remote settlement was
composed almost exclusively of Old Faith Menites
largely left to their own governance. While Talsk
was assigned a ruling Posadnik, it is clear he left
most matters to the Menite temple and its leading
priests. This, too, is not uncommon. Obedience
to the temple and reverence to the Creator were
absolutes instilled in the people of Talsk from
birth, and failure to abide by the True Law was
quickly punished by the town scrutator, a man
who, by all accounts, would have fit in well in the
Protectorate. It is in this atmosphere that Reznik
was raised, an environment of unbending law and
swift and brutal punishment to those who failed
in their adherence to the faith.
Even from a young age, this black-and-white
worldview clearly had an impact on Reznik
and certainly led to the bloodshed that marked
his youth.
Gavyn Kyle
47
48
Gavyn Kyle
Gavyn Kyle
49
50
Gavyn Kyle
Harun
Gavyn Kyle
51
52
Gavyn Kyle
Gavyn Kyle
53
54
The pirate fleets of Cryx strike terror into the coastal cities
of western Immoren with lightning raids of staggering
brutality. Degenerate humans and deadly Satyxis make up
the bulk of the crews of these dread ships, but even more
terrible creatures lurk in the holds of Cryxian vessels.
Blighted trollkin recruited from the vicious kriels of the
Scharde Islands are often unleashed upon the mainland to
sow terror and discord, their savage predations followed
up by more precise attacks from other Cryxian forces.
All blighted trollkin are terrifying, but among them are
those who are brutal even by the depraved standards
of such creatures. The Bloodgorgers inspire fear in even
the other ferocious kriels of the Scharde Islands and are
among the most bloodthirsty creatures in the Cryxian
army. Their general, the inestimably terrifying Gerlak
Slaughterborn, has united these savage peoples beneath
his iron rule, granting the lich lords an incredibly potent
weapona horde of blighted beasts that need only be
pointed at the enemy.
History
55
Bloodgorgers Among
the Blighted Kriels
After two failed attempts to coerce members of the Goregash
Kriel to commit warriors to the Disincarnatethey killed and
ate Keska and her entire squadI have taken another approach.
I have offered the kriel champion, Varlag Bloodtusk, a share
of the plunder we are certain to secure along the Cygnaran
coast. To my surprise, he agreed and promised he and twenty
of his finest warriors would join my crew. These Bloodgorgers,
as they call themselves, will undoubtedly add ferocity and
strength to my raids.
I am not entirely keen on sharing my profits with such savage
creatures, but I do not expect many to survive the voyage. I have
already informed my crew that the Bloodgorgers are to attack
first in every engagement. Perhaps luck will be with me and
they will all die.
Zyra Grimlash, Captain of the Disincarnate, 544 AR
Today, the Bloodgorgers have become a strong and
numerous faction among the blighted kriels of the
Scharde Islands. Historically, there has been little
cohesion among the Bloodgorger kriels, but they have
risen above the other blighted trollkin by dint of sheer
ferocity. Having dominated the island of Blackrock,
which lays in close proximity to Skell, these kriels tend
to be more heavily blighted than trollkin of more remote
islands. They display horns, spikes, sharp fangs, scales,
and other elements of draconic corruption. Individual
Bloodgorgers see these disfigurements as Toruks mark
of favor, and thus believe themselves superior to those
less blessed by the Dragonfather.
56
Today there exists an exception to the trend of shortlived rulership of Bloodgorger leadersGeneral Gerlak
Slaughterborn. He has done what no other chieftain
before him could manage: he has united not only all the
blighted trollkin kriels but also brought the black ogrun
and other blighted denizens of the outer islands under
his banner. He has accomplished this primarily through
his own indomitable strength and ferocity, as well as
his ability to survive battles where he should have been
killed, regenerating from dismemberment and wounds
that should have been fatal time and time again. By his
efforts Slaughterborn made inroads into the hierarchy
of Cryx and commands the respect, and in many cases
the fear, of a number of Satyxis pirate captains and other
mortal leaders in the Nightmare Empire. This legitimacy
outside the blighted kriels is connected to his fealty to Lich
Lord Terminus. It was Terminus who raised him to the
rank of general and appointed a fleet to his use, lending
his authority a degree of validity, though ultimately his
influence is rooted in the status of the lich lord he serves.
Terminus likely considers him as expendable as any mortal
servant but has recognized the usefulness of Gerlaks ability
to command an entire horde of blighted monstrosities.
Bloodgorgers at War
Those creatures from the Scharde Islands are abominations,
and calling them trollkin is an affront to Dhunia. They
might have once been like us, but the dragon has corrupted
them. Once, my kriel encountered these Bloodgorgers when
they came ashore to raid a human village. We came upon the
village in the middle of the attack, saw the smoke and heard the
screams, and rushed to aid them. There was no honor in the
way these monstrosities fought. They slew females, children,
the old and sick . . . and they ate the dead.
We outnumbered them, yet the very sight of these blighted horrors
unnerved my warriors. I too felt the wrongness of them, the
blasphemy of their very existence. Still, we could not stand idle in
the face of such brutality. We charged in and met them with axe
and hammer. They fought like demons, and I lost half my warriors,
but we killed the bastards to a man. We burned the bodies.
The human villagers and my kriel dont get along, even now, but
we both watch the sea, and there is an unspoken agreementwhen
the Bloodgorgers return, well work together and well be ready.
Jostan Surfborn,
Hoktur Kriel in the Cloutsdown Fens, 605 AR
Bloodgorgers are often deployed as part of the Cryxian
pirate fleet, where they are utilized as shock troops to
spread discord and terror in advance of other troops.
In many ways, they serve a similar function to human
marines on naval vessels of the Iron Kingdoms
they are not sailors and serve a purely military
role. Bloodgorgers are advance skirmishers and
fight alongside black ogrun in fearsome boarding
parties on the ships that employ them.
57
BLOODGORGER Tacti cs
By David DC Carl
Avatar of Slaughter
58
PAINTS USED
Bootstrap Leather
Cryx Bane Base
Frostbite
Jack Bone
Khador Red Base
Menoth White Base
Armor
1. After priming the model black, basecoat the armor with Pig Iron. Use several thin coats to
create a smooth surface.
2. Mix Thamar Black with 1 drop of Umbral Umber, 2 drops of water, and 1 drop of Mixing
Medium. Wash the armor with several thin coats.
3. Using pure Thamar Black, blend shadows into the armor. Keep an eye out for any
imperfections in the armor, such as dents and pockmarks, and add Thamar Black to these
areas to create the appearance of battle damage. Paint the trim with Thamar Black.
Moldy Ochre
4. Blend soft highlights onto the armor using Pig Iron. Edge the trim with Pig Iron, keeping the
edging lines very thin.
Morrow White
Colors Used: Mixing Medium, Pig Iron, Thamar Black, Umbral Umber
Mixing Medium
Pig Iron
Quick Silver
Sanguine Base
Skorne Red
Thamar Black
Thrall Flesh
Trollblood Base
Trollblood Highlight
Umbral Umber
59
Skin
1. Basecoat the skin with Trollblood Highlight mixed with a touch of Trollblood Base.
2. Add a small amount of Sanguine Base to the previous mix and use this for the first level of shading. Focus on the eye sockets
and the mouth.
3. For the final shade, blend Cryx Bane Base and a touch of Trollblood Base into the deepest recesses of the skin.
4. Reclaim the skin by highlighting the flesh with Trollblood Base. Finish off the highlights by mixing Trollblood Highlight with 2
drops of Morrow White. Keep these highlights small, focusing on the cheekbones, nose, and brow ridge of the face.
Colors Used: Cryx Bane Base, Morrow White, Sanguine Base, Trollblood Base, Trollblood Highlight
60
Final touches
After spraying the model with clear coat, go back with Quick Silver and highlight the edges of the weapons, armor, and chains.
Go back to the imperfections and dents previously shaded with Thamar Black and highlight the undersides of each with Quick
Silver as well. Add a few gore effects to the weapons with a mix of Khador Red Base and Thamar Black.
Colors Used: Khador Red Base, Thamar Black, Quick Silver
Conclusion
There you have it: a unit of midnight raiders outfitted to wreak havoc against your enemies!
With these steps as a guideline, you can create a unique unit of warriors for your battlefield
regardless of your faction of choice. Happy painting!
61
EIRYSS
By rob hawkins
In this Modeling & Painting series, were going to show you how to convert various Mercenary and Minion models to match the
aesthetic of their preferred client factions. Never content to limit ourselves to a simple palette swap, well expand our focus to
converting the models equipment to reflect modifications obtained during extended deployments.
Eiryss is a staple in many WARMACHINE armies. A simple paint job to match your armys color scheme may be enough to maintain
a cohesive appearance, but well take things a step further and incorporate faction-specific elements where possible. Eiryss presents
a challenge because she doesnt care very much for humanitythe faction touches need to be subtle, and for the most part well stick
with her primary color scheme. The conversions outlined in this article use all three Mercenary versions of Eiryss.
62
Parts Used
Daughters of the Flame 2 & 3 left arm
Daughters of the Flame leader right arm
Flame Bringer body
c
A) Swapping heads allows you to use the hood with the small Menofix cape.
To begin, use Formula P3 clippers to carefully remove the red-shaded portions
of Eiryss and the Flame Bringer body. Youll need to remove Eiryss quiver to
accommodate the cape, but thats okay because she has a spare on her hip.
B) The Daughters have long necks, so to prevent Eiryss new head from
sitting too high, carve out a channel for the head to sit in. Work gradually,
shaving away a little metal at a time with your Formula P3 Hobby Knife and
repeatedly checking the fit.
C) You can also remove some metal from the underside of the head, but take
care not to damage the edge of the cape. When you are satisfied with the fit,
glue the parts in place.
63
A) To change out Eiryss arms for the armored Daughters of the Flame arms, separate
the weapons from the arms. Since clippers can crimp one side of the cut, cut through
the metal with a sharp Formula P3 Hobby Knife.
B) Cut the crossbow at an angle to match the top of the hand. For extra stability, pin the
two pieces together. Since many of these parts are thin and delicate, the .50 mm drill
bit and brass rod in the Formula P3 Modeling Drill & Pinning Set works well.
C) For the final touch, slice the crossbow stock off Eiryss arm. Again, this is best done with a
knife rather than with clippers. One side of the stock will be flat, but thats the side that will be
against her arm. Round off the top of the part with a file to remove the sharp edge.
D) Glue the stock to the arm, and pin the sword into the sword hand. Using a .85 mm
size drill bit and rod, drill and pin the top of her arm. Leave about 1/4 of the pin
sticking out.
64
Eiryss in KHADOR
This variation of Eiryss uses the No Quarter Eiryss, Mage Hunter of Ios alternate model. This is the simplest of the three, and the
conversion work is minimaljust a snow-covered base and fur trim for her cloak to represent the cold environs of the Khadoran wastes.
C) The previous step will flatten out the putty a little, making
the fur wider than it needs to be. Once you are satisfied with the
texture, use the tip of your sculpting tool to pull off the excess
material. Press the blade into the putty and pull the excess away.
D) Repeat this process along the entire cloak, but take care not
to sculpt over the quiver strap. Leave the strap showing so it
appears to pass over the fur.
E) Let the putty cure fully on both the base and the miniature
before moving on to the final step.
65
A) To finish the model, super glue her into the footprints on the base and attach the sword arm.
B) For an easier time painting, keep the crossbow arm separate for now. Attach it to a dowel or a spare base with a brass rod. If you are
changing Eiryss pose by raising her arm, however, youll be able to attach it to the model now because the crossbow wont be in the way.
Eiryss in CYGNAR
This final conversion uses Eiryss, Angel of Retribution mounted on
a Supreme Kommandant Irusk base. This is the most complicated
of the three and will require a saw or dremmel to cut through the
large metal pieces. The final model will be wearing bits of Cygnaran
armor, having ingratiated herself with the Cygnaran commanders.
But shell also be crouched atop Cygnaran ruins, symbolizing the
duplicity of her actions. The arms for this conversion come from
Lieutenant Allison Jakes.
Parts Used
Epic Irusk base
Lieutenant Allison Jakes body
A) Use a saw to remove the bottom of the cape and the stonework.
You should be able to cut clean through and then use Formula P3
Clippers to remove the smaller parts near the top. Use a dremmel to
grind out the underside of the cape, but be careful because the metal
will get very hot.
B) You dont need to get the underside of the cape perfectly
smooth, since the rocks will hide most of it, but you can smooth
over any particularly rough spots with modeling putty. Just
make sure to remove all of the flat stone beneath her foot.
Attach her leg with a small dab of super glue or an unglued pin.
This will allow you to easily remove it if you need to cut away
any more material from the underside of the cape after checking
the fit with the base in the next step.
66
A) Use a hobby knife to cut the weapons away from the arms. Cut the left
arm off Lieutenant Allison Jakes, taking care not to damage her shoulder
pad. For the crossbow, remove the red-shaded portions of Eiryss arm.
Before cutting the stock off, use a hobby knife or file to shave the fingers off
the stock, preserving the metal shape underneath.
B) Use a .50 mm drill bit to drill all the way through the hand. With the
arm and fingers removed from the crossbow stock, cut it at an angle, as
indicated by the red line. Attach the top of the crossbow and the stock with
a single pin running through the models hand.
C) Here, you can see the finished crossbow arm. Pin Eiryss sword into the other
hand and file the rank off the shoulder pad. Finally, clip away a small portion of
her shoulder sleeves to create flat attachment points for the new arms.
D) Pin the arms in place and fill any gaps with modeling putty. For extra
stability, pin her feet to the base as well, but leave her unglued for painting.
67
Painting Notes
Colors Used
Armor Wash
Battlefield Brown
Brown Ink
Coal Black
Frostbite
Greatcoat Grey
Menoth White Base
Menoth White Highlight
Moldy Ochre
Morrow White
Rucksack Tan
Umbral Umber
Underbelly Blue
Conclusion
Now Eiryss is ready to spring
into action alongside the rest of
your forces, regardless of where
your loyalties lie. Techniques
such as these can be adjusted
to accommodate any models in
your army to make them fit in
thematically with one another
or simply to give them a bit of
individual flair. Always keep an
eye out for new parts that might
be useful in a conversion, and let
your imagination run wild!
68
Follow Us to Adventure!
www.skullislandx.com
campaign terrain
FARROW
STY- SOCIETY
By William Hungerford
Throughout the wilds of western Immoren, brave adventurers
encounter all manner of dangerfrom savage beasts to any of
the fierce intelligent races that make their homes away from the
comforts of civilization. One common threat found in the wilds
are the farrow, a race of pig-like humanoids that survive by
raiding and scavenging from their more prosperous neighbors.
70
campaign Terrain
setting up
In a game of WARMACHINE or HORDES, if both players The two most important terrain pieces for the sty society are
agree, you can have your battle occur within a sty society. the hoard and the butchery.
To do so, youre going to want the following terrain features:
When you set up your table, try to avoid putting any two
46 small farrow structures (obstructions)
terrain pieces within 3 of each other or placing any of the
obstructions
within a players deployment zone. This table
24 spiked picket lines (linear obstacles)
is going to be tighter than most, but you still need room
1 watering hole (shallow water)
for huge-based models to move around. With these terrain
placement guidelines in mind, start building your sty society.
1 refuse pile (rough terrain)
The layout of the terrain features is up to your discretion.
1 hoard (obstruction)
Make this settlement your own, and have fun with it!
1 butchery (obstruction)
gameplay
When battling in a sty society, the following rules are in effect:
Dirty A fight within a sty society is likely to kick up
enormous clouds of dirt, dust, and refuse as the enormous
warjacks and warbeasts of western Immoren tromp around
the battlefield. Whenever a medium- or large-based warjack
or warbeast advances at least 3, it gains concealment for
one round.
10
Player 2 Deployment
WATERING
HOLE
BUTCHERY
HOARD
REFUSE
PILE
Player 1 Deployment
7
campaign Terrain
71
MDF sheet
Old brushes
Paper towels
Pencil
Plasticard (sheet and
strip)
Sand/model railway
ballast
Saw
String or twine
Utility knife
Wire brads, 18-gauge
Wood filler putty
Wood glue
By Stuart Spengler
farrow hoard
Referencing art from the upcoming Iron Kingdoms Unleashed Roleplaying Game, I started with a vague concept of what I
wanted the hoard to look like. With the idea that the piece would be more like a funky hill than a standard building in terms
of accessibility, I made a few sketches and came up with a firm idea of how to approach the project. The hoard is essentially
an adobe and dirt hut with a packed dirt ramp on one side and a pile of crates on the other. A ramp and platforms increase
the height to create a watchtower or a good vantage for a Gun Boar or Farrow Razorback Crew to fire from.
Step 2 While the foam pieces are still separate, scribe a brick
texture into the main part of the hoard. Create the brick
texture with a smaller and more irregular pattern than that of
the stone texture commonly used. As this is a farrow building,
there should be less refinement than a civilized race might
include. Draw the outline of the stairs on the side and avoid
carving bricks below those lines, as theyll just get covered
up later.
3
Step 1 Cut insulation foam pieces into shape and place them
according to your design. Once you are satisfied with the
general arrangement, trace around the pieces onto a sheet
of MDF to create a base for the hoardthis one is 12 x
8 1/2 x 5 1/2. Allow extra space at the back of the MDF to
accommodate the basswood supports youll install in Step 5.
2
Step 3 Attach the foam pieces to the MDF base with
construction adhesive. Once this has dried, apply pieces of
basswood and bamboo skewers to give the impression of how
the various parts were constructedthe more ramshackle and
disjointed, the better. To enhance the image of the structure having
been built with substandard materials, rather than using a thin
piece of basswood, cut a larger piece into small, irregular bits.
This way, even if you place pieces next to each other neatly,
their different dimensions will still create irregularity.
72
campaign Terrain
CRATES
WOOD
campaign Terrain
73
WOOD PILE
butchery
74
campaign Terrain
MEAT
campaign Terrain
75
grill
Step 4 Apply wood glue to the interior of the foam base and
fill it with a mix of coarse sand or railway ballast and small
basswood offcuts. Before it dries, make sure the rack will
still fit on top.
Step 2 Slice the offcut from the center of the foam in half Step 5 Paint the pieces separatelyonce the rack is glued
and glue one half back into the previous piece. This will to the base, painting the coals will be nearly impossible.
strengthen the grill and serve as the base below the coals.
Paint the coals Bloodstone, then apply progressively thinner
washes of Khador Red Highlight, Ember Orange, Heartfire,
and Cygnus Yellow. As the washes get lighter, concentrate
them toward the middle where the fire would be the hottest.
After the washes dry, drybrush the coals with Thamar Black
and then with Bastion Grey. This will look like wood and
charcoal that has burned down to a lower heat.
Step 3 Use 1/8 basswood stock and wire to create a rack for
the grill, referring to the foam base to see how big your rack
should be. Drill a series of holes in one long piece of the rack
and then glue the wire in. Make sure the wires are relatively
equal in length, then use this half-grill as a drilling template for
the second long piece. Glue the wire into the second long piece.
Use the rack as a template for the short sides of the rack and
glue them on to complete the rack.
76
campaign Terrain
Start by drybrushing the dirt areas such as the earth ramp together, glaze all the bricks with thin washes of Bloodstone.
and the hoard roof. Hold off on the final drybrush of Menoth Build up the color with three applications, allowing the base
White Highlight until after you paint the wood parts. This color of the bricks to come through a bit.
will allow you to highlight both the dirt and wood together.
All the metal pieces started with Pig Iron, washed with
Paint the wood in varied tones to reinforce the impression Umbral Umber and then with Bloodstone. Use varying
that it was scavenged from different sources. After painting strengths of washes to differentiate the metal. For metal
and drybrushing the wood, apply varying glazes of thinned plates that have existing paint on them, such as the Cygnus,
Armor Wash, Cryx Bane Base, and Umbral Umber to tone paint these patterns first and then apply light washes of
down the wood and create a greater variety of color. Paint the Umbral Umber and Bloodstone. Keep the washes light
bricks in a similar manner, using Beast Hide as the base color to allow the underlying paint to remain legible while still
while picking out random bricks with Gun Corps Brown, altering the colors enough to represent that theyre not in
Moldy Ochre, and Thornwood Green. To bring these colors the best shape.
Conclusion
A project like these hovels can be a nice palate cleanser after other
terrain projects and a great way to try out different techniques or ideas.
Dont be afraid to try new things and expand your hobby skills!
campaign Terrain
77
CORVIS
CODEX
Scars of the Scourge
By Josh Colon Art by Richard Anderson, Luis Gama, Alberto Dal Lago, Nstor Ossandn & Mateusz Ozminski
Excerpt from the lectures of Professor Rinehart,
Professor of Orgoth Studies, Corvis University
For over 800 years, the Orgoth terrorized and subjugated
the people of western Immoren, enslaving nearly all of
humanity and forcing them to construct great fortresses
and temples in honor of their loathsome Orgoth
overlords. In the final years of the Occupation, when the
Immorese stood poised to drive their hated masters from
our shores, the Orgoth initiated a plan to systematically
destroy as many such structures as possible and to erase
all traces of their mysterious culture. This act of spite,
known as the Scourge, proved largely successful on both
fronts, and even today we know extraordinarily little
of our former masters. The Orgoth holdings were too
numerous and deeply rooted to eliminate all evidence.
Many ancient ruins are still being discovered all across
the continent, both in remote and abandoned locations
and buried beneath modern towns and citiesthe very
foundations of some of which were built over ancient
Orgoth fortresses, tombs, prisons, and temples. While
the locations and natures of these ruins vary, many such
sites are believed to hold Orgoth treasures abandoned
78
corvis codex
Treasures of
the Empire:
A History of
Orgoth Relics
While many aspects of the Orgoth remain a
mystery, it is known they were equally proud of
their craftsmanship and their mastery of the occult.
Not much is known of Orgoth mystical fabrication
processes except that they almost certainly involved
bloodletting and death. Whatever their methods, they
possessed no shortage of strangely enchanted and
accursed items. From weapons and armor to other
more esoteric items, the greater the value an item
had to an Orgoth lord, the greater the likelihood of it
possessing magical power. This practice is believed to
have been partially a symbol of status, though these
items had practical applications as well.
It has been theorized by some that these enchantments
may have been tuned to magically resonate to a specific
owner and that the dark effects such relics have on
their modern-day owners is a side effect of this process.
That the vile nature of Orgoth magic is responsible for
the terrible effects these artifacts have on their current
wielders is clear, but what is not known is whether
the Orgoth themselves where so afflicted by these
maledictions. The prevailing theory is that Orgoth
artifacts were cursed to prevent non-Orgoth from using
the tyrants powers against them, but a notable minority
of scholars assert that the Orgoth were too confident
in their domination over the Immorese people for this
to be the case. Adherents of this theory believe these
measures were enacted by the Orgoth to defend their
treasured magical possessions from theft by rival Orgoth
governors and lords. While the Orgoth were meticulous
in preventing slaves and outsiders from learning even
the general workings of their imperial politics, there
have been some historical accounts of infighting and
disputes among rival Orgoth leaders. Such reports lend
some credence to this theory.
Despite the rarity of uncovered Orgoth ruins, scholars
are nonetheless puzzled by the number of sites still
containing artifacts and treasures, given the Orgoths
systematic approach to the Scourge. While most scholars
believe all untouched Orgoth ruins are merely sites that
escaped attention or that were simply too difficult to fully
destroy as their owners retreated from rebellion forces,
some researchers believe these sites may have been left
intact deliberately. Perhaps the Orgoth left some of their
grisly traps and inhuman horrors behind in tombs and
vaults as a punishment to ustheir former slavesthe
treasures of the Orgoth acting as an irresistible lure.
Orgoth Relic
Creation
Presented here are rules for Game Master-created Orgoth
Artifacts. The three components of any artifact are the
base object, beneficial effects of the item called Boons,
and detrimental effects called Curses. Starting objects
arent limited to just weapons and armor; though these
are the most common, other expertly crafted objects
of value have also been imbued with mystical power.
Once the base object is selected, the GM chooses
what magical Boons and Curses the object will have.
Boons and Curses each have an associated point cost.
Different effects have varying costs.
A single item may have multiple Boon effects, but no
item may have more than a total of 5 points worth of
Boons. (Though particularly potent relics with greater
limits are rumored to exist.) For every Boon point spent
on an item, the object must have at least an equivalent
number of Curse points. An item may not have more
Boon points than Curse points, but it may have more
Curse points than Boon points. Some items may not
have any Boons at all; many Orgoth relics are just plain
bad. In some cases this may also represent degradation
over the centuries, where beneficial powersif they
ever existedhave been lost.
A relic must be based on an item that was available
during the time of the Orgoth Occupation.
79
Boons
Black Fire
Boon Points: 1
Special Rules: This boon must be applied to a weapon.
The weapon gains +1 POW and critical Fire.
Black Tongue
Boon Points: 1
Special Rules: The characters Deception rolls are
boosted.
Blood Feast
Boon Points: 2
Special Rules: The character gains +1 STR and ARM for
each living character he destroys. The effect of this boon
lasts for one round.
Orgoth
captains
shield
Dark Sight
Boon Points: 1
Special Rules: When a character wielding this relic
forfeits his movement to aim, he ignores Stealth that
turn. Additionally, the character treats all darkness,
natural or supernatural, as bright light.
Deathdealer
Boon Points: 4
Special Rules: This Boon must be applied to a weapon.
A character wielding this weapon gains boosted damage
rolls against targets that are not at full vitality.
Impervious
Boon Points: 4
Special Rules: A character wielding this relic suffers one
die fewer on all non-magic melee or ranged attack damage
rolls so long as he is aware of the incoming attack.
Boon Points: 3
Special Rules: A character wielding this relic in one
hand can forfeit his attack to shift into a spectral form.
The character gains the Ghostly ability for one round.
(A Ghostly character can advance through terrain and
obstacles without penalty and can advance through
obstructions if he has enough movement to move
completely past them. The character cannot be targeted
by free strikes.) A character cannot become Ghostly if he
was Ghostly on his previous turn.
Spell Reach
Boon Points: 4
Special Rules: Spells cast by a character wielding this
relic gain +5 RNG.
Spell Ward
Boon Points: 3
Long Lived
Stormweaver
Boon Points: 5
80
Phantom Shift
corvis codex
Boon Points: 3
Special Rules: A character wielding this relic can
manipulate the weather, creating or stopping storms,
raging winds, or typhoons. While wielding this object,
the character is considered to have 1 point of training
in the Stormsmithing skill (see Kings, Nations, and Gods,
p. 90) and this item serves in lieu of the mechanikal items
required to use that skill. A character cannot use this item
to increase his Stormsmithing skill above his current skill
level limit. This item only functions while at sea or on the
coast if within 100 yards of the ocean.
Thirsty Blade
Arcane Obstruction
Boon Points: 3
Curse Points: 3
Blindness
Unwavering Commander
Boon Points: 2
Special Rules: This Boon grants immunity to fear and +2
to Command rolls and to command range. If a character
wielding this relic is affected by any spell or effect that
would take control of him, his roll to contest this control
is boosted.
CURSES
Air of Death
Curse Points: 1
Special Rules: A character carrying this relic seems
touched by death and decay. The characters skin takes
on a waxy corpse-like pallor, and he emanates a mild but
noticeable odor of rot and decay. Such a character suffers
a 2 penalty on all non-Intimidation social rolls except
those the Game Master deems would be unaffected.
Appetite
Curse Points: 2
Special Rules: A character wielding this relic suffers
insatiable hunger, needing to eat tremendous amounts
of food to satiate his cravings. A character suffering from
this curse must eat half his body weight in food each
day or suffer 2 to his Willpower. When a characters
Willpower reaches 0, he becomes ravenous, eating
anything to stop the hunger, including human flesh.
A character regains lost Willpower at the rate of 1 point
per day if eating a sufficient quantity of food or after no
longer possessing the cursed item.
Curse Points: 1
Special Rules: A character who has handled this relic
must make a PHY roll against a target number of 13 the
following morning. If the roll succeeds, nothing happens.
If the roll fails, the character is struck blind for the day.
A blind character cannot make ranged or magic attacks,
suffers 4 MAT and DEF, cannot run or charge, and
automatically fails all Perception rolls related to sight.
Blood Hungry
Curse Points: 1
Special Rules: While wielding this item, the character
suffers 1 damage point at the end of each of his Control
Phases if he did not cause damage to a living character.
Outside of combat the character suffers 1 damage point
every five minutes while wielding the item.
Doom
Curse Points: 1
Special Rules: This cannot be the only Curse on an item.
A character who uses this item suffers the effects of its
curses even after disposing of the item. Only an eighthour ritual of holy consecration conducted on holy
ground by a priest or shaman can stop these detrimental
effects.
Haunted
Curse Points: 3
Special Rules: When a character wielding this relic uses
this relics Boons, he must make a Willpower roll against
a target of 15. If the roll fails, the character is plagued
with visions of dead and tormented spirits, particularly
of those who died at the characters own hands or those
killed with the cursed object. The character treats all
other characters, friend or foe, as if they cause Terror
[20]. This effect lasts for d3+1 hours.
Fellblade
corvis codex
81
Homeward Bound
Curse Points: 5
Curse Points: 2
82
Vitality Leech
corvis codex
Sample Relics
Golthanas Masthead
Description: Golthanas Masthead is an ancient ships
grotesque masthead of Orgoth design. Fashioned from
an unknown dark wood, it depicts an Orgoth slave,
arms chained and spread apart and back, as if shackled
to the front of the ship. Captains foolish enough to attach
the masthead to their ship soon find themselves imbued
with an unyielding boldness and a tremendously
commanding aura. The masthead also grants its
captain the power to control storms, ensuring safe
journeys for the ship or devastating ones for its rivals.
These powers continue to embolden the mastheads
owner, and eventually any ship carrying Golthanas
Masthead will attempt a journey no Immorese has ever
achieved: sailing for the Orgoth homeland. The lucky
few crewmen who gather the strength to jump off the
ship might make it ashore before the vessel inevitably
shipwrecks, pieces eventually washing up ashore,
while the masthead inevitable remains intact.
History: Originally discovered a few miles south of Ohk
nearly 400 years ago, Golthanas Masthead is thought to
have belonged to a notorious Orgoth warlord. It has been
rediscovered several times throughout the centuries in
various shipwrecks along the western coast of Immoren.
Its most recent owner was a Llaelese noble who kept it in
his private collection until the Khadoran invasion forced
him to flee. The current location of Golthanas Masthead
is unknown.
Boons
Stormweaver . . . . . . . . . . . . Boon Points: 3
Unwavering Commander . . . . . . Boon Points: 2
Curses
Homeward Bound . . . . . . . . . Curse Points: 5
Doom . . . . . . . . . . . . . . Curse Points: 1
Forbidden Knowledge:
Discovering and Researching
Orgoth Artifacts
Though several alleged experts exist, relatively little is
known about Orgoth culture in even the most respected
universities of the Iron Kingdoms. This makes the act of
researching newly discovered Orgoth relics a unique
challenge. The Scourge left little for those who wished to
piece together information about Orgoth society, and much
of what is known by the researchers of western Immoren is
built on as much theory and conjecture as solid fact.
This modified Research target number table
approximates the difficulty of learning information on
the history and potential abilities of an Orgoth artifact.
Additionally, while the Detection skill target number
table in the Iron Kingdoms Full Metal Fantasy Core Rules
may be appropriate for locating a potential artifact
in the field, verifying the authenticity of a potentially
counterfeit Orgoth relic (which are sometimes found
on the black market) is made more difficult by the
scarcity of information on Orgoth culture. Thus, It is
recommended that the target numbers against forgeries
on the Detection Target Number table in the Iron
Kingdoms Full Metal Fantasy Core Rules be increased by
a minimum of +2.
information discovered
12
or Less
1315
1618
19+
corvis codex
83
Entombed
What I find most distressing about the entombed is that they volunteered for such a horrific eternal duty.
Professor Viktor Pendrake, Monsternomicon
PHY 9
84
corvis codex
Combat
An entombed has a single directive: to protect the tomb
of its lord and destroy all who would trespass against it.
The entombed is not mindless, and it targets isolated
explorers who are separated from the group first, waiting
for them to enter a side chamber or vault before passing
through the walls to cut them down. Its primary goal is to
preserve the burial chamber of the interred Orgoth lord,
and an entombed does everything in its power to prevent
such an intrusion, even to the point of allowing an intruder
to make off with stolen treasure from other chambers.
It will only allow such intruders to escape if it does not feel
capable of slaying them without endangering its main goal.
Once a threat to its lords resting place is dealt with,
the entombed relentlessly pursues any who attempt to
flee the tomb, passing through walls to cut off escape
routes and corral its enemies.
Lore
A character can make an INT + Lore (Orgoth or undead)
skill roll to determine what he knows about this creature.
He learns all the information up to the result of the roll.
The higher the roll, the more he learns.
12: Some Orgoth ruins are watched over by powerful
spectral guardians that look like large, armored warriors.
14: These creatures, called entombed by the Immorese,
were warriors who sacrificed themselves to be buried
alongside powerful Orgoth lords. An entombed jealously
protects the body of its lord and will break off pursuing a
thief to defend its lords remains.
16: An entombed is bound to the burial site of its lord
and its physical body. An entombed cannot pass beyond
the walls of the tomb, even if those walls have long since
crumbled away.
18: The only way to truly destroy an entombed is to locate
its corpse and obliterate it. The Orgoth would leave the
bodies of the entombed in large burial chambers along
with the bodies of other warriors, or in vaults watched over
by creatures like the dread, to ensure none would be able to
find and eliminate their eternal guardians.
Abilities:
This character rolls an additional die on Initiative rolls. Discard the lowest
die of each roll.
Body Count The character gains 1 soul token each time it destroys a
living character. It can have up to 3 soul tokens at a time. During its turn,
the creature can spend soul tokens to boost attack or damage rolls at one
token per boost.
Bound The character is bound to an Orgoth tomb. It cannot pass beyond
the borders of the tomb for any reason. If the tomb is destroyed or purified
in some manner, this character is destroyed as well.
Ghost Shield The character gains +1 ARM for each soul token he currently has.
Ghostly This character can advance through terrain and obstacles without
penalty and can advance through obstructions if it has enough movement to
move completely past them. This character cannot be targeted by free strikes.
Restless Soul When this character is incapacitated, it becomes dormant
for d3+1 minutes. After this period the character begins to regain strength,
starting with 1 vitality point and gaining an additional d3 vitality points every
round. The character regains strength at the site of its physical body. If the
characters soul cage is destroyed, the character is permanently destroyed.
Spell Ward This character cannot be targeted by spells.
Terror [14] This character causes terror.
Undead This character is not a living character and never flees.
Creature Templates:
None.
Skills:
Name
Detection
Great Weapon
Intimidation
+ Rank
7
7
*
corvis codex
85
he Iron Kingdoms abound with people both good and evil, but many others live, survive, and even
thrive in the grey shadows between heroics and villainy. Social misfits but not always social outcasts,
they make their way through the world any way they caneven if it results in hardship for others.
In the end, even scoundrels and sell-swords feel justified in doing what they must to stay alive. These kinds
of characters make excellent NPCswhether as antagonists or alliesfor your Iron Kingdoms RPG
campaign. This time, youll meet an ogrun archeologist determined to acquire great treasures at any cost.
Zolor Kurang
By Andy Gill ART BY christof grobelski
The Archeologist
Countless mysteries lay deep within the Thornwood; the
ruins of ancient Morrdhic structures and abandoned Orgoth
outposts litter the forest. Many enterprising mercenaries
have made their fortunes selling relics taken from these ruins,
and still more have died looking for them. Of the brave
or recklessfew who make a living raiding these lost sites,
Zolor Kurang is among the most successful.
A particularly imposing ogrun, Zolor has been described by
his contemporaries as both a snake and a genius. This selfdescribed gentleman explorer has clawed his way to the
top of his field through a combination of risky exploration of
ancient sites others might avoid, hard-learned skills in black
market dealings, and well-timed backstabbing. He now offers
his services to those with the coin to paybut theyd best
watch him closely, lest he claim their discoveries as his own.
86
Zolor Kurang:
A Brief History
Zolor began his career as a miner in the Dragonspire Peaks in
the north of Cygnar. Working for a noble family of Corvis
with connections to an anonymous buyer of rare objects at
Corvis UniversityZolors early life was filled with difficult
labor, long days, and the constant clanging of steel on stone.
He didnt know his employers were less interested in the
mineral wealth that could be carved from their mine than in
old, potentially dangerous relics from Immorens past. The
Fairfax family had been led to purchase mining rights in the
region on a tip from their contact within the university, who
claimed the region had had an important Orgoth presence
during the Occupation. The ogruns fate was forever changed
when he breached a hidden chamber deep within the mine,
exposing a vast, dark chamber of angled stone covered in a
grisly bas-relief of leering faces and contorted figures.
Zolor then took two stances that would shape his life from
that point on: he would dedicate himself to the search for
the hidden treasures in ancient archeological sites, and he
would never let anyone take those treasures from him again.
True to his vow, Zolor went on to explore much of western
Immorenfinding site after site, discovery after discovery,
throughout the Iron Kingdoms, Rhul, and even within the
Bloodstone Desert. The idol that launched his career has
since appeared in a museum at Corvis University, though its
unclear who contributed it to the museums collection.
87
88
Zolor kurang
Abilities:
PHYSIQUE
PHY 7
Appraise The character can judge the value of most fine goods with an inspection. Truly good fakes might require a
Detection + INT roll to spot.
SPEED
SPD 5
STRENGTH
STR 8
Backstab The character gains an additional die on his back strike damage rolls.
AGILITY
AGL 3
Conniver The character can reroll failed Bribery and Deception-based social skill rolls. Each roll can be rerolled only once
as a result of Conniver.
PROWESS
PRW 4
Counter Offer The character can reroll Negotiation rolls, whether failed or not. A roll can be rerolled once as a result of
Counter Offer.
POISE
POI 3
INTELLECT
INT 5
ARCANE
ARC
PERCEPTION
PER 3
Huge Stature The character can wield a weapon in one hand that usually requires two hands but suffers 2 on attack rolls.
long Rifle
Natural Leader A character with the Natural Leader ability increases his command range by 2.
pickaxe
Relic-Wary This character possesses powerful arcane relics he uses in battle. He favors non-weapon relics with subtle
protective effects that keep himself or his companions from harm. Relics carried by this character can have up to 3 Boon
points. (See Orgoth Relic Creation, p. 7982)
Command SOC 2
Detection PER 2
Hand Weapon PRW
2
Lore (Morrdh) INT
1
Lore (Orgoth) INT
1
Navigation PER 1
Negotiation SOC 2
Research INT 2
Rifle POI 2
*
5
6
5
5
4
*
6
5
INIT 12
DEFENSE
DEF 10
(Custom Armor -1)
ARMOR
ARM 13
(Custom Armor +6)
WILLPOWER
WILL 12
AGILITY
IQ
INITIATIVE
PHYS
ECT
LL
Skills:
TE
Preternatural Awareness The character gains boosted Initiative rolls. Additionally, enemies never gain back strike
bonuses against this character.
Feat Points The character starts each encounter with 1 feat point. He is allocated 1 feat point at the start of each of his
turns. He can have up to 1 feat point at a time.
Command Range: 9
Base Size: Medium
Encounter Points: 11
Equipment:
Compass, custom battle armor, long
rifle, map case, maps, pickaxe, relic of
questionable origin (see Orgoth Relic
Creation, p. 7982). Additionally, Zolor has
a standing bounty of 250 gc to be paid on
his live delivery to the Fairfax family.
89
immortality
By Michael G. Ryan and Matt Goetz
Art by nstor ossandn, Kristen plescow & Andrea Uderzo Maps by Hugo solis
90
Fort Veknost
Scenario Synopsis
In Stone Cold, the PCs arrive at a gorge ascending from the
forest into the foothills to track the last of Abrosims lieutenants at
a predetermined rendezvous (as they learned in the end of part 4,
Many Deaths, One Life), only to find him murdered by Abrosims
own men. Pursued by those same killers, the PCs wind their way up
the mountain through dangerous underground passages and along
treacherous ledges to reach the gates of Abrosims private fortress.
Inclement Weather
In the first scene, the PCs witness the death of one of Abrosims last
lieutenants, Pavor Rostisfenko. His murder in the Grove of Wracks
is the latest of Abrosims killings, following the sacrifice of another
lieutenant, Olivia Morado, to adventurers who have been fueling his
fury as they threaten his bid for immortality with their interference.
The weather conditions shift rapidly as the PCs work their way up
the mountain to Abrosims fort. The weather conditions below
assume the PCs move through the adventure at a reasonable
clip. If they choose to hole up at any point during the adventure,
the weather gradually progresses to whiteout conditions. Once it
begins, the blizzard will not abate for several days, so waiting out
the storm is not a reasonable option.
91
SCENE 1: The
Grove of Wracks
COMBAT
The PCs reach the entrance to a canyon extending into the foothills
of the mountains to the norththe first place the canyon expands
marks the Grove of Wracks where two of Abrosims lieutenants,
Pavor Rostisfenko and the late Olivia Morado, were to meet before
journeying on to Abrosims headquarters. But Rostisfenko is about to
meet an unpleasant fate.
As the PCs reach the Grove of Wracks, read or paraphrase the following:
The pounding rain is hard and merciless as you leave the forest behind and
travel into the misty, boulder-strewn canyons beyond, closing in on the Grove
of Wracks, where you expect to find Abrosims lieutenant Pavor Rostisfenko.
A single gunshot rings out from somewhere in front of you. It echoes through
the canyon to finally be smothered by the dark thunderstorm overhead.
The canyon of the Grove of Wracks is lined with cave openings, and
boulders scattered around it provide potential cover and hiding places.
A boulder blocks one of the caves, sealing it, and an investigation
reveals the boulder has been moved there recently.
A series of primitive wracks are clustered together near the canyons
center. They are made of old metal and show other signs of having
been abandoned long ago.
On one of them a young man is chained. He wears tattered clothing,
which provides little protection against the rain, and a mask covers his
face. A puddle of red water pools at the foot of his wrack. Blood runs
down from a bubbling hole in his chest, mixing with the rainwater, and
he wheezes as he strains weakly against the chains. A note stabbed into
his shoulder with a needle reads, in Khadoran, MENOTHTAKE
HIM UNTIL I DEMAND HIS RETURN.
Scattered nearby are packs and travel cases that have been dumped
and searched. Clothes, bedding, and other necessities for a journey
have all been tossed. Broken medical equipment lays among rainsoaked journals that have been cast aside.
When he spots the PCs he shakes his head weakly at them, motioning
with his head toward a dark, narrowing chasm that exits on the far
side of the canyon and climbs up into the mountain beyond. However
they choose to enter the gully, the man watches them, his face growing
paler the longer they take to reach him. He calls out to them when they
arrive: You must stop him! His work is nearly done! If they dont
approach him, he continues to moan for their help.
they should flee before Abrosim killed them, too, hoping together
they would be able to secure amnesty with the Order of Illumination,
Greylords Covenant, or another organization Abrosim has made his
enemy. He was unaware Abrosim was meeting with Olivia at her
tower, and unless the PCs tell him, believes Olivia is still alive and has
somehow escaped Abrosims clutches.
Unless the PCs give him reason to believe otherwise, Rostisfenko
thinks they are emissaries or an advance scouting party for Olivia; he
is eager to warn them of Abrosims betrayal and to tell them what little
he knows about Abrosims current actions.
It isnt necessary for the PCs to aggressively question Rostisfenko as
long as he believes they are his allies. He knows he is dying, so he will
share everything he knows willingly. Before he can speak, a PC must
spend a full action and make a Medicine roll against a target of 14 to
stabilize Rostisfenko; otherwise, all he does is mutter incoherently until
he dies a few minutes later. If, however, the PCs raise his suspicions
by threatening him, by telling him of Olivia Morados death, or by
taking any other hostile actionshe will only share information if a
PC makes a successful Interrogation or Intimidation roll. A PC learns
all the information up to the result of the roll.
Interrogation/Intimidation
Roll
Information LEARNEd
12
13
14
15
Pavor Rostisfenko
Rostisfenko is the last surviving lieutenant working for Abrosim
and he knows it. Until recently, Rostisfenko worked for Abrosim
researching archives detailing Cryxian necrotechnology used in
the creation of iron liches. He knows the former Greylord has been
murdering all of his other high-ranking researchers one by one. So,
Rostisfenkos intention was to meet with and convince Olivia Morado
92
Following Garrows taunt, the squad opens fire on the PCs, with
the warjack aiming its first shot past them to destroy the walls near
the canyons southern entrance. The ensuing rockslide blocks the
entrance entirely, leaving the narrowing chasm at the other end as
the only apparent means of escaping the Grove of Wracks canyon
(see Collapse, p. 97).
Weather Effects
93
Garrow
(Warcaster)
Lackadaisical when it comes to taking care of his jacks, his guns, and even his own hygiene, Garrow seems overly laconic and even indifferent, but
in fact hes exceptionally talented in the role of a warcaster. He is equally skilled in physical and psychological battles. Garrow is bonded to a Mule
warjack named Vapor. Garrow wears weathered armor and a scruffy hat that offers shade for the upper-half of his face. He is unshaven and unkempt.
PHYSIQUE
PHY 6
SPEED
SPD 7
STRENGTH
STR 4
AGILITY
AGL 4
PROWESS
PRW 4
Skills:
Name
Hand Weapon
Command
Detection
+ Rank
6
*
5
Spells:
POISE
POI 4
INTELLECT
INT 3
ARCANE
ARC 3
Boundless Charge
PERCEPTION
PER 4
throat cutter
MAT
POW P+S
6 4 8
Abilities: Add +2 to back strike damage rolls.
While the weapon has power, characters it
hits lose Tough, cannot heal or be healed,
and cannot transfer damage for one round.
INITIATIVE
INIT 15
SPELL NAME
Convection
10
12 NO YES
Abilities:
DEFENSE
DEF 14
(Medium Warcaster Armor -1)
Bond [3] The character is bonded to Vapor, his warcaster armor, and
Throatcutter.
ARMOR
ARM 13
(Medium Warcaster Armor -1)
Power Field While the characters armor has power, it has six damage
boxes (Core Rules, p. 289).
WILLPOWER
WILL 9
AGILITY
PHYS
3
ECT
IQ
TE
LL
Command Range: 4
Base Size: small
Encounter Points: 14
Equipment:
Medium warcaster armor, Throatcutter (assassins
blade with Accuracy, Bond, and Grievous
wounds runes powered by an arcanodynamic
accumulator), Mule warjack Vapor (Nomad
Heavy Warjack Chassis, Core Rules, p. 302), 150 gc
94
Rina Zavor
Antone Pytorevich
Rina is the pragmatic realist in the group, the one most likely to
negotiate with a target in exchange for a head start or a complete
abandonment of the hunt. Her enthusiasm is swayed by money, but
she has loyalty to those she works with, so if she negotiates for herself,
she negotiates for everyone. Rina is strangely intimidatingshe
carries herself as if she is ready for a fight at any moment, and her dark
hair hides her eyes.
(Bounty Hunter)
(Rifleman)
Skills:
Skills:
Name
Stat Rank Stat
Detection
PER 2
Hand Weapon
PRW
2
Sneak AGL 2
Tracking
PER 2
Unarmed Combat
PRW
2
PHYSIQUE
PHY 6
SPEED
SPD 7
STRENGTH
STR 4
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 4
INTELLECT
INT 4
ARCANE
ARC
PERCEPTION
PER 3
trench sword
MAT
POW P+S
6 4 8
Abilities: On a critical hit with the
weapon, the target is knocked down. If
the character makes a knockout strike that
damages a target, add +2 to the target
number to avoid knockout.
INITIATIVE
INIT 14
DEFENSE
DEF 13
(Tailored Plate -1)
ARMOR
ARM 13
(Tailored Plate +7)
WILLPOWER
WILL 10
Vitality: 14
+ Rank
5
6
6
5
6
Abilities:
Roll With It When the character
would be knocked down she goes
prone instead.
Feat Points This character starts
each encounter with 2 feat points.
She is allocated 1 feat point at
the start of each of her turns. She
can only have up to 2 feat points
at a time.
Feat: Untouchable The character
can spend 1 feat point during her
turn to gain +3 DEF for one round.
Name
Stat Rank Stat
Rifle
POI 2
Detection
PER 2
Sneak AGL 1
PHYSIQUE
PHY 6
SPEED
SPD 6
STRENGTH
STR 4
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 5
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 5
radcliffe carbine
INITIATIVE
Abilities:
Fast Reload The character gains
one extra quick action each turn
that can be used only to reload a
ranged weapon.
Gunfighter The character does
not suffer a 4 penalty on ranged
attack rolls with pistols or carbines
while engaged.
Keen Eyed The character can
increase his effective range with
a bow or rifle by twelve feet (2)
and his extreme range by sixty
feet (10).
INIT 15
DEFENSE
DEF 14
(Armored Great Coat -1)
ARMOR
ARM 11
(Armored Great Coat +5)
WILLPOWER
WILL 9
Vitality: 10
Command Range: 4
Command Range: 3
Encounter Points: 10
Encounter Points: 12
Equipment:
Equipment:
+ Rank
7
7
6
95
(Man-at-Arms)
Focused, calm, and distant from the rest of the squad, the trollkin
Gerrok has very little interest in killing or capturing what he hunts
he favors the hunt itself, not the aftermath. He is quiet and reserved,
but he seems to snarl when hes on the hunt. He moves silently, often
freezing for long periods of time to search for tracks, trails, or other
signs of his quarry.
Tasked with protecting the group while being the first line of hand-tohand combat, Davon is quick on the trigger and suspicious of everyone
and everything. He expects theyll ultimately turn on Abrosim when all
of the former Greylords enemies are dead. He is every bit a soldier
he stands at attention much of the time, weapons in hand. Rarely does
Davon seem relaxed.
Skills:
Skills:
Name
Stat Rank Stat
Detection
PER 1
Hand Weapon
PRW
2
Sneak AGL 2
PHYSIQUE
PHY 8
SPEED
SPD 5
STRENGTH
STR 5
AGILITY
AGL 5
PROWESS
PRW 4
POISE
POI 2
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 3
hand axe
MAT
POW P+S
6 3 9
INITIATIVE
INIT 12
DEFENSE
DEF 12
(Leather Armor -1)
ARMOR
ARM 13
(Leather Armor +5)
WILLPOWER
WILL 11
Vitality: 16
Command Range: 3
Base Size: medium
Encounter Points: 12
Equipment:
Hand axes, leather armor, 50 gc
+ Rank
4
6
7
Abilities:
Camouflage The character gains an
additional +2 DEF when benefitting
from concealment or cover.
Feat: Revitalize The character
can spend 1 feat point during
his turn to regain a number of
vitality points equal to his PHY
stat immediately. If a character
suffers damage during his turn,
the damage must be resolved
before a character can use this
feat. An incapacitated character
cannot use Revitalize.
Pathfinder The character can
move over rough terrain without
penalty.
Tough When this character is
disabled roll a d6. On a 5 or 6, the
character is heals 1 vitality, is no
longer disabled, and is knocked down.
Two-Weapon Fighting While
fighting with a one-handed
weapon or pistol in each hand,
the character gains an additional
attack for the second weapon. He
suffers 2 on attack rolls with the
second weapon while doing so.
Name
Detection
Hand Weapon
Intimidation
Rifle
Shield
PHYSIQUE
PHY 7
SPEED
SPD 6
STRENGTH
STR 5
AGILITY
AGL 3
PROWESS
PRW 5
POISE
POI 4
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 3
gun axe
combat shield
MAT
POW P+S
6 3 8
MAT
POW P+S
6 3 8
INITIATIVE
DEFENSE
ARMOR
INIT 14
DEF 10
(Full Plate -2)
ARM 13
(Full Plate +8)
WILLPOWER
WILL 10
Vitality: 10
Command Range: 3
Base Size: small
Encounter Points: 10
Equipment:
Combat shield, full plate, gun axe,
blasting powder and bullets for 15 shots,
25 gc
96
+ Rank
5
7
*
5
7
Abilities:
Combat Shield This character
gains +2 ARM against attacks
originating in his front arc.
Load Bearing The character is
well practiced at fighting while
wearing heavy armor. Reduce the
SPD and DEF penalties from the
armor the character wears each
by 1 (included above).
Shield Guard Once per round,
when a friendly character is
directly hit by an attack while
within 2 of this character, this
character can choose to be
directly hit instead. This character
cannot use Shield Guard if he
is incorporeal, knocked down,
prone, or stationary.
Tactics
The assassins work together to quickly eliminate the PCs. If the PCs
choose to fight, they can use boulders and even the wracks themselves for
cover. Unless the PCs can somehow reach the top of the canyon, Garrow
and his squad are beyond the reach of hand-to-hand combat, but if the
PCs successfully injure each member of the squad to at least half their total
vitality, the survivors retreat to the frozen glen farther up the mountain to
mount another ambush (see Scene 4: The Ambush in the Ravine).
If the PCs try to escape, they can retreat into one of the caves (see
Scene 2A: The Caves) or flee the length of the canyon to the chasm
beyond, heading higher into the mountain along a slick, winding
trail (see Scene 2B: The Mountain Pass). Trying to climb over the
collapsed entrance to the Grove is slow going, and they will be under
attack by the assassins the whole way.
The PCs may choose to fight first and then attempt to escape. If they do
so, they suffer attacks as they retreatGarrow and his squad jockey for
better positions above and continue to fire, trying to flank the PCs and
attack from behind where possible.
Terrain
The Grove of Wracks has the following terrain features:
Boulders: The boulders provide solid cover.
Collapse: When Vapor fires at the entrance to the Grove of Wracks, the
ensuing rockslide blocks it entirely, leaving the narrowing chasm at the
other end as the only apparent means of escaping the Grove of Wracks
canyon. Any PC within eighteen feet (3) of the entrance when the
Mule opens fire suffers a POW 14 damage roll from the falling debris
and shrapnel from the explosive projectile and is knocked down.
Ancient Wracks: The old wracks are solidly built but have withstood
centuries of harsh elements. A single character can take cover behind
a wrack to gain solid cover. If an attack misses a character behind a
wrack, roll a d6. On a 6, the attack fractures the wrack, causing it to
topple over, at which point it is useless as cover.
Aftermath
Whether the PCs retreat into one of the caves or escape the Grove of
Wracks via the chasm that leads higher into the mountains, Garrows
assassins believe they have escaped and abandon the canyon to
ambush the PCs again later on. Garrow is familiar with the cave with
the secret passage, and once the PCs enter the cave, he assumes they
will learn of it as well.
At this point, the PCs have two means of continuing on toward
Abrosims fort Veknost: they can explore the caves, one of which takes
them as far as the bridge in scene 3, or they can proceed up the pass en
route to the same place.
SCENE 2A:
The Caves
EXPLORATION/COMBAT
The half-dozen caves in the canyon walls that are not blocked by a
boulder are primarily shallow openings, going back only far enough
for the PCs to retreat and hide from Garrows assassination squad. If
the PCs enter the cave with the secret passage (see map), they make a
Detection roll against a target number of 12. If the roll succeeds, they
discover the secret passage (see below). If the roll fails, they can try
again after another full minute of searching and examination. If the
PCs stop to search for the hidden passage, Davon Barlett attempts to
flush them out (see The Shallow Caves).
If the PCs enter any cave other than the boulder cave or the secret
passage cave, they enter one of the shallow caves that comes to a dead
end after a short distance.
97
Crypt Spiders
At a fork in the cavesthe left continuing to Abrosims headquarters,
the right leading to the catacombs of the dreggs two adult crypt
spiders and nearly a hundred spiderlings have formed a lair partway
down the left cave. The walls and ceiling are coated in webs, and the
desiccated corpses of dreggs are scattered across the floor in both
caves, their bones cracked open and the marrow devoured.
Notable among the corpses is that of a woman in metal armor,
apparently pinned by a rockslide in the first cave, clearly the victim of
the crypt spiders that took advantage of her helplessness to finish her
98
off and eat her bone marrow. A PC who searches her body discovers
30 gc and a repeating pistol with only 2 bullets left. She appears to have
been dead only a few hours.
The crypt spiders attack the PCs to drive them into the right cave,
away from their lair and toward the catacombs.
Spiderlings: The miniscule crypt spider young can cause havoc to
anyone who they encounter. Despite not being full-grown, the swarm
of spiderlings are capable of producing minute amounts of acid spit
that will blister and burn on contact.
The spiderling swarm is represented in play by a 3 AOE. A character
other than a crypt spider who ends his turn in the AOE suffers d3 points
of corrosion damage from the spiderlings acid spit. The AOE moves
at the end of each turn; roll for deviation. The swarm moves d3+1
in the determined direction. Any AOE or spray attack automatically
dissipates the spiderling swarm.
crypt spider
Creating Cryptospector
Skills:
Name
Stat Rank Stat
Climbing AGL 2
Detection
PER 1
Sneak AGL 2
Creature Templates:
Her name was Karminia, and she was a sentry at Fort Veknost,
Abrosims headquarters. She was guarding a prisonera Koldun
lord who had been Abrosims mentor among the Greylordswhen
the Koldun lord suddenly lashed out, snatching her dagger and using
it to wound Abrosim, severing three of his fingers. Though Abrosim
retaliated against his former mentor, the Koldun lord escaped with a
mechanikal collar Abrosim had intended to use to restrain him.
She learned that Abrosim had sent Garrow and his assassins to kill
one of Abrosims lieutenants who was en route to the fort. This is
not the first time shes heard of Abrosim killing those who support
him, and given her failure in allowing the Koldun lord to escape,
she elected to flee before Abrosim decided to kill her.
She knew the secret passage from the fort to the Grove of Wracks;
the PCs can use this memory to maneuver the rest of the route
through the caves without making further Navigation rolls.
Karminias memories include an image of a bridge across a snowy
ravine with guard posts on either side. She knew the pass phrase
today to have the bridge lowered is rebirth only through death.
She had served as one of the handlers for a box that arrived at
the fort not long agoit contained the corpse of one of Abrosims
lieutenants, Makar Iokav. Abrosim seemed amused by Iokavs
death, and she remembers him saying, One life is a small price to
pay to live forever.
Beyond the crypt spiders and the spiderlings, the caves continue to
climb and periodically fork. If the PCs use Karminias memories to reach
the surface again, they make no additional rolls. Otherwise, they must
make another Navigation roll against a target number of 14 to reach the
surface. They emerge at the beginning of Scene 3: The Bridge.
+ Rank
7
4
7
PHYSIQUE
PHY 5
SPEED
SPD 7
STRENGTH
STR 4
AGILITY
AGL 5
PROWESS
PRW 3
POISE
POI 2
INTELLECT
INT 2
ARCANE
ARC
PERCEPTION
PER 3
acid spit
Abilities:
This creature gains boosted
Climbing rolls.
Night Vision This creature treats
darkness as dim light and dim light
as bright light.
Recluse This creature gains +2
on Sneak skill rolls.
Webs This creature can travel
across its own webs as fast as it
can move across flat ground. It
also can descend from above on
strands of web.
bite
MAT
POW P+S
5 4 8
INITIATIVE
INIT 13
DEFENSE
DEF 15
ARMOR
ARM 11
(Natural Armor +4)
WILLPOWER
WILL 7
VITALITY: 5
Command Range: 2
Base Size: medium
Encounter Points: 2
99
The Path
The path is about 18 feet across, wide enough for a heavy steamjack
or two men to walk abreast, but as it climbs higher, falling away to a
deep gorge on one side, and as the wind picks up, walking too close
to the edge may be fatal. If a character within six feet (1) of the edge
is knocked down, knocked out, or made stationary while on the path,
he may fall over the side unless a companion can save him. Another
character within 12 feet (2) may immediately attempt a Prowess roll
against a target number of 10 to grab the character before he pitches
over the side, falling hundreds of feet to the rocks below. Characters
who tie themselves together or make use of climbing gear do not need
to worry about falling; the rope arrests their fall.
At length the PCs reach the base of a steep grade in the pass, where
the mountain forms a wall on one side and a deep fall-off on the other.
As the PCs reach the base of the pass, read or paraphrase the following:
The rain has begun to freeze, leaving everything around you covered in a coat
of thin ice. Progress is slow, and as the skies grow dark overhead, shadows in
the pass begin to take on a menacing presence.
The path has become steep as you travel north, with a rock wall rising
above you on your left side and plummeting into blackness on your right.
You cannot see very far up the cliff face or over its edge. At length you
reach a place where the incline would be challenging under the best of
circumstances. With the freezing rain, it looks especially treacherousand
there seems to be movement at the top of the slope.
Weather Effects
100
Terrain
The pass has the following terrain features:
Treacherous Path: After Garrow and his other assassins move past
here, Davon Barlett remains behind to watch for the PCs. If they begin
to ascend the path, Barlett rolls a barrel of oil to the top of the path
and takes his gun axe to it, drenching the pass in oil. The length of
the oil-slick pass is 90 feet from where the incline begins to where the
path levels out once more. The freezing rain and oily ground make
for a treacherous surface, and the PCs must move cautiously to avoid
slipping or falling off the edge. At the top, the path forks. To the left,
it doubles back on itself to a secondary path that switches back above
the main pass. Three guards are posted on this switchback, 60 feet
directly overhead. The second fork, to the right, continues on toward
Abrosims headquarters.
From the base of the incline, the PCs can attempt to climb the face of
the cliff on the left in order to reach the guards post above. Each PC
who attempts this must make a Climbing roll against a target number
of 14. If the roll fails, the PC falls back to the pass and is knocked down.
Tactics
Davon Barlett and the guards are waiting for the PCs. The rest of
Garrows band have proceeded on to set up an ambush closer to Fort
Veknost (see Scene 4: The Ambush in the Ravine) in the event the
PCs succeed in continuing to approach.
If the PCs attempt to continue up the oil-slicked incline, the guards
stationed above open fire from the railing outside their guardhouse
not long after the PCs begin to come up the path. If the PCs reach the
halfway point of the incline, Barlett lights an alchemical flare and goes
to the fork at the top of the pass to set fire to the oil. Barlett is clearly
visible to the PCs, despite the weather, due to the flare he brandishes.
If the PCs do not successfully injure him after two rounds, he sets fire
to the oil that flows the length of the incline. The fire spreads downhill
rapidly over the ice, and reaches the PCs in one round unless they
retreat back down the path. A PC who starts his turn in the fire suffers
a POW 12 fire damage roll. The oil burns out in three rounds. Smoke
from the burning oil causes a dark cloud that obscures vision, granting
concealment to characters on the path.
If the PCs successfully reach the top of the incline, the three guards,
armed with rifles and axes, come down to confront them on the main
pass. They do not surrender and they do not retreat. Davon Barlett
leaves the PCs to the guards, though he seems reluctant to abandon
the fight. Unless the PCs are able to attack him first, Barlett retreats to
the ravine where the ambush will take place.
Aftermath
If any of the three men are taken alive, they will not divulge information
about Abrosim or his activities. The only useful information they possess
is that a sizable drawbridge lies ahead on the path to the headquarters
and that this bridge is guarded. In order to have the bridge lowered,
every guard must know the password that changes daily, and todays
password is rebirth. They also know that Garrow and his assassins
passed this way not long ago en route back to the headquarters.
Guards of
Fort Veknost
The guards of Abrosims headquarters are outfitted with armor
more commonly found on Khadoran Winter Guard, but the soldiers
in Abrosims employ wear armor adjusted to suite their masters
preferences. They are brutal servants, though their loyalty is, when
they are under extreme duress, questionable.
Skills:
Name
Stat Rank Stat
Rifle
POI 2
Hand Weapon
PRW
1
Detection
PER 4
Survival
PER 1
Sneak AGL 1
PHYSIQUE
PHY 6
SPEED
SPD 6
STRENGTH
STR 5
AGILITY
AGL 4
PROWESS
PRW 4
POISE
POI 4
INTELLECT
INT 3
ARCANE
ARC
PERCEPTION
PER 4
military rifle
axe
MAT
POW P+S
5 3 8
INITIATIVE
INIT 14
DEFENSE
DEF 12
(Infantry Armor -2)
ARMOR
ARM 13
Infantry Armor +7)
WILLPOWER
vitality: 10
WILL 10
Command Range: 4
Base Size: small
+ Rank
6
5
6
5
5
Abilities:
Dual Shot The character can
forfeit his movement during his
turn to make one additional ranged
attack with a pistol or rifle.
Marksman The character can use
quick actions and aim in the same
round, but still has to forfeit his
movement to gain the aiming bonus.
Winter Guard Armor The
character gains +3 ARM against
cold damage.
Guard Captains
Guard Post
The guard post is a simple wooden structure with windows that overlook
the pass on three sides. It has a fireplace against the mountainside wall, a
half-dozen chairs, a desk, and a gun rack for rifles.
If the PCs do not obtain the password from any of the guards, the desk
in the guard post contains a daily log with a record of the passwords:
eternal, reborn, undeath, and eternity, along with a host of
similar words. The most current entry is for today: only through death.
The PCs find this log if they perform anything more than a cursory search
of the post. The guard post also has a pair of guards cloaks and two
additional rifles with 6 bullets each, as well as miscellaneous personal
items of the guards stationed here.
The PCs can use the cloaks and helmets as disguises to approach
the bridge, especially if they possess the password to have the
bridge lowered for them. Using the clothing of a dead guard may
raise suspicion, depending on its condition. Bloodstained clothing,
or those perforated by bullets, provides no benefit to Disguise rolls.
Undamaged items provide the normal +2 bonus to Disguise rolls.
SCENE 3:
The Bridge
COMBAT
The paths from both the underground secret passage (Scene 2A) and
the mountain pass (Scene 2B) emerge onto a trail that cuts across a
wide rocky plain with mountains on all sides. Snow showers obscure
the details, but in the distance, a bridge with towers on either side of a
wide ravine is visible through the haze of white.
As the PCs cross the rocky plain, read or paraphrase the following:
Equipment:
Snow showers swirl around you, making it difficult to see and travel slow
going as you cross a boulder-strewn valley. Yet in the distance you can just
make out a watchtower on the edge of a wide gorge, a large lantern on its upper
floor lit like a beacon. The gorge runs east and west across your path with
no clear indication of anywhere it can be crossed. Beyond the tower you can
barely see a second light source.
The snow camouflages the PCs approach to the drawbridge; once they
are within sixty feet of the watchtower, however, five guards in and
around it see them. If the PCs are not disguised in some manner, the
101
Weather Effects
Tactics
The guards on the near side of the bridge, when alerted to the threat
of the PCs, fight to protect the bridge controls. Taking cover near the
stairway to prevent PCs from reaching the upper level, the guards
shoot at any character who advances toward the bridge or tower. The
guards retreat up the stairs to the upper level after the first round of
combat, keeping watch over the stairs and using the elevated position
for a tactical advantage.
When alerted, the guards on the far side of the bridge use
straightforward tactics. They attempt to shoot any PCs they can see
while keeping to whatever cover is available. The guards prioritize
102
When only one of the guards is left he falls back, firing as he retreats, to
warn Abrosim that the PCs are drawing near.
If the PCs successfully deceive the guards on the near side to lower
the bridge, the guards on the far side are also deceived, with the
exception of Pytorevich. Having just fought the PCs, he is on alert and
recognizes them despite disguises. As they cross the bridge otherwise
uncontested, he walks out alone to confront them.
Pytorevich is arrogant and cocky (see his character, p. 95) and
is prepared to engage in a gunfight with the PCs, one-on-one or
himself against them all. Confused by his tactics, the guards he was
waiting with do not react unless the rifleman is killed. If the PCs kill
Pytorevich, the guards can make a second Detection roll to see through
the PCs disguises. If the roll succeeds, the guards attack. If the roll
fails, however, the guards express disbelief at the riflemans behavior.
They claim all of Abrosims lieutenants have been acting strangely,
borderline insane, and they tell the PCs they will dispose of (or recover)
Pytorevichs body saying, Abrosim wont be done with him yet.
Pytorevich does not retreat and does not surrender, and the PCs
can only get past him by killing him. He will not be taken prisoner,
going so far as to jump to his presumed death from the bridge before
allowing himself to fall to the PCs.
Terrain
Bridge: Each half of the bridge is lowered by a series of levers and
steam-activated pulleys operated by a guard on a floor thirty feet
above the bridge engine. The floor is accessible by a ladder on the
outside of the watchtower and is secured at the top; the ladder can be
disconnected and pushed away only from the floor above. The steam
engine itself is open and accessible on the watchtowers first floor. A
chain across it and danger sign warn of the risks in getting too close
to the turning gears and periodic blasts of expelled steam. When it is
operating, it is so loud that the guards in the watchtower on the far
side can hear it run.
If the PCs have to lower the drawbridge themselves, it can only be
done from the watchtowers upper floor. Lowering the bridge is done
with a series of levers, but they only lower the bridge of this side of the
river. In order for the PCs to have the second half lowered, they need to
use the lantern to signal the far sides guards to cooperate. Any gunfire
on this side of the river deters the far sides guards from lowering their
half of the bridge.
Gears: Massive exposed gears drive the action of the bridge, presenting a
hazard to anyone caught within them. A character who falls or is pushed
into the gears must make an AGL roll against a target of 12 to avoid being
caught in the gears. A character caught in the gears suffers a POW 14
damage roll each round until freed by a character not caught in the gears
(a character caught in the gears has no leverage to free himself). Freeing
someone caught in the machinery requires a full action and a STR roll.
Icy River: If a PC falls from the bridge, the river below is ice-cold. Its
deep enough for someone to plunge into it, but it is moving fast enough
down through the mountains to make drowning a strong possibility.
A PC who falls must make an AGL roll against a target number of 13
to land safely in the water; otherwise, that PC suffers a damage roll
of 3d6+10 from the fall (normal falling damage is reduced by impact
with water). A PC who survives the fall must make a Swimming roll
SCENE 4:
The Ambush
in the Ravine
COMBAT
Once across the bridge, the PCs can follow the path to Abrosims
headquarters. It is a wide path that climbs between two jutting
crags covered in a layer of snow. As the path rises, the weather turns
worsethe wind picks up and the snow becomes thicker. By the time
the PCs reach the ravine, the snow showers have turned into a blizzard
with whiteout conditions, restricting vision so much that it becomes
impossible to see the sides of the ravine.
As the PCs enter the ravine, read or paraphrase the following:
As you leave the bridge behind and climb higher along the trail into the
mountains, closing in on Abrosims headquarters, the weather takes a turn
for the worse. The sky darkens, and the snow blows so hard you can barely
see more than a few feet in front of you. The crags on both sides offer no
protection as you move into a rocky ravine, where rockslides and boulders
provide some relief from the howling wind. The icy footing is treacherous;
pitfalls are impossible to see, though the periodic green eyes that flit by in the
sky are easy enough to spot.
Weather Effects
Aftermath
If the PCs cross the bridge using the password, the guards on the far
side pay little attention to them until they engage Pytorevich. If the
PCs engage in any gun battles with the guards at the watchtower on
the near side, however, the guards on the far side are alerted by the
sound of combat. If the PCs manage to eliminate the guards at the
watchtower silently, the other guards are not aware of any threat as the
PCs lower the bridge and come across.
The ravine is littered with boulders and mounds of rocks that have
fallen from the crags on both sides. It is of similar dimensions and
layout to the Grove of Racks. Along the north side of the ravine (to the
PCs left as they enter the area) is a nine-foot wide, eighteen-foot deep
crevasse hidden in the blizzard. It runs the length of the ravine and
presents a hazard to any character who falls into it (2d6+10 damage).
At the eastern end of the ravine, the path to Abrosims headquarters
continues, turning sharply and climbing quickly through the rocks.
The whiteout conditions make the head to the path impossible to see
until a PC is within seventy-two feet (12) of it. When the PCs enter
the ravine, this exit is blocked by Vapor, the warcaster Garrows Mule.
103
Tactics
Once the assassins spring their ambush, they move to eliminate the
PCs. They attempt to isolate individuals from their companions and
gang up on them, hoping to finish characters off as quickly as possible.
The warjack Vapor targets the most heavily armored PC with ranged
fire, not moving from its position to block egress from the ravine. As
soon as the combat begins, the bounty hunter Rina Zavor escapes the
ravine, fleeing past Vapor and up the mountain toward Fort Veknost.
Any time Vapor fires its steam lobber, the explosion causes a massive
eruption of snow, leaving deep gouges in the battlefield. The AOE
from each steam lobber shot remains in place after resolving the shots
effects. AOEs left on the battlefield are rough terrain that provides
concealment. If Vapor is engaged in melee, it head-butts characters
and follows up with attacks from its battle mace, trying to keep any
PC from traveling past it and onto the path. If a PC gets by Vapor and
heads up the path behind it, Vapor pursues that PC, first with steam
lobber shots and then to engage in melee.
If both Garrow and Vapor are defeated, any surviving members of the
squad retreat down the mountain, away from Abrosims headquarters
and the fight with the PCs.
While the fight rages between Garrows squad, the PCs, and possibly the
dreggs, the PC furthest removed from the rest of the battle or the most
isolated PC encounters a shadow in the blizzard: Vladislav Abrosim.
Abrosim is a hawk-faced man with sharp features. He has thin,
bloodless lips, a tightly shaven grey beard and mustache, dull green
eyes, and wears a black hood over his dark grey hair. The backs of his
hands are covered in tattoos, prison brands from his time in Khadoran
captivity. He is thin but muscular, and he wears dark, fur-lined
clothing similar to the attire of the Greylords.
104
Terrain
The encounter includes the following
terrain features:
Boulders: The boulders and mounds
of rocks provide solid cover.
Snowscape: The ground is covered
in a blanket of snow just over a foot
thick. A character who goes prone
gains and additional +1 DEF against
ranged attacks. Characters wearing
light-colored clothing gain +2 to
Sneak rolls.
Aftermath
If the PCs drive off or otherwise
defeat Garrow and his assassins, the
storm continues to rage. PCs who
search the area where Garrow and
his assassins were lying in wait can
make a Detection roll to discover
items dropped by fallen members
of the assassination squad or left
behind as they fled the battle. A
PC who searches the battlefield can
find Garrows mechanikal blade
Throatcutter, Antones Radcliffe
Carbine, and the more common
weapons and gear carried by any
other assassins who participated in
the ambush.
The PCs may elect to take this
opportunity to recover from the
combat or to wait out the weather. If
they choose to wait out the storm, the
path beyond becomes visible as the
blizzard turns to a light snowfallfrom the ravine, they can just make
out the top of a pair of stone gates farther up the mountains.
If they choose to move on immediately after the battle, traveling along
the path out of the ravine is slow-going due to the weather and the
darkness. If they wait, they can see farther up the pass with the shift in
the weather. Either way, the path twists in an S shape to the next plateau
a hundred yards farther up the mountain: the gates to Abrosims fort.
The PCs cant see what lies beyond them as they approach, but the
word VEKNOST is carved across the top of the two gates.
Chained by her wrists with her back to the gates is an a womanRina
Zavor, the bounty hunter from Garrows band of assassins. While she
still wears her armor, her weapons have been stripped from her and
cast aside nearby. When the PCs enter the barren canyon, she begins
to call to them.
Help me, she shouts, and Ill help you. I can get you to Abrosim.
But you have to hurry. Ill be dead in moments.
As she shouts, the PCs can just make out green-eyed crows along the
top of the gateway and the stone walls around it. Then, with a horrible
grinding sound, a mechanism behind the gate comes to life, slowly
opening the two massive doors the bounty hunter is chained across.
CONCLUSION
As with a previous installment in the Immortality adventure, Stone
Cold ends on a cliffhangerthe PCs have either reached the gates of
Veknost, Abrosims personal fort and headquarters, or they are enduring
the last after the storm dissipates and they find themselves with
At this point, the PCs may need an opportunity to recover from their
experiences reaching Veknost. Until they reach the gates and cross the
bridge into Abrosims lair, no one approaches and nothing drives them
on. The snow falls steadily; time seems to stop. If necessary, the PCs
can pause here or just outside the gates long enough to rest without
impacting the pace of the adventure.
Immortality concludes in No Quarter #58 with the final installment,
The Death and Life of Vladislav Abrosim.
105
GRANDMASTER
PAINTING COMPETITION
p3 grandmaster
massive
sam lenz
galleon
106
The
greatest
miniature
painters in the world came
together at this years Gen
Con to throw down in the
world-renowned
Formula
P3 Grandmaster Painting
Competition, each striving
for the $2,500 grand prize.
These painters submitted
their finest work in six model categories: Massive Model,
Unit, Warjack/Warbeast, Warrior Model, Battlegroup,
and Diorama. Each entry was judged individually on its
own merits, with the top entries winning gold, silver, or
bronze and the overall winner of the competition being
dubbed the 2014 P3 Grandmaster. This year, the winner
was Sam Lenz for his incredible work on this Galleon.
This overall winner in the Massive Model category
blew our judges away!
unit
sam lenz
sons of bragg
warjack/warbeast
Benjamin Williams
Dozer & Smigg
107
warrior model
Marike Reimer
battlegroup
David Diamondstone
108
diorama
James Craig
Contract Renegotiation
109
Player Gallery
In No Quarter #55 we called on our talented community to submit the finest character solos from their WARMACHINE and HORDES
armies. As usual, we received many fantastically painted models. Here are the top five entries.
GOLD
Rafal Maj
Burning through the competition, Rafal
Majs smoldering Initiate Tristan Durant
takes home this issues top prize.
110
Player gallery
SILVER
SILVER
Andreas Graae
Jon Webb
Honorable mention:
Honorable mention:
tomasz dobros
Andy Kaiser
Player Gallery
111
NO QUARTER
PAINTING CHALLENGE
The new No Quarter Painting Challenge has now removed nearly
all restraints on your creativity, limiting it to a single theme and
broadening 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.
Ticket to Ride
This issues theme:
Mounted models
Any model with the Cavalry or Light Cavalry designation
will be eligible as an entry in this challengeso prep your
horses, dip your brushes, and start painting. 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
12/18/14
20012014 Privateer Press, Inc. Game 2014 Privateer Press Interactive, Inc. and White Moon Dreams, Inc. All rights reserved. WARMACHINE property and related intellectual
property rights are the property of Privateer Press, Inc. and are used under license. Privateer Press, WARMACHINE, WARMACHINE: TACTICS, Khador, and related logos are
trademarks of Privateer Press, Inc. in the United States and other countries and are used under license. All other trademarks and copyrights are the property of their respective holders.
*While supp
lies last.
20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press, Privateer Pins, and their logos are trademarks of Privateer Press, Inc. Actual pin size 2 2.