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CORVIS CODEX

Unearthing Ancient Orgoth Relics

BATTLE REPORT
Beauty and the Beast Handlers!

IMMORTALITY: STONE COLD


The penultimate chapter of the roleplaying adventure

First Preview!

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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

Editor-in-Chief: Michael G. Ryan

On the Cover
Dynamo by Andrea Uderzo

Juggernauts Journey:
Washington, D.C.

Editing: Aeryn Rudel, Michael G. Ryan,


Michael Sanbeg
Proofreading: David DC Carl, Matt Goetz,
Aeryn Rudel
Continuity Editors: Douglas Seacat, Jason Soles
Graphic Design: Richard Anderson,
Matt Ferbrache, Laine Garrett, Josh Manderville
Photography: Andrew Baily, Matt Ferbrache,
Rob Hawkins, Dallas Kemp,
Stuart Spengler, Janell Toppen
Studio Miniatures Painting: Matt DiPietro,
Geordie Hicks, Ron Kruzie

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

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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
Island eXpeditions, SIX, Dogs of War, Exiles in Arms, Called to Battle, The Warlock Sagas, The Warcaster Chronicles, Privateer Pins and all associated logos and slogans are trademark property
of Privateer Press, Inc. All other trademarks appearing are property of their respective owners. First printing Vol. 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

News from the Front

10

High Command Previews

11

WARMACHINE: Tactics

From Tabletop to the Computer

14

WARMACHINE: Reckoning Preview

16

The Winter of Your Pincontent

20

Battle Report: Beauty and the Beast Handlers

22

Tournament Triple Threat: Retribution of Scyrah

38

The Gavyn Kyle Files: Servath Reznik

46

22

Battle Report: Beauty and the Beast Handlers

Quick Shot Scenario

Immortality Part V

Table Of Contents

90

Corvis Codex
Scars of the Scourge

78

Guts & Gears: Bloodgorgers

54

Modeling & Painting: Eiryss

62

Campaign Terrain: Farrow Sty-Society

70

Corvis Codex: Scars of the Scourge

78

Scoundrels & Sell-Swords: Zolor Kurang

86

Quick Shot Scenario: Immortality Part V

90

Gen Con Formula P3 Competition Winners

106

Player Gallery

110

No Quarter Painting Challenge

112

The Gavyn Kyle Files: Servath Reznik

Campaign Terrain
Farrow Sty-Society

46

70

Modeling & Painting


Eiryss

Guts & Gears: Bloodgorgers

62

54

Table Of Contents

New releases

Xerxis, Fury of Halaak (resin/metal)


game: hordes/skorne
sculptor: michael jenkins
painter: matt dipietro
release: november PIP 74082 $84.99

Maximus (metal)
game: hordes/minions
sculptor: steve saunders
painter: geordie hicks
release: december PIP 75051 $17.99

NEW RELEASES

Helga the Conqueror (metal)


game: hordes/minions
sculptor: oliver nkweti
painter: matt dipietro
release: november PIP 75050 $17.99

Praetorian Keltarii/Praetorian Swordsmen Plastic Kit


game: hordes/skorne
sculptor: todd harris
painters: matt dipietro & geordie hicks
release: november PIP 74078 $54.99

NEW RELEASES

New releases

Dynamo (resin/metal)
game: warmachine/cygnar
sculptor: ben misenar
painter: matt dipietro
release: december PIP 31111 $49.99

Praetorian Karax (plastic)


game: hordes/skorne
sculptor: todd harris painter: geordie hicks
release: december PIP 74079 $54.99

NEW RELEASES

Strider Blightblades/Strider Rangers Plastic Kit


game: hordes/legion of everblight
sculptor: steve saunders
painter: geordie hicks
release: november
PIP 73082 $34.99

NEW RELEASES

New releases

Trollkin Highwaymen (plastic)


game: hordes/trollbloods
sculptor: brian dugas painter: geordie hicks
release: december PIP 71096 $59.99

Trollkin Scattergunners (plastic)


game: hordes/trollbloods
sculptor: brian dugas painters: matt dipietro & geordie hicks
release: december PIP 71084 $59.99
8

NEW RELEASES

Engines of Destruction
WARMACHINE High Command: Faith & Fortune Expansion
release: december PIP 61024 $15.99

Classic WARMACHINE and HORDES Model Now Available in Full-Size Units


Krielstone Bearer & Stone Scribes (resin/metal)
game: hordes/trollbloods
release: december
PIP 71091 $54.99

Blackbanes Ghost Raiders (metal)


game: warmachine/cryx
release: november
PIP 34118 $64.99

Flameguard Cleansers (metal)


game: warmachine/protectorate of menoth
release: november
PIP 32097 $74.99

NEW RELEASES

News from the Front


PROS & CONS

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

News from the front

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.

High Command Previews

11

Retribution of Scyrah

Engines of Destruction gives Retribution


of Scyrah players a lot to think about.
Several new options have parallels
with previous cards but have tradeoffs
in terms of power, cost, resources,
or victory points. The Banshee is worth special notice as the first
High Command card capable of reducing an enemy warcaster
or warlocks Power, and the Arcantrik Force Generator can
hold off multiple enemies singlehandedly to protect a location
from capture.

1 CMD
1 WAR

0 CMD

SPHINX

WARJACK

2 WAR

CHARACTER, WARCASTER

PSYCHIC RELAY

WAILING

When you rush a warcaster to this location, draw one card


and then discard one card.

At the start of an attack at this location, enemy


warcasters and warlocks here suffer 2 Power (to a
minimum of 0 Power) until the end of the turn.

PURCHASE:

WARCASTER

0 CMD

Lord Arcanist Ossyan

WARJACK

3 WAR

RUSH:

0 WAR

PURCHASE:

9 WAR

Illus. by Carlos Cabrera Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

LORD ARCANIST OSSYAN

BANSHEE

5 WAR

RUSH:

VP

7 WAR

Illus. by Carlos Cabrera Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

2 CMD

NAYL, SOULLESS ASSASSIN

CHARACTER, SOULLESS, WARRIOR

0 WAR

ARCANTRIK FORCE GENERATOR


BATTLE ENGINE, WARRIOR

REINFORCEMENTS
2

Sphinx

Banshee

2
4

Nayl, Soulless Assassin

Arcantrik Force Generator

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

This card has +1 Power for each warcaster or warlock in


the occupying forces pile of the opponent with the most
warcasters or warlocks there. When this card is destroyed,
move it to your occupying forces pile.

PURCHASE:
2 WAR

3 CMD

RUSH:

Reduce the overall enemy Power by 2 at locations


with one or more friendly cards with Polarity Field.

PURCHASE:

3 CMD

Illus. by Chris Walton Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

6 CMD

RUSH:

VP

13 CMD

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Convergence of Cyriss

Eminent Configurator Orion is the


perfect warcaster to destroy powerful
cards that rely on abilities rather than
base Power for their offense (like
Cygnars Centurions or Khadors
Behemoths). The Convergence also gains several additional
cards with effective Power thats not what it appears to be.
The Transfinite Emergence Projector is one such card: it has the
highest base Power in all of High Command but prefers to fight
enemies just one or two at a time.

2 CMD
2 WAR

0 CMD

MITIGATOR
WARJACK

2 WAR

CONSERVATOR
WARJACK

RAZOR BOLA

RIGHTEOUS VENGEANCE

At the start of an attack at this location, enemy cards here


suffer 1 Health until the end of the turn.

At the end of each turn, you can move this card to


a location where one of your cards was destroyed
that turn.

PURCHASE:

4 WAR

RUSH:

PURCHASE:

4 WAR

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

5 WAR

RUSH:

VP

7 WAR

Illus. by Oscar Cafaro Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

EMINENT CONFIGURATOR ORION


CHARACTER, WARCASTER

WARCASTER

1 CMD
0 WAR

Eminent Configurator Orion

SERVITOR, WARRIOR

0 WAR

TRANSFINITE EMERGENCE PROJECTOR


BATTLE ENGINE, WARRIOR

REINFORCEMENTS

Mitigator

Conservator

Elimination Servitor Array

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

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

12

2 CMD

ELIMINATION SERVITOR ARRAY

High Command Previews

Transfinite Emergence
Projector

ARMOR PIERCING

FIRING FORMULAE

At the start of an attack at this location, choose up to one


enemy card at this location with 4 Health or greater. That
card suffers 2 Health until the end of the turn.

At the start of an attack at this location, this card


suffers 1 Power until the end of the turn for each
enemy card here.

PURCHASE:

1 CMD

RUSH:

5 CMD

Illus. by Nicholas Kay Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

PURCHASE:

6 CMD

RUSH:

VP

11 CMD

Illus. by Raphael Lbke Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Highborn Covenant

Captain Damiano, the new Highborn


Covenant warcaster, is bound to
be a popular choice in Highborn
reinforcement decks due to his boost to
offense at a location coupled with his
universal boost to purchasing power. Highborns Hammerfall
Siege Crawler is on the lower end of the battle engine spectrum
for raw stats, but its ability is not to be underestimated.
Deploying a free Dwarf card after battle has taken place will
ensure locations dont fall into the wrong hands.

2 CMD
1 WAR

1 CMD

GRUNDBACK BLASTER
WARJACK

2 WAR

CHARACTER, WARCASTER

CHARACTER, WARJACK

HAIL SHOT

QUICK WORK

While another card ability causes this card to gain Power, it


gains an additional +2 Power.

After you attack at this location, if you destroyed


one or more enemy cards here, you can move this
card to a different location.

PURCHASE:

3 WAR

RUSH:

PURCHASE:

5 WAR

Illus. by Franz Vohwinkel Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

CAPTAIN DAMIANO

ROCINANTE

4 WAR

RUSH:

VP

9 WAR

Illus. by Nstor Ossandn Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

WARCASTER
Captain Damiano

2 CMD
1 WAR

2 CMD

STEELHEAD HALBERDIER COMPANY


STEELHEAD, WARRIOR

2 WAR

HAMMERFALL SIEGE CRAWLER


BATTLE ENGINE, WARRIOR

REINFORCEMENTS
Grundback Blaster

Rocinante

Steelhead Halberdier
Company

O
G

Hammerfall Siege Crawler

1
3
Y

COORDINATION

BAIL OUT

At the start of an attack at this location, this card gains +1


Power and +1 Health for each other friendly Steelhead card
at this location until the end of the turn.

When you move this card from a location to your


discard pile, you can deploy a Dwarf card to that
location without paying its cost.

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

Illus. by Chippy Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

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.

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Four Star Syndicate

Engines of Destruction adds a Cephalyx


warcaster and a Cephalyx army card
to the Four Star arsenal, both of which
are low in raw Power stats but provide
control effects that are truly dangerous
in the right hands. The remaining Four Star cards are less about
tricks and more about raw destruction. With a few pirates in
your reserves, the Royal Weight Cannon can blow away just
about anything an opponent puts in its path.

2 CMD
0 WAR

0 CMD

MANGLER

WARJACK

2 WAR

3
4

WRECKER

SHIELD CANNON

At the start of an attack at this location, choose an


opponent with cards here. That player reveals the top card
of his deck to all players. If it is a warrior, this card gains +2
Power until the end of the turn.

PURCHASE:

CHARACTER, WARCASTER

WARJACK

4 WAR

RUSH:

This card has +2 Power during your turns and +2


Health during your opponents turns.

PURCHASE:

5 WAR

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

EXULON THEXUS

ROVER

5 WAR

RUSH:

VP

8 WAR

Illus. by Nstor Ossandn Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

WARCASTER
Exulon Thexus

2 CMD
0 WAR

REINFORCEMENTS

2 CMD

CEPHALYX OVERLORD CABAL


CEPHALYX, WARRIOR

2 WAR

ROYAL WEIGHT CANNON

BATTLE ENGINE, PIRATE, WARRIOR

Mangler

Rover

Cephalyx Overlord Cabal

Royal Weight Cannon

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

When you deploy or rush this card, choose an opponent


with cards at this location. He reveals three cards from his
hand, and you choose one that must be discarded.

At the start of an attack at this location, this card


gains +1 Power for each Pirate in your reserves. This
bonus lasts until the end of the turn.

PURCHASE:

3 CMD

RUSH:

5 CMD

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

PURCHASE:

7 CMD

RUSH:

VP

11 CMD

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

Illus. by Andrea Uderzo Privateer Press, Inc. All Rights Reserved.


Iron Kingdoms, all faction names, logos, warjack, warcaster, and warbeast are TM Privateer Press, Inc.

High Command Previews

13

FROM THE TABLETOP


TO THE COMPUTER
By Tim Simpson

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.

Many players have already been introduced to Tactics through


the single-player No Mans Land campaign pack; however,
the multiplayer version is far more similar to the game
WARMACHINE players know and love. In a multiplayer
game, both combatants build their own forces and face off on
one of several varied battle maps. In Tactics, you can activate
a grid view to predetermine threat ranges or the distance a
model can run. One square of the grid is 1, so if you activate
your Charger and want to know if an enemy Crusader is in
range, you can count the grid spaces for movement as well as
for the Chargers RNG 12 Dual Cannon.

Units

Faction: Cygnar
Type: warcaster
Rank: Major
Name: Marcus Brisbane
Nickname: Siege

14 Warmachine: tactics

One of the core model types in WARMACHINE is absent in


Tactics: there are effectively no units. This is an important
distinction from the tabletop game, and the scale of Tactics
is different enough to warrant such a change. In a tabletop
game of WARMACHINE, you can easily have a force
consisting of 50-plus models that span across multiple units
and solos, whereas a game of Tactics is generally built with
a warcaster and a mix of 1015 other models. Unit models
such as Mechanithralls and Winter Guard still exist, but
each model operates entirely independent of the others.
This change allows for even greater tactical flexibility, as
there is no need for unit cohesion between individual models.
While this is a fairly large departure, core abilities such as
Combined Ranged Attack and Shield Wall are still a part of
the gamethey just operate differently. If youd like several
Trenchers to use Combined Ranged Attack on a Temple
Flameguard, simply activate the first Trencher, move it into
position, and then choose a target using the Combined Ranged

Attack special ability. Once this is done, you can move on to


the next participating Trencher and repeat the same steps.
While youre activating subsequent models participating
in a CRA, youll be shown a white grid indicating the area
each can move into and still participate. This can help you
avoiding blocking in other models and can maximize the
impact of the Combined Ranged Attack. Shield Wall operates
similarly to the tabletop version, though each model moves
as an individual, benefiting from a Shield Wall bonus based
on how many other models using that ability end up in
base-to-base contact with it.

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.

The Future of Tactics


While we are rapidly nearing the full release of
WARMACHINE: Tactics, the game is still developing and will
continue to evolve even after its release. WhiteMoon Dreams
and Privateer Press have a distinct vision for this game,
and every update shows the level of dedication both companies
have to the development of this unique visualization of the
Iron Kingdoms. As you may already know, both Mercenaries
and the Retribution of Scyrah are eventually going to be
introduced as full factions, bringing their own unique twists
and providing even more interesting options for multiplayer
games. These new factions will have options the others dont,
and each will provide new facets to the ever-growing world
you play in. It wont be long now until youre facing your
friends on a digital battlefield with your favorite factions
army constructed in a whole new way.

Warmachine: tactics

15

Model Previews
By David DC Carl with Michael Sanbeg Art by Nick Kay and Andrea Uderzo

The halls of Privateer Press are alive


with energy and enthusiasm as our
various designers, artists, sculptors,
and writers forge ahead in the creation of
next years WARMACHINE expansion
book, Reckoning. Although it will still be
a short while before that book is ready
to hit the shelves, a few choice models
have already been designed and tested to
completion and are simply awaiting the
final touches on their sculpts before they
can fall into your hands. Wed like to take
a moment to share one such model with
you: the powerful new Cygnaran character
warjack, Dynamo.

16

ON THE HORIZON: MOROS

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

Cygnar Character Heavy Warjack


Dynamo
Having been rebuilt nearly from scratch by Sebastian
Nemo after serving years on the front lines as a
Stormclad,Dynamorepresents a tremendous advancement
in voltaic warjack technology.Powered by its galvanic
generator, Dynamo is outfitted to render electrical destruction
via its devastating firestorm cannon. This weapon fires
deadly bolts of lightning that can strike clusters of advancing
soldiers or be concentrated to melt heavy armor to slag.
Thanks toDynamos ability to harness and channel its own
kinetic energy, each attack it unleashes is deadlier than the last.
Using Dynamo
For a 10-point character warjack, Dynamos raw stats arent
likely to blow anyone away. This jacks model stat bar and
melee weapon stat bar are identical to that of a Defender,
while his ranged weapon stats match the Farrow Brigand
Pig Iron instead of the Defenders vaunted Heavy Barrel.
Fortunately for Dynamo, however, these raw stats dont
tell the full story. Dynamos Battle Spear enhances its threat
range (Reach) and its effective DEF against charges and slams
(Set Defense). Even more impressive, its ROF 1 Firestorm
Cannon has Multi-Fire, allowing it to make as many as four
attacks every activation without any outside support.
The rule that really begins to put Dynamo in perspective
is Chain Reaction. Each time Dynamo hits an enemy
model, Chain Reaction gives the next attack a cumulative
+1 bonus on its damage rolls. This means Dynamos melee
damage output is far greater than the Defenders and that its
fourth Firestorm Cannon shot will hit as hard as a Heavy Barrel.
When Dynamo misses one of his attack rolls, however, the
Chain Reaction bonus on the Battle Spear is a little bit limited,
but the Multi-Fire ability is derailed entirely. If only there were a
way to reroll a failed Firestorm Cannon attack roll
And there is! Affinity [Nemo] allows you to reroll missed
Firestorm Cannon attacks to keep the Multi-Fire rolling.
Thats not the only good reason to field Dynamo with his
most thematic warcaster, though. General Adept Nemo and
Artificer General Nemo have powerful feat interactions with
Dynamo, and both can cast Lightning Shroud to enhance the
power of its Battle Spear to new heights. Commander Adept
Nemo can similarly increase Dynamos melee power with
Disruption Field and can allocate Dynamo up to five focus
points with Supercharge. Theres not much out there that can
survive a battery of six attacks that start at P+S 18 and finish up
with a hull-crushing P+S 23.

DYNAMO

DYNAMO

Immunity: Electricity

SPD STR MAT RAT DEF ARM CMD

5 11 7 6 12 18

Affinity [Nemo] While in


Nemos control area, Dynamo
can reroll missed attack rolls
from weapons with Damage
Type: Electricity
. Attack
rolls can be rerolled only once
as a result of this affinity.

Firestorm Cannon
RNG ROF AOE POW

L 10 1 12

Battle Spear

Chain Reaction Each time


this model hits an enemy
model with a melee or ranged
attack during its activation,
it gains a cumulative +1 to
each of its subsequent damage
rolls against that model that
activation.
Insulated Frame Friendly
models B2B with this model
gain Immunity: Electricity

DAMAGE


1 2 3 4 5 6




.

Special Issue [Nemo] This


model can be included in
Nemos theme forces. It can also
be bonded to Nemo.

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

Damage Type: Electricity


Multi-Fire (HAttack) Make an attack with this weapon. On a hit,
after resolving the attack this model can immediately make one
additional attack with this weapon targeting the last model hit or
another model within 2 of the last model hit, ignoring ROF. This
model can make up to four attacks during its activation as a result of
Multi-Fire.

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

Promo PRIVATEER PINS


From Lock & Load GameFest in June through WARMACHINE
Weekend in November, the Privateer Pins line has grown through
the online store, convention sales, and a robust trading program
with staff and volunteers. Among the wealth of pins now available,
some are a little harder to come by than otherspromo pins. While
you can pick up a few as part of a Privateer Press purchase, others
form the centerpiece for some players collections because they
were earned by succeeding in specific events.
Some of these pins are still out there to acquire through participation
in events or by picking up select products at the Privateer Press
online store. And theres still plenty of time to hone your skills and
take first place in a Steamroller event. But what about those pins
that were tied to an event that has passed?

1. Lock & Load 2014 (standard)


Release: June 2014
Availability: Attend Lock & Load
GameFest 2014
2. Lock & Load 2014 (gold)
Release: June 2014
Availability: Trade with staff at Lock &
Load GameFest 2014
3. PP Shield Logo
Release: June 2014
Availability: Privateer Play Day
retailer exclusive
4. Iron Arena 2014
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Availability: Iron Arena participation
5. Organized Play Masters Champion
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Availability: Win a Masters event
6. Sorscha (alt.)
Release: June 2014
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7. Bodger in Disguise: Drudge
Release: June 2014
Availability: Conventions (w/purchase
of Gobber Drudge exclusive miniature)
8. Exulon Thexus
Release: June 2014
Availability: Conventions and online
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Privateer PINS

9. Iron Gauntlet World Championship


Event Winner (gold)
Release: June 2014
Availability: Qualify for the Iron Gauntlet
World Championship event

In some cases, we still have


a few exclusive promo pins
from events like Lock & Load,
says Privateer Press Director
of Business Development Will
Shick. Were considering a
variety of wayscontest prizes,
surprise giveaways, random gifts
with purchaseto make these
available to collectors. As we
settle on the best ways to make this happen, well get the word out
so collectors know how to get in on these opportunities.
Check out privateerpress.com/pins for updates on plans for 2015
pins and on ways you might be able to pick up pins youve missed!

17. Commander Ability Icon


Release: June 2014
Availability: Play a game with a Privateer
Press staff member at a convention

25. High Command Issyr Rank


Release: August 2014
Availability: Conventions (w/purchase
of High Command: Faith & Fortune)

18. High Command Invasion of Sul


Release: June 2014
Availability: Play in a High Command:
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26. Pistol Wraith


Release: August 2014
Availability: Conventions and online
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11. Kaya (alt.)


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19. LEVEL 7: Subterra Bravo


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LEVEL 7 [Omega Protocol] event)

27. Steamroller Champion (1st Place)


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Availability: Place 1st in a Steamroller event

12. Stryker (alt.)


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20. UK Nationals
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14. No Quarter
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22. Chibi Ashlynn (alt.)


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15. Vanquisher
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16. Press Ganger Volunteers


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10. Iron Gauntlet World Championship


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28. Steamroller Warlord (2nd Place)


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21

By Dianne Ferrer and Laine Garrett


Chronicled by Michael Sanbeg
Art by Andrea Uderzo

ith HORDES: Exigence newly arrived at game


stores the world over, this issues Battle Report
presents a perfect opportunity to explore not
one but two of that expansions incredible new warlocks.
First to take the field will be one of Exigences two Minions
warlocks, Helga the Conqueror. And lest we leave Helga
as the sole new model in her faction, joining her will be the
soon-to-be-released farrow warlord, Maximus. Considering
who should take command of Helga and her swine forces,
we knew it could be none other than designer extraordinaire

22

Battle Report

Laine Garrettwhom you may know from her ongoing


Privateer Insider series on farrow model conversions.
Selecting a worthy opponent to face off against Helga
for this battle in the Bloodstone, the mighty battle engine
warlock Xerxis, Fury of Halaak was an obvious choice.
Not to be outdone by Helgas alliance with Maximus,
Xerxis forces will include a unit of elite warriors from
among the honored ranks of the Praetorian Keltarii.
Leading this fearsome contingent of the Army of the
Western Reaches will be Quartermaster Assistant
Dianne Ferrer.

were gunning hard for one anothers warlocks, making


this straightforward scenario a great choice by assuring
these two forces would engage in open combat as quickly
as possible.

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

Zone: Control = 1 CP, Dominate = 2 CP

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

Army Construction Laine

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

I rounded out the core of my army with the


maximumallotment of Slaughterhouser units, because
you can never have too many Slaughterhousers.Reach
makes getting Gang Fighter that much easier,

Battle Report

Farrow Brigands were greatcandidatesto hold and contest


zones, with Heroic Calland Defenders Ward granting
them Tough and hiking their defensive stats to DEF 14
ARM 16.Add in their other prayers, and they should
be able to clear out troops, screen Helga and her beasts,
and do some respectable damage on my feat turn.

WH

WH

24

MAT 8 and P+S20.Plus, I had Maximus. Maximus fits my


Hogs of WARMACHINE army like he was made for it,
and the War Hogs Massacre animus will be downright
terrifying on Maximus. The Road Hogs spray will be great
for clearing infantry, and its Lightning Strike animus,
along with Helgas Cyclone spell, is the lynchpin to her
aforementioned movementshenanigans.

and Dash grants them increased threat range and immunity


to Free Strikes, letting them charge what they want. On my
feat turn, theyll be looking to combine Finisher with slam
damage for some sweet 5-dice damage rolls.
Saxon Orrik joined the party primarily to dish out
Pathfinder to the Slaughterhousers, though a little extra
warbeast hate in the form of Dismember and Inflict Pain
would be handy as well.

Model/Unit
H

Points

Helga the Conqueror

+6 warbeast pts

RH Road Hog
WH

War Hog x2

8 each

Maximus

Farrow Brigands (10)

Farrow Slaughterhousers x3

Saxon Orrik

6 each
2

Total

49

RH

Battle Report

25

Army Construction Dianne

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

For infantry, I started out with two minimum units of


Paingiver Beast Handlers, which would allow me to
spread my forces to accompany warbeasts on opposite
ends of the field. As an added bonus, doubling up also
makes it much harder for Laine to eliminate this critical
component of my warbeast-heavy army. Next, I added a
unit of Nihilatorsa good all-around unit that becomes
disgusting under Xerxis feat. And I couldnt resist the
chance to try out a unit of Praetorian Keltarii. With DEF 15
against ranged attacks, they will provide a great screening
unit for Xerxis and his battlegroup, and their Combined
Melee Attack and Ignite from Xerxis will allow them to
effectively deal with Laines warbeasts. I rounded out my
army with a Tyrant Commander & Standard. This dynamic
duo is a great utility unit that can provide extra movement,
Pathfinder, or allow Nihilators knocked down from their
Tough rolls to spring back into the fight. As icing on the

BK
TS

BH

26

himself too exposed. For only 2 fury each round, however,


the Krea could still turn Xerxis into a moving fortress with
Paralytic Aura protecting him from ranged attacks. For the
remainder of my warbeast selections, I took a Bronzeback
Titan and Tiberion for heavy beatstick options.

Battle Report

cake, the Tyrant Commander himself is a beefy melee


fighter who can lend a hand in battle when the situation
calls for it.
This list should have enough variation to go up against any
combination of melee units, ranged units, and beasts, while
still packing plenty of support for Xerxis and his allies.

Model/Unit

Points

Xerxis, Fury of Halaak +5 warbeast pts

Archidon

BK

Basilisk Krea

B
T

Bronzeback Titan

10

Tiberion

11

Nihilators

BH

Paingiver Beast Handlers (4) x2 2 each

Praetorian Keltarii (10)

TC

TS

Tyrant Commander & Standard Bearer 3


Total

50 Points

TC

BH

Battle Report

27

Deployment

Advanced Deployment

Minions Laine

Minions Laine

I won the starting roll and decided to go first. With most of


my army getting Advanced Deployment from the Thornfall
Alliance pact, I was able to both go first and deploy some of
my models in reaction to Diannes deployment. Helga the
Conqueror went front-and-center to best contest the zones.
I placed one War Hog on either side of her, allowing them
to plod toward the zones, while the faster Road Hog sat
alongside Helga.

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

Looking over Diannes deployment, I figured the Farrow


Brigands would be a good choice to bum-rush the left zone.
With Defenders Ward and a respectable ranged attack,
they could hold off the Nihilators and put down some
early pressure. The three Slaughterhouser units spread out
to the middle and right, with Saxon Orrik tagging along
near the unit with rough terrain problems in its future.

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.

The Keltarii spread out on my left flank, creating a barrier


between the tents and the skorne ruins at the edge of the
board to tie up anything she might send to flank me. A few
Keltarii took position close enough to once again bait Laines
Slaughterhousers, forcing them to either charge and take
casualties next round or pull back. Plus, with the Keltariis
immunity to free strikes, it would be extremely difficult for
Laine to block them without committing the whole unit.
The biggest issue I had was with the Brigand unit that
occupied the right-hand zone. Laine had cleverly deployed
them opposite the Keltarii, and sending the Nihilators
against them would be less than ideal. I needed something
durable to hold the zone and force Laine to split her forces
so I could concentrate on exposing Helga to assassination.
Luckily, I had just the right immovable object.
Xerxis cast Mobility to allow Tiberion to run toward the
rightmost zone and then cast Paralytic Aura for extra
defense against ranged attacks. Xerxis remained at the
back but advanced toward the oasis water feature we had
dubbed the kiddie pool, which was currently occupied
by Slaughterhousers. So many Slaughterhousers.
The remainder of my army advanced forward.
The Bronzeback moved 3 into the encampment, remaining
out of LOS of Laines Slaughterhousers. The Basilisk Krea
riled for 1 fury and ran closer to the right zone as well,
knowing it would make an effective missile during Xerxis
feat turn, if need be. The Archidon also ran, staying behind
the Nihilators. I kept everything spread out, moving
toward the right in order to be able to contest the Brigandheld zone and pull Laines army apart to expose Helga to
Xerxis in the following rounds.

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.

Dianne certainly placed some tempting bait...


First things first, since I could already feel the pain coming
their way, I decided to upkeep Defenders Ward on the
Brigands. Speaking of pain, I didnt like the way that
Bronzeback over there was looking at me...
I knew I would want Dash for most of this turn, so
Helga activated first to cast it. To address the Bronzeback
situation, Helga cast Massacre on the Slaughterhouser best
positioned to charge toward it. The plan was for him to
charge in, kill the Nihilator, Massacre forward 1 to the
Bronzeback hiding among the tents, and to then score
a damage point on the Bronzeback for some Finisher
action with his fellow Slaughterhousers follow-up next
turn. After Helga wrapped things up, Saxon handed out
Reconnaissance to the Slaughterhousers wallowing in the
oasis so a few of them could head out to pick off a few
Nihilators, if need be.

To take care of those two pesky Nihilators camping out in


the zone, The Road Hog aimed a spray at an out-of-range
Nihilator so he could clip them both. Boosting to hit
because I really wanted those little jerks out of the zoneI
managed to hit both. One died to the spray, but the other
made his Tough roll and survived. What a punk.
The War Hogs both ran, one to the left zone and one to the
right. Maximus ran ahead and cozied up in between the
Road Hog and War Hog. The Brigands used their Heroic
Call prayer for Tough and Fearless, and I moved a few
brave souls ahead to play the role of bait/Tiberion-cushion
for the remainder of the unit.

Then, it was Slaughterhouser time. The middle unit of


Slaughterhousers charged, sending in the Massacred
Slaughterhouser to take down his pre-Bronzeback target,
the leader to a nearby Nihilator so he could stay centered,
two to other Nihilators, two to the Keltarii, and one
hanging back. The Massacred Slaughterhouser succeeded
in killing his Nihilator target and advanced 1 for a followup attack on the Bronzeback. It hit . . . but for 0 damage. Oh
well, it was a bit of a long-shot getting that point of damage

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

but now I was left with a bit of a dilemma. I didnt want


Laine scoring this turn, and simply tossing in the Beast
Handlers wouldnt be enough to stop her from scoring
next turn. Even though there was a War Hog within
charge range should Tiberion enter the zone, it was likely
he would survive, especially if Laine made a misstep in
her activations next turn. I cast Bump on Tiberion, and sent
him and his attendant Beast Handlers to contest the zone
on his right. My other beasts advanced, always making
sure that between the two units of Beast Handlers they
could all receive the Handlers tender care when they need
it. The Archidon continued to move up the center while
the Krea kept closer to the right zone. Last, the Bronzeback
moved to just beyond the War Hogs charge range. With
Mobility, I would be able to get to anything in the left zone
on my next turn.

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.

Now, to clear the other zone! The Slaughterhousers could


probably take care of the rabble but would immediately get
blasted by the Bronzeback next turn. Tragically, my other
War Hog was too far away to take care of the Bronzeback
with a charge. But maybe, just maybe, if the Road Hog
gave him a little shove, he could close the distance.
With the Slaughterhousers clearing a path and easily
getting into melee range of the Bronzeback due to Reach,
wed get another dose of Gang Fighter madness, too!
It was crazy, but the prospect of this actually working was
way too awesome to pass up.
With that plan in mind, Helga activated first, cast Dash and
cast Massacre on Maximus, walked to the right, and then
Cycloned into the zone. Before the end of her activation, I
popped her feat. If my plan were to work, I could slam the
Bronzeback into his buddies, and even if it didnt I could
have some fun with the Massacred Maximus.
Saxon went next and Reconnaissanced his favorite band
of Slaughterhousers in preparation for their zone-clearing.
The first unit of Slaughterhousers, thirsting for revenge
in honor of their fallen comrades, charged the Nihilators.
Sadly for them, my dice rolls remained terrible. They
managed to kill one in the zone but not the one in front of
the Bronzebackthe one I need to die for my master plan
to work. No matter. I could have used the extra fury, but
we can always Massacre the War Hog in.
Time for the Road Hog to push the War Hog to
victory! The Road Hog rolled a 2; this wasnt looking
good. The War Hog, a 6. Great. Well, so much for that!
In an attempt to put a band-aid on the botched plan,
the next unit of Slaughterhousers ran in to block the
Bronzebacks path. With nothing else to do, the War Hog
shamefully ran toward Helga and riled for 2 fury.
But everything would be okay, because Maximus was
about to make the skorne feel the squeal! Maximus charged
the Keltarii, Dash and Reach giving him a crazy threat
range. The charge attack easily connected, slamming the

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

easily destroying both. The seventh horrified Keltarii


passed his command check and stayed strong, though Im
pretty sure he was scarred for life.
Thanks to Maximus, the zone was cleared, and 3 points
went to team farrow.

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

Next, it was time for Xerxis to get in on the action. First,


I used his feat to make doubly sure he was in charge
range of the Road Hog. My estimate was spot on, and I
had just enough movement with Mobility to reach the
amped-up boar. Xerxis cast Mobility and Lightning
Strike and charged the Road Hog, happily killing a
Slaughterhouser along the way. Some below average
rolling on my part nearly ruined everything, however,
and it took all three fury left on Xerxis to finish off the
Road Hog.
Looking at the board, I decided to do something a
bit unexpected and used Sprint to put myself in a
deviously advantageous spot: right behind Helga. While
conventional wisdom might have said to pull Xerxis back,
by positioning him behind Helga I cut off her ability to

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.

Helga cast Dash, advanced 6 away from Xerxis, and


Cycloned another 6 to escape his crazy charge range.
The War Hog used Massacre and charged in to plant an axe
in the face of the Tyrant Commanders Standard Bearer. He
sidestepped to the Tyrant Commander, changing facing to
keep the Bronzeback in his front arc, and clove him in two
as well.

Battle Report

35

Round 4 (continued)

Round 5

Skorne Dianne

Minions Laine

Maximus needed to go. He needed to leave this game right


now. Xerxis cast Mobility and charged Maximus, who I
like to think split in half upon impact. I replay this part
over and over in my head, because it almost makes up
for all those Slaughterhousers. Almost. Xerxis ended his
activation by Sprinting toward the oasis, putting himself
outside the charge range of Helga and the War Hog while
still remaining within the zone.

Well, this certainly wasnt good. Even if I managed to clear


out the left zone and score, that would still only bring me
to 4 points. If only that lousy Beast Handler in the zone
had died last round like he was supposed to! I couldnt
get Helga over there for the 2 points I needed to win now
without the Road Hogs Sprint animus, and Xerxis had
been thorough enough to see to that by running him down
last turn.

I needed to destroy the War Hog to begin racking up my


own points. Once it was gone, Laine would have no way
to contest me from dominating. I gave my Bronzeback
a chance to avenge Tiberion by charging the War Hog.
The dice were not in my favor, and it took all the
Bronzebacks fury, but in the end all that was left was a
pile of mushed ham where the War Hog once stood. The
left zone was now thoroughly mine.

Helga couldnt contest the right zone herself with the


Bronzeback present, but even if I rolled all 6s there was no
way she would be able to eliminate it. Alternatively, Helga
could make it to Xerxis by casting Cyclone and attempt to
assassinate him, but she would be short 2 fury from the
spell and would need pretty much straight boxcars to take
him out.

While I was positioned to win the game over the next


three turns, I wanted to make sure to shut down any
scoring Laine might be able to manage in the other zone.
The Archidon cast its Lightning Strike animus on itself and
boosted attack and damage rolls to kill Saxon Orrik, then
Sprinted into the right zone behind Laines models.
At the end of the turn I scored 2 control points, while
Laine currently had 3. Xerxis and the Bronzeback were
dominating the left zone with Helga all by her lonesome
to oppose them, while the Archidon and Beast Handlers
were contesting the zone on the right. Unless Laine could
find a way to destroy my Bronzeback or Xerxis himself, I
would be scoring 2 control points at the end of her turn
and another 2 at the end of my next turn.

36

Battle Report

Left to choose between the glimmer of a chance and no


chance at all, the choice was clear. Helga came hard at
Xerxis and swung. She hit! But not for enough damage to
even hope to end him, regardless of what I might roll on my
remaining attacks. Tragically, the win had to go to Skorne.

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

Tournament Triple Threat

By michael plummer Art by Andrea Uderzo


Building a great WARMACHINE or HORDES army takes practice, ingenuity, and a deep understanding of the play style you
enjoy most. Sure, you could copy whichever army list did best at the most recent Iron Gauntlet Qualifier, but youll almost
always have more fun and perform better at competitive tournaments when you play a list youve created on your own.
This article series focuses on the art of building an awesome list that works for you. The idea isnt to provide you with a list you
should copy and use for yourself, though that certainly is an option. Rather, were going to dissect the process of choosing models
for different types of forces with their own distinctive play styles. While these decisions will be specific to each author and each
list, they will provide insight into concepts to consider when building a list with specific goals in mind.
As with previous Tournament Triple Threat articles we offer three lists, one for each of three major army archetypes: assassination,
attrition, and control. There are definitely more archetypes, but this trio is the most popular and prevalent.

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.

Arcanist support. Arcanists can turn heavy myrmidons


into melee threats against even the hardest targets or
can provide the focus for an important boosted attack
or damage roll to a myrmidon already in a prime
position to strike. If the fight is going against you, the
Arcanists ability to repair myrmidons can salvage a
significant part of your army.

Knowledge of the various tools at your disposal,


and of the proper application of force, is paramount
to achieving victory with Retribution. Players should
select units for specific tasks in their battle plan and
always allow room for flexibility. Even the best-laid
plans can fall apart, and knowing when to shift gears
can mean the difference between the glory of victory
and the ignominy of defeat.

Retribution has access to one of the most impressive


and diverse ranged games in all of WARMACHINE
and HORDES. A Mage Hunter Strike Force can pick
its targets almost indiscriminately and take them
down in spite of any defensive spells your opponents
use to protect them. Houseguard Riflemen supported
by a Houseguard Thane tackle Stealth opponents at
long range, and Stormfall Archers can take down light
infantry and hard targets in equal measure. It can be
tempting to maximize your ranged damage output
in every list, but never underestimate the utility of a
strong melee unit in the late game.

The diverse abilities available on different myrmidons,


paired with each warcasters unique spells and abilities,
create an impressive spread of tactical options. The key
to success with your myrmidons is to utilize proper

Tournament Triple Threat

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.

will consist of support pieces to increase the likelihood


of my assassination run succeeding. Even the best-laid
plans will often fall short, though, and I need to make
sure I can potentially survive a drawn-out combat until
an assassination vector opens itself up to be exploited.
Keeping this in mind, Ill choose models that can pull
double-duty as assassination threats and as threats
against enemy troops and warjacks.

The first step in building any list is deciding who your


warcaster will be. Most options available to the Retribution
can facilitate a strong assassination game, but for this list
Ill use Garryth, Blade of Retribution. Garryth is a very
mobile warcaster thanks to his high base SPD, Pathfinder,
and Parry. His Mirage spell can open up new threat angles
for himself or another key model, and Gallows helps close
the gap for himself or another assassination threat when
the enemy is just out of reach.

Ill start by selecting myrmidons and battlegroup


support. Garryth is pretty greedy with his focus, so I
want to make sure Im getting a lot of focus efficiency
out of his myrmidons. My first selection is a Banshee.
With Critical Grievous Wounds on both Void Blades
and Momentum on the Force Cannon, the Banshee
boasts a formidable arsenal for opening up an
assassination opportunity. My plan is for the Banshee
to act mostly as ranged support and to get into melee
only if Im really in a pinch. With the addition of an
Arcanist, Ill be able to use Power Booster for focus to
boost my attack rolls with the Force Cannon without
taxing Garryths limited focus reserves. I want another

When I build a list for Garryth, my main focus is


on threat saturationI want as many assassination
threats on the board as possible. The rest of my army

Assassination: 50Point List


Model

Point Cost

Garryth, Blade of Retribution

+5 WJ pts.

Banshee

10

Imperatus

12

Arcanist x2

1 each

House Shyeel Magister

Madelyn Corbeau, Ordic Courtesan

Mage Hunter Assassin x2

40

2 each

Mage Hunter Infiltrators (10)

Eiryss, Mage Hunter Commander

Soulless Escort

Mage Hunter Strike Force (10)

Mage Hunter Strike Force Commander

Soulless Escort

Total

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Tournament Triple Threat

heavy hitter in the list, so I opt for Imperatus as my


second myrmidon. Imperatus is a terrifying threat
to enemy heavies and is capable of walking its way
to an enemy warcaster from an impressive distance.
A second Arcanist rounds out my myrmidon support
and assures I wont need to allocate a lot of focus to
myrmidons until it will significantly further my plans.

Combo Smite can provide another knocked-down


target for my Mage Hunter Assassins to eliminate.

My next investment is a full Mage Hunter Strike Force


unit with the Mage Hunter Strike Force Commander
unit attachment. This will serve as my main ranged
assassination threat and as an attrition tool if the game
goes longer than I intend. Arcane Assassin will let
them ignore ARM and DEF bonuses from spells with
both ranged and melee attacks, and Combined Melee
Attack makes them capable melee fighters in a pinch.
I can also use them to soften up enemy jacks before
throwing Imperatus or the Banshee into combat.
These versatile fighters form the backbone of my army,
and one more point for a Soulless Escort neutralizes a
lot of magical threats against them.
I have 20 points left to spend, and I want to make sure
I get a few more credible assassination threats on the
table. I considered Narn, who packs an impressive
punch and can really get mixed into melee to slow
down the enemy, but in the end I opted for two Mage
Hunter Assassins. Their extremely long threat range
poses a huge danger to the enemy, and even if they
dont do the deed themselves, they create a risk no
opponent can ignore.
Ill need another unit on the field to hold ground in
a scenario and to protect my ranged unit from early
engagement. I need a fast and capable melee unit to fill
this hole in my list. Mage Hunter Infiltrators definitely
fit the bill, and Eiryss, Mage Hunter Commander is
an effective tool against HORDES players to make
them think twice about their fury load. With Gang and
Mage Killer, they also serve as yet another
assassination threat on my side of the table. A high
SPD and Advanced Deployment provide an excellent
tar pit that will help my Mage Hunter Strike Force
maintain ranged dominance for as long as possible.
I want to keep this unit as safe from magical threats as
I can, so once again I tack on a Soulless Escort.
With just a few points left, I need to turn my attention
to a few support pieces that will help my army shine.
Madelyn Corbeau, Ordic Courtesan is my first choice
for a support solo. Garryth really wants to use his aiming
bonus whenever possible, and the extra movement
Madelyn Corbeau can give him before his activation
allows him to do that, extracts him from a bad situation,
or puts him in a prime position to charge or cast
Gallows. With my last two points, Ill pick up a House
Shyeel Magister. Whip Snap is another tool to move a
friendly model before its activation, and a well-placed

Garryth is very hard to pin down, and his feat will


go a long way toward keeping himself safe from
assassination. The plan with this list is to catch my
opponent off guard and assassinate his warcaster or
warlock, but until that opportunity arrives I am still able
to whittle down his forces and stay the course. With
proper planning and a watchful eye for opportunities,
I am confident this list can come out on top of any fight.

Tournament Triple Threat

41

Attrition: 50Point List


Model

Point Cost

Kaelyssa, Nights Whisper

+7 WJ pts.

Phoenix

10

Arcanist

Dawnguard Sentinels (10)

Dawnguard Sentinel
Officer & Standard

Houseguard Halberdiers (10)

Houseguard Halberdier
Officer & Standard

Houseguard Riflemen (10)

Houseguard Rifleman
Officer & Standard

Houseguard Thane

Lady Aiyana & Master Holt

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

Tournament Triple Threat

the alpha strike and making sure the majority


of my troops survive long enough to take part.
Kaelyssas spell list is also well-suited to this game
plan, with Rift to control where engagements occur
and Banishing Ward to keep a unit safe from enemy
spells. Phantom Hunter will sit on Kaelyssa to give her
a last-ditch shot at an assassination if things are going
poorly, but hopefully it wont come to that.
Normally, I start building any army list with my
warcasters battlegroup, but strong infantry choices
that provide solutions to any opposing force are going
to be the linchpin of this list. Luckily, the Retribution
is full of solid choices when it comes to infantry.
I know Ill need some heavy hitters to take down
multi-wound infantry and warjacks. Looking over my
options, I decide to go with a full unit of Dawnguard
Sentinels. Theyre slow compared to other Retribution
choices but are incredibly accurate and have a high
POW+STR and Weapon Master. If even half the unit
makes it across the table, I know they will cause

serious problems for my opponent, so I tack on the


unit attachment to give them Vengeance. Every few
inches they can move up the board each turn is going
to count when Im looking for a first strike.
The Sentinels are a great second wave infantry unit, but
I need something a bit faster to jam up my opponent
and funnel enemy models into good positions for the
Sentinels to take them on. I briefly considered Mage
Hunter Infiltrators because of their speed, but their
resiliency just isnt quite up to the task. Houseguard
Halberdiers are a great fit instead. They have a good
base SPD to get up the field quickly, reach for additional
threat range, and Shield Wall for added resiliency in
a pinch. The addition of the unit attachment not only
gives them Reform for some tactical flexibility but also
a single turn of incredible melee power from Team
Effort. Just to make sure these troops get up the field
quickly, Ill throw in a Houseguard Thane.

node. Luckily, the Retribution has access to a great


heavy arc node in the Phoenix. This leaves me with one
point left, which is just enough to pick up an Arcanist
to support my Phoenix. With my last points spent, this
list is ready to hit the table.
There is a delicate balance to playing this list, requiring
you to be extremely aggressive without overextending.
Target priority is very important, and Kaelyssa excels
at singling out important pieces with her Runebolt
Cannon or with spells through her arc node. This list
will do very well against all comers, so I would hold it
for a mid-event pick when you dont know what your
opponent is going to drop.

Im confident of my melee threat at this point, so I


turn my focus to ranged support. Anything I can do to
soften up my opponents forces on the approach will
mean less work for my melee troops. I already have
a Houseguard Thane in the list, so a unit of Riflemen
with the unit attachment is practically a given.
Excellent range, anti-stealth tech with the Thane,
and Combined Ranged Attack make Houseguard
Riflemen the total package. They can also draw
line of sight through the Halberdier Unit and
CRA into melee with their unit attachment.
The only thing these guys wont be doing is
cracking heavy armor. For softening up
hard targets on the advance, I take two
units of Stormfall Archers. I rarely
play a game where my Stormfall
Archers dont seriously deliver for
their point cost. Just for a little
insurance, though, I add Lady
Aiyana & Master Holt. Kiss
of Lyliss will help all of my
ranged options really shine,
but I need to take special
care to keep this pair alive.
I dont have a lot
of points left for a
battlegroup, so Ill really
need a multipurpose
myrmidon.
I
want
something that can act
as a heavy hitter when
I need it, and Im also
looking for the spell
support of an arc

Tournament Triple Threat

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

Tournament Triple Threat

the field. The Battle Mages are going to be a priority


target for my opponents, but Im hopeful that Force
Barrier will keep them safe from the majority of ranged
attacks. Ill want to watch out on the initial approach,
however, as some well-placed spells will really ruin my
game plan if they take out too many Battle Mages.
With my core force in place, I need to turn my attention
to a battlegroup that can take down a hard target
without too much fuss and extend Rahns reach with
his spells. The Phoenix is exactly the multi-purpose
monster Adeptis Rahn wants on the battlefield, so I
splurge and take two. I spend two points for a pair of
Arcanists to help the Phoenixes act as heavy hitters
and to decrease the focus burden on my warcaster,
who will want to cast spells every turn. With focus
efficiency in mind, Ill also pick up Sylys Wyshnalyrr,
the Seeker. A free upkeep every turn is a huge asset
for Rahn, and Arcane Secrets makes Chain Blast
absolutely deadly to enemy infantry.

Control: 50Point List


Model

Point Cost

Adeptis Rahn

+6 WJ pts.

Sylys Wyshnalyrr, the Seeker

Phoenix x2

10 each

Arcanist x2

1 each

Dawnguard Destor Thane

Dawnguard Sentinels (10)

Dawnguard Sentinel
Officer & Standard

Eiryss, Angel of Retribution

House Shyeel Battle Mages x2

5 each

Mage Hunter Assassin x2

2 each

Total

50

Im already starting to run low on points, and I dont


have a solid block of melee infantry yet. I considered
Houseguard Halberdiers for a moment, but I have an
incredible resource in Polarity Shield, and Halberdiers
actually want to be charged. I want infantry with Reach
to maximize their threat and the angles they cover
from an enemy threat, which points me again to
Dawnguard Sentinels. I take the Dawnguard Sentinel
Officer & Standard with them for the additional
movement they will gain from Vengeance. I really want
to minimize losses before I am able to hit the enemy
lines and dictate where the battle is fought. For ranged
support, I pick up a Dawnguard Destor Thane. The
possibility of killing up to four infantry models each
turn with ranged attacks is very strong for the points
investment, and Im confident hell get a lot of work
done in most games.
The last thing I want to look at are a few key solos to
round out my options with this list. I definitely want to
take Eiryss, Angel of Retribution for upkeep removal
and emergency anti-warjack control. This leaves me
with a lot of options and only four points left to spend.
I really want to focus on some different ways to control
the battlefield, so I spend my last points on two Mage
Hunter Assassins. The threat they pose is something
no opponent can safely ignore, so proper placement
will help influence where my opponent will put
his key pieces. The Mage Hunter Assassins are also

incredibly deadly, especially with a back strike bonus


or against knocked-down models, both of which are
easily provided by the rest of my force. I always like
having a credible assassination threat in any list, so
they are a perfect fit for my playstyle.
This list is a terror on the table, and my opponents are
never going to be really safe. The ability to move key
enemy models into position to be destroyed, or to clear
out a zone with a single warjack, will be instrumental
to my victory. I do have to be a little more careful about
putting down this list than my others, but if I see no
real threat from an anti-magic list on the other side of
the table, this will likely be my preferred drop. In any
competitive event, I would likely play this in the early
rounds and then save it for a later round when I really
need to be in charge of the engagement.

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

Tournament Triple Threat

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.

From: Winter Guard Inspector Tzchovsky


To: Posadnik Brantov
I have concluded my investigation into the events
surrounding the deaths of five local youths and
three adults. I can say with some confidence
that the responsible party is a local young man
named Servath Reznik. To my surprise, he proudly
admitted his part in the murders.
Servath willingly led me to the place where he
committed the murders. When I arrived on the
scene, I saw the bodies of twelve men and women,
all of them clad in wolf pelts. The bodies were
scattered about a circular clearing within
which stood a shattered, rune-inscribed stone
altar. The boy told me he had smashed the altar
following his battle with what he claimed were
cultists of the Devourer Wurm. Given the sturdy
fabrication of the altar, I find it difficult to
believe a boy, even of Rezniks size, could have
broken it without a sledgehammer. Of course, I
also wouldnt have believed a boy in his teens
capable of slaying so many people unaided.

Gavyn Kyle

47

568 AR Servath Reznik is born in the Khad


oran
town of Talsk, an all-Menite community allow
ed to
gover n itself by temple law.

593 AR Servath Reznik is placed under the direc


t
supervisio n of the Grand Scrutator Severius.
594-605 AR Under the grand scrutators order
s,
Reznik is provided with a steady list of enemi
es
and heretics marked for death, both withi
n the
Protectorate but more often abroad. With
the
aid of scrutators tasked to facilitate his
work,
Reznik plans and orchestrates hunts against
these
targets. His expeditions into foreign lands
are
facilitated by fervent Menites living in regio
ns
close to his targets. The list of those kille
d by
Servath Reznik during these years is unknown
(see
attached speculatio n).

582 AR Reznik comes upon a cult of Devou


rer
worshipers in a grove near Talsk and kills
them
all. His actio ns earn him the attention of the
local
Scrutator who takes him under his tutelage.
585 AR Having been told of the theocracy by
his
mentors, Reznik decides to make a pilgrimage
to the
Protectorate of Menoth.
586 AR Arriving amid the fractious turmo
il
occupying the Protectorates leadership follow
ing
the death of Hierarch Ravonal in 580 AR, Rezni
k
is introduced to Visgoth Garrick Voyle and quick
ly
becomes an ardent supporter. Reznik becom
es a
key weapo n employed by Voyle during his bid
for
leadership.

605-606 AR Reznik believed to be occupied


on
several lengthy and extended hunts of alleg
ed
heretics in western Khador during the Llaelese
War.
607 AR Reznik joins the Northern Crusade led
by
Severius in Llael and is present for the seemi
ngly
miraculous seizure of the city of Leryn. Rezni
k
publicly wracks and executes Koldun Lord
Volkh
Lazar, who formerly held that city for Khador.

587 AR After Reznik proves himself in battl


e,
Voyle proclaims the former Khadoran his
high
executioner, a title that will be reaffirmed
after
Voyle becomes hierarch.
588-590 AR Garrick Voyle becomes Hierarch
of
the Protectorate of Menoth. Reznik is employed
in
several suppressive actio ns within the inter
ior of
the Protectorate to quash lingering dissent.

608 AR Servath Reznik repor ted to be seen withi


n
eastern Umbrey with a small but well-armed
force
from Leryn escor ting the Harbinger of Menoth,
who
was apparently crusading to convert local Umbre
ans
to the Sul-Menite faith.

Closer examination of the bodies revealed them


to be from our town. All the dead boasted severe
burns, though the main cause of death for most
were severe crushing injuries to the head and
throats. A torch, discarded nearby, appears to
have been employed in the assaults.
When I asked Servath how he was able to kill so
many, I saw a fire ignite within his eyes, and he
told me that Menoth demanded their deaths. Ill
never forget that look. It was the look of a coldblooded killer.
I kept Servath in custody for the night as I
checked up on further leads. However, by morning,
priests from the temple came and demanded I
release Servath to their custody. While we have
done so in the past for lesser offenses, in this
case I felt duty-bound to refuse. This is a murder
investigation, and, in my judgment, a matter for
secular rather than religious law.
I will keep you updated on my findings as I
continue my investigations.
Your servant,
Tzchovsky, Inspector
The following response from Posadnik Brantov
was dated less than a day following Inspector
Tzchovskys original letter. While I attempt to avoid
conjecture wherever possible in my work, I must
admit this sequence of events had to have had a
deep impact on Rezniks belief in the righteousness
of killing in his gods name.

48

Gavyn Kyle

Winter Guard Inspector Tzchovsky,


You are hereby commanded to immediately release
Servath Reznik to the custody of the local
Menite Temple and Scrutator Koska. In addition,
you are to turn over all documents and reports
concerning this investigation to me.
While I thank you for your service, I have
discussed the matter with Sovereign Yorrovich
and Scrutator Koska and find this to be decidedly
a temple matter. You may therefore consider your
investigation closed. Scrutator Koska will take
over from here. With Menoths guidance, I believe
him entirely up to the task.
Posadnik Brantov
Further research led me to discover that apparently
the Menite temple confirmed the people Reznik had
killed to be Devourer Cultists. Even more fascinating
were mentions in the temples records of Reznik
being able to channel Menoths holy fire. In other
circumstances, I might ascribe this to exaggeration
based on the use of the torch mentioned by the
inspector. But given Rezniks proven powers, there
could be truth to this claim. This matter might be
the first indication of Rezniks warcaster potential.
In other cases there have been similar instances of
a latent warcasters manifesting dangerous powers
during moments of stress.

Following Rezniks release to the Menite Temple,


he entered the confidence of the local scrutator and
assisted in rooting out the remnants of the alleged
Devourer cult within the towns population. Reznik
appears to have become an apprentice to the scrutator.
There are no specific records regarding Rezniks
reasons for leaving his home and the path of stern
Old Faith priesthood to make the long and dangerous
journey to the Protectorate of Menoth, but I suspect
this was a pilgrimage. Many among ardent Old Faith
communities made the pilgrimage to Sul, a common
trek for those interested in joining the clergy. This
tradition fell by the wayside after the crowning of
Ayn Vanar XI but was still practiced in 585 AR
when Reznik left Talsk to journey south.
The timing of Rezniks arrival coincided with one of
the most chaotic periods in the eight-year struggle
for rulership of the Protectorate following Hierarch
Ravonals death. It was fortuitous that Reznik was
seeking a high-ranking Protectorate priest and
scrutator at just the moment when those same
priests were engaged in a deadly struggle over
dominance for the Temple.
Even during times of peace, the gaining such an
audience would have been unlikely, but during this
period it was nigh impossible. Reznik, however,
was not someone who would be denied. Whether
through blind chance or Menoths guiding hand, it
seems he found his way before Sovereign Jorrel,
a staunch supporter of then-Visgoth Garrick
Voyle. Reznik would once again further his destiny
through an act of murder.
GK
Visgoth Voyle,
Your eminence, I pray that Menoth continues to
grant you strength and wisdom and blesses your
work in the coming days.
Menoth has once more shined his favor upon you
and your claim to the hierarchy this day. The
Lawgiver has revealed to me a holy instrument
ready to be shaped and wielded by your hand.
Today I found myself deviating from my
traditional course of morning prayer. Rather
than attend it within the sanctuary, I felt drawn
to prostrate myself beneath the morning sun. It
was here I overhead a powerful commotion from
one of the nearby gatehouses. A man with a thick
Khadoran accent demanded entrance. He claimed
Menoth had commanded he to speak with the
sovereign of the temple.
I concluded my prayers and made my way to
observe this stranger. I admit at first I could
sense nothing special about him apart from his
impressive physical size. The man was quite
bedraggled, his clothes dusty and torn, clearly a
transient or a pilgrim.

The two soldiers of the Temple Flameguard


manning the gate leveled their spears and again
refused him entrance. At this point the Khadoran
became quite agitated and threatened that to
invoke Menoths wrath if the guards did not let
him pass.
Offended by his blasphemy, the guards attacked.
To my utter surprise, the Khadorans hands
became encircled by flame, and he knocked aside
the first Flameguards thrust before crushing
the mans helm beneath his flaming fists.
The second guard sounded the alarm, but I had
seen Menoths fire and moved to intervene. Once I
introduced myself, the Khadoran quickly calmed
and followed me into the sanctuary. Taking
the precaution of being escorted by Knights
Exemplar, I spoke with the pilgrim at length. I
learned his name is Servath Reznik and he hails
from a Khadoran town called Talsk, a place where
the Old Faith holds sway.
When I asked why he had come to our city,
all he would say was Menoth had commanded
him. While we spoke I had Hierophant Trateal
examine the man to discern whether he was
guilty of invoking profane sorcery, though
I suspected otherwise. After many hours of
study, Trateal confirmed my suspicions that
this Reznik contains within him not only holy
conviction but the warcaster ability.
Knowing such an asset would be invaluable to you,
I quickly had Reznik hidden from prying eyes. I
would urge you to come immediately to meet this
man whom Menoth has blessed to join our cause
this day.
Sovereign Jorrel
Sadly, I could find no official record of Voyles
first meeting with Reznik, but it is clear Voyle
immediately saw the potential weapon Reznik
represented. From what I can gather through
various historical texts, few warcasters took
sides during the internecine fighting. Even Grand
Scrutator Severius, the man who would one day
replace Garrick Voyle as Hierarch, had found reason
to leave the Protectorate on a missionary trip for
much of the conflict. Most likely this departure
signified a desire not to violate his oaths by wielding
his power against other potentially righteous clergy
until a clear victor had emerged.
It seems that Voyle had an even greater vision
for how to wield Reznik against his opponents.
He proclaimed Reznik his high executioner, an
ancient Menite position that had fallen out of use
since ancient times. Only a hierarch could appoint
such a figure, and so this appointment was as much
symbolic as a means to bestow a degree of authority
on this fanatical untrained warcaster.
GK

Gavyn Kyle

49

Voyle has finally made his play for the hierarchy,


and he strikes swiftly and directly, seeking to
end the battle before his enemies even know it
has begun.
His opponents are weak, tired from years of
internal struggle. For years they have been too
focused on the obvious threats to realize the true
hierarch had yet to reveal himself.
I do not doubt that Voyle will emerge victorious.
One needs only to look upon him to see Menoths
divine will. His faith is pure, but his purpose is
as indomitable as the great wall that divides Sul
from Caspia. Nothing will shift him once he has
set his mind to a course of action.
His elevation of the foreigner Servath Reznik to
the ancient rank of high executioner is perhaps
a perfect indicator of what his opponents can
expect from him. While I do not doubt that Menoth
spoke to the visgoth about Reznik, I believe the
idea to appoint this unknown man to this ancient
position was solely Voyles.
Few Menites today may truly understand the role
of the high executioner, though they know of it
through the ancient tales. The world has not seen
a high executioner since before the Thousand
Cities Era. The role of the scrutator expanded
to fill the traditional duties of executioner
within their individual communities as our faith
fractured and split.
That Voyle has publicly appointed Servath Reznik
with this title sends a message not just of his
intentions but of his absolute conviction that he
will be victorious. Should Voyle fail to assume
the mantle of hierarch, this appointment could
be judged heresy. It is a risk but demonstrates
both to his followers and his enemies that there
will be no half measures from this point forward.
A high executioner is bound by no protocol
or procedure beyond the word of his hierarch
in carrying out his divine duties. There is no
recourse, no trial, no appeal to be made for
any name upon his writs of execution. Nor does
station or position offer any protection from his
righteous vengeance. Visgoths, sovereigns, entire
populationsnone are safe should they find their
names written by a hierarchs hand upon a writ
of execution. Voyle has told his opponents in no
uncertain terms that resistance means death.
Sovereign Jorrel
The following account details one of the first recorded
instances of Reznik utilizing his warcaster talent
to deadly effect. As the document is taken from the
journal of a minor priest within Imer, the documents
conclusions are perhaps too weighted in a belief of
Menoths actual hand at work. The document does
provide insight into how Reznik might have been
perceived by the Protectorate populace.
GK

50

Gavyn Kyle

My hand still trembles, for today I have seen


Menoths judgment given form on Caen and it has
led me to doubt the strength of my own faith.
There was more fighting in the streets today. Now
that Hierarch VoyleMenoth bless his name
made his claim, there has been more violence
within our district in the last month than in the
last few years.
Agents from Visgoth Alhen came through today.
They were lead by a scrutator who I would later
learn was named Solus. An armed guard including
a Crusader warjack escorted him into our district.
The scrutator had a list of names, and his agents
scoured the neighborhood searching for these
people. Though I wished to intervene, I knew I had
to respect the holiness of the scrutators office.
So I watched as they rounded up people from my
congregation under the watchful eyes of the
scrutator and the towering Crusader.
After they had roughly gathered several people
from their homes, a commotion arose from the
east end. The solitary figure that emerged was
like a sight from the ancient stories. Clad in
thick plate inscribed with holy text and wielding
a massive relic blade came High Executioner
Servath Reznik. He marched on the scrutator and
his entourage alone.
He unfurled a scroll and his voice rumbled with
the weight of the Creator as he spoke. He called
out Scrutator Solus by name as judged to receive
Menoths divine punishment for crimes against
the faith.
Scrutator Solus called back, denouncing the high
executioners writ and branding him a heretic
and servant to a false hierarch.
Reznik did not flinch at Solus words. He raised
his weapon and bid the scrutator come forward
and let Menoths will be known.
Solus ordered the smoke-belching Crusader to
crush Reznik. Even as massive a man as the high
executioner is, the warjack dwarfed him. The
outcome seemed predetermined.
What happened next was a miracle. Reznik
outstretched his hand, placing it upon the
warjacks body, and commanded the Crusader to
halt. The warjack froze mid swing, its mace a
mere foot from the High Executioners head. Then
the machine turned and charged Scrutator Solus
and his protectors. Reznik charged behind the
machine, his body blazing with divine power.
Even now I can see Scrutator Solus body where
Reznik left him upon a wrack in the square.
There he served as a grim reminder against any
who oppose Hierarch Garrick Voyle, Menoths
chosen priest.

Voyle employed his high executioner strategically


in the last months before his claim as hierarch was
accepted by all. Voyle defeated many of his enemies
personally to show his own power and strength, but
he sent Reznik when wanted to convey a particular
message, bringing to this resurrected office no small
degree of legitimacy in the eyes of the common
people. Instead of being seen as a tool of oppression,
Reznik became a symbol of Garrick Voyles belief in
enforcing the Canon of the True Law, even against
fellow scrutators.

A lesser man might have quailed before such


false innocence. I will not lie; I momentarily
questioned our holy calling. I praise Menoth
every night that such weakness did not exist
within the high executioner. He led us to cleanse
the sins of Dureed in Menoths holy fire, their
ashes a testament to the punishment all heretics
shall face when exposed to Menoths stern gaze.

By 588 AR, Voyle had the perfect tool to silence


any remaining opposition or reticence to his reign.
Those whose names appeared upon Rezniks writs
were immediately judged to be inherently damned
without question as to their actual guilt.

As Voyles political weapon, Reznik quickly earned


the enmity and even outright hatred of the higher
echelons of the temple. While much of this was due
to the fact that Reznik stood as a symbol that none
were safe behind their traditional titles, a few took
issue with Rezniks brutal methods. In the years
before he was raised to grand exemplar, Kreoss was
among the most vocal opponents of how Reznik had
been employed.

The following account proved exceedingly difficult


to come by even for a man with my immense
connections and skill. It provides a grim view of
how far Reznik is willing to go on the orders of his
hierarch.
GK
My Dear Brother,
We set out from Imer to the village of Dureed with
the high executioner. I was a cleanser back then
with the Flameguard, a holy deliverer of Menoths
punishment to those whose faith had been found
wanting. Myself and a cadre of my brothers were
all that accompanied the high executioner and
his battlegroup.
I was young and prideful in those days. I believed
myself to be a perfect vessel for the Creators
wrath. I was soon to find I was nothing next to
the high executioner.
Dureed had been one of Vice Scrutator Haydars
last bastions. Though Haydar had himself
fallen by the hierarchs own hand, the people of
Dureed had refused to acknowledge him. I had
even heard rumors they continued to conspire
against Hierarch Voyle in the days following his
ascension. I half expected our arrival at Dureed
would be met with resistance, or we would be
scorned by the heretics that occupied the town
and rebuked Menoths chosen.
Their heresy proved to be far more subtle and
dangerous. It hides below the surface where it is
safe to do its sinister work. The people of Dureed
met us openly. Children played in the streets,
life went about as it does everywhere within our
nation. By all appearances Dureed was another
bastion of the faithful.
High Executioner Reznik knew better. I remember
with crystal clarity the terror in the assembled
peoples eyes as the High Executioner proclaimed
their guilt. Their desperate and pathetic pleas
when they realized their heresy had been
uncovered for all to see.

Harun

It seems the two even came close to open hostility


on several occasions during the turbulent years
following Voyles claim to the hierarchy. Kreoss did
everything he could to limit the high executioners
actions against the greater populace.
GK
I am officially submitting a report concerning
High Exemplar Kreoss impediment of the
hierarchs agent, High Executioner Servath
Reznik, during action on 6th Solesh 601 AR.
My force was accompanying the high exemplar
during a routine patrol of the town of Gamesh,
which had suffered recent attacks from a band
of rogue Idrians. While we were there, High
Executioner Reznik arrived with his own escort.
The high executioner had with him writs of
execution for several inhabitants of Gamesh.
Immediately High Exemplar Kreoss began
interfering with Rezniks work, demanding to
see proof of the writs signed by the hierarchs
actual hand. Following his examination of
these mandates, the high exemplar allowed High
Executioner Reznik to pass but refused to lend
aid in searching out those marked for death.
When several of the townspeople resisted the high
executioners search, Reznik, as was his right,
declared they be sentenced to death for impeding
his duties. It was here that High Exemplar
Kreoss ordered us to raise arms against the high
executioner and his escort.
Though it burned my soul to do so, I followed the
high exemplars orders. I leveled my blade against
my fellow Menites. High Exemplar Kreoss and High
Executioner Reznik exchanged heated words, and
I felt sure blows would be exchanged, putting
all of our souls in peril. Kreoss proclaimed
the people of Gamesh under his protection and
argued that only those whose names specifically

Gavyn Kyle

51

appeared on the high executioners writs would


be relinquished. Thanks be to Menoth cooler
heads prevailed and Reznik accepted these terms.
I pray that this testimony does not fall upon deaf
ears and the high exemplar is chastised for his
actions. The obstruction of a rightful agent of
the temple does not fulfill our brotherhoods
creed of obedience. The thought that such an
accusation can even be leveled against our order
causes my soul to burn with shame.
Your humble servant,
Brother Kael Solev
By 593 AR, Voyle had transferred command of
Reznik to the military leader he trusted to enforce
his dictates abroad, then-Grand Scrutator Severius.
While the conceit was that the names of those to
receive the high executioners divine wrath were still
transcribed by the hierarchs own hand, I think it clear
such an occurrence was rare. Instead, the people who
now found themselves marked for death at Rezniks
hands were being determined by the grand scrutator.
These names had less to do with true heresy than the
interests of the Sul-Menite theocracy.
Indeed, it was under Severius that Reznik was sent
beyond the borders of the Protectorate to deliver
Menoths alleged justice. Though such foreign
actions were significantly rare before the outbreak
of war in 604 AR, Rezniks actions deep within the
borders of other kingdoms justifiably increased his
mythical reputation as Menoths vengeance on Caen.
GK
From: Magziev Konstantin Oleg
To: Koldun Lord Pytor Molotov
It appears the rumors surrounding the recent
murder of the well-connected Kayazy Leonid
Pavel are true. A zealot from the Protectorate of
Menoth claiming to be a high executioner did
in fact kill Pavel and several of his lieutenants
within his estate in the town of Drazhez.
According to eye-witness accounts, the Menite
lunatic who announced himself as Servath Reznik
bore what he claimed was a writ of execution
for Pavel and several of his men, signed by the
Protectorate Hierarch Voyle. Pavel, of course,
being a man of no small power, sought to eliminate
the threat.
It is clear he vastly underestimated his foe. From
what I have been able to piece together, I believe
this High Executioner Reznik is a warcaster.
That the Sul-Menite temple would willingly risk
such a high-value asset to kill a man like Pavel
makes little sense, even for the Protectorate.

52

Gavyn Kyle

Confirming this piece of the puzzle only leads


me to more questions. There is strong evidence
that Pavel was engaged in several black market
dealings, including cortex smuggling. It is here
I believe the answers may lie.
I will update you further as my investigation
proceeds. For the moment, I highly recommend
notifying the High Kommand of this very
real security risk and exploring punitive
measures against the Protectorate, as well as
investigating how this warcaster arrived. Such
violations against our national borders cannot
go unchecked.
From my extensive research into these foreign
actions, it would appear that the majority were
taken against well-placed individuals who were
actively seeking to impede the Protectorates black
market cortex trade, which was vital to the nations
preparations for their impending crusades.
While it is likely many of these issues were resolved
through more covert actions, the Protectorate
employed Reznik as a very visible reminder of the
price for interfering with its illicit interests, using
its distance from both Khador and Ord to protect
itself from any real repercussions.
Though Rezniks resourcefulness and ability to
infiltrate deep into enemy territory is astounding,
my research indicates this was accomplished
through help from local Menite communities in
Khador and Ord. In the wake of Rezniks actions,
local Menite temples often saw increased obedience
from the terrified populace, which no doubt aided
the high executioners cause.
Of course, harboring an enemy agent within national
borders was not without its own risks if evidence
could be found. Such individuals could be brought
up on charges of treason, but these communities are
tight-knit and kept silent. Ord, however, managed at
least one trial against a Menite priest who provided
shelter and aid to Reznik.
GK
Alecendro Ravini, Priest of the Temple of the
Creator
You have been tried and found guilty of harboring
a foreign enemy of the state. Evidence has been
presented to this court that proves you provided
safe haven, food, and provisions to the wanted
criminal Servath Reznik. Through your actions
you willingly aided him in the unlawful killing
of three members of the Falstaff family, friends
and allies of his Lordship Castellan Costa.
Let there be no mistake, your faith and standing
as a priest does nothing to absolve or reduce the
gravity of your crime, which is treason against
the crown. You are sentenced to death by hanging.

While few such trials were held, a number of similar


investigations were unearthed, most revealing
no tangible evidence. Still, the paperwork of
these reports and their timing provides valuable
information on Rezniks movements. In recognition
of your regular patronage, I have attached a map
that details all locations Reznik may have visited,
as well as his likely victims.
Its worth noting that despite my typical thorough
research, I was unable to find any evidence of
Reznik taking action within Cygnaran borders. It
is possible, though extremely unlikely, an incident
escaped me, I believe it is more probable Reznik
never operated within Cygnar for two reasons.
First, unlike in Khador, Ord, or even Llael, the few
all-Menite communities in Cygnar would have
been far less receptive to Reznik than their foreign
counterparts, particularly before their persecution
by Lord Commander Stryker in 606 AR. Most of the
citizens of these communities were the descendants
of ancestors who had already chosen loyalty to
country over religion during the Cygnaran Civil War.
Second, given the tense relationship between Cygnar
and the Protectorate during this time, it would have
been extremely detrimental to the Protectorates
secret war efforts to antagonize Cygnar with blatant
acts of aggression. While the
Protectorate leadership could
be fairly assured that neither
Ord nor Khador would really
have the power to retaliate in
any meaningful way, this was
not the case with Cygnar.

since that time, working closely alongside Severius,


who would be elevated to hierarch following the
death of Hierarch Voyle in Caspia shortly thereafter.
Indeed, with the turmoil of continent-wide war,
the Northern Crusade has seen new boldness in
Rezniks actions. He has been reported assailing the
Khadoran reconstruction at Riversmet and more
recently marching into Umbrey. While he performs
his duties under the auspices of delivering Menoths
judgment to heretics, his most recent victims have
all been important members of Vladimir Tzepescis
Umbrean court. He marches even now within the
interior of the Umbrey volozk, bringing fire and the
wrack to those he names heretics to the Creator
of Man. What ramifications his presence within
eastern Khador will have remain to be seen, but
wherever he strides, fire or faith are soon to follow.
Regardless of what determines the names on
Rezniks writs, the fact of the matter is that the
Protectorates high executioner represents a very
real and very lethal threat with apparent disregard
for national borders or defenses. He is a man driven
by a singular purpose, and, like many who find
themselves lost in obsession, Servath Reznik is
capable of incredible feats in the pursuit of his duty.
GK

There is a gap in my research


regarding hard evidence of
Rezniks movements in the
years 605606 AR, though
anecdotal reports suggest he
was operating in Khador at
this time. He appears to have
been involved in few if any
of the Protectorates actions
during the Llaelese War and
the Caspia-Sul War. Rather, he
joined the Northern Crusade
at some point in 607 AR,
there serving directly under
Grand Scrutator Severius
once again. He was present
when Severius managed to
seize the heavily fortified city
of Leryn without besieging its
walls and is attributed with
the wracking and execution
of Koldun Lord Volkh Lazar,
Khadors governing agent in
that occupied city. So far as
I am aware he has remained
with the Northern Crusade

Gavyn Kyle

53

By aeryn rudel art by Marek Okon and nstor ossandn


They came howling out of the jungle as soon as we got off the boats,
twisted nightmares in black armor wielding massive axes, hammers,
and swords. I got the men into something resembling a firing line,
and we managed one salvo. The boys are accurate, and they plugged
a dozen of the brutes, but only a few went down. Then they were on
us. Morrow, Ive never seen anything like that. Trollkin are big and
strong and most are skilled with a blade, but these blighted horrors
fought with a savagery Ive never encountered.

54

Guts & Gears

We tried to fight back, but were not swordsmen, and we began


taking terrible losses. I had to order the men back into the boats.
Only half of our platoon made it, and as we sailed away from that
island and back to the flotilla, I saw something that haunts me to
this day. The blighted trollkin were eating those left behindthe
living and the dead.
Lieutenant Viktor Graves,
82nd Rifle Company, 5th Long Gunner Platoon, 587 AR

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.

The trollkin kriels that remained on the mainland turned


almost universally to Dhunian worship. These trollkin
believed the Wurm had become tainted by death and
destruction, while Dhunia offered both succor to the
persecuted and fertility to replace the slain. In the Scharde
Islands, however, the trollkin and other remnants of the
Molgur did not abandon dark and bloody rites to the
Wurm. While those on the mainland became organized
and developed a more ordered society, the Scharde kriels
only grew increasingly savage.
The island trollkin kriels carved out territories they
protected fiercely while preying upon neighboring bands
of ogrun and humans as well as their own kind. Despite
near constant infighting, the brutal races of the Scharde
Islands were fecund and multiplied quickly.

As civilization grew upon the mainland and mercantile


shipping became more common, the Scharde Islands
had become a haven for outcasts and pirates preying on
ships along the Broken Coast. Eventually, the largest of
the Scharde Islands became the refuge of powerful pirate
kings who divided the region among themselves. These
bandits, relative newcomers to the Scharde Islands, had to
The trollkin that have nested on Blackrock have become a
contend with the savage trollkin and other descendants of
recurring nuisance and one that must be dealt with. Their raids
the Molgur. There were many skirmishes and small battles,
along the beaches of our island have become bolder. They seize
but the pirates largely avoided the territories of the island
captives and feast upon them within sight of our enforcers. We
kriels. There is evidence the pirate kings hired some among
must rebuke them. I attest we cannot claim absolute power over
the trollkin as mercenaries, using them as skirmishers and
these islands so long as we dread to land ships on Blackrock
to add an element of terror to boarding parties. But for
and so long as their crude boats strike fear in our captains and
the most part, the kriels remained defiant and as much a
their officers. I for one will no longer stomach any excuses or
menace to the pirates as to mainland villagers.
cravenly reports blaming trollkin for paltry tithes and plunder
gone awry. This encourages our captains to both sloth and In 1000 BR, Toruk, fleeing his progeny on the mainland,
deception, thereby undermining our strength. I say it is past settled in the Scharde Islands. The great dragon brought
time we acted on this and put forth the effort, bloody though about immediate and cataclysmic change to the region,
it will be, to demonstrate our deadly resolve. That, or we call subjugating the island inhabitants and laying the
ourselves Kings of Scharde no longer, and continue to tremble foundations of a new empire. The pirate kings were the
in our cold halls while mindless savages hold us ransom.
first to fall beneath his sway. Initially they defied the
Dragonfather, and they paid for their foolishness. Twelve
Let us agree to unite and demonstrate to these lowly creatures
of the pirate kings were transformed into lich lords and
why we are the rulers of these islands.
dispatched to rule over Toruks domain. Only Lord
Lord Moorcraig writing to his peers, 1615 BR Moorcraig refused to swear fealty, and in response he and
his castle were destroyed by dragon fire.
The Bloodgorgers and other blighted trollkin trace their
origins to the shattering of the Molgur in 2200 BR. After Toruks presence also had a profound impact on the
Priest-King Golivant defeated Horfar Grimmr at the savage trollkin kriels. Over time, the trollkin worship of
Shield of Thrace and then tortured and executed the the Wurm evolved to incorporate the Dragonfather as
mighty trollkin, the Molgur fled. Golivant was not content their god. In many respects their worship changed little,
to let them retreat, however, and his armies marched to as the manner in which they viewed Toruk was not so
eliminate the Molgur from the face of Caen. Although different from how they had depicted the Wurm. The
some human Molgur were allowed to convert to the same bloody feasting rites were carried out, only devoted
worship of Menoth, the trollkin, ogrun, and other savage now to their new god and master. Additionally, Toruks
races were considered beyond redemption. The Molgur blight seeped into the surrounding area and eventually
who would not abandon their allegiance to the Devourer took root in the flesh of the Scharde trollkin. In the
and those trollkin, ogrun, and bogrin that remained fled generations after Toruks arrival, trollkin were born with
north into the frozen mountains or west to the wild and the mark of the dragon, which only further strengthened
hostile Scharde Islands.
their devotion to their dragon lord.

History

Guts & Gears

55

The Dragonfathers burgeoning empire largely adopted


the raiding practices of the pirate kings who had ruled
prior to Toruks arrival. Cryxs pirate fleets continued
to pillage coastal villages with increasing regularity,
seeking plunder and fresh bodies for their nations
necrofactoriums. At times it seemed terror itself was
their cause. Like the pirate kings, Cryxs raider captains
saw the trollkin of the Scharde Islands, now twisted into
even more savage creatures, as potent weapons to this
end. Some of the blighted kriels willingly joined Cryxian
vessels to partake in murder and plunder, while others
were forced into servitude.

Like most other blighted trollkin, the Bloodgorgers


worship Toruk as a living god. Their rites are obscenely
brutal and closely resemble worship of the Devourer
Wurm, eclipsing those of other blighted kriels in both
length and bloodshed. Those not killed outright in a
Bloodgorger raid face a far worse fate. Captives are
brought back to the islands to be offered as sacrifices to
Toruk, and Bloodgorger shamans excel at ringing every
last scream and plea for mercy from their victims before
death mercifully claims them. It is not uncommon for
Bloodgorgers to sacrifice other blighted trollkin captured
in the internecine battles for dominance on the islands.

Over time, blighted trollkin became a more common sight


on Cryxian pirate vessels. Some kriels, however, took to
the role of murderous sea raiders more naturally than
others. These tended to be the kriels that bore a stronger
connection to the Dragonfather and that worshipped him
with the most brutal and blood-drenched rites on the
islands. Soon these trollkin became known by a name
synonymous with extreme brutality, martial skill, and
gluttony: the Bloodgorgers.

Although instinctively resistant to accepting the rule of


anyone or anything, Bloodgorgers do respect strength
and martial skill. Thus, in the past, powerful Bloodgorger
chiefs have risen to unite multiple kriels under their
command. These leaders have historically enjoyed
greater bargaining power with Cryx, demanding more
plunder for the opportunity to field larger forces of
Bloodgorgers. Such champions rarely last long, though;
rival chieftains in individual kriels constantly look to
exploit any sign of weakness to overthrow a would-be
conqueror and regain power. In addition, the pirate fleets
of Cryx are more than happy to throw Bloodgorgers into
the most dangerous situations, using them as cannon
fodder. Bloodgorger leaders, who must lead from the
front, are often the first to fall.

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

Guts & Gears

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.

In battle there are some similarities between the


Bloodgorgers and the Dhunian-worshipping trollkin of
the mainland. Like their mainland kin, blighted trollkin
favor heavy crushing and cleaving weapons, with axes and
hammers being the most common. They also wear heavy
armor and helms but rarely armor their limbs. Although
they do not lack skill, Bloodgorgers tend to rely on brute
strength more than speed or subtlety in melee. Most fight
with two weapons, eschewing the use of a shield, and
choose arms that serve slightly different purposesa
heavy axe for penetrating armor and a slashing sword for
hacking apart softer targets, for example.
Despite their strength and skill at arms, the Bloodgorgers
most potent weapon is their sheer ferocity and absolute
fearlessness. There is nothing living or dead that can
intimidate a rampaging Bloodgorger, and they do not
fear death. This is not surprising, as Bloodgorgers, like
all trollkin, can shrug off or recover from wounds that
would kill a human outright. Some Bloodgorgers, such as
the monstrous Gerlak Slaughterborn, are rumored to have
even greater regenerative capabilities.
There is little doubt that Cryx will continue to use the
Bloodgorgers to shock and terrify the mainland. Coastal
towns in Cygnar and Ord remain vigilant and watch the
sea while the monsters in the west fuel their nightmares.

A typical Cryxian pirate vessel or blackship might


include as many as twenty Bloodgorgers in its crew,
although larger ships may take more. Often these
Bloodgorgers are recruited directly from their kriels
with the offer of blood and plunder. General Gerlak
Slaughterborn personally oversees the deployment of
larger forces through the Slaughter Fleet, a roster of over
two dozen pirate ships dedicated to his exclusive use.
These hordes are used in major Cryxian offensives against
the mainland. In great numbers, the Bloodgorgers are truly
terrifyinga host of monsters slaying everything before it
and fearless in the face of even the most powerful enemies.
Though the Bloodgorgers may fight in conjunction with
other Cryxian forces, they maintain a similar level of
autonomy as the pirate fleet. They may raid and murder
as they wish upon the mainland, and they often do so,
but like all inhabitants of Cryx, they are ultimately sworn
to serve the Dragonfather and his generals, the lich lords.
When Lich Lord Terminus summons them, Slaughterborn
ensures they obey.

Guts & Gears

57

BLOODGORGER Tacti cs
By David DC Carl

Though Cryxian armies are best known for their hordes


of shambling dead, General Gerlak Slaughterborn and
his blighted trollkin Bloodgorgers are a menace no enemy
commander can ignore.

Good Trollkin Gone Bad


When I consider Bloodgorgers, the first word that comes
to mind is potential. Rather than starting with raw stats
and working up to that potential, however, lets leap to
the punch line. If a unit of ten Bloodgorgers charges living
enemy models, and you get at least two Bloodgorgers
into melee with each intended victim, the unit claims an
effective SPD 7 (thanks to Blood Thirst) along with MAT
8 on their twenty P+S 13 melee attacks (thanks to Gang).
Sure, its possible youll reduce every target to bloody
chunks before using all those attacks, but its hard to
consider that a downside.

Theres no mistaking this blighted paragon of slaughter


as a simple bloodgorger, though. Slaughterborn boasts
Reach and Finisher for a greater threat range and damage
output, as well as the spectacular Killing Spree ability that
gives him additional movement and an additional attack
each time he fells an enemy.
The generals leadership skills hold up beside his
impressive combat prowess. With Commander, No
Sleeping on the Job, and Leadership, Slaughterborn makes
it more difficult for others to kill his Bloodgorgers while
making it easier for them to kill others.

Blighted Trollkin Toolkit


As tough and killy as Cryxs blighted trollkin are, it never
hurts to make them even tougher and killier. Fortunately
for Cryx players, such tools are never in short supply.

As noted earlier, ARM debuffs are relatively common


Against opposing Cryx or Convergence armies with
in Cryx, and theyre highly effective for Bloodgorgers.
fewer living targets, Bloodgorgers lose a bit of their
With a simple Parasite spell or a Dark Shroud model
threat range, but they still boast incredible accuracy
in the right position, a few Bloodgorgers can take out
and attack quantity as well as respectable hitting power.
mid-ARM warjacks and warbeasts as easily as they
Considering there are over a dozen models a Cryx
dispatch enemy warriors.
player can field to reduce a targets ARM or increase the
Bloodgorgers P+S, their wealth of accurate attacks sets General Slaughterborn is a powerful asset, but that also
makes him a priority target. Occultation spells, smoke
them apart from other unit options.
clouds, or models with the Shield Guard ability can
Bloodgorgers innate Terror and Tough advantages
ensure the general makes it to the front lines fighting fit.
are also important to consider. Neither of these abilities
comes with a guarantee, but Terror will occasionally make Though tar pit is not the most complimentary label,
units that excel at holding back an opponents onslaught
an enemy unit or solo lose an entire turn of attacks while
for a turn or two are extremely valuable. Tough,
Tough may allow a Bloodgorger to survive a fatal wound
medium-based units are always solid tar-pit units, but
to fight another day.
if you reduce your opponents STR or MAT or increase
the Bloodgorgers ARM, you can nearly guarantee your
blighted trollkin will hold the line.
With a couple additional points of ARM and eight damage
There are plenty of great warcaster choices to join
boxes, General Gerlak Slaughterborn is the hardiest of the
General Gerlak Slaughterborn and his troops, but
blighted trollkin. Hes got Terror, Tough, and Blood Thirst
Pirate Queen Skarre is arguably the most impressive
like his followers, and he has a raw MAT 8 and P+S 13 to
option. Her Dark Guidance spell allows Killing Spree to
match a Bloodgorger benefiting from Gang.
shine, and her Blood Magic feat cranks up the trollkins
damage output to P+S 18 and their survivability to
ARM 20 (and ARM 22 for Slaughterborn).

Avatar of Slaughter

58

Guts & Gears

Bloodgorgers of the Morbid Angel


By Dallas Kemp
As with the trollkin of the United Kriels, the Bloodgorgers of Cryx are divided into many different clans. With that
in mind, you can really let your imagination run wild when youre devising a color scheme for these bloodthirsty
warriors. For this article, well paint dark-armored Bloodgorgers under the command of Axiara Wraithblade,
captain of the blackship Morbid Angel depicted in the Skull Island eXpeditions anthology Rites of Passage.

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

Guts & Gears

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

Teeth, Bones, and Horns


1. Basecoat the teeth, skulls, horns, and fingernails with Umbral Umber.
2. Reclaim the bone areas with Jack Bone. Leave a touch of Umbral Umber exposed around the base of each bone spike and nail.
3. Wash the bone areas with a 1:3 mix of Thamar Black and Umbral Umber with a couple drops of water and 1 drop of Mixing
Medium.
4. Starting at the tips of the horns and nails, highlight each by blending in Menoth White Base. Dot the eyes with Morrow White.
5. Add a small amount of Skorne Red to the wash in Step 3. Wash sparingly around the base of the bone protrusions, the mouth,
and the eye sockets. Blend around the skin to make those areas appear inflamed.
6. Add a touch of pure Morrow White to the tips of each horn, nail, and tooth. Dot the eyes with Frostbite followed by a touch of
Morrow White.
Colors Used: Frostbite, Jack Bone, Menoth White Base, Mixing Medium, Morrow White, Skorne Red, Thamar Black, Umbral Umber

60

Guts & Gears

Leather, Wood, and Dead Skin


1. Basecoat the leather, dead skin, and wood handles of the weapons with Bootstrap Leather.
2. Edge the leather areas and paint the wood grain of the weapons with Moldy Ochre. Paint the dead skin with Thrall Flesh.
3. Wash the leather, wood, and dead skin with a 1:3 mix of Thamar Black and Umbral Umber thinned with a couple drops of water.
4. Highlight the edges of the leather and wood grain with Bootstrap Leather mixed with a touch of Moldy Ochre. Highlight the
skin with a mix of Thrall Flesh and a touch of Morrow White.
Colors Used: Bootstrap Leather, Moldy Ochre, Morrow White, Thamar Black, Thrall Flesh, Umbral Umber

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!

Guts & Gears

61

For Blood or Gold:

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

Modeling & Painting

Eiryss in the Protectorate of Menoth


If you see Eiryss wearing a Menofix, it doesnt mean shes become
a Menite. Disguised, she can walk unnoticed among Protectorate
priests and Daughters of the Flame, who might otherwise balk
at her presence. This conversion uses the original Eiryss, Mage
Hunter of Ios model along with a Flame Bringer head and
Daughters of the Flame arms.

Parts Used
Daughters of the Flame 2 & 3 left arm
Daughters of the Flame leader right arm
Flame Bringer body

Step 1: Head Swap


a

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.

D) Use Formula P3 Brown/Aluminum Putty to repair any damage to the cape


and conceal any gaps along the collar. Put the body aside to let the putty cure
while you work on the next step.

Modeling & Painting

63

Step 2: Arm and Weapon Swaps


a

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.

Step 3: Attaching the Arms


a

A) Drill holes in the shoulders and dry


fit the pins to check the arm length. If
the arms seem too long, gradually clip
off more of the pin until theyre reduced
to the correct length. When you are
satisfied, glue the arms in place and
bend the pins into the desired position.
Ive duplicated Eiryss original pose,
but you have some freedom here to
play with the positioning of her arms.
B) To sculpt the shoulders, press small
balls of putty onto the pin armatures
and smooth them into the shape of
her arms. As long as they match the
roundness and thickness of the rest of
her arms, dont be too concerned with
the anatomy.
C) Re-create the chain mail by pressing
rows of holes into the putty with
the pointer tool in your Formula P3
Sculpting Set. Keep the rows straight
and consistent as you work.
D) Once the putty has cured, Eiryss is
ready to prime and paint!

64

Modeling & Painting

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.

Step 1: Modeling the Snow Base


a

A) Begin by covering the


bases slot with masking tape,
then apply a couple spots of
Formula P3 Super Glue and
sprinkle sand over the base.
Its important to use super glue
rather than white glue because
the glue will set faster, and the
sand will set securely in place
so it wont rub off when you
apply the putty.

B) Next, press Brown/


Aluminum Modeling Putty
onto the base. Use your finger
to push the putty down around
the sand to create raised areas
and depressions in the snow.
Your finger should be moist to
prevent the putty from sticking
to it. Rub your finger over the
surface to smooth the snow
and remove any fingerprints.

C) Remove the base tab


from the miniature. Moisten
Eiryss feet with water and,
before the putty cures, press
the models feet into the snow
where she will stand. Twist
the figure slightly so the
snow mounds up around her
feet. Add an extra footprint
behind Eiryss where she
would have been walking.

D) Remove the model and set


the base aside to let the putty
cure.

Step 2: Sculpting the Fur Trim


A) To create the fur trim around Eiryss cloak, roll a bit of putty
into a sausage shape. Start with her hood and press the putty
onto the edge of her cloak. This will go right over the straps
on the edge of her hood, so dont worry about them. Since she
doesnt have a base yet, Ive secured the model on my pin vise to
give myself something to hold onto while I work. I used the 1.25
mm drill bit and drilled into the underside of her cape. The hole
will be easy to fill with putty prior to the final model assembly.
B) Once you have applied a line of putty around the entire edge
of her cloak, add the fur texture by pressing the blade of your
sculpting tool into the putty to create uneven lines.

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.

Modeling & Painting

65

Step 3: Final Assembly


a

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

Step 1: Removing Eiryss Perch


a

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

Modeling & Painting

Step 2: Basing the Model


a

A) Begin by sawing the rock base in half


along the red line.

B) Once the metal base has been cut in


half, remove all of the snow and icicles
with clippers and files.

C) Glue the larger portion of the base to


Eiryss 30 mm plastic base. Use balsa wood
scraps or plastic strips to create a support
to raise the smaller portion of the base so
Eiryss feet will rest on both stones.

D) Check the fit to make sure the position


appears correct and natural. Note that
Ive clipped the corner of the larger stone
to accommodate the curve of Eiryss cape.

E) With the models position established,


permanently attach Eiryss leg with super
glue. Fill in the holes in the top of the stone
ruin with modeling putty, and sculpt over
the cuts and the wooden support to create a
matching stone texture.

Step 3: Arm and Weapon Swaps


a

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.

Modeling & 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

To paint the white cloak, start with a base


coat of Rucksack Tan, then shade it with a
mix of Rucksack Tan and Umbral Umber.
Blend up the mid-tone using Menoth White
Base and Moldy Ochre. The final highlight is
straight Menoth White Highlight.

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

Modeling & Painting

My initial instinct was to paint the


Khadoran Eiryss cloak red with white fur
trim, but I was afraid that, combined with
the snow, she would appear too Santalike. Instead, for a color scheme similar to
that of the Greylord cloaks, use Greatcoat
Grey highlighted with a mix of Greatcoat
Grey and Underbelly Blue.

For the Cygnaran Eiryss cloak, use Coal


Black as a basecoat and mix in Frostbite to
achieve a blue-green hue for the highlights.
Shade the metal with Coal Black.

After painting the sandy portions of the


winter base, paint the snow with Frostbite
and then with Morrow White. Then,
shade it with Underbelly Blue and wash
Battlefield Brown around the sand and
into the footprint to create dirty snow.

Drybrush the Cygnaran rubble with


Umbral Umber and Greatcoat Grey, then
drybrush lightly with a mix of Greatcoat
Grey and Underbelly Blue. Finally, wash
it with Brown Ink and Armor Wash.

Follow Us to Adventure!

Skull Island eXpeditions publications are available directly from skullislandx.com.


Visit the website for more information and to purchase Skull Island eXpeditions titles today!

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.

This collection of farrow structures, sometimes referred to


as a sty society, is only as durable and threatening as the
tribe itself. A stronger tribe of farrow will have more and
larger structures, built with better materials and backed
by superior defenses. A weaker tribe of Farrow may only
have enough resources to build two or three structures, just
enough to keep their gunpowder dry and their food from
Farrow often settle in areas with an abundance of targets
spoiling in the sun.
to raid for supplies, creating crude settlements to hoard
their spoils of war while recovering between battles. In almost any significant sty society, two structures are
These settlements are cobbled together from whatever common: a hoard and a butchery. Since raiding other
materials are available to the farrow, providing basic shelter civilized races is such a key aspect of farrow society, the most
and protection to the tribe.
secure structure in any farrow settlement is typically used to
store various plundered materials and goods. It is equally
important to have the tools and fire pits needed to slaughter
and cook . . . well, anything. Farrow arent particularly picky
about what they eat.

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.

Hoard Unlike with a standard obstruction, models can


climb onto the Hoard. A model cannot climb any part of the
Hoard that is taller than 1, so models must seek out paths
of 1 or smaller steps (ex: stairs, ramps, crates) that allow
that model to climb advance onto the Hoard. While within
2 of the Hoard, warrior models gain
the Loot special action.

10
Player 2 Deployment

Loot [4] (Action) This model can


attempt to steal supplies to fix a nearby
warjack. This model makes a skill
check. If successful, you can remove d3
damage points from a friendly warjack
within 2 of this model.
Butchery Unlike with a standard
obstruction, models can climb onto
the Butchery. A model cannot climb
any part of the Butchery that is taller
than 1, so models must seek out paths
of 1 or smaller steps to advance onto
the Butchery. While within 2 of the
Butchery, warrior models gain the
Pillage special action.

WATERING
HOLE

BUTCHERY
HOARD

Pillage [4] (Action) This model


can attempt to steal supplies to
feed a nearby warbeast. This model
makes a skill check. If successful, a
friendly warbeast within 2 of this
model can heal d3 damage points.

REFUSE
PILE

Player 1 Deployment
7

EXAMPLE game SETUP

campaign Terrain

71

Building farrow hovels


Materials & Tools
Bamboo skewers
Basswood strips
(1/4 and 1/8 stock)
Binder clips
Cardboard tube or
PVC pipe
Cardstock
Construction adhesive
Formula P3:
Hobby Knife
Modeling Drill &
Pinning Set
Super Glue
Insulation foam
Leather punch tool

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

Many times, buildings are hard to integrate into your games,


and many players simply avoid them. So, in this article we
look at making farrow buildings that are more playable and
not just a dead area of your gaming space. And because
farrow buildings have a ramshackle, cobbled-together
construction aesthetic, undertaking a project like this can be
a good way to try out new techniques.
A lot of the materials I use in this example are offcuts or scrap
from other projects. Most of the basswood strips, for instance,
are scraps Ive been hanging onto for years. You never know
when a random piece might come in handy, and the scrappy
nature of the farrow lends itself to salvaged materials.

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

STEP 4 Continue applying basswood strips along the back of


the hoard. For variety, glue on scraps of cardstock to make
pieces of sheet metal. Crease and fold the cardstock a bit to
achieve a general roughshod appearance.
Once the wood and cardstock pieces have dried and youve
assembled enough crates, glue the crates into place along
the side. When placing the crates, it will be useful to have a
model on hand to make sure you can set your miniatures on
top of them.

Step 5 Add a watch platform to give the hoard extra height;


use ramps and a smaller platform to create a path for models to
follow. Mount the platforms on 1/4 basswood stock. Glue the
platform to this basswood stock and strengthen the attachment
points to the MDF base by pinning it with an 18-gauge wire
brad. Add a timber barricade to the front of the hoard.

CRATES
WOOD

Use a stack of looted crates to create steps for models


to reach the top of the hoard. The crates start out as
little cubes of insulation foam cut to size. Beginning on
one side, glue basswood strips to the foam. To avoid
disturbing the placement of these wood strips, allow
the first side to dry before continuing on to the other
sides. Experiment with the placement of your crates
to see which sides will actually need wood. After the
wood has been applied, attach plastic strips to create
metal banding on the crate. In this example, I used a
leather punch tool to create rivets in the plastic strip,
but plain metal would work as well.

Build the ramp and platforms out of cardstock with


basswood strips glued over top. After creating the
visible surface, apply more strips to the underside to
strengthen and hide the cardstock core. For maximum
strength, apply the second layer of strips crosswise to
the first.
Since you will install the ramp piece at an angle, place
strips on top of the main portion of the ramp to prevent
models from sliding off.

campaign Terrain

73

Step 6 Add final details as needed. Glue riveted plasticard


strips to the platform supports. Tear paper towels into small
pieces and paint them with watered-down wood glue to
make old tarps and fabric to throw over the crate pile.

WOOD PILE

butchery

Step 1 Cut a piece of cardboard tube to form the central


structure (a short piece of PVC pipe or an appropriately shaped
plastic container will work as well). Cut a piece of insulation
foam to create an addition to the tube. To integrate the two
pieces, use the tube as a template to cut a piece of the insulation
foam off. Once you are happy with the pieces, use them as a
template to cut an MDF base. Leave a large space for the fire
pit and woodpile youll add later. The final dimensions of the
butchery in this example are 10 x 7 1/2 x 4.

74

campaign Terrain

Rather than chopping up a bunch of basswood strips,


use foam chunks to create the general size and shape
youll need for the piles. Cut strips longer than the foam
for the exterior of the pile and cut tiny pieces for the
bulk of the pile. With all the other cutting and shaping
of basswood that will be going on in this project, any
offcuts or smaller pieces are good candidates to be
chopped into smaller pieces. The tiny pieces should
be roughly the difference in height between the foam
and the long pieces. This way, there will be a relatively
even surface for figures to stand on. Glue the long
pieces along the outside of the visible side of the pile
to provide a base to glue the tiny pieces against. Start
in one corner and glue the tiny pieces outward, using
the long pieces and previously applied tiny pieces as
support for subsequent layers.

Step 2 Cover the tube in plasticard and plastic strips to give


it the appearance of an old metal silo or tank. Apply a brick
texture to the insulation foam to tie it in with the hoard.
To change up the structure a bit, use wood filler to make
patches of cement over the brick. Add a platform and
firewood piles to give models a route to climb onto the
shack. Draw in a rough outline of the fire pits placement.

Step 3 Construct a large platform to overhang the fire pit.


As with the hoard platforms, start with a piece of cardstock,
then glue basswood to it. Make supports from 1/4 basswood
stock to support the platform. Drill holes in various pieces
of model bits to hang them from the platform. Test the
placement to determine how much twine youll need.
It is better to start the piece off a bit too long rather than too
short, as any excess can be trimmed off. Tie a knot around a
piece of meat, then thread the twine through the remaining
meat. Wrap the ends of twine around the platform and use
binder clips to secure the twine in place. Use watered-down
wood glue to stiffen the twine and keep it in place. Glue
one side first, leaving the other side clipped while it dries.
Once the glue has dried, add vertical structures to the
platforms to give them more visual weight.

MEAT

The various cuts of meat are made of spare plastic heavy


warbeast parts and individual metal parts available
on the Privateer Press online store. Use Formula P3
Brown/Aluminum putty to create exposed bone and
tissue that will hide the various attachment points.

campaign Terrain

75

grill

Step 1 Cut out a piece of insulation foam to size. I knew I


wanted to use a large cut of meat, so I settled on an Archangel
arm and cut a piece of foam large enough to hold it. Carefully
cut the center out of the foam and scribe a stone texture.

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

painting the hovels

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

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or overlooked during the Scourge. The greatest of these


treasures are, in fact, powerful relics imbued by the
Orgoth with dark and terrible powers. In the hands of
the uneducated, they are both potent and dangerous
forgotten treasures.
While tales of these artifacts are known throughout
the Iron Kingdoms, many explorers and treasure
hunters continue to delve into these sites in search of
anything valuable to loot, while the more academic
minded among us seek knowledge and clues about
our history under those merciless tyrants. Whatever
ones motivation, however, only the most foolhardy
dare to enter these sites, for beyond anything else, an
Orgoth ruin is known for its dangers and horrors.
Legends speak of creatures and spirits left behind as
guardians, imbued with terrible power and consumed
by a malicious compulsion to punish anyone attempting
to plunder their masters hoard. Whether these stories
are true or not, only the greediest or bravest individuals
dare to traverse the passages of an Orgoth ruin, where
fortune and death reside in equal measure. Their limited
successes have helped fill in a few of the many blanks in
a history some feel is best left forgotten.

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.

Scholarly conjecture aside, no one can deny that traversing


an Orgoth ruin is among the single most dangerous acts
an explorer can undertake. Few accredited academies and
universities fund such expeditions, and those that will do
so only with the understanding that students and faculty
are operating of their own volition, with the institution
claiming no responsibility for any resulting fatalities or
madness. Currently, the foremost group undertaking
such organized expeditions is the Greylords Covenant.
Even with the backing of the Khadoran military, these
expeditions have proven dangerous, with casualties a
common occurrence. The sacrifices of the Greylords have,
on occasion, borne fruit, and this groups knowledge of
Orgoth arcane lore and accumulation of powerful relics is
unmatched by their rivals.

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.

Boons and Curses


Boons and Curses have the following attributes that
define how they function in the game. Unless otherwise
stated, each Boon and Curse can only be taken once.
Weapons with Boons or Curses become Magical
Weapons.
Name: This is the name of the specific Boon or Curse.
Boon/Curse points: This is the numerical value of the
magical effect. The total Boon point value on a relic
must be matched by an equal or greater number of
Curse points.
Special Rules: This describes the positive or negative
effects the ability contributes to an item.
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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

Special Rules: A character wielding the artifact cannot


be targeted by spells.

Special Rules: Characters wielding this relic gain a


surge of vitality and health. The characters natural
lifespan increases dramatically beyond normal for his
race, by sixty years or more. Additionally, the character
gains boosted rolls to resist disease and poison and can
roll twice on the injury table when incapacitated and
choose which long-term injury actually results.

Stormweaver

Boon Points: 5

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Phantom Shift

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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

Special Rules: This Boon must be placed on a bladed


weapon.

Special Rules: Spellcasters wielding this relic pay


double the fatigue/focus cost when casting spells.

A character wielding this weapon can designate a


living target. When the character damages that target
with this weapon, the blade absorbs the targets blood.
All subsequent melee attacks made with this weapon
against the target gain boosted attack rolls.

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

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81

Homeward Bound
Curse Points: 5

Curse Points: 2

Special Rules: A character wielding this relic must make


a Willpower roll against a target number of 18 once per
day or feel an overwhelming compulsion to return
the relic to the Orgoth homeland. If the roll succeeds,
the character is not compelled by the item that day. If
the roll fails, he spends the day in pursuit of his goal.
The character will spend any expense and go through
any danger or difficulty to procure a ship and sail
west, past the Meredius, where he will surely perish.
While attempting to complete this task, the character is
wild and irrational.

Special Rules: A character actively wielding this item


drains the life force of his allies and loved ones. A
friendly living character within thirty feet (5) of the
character suffers 1 point of damage during the characters
Maintenance Phase each round (or every full minute
outside of combat). What constitutes actively wielding
the item is left to the Game Master, but for a sword this
might mean whenever it is drawn and in hand.

A character may spend 1 feat point to regain control of


himself for a limited time. If a character spends a feat
point, he is no longer compelled to return the item
for d3+1 hours. At the end of this time, he may make
another Willpower roll to resist the effects of the item.
Misfortune
Curse Points: 3
Special Rules: A character wielding the item experiences
supernaturally bad luck. The character rolls an additional
die on all non-attack skill rolls and discards the highest die.
Night Walker
Curse Points: 2
Special Rules: A character wielding the item cannot
stand in direct sunlight. If the character ends his turn in
bright light, he suffers 1 point of damage.
Precious
Curse Points: 4
Special Rules: After a character wielding this item
receives the benefits of a boon, the character will not
want to surrender the item for any reason. If the item
is small enough, the character will keep it on his person
at all times. If that is impractical because the item is too
large or immobile, the character must feel confident he
still owns the item and personally checks to see if it is
secure at least every eight hours. If the item is taken or
missing, the character becomes irrational and will seek
to recover it by any means. He may try non-violent
solutions first but will resort to violence if those fail.
He will be unable to focus on any activity except
recovering the item and defending himself.
The effect of this curse can be removed by an eight-hour
ritual on holy ground conducted by a priest or shaman.
The affected character will not cooperate and must be
subdued or unconscious. This does not remove the curse
from the itemit will affect the next person receiving
the benefits of a boon.

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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

Boon Point Total: 5

Curses
Homeward Bound . . . . . . . . . Curse Points: 5
Doom . . . . . . . . . . . . . . Curse Points: 1

Curse Point Total: 6

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.

Research (Intellect) Orgoth Relics


roll result

information discovered

12
or Less

The character verifies the relic is


Orgoth in origin.

1315

The character can provide a general


timeframe for the age of the relic,
a general region where the relic
may have originated, and one
additional piece of information, such
as the identity and reputation of its
original owner.

1618

The character is familiar with any


legends pertaining to the item or
similar items, its approximate date
of creation, and general knowledge
of a single boon and a single curse
the relic is purported to possess.

19+

The character is familiar with the


name of the relic or of one similar to
it, any known information regarding
its original owner, and understands all
of the boons and curses of the relic.

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83

Entombed
What I find most distressing about the entombed is that they volunteered for such a horrific eternal duty.
Professor Viktor Pendrake, Monsternomicon

Those who enter


the tombs of the
SPEED
SPD 5
Orgoth in search
STRENGTH
STR 9
of ancient treasure
seldom realize the
AGILITY
AGL 3
true horror awaiting
PROWESS
PRW 5
them. Orgoth lords
POISE
POI 3
were often interred
INTELLECT
INT 3
with
hoards
of
ARCANE
ARC
riches and powerful
PERCEPTION PER 5
artifacts, and they
demanded
that
Sentrys weapon
powerful servants
MAT POW P+S
be
crafted
to
7
6
15
protect their vaults.
Abilities: This is a magical weapon and has
Through
their
Reach.
twisted and cruel
INITIATIVE
INIT 15
mastery of magic,
DEFENSE
DEF 13
the Orgoth created
ARMOR
ARM 14
a perfect weapon to

(Natural Armor +9)
punish those foolish
WILLPOWER WILL 12
enough to defile
their final rest and
Vitality: 15
attempt to plunder
Command Range: 3
what is not theirs.
Base Size: small
What original name
Encounter Points: 19
the Orgoth bestowed
upon these terrible
monstrosities has been lost to time, but today those who
have survived an encounter with these creatures refer to
them as the entombed.
PHYSIQUE

PHY 9

Originally an Orgoth warrior, a volunteer selected for


the privilege of rebirth as an entombed was ceremonially
drowned and his soul placed in a special soul cage.
The cage was then set inside the remains of the dead
warrior, whose body was laid to rest alongside his
master bearing the armor he wore in life. The warriors
body and its captured soul were set to rest in the burial
chamber of the Orgoth lord with weapons in hand, driven
by an undying directive to protect its master and all the
treasures of his grave. The armament of these entombed
warriors varies depending on the favored weapons of the
warrior who underwent the process of transformation.
The entombed is bound to the vault in which its body lies.
Though it has the freedom to pass anywhere within the
tombs many vaults and chambers, it cannot pass beyond
the threshold of the tomb. Those who flee from a pursuing
entombed find that the spirits pursuit ends at a perimeter
of black stones that defines the tombs borders. With each
trespasser it slays, the entombed becomes even deadlier,
turning one kill into a long, unbroken chain of slaughter.
An entombed lies dormant until trespassers enter the
protected vault, then the soul cage within its body
releases the spirit of the warrior. Emerging from its body,
the entombed stalks those who defile the stillness of its
lords grave, cutting down trespassers without hesitation

84

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or mercy. Those few warriors skilled enough to defeat an


entombed in combat find their victories short-lived; when
the spirit is driven off, it returns to its body to recuperate,
emerging again in moments at full strength, ready to fight
anew. The only way to permanently destroy an entombed
is to find and destroy its soul cage, driving the specter
from Caen. Most who fight an entombed do not realize
this in time and so are slaughtered to the last, their bodies
dragged to the depths of the very vault they attempted
to plunder and set up as trophies to the glory of the
dead lord.

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

Stat Rank Stat


PER 2
PRW
2
SOC 3

+ Rank
7
7
*

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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.

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Scoundrels & Sell-Swords

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 had discovered a long-buried Orgoth ceremonial


chamber. With dangerous enthusiasm, he widened the hole
and entered the ancient ruin with his fellow miners by his
side. The miners began searching for some trophy they could
take to the surface with them, something to make them rich
quickly. Unfortunately, they knew nothing of the entombed
ghostly undead slaves created by the Orgoth to guard their
treasures. What followed was a cramped, desperate battle
between the ogrun miners and one such creature. Only
Zolor survived, escaping the chamber clutching a small,
luminescent green idol.

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.

Word spread like wildfire through the mining camp,


eventually reaching the mine owners. Zolors employers,
the Fairfaxes, sent their guards to Zolors home.
There, they confiscated the idol, beat Zolor to a bloody
mess, and informed him he was no longer employed by
the mining company due to his theft of company property.
Later that night, drowning his regrets in ale, Zolor overheard
the mutinous mumblings of a group of drunken
miners. Telling them of the valuable artifact taken
by the Fairfaxes and of the familys general lack
of security, Zolor sent them off into the night to
retrieve what he viewed as rightfully his. As Zolor
sat with his ale, the drunken miners broke into
the Fairfax estate and, upon seeing the idol, tried
to claim it. The nobles heard the commotion and
awoke; they attacked the miners to prevent the theft.
Both nobles were callously cut down by the drunken
miners, and the bandits escaped with the idol,
openly speaking of Zolors collusion.
When rumors that Zolor was
the mastermind behind the
murders began to spread,
the ogrun abandoned
civilization for the more
welcoming environs of
ruins from the past.

Scoundrels & Sell-Swords

87

Out in the World


A Little Help
From My Friends
Zolor often travels with a cohort of Morridane
porters and hirelings who help him recover relics
from ancient sites in the Thornwood Forest. Any
human Morridane NPCs traveling with Zolor gain
the following abilities:
The Old Ways While in Zolors command range,
this character can reroll back strike damage rolls.
A back strike damage roll can be rerolled only
once as a result of The Old Ways.
Come Together Once per round, when a
friendly character is damaged by an attack, this
character can advance up to 3 directly toward
the damaged character.

Early in his career, Zolor discovered a massive stone structure


deep within the Thornwood Forest. Originally thought
to have been a Morrdhic temple, it was in fact a burial site
for a prominent warlord of that ancient culture. Noting the
reverence with which his Morridane porters approached the
burial chambers, Zolor elected to take an ancient Morrdhic
symbol of office with him for the influence it had over his crew.
This symbol influenced his portersswamp dwellers who
retained some fragments of ancient Morrdhic traditionsto
follow him almost zealously. Since then, Zolor has been using
these Morridanes as a personal gang, threatening those who
interfere with his explorations and clearing out anything
living in the ruins he discoversboth monstrous creatures
and plain folk simply trying to survive.

Zolor can be found in many different locations in the vicinity


of the Thornwood Forest. He often frequents the common
rooms of inns south of the forest, looking for explorers he
can offer his services to and listening for rumors of ancient
sites he hasnt yet explored. Zolor also spreads coin around
liberally for information regarding the whereabouts of the
Fairfax family in hopes of staying out of their grasp.
Rumors follow Zolor like flies, especially when he is on the
hunt for a specific artifact, and folk near the Thornwood may
have heard tales of the ogrun explorer who fought off an
excruciator so he could examine a pile of rocks he believed
to be a cairn of some kind. Some speculate that Zolor himself
propagates such tall tales to bolster business; others believe
they originate with the Fairfaxes in an effort to flush the
ogrun out by keeping him as a general topic of discussion.
Zolor can fit into a variety of different roles, either as an
antagonist or as an ally to the player charactersor both.
He may need the PCs long enough to find a specific treasure,
and then promptly forget he made any promises to them
about the outcome of such an endeavor. The PCs may also
encounter one or more of his swamp-dwelling followers,
who will speak admiringly of the ogruns exceptional skills,
or the PCs may encounter agents of the Fairfax family who
are prepared to pay for Zolors capture. Zolor believes the
Fairfaxes have a vengeful desire to send the ogrun back to the
mines to toil away until the end of his days.

Zolors methods in dealing with opposition are considered


extreme by mostforcing out local ruins squatters who have
nowhere to go and terrorizing those who outright defy him
but Zolor regards this as a necessary evil, an unfortunate
prerequisite to discover more about the past for the greater
good of the futureor at least for the good of himself. If
pressed, hell also concede that he enjoys the feeling of power
Blinded by the prospect of personal gain, Zolor seldom he never had when working the mines.
fully considers the repercussions of his actions. It is hard to Shrewd characters should be able to track down Zolor,
keep a group of swamp-dwelling thugs happy with nothing though he wont willingly meet anyone he hasnt had an
more than their selective devotion to mostly forgotten ways opportunity to vet beforehand, just in case they represent
and to feed them through archeology alone, especially with someone he has wronged in the past. Its also possible for
so limited a clientelefew can afford to buy ancient and Zolor himself to initiate a meeting: he may have discovered
potentially dangerous artifacts. To secure enough coin to a Morrdhic ruin nearby, prompting him to enlist the PCs aid
pay his lackeys, Zolor now hires himself out as a guide to after his porters refuse to help him explore it, fearful of the
his fellow explorers and relic hunters searching the various spirits they believe stand guard. Alternatively, Zolor may
temples and ruins scattered throughout the Thornwood. have exclusive knowledge of the location of a temple the
Despite his need for work, he remains suspicious of anyone party must get tobut he wants them to complete a couple
who deliberately seeks him outhe suspects such people of of unsavory tasks before hell reveal anything. And theres
being interested in the bounty on his head, but his desire for always a chance hes made off with an artifact the PCs need,
coin and work frequently overrides his caution.
forcing them to negotiate its return.

88

Scoundrels & Sell-Swords

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

rat Rng AOE POW


5 14 10

Natural Leader A character with the Natural Leader ability increases his command range by 2.

Abilities: This weapon requires two hands.

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

However a Game Master may choose to incorporate Zolor,


his motives are always self-centered, and if possible, he
will betray the PCs for even the chance of acquiring an
archaeological treasure.

INITIATIVE

PHYS

Other opportunities for interaction with Zolor Kurang


might involve a PC as a Cygnaran aristocrat, either one
related to the Fairfax family or to a rival family. Or perhaps
the ogrun has raided the tomb of a PCs ancestor and come
away with valuable information. Zolors knowledge of
people and places can extend from recent actions to some
of the most ancient of historical occurrences, depending on
a campaigns needs.

Abilities: On a hit with this weapon against


a knocked down target, the character can
spend 1 feat point to gain an additional die
on the damage roll.

ECT

Name Stat Rank Stat + Rank

LL

Skills:

MAT POW P+S


5
4
12

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.

Scoundrels & Sell-Swords

89

QUICK SHOT SCENARIO

immortality
By Michael G. Ryan and Matt Goetz
Art by nstor ossandn, Kristen plescow & Andrea Uderzo Maps by Hugo solis

Part 5: Stone Cold


Immortality is a six-part adventure scenario for use with the Iron
Kingdoms Full Metal Fantasy Roleplaying Game. This adventure centers
on the machinations of the primary villain, Vladislav Abrosim, as
established in the adventure Spirit in Steel (No Quarter #44) and
continued in the first four parts of Immortality (Undeath Metal in No
Quarter #53, Act of Murder in No Quarter #54, Mercilessly Alive
in No Quarter #55, and Many Deaths, One Life in No Quarter #56).

90

Quick Shot scenario

Stone Cold is designed for 35 Hero-level characters between 12 and


20 XP each. It takes place in the mountains northwest of the Shadoweald
forest and the Blackroot Wood in the Kulvorn Hills. (NOTE: Part 4 of
Immortality did not correctly convey the distance between where that
part ended and this part begins, failing to include the Blackroot Wood
as part of the distance.)
Printable scale maps for this and all other chapters of Immortality can
be found at http://privateerpress.com/no-quarter/web-extras.

Fort Veknost

Game Master Note

Stone Cold begins approximately one month after the


events in Many Deaths, One Life. While it is possible to play
this part without having played any of the other parts of the
adventure, few if any of the story elements will have relevance
to or impact on the PCs without having played previous parts
of the adventure. Additionally, the PCs may have time between
chapters to pursue additional adventures. To maintain the
tension, they should continue to be stalked by green-eyed
ravensthe servants of Abrosimwherever they go.

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.

For the Game Master


Abrosim has come close enough to achieving immortality that hes
now prepared to eliminate all those who know of his plans. His
personal band of killers, led by a warcaster named Garrow, has been
hunting down and executing Abrosims enemies, associates, and even
his highest-ranking aides to preserve his secrets. He instructed them to
kidnap his former mentor from the Greylords Covenant, Koldun Lord
Chenkov, and bring him to Veknost, Abrosims fort. There, Abrosim
showed the Koldun lord all he had achieved, and he forced Chenkov to
apologize for the role he played in Abrosims arrest and near execution
by the Greylords. Thanks to his own rather formidable occult abilities,
Chenkov escaped, and Abrosims killers pursued and entombed him.

Abrosims fortress appears to be abandonedits front is a faade


to discourage investigationbut it actually serves as his central
headquarters. He has hidden cannons armed to guard the main
entrance from intruders, and the perimeter is patrolled by soldiers
and Mule warjacks commanded by mercenary warcasters loyal to
Abrosim. Abrosim has been expecting interference from the Greylords
Covenant or other elements of the Khadoran Army, so he has been
building up his defenses in preparation for an attack.

Getting the Players Involved


If the PCs have played through the previous parts of Immortality,
they will have followed Abrosims trail to the Grove of Wracks and
the mountain passes beyond it in search of the former Greylord. If the
PCs havent played through previous parts of Immortality, the Game
Master should either steer them to part 3 (Mercilessly Alive) to lay
the foundation for this part of the adventure or provide them with
rumors that a former Greylord lives on the mountain, his private work
closed off to everyone, including the Covenant itself.
The PCs may have side adventures in the time between the end of the
last part of Immortality and the beginning of Stone Coldin that
case, the GM should harass them regularly with Abrosims undead
crows or even an assassination attempt by soldiers loyal to Abrosim.
Any captured assassins can only reveal that they were sent by the
former Greylord from his home in the mountains; they are unable to
provide specific directions back to Abrosim.
Stone Cold begins as the PCs emerge from the dense wilderness to
where the Blackroot Wood becomes sparse and rockier, giving way to
rugged terrain that climbs into the hills. They are drenched in a heavy
thunderstorm as the sound of distant gunshots echo through the rain.
The shots come from the canyon ahead of them.

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.

Further, Abrosim has been keeping a baleful eye on those adventurers


via his undead ravens, and as they have closed in on his inner
sanctum, he has directed Garrow and his assassins to eliminate them.

Scene 1Thunderstorms: With lightning and thunder,


thunderstorms include heavy rain, strong wind gusts, and
occasionally hail.

The Grove of Wracks


The Grove of Wracks is a rocky canyon, its walls lined with cave
openings. At its center are ancient Menite wracks, long unused and
pitted by years of exposure to the elements. The Grove is remote and
abandoned, with no signs of life. The Grove of Wracks was used by
Khadoran Menites to execute heretics generations ago. The numerous
wrackings that occurred here have given the Grove a black reputation
among nearby communities, who keep their distance from the site.
Abrosim and his lieutenants do not share such sentiments and have
used it as a secure meeting place in the past, away from prying eyes.

Scene 2Freezing Rain (where applicable): Rain that


freezes on impact, coating the trees, rocks, and ground in a
glaze of ice, creating slippery, unstable conditions.
Scene 3Snow Showers: Intense, fast-falling snow with
rapid accumulation, reduced visibility, and moderate winds.
Scene 4Blizzard (Whiteout Conditions): Sustained
high winds (33 mph or more) with major blowing and
drifting, extremely cold temperatures, and greatly reduced
visibility. Whiteout conditions reduce visibility to mere feet.

Quick shot scenario

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.

Game Master Note

If the PCs played through Spirit in Steel (No Quarter #44)


and left the arcanist Bowden Haightly either returned to his
own body or still trapped in the cortex of a Talon warjack,
Rostisfenko names him among those Abrosim has had targeted
in the recent purge of his insiders.

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

Rostisfenko knows Abrosim is now killing his


most loyal lieutenants, those who know about his
plan. He recently had three others murdered by
his assassination squad. The squad was waiting to
ambush Rostisfenko and Olivia Morado here at
the Grove of Wracks.

13

Abrosim, his lieutenants have collectively


concluded, is after immortality as a means of
achieving godhood. He speaks blasphemously
about Menoth as if the god were a rival.

14

The assassination squad killing Abrosims


lieutenants is led by a mercenary warcaster named
Garrow, who commands a Mule warjack. Garrow
told Rostisfenko as he shot him, Dont worry
Abrosim will reclaim you from Urcaen. Rostisfenko
believes the squad is hiding farther up the canyon
pass, waiting to see if Olivia Morado arrives.

15

Rostisfenko learned from Olivia Morado that one of


the caves contains a secret passage up to Abrosims
headquarters, but he doesnt know which one.

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

Quick Shot scenario

Once he reveals any information, Rostisfenkos eyes glaze over and he


stares into the distance with an expression of awe and terror (see below).
He is incapable of answering any more questions. He has begun to perish
and the wrack has provoked some sort of divine vision or delirium. He
dies shortly thereafter, with the consequences described below.
Even if the PCs try to free him from the wrack, Rostisfenko shudders
and takes on an unnatural glow. The glow intensifies quickly, and
Rostisfenkos eyes widen. After a few seconds a blast of heat emanates
from him, turning the rain to steam, and both he and the wrack
explode in a hot, gory mess. The entire canyon is momentarily bright,
as if hit by a lightning strike. Characters without eye protection who
look directly at Rostisfenko as he dies suffer a 2 penalty on ranged
attack rolls for one round. Any character within twelve feet (2) of the
wrack must make an AGL roll against a target of 14. If the roll fails, the
character suffers a POW 14 blast damage roll.
When Rostisfenko dies, read or paraphrase the following:
As the man on the wrack explodes, the Grove of Wracks flooding with a
bright, ethereal light and splattering his remains, the distinctive rumble of
moving metal fills the air. A group of five people appears on the canyons rim,
surrounding and following a heavy warjack that aims its cannon down into the
canyon. You can make out a woman near the back of the party, a trollkin with
axes, a man aiming a rifle at you, and a soldier in full plate armor. Another man,
disheveled and laconic, leans against the warjack while he grins down at you.
When Rostisfenko dies, Abrosims assassination squad ambushes the
PCs from the top edge of the canyon wall, concealed up to now by
its position above the canyon and by the inclement weather. At its
forefront as the squad emerges from the greyness to reach the edge
of the wall is a warjack that aims its steam-driven cannon just beyond
the PCs. Garrow calls down to the PCs tauntingly; I told Lord Abrosim
youd leave if we asked you real nice-like. But he had a different notion.

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

The thunderstorms impact combat in the Grove of Wracks as


follows:
Strong Winds Characters gain +2 DEF against ranged attacks
if the point of origin of the attack is 8 or more inches away.
Heavy Rain The Fire continuous effect ends on a roll of 13.
Firearm ammunition that is not metal-cased that is exposed
to the rain is less effective. If a characters ammunition is
exposed to the rain, each time he attacks with a firearm roll
a d6. On a roll of 1 the ammunition has been fouled by the
rain and does not fire.
Living characters who spend more than a few minutes in
heavy rain not equipped with a cloak, great coat, or similar
clothing suffer a 1 penalty on PHY rolls until they spend at
least fifteen minutes in a warm, dry area.
Note: A Stormsmith character can make use of the
thunderstorm for the purpose of generating lightning strikes.

Quick shot scenario

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

Stat Rank Stat


PRW
2
SOC 1
PER 1

+ Rank
6
*
5

Spells:

POISE

POI 4

INTELLECT

INT 3

ARCANE

ARC 3

Boundless Charge

PERCEPTION

PER 4

During his turn, target character can charge without spending


focus or being forced and gains +2 movement and Pathfinder
when it charges. Boundless Charge lasts for one round.

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

COST RNG AOE POW UP OFF


2 6 No No

10

12 NO YES

When convection destroys a living character, you can allocate 1


focus point to a steamjack in the spellcasters battlegroup that is
in his control area.

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

Focuser This character is a focuser.

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

Quick Shot scenario

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.

Bullying and amused by violence and pain, Antone is a braggart,


impressed by his own abilities with a rifle. Hes sufficiently vain that
insults have greater likelihood of antagonizing him than do physical
threats. He prefers not to kill with a single shot; he enjoys the
suffering of his targets, so he wants to make the moment last. He is
thin, rarely standing to his full height, and moves with great stealth.

(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

rat Rng AOE POW


7 13 11

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. She suffers 2
on attacks rolls with the second
weapon while doing so.

Abilities: This weapon suffers 2 on attack


rolls when used one-handed.

Waylay When an attack made


by this character has the chance
to knock out a target, increase the
target number for the Willpower roll
to resist the knockout by 2.

INITIATIVE

Specialization (trench sword)


The character does not suffer attack
roll penalties with the selected weapon.

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).

Bipod When the character forfeits his


movement to aim during his turn, he gains
+2 to his first ranged attack with a rifle
that turn. It requires a quick action to set
up or take down a bipod.

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

Base Size: small

Base Size: small

Encounter Points: 10

Encounter Points: 12

Equipment:

Equipment:

Gas mask, great coat, manacles, mechaniks


boots, tailored plate, trench swords (x2), 30 gc

+ Rank
7
7
6

Armored great coat, Radcliffe carbine,


four extra ammo wheels with 5 shots
each, 50 gc

Quick shot scenario

95

Gerrok Scarmaker Davon Barlett


(Ranger)

(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

Stat Rank Stat


PER 2
PRW
2
SOC 2
POI 1
PRW 2

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

rat Rng AOE POW


5 8 12
Abilities: See Gun Axe Blade, below

combat shield

MAT
POW P+S

6 3 8

gun axe blade

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

Quick Shot scenario

+ 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.

The Shallow Caves


If the PCs enter a shallow cave, Garrow sends his man-at-arms, Davon
Barlett to flush them out. He comes to the mouth of the cave and fires
random shots into the cave, even if he cant see the PCs. If the PCs
return fire and Barlett is injured in the fight for at least half his total
vitality, he retreats, and the PCs can safely move to another cave. If
they move to another shallow cave, retreating from that cave draws
fire from Garrows assassins on the canyon wall.

The Boulder Cave


A PC can move the boulder blocking the cave entrance with a STR
roll against a target number of 16. Characters can provide assistance
to move the boulder out of the way. For each character providing
assistance, the primary character gains a +1 bonus to the roll.
The cave smells of sweat and blood. An aged, bearded man, emaciated
and weak, sits against the back wall of the cave, a wavering axe pointed
at the PCs as they enter, one hand over his eyes to shield them against
flashes of lightning coming in from the canyon. His face is blackened
and purpled as if from frostbite, the damaged flesh in the shape of
a hand with only an index finger and a thumb. This is Koldun Lord
Chenkov, Abrosims former mentor from the Greylords Covenant. He

Game Master Note

If the PCs choose to attack Chenkov to either kill him or take


him prisoner, he manages the strength to cast one last Frostbite
spell (ARC 6, SP 8, POW 12, with boosted attack and damage
rolls on up to two targets) before dying from bleeding caused
from strain reopening his wounds. He is weak and incapable
of even moving without assistance. He does not share any of
the information about his kidnapping or escape if he suspects
the PCs are hostile, and he dies if the PCs attempt to violently
interrogate him.

Quick shot scenario

97

has a number of gunshot wounds, none of them singularly fatal, but


he is clearly in bad shape. He has in his possession a mechanikal collar
that he clutches in a death grip. PCs who played through Immortality
Undeath Metal (in No Quarter #53) will recognize the collar as one of
a similar design to those used by Makar Iokav.
In the middle of the night, Chenkov was kidnapped from his estate
in Korsk by Garrows assassins. Chenkov boasts that he killed two of
their number in the battle, but his home was too far from the orders
stronghold, the Strikoya, for help to arrive in time. He was unconscious
for most of the journey to Abrosims headquarters, but when he was
finally allowed to regain his senses, he was chained at Abrosims feet.
For hours, Abrosim railed against the Covenant, his madness evident
in how he ricocheted between topicshis betrayal by the Greylords,
his extensive research into immortality, his plans for a devoted army to
help him conquer Immoren, his demand that Chenkov acknowledge
Abrosims superiority and that Chenkov apologize for his role in the
Greylords failed attempt to execute Abrosim.
Chenkov cooperated as long as necessary, but when Abrosim produced
a mechanikal collar with a specially engraved rune plate to bind the
Koldun lord by suppressing his magic abilities, Chenkov struck back.
Between his occult skills and his extensive battlefield experience, he
was able to maim Abrosim, grabbing a dagger from a nearby guard
and severing three of the madmans fingers. Abrosim retaliated with
a spell, pressing his injured hand into Chenkovs face, freezing and
destroying the flesh. Reeling, Chenkov barely escaped with his life,
though he retained enough sense to snatch the collar to bring with him.
Pursued by ravens wheeling in the dark sky all the way down the
mountain, Chenkov managed to evade Abrosims guard posts,
successfully cross a heavily guarded bridge spanning a gorge, and
reach the Grove of Wracks before Abrosims assassins caught him.
In the ensuing battle, the Koldun lord was shot multiple times and
forced to retreat into one of the caves. Rather than confront him again,
the assassins used their warjack to roll a boulder in front of the cave,
effectively trapping the Koldun lord within.
Chenkov is not physically capable of ascending the mountain to
confront Abrosim again, but if the PCs provide him with food,
bandages, medicine, or any other form of healing, he can escape the
Grove of Wracks on his own and is willing to give them a rough outline
of what lies ahead. It is his intention now to inform the Greylords
Covenant of Abrosims activities. He can warn the PCs about the trio of
guards stationed above the cliff edge, he can tell them about the bridge
spanning the river, and how that bridge is maintained by guards who
will only extend it with a password (though during his escape, Chenkov
himself crossed the bridge using stealth tactics he doesnt discuss), and
he can tell them how Abrosim has additional warjacks guarding his
headquarters. He speaks in generalities, and given his rapid flight, is not
able to provide a full account of what he saw.
Chenkov is reluctant to give up the collarhe explains how it is
empowered in such a way as to suppress the magic capabilities
of whoever it restrains while simultaneously giving the wearer
resistance to magicbecause he feels the Greylords should see
what Abrosim is doing. If the PCs make it clear they do not serve
the former Greylord and tell Chenkov that they intend to destroy
Abrosim, he offers them the collar.

The Secret Passage Cave


There is a secret passage between the Grove of Wracks and the bridge
to Abrosims headquarters. It is a maze of caverns, many of which
have been dug out over time by a hive of dregg who live underground
here. The PCs can negotiate the complex tunnel system by making a
successful Navigation roll against a target number of 14 and following
the passages that continue to ascend gradually, which lead the PCs first
to an encounter with a group of crypt spiders and then finally to the exit.
If the PCs fail to make a successful Navigation roll, they enter one of
the many side passages. The following are options for where these side
passages lead the PCs. The Game Master is free to choose from the list
below or devise his own subterranean features.
The PCs come to a dead end or cave-in and are forced to backtrack.
The PCs enter a side passage that ends in a drop-off to rough
rocks below and no other visible exit. If the PCs have no
light source, the leading PC must make an AGL+Jumping
roll against a target of 10 to avoid falling off the 30-foot drop
and suffering 3d6+10 damage. Climbing back up requires the
character to spend five minutes and make a Climbing roll
against a target number of 13.
The PCs encounter a band of five dregg led by a raid master
in one of the side tunnels. The dregg are startled to encounter
the PCs and attack without provocation but retreat if they are
clearly outmatched. (See IKRPG Core Rules, pp. 341342.)
The PCs encounter a stagnant pool of deep water filling the path
ahead. If they wade through the water to the other side, one of
the PCs feels something rough and scaly slither along his leg.
To retrace their route back to the main path, the PCs must spend fifteen
minutes carefully backtracking. Once they return to the main path the
PCs may attempt another Navigation roll to reach the juncture with
the crypt spiders.

Game Master Note

The Game Master can add, subtract, or combine as many of


the optional side caves as he feels are needed to maintain
the pace of the adventure. Only the encounter with the crypt
spiders is necessary.

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

Quick Shot scenario

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.

Whats in the Box?!

If the players have previously played through Act of Murder,


the conditions of Makar Iokavs remains depend greatly on how
the PCs dealt with him. Feel free to adjust the contents (and
size) of the box to suit the needs of your story. Makar may have
been disinterred and returned to Abrosim whole, or just his
bird-pecked skull returned in a small container. All that matters
is Abrosim receive a piece of his former lieutenant.

crypt spider

Creating Cryptospector

Skills:

A PC can make an INT+Lore (extraordinary zoology) roll against a


target number of 15 to recall that a crypt spiders brain can be distilled
into a potion that briefly conveys the memories of the last creature the
spider consumed.

Name
Stat Rank Stat
Climbing AGL 2
Detection
PER 1
Sneak AGL 2

A PC who makes an Alchemy roll against a target number of 14 creates


a dose of cryptospector potion, which allows anyone who drinks it to
experience some of the memories of the dead woman pinned by the
rockslide. (For full rules on creating cryptospector, see Monsternomicon,
p. 23.) The dead womans memories provide the following information:

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

Cagey, Juvenile, Large Specimen, Protector, Skittish

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

rat Rng AOE POW


4 4 10

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.

Abilities: This weapon causes corrosion


damage, and a character hit by it suffers the
Corrosion continuous effect. This weapon
can be used only once per hour.

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

Quick shot scenario

99

SCENE 2B: The Pass


COMBAT
Beyond the Grove of Wracks is a twisting, turning path that begins to
rapidly ascend into a darkening sky. The weather turns colder, and
the thunderstorms give way to freezing rain that makes the rocky way
slippery. The PCs see man-sized shapes of hunched dregg following
behind them, moving in the shadows and among the boulders, but the
shapes retreat before stepping into the light.

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

The freezing rains impact combat on the mountain pass as follows:


Strong Winds The strong winds continue unabated (p. 93)
Freezing Rain Freezing rain turns surfaces slick with a
slushy sheet of water and ice. A character moving over his
base SPD must make an AGL roll against a target of 12. If the
roll fails, he stops moving at a distance equal to his base SPD
and is knocked down.
Freezing rain imposes a PHY penalty like heavy rain, but the
penalty increases to 2.

100

Quick Shot scenario

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

rat Rng AOE POW


6 10 11
Abilities: This weapon requires two hands

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

Abrosim has a handful of trusted warriors in command of the


groups of guards watching over the passage to Veknost. A single
captain leads each group of guards. These guard captains have
the stats of a standard Guard of Fort Veknost, with +1 PRW,
+1 POI, and Command 2. If the guards are confronted with
terrifying entities or intimidated by the PCs, the captains attempt
to steady the guards nerves (IKRPG Core Rules, p. 176).

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.

Encounter Points: XXX

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.

Axe, flares (x2), military rifle, winter guard


infantry armor, blasting powder and bullets
for fifteen shots, 15 gc

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

Quick shot scenario

101

attacks on PCs attempting to cross the bridge, hoping to drop them


into the river below.

Weather Effects

The snow showers impact combat at the bridge as follows:


Snowstorm The falling snow obscures long-distance
vision. Characters and objects more than thirty feet (5)
away are treated as if they were in dim light. Characters and
objects more than sixty feet (10) away are treated as if they
were in complete darkness.

guards give them one chance to identify themselves before opening


fire. One guard is high in the watchtower on a control floor, the other
four are at its base (for guard stats, see p. 101).
Five guards occupy the watchtower on the other side of the river, but
the snow prevents them from observing most activity on this side.
They are able to see the signal lantern and hear gunfire. Among them
is Antone Pytorevich, Garrows rifleman.
The watchtower is comprised of a series of interlocking metal
crossbeams, making it possible to climb its sides. A single ladder leads
to the upper level. The mechanisms to raise and lower of the bridge are
housed on the ground floor. The drawbridge is fifteen feet wide and
thirty feet long on each side of the river; when each side is lowered, they
rest between two steel railings that extend halfway across the sixty-foot
wide river (which is roughly ninety feet below). Rising out of the middle
of the river is braced steel support frame that provides the midpoint
trestle for the railings from both sides. One side of the drawbridge can be
lowered independently of the other, though each side signals the other
via lanterns to have the entire bridge lowered at once.
If the PCs approach the tower disguised as guards, each guard makes
a PER+Detection roll against the target number set when the PCs
donned the disguise. In the case of multiple disguised PCs, roll against
the lowest target number. If the guards see through one of the PCs
disguises, the entire party is exposed, and the guards open fire. If the
guards fail to spot the disguise, a single guard approaches the PCs on
the path to ask for the password. If the PCs provide the correct pass
phrase (only through death), the guard returns to the watchtower to
have the drawbridge lowered so the PCs can cross. If the PCs provide
the incorrect password or no password at all, the guard becomes
clearly suspicious and agrees to let them pass before retreating to the
watchtower to alert the other guards to the PCs deception, at which
point the guards attack.

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

Quick Shot scenario

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

The blizzard (with whiteout conditions) impacts combat in the


ravine as follows:

of 9 or higher to reach the surface again. Anyone falling in the water


is carried downriver to a small dock where four more guards are
stationed. This brings the PC back to the base of the trail that ascends
to the blocked entrance to the Grove of Wracks.
A PC killed by the fall or who drowns in the river is recovered by
the guards at the docks. His body is transported to Fort Veknost and
delivered to Abrosim, if possible.
Trestle Railings: A PC may attempt to cross the river by walking
across one of the railings that supports the lowered drawbridge. A
PC who attempts to walk across a railing must make an Agility roll
against a target number of 12 for each 6 of railing he attempts to cross.
If the roll succeeds the character can advance his SPD, up to 6. PCs
crossing the railing are unable to maneuver and vulnerable to attack.
While on the railing a character suffers 4 DEF.

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.

Biting Cold A frigid wind blows through the ravine, which


causes damage to characters without the appropriate attire.
A character not wearing heavy clothing like furs, a greatcoat,
or winter guard armor suffers a POW 6 cold damage roll at
the end of each turn.
Strong Winds The strong winds from Scene 1 continue.
Whiteout All characters gain concealment, and characters
beyond sixty feet (10) are treated as if they have stealth.

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.

Quick shot scenario

103

Overhead in the raging blizzard Abrosims green-eyed undead crows


appear and disappear on the wind. They ominously swoop over the
ravine, surveying what unfolds below, but none of them approaches
the PCs as a threat. Abrosim simply wishes to see what transpires
between the jack and the PCs.
Now that its dark, dreggs from the caverns that riddle the hills and
mountains roam the countryside, looking for victims to eat. Five of
them led by a raid master have zeroed in on the ravine, attracted by
the presence of Garrows assassins, who have hunkered down here
to ambush the PCs should they attempt to approach Abrosims fort.
The dreggs have not found anyone yet, but the sounds of combat
explosions, gunfire, or similar loud noiseswill draw their attention.
If the dreggs become aware of a potential victim, they arrive in d3+1
turns to join the battle. The dreggs will attack both PCs and Garrows
squad, particularly isolated individuals or those who are injured or
unable to get away.
Garrow, his warjack Vapor, the trollkin ranger Gerrok Scarmaker,
the bounty hunter Rina Zavor, and, if he successfully retreated, the
man-at-arms Davon Barlett are waiting here. While Vapor blocks the
ravines exit, Garrow commands the warjack to open fire on the PCs
when they have crossed about half of the ravine. At the same time, the
rest of his squad emerge from hiding and open fire or, if necessary,
charge and attack in hand-to-hand combat. Scarmaker counter-charges
any PC who approaches. Any PC who fights him can sense a cavalier
attitude about the fight (see Scarmakers character, p. 96).

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

Quick Shot scenario

Game Master Note


Abrosim has taken temporary control of the PCs body to
prevent the character from moving or calling out for help. He
is careful to avoid detection by any other character. If the PC is
currently wearing the collar Chenkov had, Abrosim attempts to
cast the spell and scowls when it does not work, vanishing back
into the blizzard without a trace.
The PC has an opportunity to break free of Abrosims control
long enough take a single action before Abrosim retreats.
Breaking free of Abrosims spell requires a contested Willpower
roll. Abrosims Willpower is 14, and he has a boosted roll.
If Abrosim wins, the PC remains temporarily trapped by
Abrosims spell; proceed to the next read-aloud. If the PC wins,
that character overcomes Abrosims attempt to control him
and has time for a single action before the Greylord vanishes:
call for allies, attack Abrosim, etc. If the PC is successful in
breaking Abrosims grip, read the second read-aloud.

When Abrosim approaches the PC, read or paraphrase the following:


You hear the flutter of wings in the wind, and are suddenly unable to move
your body is numb as if frozen in place. Runes of power circle around your
wrists, ankles, and throat like fetters, constricting and spreading cold through
your flesh. Unable to cry out to your companions, you see a shadow emerge
from the storm. A thin but muscular man in a billowing cloak, the wind
whipping it to make him look like a black crow in the white storm, smiles
wickedly as he leans close to you. He whispers but his voice is still powerful.
I come to make you welcome, he hisses. Since you refuse to go away, I want
to give you a reason to keep coming.
If Abrosim wins the contested Willpower roll, read or paraphrase
the following:
Abrosim holds up his mutilated hand before your eyesonly the forefinger
and the thumb appear normal. The other three are stubby growths, almost
inhuman, scarred at their bases. They are fingers growing back from where
they were hacked off.
The man displays a long, narrow knife, but only for a momentan instant
later, he lowers it and cuts your pinky finger from your body. It doesnt matter
that you are frozenyou can feel the pain.
The man holds up your severed finger. Come and get it, if you can.
Ill be waiting for you.
If the PC is held by Abrosims spell, once Abrosim vanishes, the spell is
broken, dropping the PC to the ground. The loss of the finger results in
1 point of damage to the PC, but it has no other repercussions.
If the PC wins the contested Willpower roll OR after the above readaloud has been read, read or paraphrase the following:
The storm seems to gather strength as Abrosim quickly steps back into the
raging blizzard. In a moment he is gone, as if he had never been there at all.

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.

Quick shot scenario

105

PRIVATEER PRESS FORMULA P3

GRANDMASTER
PAINTING COMPETITION
p3 grandmaster
massive

sam lenz
galleon

106

Gen Con 2014

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!

Though many beautifully painted models were deemed worthy of an esteemed


gold medal award, only one could earn the top prize in each category.
Presented here are the top entries for the remaining five categories.

unit

sam lenz

sons of bragg

warjack/warbeast

Benjamin Williams
Dozer & Smigg

Gen Con 2014

107

warrior model

Marike Reimer

Aurora, Numen of Aerogenesis

battlegroup

David Diamondstone

Forward Kommander Sorscha Kratikoff

108

Gen Con 2014

diorama

James Craig
Contract Renegotiation

Gen Con 2014

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

The trend toward fire continues with Andreas Graaes


amazing Horgle Ironstrike.

Jon Webb, whom you may remember from the Pros


& Cons feature in No Quarter #54, earns a silver coin
with this extraordinarily seaworthy Bosun Grogspar.

Honorable mention:

Honorable mention:

tomasz dobros

Andy Kaiser

Check out page 112


for the next
No Quarter
Painting Challenge!

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.

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