Professional Documents
Culture Documents
Contents
CREDITS
Welcome to War! . . . . . . . . . . . . 3
WARMACHINE: Tactics
Game Development
WARMACHINE Creator
Matthew D. Wilson
Multiplayer Tactics. . . . . . . . . . 4
WhiteMoon Dreams
Cygnar. . . . . . . . . . . . . . . . . . . . . 11
Matthew D. Wilson
Project Manager
Protectorate of Menoth. . . . 17
Michael G. Ryan
Khador . . . . . . . . . . . . . . . . . . . 23
Writer
Stu Liming
Cryx . . . . . . . . . . . . . . . . . . . . . . 29
Tactics Campaign Guide . . . . .
Editors
Michael G. Ryan
Michael Sanbeg
35
Glossary. . . . . . . . . . . . . . . . . . 52
Josh Manderville
Graphic Design
Bryan Cutler
Visit: www.privateerpress.com
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Game 2014 Privateer Press Interactive, Inc. and WhiteMoon Dreams, Inc. All rights reserved. WARMACHINE property and related
intellectual property rights are the property of Privateer Press, Inc. and are used under license. WARMACHINE, WARMACHINE: Tactics,
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other countries and are used under license. All other trademarks and copyrights are the property of their respective holders.
Welcome to War!
WARMACHINE: Tactics is the first video game based on the
award-winning tabletop game WARMACHINE. If youre
already familiar with the tabletop game, youll recognize
the world of the Iron Kingdomswarcasters, warjacks, and
bloody clashes between enemy factions. If youre new to
the world of WARMACHINE, youre about to discover a
place where magic and technology blend together to make
warfare especially brutal and unpredictable.
This guide will arm you with knowledge and strategy to
help you compete in online multiplayer matches as well
as conquer the No Mans Land single-player campaign
effectively and efficiently. By the time you reach the end
assuming you survive that longyoull have encountered
an incredible array of heroes and villains. Get ready to take
your first step onto the battlefields of the Iron Kingdoms to
experience war like never before!
MULTIPLAYER TACTICS
The Basics
MAT: This stat refers to how accurate the unit is with its melee
attacks. You wont need to do the math, thoughwhen you
select a target, the menu shows you the hit percentage.
RAT: This refers to a units skill with crossbows, guns, and
any other ranged attacks.
Weapons
Anatomy of a Unit
Line of Sight
Actions
Continuous Effects
Whats in an Attack?
All attacks have mathematical odds of being successful
or not. When you make an attack, imagine three sixsided dice being rolled. Now we add and subtract the
MAT, RAT, or MAG against the targets DEF, we include
other bonuses and detriments, and then we compare
them. The difference moves the percentage probability
by that difference between that number and 10. This
number is now the Target Number. Next, imagine three
six-sided dice being rolled again. These three dice are
trying to roll the Target Number or above. This may
seem complex, but the computer does all the work for
you when it displays the percentages. Critical effects are
calculated on whether two of the three dice would result
in the same number.
The UI
The basic user interface has a few features that are quite
handy.
Keyboard Shortcuts
You dont have to use the mouse for all of your commands.
There are several commands that can be executed with
keystrokes.
Tab: The tab key selects the next unit in your squad.
Units that have already activated do not enter
into this cycle.
Advanced Tips
Hmm. Close enough to arc some spells but not for the
Nightwretch to get in on this action.
If you count the grid squares, you can already see the
Nightwretch cant shoot any of the Flameguard. Yet.
Oh...thats why.
Sure, that poor Stormcaller is in dire straits, but now we
have a Temple Flameguard and a Cleansereach worth
more than the Stormcaller cost usin assault range of our
Stormblades. This technique of baiting out units by offering
a weak or sacrificial unit in exchange for luring other units
into charge or attack range of your more powerful units is
a basic demonstration of thinking moves ahead. Knowing
that your moves not only advance your cause but also affect
your opponents decisions is a big advantage, and you
should keep it in mind at all times. Notice the Exemplar
Cinerators are waiting for the Stormblades to charge in to
counter on the Cinerators turn!
Many times, you will just select where you want your unit to
end its movement and select it. You can move less than your
maximum distance, however, and still have the remainder
to use. Heres an example:
A Guide to
Command Hints
When you place your cursor during a units activation,
the grid has a few hints to show you what will happen if
you commit to the command right then. Here's a quick
look at what they mean:
The blue circle means a unit moves
here and will get an attack or action to
perform. Remember, they may need to
change their facing in order to make
some attacks, so if you moved up to hit and cant attack,
check your facing!
The red circle means a unit moving here
is giving up its action in order to do
so. Early turns will typically see forces
running, but be careful about running up
so far you run right into your opponents attacks!
10
Cygnar
WARCASTERS
11
WARJACKS
Lancer (light warjack)
Set Defense and the Shield ability allow the Lancer to stay at
the vanguard of a Cygnaran force, allowing its controlling
warcaster to cast spells from a position of safety and daring
enemies to approach. Once engaged, its Shock Shield causes
Disruption, blunting the capabilities of any warjacks that
hope to take it out. The Lancer can also be quite difficult to
eliminate, as the Shield ability gives it an effective 5 ARM,
and it has only two HP less than Cygnars heavy warjacks.
WARRIORS
Trencher infantry
13
14
Faction Feel
Power Combos
Sample List
Major Markus Siege Brisbane
Ironclad x2
Arcane Tempest Gun Mage x4
Stormsmith Stormcaller x3
Stormguard x5
Sample List
Commander Coleman Stryker
Charger x2
Lancer
Stormblade Infantry x5
Trencher x4
Trencher Grenadier
Be wary of losing Trenchers too quickly, and be especially
cautious of continuous effects like Fire and Corrosion.
Should your opponent neutralize your Trenchers defenses
too soon, do not be afraid to spend your feat and run
everything into melee just to rob your opponent of options
and to get into the thick of combat.
15
Sample List
Comander Dalin Sturgis
Lancer x2
Stormblade Infantry x4
Stormguard x6
Stormsmith Stormcaller x3
Unlike the role they play in many other lists, the Stormguard
are not here to be thrown away. Sure, they are your front line
units because of Reach and Set Defense, but even they are
valuable, and you should not sacrifice them lightly. Dont
be afraid to Arcane Shield one of them if he is staring down
several potential charges next turn.
Sample List
Commander Coleman Stryker
Defender x2
Charger x2
Lancer
Arcane Tempest Gun Mage x2
Stormsmith Stormcaller
Keep in mind that, with this many warjacks and upkeep
spells, your focus points will be stretched pretty thin, and
youll still need to keep Stryker safe. Dont be afraid to
let warjacks take their chances with unboosted shots or
to transfer Arcane Shield to Stryker himself to maintain a
degree of safety.
Stormblades, Stormguard, and
Stormsmiths
16
Protectorate of Menoth
WARCASTERS
17
WARJACKS
Feora plays with fire in a very literal sense. She has a range
10 spray attack (the biggest in the game), two spells that can
cause fire damage to enemy models (Ignite and Cleansing
Fire), and she prevents continuous Fire effects from expiring
within her control range. Her feat, Wild Fire, allocates
focus to her warjacks for each enemy unit suffering from
Fire and allows her to manipulate which units suffer from
continuous Fire.
18
Exemplar Cinerator
WARRIORS
Temple Flameguard
TFG
19
Vassal of Menoth
Faction Feel
Power Combos
Flameguard Cleansers and
Temple Flameguard
Sample List
High Exemplar Kreoss
Repenter
Vanquisher x3
Vassal of Menoth x3
There are ways canny opponents can mitigate the power
of this list, and you should be aware of them. First and
foremost, cloud effects block line of sight, and you wont
have a way to remove that. Also, a warcaster can hoard
focus points to boost ARM, making it difficult to assassinate
him. While a warcaster with his full allotment of focus is
hard to injure, keeping all that focus means he isnt casting
spells or empowering warjacks to buy more attacks or boost
rolls. With this army, its best to concentrate on their units
and warjacks and wait until they have no choice but to try
and take you on personally.
Sample List
Feora, Protector of the Flame
Crusader
Vanquisher
Flameguard Cleanser x3
Temple Flameguard x6
Vassal of Menoth
You may find yourself struggling to deal with high-ARM,
heavy-HP units like warjacks. Combined Melee Attacks
from the Temple Flameguard can alleviate that, and Feora
herself can certainly get into combat and help out. Her
naturally high ARM, combined with Escort, will allow
Feora to survive all but the heaviest blows.
Sample List
Grand Scrutator Severius
Revenger x4
Temple Flameguard x3
Vassal of Menoth x4
With such a low unit footprint, be conscious of getting
flanked by units that could bypass your front line and take
out the Grand Scrutator. If you're confronted by enemies
your own units can't cope with that may have a route to
attack to Severius, drop Eye of Menoth in favor of Defenders
Ward on Severius himself to increase his survivability.
Exemplar Cinerators and
Exemplar Errants
Sample List
Grand Scrutator Severius
Revenger
Vanquisher
Exemplar Cinerator x3
Exemplar Errant x5
Vassal of Menoth x2
than charge the enemy themselves. Try to limit the models
your opponent can kill outright to a minimum by spreading
your forces out and staggering them rather than running
them all up in a line. Grand Scrutator Severius spells Vision
and Defenders Ward can blunt the damage inflicted by
enemy charges, so cast your spells wisely.
22
Khador
In the cold north of western
Immoren
lies
the
mighty
Khadoran Empire, whose massive
military epitomizes the national
ideals of strength and resilience.
Legions of Winter Guard march
at the call of the empress, bent
on conquest. Led by powerful
warcasters as unrelenting as the Khadoran winter and
backed by elite soldiers such as the disciplined Iron Fang
Pikemen and the imposing Man-O-War troopers who stride
into battle in great steam-powered suits of armor, the army
of Khador is ready to crush all who stand against it.
In play, Khador is a faction of brute force. Its warjacks are
heavily armored and loaded with HP, and its troops
notably the Man-O-Warspack a substantial punch. Even
the humble Winter Guard can shoot, chop, and spray into
the heart of their enemies. The faction has much more to
offer than just Winter Guard, however, and can readily
field fearless Iron Fang Pikemen, those robust Man-O-Wars,
mysterious Greylords, and ruthless Assault Kommandos.
WARCASTERS
Kommander Sorscha Kratikoff
23
Orsus Zoktavir,
the Butcher Unleashed
damage and has both Reach and Weapon Master. Add to that
the Butchers spell Flashing Blade, and the focus point you
would have spent to make one additional attack can now
buy an attack against everything in melee range and line
of sight. The Butchers feat causes units to become Terrified
automatically and replenishes his focus, and his Impending
Doom spell drags in units from beyond his melee range.
All in all, the Butcher is more than capable of killing almost
anything in the game, and he can withstand an incredible
amount of damage before he will be put down.
WARJACKS
Juggernaut (heavy warjack)
24
WARRIORS
Man-O-War Shocktrooper
25
Proud
soldiers
of
the
Motherland, these hardened
soldiers are members of one
of the oldest military orders
in Khador. Far evolved from
the
steadfast
spearmen
who stood firm against the
roving horselords who once
dominated the edges of their
empire, modern Iron Fangs
wield pikes with blasting caps
at the tips that can knock an
opponent off his feet, should an
explosive thrust fail to end that
foes existence.
26
Faction Feel
Power Combos
Iron Fang Pikemen and
Man-O-War Shocktroopers
Sample List
Kommander Strakhov
Decimator
Marauder
Iron Fang Pikemen x8
Man-O-War Shocktrooper x2
The key to playing this list is in knowing when to shift
gears. Because you cant attack and Shield Wall, you need
to practice and learn when to Shield Wall, when to attack,
and when to use Combined Melee Attack, Armor Splitter,
and so on. Developing an intuition about when to change
tactics will make all the difference.
Assault Kommandos and
Greylords
27
Sample List
Kommander Sorscha Kratikoff
Destroyer
Assault Kommando x5
Assault Kommando Flame Thrower
Greylord x6
The only problem with this combo is that it lacks punch
against high-ARM targets. While you can make enemies
Stationary and distribute rough terrain, this list will not
casually remove warjacks from battle. Its best to let your
own warjacks take them on and to rely on their higher
durability to see them emerge triumphant. Save Sorschas
feat for when the Greylords cant afford to use Ice Cage.
Sample List
Kommander Orsus Zoktavir, the Butcher of Khardov
Juggernaut
Greylord x4
Iron Fang Pikeman x4
Winter Guard Rocketeer x3
Sample List
Kommander Sorscha Kratikoff
Destroyer
Assault Kommando Flame Thrower x6
Greylord x5
One thing to beware of in this list is Flame Thrower death.
While other Flame Throwers wont be affected, Greylords
certainly will. These explosions can also be used to your
advantage, however, and any Flame Throwers near death
should be put into positions where their Fiery Blast would
be most devastating to your opponent.
28
Cryx
Cryx focuses on massive swarms
of troops, lots of spells, and
bonejacks with arc nodes to sling
those spells from a safe distance.
Ruled by Toruk the Dragonfather
and overseen by his twelve Lich
Lords, Cryx is a nation of pirates,
slavers, and worse. Like all
dragons, Toruk radiates an unnatural blight, and this warps
and twists the populace of his island nation in terrifying
ways. Necromancy is a common and well-understood magic
here, and undead servants that would horrify mainland
folks are a common sight. From the cruel-but-alluring
Satyxis to the cannibalistic trollkin Bloodgorgers that dwell
across the islands of Cryx, this faction has no shortage of
troops to further the machinations of the Dragonfather.
Cryx typically relies on spells like Parasite and Crippling
Grasp to make up for its units generally lackluster attributes.
Under Crippling Grasp and The Withering, Deneghra can
threaten even the highest DEF units with nothing more than
lowly Mechanithralls. Debuffs arent the only tools in her
arsenal, though. Spells like Hellfire and Venom are quite
capable of eliminating opponents from the battlefield. As
if that werent enough, Cryx has a number of units that can
WARCASTERS
Warwitch Deneghra
29
WARJACKS
Deathripper (light warjack)
WARRIORS
Mechanithralls
Brute Thralls
Not only are Brute Thralls stronger and bigger, they also
can cause Terror with their Soulless Roar, cause Knockdown
with Grab and Slam, and break up Shield Wall formations
with Line Breaker. As medium-base units, however, they
31
also provide a bigger target and cant get into all the small
places their man-sized counterparts can access.
Skarlock Thrall
Faction Feel
Power Combos
Deneghra, Bile Thralls, and
Reapers
Sample List
Warwitch Deneghra
Deathripper
Defiler
Bile Thrall
Brute Thrall x6
Mechanithrall x5
Skarlock Thrall
Sample List
Warwitch Deneghra
Deathripper
Reaper x2
Bile Thrall x5
Mechanithrall
Skarlock Thrall x2
Use the Deathripper to arc Scourge around the field;
otherwise, let the Skarlocks do the heavy lifting and have
them use Spell Slave to cast Crippling Grasp and Parasite.
Position the Bile Thralls and Mechanithralls to take the brunt
of the first wave of attackers, and wait for an opportunity to
knock down the enemy warcaster or a similarly important
target and drag it in. Deneghras feat can be used to either
blunt a retaliatory strike or further debilitate the enemys
defensive effects in preparation for the final blow.
Sample List
Iron Lich Asphyxious
Deathripper x2
Slayer
Iron Lich Overseer x4
Mechanithrall
Skarlock Thrall x4
Allow the jacks to take point while the Overseers use Cloak
of Darkness to keep themselves and the bonejacks safe from
ranged attacks. The Skarlocks should hang back and shy
away from any heavy ranged elements while Asphyxious
and the Skarlocks expose themselves only to concentrate
fire on a few targets at once.
Using Bile Thralls to lay out Bile Spill and Wretched Rain
will slow enemies down and start eroding damage away.
While Wretched Rain only inflicts 1 damage point and
only triggers half the time, its important to remember that
this isnt simply 1 DAM. Wretched Rain avoids all ARM
mitigation. Even a warcaster with all his focus points will
still take the damage.
Sample List
Sturgis the Corrupted
Defiler x3
Bile Thrall x7
Skarlock Thrall x2
Take note: its important to understand that these models
do not have the raw strength to take down a heavy warjack
quickly. Instead, you need to focus on making sure a few
points of damage and Corrosion are put on nearly every
enemy model on most turns, and let Corrosion do the work
for you. Positioning is key hereyou will need to open
lanes and finish the game by assassination.
34
Tutorial
Mission 1
Objective
Jakes needs to reunite with her Charger, Bandit, and
must repel the Khadoran forces.
Objective
Open the gates and eliminate the Khadoran guards to
access the town of Fisherbrook.
Vitals
Jakes must survive
Bandit must survive
Vitals
Jakes must survive
Bandit must survive
Sturgis must survive
Jakes' Rewards
+1 MAT
WARMACHINE: Tactics opens with Lieutenant Allison Jakes
providing narrative, recounting to a Cygnaran tribunal her
final moments in the field with Commander Sturgis. This
sets off the action in a border skirmish outside of Corvis,
with Jakes and a few of her Trencher comrades separated
from Sturgis and Jakes Charger, Bandit. As the level begins,
the game gives you the option of having the first few rounds
explained in detail as a crash course in its controls. You can
choose to skip this guided tutorial.
As the Trenchers advance to deal with a pair of Winter
Guard attempting to destroy Bandit to the northeast of
Jakes, Jakes should take on the two Winter Guard to the
west. Move north and just a tad west and take a single
boosted hand cannon shot at the northernmost Winter
Guard. Then cast Energizer for 3 and move to the north and
east. The remaining Winter Guard should have caught up
to Jakes by now. Make a pair of fully boosted melee attack
rolls, killing the last Winter Guard.
Sprint up to your Trenchers to help
them with the next two Winter Guard.
Once Jakes and the Trenchers finish
the last two Winter Guard, move Jakes
next to Bandit and reactivate it with a
special action icon.
Jakes' Rewards
+1 Focus
The earlier skirmish opened the way into Fisherbrook,
a Cygnaran city that serves as a junction between the
Thornwood and vital coalmines. Now Jakes and Sturgis
have to breach its gates.
Commander Sturgis and Jakes need to break through
Khadoran forces barring entrance to the captive town of
Fisherbrook. Use Energizer and give Bandit a focus point
to run so you can move as fast as you can to the east,
reaching the upper platform. Sturgis needs Jakes to shut
down those bunkers, and the oil drums on the upper level
will do the trick. These
barrels should be your
first priority, as additional
Khadoran reinforcements
will continue to spill out to
confront Sturgis until they
are blown up.
There are two sets of barrels here that must be destroyed.
Sturgis and his Ironclad will take on the Khadorans on the
train tracks below, but they will be overwhelmed if Jakes isnt
quick enough. Once the first set of barrels has been destroyed,
a pair of Iron Fang Pikemen will appear to the northeast.
Casting Sidekick after the first set of barrels is destroyed will
35
help keep the Pikemen from hitting Jakes or Bandit too often.
Deal with them and the second set of barrels.
Sturgis tells you about the switch to open the door to the
north. Bandit can stand at the end rows of the upper deck
to provide supporting fire to Sturgis and his warjack. Target
the Iron Fang Pikemen first. Have Jakes head to the north,
keeping Bandit in her control area, and allocate focus to
have it fire on the Pikemen. You can safely drop Sidekick
after the Pikemen are dead.
Mission 2
Objective
Ambush!
Vitals
Jakes must survive
Bandit must survive
Lancer must survive
Bandit's Rewards
Prowler (When this unit is affected by cloud effects
or concealment, it gains Stealth.)
Lancer's Rewards
Energy Link (If this unit activates within 5 squares of
its controlling warcaster, it gains +1 movement.)
Youve now managed to sneak into Fisherbrook to take the
fight to the streets. A fully focus-loaded Bandit can deal
with one Winter Guard while the Lancer charges the middle
one and the three right Trenchers Combined Range Attack
the third.
The first unit to round the corner past this sandbag barricade
will spawn another two Winter Guard. Be mindful that
additional units will spawn as the level progresses, so
use a Trencher to recon ahead to set up attacks. Jakes will
also want to cast Sidekick on the Lancer to make it less
36
Mission 3
Objective
Defend the train escorting your forces out of
Fisherbrook, and find out what the Greylords are doing
here.
Vitals
Jakes must survive
Rourke must survive
Lancer must survive
Bandit must survive
Jakes' Rewards
+1 DEF
Sturgis congratulates Jakes on her survival through the night,
but he fears for her safety. Dawn breaks at the Thornwood
station as Winter Guard advance on a nearby train.
Start by having Jakes cast Sidekick on the Lancer and have
it advance just past the barricades near the trains engine.
A Lancer affected by Sidekick can keep several Khadorans
occupied indefinitely, even though it may not kill them
very quickly.
This is the ideal place to lay down covering fire for the Gun
Mage. At their meeting, the Gun Mage quickly introduces
himself as Lieutenant Rourke. A Greylord flanked by two
Kommandos will appear near the bunker where Bandit
has hunkered down. Eliminating the Greylord is a priority.
Jakes and Rourke can take shots to help Bandit keep up
with the carnage. Dont let Rourke get too cocky, though.
He should rely on his Snipe and Phantom Hunter attacks.
Trenchers can assist the Lancer as the Winter Guard
numbers drop. The Lancer with Sidekick can slow down
any Khadorans from the south. Combined Ranged Attacks
do not work against units currently in melee, so setting up
Assault Charge attacks will work best to clean up the rest of
the Lancers targets.
Jakes, Sturgis, and Rourke board the train with their troops
and discover what turned Rourke into the most wanted
man in Fisherbrook.
Mission 4
Objective
Recover what forces you can and get them away from
the impact site to lead them farther into the mountains.
Vitals
Jakes must survive
Rourke must survive
Lancer must survive
Bandit must survive
Jakes' Rewards
Let the Trenchers head toward the front of the train to take
on the Winter Guard with Combined Ranged Attacks. Jakes
and Bandit have another task to attend to.
Shortly after the initial volleys and activations, Assault
Kommandos emerge from the flames at the rear of the train.
Around this time, a Gun Mage appears from a building with
Assault Kommandos in pursuit! Jakes and Bandit should
head a bit west of the train to here:
37
Mission 5
Objective
Escape your pursuers and find asylum at the monastery
on the mountain.
Vitals
Jakes must survive
Rourke must survive
Lancer must survive
Bandit must survive
Lancer's Rewards
38
Mission 6
Objectives
Rescue the Stormsmiths and move to meet Siege
Brisbane.
Vitals
Jakes must survive
Rourke must survive
Lancer must survive
Bandit must survive
At least one Stormsmith must survive
Jakes' Rewards
Positive Charge ([Spell. Cost: 2, Range 6, AOE: -,
Upkeep: No, Offensive: No] Target friendly Faction
warjack gains +1 MAT and gains +2 damage on its
normal melee attacks. While within 3 squares of the
affected warjack, friendly Faction units gain +1 MAT
and gain +2 damage on normal melee attacks.)
Once across, array your forces to give cover fire to those last
few stragglers.
39
Mission 7
Objective
them off. There are only a few Protectorate units that add
to the battle each round, so utilize your attacks to make
certain they are removed. Bandit with 3 focus points and
the Trenchers Combined Range Attacking will help ensure
the few units that make it to your front lines are eliminated.
And the two Stormblades are adept at taking on the couple
of Temple Flameguards that come from the far side of the
walls to charge.
Vitals
Jakes must survive
Rourke must survive
Lancer must survive
Bandit must survive
Bandit's Rewards
Prowler (When this unit is affected by cloud effects
or concealment, it gains Stealth.)
Jakes' Rewards
Acrobatics (This unit can advance through other
units and cannot be targeted by free strikes.)
Replaces Parry.
Having freed the Stormsmiths, Jakes has now alerted the
Protectorate army to her squads presence; their forces have
followed her to an abandoned mine, so she and her crew
must hold off a Protectorate offensive. At first, the barriers
you have been deployed to seem the best places to hole
up and defend yourself, but the bridge to Jakes right is a
deployment point for Protectorate troops. You have several
mining charges, left behind by whoever was here before.
These charges can inflict serious damage to
anyone nearby when they explode, so the key
is to bait troops in and fire on the charges,
then fire on the troops themselves to finish
40
Mission 8
Objective
Assault the Khadoran train to stop its progress.
Vitals
Jakes must survive
Rourke must survive
Lancer must survive
Bandit must survive
Siege must survive
Jakes' Rewards
Ambidextrous Gunfighter (Jakes gains a second Hand
Cannon ranged weapon.)
Wall of Steel ([Spell. Cost: 2, Range: SELF, AOE: CTRL,
Upkeep: Yes, Offensive: No] While in this units
control area and adjacent to one or more units in
this units battlegroup, units in this units battlegroup
cannot be knocked down and gains +1 DEF.)
Once these are dealt with, the back car will open to reveal
the deadliest trap yet: A Man-O-War Kovnik marshaling
a pair of deadly Decimators! Take out the Kovnik first to
limit the Decimators offensive output. Again, Trenchers
Combined Ranged Attacking, Rourke using Critical Brutal
shot, Bandit boosting his attacks, and Jakes boosting her
Hand Cannons should finish them off. Siege has a pair of
Defenders on his side and should require minimal support.
Mission 9
Objective
Destroy the Khadoran supply outpost so Jakes can
continue her quest for the Molicron.
Vitals
Jakes must survive
Rourke must survive
Bandit must survive
Lancer's Rewards
Haste (This warjack can advance 1 additional square
and gains +1 DEF against ranged and magic attacks
for 1 round when using Energizer.)
Once the main turret is destroyed, the car with the smaller
turrets opens to reveal another pair of Assault Kommandos
and Man-O-War Shocktroopers each. Given that your units
are likely assembled in a firing line already, these should
present no real challenge.
Jakes' Rewards
Field Marshal [Sprint] (All warjacks in this
warcasters battlegroup gain Sprint). Replaces
Sprint.
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The plan is simple: bust in, blow the ammo dump, and
get out. The station is full of Khadorans, however, and a
Winter Guard patrol is just coming back. Youve swapped
your Lancer for an Ironclad by now, which will make a fine
target for Sidekick. Eliminate the Winter Guard and have
your trusty and eager Trencher Sergeant set up explosives
by the door. Unlike in the mountains, these charges will
detonate in only two rounds. Once the door has been
blasted open, several Khadorans are waiting. Tie them
up or eliminate them quickly so they will not reactivate
the Juggernauts standing by. Once inside, youll see more
Winter Guard coming from a path off the side of the map,
and youll find a pair of Troll Axers lingering outside the
other door. Your tenacious Trencher can blow the doors to
let them in. This is entirely optional, but feel free to add to
the chaos and occupy those Winter Guard by forcing them
to deal with the trolls.
Mission 10
Objective
Defend the Cygnaran outpost in the swamp and recruit
the Gun Mages on duty there.
Vitals
Jakes must survive
Rourke must survive
Bandit must survive
Ironclad's Rewards
Bullish (This warjacks trample attacks gain critical
Knockdown.)
Before Jakes can go after the Molicron, shell need more
troops. Siege doesnt have any he can spare, but he knows
where more can be found. Out in the nearby swamps, Gun
Mages are even now holed up, fending off the occasional
Khadoran patrol.
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Mission 11
Objective
Survive the ambush and pursue the Cryxian forces.
Vitals
Jakes' Rewards
+1 Focus
Deep within the swamps, Jakes and her crew come to a
stop after realizing the natural sounds of the swamp have
vanished. Cryx is about to ambush your forces!
Once your forces reach the road, you will need to outlast a
few more waves of undead monstrosities. Mechanithralls
will continue to enter from either side of the swamp. Your
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Ironclad should take point on the road leading out the top
of the map. Prepare your forces to settle into this section of
road, as Cryx is far from done testing your mettle.
Mechanithralls, and later Brute Thralls, will appear from
all directions, so dont assume any direction is safe to turn
away from. A Skarlock Thrall will deploy with more thralls
at the top of the map to signal the last wave of the attack.
Mission 12
Objective
Destroy the Cryxian Necrotite rigs and eliminate the
undead.
Vitals
Jakes' Rewards
+1 ARM
Following the trail of the Iron Lich Overseer has brought
Jakes to a harrowing discovery: a Necrotite mining
operation fueling a full Cryxian army. Jakes knows the only
way to deal with such a horror is to destroy the mining rigs.
The key concept is to maintain a relatively small footprint.
The Cryxian thralls will not be alerted to your presence
until you wander too close, so the notion of spreading out
to engage as much of the field as possible is not advisable.
Sometimes this means not every unit activates meaningfully.
That is okay here, as it is better for a Stormblade to hang
back a round than to run into combat with something and
thus invite more units to enter the fight.
The Necrotite rigs have ARM 4 and 25 HP each. An Ironclad
with a Stormblade will make quick work of a rig while
other elements of your squad eliminate the various thralls
surrounding the dig site. Moving slowly and methodically
is the best path to victory here.
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Mission 13
Objective
Defend your hasty alliance against waves of Cryxian
soldiers.
Vitals
Jakes must survive
Rourke must survive
Bandit must survive
Strakhov must survive
Defender's Rewards
Energy Link (This warjack gains +1 Movement for 1
round when it starts its activation within 5 squares
of its controlling warcaster.)
Jakes and Strakhovs forces are on the verge of battling
one another when Cryxian forces attack, surrounding both
forces. Their only hope at survival, Jakes quickly surmises,
is if they work together.
And it seems you and Strakhov can agree on at least one
thing: youd both like to live. Cryx is sending its forces
after both of you, and you need to outlast their seemingly
unending tide.
Mission 14
You will deploy blind to all other forces. Jakes will take two
sides of the Orgoth ruin with Strakhovs forces on the other
two. The easiest way to survive this assault is to actually
abandon the two edges you share with the Khadorans and
hunker down in the southeast corner.
Objectives
Escape Sturgis grasp and reunite with your allies.
Vitals
Jakes must survive
Jakes Rewards
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This mission is all about evasion. Use the tall grasses in the
swamp to hide, as Sturgis will teleport to the rocks above.
Mission 15
Objectives
Free your compatriots and stop the Cryxian thrall
foundry.
Vitals
Jakes must survive
Bandit must survive
One of the captured Trenchers must survive
Jakes Rewards
Mechanithralls are patrolling those grasses, and if they find
Jakes, they alert their new master to her presence. Thus, Jakes
will be caught by Sturgis if she ends a turn either outside the
tall grasses or with an alerted Mechanintrall in play.
This all sounds like pretty dire
news, but dont fret: Jakes has
a couple of things going for
her. Sprint allows her to move
away from a recent scene of
violence, and Energizer can
further help her move back
into the grassy shadows.
Mechanithralls occasionally
patrol and investigate nearby
patches of tall grass. Keep
moving from patch to patch,
eliminating Mechanithralls as
necessary. Jakes Cygnaran friends, along with Bandit and
your Ironclad, appear at one end of the swamp.
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Mission 16
Objectives
Assault the Khadoran stronghold and drive Kommander
Strakhov from his command post.
Vitals
Jakes must survive
Bandit must survive
Rourke must survive
Siege must survive
Ironclads Rewards
Distinguished (When this warjack kills an enemy
warjack it gains +1 SPD, +1 MAT, +1 RAT, +1 DEF, and
+1ARM for one round.)
Now that the Trenchers are free, its time to push ahead and
take out the Reanimator. This machine will produce one
new Mechanithrall each round until it is destroyed, so work
quickly! An Iron Lich Overseer watches over each of these
structures.
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Mission 17
Objective
Eliminate the Destroyers on the Orgoth battlements.
Vitals
Jakes must survive
Siege must survive
Defenders Rewards
Sprint-Fire (This warjack may trigger Sprint if it
kills an enemy unit with a ranged attack during its
activation. [At the end of its activation, if a unit
with Sprint destroyed one or more enemy units
with melee attacks this activation it can make a full
advance.])
Now your job is to give Siege some covering fire. He and his
Ironclad can take on Strakhovs Destroyers after you pump
them full of Cygnaran lead! Strakhov decides to fall back
before he gets too entangled and escapes into the Orgoth
compound. Clean up the remaining Khadorans and follow
him deeper into the ruins.
You will face small groups of Assault Kommandos, along
with an occasional Flame Thrower and Iron Fang Pikeman.
Youll fall back on the same techniques as before: ranged
attacks to soften up enemy units and Stormblades using
Assault or charging in to finish up. Jakes can go in herself
and potentially take out two foes each round, since she
wont be spending her focus points on warjacks, and can
use Sprint to keep up with her troops.
In addition, using ranged attacks from the rear to free up
units in the front will help maximize the value of each
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Mission 18
Objective
Slaughter the Khadorans and take revenge for Sturgis
death.
Vitals
Mission 19
Objective
Confront your former mentor and eliminate the
Cryxian incursion into the Orgoth stronghold.
Vitals
Jakes must survive
Rourke must survive
Trencher Sergeant must survive
Cryx has corrupted the once-noble Dalin Sturgis, and it is
Jakes duty to put him downor die trying. He has a small
Cryxian force with him. The room has a large hole in the
center; use this to your advantage, as there are only a few
Cryxian units with ranged attacks.
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Mission 20
Objective
Destroy the chain holding up the Orgoth structure and
bury the Molicron.
Vitals
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Perhaps.
Jakes tribunal comes to a close. The Cygnaran officials
confirm what Jakes already knew: her trials as a journeyman
are over, but her trials as a full-fledged warcaster have
only begun. Just as Jakes has bled and fought hard for her
country, so too have you earned your commission as a
warcaster in your own right by completing this campaign.
CONGRATULATIONS!
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Glossary
Abomination
Back Strike
Advance Deployment
Base Sizes
All units have attack arcs extending from the left and
right of their own spaces and filling the 180-degree arc
in the direction they are facing. Certain units have a full
360-degree view of the battlefield and ignore attack arcs.
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This unit has a melee range of 1 square and can make ranged
attacks targeting units in its melee range.
Head-butt (Power Attack)
Magical Weapon
Jack Marshal
make melee, ranged, and magic attacks. Units can draw LOS
to another unit if you can draw a line that is not blocked by
an obstruction from the center point of a square it occupies
to the center point of a square the other unit occupies. This
line cannot be drawn through other units that are the same
size or larger than the target. When checking LOS against
the height of an obstruction, use the units bounding box to
determine whether a line of sight line can be drawn over the
obstruction. Line of sight cannot be drawn through small
gaps in terrain or units.
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attack against the target using its MAT and, on a hit, selects
a location within 6 squares to throw the target. The throw
automatically deviates 13 squares in a random direction
from that chosen point. The thrown target then suffers 4
points of damage and is knocked down. If the target collides
with another unit of equal or lesser size, that unit also takes
4 points of damage and is knocked down. If the thrown
target collides with an obstacle or with a unit of larger
size, the thrown target immediately stops, takes additional
damage, and is knocked down, but the unit it collided with
is unaffected.
If the warjack making the throw has two Open Fists available,
it makes a melee attack against the target using its MAT+2,
and then either selects an unoccupied location or targets a
second unit. If an unoccupied location is chosen, the attack
is resolved as above. If a second unit is selected, the warjack
makes a melee attack against that second target. If the attack
hits, the thrown target travels directly at the second target.
If the attack misses, the thrown target deviates from its
point of origin. The throw then automatically deviates 13
squares in a random direction from the chosen point. The
thrown target suffers 4 points of damage and is knocked
down. If the target collides with a target of equal or lesser
size, that unit also suffers 4 points of damage and is knocked
down. If the thrown target collides with an obstacle or with
a unit of larger size, the thrown target immediately stops,
takes additional damage, and is knocked down; however,
the unit collided with is unaffected. A warjack can only
throw targets its own size or smaller.
Tough
This unit is not a living unit and never suffers the Terrified
effect.
Weapon Master
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