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Your Official Guide to WARMACHINE, HORDES, and the Iron Kingdoms

ISSUE 72 JUNE 2017

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SISTERS, AND MORE NEW CHALLENGERS EMERGE


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CREDITS
President: Sherry Yeary
Chief Creative Officer: Matthew D. Wilson
Publications Director: Michael G. Ryan
Creative Director: Ed Bourelle
Director of Business Development: Will Shick
Director of Operations: Jason Martin
Art Director: Mike Vaillancourt
Lead Developer: Jason Soles
Playtest Coordination: Jack Coleman
Graphic Design Director: Laine Garrett
Sculpting Director: Ron Kruzie
Studio Director: Dan Roman
Hobby Manager: Stuart Spengler
Editorial Manager: Daniel Henderson
Writing Manager: Matt Goetz

Editor-in-Chief: Lyle Lowery
No Quarter Assistant: Josh Coln
Editing: Josh Coln, Lyle Lowery,
Michael G. Ryan
Proofreading: Josh Coln, Matt Goetz, Will
Hungerford, Dallas Kemp, Lyle Lowery,
ON THE COVER Will Pagani, Michael G. Ryan, William Oz
Blood and Iron by Nstor Ossandn Schoonover, DougSeacat,
William Shick
Continuity Editors: Matt Goetz, Douglas Seacat,
Jason Soles
THE JACK STRIKES BACK Graphic Design: Laine Garrett, Jessy Stetson,
Photography: Jessy Stetson
Studio Miniatures Painting: Dallas Kemp,
Ron Kruzie, Brendan Roy

Contributors
Shoshie Bauer, Morgan Coalburn, Josh Coln,
Steen Comer, Matt DiPietro, Matt Goetz,
William Hungerford, Zachary C. Parker,
Brendan Roy, Aeryn Rudel, Michael G. Ryan,
Tim Simpson,William Shick, Jason Soles

Illustrations
Carlos Cabrera, Dhaniels Castillo, Roberto
Cirillo, Jake Gumbleton, Ben Lo, Justin
Oaksford, Nstor Ossandn, Neil Roberts,
Andrea Uderzo, Sventin Velinov, Matthew D.
Wilson,

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TABLE OF CONTENTS

New Releases 4
Editorial 10
Theme Force: Exemplar Interdiction 11
The Ember Host 14
List Building 101: Magister Helynna 16
Gavyn Kyle File: Malekus, The Burning Truth 22
How to Paint in Sketch Style 30
Deck Raiders 36
P3 Grandmaster Painting Competion: SmogCon 48
Battle Report: Faith vs. Fury 53

EXEMPLAR THEME FORCE 11 LIST BUILDING 101:


MAGISTER HELYNNA 16

DECK RAIDERS
36 BATTLE REPORT:
FAITH VS. FURY 53
2 TABLE OF CONTENTS
Visions of War 70
Faces of the Wicked Harvest 72
Extreme Colossal Wrestling: Round 2 78
Colors of War: Dawnguard 84
Confimed Kill 90
Iron Kingdoms Uncharted: Part Six 95
Player Gallery 109
Player Challenge 112

FACES OF THE
WICKED HARVEST 72 EXTREME COLOSSAL WRESTLING:
ROUND 2 78

CONFIMED KILL
90 IRON KINGDOMS
UNCHARTED: PART SIX 95
TABLE OF CONTENTS 3
NEW RELEASES

DELIVERER ARMS MASTER (METAL) WINTER GUARD


Game: WARMACHINE/Protectorate of Menoth ARTILLERY KAPITAN (METAL)
Sculptor: Olivier Nkweti Game: WARMACHINE/Khador
Painter: Brendan Roy Sculptor: Nathan Lombardi
Release: May Painter: Dallas Kemp
PIP 32122 $11.99 Release: May
PIP 33123 $13.99

HELLSLINGER PHANTOM (METAL/RESIN) VENATOR DAKAR (METAL)


Game: WARMACHINE/Cryx Game: HORDES/Skorne
Sculptor: Javier Garcia Urea Sculptor: Carlos Castao
Painter: Brendan Roy Painter: Brendan Roy
Release: May Release: May
PIP 34136 $14.99 PIP 74100 $17.99

DERVISH/DEVOUT/PURIFIER (PLASTIC)
Game: WARMACHINE/Protectorate of Menoth
Sculptor: Dave Kidd
Painter: Brendan Roy, Dallas Kemp
Release: May
PIP 32110 $24.99

4 NEW RELEASES
TYRANT ZAADESH (METAL)
Game: HORDES/Skorne
Sculptor: Carlos Castao
Painter: Dallas Kemp
Release: May
PIP 74099 $18.99

SEA KING (METAL/RESIN)


Game: HORDES/Trollbloods
Sculptor: Brian Dugas
Painter: Brendan Roy
Release: May
PIP 71106 $144.99

NEW RELEASES 5
NEW RELEASES

KHADOR CORE ARMY BOX 2017


Release: May CHIRON (RESIN)
PIP 33991 $149.99 Game: HORDES/Skorne
Sculptor: Steve Saunders
Painter: Brendan Roy
Release: May
PIP 74103 $39.99

HOUSE ELLOWUYR SWORDSMEN WITH OFFICER & STANDARD


(METAL/RESIN)
Game: WARMACHINE/Retribution of Scyrah
Sculptor: Fausto Gutierrez Lopez
Painter:Brendan Roy
Release: June
PIP 35077 $54.99

6 NEW RELEASES
DOMINAR MORGHOUL & ESCORTS

LEGION OF EVERBLIGHT CORE ARMY BOX 2017 (METAL)


Release: May Game: HORDES/Skorne
PIP 73991 $159.99 Sculptor: Javier Garcia Urea
release: May
PIP 74104 $24.99

RYSSOVASS DEFENDERS (PLASTIC)


Game: WARMACHINE/Retribution of Scyrah
Sculptor: Irek Zielinski
Painter: Brendan Roy
Release: June
PIP 35079 $54.99

NEW RELEASES 7
NEW RELEASES

LORD GHYRRSHYLD, THE FORGIVEN (METAL/RESIN)


Game: WARMACHINE/Retribution of Scyrah
Sculptor: Doug Hamilton
Painter: Dallas Kemp
Release: June
PIP 35087 $21.99

HEMERA (METAL/RESIN)
Game: WARMACHINE/Retribution of Scyrah
Sculptor: Doug Hamilton
Painter: Brendan Roy
Release: June
PIP 35081 $54.99

HOUSE SHYEEL ARCANISTS SPEARS OF SCYRAH

(METAL) (METAL)
Game: WARMACHINE/Retribution of Scyrah Game: WARMACHINE/Retribution of Scyrah
Sculptor: Irek Zielinski Sculptor: Doug Hamilton
Release: June Release: June
PIP 35083 $24.99 PIP 35082 $24.99

8 NEW RELEASES
FANE KNIGHT GUARDIAN (METAL)
Game: WARMACHINE/Retribution of Scyrah
Sculptor: Doug Hamilton
Painter: Brendan Roy
Release: June
PIP 35084 $14.99

FORCES OF WARMACHINE:
RETRIBUTION OF SCYRAH COMMAND
Release: June
SOFTCOVER PIP 1086 $34.99
HARDCOVER PIP 1087 $44.99

ELARA, DEATHS SHADOW (METAL)


Game: WARMACHINE/Retribution of Scyrah
Sculptor: Doug Hamilton
Painter: Dallas Kemp
Release: June
PIP 35076 $15.99

PRIEST OF NYSSOR AELYTH VYR, BLADE OF NYSSOR

(METAL) (METAL/RESIN)
Game: WARMACHINE/Retribution of Scyrah Game: WARMACHINE/Retribution of Scyrah
Sculptor: Irek Zielinski Sculptor: Irek Zielinski
Release: June Release: June
PIP 35085 $10.99 PIP 35086 $14.99

NEW RELEASES 9
EDITORIAL

SOMETHING WICKED THIS WAY COMES


Are you ready to take to the high seas and raid rival ships force can be. But this is just the beginning of the Wicked
for all their bountiful treasure? Deck Raiders challenges Harvest. As this powerful force of un-nature spreads its
you to build a crew out of your WARMACHINE or tendrils across the Iron Kingdoms, so too will its presence
HORDES collection and do just that! No Quarters newest be felt in No Quarter. Next issue, the grymkin powers will
game offering might be its most ambitious yet. We knew be at their peak . . .
we wanted to make a boarding action game with deck-to- If painting is your thing, check out How to Paint in Sketch
deck combat between two pirate crews, but that would Style. This technique has been sweeping the painting
require some kind of board. So, we made a board, and we community lately, and former P3 Studio painter Matt
included it as a poster mat with this issue. It makes it super DiPietro has been honing his method to the point that he
easy to pull out your collection of miniatures, build a crew, is ready to share it with the readers of No Quarter. If you
and start deck raiding! want to get an army done quickly and have it still pop on
Back on the mainland, strange things are afoot. New the tabletop, look no further.
stories of the monsters and demons of folklore and legend
have been cropping up all over Western Immoren again,
portending the time of the Wicked Harvest is at hand.
LYLE LOWERY
Editor-in-Chief
Mystery shrouds these frightening incidents, but in
No Quarter
darkened corners frightened people whisper speculatively
of the significance of it all. Who or what are these
nightmares? And why have they appeared? Are they here Do you have a question for No Quarter or the crew at
to punish the sins of corrupt men, or do they have an even Privateer Press? Send us a letter with your question or
more terrifying agenda? The forbidden knowledge of Lord any other suggestions or comments you have! Email
Longfellow and the Twilight Sisters offered in Faces of your letters to letters@noquartermagazine.com, tweet @
The Wicked Harvest will begin to illuminate the shadows, privateerpress using the hashtag #NQLetters, or send us a
while the spectral glow of the Ember Host will cast a cold message on the No Quarter Facebook page.
light of its own, revealing how hauntingly beautiful this

10 EDITORIAL
WeserveonlytheTrueLawsetdownbyMenothCreatorofMan
PROTECTORATE THEME FORCE

EXEMPLAR INTERDICTION
The ruling priesthood and scrutators of the Protectorate of Menoth have no more loyal and steadfast protectors and warriors
than the Exemplars. Large interdictions of the theocracys formidable heavy infantry and cavalry knights are often assembled
to serve the Great Crusade, sent against the unbelievers to prove the futility of standing against blessed steel wielded with
conviction. Such an interdiction never wavers in fulfilling its orders, as obedience to the clergy is their unbreakable creed. The
great machines marching with them are similarly implacable, empowered by blessings both inscribed on their hulls and filling
the air as choir voices rise to drown out the lamentations of heretics crushed underfoot.

ARMY COMPOSITION
An army made using this theme force can include only the following Protectorate models:

Protectorate warcasters Vassal models/units


Non-character warjacks Choir of Menoth units
Exemplar models/units Visgoth Juviah Rhoven & Honor Guard
Reclaimer models/solos Wrack solos
Scrutator models/units

SPECIAL RULES

For every full 20 points of Exemplar models/units in this army, you can add one small- or
medium-based solo or command attachment to the army free of cost. Free models do not count
toward the total point value of Exemplar models/units in the army when calculating this bonus.
The weapons of warjacks in this army gain Blessed .
Your deployment is extended 2 forward.

THEME FORCE: EXEMPLAR INTERDICTION 11


WeserveonlytheTrueLawsetdownbyMenothCreatorofMan

THEME FORCE TACTICS ARM for Battle-Driven when one is damaged. Coupled
By Jason Soles with either a defensive or damage-boosting spell, like
Ignite, these benefits spike in effectiveness. With blessed
Focused. Disciplined. Unrelenting. The Exemplar lances pairing with the cavalry rules, there is little they
army moves across the battlefield like a crushing tide. will miss on the charge. But they truly come into their
Anything that can stand against the first wave is certain own when they take the field alongside Intercessor
to be felled by the next. Resistance breeds contempt; Kreoss, who not only has a pair of upkeep spells that can
fighting back against these holy warriors only bolsters support two units of Vengers, but also has an Elite Cadre
their resolve. As their brothers fall, those who remain special rule that grants them Divine Inspiration, which
grow ever stronger. gives them an additional die on melee attack and melee
The core of this army is the elite knights of the Protectorate, damage rolls, discarding the lowest die of each roll.
sworn to serve both the will of the scrutators and Menoth, I usually back the Vengers with an infantry unit that I will
the Creator of Man. While seemingly straightforward, try to position to absorb early-game attacks that could
with incredible melee power and defensive capabilities, otherwise cause unwanted casualties among the cavalry
the true strength of the Exemplar army is unlocked as its before they can make it to the enemy lines. That said, the
casualties mount. With special rules like Battle-Driven turn before I am ready to strike, I look for a position of
and Vengeance spread among its units, the seemingly cover or rough terrain to move most of the unit into. I
slow and ponderous Exemplar army can come to life, then leave a sacrificial model from the unit out in the open
bringing death to the enemy where he stands. Though in hopes my opponent will take the bait and strike him
the army has limited access to ranged weapons outside down, triggering Battle-Driven on the rest of unit. When
the crossbows of the Exemplar Errants and those of I play with two units, I typically send a pair of Vengers
the warjacks in the warcasters battlegroup, it excels at up the middle of the table together, one from each unit
delivering melee combatants to where they can have the so my opponent can strike at both of them. Sure, it is a
greatest effect on the battlefield. calculated risk, but properly supported, there is little the
Personally, the heart of the Exemplar army for me has Vengers cannot lay waste to on the battlefield. Note this
always been the Vengers, the hard-hitting cavalry of tactic also works well with the slower-moving Knights
these holy legions. Innately fast moving like most heavy Exemplar units that can catch an enemy off-guard if he is
cavalry, the Vengers pick up Pathfinder and +2 STR and not prepared for their Battle-Driven-empowered counter
charge, especially across rough terrain.

In addition to the capabilities of the Exemplar


themselves, the army also has access to a broad array
of support models from the Protectorates formidable
arsenal. The greatest support asset aside from the
warcaster you choose to lead your army is likely to
be High Exemplar Gravus. The dragoon solo not only
collects souls from your fallen Exemplar knights, but his
Brothers Keeper special rule also keeps them free from
becoming knocked down or being made stationary. It is
an unbelievable combo when paired with the undying
Knights Exemplar Seneschals, who, in the presence
of Gravus, are not even knocked down when they are
disabled. Sure, they may eventually succumb to their
wounds, but until that point they can go on contesting or
even holding zones while dealing free strikes in the midst
of their own death throes. Brothers Keeper can protect
the bulk of your army from some of the most brutal feats
in the game. Consider Gravus placement well! You will
want to maximize his soul token acquisition and the area
covered by Brothers Keeper, but you also need to keep
him safe. Next to your warcaster, Gravus will be the
greatest target in your army.

12 THEME FORCE: EXEMPLAR INTERDICTION


WeserveonlytheTrueLawsetdownbyMenothCreatorofMan
As for choice of warcaster, my clear preference for well with the other poison pills in the Exemplar army.
cavalry makes Intercessor Kreoss a solid selection. In Occasionally, I will take a Judicator as the sole warjack
addition to the capabilities mentioned above, I think in the army, not because it is particularly well supported
his offensive spells do an incredible job of supporting by the army, but because it is a massive threat my
a cavalry-based army. Both Force Hammer and opponent cannot ignore, easily drawing heat away from
Crevasse can free up your models for charges should the Vengers, which I always consider the spear-point of
your opponent attempt to rush sacrificial models up to my army.
engage your cavalry. But I have a strong respect for all
I have thought about taking a little more advantage of the
the Kreosses. Grand Exemplar Kreoss Tactician special
second theme force benefit, which conveys Blessed to the
rule can give your opponent a nasty surprise when your
weapons of warjacks in the army, such as by including
fast-moving cavalry charge right through your wall of
some Devouts and seeing if they can get work done,
Exemplar Bastions. Servath Reznik, Wrath of Ages also
but I tend to lightly support my warjacks in this army.
gets an honorable mention because his is both a cavalry
I generally only take a four-model, minimum-strength
model and possesses the Death March spell, which can
unit of Choir with this army. The warjacks are always
be used to grant Vengeance to your choice of Battle-
such a large target that by turn 3, they have usually all
Driven crusaders.
been removed from the table, and my Choir become
When it comes to building Exemplar armies, I tend to relegated to tying up the enemy lines to block charge
allocate few points to warjacks, preferring instead to angles to my remaining Exemplar forces, anyway.
focus on the knights. Those warjacks I include in the
A final note is that the last benefit of the Exemplar
army are there to unlock capabilities the army would
Interdiction theme force provides a great boon the army.
not otherwise have. The Guardian, Templar, and Fire of
By adding 2 of deployment, the theme force shortens the
Salvation (obviously just with a Kreoss) are among my
distance your army needs to cover to reach either your
favorites. The Guardian opens up new vectors for my
opponents forces or key positions on the battlefield. This
spell attacks, and I value its weapons Critical Pitch and
extends the potential threat posed by your cavalry early
longer melee range. The Templar is both a Shield Guard
in the game, while ensuring that your slower-moving
and a brutal combatant. The Fire of Salvation is a force
units, such as Bastions and Cinerators, remain pertinent
of nature. Its damage-dealing capabilities are unearthly,
wherever the battle is joined.
and its Righteous Vengeance special rule plays very

THEME FORCE: EXEMPLAR INTERDICTION 13


14 THE EMBER HOST
By Dallas Kemp

As the grymkin get set to take over the Iron Kingdoms, Studio Manager
DallasKemp reveals his personal take on the army, the Ember Host.

I like to collect what I call boutique armies. Instead of My bases were created with pumice gel, plastic card, and
collecting one or two full Factions, I have several small some grass tufts to resemble an ancient causeway that
thematic armies from multiple Factions. Collecting has been deteriorating for millennia. Finally, the Ember
Grymkin provided me with the perfect opportunity Host is ready to go forth and bring about the end of the
to build and convert a small, self-contained force with age of men.
strong thematic elements, without worrying about
having to be constantly adding to the collection.

To start my Grymkin army, the first idea I had was to


incorporate fire. I imagined the Heretic sowing mayhem
in the world of men by actively stealing Menoths
gift of fire and turning it against humanity in wanton
destruction. I did not have any experience sculpting
fire, so I turned to some past Privateer Insiders, where
I found a fire-sculpting tutorial by Brian Dugas. After
some practice, and many failed attempts, I finally got
confident enough to apply the technique to my minis.

With the fire sculpted, it was time to paint. I wanted a


dark and eerie horror scheme with a lot of shadows and
highlights, so I primed my force with Formula P3 Black
Primer and added a strong zenithal highlight with some
Morrow White through my airbrush. This creates a value
contrast for the next step of painting.

I used glazing and washing techniques for the bulk of Here is an example of a zenithally primed
the painting. Doing this over the zenithal primer really model, ready to be washed and glazed.
cuts down the time it takes to knock out the models to a
tabletop standard and emphasizes the dark, foreboding
feel I was after.

THE EMBER HOST 15


LIST BUILDING 101
Magister Helynna

BY TIM SIMPSON
ART BY CARLOS CABRERA, JAKE GUMBLETON, NSTOR OSSANDN, NEIL ROBERTS, ANDREA UDERZO,
SVETLIN VELINOV & MATTHEW D. WILSON

16 LIST BUILDING 101


This edition of List Building 101 takes the basic concepts
and play style discussed in the original List Building 101
article in No Quarter #68 and builds on them by focusing
on a single Faction, warcaster, and list style. We chose the
new warcaster Magister Helynna from the Retribution
battlebox to be the focus of this article.

Magister Helynna New Kid


on the Block
The Retribution of Scyrah is a Faction that has many
options for building an attrition-based army list.
Magister Helynna was chosen because her feat and
suite of abilities and spells provide her force the means
of playing a longer game, allowing her to grind the
Retributions enemies into dust.
Helynna has a FOCUS stat of 7, which means she has more
than enough focus to run a decently sized battlegroup as
well as cast and upkeep her key spells. Her spell list has
two offensive spells for some damage-dealing options,
but the other three spells are where she really shines as
an attrition-based warcaster. She has Deceleration, which
provides +2 ARM against ranged and magic attack
damage rolls to all friendly Faction models in her control
range for one round. This spell is great for helping her
force survive the incoming ranged and magic attacks
relatively unscathed. She also has a new spell, Hand
of Destruction, which provide friendly models in her
battlegroup an additional die on attack and damage
rolls, discarding the lowest die in each roll, against the
affected model/unit. That kind of supplement really lets
her battlegroup, herself included, hit much harder than it
normally would, amplifying its ability to win via attrition
of enemy forces. Her last new spell is called Rhythm of
War, which allows the warjacks in her battlegroup to
advance up to 3 after everything else in your force has
ended their activations in your turn. It is an amped-up
version of Tactical Supremacy built for your warjacks.
This dual-use spell can allow your warjacks to advance
aggressively in early turns and play evasively in late
turns by backing out of enemy threat ranges or moving
to block enemy movement and LOS.
Her feat, Arcantrik Aptitude, removes all damage
from the Force Fields of all friendly Faction warjacks
in Helynnas control range. Additionally, all friendly
Faction models in her control range gain +3 ARM and
do not suffer the effects of crippled systems. This lasts
for one round, meaning that everyones survivability
increases dramatically while keeping the battlegroup at
peak efficiency. This feat does favor the House Shyeel
myrmidons with the Force Field regeneration, but that
doesnt mean you shouldnt consider the House Vyre
myrmidons. Magister Helynna also has Repair [d3+3], so
she can keep her battlegroup in the game on her own if
there arent any other Repair options left alive or near the
warjacks.

LIST BUILDING 101 17


Lastly, Helynnas ranged and melee weapon both have
the Force Grip special rule, allowing her to push an
enemy model hit up to 3 away in any direction but at
the cost of sacrificing a damage roll. This ability can be
just enough to pull an enemy into her armys threat range
or allow her to survive by pushing an enemy model
out of its threat range. Time and multiple games with
Helynna will allow you to figure out the subtle uses for
these weapons.

Battlegroup Choices
Magister Helynna is spoiled for battlegroup optionsthe
Retribution has a large stable of warjacks, all able to fit
into an attrition-focused army. For such a list, I decided
Helynna needed warjacks that can take a hit while being
able to dish out punishment from both ranged and melee
attacks.
I started with a Banshee, as its force cannons Momentum
ability can really pin down enemy warjacks and
warbeasts by slamming lights d3 away or by knocking
down heavies. Additionally, the Wailing ability means
that once the Banshee is in melee combat, it can prevent
charges or spells from being cast within 5 of it, as well
as potentially deny defensive orders such as Shield Wall.
While not a huge range, the impact of Wailing can be
game-winning when used well.
Next, I added a Daemon into the list. Its vortex cannon is
great at not only killing swaths of infantry with its Vortex
Blast rule, but it also can be used as an improvised threat
range extension by pushing all models within 2 of the
hit model 2 directly toward it in the order the attacker
chooses. Then, a 3 AOE is centered on the hit model and
all models under the AOE are hit and suffer a POW 12
damage roll. Note that this affects your models as well
as enemy models, so you can theoretically set it up so
you can move one of your own models 2 farther up the
field before it activates, or the Vortex Blast can be used to
pull enemy models closer to your force. This works well
against multi-wound models and warjacks/warbeasts.
My next choice was to add some defensive tech into the
list, so the character warjack Discordia was chosen. Its
Kinetic Field imprint adds even more survivability into
the force by allowing Discordia to spend 1 focus to gain
+2 ARM against ranged attacks and provide immunity
to blast damage rolls. Additionally, friendly Faction
models within 3 of Discordia also gain the benefits.
That is roughly an 8 moving bubble of additional ARM.
Its great for keeping your warcaster alive and the rest
of your battlegroup as well. His 10 magical spray with
Brain Damage, preventing spell casting from models
damaged by it, is a nice bonus.
To fill out my battlegroup, I decided to go with something
cheap and reliable, so the Sphinx was my last choice. At

18 LIST BUILDING 101


13 points, this model is a bargain for any Retribution is Concentrated Power, which targets a friendly Faction
player. It hits hard in melee and its runespear cannon warjack within its CMD of 3. This ability provides an
can add to the range of Retribution magic attacks with additional +2 on the target warjacks melee damage rolls
the Arcane Attraction rule. When a friendly model casts for one turn. That takes our already-potent warjacks
a spell targeting a model hit by the runespear cannon, it up to an even higher level, making sure enemy models
gains +3 RNG to its spell. This will be helpful for Helynna are done for. The second ability, Empower, removes
as well as some other options taken into the list. Disruption from an affected friendly Faction warjack
and gives the warjack 1 focus point. The additional focus
Solos and Units Backup helps alleviate focus expenditure from Magister Helynna
and removes a potent tool from an enemys repertoire.
Support
Now that our battlegroup for Magister Helynna has Next, I added in a Houseguard Thane. Not only is he a
been chosen, its time to add some support models into potent combat solo, but he also enhances Houseguard
the force and round out this army. Since this army list units with his Desperate Pace and Firing Solution
is focused on playing an attrition play style, we need to special actions within his command of 9. Desperate
ensure that the battlegroup can take some damage and Pace provides the targeted Houseguard unit with an
keep functioning at full capacity. For that, Ive added additional +2 of movement this turn. This increases
three Arcanist Mechaniks into the list. These solos bring the threat range and overall potency of the already-
a significant amount of utility to the army for a bargain quick Houseguard units. Firing Solution allows the
price of 2 points per model. Not only do they have Repair affected Houseguard unit to ignore Stealth during its
[d6] to keep the warjacks in the game longer, but they also combat action. Stealth removal for a Houseguard unit is
have two great special action magical abilities. The first extremely powerful and can be game-altering.

LIST BUILDING 101 19


The next solo I added was a House Shyeel Magister. taking him off the table. His magic attack, Magno Bolt,
This battle mage solo has a dual role in either increasing is a RNG 10 POW 13 magic attack. Before resolving
the armys threat range or reducing the enemys threat damage, you can immediately push models within 2 of
range. He has two potent special magical attacks. Force hit model 1 directly away or toward it in the order you
Bolt is a RNG 10 POW 10 magic attack that can push a hit choose. Not only is that great for bunching up enemy
enemy model either directly away or directly toward it models for AOE attacks, but it can also be used to pull
d3. Additionally, on a critical hit, that model is knocked friendly models back. While 1 is not far, it can be enough
down. Whip Snap is a more situational magic attack, but to remove the threat of a free strike or provide enough
it can really change a game when used correctly. It is a distance for that freed-up model to charge in again. His
RNG 6 POW 12 attack that, after it is resolved against an most important ability is the Force Wall special action.
enemy model, a friendly Faction model within 3 of the This allows all friendly Faction models to gain Force
Magister can advance up to 2. That can allow a friendly Barrier, which grants +2 DEF and immunity to blast
Faction model to either back up out of enemy hands damage for one round. When stacked with Discordias
or move forward to close out a game. Additionally, the Kinetic Field imprint, you can provide a small bubble
Magister is MAT 7 and has two Power Gauntlets with of +2 DEF and ARM to models within said bubble. That
the Beat Back special ability to move hit models 1 per can make your battlegroup and select support models
attack, or he can combine them into a Combo Smite increasingly difficult to remove from the table.
special attack that can potentially slam an enemy model
With a limited amount of points left, I was able to add
d6 away. That kind of utility can really make a difference
a single unit and command attachment into the force. I
in scenario play or when slamming models into others,
went with the Houseguard Halberdiers with Officer &
helping sway the attrition game in your favor.
Standard Bearer. This units suite of abilities, combined
My last solo is another utility piece but is more used for with the abilities of the Thane, really makes this unit a
his defensive tech: the House Shyeel Artificer. His three powerhouse and complements the other elements of the
magic abilities are his bread and butter. First is Force army. Base abilities like Combined Melee Attack, Brutal
Manipulation, which grants him Polarity Field, negating Charge, and Shield Wall make this unit survivable and
charges or slams in his front arc. That is great for keeping hard-hitting. Then, the officer and standard add Granted:
non-ranged bearing enemies from closing with him and Reposition [3]. That lets them advance 11 in Shield Wall

20 LIST BUILDING 101


when also adding in Desperate Pace from the Thane.
More importantly his Team Effort once-per-game ability
provides models in the unit +2 to attack and damage rolls
when making a melee attack targeting an enemy model
in melee range of another model in this unit. If only two
models are attacking an enemy model, that makes them
MAT 8 and P+S 14 on the charge. That will wreck nearly
anything short of a colossal or gargantuan, and even then
it will do significant damage to them.

Finalized List and Thoughts


Our completed list looks like the following:

Model Point Cost

Magister Helynna +30 WJ

Banshee 18

Daemon 16

Discordia 18

Sphinx 13

Sylys Wyshnalyrr 4

Arcanist Mechanik (x3) 6

House Shyeel Artificer 5

House Shyeel Magister 4

Houseguard Thane 4

Houseguard Halberdiers (10) 13

Houseguard Halberdier Officer &


4
Standard

Total 75

This is just one of many potential


attrition-style builds with
the Retribution Faction.
Experimenting and
putting in the table time
will provide you the
information you need to
build your own force or to
tweak this one to your
own collection of
models. Go out there
and strike true for
the Retribution!

LIST BUILDING 101 21


22 GAVYN KYLE
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 NT CHARACTERS IN WARMAC HINE AND HORDES.
S AND MOTIVAT IONS OF IMPORTA
BEHIND-THE-SCENES LOOK AT THE HISTORIE

sandn
rt by Nstor Os
Shick
A
William
ibed by
Transcr

MALEKUS, THE BURNING TRUTH


Though my clients are numerous, I must say
your requests in particular never fail to ignite
considerable anticipation within me. You, unlike
so many others, seem to grasp the benefits of my
craft, and your assignments consistently prove
both challenging and intellectually rewarding.
Your latest request regarding the dangerous Sul-
Menite Cleanser leader and warcaster named
Malekus, also called the Burning Truth by his
associates, turned out to be no different. And
while you will find my final fee higher than my
standard rate due to the difficulty involved in
conducting my particular work in as dangerous
and untrusting a place as the Protectorate of
Menoth, I am sure, as always, you will find the
paltry additional sum more than worth the
result of my efforts.
GK

Unfortunately, despite its Morrowan affiliation,


Like many who call the Protectorate home, the orphanage would turn out to be far from
Malekus was not born within its borders. the safe and loving sanctuary the traumatized
Perhaps more surprising, however, is how he Malekus might have desired.
would eventually adopt the Menite faith.
He would come to both through a series of Thanks to my extensive information network, I was
unfortunate tragedies that would inevitably able to acquire the following document, squirreled
shape him into a zealous and uncompromising away deep within the Sancteum archives. It gives
Sul-Menite. significant insight into the seeds that would
eventually blossom into Malekus intense disgust
Born in Caspia as Martin Almsbrook, Malekus with the Morrowan faith.
seemed doomed to great suffering from the
start. He was barely out of the womb when his GK
father was killed in a dock accident, crushed to Prelate Gavin,
death beneath a falling container. His mother,
stricken with grief at her husbands sudden I hope Morrow has continued to look favorably
demise, drank herself to death a few months upon you since we last spoke and that his
later. It was only by a stroke of luck that a radiance continues to pour down upon you so
neighbor discovered the now abandoned babe that you may continue in his good works. I find
before he could succumb to starvation. With it most unfortunate that we have not had the
no other known family Malekus was turned opportunity to sit and speak together as we
over to a Morrowan-sponsored orphanage in became so accustomed to all those years ago as
novices within the church. I have missed you, old
a town called Dalry, located within sight of
friend, and it pains me that I now write to you
Caspias walls.
not out of the desire to rekindle our former bond,

GAVYN KYLE 23
MALEKUS TIMELINE
Mid-578 AR: Malekus is born Martin Almsbrook
to 595 AR: Malekus warcaster spark is
working-class parents in Caspia. Shortly revealed
after during the punitive cleansing of
the child is born, Malekus father dies in a a rebellious
dock Idrian village.
accident. His mother, distraught by the loss of
her
husband, drinks herself to death a few months
later. 596 AR: Malekus is inducted into the Incendium.
Feora, Priestess of the Flame takes Malekus
Late 578 AR: The city watch turns Malekus over under
to her tutelage.
the Morrowan Hand of Grace Orphanage locat
ed in
Dalry, a small town just outside Caspia. 599 AR: Feora promotes Malekus to field prece
ptor
of the Cleanser order. This relegates the previ
585 AR: Malekus nearly dies from an inten ous
se preceptor and head of the Cleanser order
respiratory infection brought on due to punis , Duharos
hment Sek Nathri, to an administrative role.
meted out by the orphanages headmaster
for
rebellious behavior. Though the boy survives,
the Cinoten 606 AR: Malekus accompanies Grand
wracking cough scars his vocal cords. Scrutator Severius for the initial march of
the
Northern Crusade. Malekus leads the burning
586 AR: Malekus is exposed to the Sul-Menite of the
faith Cygnaran town of Fisherbrook.
by a wandering missionary from the Protectora
te.
Prautes 606 AR: Malekus is recalled to Sul
587 AR: Malekus burns down the Hand of just
Grace before the city walls are breached.
Orphanage, which results in the deaths of thirt He leads the
y- Cleansers in the vicious street-to-stree
seven children and all ten Morrowan caretakers t fighting
. that ensues.
Local authorities fail to locate the culprit.
Early 607 AR: Malekus heads an effor t to clean
588 AR: Malekus appears in the streets of se
Sul the Cryxian occupants of Mothbell Islan
and kneels before priests entering the Templ d.
e
of Dedicated Flame. The ranking priestess
is so 609 AR: Malekus serves under Feora during punitive
impressed with Malekus piety and devotion
she attacks inside Cygnar coinciding with the Second
agrees to take the boy on as an attendant. Malek
us Cygnaran Civil War. He assists the Priestess of Flame
abandons his birth name for his Sul-Menite
name in an attack on Fharin before the army withdraws to
after witnessing a procession celebrating Garri
ck Sul on the orders of Intercessor Kreoss.
Voyles elevation to hierarch.
Late 609 AR to 610 AR: Malekus is recalled to serve
the
592 AR: Malekus is sent to Imer to enlist in North ern Crusade. With High Executioner Servath
the
Temple Flameguard by his overseeing priestess,
who Reznik otherwise occupied, Malekus becomes the
views the martial order as a better fit for the
fiery primary enforcement arm of the Northern Crusade,
temper and physical stature of the boy. meting out the hierarchs justice to those withi
n the
northern territories who fail to observe their
594 AR: Malekus is inducted into the Flameguar oaths
d to the Sul-Menite Temple.
Cleansers.

but instead as a servant who is forced to place the town of Dalry, one of the many orphanages
additional burdens upon your shoulders. Caspia relies upon to support its cast-off
As you know, I am heavily involved in our blessed youths. Like many, this particular institution is
churchs outreach to the most unfortunate souls dedicated in the names of both Ascendant Rowan
living within and near Caspia. Together with my and Ascendant Angellia and has given shelter
fellow brothers and sisters we spend our days and sustenance to many who otherwise may have
bringing what small offerings of succor we can starved. Nonetheless, this valuable labor may
to the poor, the sick, and, most precious to me of not in itself suffice to merit praise, as children
all, the orphans. require more than a roof over their heads to
prosper. I have long questioned our relationship
I will not lie and say that I enjoy the work for with this orphanage, in particular due to its
more selfish reasons than a man of the church insistence on requiring all the children under
likely should. But having been an orphan myself, its care to give back through labor. Since I know
I am filled with pride to have the opportunity you have heard me speak on such feelings at great
to devote my life to providing some small light length before, I will spare you and my hand the
within such great darkness. strain of it here. However, I also wish you to know
I tell you this so that you may understand my great that my feelings in no way color the report I am
concern at events that recently transpired during about to give.
my last visit to the Hand of Grace Orphanage in

24 GAVYN KYLE
As we were passing out our weekly gifts of bread the sequence of events that would lead Malekus
and cheese to each of the children, one of the to the Protectorate.
young boys named Martin suddenly struck out at
me as I proffered him his portion and shouted, Various sources issued reports voicing concerns
Why give us such things when they are taken about the Hand of Grace Orphanage and its
away as soon as you turn your backs? treatment of the children it was tasked with
overseeing. From what documents I was able to
Of course his words and actions shocked me, gather, it is clear that the headmaster used the
but it was nothing compared to the fire that children as a cheap workforce, primarily in the
burned within his eyes. More than just ill districts laundry trade, but also in lucrative
humor swirled within themit was anger born of candlestick production. It would seem he was
helpless righteousness. turning a profit off the backs of the children
Before I could ask anything of the youth, the he was meant to care fora fact that at least
orphanages headmaster swept in and dragged the a few members of the Morrowan church were
young man away. Of course the headmaster offered apparently willing to overlook in exchange for
several platitudes apologizing for Martins preferential rates regarding their own needs.
outburst and assuring me his words were nothing It appears that following his outburst, Malekus
of merit. However, when I pressed the man to was harshly punished by the headmaster, who
allow me to address the child once more, he made had the boy locked away in the orphanages damp
several excuses and attempted to rush us on our
and drafty cellar. With this occurring in the cold,
way. When I again urged him to let me speak to the
wet autumn months, Malekus developed a severe
boy, Father Polk interceded and bid me to leave
respiratory illness. Though he did recover, the
the matter in the headmasters capable hands,
severity of his wracking cough caused irreparable
decrying Martins protest as little more than the
damage to his vocal cords.
expression of temperamental youth.
At some point following his recovery, Malekus
When I returned to the orphanage two weeks
was tasked with running orders back and forth
later, I found the same boy wracked with intense
coughing, in the grip of a powerful fever. So
between the orphanage and its clients. This
terrible was his illness that when I tried to speak
work led to the young boy stumbling upon the
with him he was unable to answer; his throat street preaching of a Sul-Menite missionary.
was raw from the ravages of the ailment. When I Whether the missionarys rhetoric resonated
confronted the headmaster about the boys state, with Malekus due to his rage or his despair, or
the man simply waved it away as an unfortunate possibly both, is impossible to know. However,
but unavoidable childhood malady. the missionarys talk of the Lawgivers justice
and the purifying nature of the gods holy flame
Morrow knows I have been tormented ever since clearly ignited something deep within the boy
that I yielded at this point and allowed myself to and set him on the road to claiming his title as
walk away. My later efforts to investigate further the Burning Truth.
have been stonewalled by both Father Polk and
the members of the orphanage. And just recently GK
I have been informed that I am to be transferred To: City Watch Captain Holly Taggert
to Corvis.
From: Officer Toris Blackwell
With no other place to turn, I now reach out to
you. I cannot bear the thought that some sort Re: Official report on the Hand of Grace
of injustice is being done to the innocent souls Orphanage fire
within that orphanageand worse, that such
Captain,
cruelty should be taking place before the eyes
of our great church. I fear corruption of an My team has reviewed the scene of the Hand of
absolutely unacceptable level that tarnishes our Grace Orphanage fire in Dalry. After combing the
very organization. burnt remains of the building we were able to
discover the bodies of twelve adults and nearly
I can only trust that Morrow may move you
forty children. Based on public records this
through my words to take up this cause so that
accounts for the entire staff assigned to oversee
we may ensure no stain blemishes our good works.
the orphanage.
Your friend and faithful servant,
Official records submitted to the Morrowan
Father Thaddeus Larken Church by Hand of Grace suggest that this
accounts for only two-thirds of the orphanages
Following the trail of breadcrumbs was far from wards. I can assure you my officers and I
easy, but I managed to track down additional conducted an exhaustive search, so wherever the
pieces of information related to this encounter, other children are I am positive they were not
from which I could accurately stitch together killed in the fire.

GAVYN KYLE 25
As to the cause of the conflagration, I have This morning, as I was preparing the temple for
even more disturbing news. Having interviewed todays devotions, I was shocked to find a group
numerous eyewitnesses from the night of the fire, of ten youths upon its steps. I wondered who these
it would appear that a single individual purposely wretched creatures were and thought to have them
set the fire around the hour of midnight. Many flogged for their breaking of curfew. But before
of those we questioned corroborated the claim I could raise my hand to call for the exemplars
that a hooded person was sneaking around the Menoth bid my eyes to look again. I realized from
orphanage earlier that evening and then was their torn and ash-covered clothing that these
also present as the fire began consuming the ragged children were not ofSul.
building. When others from the area were alerted
Feeling the presence of Menoth within me, I
to the fire and approached this individual, the
approached the group of weary youths. One of
person in question fled the scene.
their number, large and imposing for his age, came
Though weve made a thorough sweep of the town to meet me. Before I could ask what had brought
and its surrounding area, weve made no progress them, the boy prostrated himself before me. At
in identifying or capturing this individual. It his action all the other children did the same.
seems clear to me at this point that the suspect
In a voice that came out in a barely audible rasp,
has fled to parts unknown, leaving us here to
he proclaimed they had fled from the evils of
mourn the dead and pray that Morrows justice
Caspia and had come to Sul to heed the call of
finds them in some other suitable manner.
the Creator. At this he led the children in the
Looking back, it would be easy to consider recitation of the Pilgrims Prayer, taught by
Malekus burning of the orphanage and its our many missionaries sent among the faithless
occupants as almost poeticthe boy who would lands to encourage the wayward to return to the
become the head of one of the most feared Sul- righteous faith.
Menite institutions paving his first step with
Tonight they sleep for the first time beneath the
the charred remains of those who had sinned protection of the Lawgiver. And by the look of
againsthim. them it is the first restful sleep in their short
Despite the horrific outcome and the appalling and tragic lives.
loss of life, I think it is worth bearing in mind Shortly after their arrival in Sul, Malekus and
the circumstances and the youth of Malekus his fellow orphans were quickly assimilated
at this time. It seems unlikely he bore any into various temple institutions. At this point
malice toward his fellow orphans and surely Malekus shed his old name and adopted his
did not anticipate the full consequences of his new one, as is common with converts to the
rash actions. Evidence suggests he may have Sul-Menite faith, especially members of the
gathered and safeguarded those that survived, priesthood. Some perform this act to divorce
all of them fleeing across the river to Sul and no themselves from a past life, but others also use
doubt joining in his conversion to the Menite it to showcase the kind of person they wish
faith. Whatever his own motives or expectations to be, choosing names with some personal or
it was clearly only the first time Malekus would symbolic significance.
enact vengeance by fire.
Malekus own name was taken from Sovereign
The following is an excerpt from the journal of Malekus, who lived during the reign of Hierarch
the Sul priestess Kara Ulvess, who would play Luctine. Sovereign Malekus was a martyr who
a pivotal role in setting Malekus on his path resisted the temptations of a corrupt and
within the Protectorate. power-hungry visgoth, burning himself alive in
GK the visgoths residence to draw the attention of
the scrutators and reveal the visgoths perfidy.
Wondrous tidings from It seems unlikely that Malekus at his age would
the Creator fell upon our know of this story himself; this name was likely
temple today, yet again suggested to him by Priestess Ulvess or one of
proving the might and her peers. Certainly the dead sovereign could
primacy of the Lawbringer. have become the model he wished to emulate.
Such is his mark upon
the souls of mortals that Malekus stayed on with Priestess Ulvess as one
even children who have of her acolytes. Given his intense devotion and
been denied his words by faith, it seems reasonable that Ulvess expected
heretics and blasphemers Malekus to join the priesthood. However,
are moved by his holy Malekus inner fire apparently burned a bit too
command. hot, and his need to take action against those
who sinned suggested a different course.

26 GAVYN KYLE
GK Sovereign Theroven,
Preceptor Sindah, I wished to inform you
immediately of a most glorious
May Menoth guide you this day. event. During my recent
I am writing on behalf of my young attendant, mission to purify the Rashad
Malekus. This boy who fled from Morrows tribe of its transgressions
corruption in Caspia has proven to be a most against the Temple, I
devoted servant of our Creator. His eyes burn with witnessed Menoths holy spark
their own righteous fire in service of Menoth, ignite within a young member
and even his tortured vocal cords will not stop of the Cleanser order named
him from reciting the Canon of the True Law well Malekus. Knowing the wishes
beyond when they crack and bleed. of our Priestess of the Flame,
I have taken efforts to keep the event quiet so
However, while his devotion is unquestionable, that the Incendium might move to safeguard this
having overseen him for the last three years I do individual, lest he be lured away to some other
not believe that he is fated to join the clergy. It martial order.
seems evident by both his temperament and his
size and strength that our Creator has selected I witnessed Malekus warcaster spark ignite when
him for the warriors path. Time and again he warriors from the Rashad tribe ambushed us some
has shown himself ready to physically enact the five miles from their village. Though my force
Creators wrath against those who falter in their was more than enough to handle them, Menoth
obedience. The boys most recent outburst of chose to reclaim several of his servants in the
holy fervorwhen he beat a man nearly to death Idrians initial assault. Chief among our losses
who had profaned the temple by stumbling and was Preceptor Orrin, who commanded our groups
spilling his drink upon its stepsis an example blessed Repenters. It was then, as our front ranks
of this. After much prayer on the subject I see were being pushed back by the barbaric onslaught,
Menoths command clearly in this. The boy is to that I saw Malekus, his massive frame impossible
be one of the Temples most fervent protectors. Of to miss, turning to face the foe, his tortured voice
that there is no doubt. He is Temple Flameguard shouting passages of retribution and vengeance
in spirit already, only awaiting the training to from the Canon of the True Law. As he spoke the
see his potential realized. light of Menoths divine favor became manifest
around him, and all the warjacks within our group
I have already informed the boy that he will be answered his command!
joining your order come the new month. I am sure
the boys inner fire will only grow beneath your With a great torrent of holy flame Malekus and
careful tutelage and firm hand. the Repenters broke the momentum of the Idrians,
causing those who were spared the flame to break
Priestess Kara Ulvess and flee for their lives, having witnessed Menoths
Whatever challenges Malekus temper may have own hand smite their fellows. Malekus led our
presented for the priesthood, it only served glorious march into the village, where he let no
to motivate him to excel with the Temple trace of heresy survive his holy fire.
Flameguard. Combined with his considerable As he is already a fervent member of our order,
size and strength, by all reports he moved there is no question Malekus will make a powerful
quickly through training and was marked out asset if we can move swiftly to ensure that his
early for entry into the Flameguard Cleansers, training remain under our control.
a group noted for its particular zeal. His need
to expunge any stain of sin made him a natural Though its people may seem of one mind from
fit. Malekus had no reservations about whom he the outside, the Protectorate is a nation just like
subjected to purifying flame. This organization any other, and it is intriguing to see how the
has long been one of the most dreaded both discovery of Malekus warcaster talent provoked
inside and outside the Protectorate, as Cleansers an upheaval in internal politics. The Temple
will set fire to their own fellow citizens as readily Flameguard is the largest of the theocracys
as they will foreign enemies. martial orders, a group whose leader is noted for
her political ambition. Clearly it behooves them
It was on a punitive mission against an Idrian to secure as many warcasters as possible.
village within the Protectorates interior that
Malekus would discover his warcaster talent, Through clever maneuvering, the Incendiuma
which would prime him for a greater leadership group of priests serving as officers for the
position, one that would in fact bring him back Flameguard and whose loyalties are bound to
to the priesthood. Feorawas able to initiate Malekus into its
ranks before word of his warcaster talent became
GK common knowledge. This then allowed for Feora

GAVYN KYLE 27
to claim him as her apprentice since, as per of the Cleansers, as you have commanded in your
temple tradition, a newly indoctrinated priest like wisdom. Though his years of service are still few,
Malekus was to be assigned as an initiate below a his utter devotion to our faith and our cause are
higher-ranking Incendium priest for training. beyond doubt. I am sure that he will prove to be
a capable battle leader and fearsome avatar of
Had the Incendium not taken these steps, Malekus the Lawbringer acting as your right hand and the
might have been pulled from the Cleansers and head of our order.
assigned to an unaffiliated warcaster. Instead,
thanks to the groups canny moves, Feora could As requested I will make all haste in training
mold Malekus into an utterly devoted member him in the responsibilities of his new station.
of the Incendium and the Temple Flameguard, Your concern that Malekus not be unnecessarily
and thus into a perfect tool to advance her own burdened by the important and critical logistical
ambitions. and administrative duties demanded of my
stationso that he may instead focus on bringing
Shortly after Malekus completed his training, our holy flame to those who require its purifying
Feora contrived to cement his place as her right touchis well warranted. The day-to-day running
hand and insulate him as much as possible of our operations is one that requires a scholarly
from outside influence. She made him the head mind, and that is a task that I will maintain so
of the Flameguard Cleansers, displacing the long as I am required.
longstanding preceptor, Duharos Sek Nathri. I
I remain ever your loyal servant,
cannot help but imagine a note of resentment
within the polite tone of the following missive Preceptor Duharos Sek Nathri
from that particular veteran officer.
Malekus fanaticism and desire to purge all that is
GK sinful has not, it would seem, precluded purging
Priestess of the Flame,
himself of such impulses as well. While ritualistic
cleansing through self-inflicted physical trauma
Though I have served Menoth and the Incendium is not uncommon among certain Menite sects, I
faithfully and without fail, giving my all as was believe Malekus may have committed himself to
asked of me for twenty-seven years, I have made a particularly extreme regimen of such self-abuse,
preparations for Malekus, the Burning Truth to as the attached document shows.
replace me as the active battlefield commander
GK

28 GAVYN KYLE
Priestess of the Flame,
I wish to inform you that Malekus has had another
incident. When he did not arrive for his customary
morning devotional, I made all haste to check on
him before anyone else realized he was missing.
Thankfully Malekus usually makes his first
prayer of the day before most of the Temple is
awake, as he prefers to hold his own devotional
before the first templeone.
As I feared, I discovered him collapsed on the
floor of his room. His back was crimson and the
flesh shredded from the intensity of the flogging
he had delivered upon himself. Despite your
earlier stern commands, whatever transgressions
Malekus felt himself needing absolution from the
previous day clearly were so great as to overcome
even his typically unbending obedience to your
authority. The last time I found him in such a state
I learned through his unconscious mutterings
that he had beaten himself near to death because
his eyes had lingered for a moment too long upon a
woman he had passed in the market.
As you have requested I have seen to it that the
incident has been kept quiet. Priests loyal to you
have attended to his wounds and we expect him
subjected to his holy fires in recent months, and
to make a swift and full recovery. I have charged
fear of Malekus righteous wrath has enforced
additional members of our order to keep vigil over
stability through fear in the region. It is possible
him in the coming weeks.
Feora decided not to expend political coin in
Your devoted servant, resisting this command directly, or at least
immediately.
Daughter Alicia
However, more recent reports from the Incendium
During the Second Cygnaran Civil War, the indicate that after a year and several months of
Priestess of the Flame supported Vinters play service to the Northern Crusade Feora used her
for the throne. Following the conflict it would considerable leverage with several of the visgoths
appear that the hierarchs people took measures to have Malekus returned to the Protectorate
to separate Feora from her most loyal agents. This capitalclear indication of the warcasters worth
included recalling important members of Feoras in her eyes. While his superiors may see Malekus
inner circle, notably several members of the as an effective weapon, utterly dedicated and
Incendium, to serve the Northern Crusade. Such completely unquestioning in his duty, I believe
efforts point to an attempt to realign the loyalties those same traits make him a dangerous wild
of those members in favor of the hierarch, though it card in the politics that simmer just below the
is uncertain how effective these ultimately proved. Protectorates surface.
GK Though his devotion to the Priestess of the Flame
By order of Vice Scrutator Vindictus, the warcaster is unquestionable, so too is his unshakable faith.
Malekus, the Burning Truth is to return to Leryn It remains to be seen what would happen should
to rejoin the Northern Crusade. his faith be pitted against his orders. As a man
who is prone to beating himself almost to death
In the absence of High Executioner Reznik, who
for the least human flaw, whos to say that even
has answered Menoths holy call as put forth
the hierarch would be beyond Malekus reproach
by the Harbinger to bring the light of truth to
should the words of his beloved priestess ring true
Umbrey and Khador, it is deemed only proper that
to his ears?
the head of the Cleanser order bring his righteous
flame to Leryn. Under his watchful eye, he shall No matter which path he may eventually tread, I
ensure that obedience and devotion to the Creator can safely say woe to any who find they face his
are maintained. righteous fury. For he will not rest until the stains
of this world are nothing but ash to be scattered
Reports indicate that Malekus dutifully went
by his unbending gods command.
to assume his appointed role as a weapon of
enforcement within the Northern Crusades GK
holdings in Llael. More than one town has been

GAVYN KYLE 29
HOW TO PAINT IN SKETCH STYLE
BY MATT DIPIETRO
In No Quarter#69 we showcased the work of former Privateer Press studio painter Matt DiPietro and the distinctive style hes been using
to paint beautifully expressive miniatures for gaming on the tabletop. In this issue, we catch up with Matt and convince him to share the
secrets of his sketch style as he paints an entire Retribution of Scyrah strike force.

WHAT IS
SKETCH STYLE?
Sketch style refers to any method of painting that starts with
a rough vision of the final painting. This rough vision, or
sketch, is used as the basis for the later stages of painting.
For painting tabletop miniatures, I start with a sketch in black
and white. I paint all of my highlights and shadows on the
model first, and then add translucent color through a process
called glazing. This makes for efficient painting that is highly
visible at a distanceperfect for tabletop miniatures.

30 MODELING & PAINTING


PRE-SHADING
I start my sketches with a technique called pre-shading. Here I use Formula P3
White and Black Primers to simulate a lighting effect on the Houseguard Thane.
Other brands of primer may leave a rough texture that can sabotage our process,
so I highly recommend Formula P3 primer to create the smooth surface necessary
for glazing later on.

Start by priming the whole model with black. After the black primer has dried,
spray the model from above with white. Be sure to keep some distance between
your model and the spray can to avoid applying too much primer to the model. If
done correctly, you will observe an impression of light on the model.

Next, youll refine and strengthen the pre-shading with layers of paint to create a
sketch of the highlights and shadows.

THAMAR BLACK
Use Thamar Black to darken the shadows created by your pre-shading.

I want a bold effect, so I really emphasize areas that overhang, such as between the
legs and under the models outstretched arm. The lines of Thamar Black help pick
out each armor plate. This is a great chance to practice your lining abilities, because
you can easily repair any errors during the next step.

MORROW WHITE
Brighten and reinforce the highlights. If the painting is bold it will be easy to see
and interpret during gameplay. I use Morrow White to enhance the brightest
portions of the pre-shading on the Houseguard Thane. You will notice that Morrow
White is brighter than the Formula P3 White Primer.

TITANIUM WHITE
I use artists titanium white-pigmented acrylic paint to complete the sketch of
the Houseguard Thane. You can purchase this paint from any art store. It is even
brighter than Morrow White, so I use it to apply highlights to the areas I painted in
the previous stepthere are some areas on the Houseguard Thane I want to glow.
To make certain areas on your model really stand out, paint them with a solid layer
of titanium white.

MODELING & PAINTING 31


ADDING COLOR
The next step is to add color to the model through a process called glazing. A glaze is translucent like a wash, but you apply
it evenly over an area rather than allowing it to pool in the recesses. This will tint an area with color while preserving the
highlights and shadows of the underlying sketch. Sometimes only a single glaze is enough to get the color you want. At other
times, you can add multiple glaze layers while varying the tones for a complex effect. To avoid pooling, wipe excess glaze
away with a brush until the glaze is thin and even.

In these next steps you will see how a few simple glazes can serve to color and finish the Houseguard Thane.

COLORS USED
Battlefield Brown Greatcoat Grey Sanguine Base
Bloodstone Khador Red Highlight Trollblood Highlight
Brass Balls Midlund Flesh Turquoise Ink
Brown Ink Ordic Olive Thamar Black

I want to keep the neutral military look without copying the studio Glaze the cloak and pants with Sanguine Base.
scheme, so I opt for neutral grey armor. To create this effect, glaze
the armor with Trollblood Highlight.

Add a third color to contrast with the Sanguine Base by glazing the Glaze the leather straps and pouches with Bloodstone.
loincloth and armor details with Ordic Olive.

32 MODELING & PAINTING


Glaze the gun with Greatcoat GreyI opt for a dark color here to Add metallic effects in the same way, through a glaze that allows the
reinforce the military look. sketch to show through. Glaze the sash with Brass Balls.

Make a glaze of dark blue-black ink by mixing Brown Ink and Add some of the final touches to the model: Glaze the glowing
Turquoise Ink in equal portions. Use this glaze to darken the gun and areas with Khador Red Highlight. Apply a glaze of Midlund Flesh to
pick out details on the armor and various other parts of the model, the face. Glue birch seedpods to the base to simulate leaves.
such as the sash.

Continue to work the details until you are satisfied. Glaze Battlefield Finish the base with additional birch seedpods that are painted
Brown onto the base as well as onto the boots, to simulate mud and bright colors to represent freshly fallen leaves. Finally, paint the
dirt. You can also glaze Battlefield Brown onto the straps to make rim with Thamar Black to frame the model nicely.
them a little less bright. Paint the eyes at this stage, too.

MODELING & PAINTING 33


WARJACKS
The sketch style is one of the most economical ways to paint. I really feel the benefit of this method when painting large
models such as warjacks. It only takes a few steps to obtain a striking, table-ready paint job.

COLORS USED
Brown Ink Ordic Olive Turquoise Ink
Greatcoat Grey Thamar Black Sanguine Base
Khador Red Highlight Titanium White
Morrow White Trollblood Highlight

Paint the warjacks using the same method as for the Houseguard Even though the areas are larger, the method is the same: Use colored
Thane. Start with a sketch using pre-shading, followed by layers of glazes of Sanguine Base, Ordic Olive, Trollblood Highlight, and Greatcoat
Thamar Black, Morrow White, and Titanium White. Use the Titanium Grey to paint the various parts of the warjack. If applied correctly, youll
White exclusively on areas that should glow. see the sketch showing through to create your highlights and shadows.

Glaze the glowing areas with Khador Red Highlight. Since these Use the same ink mixture as before, with equal parts Brown and
areas are the only ones with Titanium White, they will appear to Turquoise Ink, to darken the Greatcoat Grey areas and add some
glow more brightly than the other areas of the model. Allow some black lines. Finish the base with dirt and leaves in the same fashion
of your glaze to tint the surrounding areas, to give the impression as for our Houseguard Thane. Hypnos is now ready to charge onto
of cast light. the battlefield!

34 MODELING & PAINTING


LORD ARCANIST OSSYAN
You can utilize the sketch style in a variety of creative ways to bring special effects to your character models. My Lord
Arcanist Ossyan needed a special feature to really catch the eye on the tabletop. A glowing crystalline sword was an ideal
choice. Check out how I used the concepts of sketch style painting to achieve the effect:

COLORS USED
Cygnus Yellow Heartfire Titanium White
Ember Orange Red Ink Yellow Ink

Sketch the sword using pure Titanium White For this stage, imply churning magical Now, instead of glazing further, redraw part
to create a bright, glowing appearance. Also energy by using a glaze of Cygnus Yellow, of the sketch. You can see the sketch through
apply highlights nestled into the areas of applied in a haphazard fashion. the glaze layer, so use it as a guide to go over
shadowthis gives the impression of light some of the shadows using Heartfire.
traveling through the crystalline blade.
Make this effect very apparent in the sketch.

Strengthen the shadows with a few rough Now, smooth and unify the effect by simply The last step is to make the sword look
lines of Ember Orange. glazing the whole area in ink. For this step shiny and reflective by returning with
I use a mixture of three parts Yellow Ink to Titanium White to apply further highlights.
one part Red Ink. Add glinting highlights to the sword hilt to
represent reflected light.

CONCLUSION
I hope youve found it interesting to get this inside look into how I paint gaming miniatures. You may even be excited to try
the sketch style for yourself! I am looking forward to seeing how the Privateer Press community uses this new technique.
Paint bravely, my friends!

MODELING & PAINTING 35


BY WILL HUNGERFORD

Deck Raiders is a new game that allows you to play with your WARMACHINE and HORDES models in
a brutal skirmish aboard the decks of two pirate ships. Deck Raiders does not use any
of the normal rules for WARMACHINE and HORDES.
After both players place all their Rope Tokens, the player
Game Overview who won the roll to deploy places all the models in his Crew
onto his boat. Each space on the board can only contain one
Deck Raiders (the game) is a skirmish board game played model. Models must be deployed on a players boat along the
between two players. Players use their own customized back row of spaces farthest from the water line. Some models
group of bloodthirsty pirates, represented by models from will have special deployment rules listed on their Crew card.
the WARMACHINE and HORDES miniatures games. The
game is played on the mat included with this magazine and
uses six-sided dice (d6) to resolve all actions. Playing the Game
The game is played across several rounds, with players
alternating which models they activate each round. There ROLLING FOR INITIATIVE
is a variety of scenarios available, each with unique victory At the start of each round, each player rolls a d6 to determine
conditions, providing plenty of replay value to the game. who has initiative for the round, except for the first round as
At the start of each round, players roll a die for each of their described above. The player who rolls highest has initiative
boarding party members and assign these dice to individual and gets the first Crew card activation that round.
crew models as they wish. These dice are then used
throughout the round to perform attacks, special actions, ROLLING SKILL DICE
and defend against enemy attacks. Careful allocation of these After initiative is determined, players (starting with the
Skill Dice is required to secure victory, no matter which player who has initiative) roll a die for each Crew card in
scenario is chosen for play. their boarding party. Even if the models associated with a
Crew card are all destroyed, a player still counts that card
The rules for the game are broken down into the following when determining the total number of dice rolled.
sections: Starting the Game, Playing the Game, Round
Overview, Building Your Crew, and Scenarios. A Crew card with models still in play is an Active Crew
card. A Crew card that has had all of its associated models
STARTING THE GAME destroyed is an Inactive Crew card.
Before players build their Crews, they must first determine The player rolls all his dice at once, assigning a die to each of
which scenario they are playing. If applicable, the players his Active Crew cards. This is the Skill Die for that Crew for
must also determine who is the Attacker and who is the the upcoming round, and it is used to resolve attacks, defense,
Defender. Once the scenario is determined, both players and some special actions. An Inactive Crew card cannot be
build their Crews as described below. assigned a Skill Die, so some dice rolled during this step will
The board is oriented so that the water line runs horizontally be leftover as the game progresses and models are destroyed.
between both players, with a boat on each players side of the Any unassigned Skill Dice are discarded.
board. The boat on a players side of the board is considered
the friendly boat and the other is the enemy boat. The water ACTIVATING CREW
and the wood planks connecting the two ships are not Before players begin activating Crew cards each round, they
considered to be part of either players boat. must compare the total number of Active Crew cards on both
sides. The player with the least number of Active Crew cards
All models in a Crew are friendly to each other. Models in the receives a number of Passes equal to the difference.
opposing Crew are considered enemy models.
The player with initiative takes the first Crew card activation,
DEPLOYMENT then other player takes the next, both players alternating
After Crews are built, each player rolls a d6 to determine who activations until all Active Crew cards have activated.
will deploy first. The player who rolls highest (reroll in case During a players turn to activate a Crew card (if he has any),
of tie) deploys first. This player also has initiative for the first he may instead use a Pass to skip his activation. Each Crew
round of the game. card can only be activated once per round. When a Crew
The player who won the roll to deploy begins by placing card is activated, if there are multiple models associated with
three Rope Tokens on any spaces on his ship, followed by his that card, such as the Sea Dogs Crew, then all those models
opponent doing the same. A player cannot place more than activate together. When a player activates multiple models,
one Rope Token per space. Rope Tokens are not models or completely resolve the first models movement and action
terrain; a model can move through or end its movement on a before moving on to the next model associated with the card,
Rope Token. We recommend using coins or beads to represent and so on.
Rope Tokens.

DECK RAIDERS 37
During its activation, a model can perform the following in Example: Jack performs a melee attack with his Quartermaster.
any order: The Skill Die Jack assigned to his Quartermaster this round
was a 4. Jack spends 2 of the Quartermasters Skill Die
1. Move.
points, changing the die on the Crew card to show a 2 instead
2. Perform one ranged attack OR one melee attack OR one of the 4, and then grabs two dice to perform the melee attack.
action. Since melee attacks specify that the player gains 1 Action Die
when resolving the attack, Jack adds that die, rolling three
MOVING MODELS
total dice to perform the Quartermasters melee attack. The
When a model moves, it moves a number of spaces up to its SPD remaining 2 points on the Quartermasters Action Die will
stat. A model cannot move across other models or water spaces be useful for defending against enemy attacks.
or off the board unless a special rule allows it to do so. A model
can only move diagonally once per activation. A model cannot Before rolling the dice to perform an attack, the enemy player
interrupt its movement to perform an attack or action. must choose how many dice he wishes to roll for defense.
To do so, the enemy player spends points on the defending
ATTACKS AND ACTIONS models Skill Die exactly as described above for making the
The majority of the action in Deck Raiders comes from combat, attack. Each point spent allows the enemy player to roll one
whether its a Sea Dog swinging a cutlass for a deadly melee Action Die for defense.
attack or firing his flintlock pistol at range. All models can Each result of a 4, 5, or 6 on the Action Dice when performing
perform basic melee attacks and basic ranged attacks. Some an attack is considered a success. Similarly, each result of a 4,
actions found on a models Crew card are special types of 5, or 6 on the Action Dice when defending against an attack
attacks; the rules on the card will indicate how to resolve blocks one success. After both players roll dice, the defending
these special attacks. If an action calls for a model to perform model suffers 1 point of damage for each unblocked success
a melee attack or ranged attack, follow the normal rules to do the attacker scored. When a model suffers damage equal to its
so as described below. Dmg stat, it is destroyed and removed from the board.
Ranged Attack = Target must be within three spaces of the There is one important restriction on how many dice can
model performing the attack, counting only one diagonal. be rolled for attack or defense when spending points from
Melee Attack = Target must be in a space adjacent to the a models Skill Die. A player cannot spend more points
model performing the attack. Gain 1 Action Die when from a models Skill Die for attack or defense rolls than
resolving the attack. that models Skill stat. If a Crew card has multiple models
associated with it, the Skill Die points are spent individually
A space is adjacent to another space if it touches any part of for each models attack or defense rolls. If a model can make
that space, including the corners. Models cannot attack other multiple attacks or an attack against multiple models in a
models in their crew. A model is never adjacent to itself. single activation, Skill Die points must be spent individually
When a model performs an attack, the Skill Die on that for each attack roll. Once all the points on a cards Skill Die are
models Crew card comes into play. The number showing on spent, the die is discarded. Additionally, a model can perform
the Skill Die is the amount of Action Dice available to perform an action and spend no points from its Skill Die if the action
attacks or defend against them. When you attack, choose how provides free Action Dice, such as melee attacks.
many points from the Skill Die you wish to spend, and then
lower the result showing on the Skill Die by that amount. The Example: Jack is attacking one of James Sea Dogs with
amount of points spent is how many Action Dice you roll. his Quartermaster. Since the models are adjacent, Jack
decides to perform a melee attack with his Quartermaster.
Jack had assigned a Skill Die of 5 to his Quartermasters
Crew card, and James had assigned a Skill Die of 6 to
his Sea Dogs Crew card. The Quartermasters Skill is 4,
meaning that model can only spend up to 4 points and roll
four dice on an action. Jack decides to go big, spending the
maximum 4 of the Quartermasters Skill Die points on the
attack. Since this is a melee attack, Jacks Quartermaster
rolls five total dice on the attack, since melee attacks
always gain 1 additional Action Die. James Sea Dog only
has a Skill of 2, meaning the Sea Dog can only spend up
to 2 points from its Skill Die to defend.

Jack rolls a 1, 2, 2, 4, and 6 for his attack, scoring two successes.


James rolls a 1 and 5, scoring one success. James blocks one of

38 DECK RAIDERS
Jacks hits, but one still gets through, meaning the Sea Dog The player with initiative takes the first activation of
takes one point of damage. Since Sea Dog models only have the round, followed by the other player, alternating
a Dmg stat of 1, the Sea Dog is immediately destroyed. Sea activations until all models have been activated.
Dog Crew cards are three models per card, however, so James Once all Active Crew cards have been activated, the next
still has two other Sea Dog models in play associated with this round begins.
Crew card, with 3 Skill Die points left to perform attacks or to
save for more defense later in the round.

Instead of performing a basic melee or ranged attack, models


Building Your Crew
can perform actions listed on their Crew card or the Rope
Swing action. Each action describes exactly what to do in its SHARES AND ALLOWANCE
rules. All models have the following action in addition to any Building your Crew is simple and easy. Each player has 8
actions found on their Crew card: Shares with which to build a Crew. Each Crew card has a
Rope Swing (action): This action can only be performed Shares stat and an Allowance stat. The Shares stat represents
if this model is adjacent to a Rope Token. Remove the Rope how many of your total Shares the card takes to include in
Token from the board and move this model up to 5 spaces. your Crew, while the Allowance stat represents the total
This model can ignore other models and water spaces during number of times the Crew card can be added to your Crew.
this move, but cannot end its movement on either.
Example: Brent builds his Crew by spending his 8 Shares on a
ROUND OVERVIEW Captain Crew card (3 Shares, Allowance 1), a First Mate Crew
Each round of the game proceeds as follows: card (2 Shares, Allowance 1), and three Sea Dogs Crew cards
(1 Share per card, Allowance 3). Each Sea Dog Crew card is
Both players roll for initiative, except in the first round, made up of 3 models, so Brents pirate crew consists of a total
in which initiative is determined by the player who wins of 11 models: the Captain, the First Mate, and three groups of
the roll to deploy first. three Sea Dogs.
The player with initiative rolls and assigns his Skill Dice to
his Active Crew cards. The other player then does the same.

DECK RAIDERS 39
Captain
Speed Damage Skill Shares Allowance

4 8 6 3 1
SPECIAL RULES
Born Leader: After assigning all your Skill Dice, you can
increase the Skill Die result on any card in your Crew by 1 (up
to a maximum of 6).
Swashbuckler (action): Perform a melee attack against all
adjacent enemies.

40 DECK RAIDERS
Cannon
Speed Damage Skill Shares Allowance

0 8 6 3 1
SPECIAL RULES
Deck Deployment: This model must be deployed on your
boat adjacent to the water line instead of following the normal
deployment rules.
Large: This model occupies four spaces in a 2 x 2 grid.
Inanimate: This model cannot move, be moved, roll Action
Dice for defense, or perform any actions other than the Fire!
action.
Fire! (action): Choose a space up to five spaces away. Perform
a ranged attack against all models in that space and up to three
spaces adjacent to it (you choose the adjacent spaces). Gain 1
Action Die when resolving each attack. This action can only be
performed if a friendly model is adjacent to this model.

First Mate
Speed Damage Skill Shares Allowance

4 5 5 2 1
SPECIAL RULES
Leap (action): This model moves up to its SPD. This model can
ignore other models and water spaces during this move but cannot
end its movement on either.
Living Death (action): Perform a melee attack and a ranged
attack (resolve separately) against two different enemy
models. Add 1 Action Die to the ranged attack.

DECK RAIDERS 41
Master Gunner
Speed Damage Skill Shares Allowance

3 5 4 2 1
SPECIAL RULES
Crack Shot: This model can reroll any Action Die results of
1 when performing a ranged attack. You must keep the new
results if you do so.
Reload (action): You can reroll the Skill Die on any number
of Cannon and/or Rifleman cards in your Crew. You must keep
the new results if you do so. (If a cards Skill Die is completely
spent, it cannot be rerolled.)

Quartermaster
Speed Damage Skill Shares Allowance

3 5 4 2 2
SPECIAL RULES
Inspire Loyalty: Each time the Quartermaster takes damage,
you may reroll the Skill Die on one Sea Dogs card in your crew.
You must keep the new result if you do so. (If a cards Skill Die
is completely spent, it cannot be rerolled.)
Here You Go, Lad! (action): Choose an adjacent friendly model,
spend up to 4 points off this models Skill Die, and roll that many
Action Dice. For each die result of 4+, remove 1 damage from
the chosen model.

42 DECK RAIDERS
Bosun
Speed Damage Skill Shares Allowance

3 5 4 2 2
SPECIAL RULES
Get Off My Ship!: Each time this model successfully
damages an enemy model that occupies a space on your boat,
you can move that model d6 spaces. The enemy model must
end this move closer to its boat than it began.
Lead by Example: Each time this model successfully
damages an enemy model, you can increase the Skill Die result
on all friendly Sea Dogs and Rifleman cards in your crew by 1
(up to a maximum of 6).

Rifleman
Speed Damage Skill Shares Allowance

3 3 3 1 3
SPECIAL RULES
Long Shot (action): Perform a ranged attack against an
enemy model up to six spaces away.

DECK RAIDERS 43
Saboteur
Speed Damage Skill Shares Allowance

3 3 3 1 2
SPECIAL RULES
Distract (action): Choose an adjacent enemy model. That
model cannot perform any actions listed on its card this turn.
Sabotage (action): You can only use this action if this
model occupies a space on the enemy ship. Choose one of
your opponents assigned Skill Dice. He must reroll that die and
keep the new result. (If a cards Skill Die is completely spent, it
cannot be rerolled.)

Sea Dogs (3 Models)


Speed Damage Skill Shares Allowance

3 1(each) 2 1 3
SPECIAL RULES
Cannon Fodder: If a Sea Dog is adjacent to a friendly model
when the friendly model is targeted by an enemy ranged attack,
you can choose to destroy the Sea Dog to negate the ranged
attack. (The enemy is still considered to have made a ranged
attack this activation.)

44 DECK RAIDERS
DECK RAIDERS 45
Scenarios
All games of Deck Raiders must be played using one of the following scenarios. If both players cannot agree on which
scenario to use, they should randomly choose one. If a scenario calls for one player to be the Attacker and the other the
Defender, the players can either choose those roles or randomly decide.

SCENARIO: DEAD MEN TELL SCENARIO: BOOTY RAID


NO TALES During deployment, after the players deploy their Rope
Before the game begins, each player must nominate one Tokens, they must each deploy three Loot Tokens on their
model in his Crew to be his commanding officer. If a ship. A player cannot place more than one Loot Token per
player has the Captain Crew card, this model must be his space and cannot place them in spaces already containing
commanding officer. Rope Tokens. Loot Tokens are not models or terrain; a model
can move through or end its movement on a Loot Token.
The first player to destroy the enemy commanding officer
wins the game. When a model ends its movement in the same space as an
enemy Loot Token, place that Loot Token on the models
SCENARIO: FIRE ON THE WATER base. If a model with a Loot Token on its base is destroyed,
Before the game begins, determine one player to be the place the Loot Token in the space the model occupied, even if
Attacker and the other to be the Defender. The Defender must a Rope Token or another Loot Token is in that space. When a
use the Powder Keg Crew card (described below) in his army. model with a Loot Token on its base ends its movement on its
friendly ship, remove the Loot Token from the board.
The Attacker wins the game if the Powder Keg is destroyed.
The first player to remove all enemy Loot Tokens from play
The Defender wins the game if half the Attackers starting
wins the game.
models (rounded up) are destroyed.

46 DECK RAIDERS
Powder Keg
Speed Damage Skill Shares Allowance

0 8 0 0 1
SPECIAL RULES
Storage Deployment: This model can be deployed on
any space on your boat instead of following the normal
deployment rules.
Large: This model occupies four spaces in a 2 x 2 grid.
Inanimate Keg: This model cannot move, be moved, roll
Action Dice for defense, or perform any actions. Do not count
this Crew card when determining the number of Skill Dice
rolled at the start of the round.
Extra Powder: When a friendly model adjacent to this
model performs a ranged attack, it gains 1 Action Die when
resolving the attack.

DECK RAIDERS 47
PRIVATEER PRESS FORMULA
P3 GRANDMASTER
PAINTING COMPETITION
SMOGCON EDITION
The painting talents of Europe and beyond were on display at
this years SmogCon. Painters entered their models into one of
three categories: Single Figure, Large Figure, and Group. We were
impressed by this years submissions. It was fierce competition, but
in the end we awarded several awards in each category as well as an
overall best in each section. Check out this years amazing entries!

GROUP

GRANDMASTER AND BEST


IN CATEGORY

LUKE FORSTER
SILVER

48 GRANDMASTER PAINTING
GROUP

PANAGIOTIS PSONIS
BRONZE

ANDRAES GRAACE
BRONZE

GRANDMASTER PAINTING 49
SINGLE FIGURE

BEST IN CATEGORY

ANDRAES GRAACE
BRONZE

KEVIN MARTIN
BRONZE

50 GRANDMASTER PAINTING
SINGLE FIGURE

TOM HUTCHINSON
BRONZE

JON MIHR
BRONZE

PAUL FISHER
BRONZE
GRANDMASTER PAINTING 51
LARGE FIGURE

BEST IN CATEGORY

ANDRAES GRAACE
BRONZE

KEVIN MARTIN
BRONZE

ADAM TAYLOR
BRONZE

52 GRANDMASTER PAINTING
BY BRENDAN ROY & JASON SOLES
CHRONICLED BY JOSH COLN

This issue of No Quarter brings with it the new Exemplar Interdiction theme force for the Protectorate of Menoth
Faction. To test out this new army construction, we had WARMACHINE lead developer Jason Soles go one-on-one
against studio painter Brendan Roys Skorne. Its a skirmish of faith versus fury on this issues battle report.
Jason Soles
Most of the games I play are playtests, which are generally
focused on models that will not see release for some time.
So, I jumped at the chance to play a battle report, as it
allowed me to test my skills using models in their finalized
form. I think this is my first battle report since I faced Ed
Bourelle during our run up to the release of Unbound in
No Quarter. This time, while our point sizes wouldnt be as
large, our battle would be no less grand, as I met Brendans
Skorne forces with my own Exemplar legions.

This battle report would also serve as a blow-by-blow


introduction to the new Exemplar Interdiction theme
force. Not only did the theme force grant me additional
models, but it also gave my warjacks Blessed weapons (not
critically important in this match-up) and my whole army
an additional 2 of deployment, which is huge for a cavalry-
based army.

My army selection was simple and straightforward, packed


with Exemplar Vengers and Knights Exemplar. The battle
plan would be simple: screen the Vengers with the Knights
Exemplar to deliver them to where they could cause the
most havoc to the enemy line. At the same time, anticipated
casualties among my units would deliver souls to High
Exemplar Gravus and trigger the numerous dirty tricks and
poison pills throughout my army.

The force I devised was primarily melee-centric with no


ranged support, the only spells coming from my warcaster.
I would rely on Pathfinder triggered by the loss of my own
models to reach the enemy lines.

54 BATTLE REPORT
Theme Force:
Exemplar Interdiction
Model/Unit Points

Intercessor Kreoss +28 WJ

Fire of Salvation 16

Guardian 15

High Exemplar Gravus 9

Knights Exemplar Seneschal (x2) 0

(free from theme force)

Wrack 1

Choir of Menoth (4) 4

Knights Exemplar 9

Knights Exemplar Officer 0

(free from theme force)

Knights Exemplar 9

Exemplar Venger (5) x2 40

TOTAL 75

BATTLE REPORT 55
Brendan Roy
When building my army, I had two things I was hoping
a good use for them (even if it generally comes down
to accomplish. The first was to try out the Winds of
to advancing, shooting, and repositioning to tie up the
Death theme force, and the second was to build a bit
enemy). I wasnt sold on the Slingers, but I needed a
of a beast brick using Naaresh, one of my favorite
cheap unit to generate a free solo from my theme force,
Skorne warlocks. He does a really good job of pushing
and I wanted to do some on-the-field testing and see
the cheaper warbeasts, with a pseudo-fury from Pain
what they could do (spoiler: they didnt disappoint!).
Response and a huge +3 ARM and STR swing on feat
turn, so filling up on heavy warbeasts was pretty easy.
Reivers offer ranged reliability, and I can usually find

56 BATTLE REPORT
Theme Force:
Winds of Death
Model/Unit Points

Master Ascetic Naaresh +32WB

Agonizer 6

Archidon 10

Titan Gladiator 15

Rhinodon x2 24

Titan Sentry 15

Mortitheurge Willbreaker 0

(free from theme force)

Paingiver Beast Handlers (4) x2 10

Venator Reivers (10) 15

Venator Reiver Officer & Standard 4

Venator Slingers (6) 8

TOTAL 75

BATTLE REPORT 57
Deployment
Skorne Brendan
Thankfully, I won the roll-off and chose to go first. I wasnt
too concerned with which side I ended up on, especially
with the free wall provided by my theme force. With all
that cavalry I was facing, I knew I had to get downfield as
soon as possible. I tried to position my warbeasts somewhat
centrally, so they could branch to whichever flank they
would be needed in. The Reivers werent going to need
too much support, so I tossed them on my right flank. My
Slingers deployed in an advanced position to my left, so
they could do some damage (hopefully) and at least be a
speed bump if my opponent tried to get to Naaresh.

Protectorate Soles
Our battle would take place in the high desert under Of course, no plan survives contact with the enemy.
terms dictated by Steamroller 2017. My opponent won
the initiative, so I chose the patch of ground to receive After Brendan committed his forces to the tabletop, I placed
his advance. I selected the side that would give my forces mine in turn. The 2 afforded by my theme force further
the easiest lines of sight and the clearest ground. With no shortened the distance between us. Even before we began,
ranged weapons in my force, I preferred to give Brendan both sides anticipated a brief and bloody conflict.
the rougher terrain, surmising that once my cavalry charges
began, the land would harry any attempts my opponent
made to reposition the tatters of his army.

58 BATTLE REPORT
Round 1
Skorne Brendan
The first turn is always either about positioning or recovering
from deployment woes, so thats pretty much all that
happened here. I made sure to stay out of Soles threat range
and positioned so I would be able to start doing damage on
my next turn. At that point, I was pretty positive I was going
to feat on my following turn so I could withstand as much
damage as possible after (hopefully) doing a bit of my own.

Protectorate Soles
Brendan took the first turn of the game, and his army
lumbered forward into position. I moved up in response.
It was clear he would be reaching my lines before I had
the opportunity to strike at his, so I moved my forces up
with this realization in mind. My Knights Exemplar units
moved into position behind cover on both flanks. I took care
to leave Brendans Reivers and Slingers some easy targets
in hopes their attacks would trigger Battle-Driven, which
would give my units the Pathfinder they needed to storm
out of cover and across the rough terrain between us in my
next turn. For this reason, I also brought a pair of Exemplar
Vengers together in the middle of the table, one from each
unit. Though they were certainly sacrificial, I hoped the
advantages their deaths would provide would bring honor
to the Creator.
Kreoss cast Ignite on the Venger unit to his right and Arcane
Ward on the unit to his left. He also cast Assail on Fire of
Salvation and then advanced onto a hill. I sent my Guardian
to the left flank, while Fire of Salvation moved up behind
the Knights Exemplar unit on the right. I was hoping the
impending deaths of some of the Knights Exemplar models
inflicted by the Venator Slingers would trigger Fire of
Salvations Righteous Vengeance.
I moved Gravus up the middle of the table, hoping to make
the most of both soul collection and Brothers Keeper, which
is a special rule that keeps Exemplar models in his command
range from being knocked down or made stationary. Note
that Brothers Keeper is normally very solid with undying
Knights Exemplar Seneschals. That said, Gravus was a little
too far to the middle and the Seneschals were a little too far
out on the flanks for me to get this combo to work at this time.

BATTLE REPORT 59
Round 2
Skorne Brendan
Now it was magic hour. I started off with my Slingers, aiming
with three of them and targeting as many Knights Exemplar as
I could with my corrosive AOE shots. I killed two enemy models
and corroded another two. Then, I activated and advanced one
of my Paingiver units to give my left Rhinodon and my Sentry
Enrage, while also hitting Naaresh to generate some blood
tokens. Naaresh then activated, Hyper Regenerating the exact
damage his Paingivers dealt him. He tossed Rush on both
of my Rhinodons, popped his feat (which required I hurt all
of my beasts aspects for an increased +3 STR and +3 ARM
for a round), and advanced to safety. My left Rhinodon then
activated and charged the Fire of Salvation, and unfortunately
through the intervention of Menoth, rolled snake eyes on
the charge attack. I bought three more attacks for a total of
23 damage on the jack, with my last attack rolling a critical
counterattack as possible. Failing to kill the Venger with the
to knock down the Fire of Salvation. Whew! My Gladiator
CRA hurt my game plan with the Archidon, who I really
activated next, putting Rush on my Archidon, and I advanced
wanted to charge Gravus or the back line of Vengers and
him forward. My last Paingiver unit moved base-to-base with
then Sprint deeper. Instead, I had to move in and try to clean
my Archidon and my second Rhinodon. Then, they Enraged
up the Reivers sloppy shooting. The Archidon activated to
both warbeasts and removed 2 fury from the Gladiator. My
kill a Venger and an Exemplar, and then used its Lightning
right Rhinodon charged into his clump of Vengers, killing two
Strike animus to Sprint away after sustaining a free strike. I
of them with a Thresher attack, and then placed Spiny Growth
figured taking the free strike was the smart play, because at
on himself. That put him to ARM 23not too shabby!
ARM 19 I had a better chance of surviving that one boosted
My Reivers activated next, used their once-per-game damage roll than several boosted cavalry charge attacks.
ability, and tried to get some work done. Unfortunately, a The Archidon took 8 points of damage from the free strike
big combined ranged attack from some of them failed to and watched the Willbreaker advance forward toward a
kill one of the Vengers, a solo Reiver missed an Exemplar, new position.
and a two-man CRA just barely killed another Venger. They
repositioned to try and mitigate as much of the impending

Protectorate Soles
Brendans turn was marginally more brutal than I had
anticipated, but I got somewhat lucky with his Rhinodon
failing to outright destroy Fire of Salvation. Though that final
attack knockdown meant that Fire would not benefit from
the Righteous Vengeance triggered by the deaths of the right-
flank Knights Exemplar, the warjack did still have its cortex
and absolver weapon functional. With casualties inflicted
across my lines and Battle-Driven ignited throughout my
units, my army was primed for a counterattack.
Before my turn could commence, corrosion resulting from
the Venator Slinger attacks claimed the fist weapon of the
Fire of Salvation, along with the life of another Knight
Exemplar on the right flank. I also realized that I had
placed the Guardian slightly out of Kreoss control range,
so that warjack failed to power up this turn. Kreoss instead
allocated 2 focus points to the Fire of Salvation and upkept
Ignite and Holy Ward on the Venger units. Fire of Salvation
shook knockdown to stand up, needing to close with the
Rhinodon on my right flank to get work done.

60 BATTLE REPORT
Round 2 (Continued)
On the left flank, I moved up the second unit of Knights
Protectorate Soles Exemplar, who took out three Venator Reivers. Gravus and
the left Exemplar Seneschal finished a few more Venators.
I activated Kreoss first and pulled a focus point off the
I then moved onto more of the Venator Reivers. The left Venger
Wrack, resulting in it exploding and putting 2 points of
unit charged the Archidon and the remaining Rhinodon. One
damage on an Exemplar Venger standing too close to it.
Venator Reiver was crushed by impact attacks before one of the
Kreoss then spent 4 of his focus points to cast Force Hammer
Vengers reached the Archidon. The Archidon was dispatched
on the Rhinodon in the middle of my line. Since the beast
and the knocked-down Rhinodon suffered an 8-point hit from
killed everything it had reached, it was no longer engaged,
a Blessed lance, which may have ignored the +2 ARM bonus
and I did not need to worry about boosting the attack roll.
from Spiny Growth but could not get around the damage the
The spell hit and slammed the warbeast 6 backward. The
Venger suffered as a result of the animus. The Vengers then
spell caused no damage, in part because of its Spiny Growth
repositioned a little to better open up my charge lanes.
animus, but it did position the beast for a charge from my
Vengers. Kreoss held his ground and sat on 1 focus point. The second Venger unit then sprang into action and charged
the Rhinodon, somehow failing to kill it despite the increased
I next activated the Choir of Menoth, who advanced and
damage from the Ignite spell. Somewhat deflated with this
invoked the Hymn of Battle on Fire of Salvation. The warjack
turn of events, I spread out the Vengers as they reformed.
then moved up and devastated the Rhinodon, leaving it
In retrospect, I could have taken a lot more care with my
broken and set alight, but still with 6 damage boxes remaining.
placement here, but I was a little flustered.
I then activated the Knights Exemplar on my right flank.
The Officer began by using her Divine Retribution special Without any enemies in reach, the Exemplar Seneschal on the
rule, which gave the unit Divine Inspiration for a turn. She right flank just moved forward in anticipation of Brendans
charged a Venator Slinger while the two remaining Knights next wave of attacks.
Exemplar in the unit charged the battered Rhinodon, easily Despite being the first turn we could score points, neither
finishing it off. The Officer cut down one Venator, used Brendan nor I did so, as all three zones remained heavily
Overtake to move forward, cleaved down another, and then contested.
used Overtake again to engage a third.

BATTLE REPORT 61
Round 3
Skorne Brendan
My plan of tanking some damage with my ARM 23
Rhinodon worked out, and I was surprised he managed to
survive the cavalry assault. It made up for the death of my
left Rhinodon, the one who failed to kill Fire of Salvation. I
pulled in all of my fury, managing to get to full due to Spirit
Bond from my dead beast, while my champion Rhinodon
was forced to stand up. I began with my Slingers to see
what they could do, and they kind of surprised me with
a dice spike, finishing off the Fire of Salvation with their
Erosion shots. The Gladiator went next, putting Rush on my
Sentry and easily taking out a Venger. My right Paingivers
activated and, with a little shuffling, took all the fury off the
Rhinodon and Gladiator. They also healed my Rhinodon
to regain his lost aspect. My Rhinodon then activated,
advancing for a fun Thresher attack to kill three out of four command range). My Reivers continued to try to speed
Vengers. The left Paingivers then activated, enraging my bump, CRAd a Venger, and whacked on Gravus for no
Sentry and hitting Naaresh for 2 blood tokens. damage. They then repositioned to be as annoying as
possible. My Willbreaker ran for better position, while my
My Sentry activated next, charging the Seneschal but
Agonizer used Gnawing Pain. Naaresh activated, fully
missing the attack roll. Its shield attack bashed a Venger
boosting Bleed against a hapless Exemplar, which allowed
to death. I bought more attacks against the Seneschal,
the Seneschal to heal. He was still knocked down and out
eventually bringing him down (he would die on my
of reach of anything, so Id concern myself with him later.
opponents turn as long as I didnt kill anything else in its

62 BATTLE REPORT
Round 3 (Continued)
Protectorate Soles
While Brendans turn was devastating for my Vengers, it
did have the side effect of filling up Gravus with souls.
As far as silver linings went, that was about as much as I
could hope for. Well, my Seneschal was also still alive, but
just barely.

I began by assessing my options and determining the best


order of operations. I ended up keeping all the focus on
Kreoss and not upkeeping any of my spells. The Guardian
received a single focus point from power up.

I activated Gravus first, who advanced on a pair of Venator


Reivers, taking a free strike from another Venator in the
process. The Reiver caused Gravus no damage, while
Gravus slew two Reivers before repositioning into melee
range of a third. The Knights Exemplar on the left flank then bump for the Sentry to restrict its movement and to provide
moved to engage the Venator Reivers with disappointing a much-needed source of healing for my poor Exemplar
results. The Exemplar Seneschal on that flank then attacked Seneschal on the right flank. That said, charging into
the two Reivers the Exemplar troops failed to take out, the Sentrys back arc, one of the choirboys unexpectedly
easily finishing them. scored a point of damage on the Titan Sentry. Not enough
to change the game, but I am certain Menoth noticed.
The Guardian then activated and ran into position with a
clear line of sight to the Rhinodon. Kreoss activated and With the Sentrys line of sight to the Exemplar Seneschal
channeled a Force Hammer through the Guardian at the now blocked by the bodies of the charging Choir, the
Rhinodon, slamming the warbeast right into the Titan Seneschal stood up and moved backward out of the melee
Sentry. I boosted the damage roll, which brought me to range of the Sentry.
four dice because the Rhinodon slammed into a model with
Still no points scored.
an equal or larger base. The Rhinodons corpse splattered
across the armored form of the Sentry, which stood firm
with little effect since it could not be knocked down,
essentially ignoring the POW 12 collateral damage roll.

Kreoss then used his feat and cast Arcane Ward on himself,
Ignite on one of the units of Vengers, Assail on the Guardian
via its arc node, and Death Sentence on the Sentry. I then
advanced Kreoss to the protection of the left flank, out of
Naareshs potential threat range.

The Knights Exemplar unit on my right flank activated, of


which only two remained. The Officer remained in melee
with a Venator Slinger while the other models in the unit
charged the Sentry. The Officer lived the dream, cutting
down one Slinger before using Overtake to move into
position to cut down another. The charging Knight inflicted
4 points of damage on the Titan Sentry.

What was left of my Venger units charged the Sentry.


One Venger model took an ineffective free strike from a
Venator Reiver along the way without resulting in so much
as a break in the Exemplars stride. By the time they were
finished, the Titan was left with 2 damage boxes remaining.

Without a warjack nearby to work their prayers upon, the


Choir charged. My plan was essentially to provide a speed

BATTLE REPORT 63
Round 4
Skorne Brendan
And then the Titan Sentry was also a champion! I reaved
in my fury and went to full from Spirit Bond. I started
with the Slingers, who aimed and went after the Choir. My
Reiver tried to kill a Venger but missed the attack. My left
Paingivers healed the Sentry for 2 points, hit the Exemplar
officer for 1, and killed a Knight with Inflict Pain. My right
Paingivers enraged the Sentry, hit Naaresh for a blood
token, and went after some Knights. One managed to hit,
using Inflict Pain to kill him.

Naaresh healed with Hyper Regeneration and used combo


strike on a Venger to kill it. Naaresh then cast Bleed on the
Seneschal on the hill but missed. My Willbreaker moved
to contest the zone and put Puppet Master on my Sentry.
The Sentry then activated to kill three Choir and riled for
1 fury. My Gladiator activated, riled for 2 fury, and ran to
block any charges to Naaresh while staying out of any real
charge ranges. The Agonizer used his Gnawing Pain ability
for better protection, and I scored a point!

Protectorate Soles
By now attrition had weighed heavily on both armies, and
our turns were getting a lot faster. And it was also becoming
far easier to remove the models holding zones.

Kreoss upkept Assail and Arcane Ward and allocated no


focus points.

On my left flank, Gravus advanced and finished off the


last remnant of the Venator Reiver unit before crushing the
life from a Paingiver Beast Handler. The Knights Exemplar
unit activated and killed another Beast Handler, opening
up a position for the Guardian to move into. The Guardian
lumbered forward. The Exemplar Seneschal moved into
position behind it.

On the other flank, my Knights Exemplar officer brought


down a Venator Slinger followed by another Beast Handler.

Kreoss activated and cast Force Hammer at Naaresh


channeled through the Guardian . . . and missed, despite
boosting the roll. I hadnt expected to finish Naaresh off just
yet, but I would have liked to slow him down and impair
his threat range a little. With that miss, Kreoss also moved
into position behind the Guardian.

My second Seneschal charged the Sentry, finishing it.

I scored a point for holding the left zone, bringing us to 11.

64 BATTLE REPORT
Round 5
Skorne Brendan
Naaresh pulled in all the fury and then Spirit Bonded to full
fury. My right Paingivers charged the Exemplar Vengers and
ran to block charge lanes to Naaresh. My other Paingivers
activated, charged the same Venger unit, and killed some
of the faithful. Naaresh activated next, casting Cyclone
to get to a good position and charging into the Exemplar
Knight Officer that had been causing me so much trouble.
He hit his combo strike and killed her. My Gladiator threw
the Seneschal out of the zone and dealt a point of damage
to him. My Willbreakers used Influence on an Exemplar
Knight, forcing him to swing on Gravus, who continued to
live in all his mounted glory. I did manage to score 2 more
points, though!

BATTLE REPORT 65
Round 5 (Continued)
Protectorate Soles
With Brendan having his Titan toss my Seneschal out of the
zone, he managed to score 2 points to my 1, bringing the
score to 23.

My turn began with my Exemplar Seneschal expiring from


natural causes. Kreoss upkept Arcane Ward and held on to
the rest of his focus. The Guardian gained 1 focus point from
power up before laying low a Beast Handler. Another fell to a
Knight Exemplar, and two more were slain by the remaining
Seneschal. Gravus then took up position in the zone. Looking
forward, I wanted to be sure to counter Brendans further
acquisition of points.

Kreoss activated and blasted a Venator Slinger with Crevasse,


annihilating it and blasting the Gladiator with the spells
secondary blast for 4 points of damage. Then, Kreoss moved
into position to receive the Skorne response.

I scored another 2 points to Brendans 1, bringing the score


to 4 all. Because we were playing using the Steamroller 2017
rules, the game now had a chance to randomly end at the
end of my turn (second player, end of the 5th turn). Our
blood lust was not disappointed when the roll determined
the game would go on.

66 BATTLE REPORT
Round 6
Skorne Brendan
I started off with my Agonizer, who charged into Gravus to
knock him off his horse. I then used Naaresh to charge into
the dismounted Gravus, killing him before casting Cyclone
to move to safety. Naaresh ended his activation after putting
Rush on my Gladiator. My Gladiator charged his Seneschal,
killed him, killed an Exemplar Venger, which healed the
Seneschal, and then hit the Seneschal again to kill-kill him.
Short turn, but it was getting down to the wire!

Protectorate Soles
So, I had not foreseen a brutal assault coming from an
Agonizer . . . okay, fine.

With the score so close, now 55 at the end of Brendans


turn and with the chance of a random game finish, the
margin for error was very slim.

Kreoss upkept Arcane Ward and allocated 1 focus point to


the Guardian. The Guardian activated first and dealt the
Gladiator 11 points of damage. Then, Kreoss charged the
Gladiator and finished it before moving into position to
hold both zones, keeping 5 focus points and daring Naaresh
forward.

The score moved to 66, with my remaining forces poised


to quickly outpace Brendons point acquisitions, unless he
did something desperate. (While he still had an Agonizer
in play to contest, we both knew lesser warbeasts are only
speed bumps.) Again, the dice determined the game did
not end.

BATTLE REPORT 67
Round 7
Skorne Brendan
Well, now I was in a bit of a rough spot. I either had to get
Naaresh to Kreoss and take a slim chance at killing him (he
was camping 5 focus, so it was nearly impossible), or I could
take out the Guardian (well, some systems). I couldnt win
on Control Points, so anything I did would be a bit of a Hail
Mary at this point. But, I wanted to see what Naaresh could
do to a Guardian sans blood tokens, so I Cycloned in and
charged! 13 points of damage were dealt in the end, but it
was just some silly flailing of bladed arms, really. I closed
my eyes, took a deep breath, and awaited sweet release in
whatever form Jason desired.

Protectorate Soles
Not being one to go quietly, Brendan made his final stand. not to throw the small-based Naaresh into the large-based
Unfortunately, it was not enough. With a 76 lead, I moved Kreoss, as that was not the cinematic end playing out in
to end our conflict. my head.

Kreoss dropped his upkeep spell and retained all of his focus. Instead, Intercessor Kreoss activated, ignited his holy
weapon, and charged Naaresh. The attack caused a mere
I began by activating the Guardian, who felled the Agonizer 8 points of damage, but with 4 focus points remaining,
with a punch. I then boosted a Flame Pike attack into Kreoss made short work of the Skorne ascetic. Praise be to
Naaresh, scoring a critical Pitch. Resisting Hungerfords the Creator.
table talk (who let him in the room anyway?), I decided

68 BATTLE REPORT
Conclusion
Skorne Brendan
Im really happy with how the game went! I made some risky
early-game plays that ended in my favor when I didnt lose
pieces I was putting up as a sacrifice to his army, so I cant
really complain. There were definitely some things I could
have done differently, which would have kept me in a better
board state in the late game, but one of the things I really
enjoy about HORDES is the ability to analyze games post
-match and use the experience to get better as a player. And
now Naaresh is hungry for vengeance, so beware!

Protectorate Soles
I think the lesson here is to stay adaptable. While my plans
did not always work out and Brendans army had a number
of ways to defang my capabilities, the Exemplar army still
hit like a ton of bricks and only grew more powerful as it
was punished. Though attrition clearly took its toll, I always
had enough firepower to strike back.

BATTLE REPORT 69
by William Shick
Grymkin have been a part of folklore and leg- common evils or wickedness pervasive in
ends for millennia, depicted as malevolent and the civilized world. Greedy and gluttonous
capricious supernatural creatures embodying men who live off the toiling backs of those
humanitys fears. Stories about them vary wildly, less fortunate than themselves often become
but despite these differences, there remains a chill- crooked and bowed mounts for the nightmarish
ing thread that ties them togethera kernel of similar- porcine piggybacks, while cowards who abandon their
ity of purpose, despite very different means. While most fellows in their time of need in order to save their own
educated people dismiss grymkin tales as little more than skins become desiccated hollowmen. While there are
flights of fancy or common superstitionseeing them numerous types of grymkin, it is rare for a soul to become
as stories told to scare rural children into behavingthe something wholly unique. When such a thing does occur,
grymkin are very real. the grymkin that emerges may possess greater power and
be given a special role by the Defiers.
Forged in the hells of Urcaen, the grymkin are the souls What allows for these anomalies is also as mysterious as
of men and women that have been transformed by the the transformation itself. These grymkin may originate
Defiers, powerful godlike beings who were once mortal from exceptionally potent souls, or it may be the depths of
and who rebelled against their creator at the dawn of their sins fuel an even greater metamorphosis. Certainly
civilization. Though they were cursed by Menoth to some of those so singled out have lived particularly
suffer endless living torment in the wilds of Urcaen, wicked lives, staining their very souls, while others were
Menoth underestimated the strength of the Defiers will. possessed of a madness so great it gave them unique
Together, the Defiers slowly learned to master the hellish perception and insight into their new form.
landscape and control the unnatural beasts that hunted
them. Though the Defiers minds have been twisted and Despite their individuality, these grymkin remain bound
marred by centuries of unimaginable torment, they have by the same metaphysical laws and mystical rules as their
learned much about the nature of souls and the power more common ilk. From how they select their victims
they hold to reshape those that fall into their grasp. to how they end a chosen preys life, all grymkin are
compelled to act in specific, ritualistic patterns. Though
The process by which a soul is transformed and warped some rare individuals have more autonomy in their
into a grymkin is little understood, even by the Defiers actions, they still remain bound to deliver the Defiers
themselves. The process is more intrinsic to their nature judgments and thus act in predictable patterns. It is these
than it is deliberate. Grymkin are not designed; rather, the habits that are the connective thread running through the
presence of the Defiers unlocks the corruption within each many tales of the grymkin over the centuries, allowing
soul, allowing it to become outwardly reflected in a new these stories to serve as both warning and teaching tool
formone geared to pit it against others as flawed as it is. for those shrewd enough to discern how to ward off the
The grymkin that emerge from this twisted transformation attentions of these merciless beings.
come in myriad forms, but several distinct types represent

72 FACES OF THE WICKED HARVEST


Lord Longfellow
Creepy crawling, legs of eight
Lord Longfellow is at the gate
Disguised all in garments fine
Longfellow brings a gift of wine
Yet neath his coat and out of sight
Wait pistols sharp like spiders bite
For this spider comes to dine
On those whose pride their hearts entwine
-Thurian Nursery Rhyme

History is filled with terrible tyrants and prideful lords making it nearly impossible for a foe to catch him
whose people have suffered needlessly for nothing unaware. Still, as with most grymkin, his physical form
more than one mans hubris. The Iron Kingdoms have also lends itself to peculiar personality quirks. He takes
known many of noble blood who glutted themselves on great delight in toying with his victims and drawing
great feasts while their people starved. Such cruelty and them in, just as an ordinary spider spins an inescapable
disregard is not limited to the ruling class, though it is web to trap a helpless meals.
the class most notorious for this quality. The world has Though no true eyewitness account of Lord Longfellow
no shortage of those who cast aside or harm their fellows exists, folktales and legends about him abound. Tales of
because their own talents, strength, or wealth make him are common throughout rural communities that find
them feel superior. These mens souls are fouled by the their very survival tightly bound to the actions of their
rot of pride, bolstered by the ways Menoths civilization local lord or magistrate. In times of plenty, stories of Lord
places one man above another through little more than Longfellow may wane, but when people are pressed
happenstance or by being born into the right family. It is under the thumb of a tyrannical ruler, such tales rekindle.
on these men and women, those whose blackened hearts
compel them to bring nothing but misery, that Lord The specific details of these stories vary wildly, but the
Longfellow feasts. appearance of Lord Longfellow and his actions remain
eerily consistent. In nearly every tale, Lord Longfellow
One of the first grymkin to walk Caen, Lord Longfellow attends a grand gala or a prestigious dinner hosted by the
emerged in the early days of Menite civilization. Though offending noble. Dressed in regal finery, his face hidden
in the modern age he walks as a man, his true form is beneath his mask, the mysterious Lord Longfellow
that of a great, black spider. This form harkens back to quickly becomes the center of conversation for the party,
an age of tribal fears and terrors when Lord Longfellow as lords and ladies alike try to determine the identity of
hunted the earliest clans that banded together in settled the mysterious gentleman stranger. During this time,
villages, but he has continued to adapt his methods of Longfellow speaks incisive but veiled slights against
dealing death across the centuries. Since the era of the the noble host, stoking his intended victims indignation
Thousand Cities, Longfellow has disguised himself in and inevitably inciting a public confrontation.
noble finery and a porcelain mask, making the most of
his eight limbs and preternatural reflexes. When the marked noble rises to Longfellows barbs, the
grymkin responds by leveling harsh judgment, exposing
Where once he was forced to rely on his physical gifts, his preys crimes against the vulnerable. In some tales,
after the invention of the firearm Longfellow quickly Longfellow offers the noble a choice: face him in a duel
became a deadly pistoleer and duelist. Thanks to his to the death or witness as the grymkin kills every last
anatomy, Longfellow is able to wield multiple sets of his man and woman in attendance. This forces his host to
ornately crafted pistols at once, his arachnid physiology confront his own cowardice. In other stories, typically

FACES OF THE WICKED HARVEST 73


those in which all attending are complicit in the crime of he is not called to stand by the Defiers in battle, Lord
pride, Lord Longfellow simply announces his judgment Longfellow stalks the streets of villages and the country
in a single, grand display of righteous carnage. estates of nobility, searching for anyone foolish enough
to be baited into his deadly trap.
In every story, death comes swiftly and violently from
Longfellows pistols, a single bullet to the head or heart
of each victim. Though he is an efficient and ruthless
killer, in some stories Longfellow will only cripple his
primary victim, forcing him to watch as helpless as a
fly in Longfellows deadly web while he guns down
everyone present.

In truth, tales of Lord Longfellow massacring entire


mansions full of noble men and women far outpace the
real events from which such stories about him stem.
The majority of his towering body count derives from
plucking the prideful one by one. Before the onset of
the Wicked Harvest, Longfellow operated mostly in
the shadows, using superstition and unbelief to hide
the truth of his existence from the world. His work was
done in dark alleys behind raucous country taverns,
luring traveling nobles and persons of fame or notoriety
by toying with frayed tempers and those warmed
by too much ale. Such places served as Longfellows
web, trapping his unsuspecting prey by taunting them
into violent confrontation. After all, there are few real
witnesses and very little mind given to yet another loud-
mouthed traveler gunned down in an ill-advised duel
over some perceived insult.

For centuries, Lord Longfellow has hunted, changing


only his preferred weapons. Once fangs, then swords,
and now his pistols serve equally well to snuff out the
wicked lives of those who fatten themselves on Menoths
corrupt civilization. With the arrival of the Defiers on
Caen, he may act with greater liberty. Now, he freely
deals death and judgment to all mankind at the behest of
his masters, claiming his own toll of the wicked. When

74 FACES OF THE WICKED HARVEST


The Twilight Sisters
But all poor, poor Reginald Shaw could do was watch as his life Tsk, tsk, the old woman clicked. It seems, dear sister, weve
poured out onto the cold, hard ground. His mother had told him arrived just in time.
not to go to war. She had begged him to stay with her at the
farm, safe and sound. But he had been stubborn and hotheaded, Yes, my sister, the young woman responded, Just in time.
and he had gone off to join the proud Baron Offee on his personal Reginald tried to speak, but his mouth was dry, and only a
war. He had turned his back on his mother, and for what? Pride? wordless whisper escaped.
Honor? Glory?
The young woman put a delicate finger to his lips. Shh, dont try
Words, he scoffed. Empty, worthless words. to speak. I fear you cannot spare the strength.
Reginalds vision began to blur. He could feel his heartbeat slow What a shame, dear sister, the older woman said, that one so
to a crawl. strapping and young, so filled with potential, should find himself
It wont be long now, he thought as he starred up at the dim, bleeding out his last like a stuck pig.
green forest canopy above. Aye, dear sister. But its an even greater shame that his death
He closed his eyes, deciding there was little reason to keep them shall leave his poor mother all alone. How will she hope to
open. But as soon as hed shut them, he felt the sense of someone maintain the farm? First her husband, now her son? I fear
standing over him. With effort he opened his eyes, and much to she will not be far behind. Dead by starvation or frozen in
his surprise, there stood two feminine faces staring back at him. the woods when her home is lost to creditos greedy hands.

The first face was weathered and worn, the skin as old and Reginald watched as the old womans eyes sparkled with a sudden
cracked as brittle parchment. Beneath the wrinkles and crooked thought. Perhaps we could help him, dear sister. Perhaps there is
smile stared eyes of fierce intensity. The second face was far more a bargain to be struck.
pleasing: alabaster skin and ruddy lips upon a face that Reginald At this the young ones eyes also lit, though not with hope,
imagined the greatest artists might attempt to paint when trying but with a predatory gleam. Why yes, my wise sister,
to express female grace and beauty on canvas. While at first perhaps there is a bargain to be made. After all, it would be
the second womans face stirred the dying fire within his chest, such a shame to see such a man go to waste.
however, the longer he looked the more unsettled he became.
Where the old woman looked upon his face with something akin An excerpt from Regal Reginald: The Pig Farmers Folly
to warmth, the younger woman stared at him as if he were a
worm wriggling on a hook.

FACES OF THE WICKED HARVEST 75


The enigmatic grymkin pair known as the Twilight their message on the soul of the dead creature. Their first
Sisters can be found in stories and folktales stretching effort failed, but this did not deter them. Agrona and
back thirteen centuries or more. These tales feature two Heidrun attempted increasingly potent sacrifices before
mysterious witches who emerge to strike a bargain with in desperation killing a traveler who headed to the
a lost or dying traveler, offering salvation at a grisly ruins of their destroyed village. The mans death finally
costparables inspired by a duo who are very real. opened a door through which their message reached
the other side. Their pleas were vague and childisha
While younger than Lord Longfellow, they are still
demand for the power to endure, outlast, and evade
among the oldest of grymkin. The age into which they
those who had destroyed their old lives.
were born was before the stories of the Defiers had been
fully obscured by myth and legend. During this time, Though the girls hoped to entreat the Wanderers aid,
there were still scattered communities that remembered the Defiers were capricious, and the Wanderer not easily
and praised individual Defiers for their willingness to bound. The twins cries reached instead the ears of the
stand against Menoth. Dreamer, who stood apart from the others in her endless
ever-changing sleep. All hopes and aspirations could
It was to one such community that the twins Heidrun
reach her slumbering mind, and for reasons unknown,
and Agrona were born. Beyond their shared birth, there
she saw fit to answer the twins, hearing in their plea a
was little of note about the two girls. It was not until a
request for change, for transformation. She sent to them a
starving band of Tharn attacked their small village and
gift of power. Though it was to her a passing thoughta
killed their parents that the twins began down the path
that would see them to their eventual fate.

Alone and vulnerable following the destruction of their


village, the twins reached a shrine to the Wanderer built
by the roadside. They had been raised to think of the
Wanderer as a being of power who might lend them
aid, though they knew it would only come at a cost. It
was Agrona who suggested a living sacrifice would be
required for their pleas to be heard. Using a rabbit they
had captured from a nearby thicket, the twins pleaded
succor and snapped the rabbits neck, hoping to send

76 FACES OF THE WICKED HARVEST


mere drop from the great reservoir of her immortal upon her withered and cracked lips, though it is highly
reservesto the young sisters, the Dreamers touch was likely that even such token payment has more sinister
like a lightning bolt. The power took root within them, and farther-reaching consequences.
and the twins were fundamentally altered. They were
Decades have since turned into centuries, and
capable of altering reality around them in an echo of the
throughout, the Twilight Sisters have plied their grim
Dreamers own talents before her banishment. Using the
trade. How their bargains serve the Defiers is a mystery,
Dreamers gift, the girls were able to make fetid water
yet serve them they do, perhaps forcing the desperate
pure and restore to wholeness once rotten and spoiled
to answer to their inner shames and sins when all hope
food. This was but the first taste of how reality would
is lost. That they are strange and different from other
increasingly bend to their will, but it was enough to
grymkin is certain, and among those few who better
allow them to survive and endure those first harsh and
understand grymkin, many have questioned whether
dangerous years within the unforgiving wilds.
that label applies to them at all. Yet their apparent
The young witches fervor and devotion to each of the immortalityand the way they adhere to exacting rules
Defiers grew in time, and so did they see fit to use the governing their bargains and bestowing their rewards
girls as vessels for their power. The pair learned their could make them nothing else. They are one of the only
names one by one, learning the places and ways of each, cases such scholars can point to of a grymkin that was
how each might yield to them certain conditional gifts. clearly once mortal. Yet most of those who have looked
They became the first, and perhaps only, worshippers into these tales know nothing of the Defiers, as the
of the Defiers on Caen. Years turned into decades, yet lore on those beings has been scattered, changed, and
despite the passing of time, Heidrun did not age. With sometimes lost.
each passing year and with each new gift of power from
Some believe Heidrun and Agrona died in the first days
their patrons she became more unsettlingly beautiful.
after fleeing the destruction of their village and that
While her sister seemed immune to the passing of time,
they found some new and stranger afterlife on Caen,
Agrona aged rapidly until her body was bowed and
becoming now the Twilight Sisters, neither alive nor
bent, her face a mass of deep wrinkles. Yet despite her
dead. Such tales are in some ways close to the truth,
ancient appearance, Agrona felt none of the aches and
though they only reflect the barest comprehension of
pains of age. She wore her years on her skin yet remained
the deeper power to twist fate and reality possessed by
as strong and vibrant as ever.
these strange sisters, who channel the might and will of
Soon they were able to heal even the most grievous of greater beings through their cunning pacts and bargains.
wounds. They could bring crops back from drought
The power the Twilight Sisters command is both terrifying
or diseased blight and cure maladies affecting either
and awe-inspiring. Through their indecipherable
livestock or their tenders. But as their powers grew, so
contracts with those who fall into their hands, they
too did the payment they required to work their magic,
have been known to wield power over death itself.
a demand for sacrifices both large and small. Thus did
They have restored lost travelers lying on the precipice
the twins become themselves wanderers and legends,
of death to live long lives, though often demanding the
roaming the deserted backroads in search of desperate
sacrifice of limbs, eyes, or even the memories of loved
souls willing to accept the steepest of terms.
ones in the bargain. The true extent of their power is not
So, the tales of the Twilight Sisters spreadwhispers known, thanks in part to the various legends and folk
about a pair of shadowy witches who would come to stories that circulate about them. But even those who
those most in need, who could whisper their names, fervently believe in the existence of the Twilight Sisters
who would offer a second chance to those who faced are reluctant to guess at what they are capable of, fearing
imminent doomthough always at a price. No bargain that, should they guess incorrectly, they will draw the
struck by the Twilight Sisters was ever quite the same. anger of the two witches.
In some tales, those who were clever might achieve a
The twins still walk the shadows of dark forests and
favorable outcome, though always the cost was high.
dangerous highways to offer the desperate and dying a
The foolish and rash might find themselves locked into
chance to bargain for salvation. Now that the grymkin
bargains they would later regret, bringing greater woe
have come to reap their wicked harvest, the price they
and suffering to outweigh what was restored. Often the
demand is steeper than ever before.
price called for by the sisters would be a visceral and
bodily sacrificean eye, an ear, a hand, or a foot. Rarely,
Agrona will offer assistance for little more than a kiss

FACES OF THE WICKED HARVEST 77


BY WILL HUNGERFORD

Someone shoulda told Super Thunder that this is the Gravemasters to the heroic (and sometimes booed) Super Thunder can be
yard! Good gawd hes gonna break him in half! Super Thunder is found in Round 2. With this issue of No Quarter and a copy of
trying to run like a scalded dog with his tail between his legs. Wait #71, youre ready to beat your friends into the mat, no matter
. . . Baron . . . whats that in the rafters? Oh my, thats an actual what colossal or gargantuan you own in your collection.
#$@&%*! monster!!! Somebody stop the damn match!
Oh, and be careful of that new blighted combatant making his
Extreme Colossal Wrestling first appeared in No Quarter #71 way toward the ring. Thats not a wrestler at all . . . thats an
and introduced a completely new way to throw down with actual #$@&%*! monster! SOMEONE GET HELP!
your colossal and gargantuan models from WARMACHINE
and HORDES.

Now, its time to turn up the heat with a mega-sized expansion


to the original roster of wrestlers! Everything from the sinister
self-contained stable of hydra wrestlers known as the B.O.A.

SUPER THUNDER
HURRICANE

SPD 3

STR 3

TECH 5

SHOW 3

END 10

SIGNATURE MANUEVER AP COST RULES

ELECTRIFY THE CROWD 1 AP SPECIAL This model cannot lose [END] due to contacting a table edge this round.

Attacker [TECH] vs. defender [STR]


If the attack is successful, the defender loses [END] = the attackers SDV,
MACH MOCK 3 AP
this model gains +1 [SHOW] this round, and your next Flaunt this round
ATTACK costs 0 AP.

Attacker [TECH + 3] vs. defender [TECH]


Can only be performed if this model performed a Hustle this round and only
against a defender with [END] 3 or less.
GALE FORCE CUTTER 0 AP
If the attack is successful, the defender loses [END] = the attackers SDV,
ATTACK is staggered, and your opponent doubles the AP cost of all Jockey and
Hustle maneuvers this round.

78 EXTREME COLOSSAL WRESTLING


KAPITAN KANNON
VICTOR

SPD 2

STR 5

TECH 3

SHOW 4

END 10

SIGNATURE MANUEVER AP COST RULES

Attacker [TECH + 2] vs. defender [TECH]


Can only be performed if this model performed a Hustle this round.
FLYING KICK 1 AP
If the attack is successful, the defender loses [END] = the attackers SDV
ATTACK and is staggered.

Attacker [STR+1] vs. defender [TECH]


BLACK POWDER If the attack is successful, the defender loses [END] = the attackers SDV
2 AP
FACEBREAKER and is moved up to the attackers SDV in inches in a straight line directly
ATTACK away from the attacker. The defending models facing does not change.

Attacker [STR + 2] vs. defender [STR]


Can only be performed against a defender with [END] 3 or less.
10 BOOM SALUTE 3 AP If the attack is successful, the defender loses [END] = the attackers SDV,
is staggered, and cannot move more than 3 during a Jockey or Hustle
ATTACK
maneuver this round.

THE GRAVEMASTER
SEPULCHER

SPD 3

STR 4

TECH 4

SHOW 3

END 10

SIGNATURE MANUEVER AP COST RULES

Choose a basic maneuver. This model can perform that maneuver twice this
RISE FROM THE GRAVE 1 AP SPECIAL
round.

Attacker [STR+1] vs. defender [STR]


BRAINPICKER If the attack is successful, the defender loses [END] = the attackers SDV.
3 AP
NOGGIN KNOCKER In addition, choose a signature maneuver available to the defender. This
ATTACK model can perform that maneuver this round.

Attacker [STR +1] vs. defender [STR]


Can only be performed against a defender with [END] 3 or less.
NOODLE SLAM 3 AP If the attack is successful, the defender loses [END] = the attackers SDV
ATTACK and is staggered. You can perform Rise from the Grave twice this round, and
your next Rise from the Grave this round costs 0 AP.

EXTREME COLOSSAL WRESTLING 79


BLIND JUSTICE
JUDICATOR

SPD 2

STR 5

TECH 3

SHOW 3

END 10

SIGNATURE MANUEVER AP COST RULES

The next attack maneuver this model performs this round cannot be
Divine Senses 1 AP SPECIAL
countered.

Attacker [STR + 3] vs. defender [STR]


Shifting Sands Can only be performed as a counter-maneuver.
1 AP
Counterslap If the attack is successful, the defender loses [END] = the attackers SDV
ATTACK and is staggered.

Attacker [STR] vs. defender [STR]


Can only be performed against a defender with [END] 4 or less.
If the attack is successful, the defender loses [END] = the attackers
Burning Truth Uppercut 3 AP
SDV and is staggered. In addition, you can place the defender anywhere
ATTACK completely within 10 of its current position. This placement can displace
another model.

WONDERPOOL THE ANNIHILATOR


HELIOS

SPD 3

STR 3

TECH 5

SHOW 5

END 9

SIGNATURE MANUEVER AP COST RULES

Each time your opponent boosts a roll this round, this model gains a
GRIM VACUUM 1 AP SPECIAL cumulative +1 [TECH] or +1 [STR] this round. You choose which stat
increases each time this benefit triggers.

Attacker [STR or TECH] vs. defender [STR or TECH]


The attacking player chooses which stat both players use, and it must be a
ANOMALY DRIVER 3 AP different stat for each player.
If the attack is successful, the defender loses [END] = the attackers SDV
ATTACK
and is staggered.

Attacker [STR or TECH] vs. defender [STR or TECH]


Can only be performed against a defender with [END] 6 or less.
The attacking player chooses which stat both players use, and it must be the
same stat. If the attack is successful, the attacking player rolls a number of
TRACTOR WHIP 3 AP
dice = the attackers SDV and totals the results. The defender can then be
ATTACK moved up to twice that many inches. (Note: It does not have to be moved in
a straight line, and its facing can be changed.)
[END] loss from contacting the ring ropes during this move is doubled.

80 EXTREME COLOSSAL WRESTLING


CLAMP CHAMP
PRIME CONFLUX

SPD 2

STR 5

TECH 3

SHOW 3

END 10

SIGNATURE MANUEVER AP COST RULES

This model gains +3 [STR] and cannot boost or EXPLODE on die rolls this
THE CLAMPS 1 AP SPECIAL
round.

Attacker [STR] vs. defender [STR]


THE CLAMPABLE CLAW 1 AP If the attack is successful, the defender loses [STR] = the attackers SDV
for one round, to a minimum of 1.
ATTACK

Attacker [STR] vs. defender [STR X, minimum of 1]


Can only be performed if this model performed a Jockey this round and only
CLAMPLINE FROM against a defender with [END] 3 or less.
2 + X AP
URCAEN You must spend either 1 or 2 AP when performing this maneuver to
ATTACK determine X. If the attack is successful, the defender loses [END] = the
attackers SDV and is staggered.

SERGEANT SCRUNCH
GHORDSON EARTHBREAKER

SPD 2

STR 5

TECH 3

SHOW 2

END 12

SIGNATURE MANUEVER AP COST RULES

This model cannot be moved by enemy maneuvers for one round.


EARTHSHAKING GIRTH 1 AP SPECIAL Additionally, when an enemy model within 2 of this model performs a
Jockey or Hustle maneuver, it rolls 1 less die.

Attacker [STR + 1] vs. defender [STR]


If the attack is successful, the defender loses [END] = the attackers
TORPEDO DDT 3 AP
SDV, and your opponent cannot perform a maneuver that would cause the
ATTACK defender to no longer be staggered this round.

Attacker [STR + 2] vs. defender [TECH]


Can only be performed against a defender with [END] 3 or less.
SQUATTING SCRUNCH- If the attack is successful, the defender loses [END] = the attackers SDV,
3 AP
PLEX is staggered, and is placed B2B in the attackers back arc by the attacking
ATTACK player. The attacker can be turned to face the defender afterward. The
defenders facing does not change.

EXTREME COLOSSAL WRESTLING 81


BLIZZARO
GLACIER KING

SPD 2

STR 5

TECH 3

SHOW 4

END 9

SIGNATURE MANUEVER AP COST RULES

Roll [SHOW]. Choose one of the following effects per hit. Each effect can
only occur once per Flaunt.
VERY ICE 1 AP FLAUNT Roll 1 die. Move this model up to that many inches.
Roll 1 die. Move your opponents wrestler up to that many inches. It does
not suffer [END] lost from contacting the ring ropes during this move.

Attacker [STR] vs. defender [STR]


CHILL CHOP 2 AP If the attack is successful, the defender loses [END] = the attackers SDV,
ATTACK and your next Very Ice maneuver this round costs 0 AP.

Attacker [STR + 1] vs. defender [STR]


Can only be performed against a defender with [END] 3 or less.
BRAINFREEZE BUSTER 3 AP If the attack is successful, the defender loses [END] = the attackers SDV
and is staggered. In addition, choose a maneuver available to the defender.
ATTACK
The defender cannot perform that maneuver this round.

HIGH FLYIN JOHNNY BEAKS


STORM RAPTOR

SPD 3

STR 3

TECH 4

SHOW 6

END 8

SIGNATURE MANUEVER AP COST RULES

This model boosts all non-pin attempt attack maneuvers performed in the
CA-CAW! 1 AP SPECIAL
defenders back arc this round for free.

Attacker [TECH] vs. defender [STR]


FLAP! FLAP! PUNCH! 2 AP If the attack is successful, the defender loses [END] = the attackers SDV,
and your next non-pin attempt attack maneuver this round is boosted for free.
ATTACK

Attacker [SHOW] vs. defender [END]


TWISTING 720
3 AP Can only be performed against a defender with [END] 2 or less.
STORMSAULT
PIN All of your Pin Attempt rolls during this maneuver are boosted for free.
ATTEMPT

82 EXTREME COLOSSAL WRESTLING


AN ACTUAL #$@&%*! MONSTER
BLIGHTBRINGER

SPD 2

STR 6

TECH 2

SHOW 2

END 10

SIGNATURE MANUEVER AP COST RULES

NOT A WRESTLER. When this model successfully performs a Strike maneuver this round, the
0 AP SPECIAL
CALL THE AUTHORITIES. defender is staggered.

Attacker [STR] vs. defender [STR]


RAZORSHARP CHOMP 3 AP If the attack is successful, the defender loses [END] = the attackers SDV,
and if the defender was staggered, it loses an additional 2 [END].
ATTACK

Attacker [STR] vs. defender [END]


RIP TO SHREDS 7 AP Can only be performed against a defender with [END] 1.
If the attack is successful, you win the game.
ATTACK

THE B.O.A.
DESERT HYDRA

SPD 3

STR 3

TECH 3

SHOW 3

END 10

SIGNATURE MANUEVER AP COST RULES

You must spend between 13 AP when performing this maneuver to


SELF-CONTAINED STABLE X AP SPECIAL
determine X. This model gains X [STR], [TECH], and [SHOW] this round.

Attacker [STR or 5 dice] vs. defender [STR]


Roll either this models [STR] or 5 dice when performing this maneuver. If
THE FIVE STAGES OF
3 AP you choose to roll 5 dice instead of [STR], you cannot boost this attack.
HEADBUTT
ATTACK If the attack is successful, the defender loses [END] = the attackers SDV
and is staggered.

Attacker [TECH or 5 dice] vs. defender [TECH]


Can only be performed against a defender with [END] 3 or less.
Roll either this models [TECH] or 5 dice when performing this maneuver. If
THE GET REKT RACK 3 AP
you choose to roll 5 dice instead of [TECH], you cannot boost this attack.
ATTACK If the attack is successful, the defender loses [END] = the attackers SDV,
is staggered, and your next Pin Attempt this round costs 0 AP.

EXTREME COLOSSAL WRESTLING 83


COLORS OF WAR:

by Shoshie Bauer
While each Faction is best known for the iconic colors of its Formula P3 Studio paint scheme, the Retribution of Scyrah goes to battle in a
great variety of uniforms, regimental color schemes, camouflage types, ceremonial colors, and more. This article presents a few alternate
color schemes for a few original bands of Dawnguard. Follow this simple guide to re-create one of these schemes, or use them as inspiration
to create your own!

84 MODELING & PAINTING


BROTHERS OF MORN

Arcane Blue Exile Blue Quick Silver

Beaten Purple Morrow White Thamar Black

Bootstrap Leather Pig Iron

Wearing the colors of an early morning sky before the onset of true dawn, the Brothers of Morn
are a band of Dawnguard made of the survivors of several decimated companies from the War
of the Houses. Their dark armor is worn in memory of those who fell at their side.

Basecoat Highlighting Shading


First, drybrush the entire weapon Highlight the black armor plates with a 1:1 mixture of Exile Blue and Two-brush blend or darkline all
with Pig Iron, then drybrush Beaten Purple. Use Beaten Purple to add a second highlight to the the armor plates with Thamar
a little Quick Silver to cover highest edges. Apply this second highlight using feather blending Black. This step is important
the highlights. Next, paint the and/or two-brush blending. because you want the armor to
armor plates with Thamar Black, read as black with purplish-blue
covering any Quick Silver that highlights and not as purple with
got on the hands or armor. black shading.

Detailing
Using a very fine brush, take Morrow White, and line the areas around the spheres and glow effects. Dont forget the recesses and glowing parts of
the weapon! Then, thin Arcane Blue with 2:1 water-to-paint ratio. Glaze the white areas with this Arcane Blue mixture and paint the orbs, rivets, and
spine with Quick Silver. Next, use Morrow White to pick out the hot-spot highlights and areas where the channels intersect. Lastly, take Bootstrap
Leather to paint the belts around the Sentinels waist and darkline the armor panels to make sure the shadows and separations are clearly visible.

MODELING & PAINTING 85


THE RED DAWN

Ember Orange Molten Bronze Thamar Black

Gnarls Green Necrotic Green Solid Gold

Khador Red Base Skorne Red

The Red Dawn is a squad that wears the vibrant red of dawn on a stormy day and wields swords
lacquered to look like the molten rays of the early morning sun. These warriors are proud to
have earned a reputation for sudden and fierce violence, be it in the sparring ring or on the
battlefield. Warriors initiated in this company are made to meditate on the power of a sudden
and unexpected violent blow.

Metal Sword Basecoat Shading


First, basecoat the metal areas of Basecoat the armor plates with Two-brush blend with a 2:1
the sword with Molten Bronze. Skorne Red. If needed, go back and mixture of Gnarls Green and
Once this is dry, drybrush the touch up any gold on the sword. Skorne Red.
same areas with Solid Gold.

Highlighting and Detailing


Use Khador Red Base to highlight the edges of the red armor plates. You want to make your highlights very small and thin. Dont be afraid to
create a stark contrast between the greenish-brown shadows and bright Khador Red Base. Keeping your red highlights small will help create
this contrast. Next, take Ember Orange and paint the orbs and channels where the glow effect should be. Create a glaze with a 1:1 mixture
of Necrotic Green and water. Allow it to settle into the channels and around the orbs. Finish the model by darklining the metal armor plates
with Thamar Black and by painting the orbs black.

86 MODELING & PAINTING


BROTHERS OF DAWNFIRE

Beaten Purple Murderous Magenta Yellow Ink

Ember Orange Sanguine Base

Morrow White Thamar Black

The Brothers of Dawnfire are a small but respected band that stands guard over the Lyeth Tower
east of Aeryth Dawnguard. They serve as the easternmost watch tower for Ios and are first to
witness the rising of the morning sun. This brotherhood is known for introspection and retains
certain ceremonies revering the Nis-Scyir of Autumn in addition to its praise of Scyrah. Their
armor is colored to match the rising of the autumn sun.

Basecoat Highlighting
Basecoat the armor plates with For this model, you will layer highlights using two-brush blending. For your first highlight, two-brush
Sanguine Base and the weapon blend Beaten Purple. For your second highlight, two-brush blend Ember Orange. Then, glaze Murderous
with Thamar Black. Magenta over the Ember Orange. Paint a third highlight with Ember Orange and glaze Murderous
Magenta over it, blending the glaze into the second highlight; repeat this process until you have a smooth
transition.

Detailing
Using a thin detail brush and Morrow White, line all the channels, orbs, and glow areas. Glaze the armor plates, channels, and glow areas
with Yellow Ink, being sure to ink the weapon. Highlight the orbs and areas where the channels intersect with Morrow White. Finish the
model by darklining the armor plates and touching up the weapon with Thamar Black.

MODELING & PAINTING 87


BROTHERS OF THE GROVE

Arcane Blue Morrow White Quick Silver

Beaten Purple Murderous Magenta Thamar Black

Carnal Pink Pig Iron Trollblood Base

This squad watches over the Acyryr Safehold far south of Aeryth Dawnguard. The small
fort stands on a hill looking over a vast grove of cherry trees that once lined the streets of
Eversael. These warriors clad themselves in armor the color of a clear blue sky touched with
the colors of those trees in spring as a reminder: even the most peaceful outward appearances
can conceal danger.

Metal Sword Basecoat Highlighting and Detailing


Drybrush Pig Iron onto the Drybrush the rest of the model
With a fine brush and Morrow White, line all the channels, orbs,
sword, then highlight with with Trollblood Base.
and glow areas. Glaze Murderous Magenta over the channels. Using
Quick Sliver.
Carnal Pink, paint the orbs. Highlight the armor plates with Arcane
Blue using the two-brush blend technique.

Shading
Shade the armor plates with Beaten Purple using two-brush blending
and finish the model by darklining the armor plates with Thamar
Black.

88 MODELING & PAINTING


THE BROTHERS OF GIRDING LIGHT

Arcane Blue Greycoat Grey Ryn Flesh

Armor Wash Morrow White Thamar Black

Bootstrap Leather Pig Iron

Frostbite Quick Silver

The blue-grey armor of this band seems subdued in comparison to the clean white of the
traditional Dawnguard, but those who wear it do so with pride. The color was first worn
by Thane Sylven, an Iosan warrior and noble who defended hundreds of innocent civilians
during the Rivening. The thane cut down dozens of mad priests who attempted to execute the
worshippers at their fane and would have succeeded were it not for her efforts.

Basecoat Highlighting Shading


First, drybrush the entire weapon with Pig Iron, then apply Quick Highlight the edges of the armor Two-brush blend or darkline all
Silver for the highlights. Next, paint the armor plates with Greycoat plates with Frostbite. armor plates with Armor Wash.
Grey. Take time to cover up any silver on the hands or armor. Basecoat Glaze the armor plates with
the face with Ryn Flesh and the hair with Greycoat Grey. Greycoat Grey to smooth the
transition between the highlights
and the shadows.

Detailing
With a very fine brush, line all the areas around the spheres and glow affect areas with Morrow White. Dont forget the recesses and glowing
parts of the weapon! Then, thin Meredius Blue with a 2:1 water-to-paint ratio. Glaze the white areas with the Arcane Blue mixture and paint
around the orbs, rivets, and spine but allow some of the Morrow White to show through. Next, use Morrow White to pick out the hot-spot
highlights and the areas where the channels intersect. Finish the model by darklining the armor panels with Thamar Black to clearly define
the shadows.

MODELING & PAINTING 89


CONFIRMED KILL By Aeryn Rudel

Northern Thornwood, 606 AR


Take them and go! Horgrums father shouted, pointing his Take your brother and sister and flee. Solissa was thirteen
axe at the tree line. Vargal Oakheart was an aging trollkin but and Kolor was only ten, too small and too young to fight. They
still mighty, and his voice boomed over the din of gunshots and hunkered behind their older brother, wincing at each booming
battle cries. report of an enemy rifle.

Horgrum shook his head. No, I will fight. He had his own And go where? Horgrum demanded. He was twenty years old
axe in hand, but its blade was clean and dry, unlike his fathers, and a seasoned fighter, and the thought of leaving his village
which was stained red with the blood of the invaders. and kriel sickened him.

Vargal glanced behind him, where their village burned, where South, to Cygnar, Vargal said. You will be safe there.
humans in crimson armor slaughtered their people. He turned
Horgrum opened his mouth to challenge his father, but the sound
back to Horgrum and put a heavy hand on his sons shoulder.
of hooves cut short his protest. A human in bright red armor
We are lost, Horgrum, he said, his voice thick with sorrow.
astride a great black horse emerged from the smoke and flame.

90 CONFIRMED KILL
Go! Vargal shouted and shoved Horgrum backward. He took Despite his wound, he wanted to find a way to kill this man,
his axe in both hands and turned to face the enemy. but Solissas voice from the tree line called him back to reality.
Horgrum, more soldiers are coming!
Horgrum pushed Solissa toward the trees, and she took Kolors
hand. They ran. He turned and lurched toward his sister, expecting the human
to shoot him in the back as he ran. No shot came, and he made
Before he entered the woods, Horgrum turned back to see the it to the trees, the enemy rifle gripped tightly in his right hand.
human warrior barreling down on his father, lowering his lance.
Vargal twisted aside from the lance, lashing out with his axe at
the passing horse. The great blade hewed through one of the
animals legs, and it crashed to the ground, throwing its rider. Ceryl in Cygnar, autumn 609 AR
Horgrum smiled as his father closed on the human and split his Is that a Vanar Liberator? the soldier asked incredulously,
skull with a short overhand strike, cutting through steel and rising up from behind his desk.
bone.
Horgrum looked down at the rifle in his hand. He hadnt known
Horgrums grip tightened around his own axe. These humans, it had a name. Hed brought it to the Ceryl recruitment office
these Khadorans, were not so strong. The kin could defeat them. because he thought human soldiers supplied their own weapons,
He took a step toward the clearing. just as the warriors in his kriel did.
No, Horgrum. Solissas hand on his arm stopped him. I took it, he said, unsure how to respond. Hed waited in line
Vargal had pulled his weapon free from the corpse and turned for an hour. The army in Ceryl, his home for the last year, was
back toward the battle. Through the smoke, Horgrum could see looking for volunteers to serve in the trencher corps, the name
more trollkin and humans fighting. He could help his people. He for warriors in Cygnar who had a reputation for being tough
could defend them. and capable. Regular folk seemed to look up to them, at any rate.

He took another step, and a single sharp report rang out. His The soldiers eyes narrowed. Took it from whom? These are
father stopped midstride, and blood poured down his back pretty rare.
from a fist-sized hole that had blossomed between his broad Horgrum glanced around the small, square room. There were
shoulders. He collapsed to his knees and then pitched over into two other men here, both wearing the same blue uniform. They
the dirt. stared at him. One of the Khadorans who attacked my village
Horgrum shook off Solissas hand and raced toward his father, carried this weapon. I took it from his corpse to defend myself.
screaming in rage. He made it five paces before another shot You dont say? the first soldier said. His expression changed
rang out. The bullet struck his axe, smashing it from his grip. He from suspicious to approving. When and where?
dove to the ground. Bodies lay everywhere, human and trollkin.
His hand fell across the butt of a rifle as something huge loomed Three years ago in the northern Thornwood, he said. Maybe
out of the smoke: a human warrior encased in steam-powered what had happened to his kriel would strengthen his chances of
armor that made him nearly as large and powerful as a full- acceptance. He needed what the army offered. He, Kolor, and
blooded troll. Solissa had been living in Ceryl in one of the squalid trollkin
slums, and though he often found work on the dockshis
Horgrum picked up the rifle. It was big by human standards, strength made him a good laborerit was tedious and low-
long-barreled and finely machined. He had never used such a paying work. The army paid more and consistently, and with
weapon, but hed seen them fired. He rested the butt against that money, he could take better care of his brother and sister.
his shoulder and curled his smallest finger around the trigger;
the others would not fit inside the guard. The armored man If he killed a Widowmaker and took his gun, you should pin a
charged, and Horgrum stared down the rifles barrel. A sense bloody medal on him, someone said from the long line of others
of calm flowed over him, his rage and fear drained away, and hoping to join the trenchers.
only the enemy and the rifle remained. He drew in a breath The soldier chuckled at that. Experience killing the reds isnt a
and aimed as best he could, peering through the attached scope requirement, but it doesnt hurt. Im Corporal Newsome. Whats
and adjusting until he felt centered over the enemys heart. He your name?
pulled the trigger, and the gun bucked against his shoulder and
spat smoke. Horgrum, son of Vargal Oakheart, he said.
The armored human stumbled, and Horgrum was unsure if his Well, Horgrum, the trenchers can always use someone of your
shot was the cause or if hed even hit his target. Then the man size, strength, and, uh, durability, and weve recruited a number
faltered again, blood sluiced down his helmet from the visor slit, of trollkin in the past . . . He paused and looked down at
and he fell over backward. Horgrum had not hit the spot hed Horgrums rifle again. You any good with that thing?
intended, but Dhunia had graced him with a bit of luck.
I have become skilled with this weapon, Horgrum said. Hed
He had no time to celebrate. Another shot rang out and dizzying practiced with the gun as often as possible. It was difficult to get
pain lanced through his right shoulder. Another soldier ammunition, but he hunted game outside the city whenever he
appeared. This one wore no armor, but he carried a rifle like the could to put more food on the table for his siblings. The gun was
one Horgrum had taken from the enemy corpse. He was an older not designed for a trollkin, but over the years, hed traded work
man with greying hair falling from beneath a red cap. His face with a gunsmith who had modified the stock and trigger guard
was hard and angular, and a livid scar ran from his right brow to fit his frame and thicker fingers. Hed developed a strong
to the middle of his nose. This was the human who had killed knack for the weapon, finding if he was patient, he could usually
his father.

CONFIRMED KILL 91
make his shot. He greatly enjoyed stalking his prey and taking it
down with a single, perfectly placed shot.
Well, if thats the case, maybe lugging around a chain gun in the
trenches isnt the best spot for you, Corporal Newsome said.
Stay here for a second. He turned and walked through a door
behind him. Horgrum could hear him talking to someone else,
and then Corporal Newsome and another human appeared. The
second man was older, gaunt-faced, and of middling height. Ill give you six shots. Two each at 200, 300, and 500. If I like
Rather than the simple uniform Newsome wore, this man was what I see, well talk further.
attired in partial trencher armor and gear, including a steel
breastplate and pauldrons, these still bearing nicks and welds No, Horgrum said. I will put a bullet through the head of the
suggesting combat time. He also carried himself with the ease farthest target. If I do, you make me a sniper. If I miss, I will 'lug
of someone well accustomed to the weight and encumbrance of a chain gun for Corporal Newsome. He hated to gamble this
his gear. way with the future of his brother and sister, but his need was
too great for empty promises. This Sergeant Sharp seemed an
Sergeant Sharp, this is Horgrum Oakheart. Hes got a Vanar honorable man who respected such a challenge.
Liberator he took off a dead Khadoran, Corporal Newsome
said. Says he can use it, too. Sharp was silent for a while, and then smiled. Okay, Horgrum,
he said. You hit that target, with one shot, and youre in. Behind
Sergeant Sharp approached. Fought some reds, have you? them, the assembled soldiers and recruits began making wagers.
They attacked my kriel in the northern Thornwood. Killed my Horgrum nodded, put the rifle to his shoulder, and pulled back
people. I took one of their weapons and killed one of them before the firing pin. He set the front sight on the head of the target
I . . . fled. Ive been practicing with it ever since. buoy. It bobbed up and down on the water, and he felt a breeze
Sergeant Sharp frowned, and Horgrum saw something on the blowing in from the southand it was shifting. It would slow his
mans face he did not expect: sympathy. Im truly sorry to hear bullet, and he would have to adjust for that. All in all, this was
that, he said. Can you shoot well? a much harder shot than he had let on. Why had he promised
it all on one shot? It now seemed reckless. He gritted his teeth
I can, Horgrum said confidently. and put doubts aside. He needed this, for his kith, and it wasnt
as though the buoy was running away from him at top speed
Show me.
through the brush. He drew in a breath, letting the silent calm
of rifle and target settle over him. The voices of the men around
him faded away, and his world became the wind, the sight, and
the target in the water.

The recruitment office was part of small garrison near the Ceryl He waited, getting used to the rhythm of the targets movement
docks. Behind it were barracks for some of the trenchers stationed on the waves. He curled his finger around the trigger. The target
in the city, and behind that was a rifle range. The soldiers here bobbed down, up, down, up. He squeezed. The rifle bucked his
used the ocean to their advantage, and their range was a series shoulder and the explosive report drowned out everything.
of targets attached to floating buoys at various distances. He looked back at Sharp.
Those targets are at 100, 200, 300, and 500 yards, Sharp said, Pull it in, private, Sharp said, and one of the soldiers ran
pointing to the target buoys as their group approached the forward to pull at the thick rope connected to the target buoy.
firing line. The other soldiers in the recruitment office and some
twenty of the potential recruits had followed them, all eager to As the target neared the dock, all were silent until the hole just
see a trollkin fire a Khadoran rifle. That Liberator has the range left of center in the targets head became visible. Then, laughter
to hit any one of them. and cheers, plus a few groans from those who had bet against
him, rose from the crowd.
Horgrum nodded. He was fairly certain hed taken a deer at a
distance greater than the farthest targetonce, and after missing Sharp held out his hand to Horgrum. He took the sergeants
a few times. The man-shaped targets on the buoys were smaller, hand in his and squeezed gently.
and the wind here would affect a shot at the longer ranges. If I
Welcome to the trenchers, Private Horgrum, Sharp said.
show you I can shoot this gun, Horgrum said. You will let me
Were going to need to get you a bigger rifle.
be a trencher?
Sharp smiled. Oh, youve already got that locked. Trollkin never
have any problems meeting trencher physical requirements. We The Black River in Occupied Llael, summer 611 AR
take em whenever we can, but Im looking for snipers. If you
Horgrum cradled the Raevhan Express prototype in his arms
can shoot that rifle well enough, there could be a better place for
and crouched low to the ground near the rivers edge. Designed
you, one more suited to your talents and with better pay.
for a trollkins frame, the massive rifle, with its oversized trigger
Better pay. That got Horgrums attention. Solissa and Kolor guard, enlarged stock, and weight of nearly thirty-pounds, was
would not go hungry on a trenchers salary, but if he could make engineered to propel a gigantic projectile with force and accuracy
more, he could provide more: better food, a better place to live, unequaled by any other military rifle. Since passing basic
and more opportunities to make a good life for themselves. training and gaining a position as a trencher sniper, hed become
intimately familiar with the gun. Hed named it Dhunias Mercy.
What must I do to prove I can use this rifle? Horgrum asked.

92 CONFIRMED KILL
Sometimes he missed his old Vanar Liberator, especially on Sharp frowned. That simple, eh, Corporal?
long, grueling hikes, though this weapon was superior in
Horgrum nodded. It was simple, just very dangerous.
most respects.
You know, hitting a Widowmaker team, even one with a
What do you see, Corporal? Sergeant Sharp asked and
man down, is risky, Sharp said. You look me in the eye
squatted down next to him. Hed been assigned to the
and tell me you want to do this because of our mission in
sergeant soon after basic, teaming up as one of the first
Llael and not because youre looking for Red Cap.
Trencher Express Teams, each consisting of a trollkin sniper
and a human spotter. Sharp was his commanding officer, This had been a bone of contention between them since
but more than that, he was a brother in arms and one of the almost the beginning. He and Sharp were often tasked with
only true friends he had among the Cygnaran military. He counter-sniper operations, and theyd killed dozens of their
had come to think of Sharp as an extension of his kith. Khadoran counterparts. Each time, Horgrum had looked
for Red Cap, the name hed given the sniper whod killed
Boots, soft, Horgrum said. Moving north toward
his father. Several times they had gone out of their way to
Riversmet. They were in Khadoran territory, scouting
seek out Widowmakers, sometimes pushing against the
along the Black River for Lord General Coleman Stryker,
limits of their orders. The thought of his father brought back
who was surreptitiously leading an invasion force into
memories as vivid as the day it had happened. Sharp was
occupied Llael.
familiar with the destruction of Horgrums kriel, and though
Not Man-O-War or Winter Guard, Sharp said. How many? he sympathized with his partners desire for vengeance, he
did not approve of Horgrums singular pursuit of it.
Horgrum studied the tracks again. Threetwo men and
a woman. Horgrum could not look Sharp in the eye, but he said,
Widowmakers are also scouts, and if theyve come this
Widowmakers? Sharp said. far south, they may have seen the army. We cant let them
Horgrum nodded. return to report.

Sharp rubbed at the stubble on his chin. They usually travel Sharps frown deepened, but Horgrum knew his reasoning
in groups of four. They must have lost a man somewhere. was sound, even if it wasnt his primary motivator. The
sergeant let out an irritated sigh after a few moments.
Greywind Tower isnt far from here, Horgrum said. The Bloody hell. Then lets hope we spot them before they
Resistance may have gotten one of them. spot us. Id like to keep my head on my shoulders for a
few more days.
Sharp grimaced. He didnt like that answer. Maybe.
Suggestions?
Follow the tracks, find them, and kill them, Horgrum said
with a shrug.
Hell have heard the shots, Sharp said, staring through
his spyglass at the small Khadoran camp at the bottom of
the hill.
Horgrum viewed the darkened camp through the scope
on his rifle. Two corpses lay splayed out near the river,
illuminated only by soft moonlight. Gender was the only
detail that could be gleaned from the first corpse. The top
two-thirds of his head was gone, torn away by a bullet the
size of a shot glass. Hed taken the Khadoran sniper from
nearly six hundred yardsa good shotbut he frowned as
his scope moved to the second body. The woman had jerked
to the right just as hed fired, and the bullet had struck the
side of her neck. Shed bled out quickly, but it was not a
clean kill.
Yes, he will have heard, Horgrum said. There was no
ignoring the thunderous report of the Raevhan Express.
I can see tracks moving away from the camp, Sharp said.
Looks like he went off for a piss or something, heard the
shots, and decided to stay gone.
He will look for us, Horgrum said. They knew there was
a third sniper, but they hadnt seen him yet. Theyd found
the camp and taken the opportunity to eliminate two of the
Widowmakers, figuring theyd eventually track down the third.
Agreed, Sharp said. And if hes any good, were going to
need to flush him out.

CONFIRMED KILL 93
Horgrum didnt like the sound of that. What do you mean? he couldnt tell if this red cap was his Red Cap. I didnt see
his face.
I think hes in those trees there, Sharp said. By the river.
Good cover and sight lines. Hes waiting for one of us to Anger flashed across Sharps face, and he snatched the
stick our head up so he can shoot it off. red cap from the ground. This is the second marksman
weve killed with a red cap, he said. Do you know how
Likely, Horgrum said. many marksmen like that there are in the entire goddamn
Well, we cant just bugger off and leave him to hustle it Khadoran army?
back to home base. So, one of us needs to draw him out, and Horgrum stared at his feet, rage and shame warring for
since youve got the big gun, thats me. control of his emotions. Not many, he said.
No, Sharp, Horgrum said. I can take a bullet. You cant. And youve killed two of them, Sharp continued. He held
Trollkin healed quickly and could survive wounds that the cap out to Horgrum. Send this back to your brother
would be fatal to softer-skinned humans. and sister, and tell them you killed him. Let them put your
Sharp chuckled. One of these days youre going to figure father to rest in their hearts, even if you cant.
out Im in charge, and you do what I say, not the other way Horgrum accepted the hat, trying to recall the face of the
around. Now, keep your rifle on those trees. Im going to sniper who had killed Vargal Stonehide. He recalled a scar, but
work my way down the hill on my belly. Its dark, and a nothing else. The man had become a symbol of the vengeance
man on his stomach is a bitch of a target. Hell need some he craved and little more. It was eating away at his heart, and
time to aim properly, which means youll see him before he was letting it. He loosed a long, steadying breath and said,
he shoots. Red Cap had one-hundred confirmed kills?
Horgrum took his eye away from the rifles scope to protest A lot of them good Cygnaran soldiers, Sharp said.
further, but Sharp had already left, and Horgrum could hear Youve put a stop to that.
him wriggling through the leaves on his belly. Dhunia,
protect him, he said under his breath and put his eye back Horgrum nodded and stuck the cap beneath his breastplate.
on the scope. Ill send this to Ceryl, to Solissa and Kolor. Theyll know
what it means.
The copse of trees where the sniper likely hid was dark,
and it was difficult to make out individual trees. He waited, Sharp smiled. Sounds like a confirmed kill to me.
knowing Sharps peril grew with every moment that passed.
Then, something moved. A spot of color in the black,
illuminated briefly by the full moon overhead. It was a
red cap. The sights and smells of his burning village came
roaring back to him. Fear and rage mingled at his inability
to protect his father and kriel from the enemy.
He drew in a deep breath and set his crosshairs in that spot
of crimson. He would protect Sharp. He saw the glint of
moonlight on the enemys scope as his rifle came up, and
Horgrum squeezed the trigger. The thunder and fire of the
Raevhan lit up the night for a split second, blinding him.
When he could see through the scope again, the red cap
was gone. He hadnt heard another shot, but if theyd fired
simultaneously he wouldnt have.
Sharp? he called out.
Silence. And then, You get him?
Relief poured over Horgrum, and he took the rifle away
from his shoulder. I got him.

This ones been around awhile, Sharp said, squatting over


the body of the dead Widowmaker. That red cap means
one-hundred confirmed kills. Could be him.
Horgrum frowned. His bullet had all but disintegrated
the Widowmakers head. He thought hed seen a flash of
silver hair beneath it just before he pulled the trigger, but

94 CONFIRMED KILL

Uncharted
PART SIX
By Morgan Coalburn, Josh Coln, Steen Comer, Matt Goetz, and Zachary C. Parker
Art by Dhaniels Castillo, Ben Lo, Justin Oaksford, Nestor Ossandon, Andrea Uderzo

RIVERS AND WILDS


Not all piracy takes place on the Meredius. Raiders and luxuries it desires. Gobbers in particular have a knack for
cutthroats practice their trade farther inland as well. The such negotiations, especially when dealing with the sizable
added cover and seclusion of the swamps and forests of the gobber population and the various bogrin gangs residing
wilds have become the lifeblood of many pirate organizations. in Five Fingers, an attribute that has helped their appeal
The Dragons Tongue and Black Rivers in particular host among the river pirate crews.
numerous raiders and pirate bands. Serving as major trade
Apart from those pirate crews who patrol the Dragons
routes between and within nations, these waterways see
Tongue and Black Rivers, others work the trade routes of
hundreds of ships a day, many carrying expensive exports
smaller rivers throughout western Immoren. The river
or military ordnance destined for one front or another. Such
pirates of northern Khador in particular have developed
ships make appealing targets, especially when considering
reputations for putting significant pressure on industry in
the diminished naval presence along the rivers.
the area. These crews have made a living off of harassing
Given the constrained nature of river piracy, those committed payroll and supply deliveries destined for logging camps
to this line of work become intimately familiar with the lay along the Falconstream and Irkes Rivers. Raiders in remote
of the swamps, tributaries, and backwaters available to them regions such as these have little use for coin, instead
and prefer small, shallow-keeled boats capable of utilizing a focusing on the acquisition of supplies and trade goods like
variety of escape routes. Swamp gobbers are often recruited animal pelts.
for their knowledge of these areas. Places such as the
While the majority of river pirate crews are comprised of
Bloodsmeath Marsh and Blindwater have become havens
what many consider to be civilized races, the peoples of
for river pirates seeking to evade capture. This has aligned
the wilds have also taken note of the lucrative pirate trade
many pirate crews with fringe groups inhabiting the area. In
that has sprung up in their territories. Numerous farrow
recent years, river pirates have even been rumored to have
warlords, always eager to seize the possessions of others,
smuggled Cryxian forces from Five Fingers deeper inland.
have organized their subordinates into vicious, river-faring
Though such dealings are never done in the light of day
warbands. Farrow pirates typically employ rudimentary
and are rarely discussed between crews, many pirate bands
rafts propelled by both steam engines and oars worked by
continue to serve the Nightmare Empire when sufficient
teams of massive boars. These vessels are then rammed into
coin is offered.
their targets at full speed so the farrow can scramble aboard
As with many of the pirate crews operating on the open seas, and start fires, kill crew, and otherwise wreak havoc. These
those combing the rivers for merchant vessels to plunder attacks often end with the targeted ship at the bottom of the
often call the port city of Five Fingers their home. Here, river river along with a number of the assaulting farrow, though
crews trade with seafaring crews through intermediaries, loot is sometimes hauled back to the rafts and is seen as a
each side bartering for the equipment it needs and the justification for the loss of weaker members of the warband.

95
IRON KINGDOMS UNCHARTED

96
Merchants have dubbed this tactic slash and burn piracy swamp-crabbers offer such services, while others moonlight
and have come to fear the reckless farrow raiders above as the highwaymen of the bayou.
most other pirate crews that stalk western Immorens rivers.
By and large, the Arjun are not inclined to be strongly
Other wilderness races have taken a more subtle approach religious, but most are casual Morrowans, and those who
to assailing the ships that wander into their waterways. ply their trade by boat usually pay respects to Ascendant
Rather than utilizing rafts as the farrow have, gatormen Doleth. They prefer small shrines near major waterways,
tribes have forgone boats altogether, instead submerging and church attendance in Arjun communities is low. Even
themselves and approaching unwary vessels from beneath those who are individually pious avoid religious gatherings.
the currents. Together with opportunistic anura or bog Similarly, there is an undercurrent of casual Thamarite
trogs bent to their will, gatormen climb aboard riverboats worship in these communities, and this rarely draws
and slaughter the crew with impunity, often striking after attention unless worshipers become actively disruptive.
dark and killing everyone aboard before defenses can be Most Arjun hold faith to be a private and individual choice.
mounted. Vessels that suffer this fate are later found washed
up on the riverbank or floating amid the reeds, the majority SINARI
of goods remaining untouchedother than steel weapons Sinari as a distinct culture is on the wane, as many people
that can be repurposed. Raids by the gatormen are rarely of this background have been absorbed into other regional
motivated by monetary gain but are instead driven by the groups. Individuals of Sinari heritage are found among
need for fresh victims for the complex rituals of their bokors. Thurians, Midlunders, Caspians, Ryn, Idrians, and even the
northern Khards, Kossites, and in particular, Umbreans of
PEOPLES OF THE FRINGES eastern Khador. Outside of a few small, pocket communities
in cities like Five Fingers, those still calling themselves
The humans of western Immoren are a diverse lot, their
heritage woven from the various kingdoms and bloodlines Sinari are rarenonetheless, they are a proud people noted
of the Thousand Cities Era. Most modern predominant for adaptability and rugged determination.
ethnic groups can trace their ancestry to that time, the In the Warlord and Thousand Cities Eras, the Sinari were
regional influence of each ancient city-state translating to nomadic, with families and small tribes making regular
the modern-day population. Yet, on the fringes of society travels across western Immoren, particularly in a region
dwell those who make up the remnants of smaller, but no encompassing what is now Cygnar, Ord, and western
less proud and ancient cultures. While some of these groups Khador. Even before the arrival of the Orgoth, many Sinari
uphold the traditions of their ancestors within small rural had given up the nomadic way of life, as families joined local
towns and villages, many more have assimilated among the communities to settle as farmers, to raise livestock, or to
peoples of each region, creating new dialects and cultural settle into urban areas and practice other trades. Remnants of
variations across the Iron Kingdoms. the culture survived to be passed down, particularly among
those living or traveling in proximity to fellow vagabond
ARJUN
peoples such as the Radiz. A number of songs, stories, and
The western Arjun dwelling in the bogs and bayous of certain styles of weaving, jewelry making, and pottery are
Ramarck have a strong connection to their marshy home, considered distinctly Sinari. There may once have been
earning them the nickname swampies from some of the shared languages or dialects used by these peoples, but if
locals, which has caused some confusion between them so, they are long since extinct.
and similar isolated peoples in the eastern Thornwood
and Widowers Wood. Those northeastern swampies are In the beginning of the modern era, many Sinari communities
predominantly of Morridane descent, with no discernable settled near rivers or large bodies of water, particularly
connection between the two peoples other than having the Dragons Tongue and Black Rivers. Ever resourceful,
adapted to similar environments. many of these Sinari catered to the ships and barges sailing
the waterways of western Immoren. Most riverside Sinari
The Arjun are a tough and hardy people who carved out communities rely on this river traffic, offering the services
a small fiefdom in these western swamps during the late of skilled shipwrights and hot meals to travelers. These river
Warlord Era, continuing on into the Thousand Cities Era havens proved invaluable to wandering sailors and river
until eventually being shattered by the Orgoth. Explorers pirates alike, earning such places special acclaim. Among the
can still find a number of old Arjun holds and forts off latter group, there is still a tradition of never pillaging from
the beaten path, but others built largely of wood have a Sinari river villagean unwritten law only broken by the
succumbed to the inevitable forces of decay. most vicious or bloodthirsty raiders. Over time, this has led
The Arjun have a reputation for knowing how to navigate to an increased number of young Sinari joining river pirate
the otherwise impenetrable swamplands they inhabit and crews, often settling down later in life among other Sinari
are often sought out by smugglers and pirates looking communities for the continual spreading of Sinari bloodlines.
to evade the authorities who keep watch over major Perhaps as a legacy of their nomadic ancestry, Sinari tend
waterways. A significant number of the fishermen and to be robust and possessed of considerable endurance. They

97
IRON KINGDOMS UNCHARTED

have proven adept at a wide variety of trades. During the festivals to draw outsidersand their cointo exotic
Orgoth Occupation, many Sinari worked as messengers distractions. Many noted musicians, dancers, singers,
and couriers, and they took pride in being able to safely orators, actors, fortunetellers, card dealers, and similar
traverse great distances and to communicate in a variety of entertainers have arisen from these people. These roles are
tongues. These same talents also gave rise to several notable a matter of survival; individual Radiz have put aside the
family lines of merchants and traders, sometimes folded vagabond life to seek stability.
into the powerful merchant houses of Ord, Llael, Cygnar,
As with other smaller cultures that did not originate
and Khador, where Sinari are uncommon but not considered
from strong kingdoms of the Thousand Cities Era, Radiz
rare. More recently, a number of Sinari have become noted
origins are uncertain. Some claim they were outcasts of
linguists, and this has extended in several cases to an
Morrdhthose unwilling to swear fealty to the dark lords
aptitude for the arcane arts. In addition to these intellectual
of that enigmatic empire. Others speculate they arose from
pursuits, Sinari have served ably as soldiers or mercenaries
a forgotten region east of the Bloodstone Marches, venturing
in various armed forces throughout the Iron Kingdoms.
west to seek better climes.
RADIZ
Considered one of several vagabond cultures, the Radiz are WILDERNESS PORTS
few in number today. They are no longer entirely nomadic, FALCONBANK
as scrutiny at borders and along roadways has made the Situated on the banks of a tributary near the source of the
traveling life challenging. Many Radiz families have settled Falconstream and deep within the heart of the Scarsfell
into small villages on the fringes of cities in Cygnar, Ord, and Forest, Falconbank is a stronghold for the river raiders of
Llael. Five Fingers contains a notably large population of the Khador. Those who dwell there have abandoned the civilized
Radiz on Hospice Island, considered its own distinct district. world in favor of the lawless wilds. The dense foliage and
The Radiz have endured often-unwarranted hostility and rugged landscape help conceal the stronghold, making it
prejudice. Neither the Church of Morrow nor the Temple a safe haven for those wishing to escape the reach of the
of Menoth have been kindly disposed toward these tribes Khadoran Navy, which neither knows Falconbanks exact
in some eras, although Ascendant Rowan did her part location nor possesses many ships capable of navigating the
to moderate her faith, counting the Radiz among the rivers shallow depths.
misunderstood poor. Radiz habits of keeping on the move, While the geography of the area does much to keep
entertaining for coin and barter, and refusing to settle authorities out, the Khadoran Navy has other reasons for
and pay taxes have all led to problems. Among the ugly avoiding the region. Trollkin kriels and tribes of wild men
stereotypes held by some includes inaccurately categorizing and bogrin inhabit the Scarsfell, and many of these groups
Radiz as shifty or untrustworthy or at other times associating hold a deep hatred for the forces of civilization. These
them with various heresies. wilderness tribes often attack those who travel the river
Some who uphold the nomadic traditions of the Radiz do so uninvited, and it is only through mutual arrangements that
on the rivers and waterways; roaming fleets of Radiz rafts those who frequent Falconbank avoid such attacks. Though
and barges are a familiar sight to any who spend enough the majority of river pirates who call Falconbank home
time on the Dragons Tongue. These river caravans are are Kossites, ships operating out of the port are frequently
typically composed of several Radiz clans, traveling together crewed by a mix of humans, trollkin, bogrin, and gobbers.
for a time and dispersing as necessary. This nomadic sailing SERVICES
offers both the benefit of farther and quicker travel as well
With unlimited access to timber, Falconbank is home to a
as, with the artful use of smaller river ways and tributaries,
number of shipwrights who do quality work for modest
the circumvention of tolls and tariffs. While taking up a life
prices. This resource has enabled river pirate crews to
of piracy is uncommon among the Radiz, some of the most
recover quickly after encounters with Khadoran river
skilled smugglers to travel the Banvick or Rohannor Rivers
patrols or mercenaries hired by kayazy with vested interests
have come from these people, who prove their cunning and
in the logging operations throughout the Scarsfell. The
tenacity under the watchful gaze of military river patrols.
stronghold also has no shortage of pirates willing to sign on
While it has not been definitively proven, modern scholars to a crew, be they trollkin, bogrin, or any other race native
credit the Radiz with the invention of the modern card to the forest. Non-humans often make excellent additions to
game. For centuries, the Radiz have maintained illustrated boarding parties due to their skill in close-quarters fighting,
decks of cards by which some say they can see the future. and their services are always in demand.
Similar decks of cards were copied and adapted into a
Those seeking small, fast boats ideal for river piracy need look
variety of games of chance, popular staples in the gambling
no further than Falconbank. With unlimited timber on hand
halls of Five Fingers and other cities. Some games utilize
and a number of Kossite craftsmen with family traditions of
systems and rules derived from the fortune-telling methods
shipbuilding, fine river vessels can be obtained here for half
of the Radiz. The Radiz have made their way by a variety
the price of lesser quality craft in other ports. These boats are
of entertainments, conducting carnivals and impromptu

98
wood-hulled vessels made in a traditional style. The ribs and supplies can be obtained here as well, though barter rather
lofs of the boats are steamed in enormous steam houses set than coin is the preferred method of trade. Atrov has little
back from the village, and they are connected with clever love of gold and is more likely to give a good deal to crews
wooden joinery fixed by natural treenails that expand who offer him exotic goods and spices from beyond Khador
when wet to provide strong but simple construction. These than he is to someone who offers him a locker of precious
boats are designed to be shallow-drafted to navigate Khadors metal. The Post often resembles the company stores included
rivers even in drier months but are much more maneuverable at Khadoran logging camps along the river, though this is
than traditional flat-bottomed riverboats. largely due to the fact that most of the goods traded here are
taken from ships destined for those very stores.
LOCALES
The Drunken Grinder: Named for the sixteen-foot-long INDIVIDUALS
preserved hull grinder suspended from the ceiling, the Bollmeglanvi: Notorious gobber river pirate and tinkerer,
Drunken Grinder is a tavern that serves a constant rotation Bollmeglanvior Vi to those who know himhas
of river pirate crews. As liquor is difficult to import to plundered the Falconstream for more than two decades.
the isolated Falconbank without risk of being seized His ships are often heavily modified with parts stolen from
by authorities, and since most pirate crews drink what a variety of other vessels and always crewed entirely by
they plunder, the Drunker Grinder serves mostly strong gobbers. These recognizable ships utilize numerous steam
concoctions created by the trollkin kriels native to the area. engines to outpace their prey, though the racket created
Potent enough for any pirate looking to get lost in his cups, by these bodged vessels is deafening. Vi and his crew are
these drinks have been known to cause occasional blindness reliable, if eccentric, and are always willing to lend their
among non-trollkin if not consumed in moderation. strength on the river to those who can afford it.

The Post: The Post serves as the preferred trading spot for SPECIAL
crews stopping in Falconbank. Managed by the hard-nosed Falconbank can be difficult to find for those who have not
Kossite trader Koviat Atrov, this establishment contains visited the stronghold before. It lies off a winding and
goods taken by river raiding crews from the many logging difficult-to-sail tributary of the Falconstream, and few if any
camps along the Falconstream and other nearby rivers. maps of its location exist. To locate it, the characters must
The Post is also stocked with salted and dried game meats make a Navigation roll, the difficulty of which depends
and fish sold by local hunters; these provide much-needed on their insight into the ports location. Characters who
variety to the often-bland options available to a crew. Other have only heard of Falconbank but have never been there

99
IRON KINGDOMS UNCHARTED

must make a skill roll against a Target Number of 17 to Begins with Buoyancy, Sea Legs, and Twister. If the
navigate to it. Characters who have visited Falconbank five character gains Twister from both of his starting
or fewer times suffer a 2 penalty to the roll to navigate to careers, select one additional Cost2 spell from either
it. Characters who have visited more than five times, or of the characters spell lists.
characters who are native to Falconbank, suffer no penalty
to the roll. Cost 1
Buoyancy, Fair Winds, Protection from
Cold, Storm Tossed

CAREER OPTIONS Cost 2


Bullet Dodger, Celerity, Extinguisher,
Sea Legs, Twister, Wind Blast
New careers options available to Iron Kingdoms Full Metal Batten Down the Hatches, Blow the
Fantasy characters are described below. A player can choose Cost 3 Man Down, Deceleration, Fog of
to use as many career options as he wishes during character War, Zephyr
creation and can take some or all of the options for which his
Cost 4 Quicken, Raging Winds, Tempest
character meets the requirements.

PRESS GANGER (BOUNTY HUNTER)


The act of taking men into service of a ship by force has
a long and dubious history in western Immoren. While
impressment of this type has neither been legal nor endorsed
since the Thousand Cities Era, this practice has continued
virtually uninterrupted to the modern day. The men and
women assigned to the task of recruiting hapless sailors and
drunkards are referred to as the press gang, and they rank
among the most hardened and sometimes sadistic members
of a crew. Whether motivated by payment or mean-spirited
glee, a press ganger goes to any lengths to waylay his target
and add to the crew.

Only a character who begins the game with the Bounty


Hunter career can be a Press Ganger.

A character taking this option:

Begins the game with the Shanghai ability (p. 101) but
does not start with Crossbow 1 or Rifle 1.

Begins the game with a club, rope or manacles, and 35 gc.

SEA SORCERER (SORCERER)


While the arcane abilities of the sorcerer are often met
with suspicion or outright fear on the mainland, they are
sometimes seen as a welcome gift out at sea. Most valued
of all are those rare sorcerers who can manipulate the sea,
providing the ship with gusts of wind or keeping the crew on
their feet during a turbulent storm. With the unpredictable
winds and taciturn nature of the Meredius, the powers of a
sea sorcerer can quite literally turn the tide in favor of the
ship, saving precious cargo and many lives in the process.

Only a character who begins the game with the Sorcerer


Career can take this alternate spell element.

A character taking this option:

Begins the game with the Amphibious ability.

Starts with Sailing 1 and Swimming 1 but not Detection 1.

Uses the spell list below instead of the Sorcerer


element spell list from Iron Kingdoms Full Metal Fantasy
Game Core Rules.

100
VAGABOND (HIGHWAYMAN) SHANGHAI
Sailing the many rivers and waterways of western Immoren Prerequisite: Take Down, Intimidation 1, or Seduction 1
are men and women living their lives on the fringes of
This character gains boosted Intimidation and Seduction rolls
society. Descended from ancient but declining bloodlines,
against characters incapacitated by the Take Down ability.
these wanderers seek a life adventure. Not content allowing
the traditions of their ancestors to vanish within the
STOPGAP
borders and cities of the Iron Kingdoms, these so-called
vagabonds seek to make their fortune on their own terms. Prerequisites: None
Whether Sinari, Arjun, Radiz, or any of the smaller cultures While aboard a wooden sailing vessel that has suffered a
remaining since the Thousand Cities Era, these vagabonds System Damage roll, this character may declare a damaged
embrace whatever the currents throw their way, hoping to system and make a Craft (carpentry) skill roll against a
add one more saga into the annals of their peoples history. target number of 13 to attempt to keep the damaged vessel
Only a human character who begins the game with the in working order. If the roll succeeds, ignore the penalties of
Highwayman career can be a Vagabond. a single System Damage roll result for one round.

A character taking this option:

Begins the game with Ambush, Nautical Sabotage (p.


TREASURE CHEST:
101), and Sprint but does not start with Saddle Shot. NEW EQUIPMENT
Begins the game with Detection 1, Intimidation 1,
Rope Use 1, Sailing 1, and Survival 1 but does not start AND MECHANIKA
with Animal Handling and Riding. Life on the Meredius is not easy. To help deal with the many
Begins the game with 50 gc, a mask, a pistol or a challenges of sailing, naval warfare, survival, and salvage,
sword, and a small sailing raft instead of the standard the sailors of western Immoren must adapt or devise
highwayman starting assets. specialized equipment. Every piece of gear must serve its
purpose well and be durable enough to withstand conditions
During character advancement, a character taking on the water, simple enough to be repaired far from port,
this option may gain the Cordeur, Gang, Pathfinder, compact enough to fit in a ships limited free space, and light
Sprint, and Stopgap (p. 101) abilities but loses access enough to avoid bogging down the ship.
to the Expert Rider, Light Cavalry, Ride-By Attack,
Saddle Shot, and Swift Rider abilities. Some gear is a simple modification of that found on land,
like the boarding axe or cutlass. A boarding axe is lighter
than most combat axes and is a useful multipurpose item
NEW ABILITIES that can chop a fouled line or enemys grappling rope, crack
CORDEUR open a keg, or cut through a bulkhead, but it also has a sharp
Prerequisites: Rope Use 1 spike that gives it greater purchase on the wood cladding
of a ship. The cutlass is a simple blade, short enough to
This character gains boosted Rope Use rolls and once maneuver through the tangle of lines aboard a ship.
per turn can tie a knot as a free action. Additionally, the
character can use a length of rope at least 3 feet long as an Some gear that is standard in the armies of the Iron
improvised weapon with a POW of 1. The characters MAT Kingdoms is rare aboard ships. Almost all armor is
with such weapons is equal to PRW+Rope Use skill level. viewedrightlyas an impediment and drowning hazard.
Simple firearms are preferred over more complicated ones,
NAUTICAL SABOTAGE since they are more resistant to salt corrosion and simpler to
repair if damaged. Sailors on independent ships wear simple
Prerequisites: Sailing 1
garments and carry little personal gear, and even the navies
While aboard a wooden sailing vessel, this character may of the Iron Kingdoms have modest amounts of personal gear
make a Craft (carpentry) skill roll against a target number compared to their landlubber counterparts.
of 14. If the roll succeeds, the character manages to impair
Last, some gear is hyper-specialized to perform a certain
some aspect of the vessel. Make a roll on the System Damage
nautical task. In some cases, this task is so obscure that those
table for the vehicle and apply the rolled result, rerolling any
who havent spent their lives aboard a ship have no frame of
result of Passengers/Cargo.
reference for what the items intended purpose is, much less
how to use it. These items can be deceptively simple, like
the marlinspike sailors use to splice rope and loosen knots
stuck by seawater. Others are intricate and serve a critical
purpose, like the marine chronometer without which few
crews could ever find their way back to shore again.

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IRON KINGDOMS UNCHARTED

CANNON LIGHTER alchemical light. The timer can be set in increments of five
Cost: 2 gc minutes up to one hour, after which the rotors stop. When
the rotors stop, the lanterns light fades and the device bobs
A cannon lighter is a length of slow-burning fuse in a sealed back to the surface, where it can be retrieved and wound up
metal tube, usually worn around the neck. Cannon lighters again. Most lanterns feature a small, white cork ball on top
are an older method to ignite the flash paper that separates to make it easier to find the lantern again at night and also to
the red and black powder of a cannons charge. The lighters help the lantern remain upright while diving.
are common equipment aboard vessels that must traverse
stormy waters; a cannon lighter is windproof when open DIVING SUIT
and waterproof (unless fully submerged) when closed. The Cost: 60 gc
lighter also acts as a ready fire source for lighting lanterns or
the fuses of grenades. Description: A diving suit is a heavy suit of waterproof
canvas with an enclosed brass or copper helmet that allows
CLOCKWORK DIVING LANTERN the wearer to travel underwater. Lead weights on the belt and
Cost: 80 gc + 27 gc for enough bottled light for the lantern boots of the suit counteract the wearers natural buoyancy
and keep the wearer upright while beneath the surface.
Description: Simple but inventive devices, these lanterns
provide widely dispersed illumination underwater. Special Rules: While wearing a diving suit, a character
Looking not unlike a buoy with a lower half made of glass suffers 2 DEF but gains the Amphibious ability.
and a few thin dangling metal fins attached and a rotor (Amphibious characters treat water as open terrain and gain
assembly at the top, these lanterns dive underwater for a concealment while in water. Amphibious characters never
few minutes, determined by a clockwork timer set on the make Swimming skill rolls and can always advance their
main diving mechanism. The lanterns propellers will drive full SPD while swimming.)
to a proscribed depth for this set amount of time before A character in a diving suit only gains this benefit while
bobbing back to the surface again. A pair of rods within the attached to a diving bellows (No Quarter #67, p. 110).
lantern agitates the bottled light within, constantly mixing Otherwise, the character runs out of oxygen in about 10 (or
the ingredients to provide steady, soft illumination. 2d6+3) minutes. Once a character runs out of oxygen, he
Special Rules: It takes 10 minutes to fully wind a suffers d3 damage each minute until he regains oxygen.
clockwork diving lantern, which must also be filled with
HANDHELD PERISCOPE
the bottled light alchemical compound. If the lantern is
held underwater and the clockwork tripped, the rotor Cost: 90 gc
assembly will start spinning, forcing the lantern to dive.
Description: This somewhat bulky, five-foot-long device
A smaller rotor constantly stirs the bottled light while
consists of a watertight metal tube with a viewing port at
the clockwork is running, causing the lantern to shed
each end. The lower viewing port contains a mirror that can
be swiveled by adjusting two wheels at the top of the device.
A tight-fitting eyepiece allows the user to view underwater
from the safety of a dock or longboat. These periscopes
are used in ports that fear Cryxian invasions, allowing
sentries to potentially spot the malefic glow emanating from
Cryxian helljacks or thralls advancing underwater at night.
Larger periscopes with finer lenses and mirrors exist as well
and are either permanently affixed to ports that are frequent
victims of Cryxian attack or attached to ships that salvage
wrecks along the Broken Coast.

Special Rules: Handheld periscopes allow the user to view


what is going on underwater as if he were submerged,
granting a +1 bonus to Detection rolls. Generally, visibility
underwater is restricted by silt, and the water prevents
light from penetrating far, but light, like that produced by
burning necrotite in Cryxian jacks and mechanithralls, is
visible when much farther away than other objects.

HYDROPHONE
Cost: 910 gc (capacitor cost not included)

Description: A hydrophone mechanikally amplifies and


modulates the users voice when he speaks into the devices

102
mouthpiece before transmitting the voice again from its MARINE CHRONOMETER
submerged lower end. A hydrophone is usually an eight- Cost: 125 gc
foot-long rod with a hook that can be mounted to the side
of a longboat so that the transmitter end is submerged. The Description: More important than any other piece of equipment
modulated voice is only understandable underwater, but it on a ship, the marine chronometer is the true heart of a vessel.
allows the user to communicate with groups of divers from his Responsible for more safe journeys than clever captains, stout
position on the boat or to guide submerged jacks with verbal cannons, and strong hulls combined, the chronometer is the
commands. The device is powered by an alchemical capacitor. most reliable way of determining a ships position on the sea
once it leaves sight of the Broken Coast. Used to determine
Rune Points: 3 longitudinal positioning, a ships chronometer is wound once
Special Rules: A character may use the hydrophone to daily. Failure to perform this duty is punishable on most ships
give spoken commands to other characters or jacks who by flogginga second dereliction of this vital duty frequently
are underwater without having to be submerged himself, results in death. Without a properly tuned chronometer, ships
allowing the user to utilize the Intellectual Archetypes must rely on far less accurate methods of navigation and can
benefits or abilities like Jack Marshal normally. Because easily go off course.
sound travels better in water, and because of the devices Special Rules: A properly maintained marine chronometer
amplification, the users Command Range gains an 18-foot grants an additional die to Navigation rolls made while
bonus (3) when using a hydrophone. aboard the ship.
When determining the command range from a hydrophone, treat A marine chronometer must be wound once per day to
the hydrophones speaker as if it were a small-based character. remain accurate. Attempting to recalibrate a chronometer
Fabrication: The material cost of the hydrophones housing that has not been maintained requires an INT+Mechanikal
is 145 gc. It takes three weeks to construct the device. The Engineering roll against a target number of 16.
pertinent Craft skill for construction is Craft (metalworking).
NAVIGATORS KIT
The hydrophone requires two runeplates to work. The
Cost: 150 gc
receiver runeplate requires two weeks to engrave and a
successful INT + Mechanikal Engineering roll against a Description: The navigators kit is a collection of tools used to
target number of 14. The transmitter runeplate takes one navigate at sea. At minimum, the kit includes a compass and
week to inscribe and requires a successful INT+Mechanikal sextant, as well as rulers and a step compass for measuring
Engineering roll against a target number of 13. and marking distances on nautical charts and rutters. A
kit owned by a navigator who sails to regular ports will
LIFE RING accumulate things like tables of tides and currents for those
Cost: 3 gc places. The components are generally portable enough to fit
in a medium-sized case but usually remain onboard a ship.
Description: Made from buoyant woods like cork or air-
filled pigskins, a life ring has saved many sailors who would A character trained in the Navigation skill using a navigators
have otherwise drowned after falling overboard. Life rings kit gains a +2 to Navigation rolls in areas the character has a
provide buoyancy, allowing a sailor to remain afloat long chart for.
enough for his ship to perform a rescue operation. While
common aboard merchant vessels, pirate and some military SPEAKING HORN
ships carry no life rings; they rely on press-ganged crew to Cost: 5 gc
operate, and the presence of the flotation devices would only
Description: A long horn typically made of brass that
encourage crew to jump ship in pursuit of freedom.
allows naval officers to be heard over the noise of combat.
Special Rules: While wearing or holding on to a life ring, Orders issued in battle cannot afford to be misheard
a character in deep water who rolls less than 9 on his or misinterpreted, and the speaking horn provides
Swimming skill check is considered to have rolled 9 instead. amplification that can provide critical clarity of commands
Only one character can benefit from a life ring at a time. A to a ships crew. In the past, immense speaking horns were
life ring can be thrown up to 48 feet (8). When a character used by commodores to bellow orders over great distances
throws a life ring, declare an intended point of impact to other ships in their flotillas, but most modern navies
within range and roll for deviation to determine where the consider them outdated for such purposes, preferring to rely
life ring lands. on visual methods like flag codes and semaphore.

Special Rules: A speaking horn requires a free hand to


use. While using a speaking horn, the characters command
range increases by 2.

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IRON KINGDOMS UNCHARTED

STEAMJACK UPGRADES AMBIDEXTERITY UPGRADE [CORTEX UPGRADE]


The following are packages of upgrades to modify a Cost: 600 gc
steamjacks systems. For more on steamjack upgrades, see
Description: This upgrade to cupernum- or ferrum-grade
Foundry Forge & Crucible: Modifying Steamjacks (No
cortexes allows a deckjack to operate both arms with equal
Quarter #54).
ease, allowing it to, for example, secure it by holding on to a
Upgrade packages modify one or more systems of a mast with one hand during a storm while still being able to
steamjack. Upgrades that modify multiple systems must utilize another arm to full capacity.
work in concert to be effective. Some upgrades cannot be
Special Rules: A steamjack equipped with an ambidexterity
combined with other upgrades.
upgrade gains the Ambidextrous Skilled Archetype benefit
(see Iron Kingdoms Full Metal Fantasy Roleplaying Game Core
AMPHIBIOUS OPERATION [BOILER UPGRADE]
Rules, p. 117).
Cost: 300 gc (light steamjack), 500 gc (heavy steamjack)
Steamjacks with aurum- or arcanum-grade cortices already
Description: By outfitting all vents and exhausts with have the Ambidextrous benefit and gain no further benefit
watertight valves and adding reserve air tanks, steamjacks from this upgrade.
can operate underwater for a limited amount of time.
Installing an ambidexterity upgrade in a steamjack requires
Special Rules: A steamjack equipped with the amphibious the cortex to be removed from the cortex bay, the proper
operation upgrade can operate in deep water for 30 minutes. tools, six hours of labor, and a successful INT+Mechanikal
The furnace of a steamjack equipped with this upgrade is not Engineering roll against a target number of 16. If the roll
extinguished if the steamjack is knocked down in shallow fails, it can be repeated after another hour of labor.
water or enters deep water. While completely in deep water,
a steamjack with this upgrade cannot be targeted by ranged Paying to have an ambidexterity upgrade installed in a
or magic attacks, cannot make ranged attacks, and can steamjack costs an additional 80 gc.
only make melee attacks targeting other characters in deep
DECKJACK CONDITIONING MODULE [CORTEX UPGRADE]
water. While completely in deep water, the steamjack does
not block LOS. Cost: 150 gc

A steamjack cannot benefit from the amphibious operation Description: Operation of a sailing vessel requires the
boiler upgrade and other boiler upgrades like efficient coordinated effort of all aboard, both the flesh-and-blood
boilers or heavy boilers at the same time. crew and those made of iron and bronze. A steamjack that
interrupts the flow of a crews labor or carelessly damages
Installing an amphibious operation boiler upgrade in a the vessels vital components is of no use to the crew. This
steamjack requires the proper tools, six hours of labor, and cortex upgrade contains behavioral and perception filter
a successful INT + Mechanikal Engineering roll against a modules that allow a steamjack to more safely navigate a
target number of 14. If the roll fails, it can be repeated after ships deck without causing damage.
another hour of labor.
Special Rules: When a steamjack equipped with a deckjack
Paying to have an amphibious operation boiler upgrade modules upgrade would cause damage to a ship due to a
installed in a steamjack costs an additional 80 gc. failed roll (such as accidentally smashing into the mast while
charging, knocking friendly sailors overboard when moving

104
past them, damaging cargo when the jack staggers into
it during a storm, or damaging the hull by firing an errant
round), the steamjack may re-roll the failed roll. If the re-roll
succeeds, the steamjack still fails at the task it was trying to
accomplish, but it will cause no unintended damage.

Installing deckjack protocols in a steamjack requires the


cortex to be removed from the cortex bay, the proper tools,
six hours of labor, and a successful INT + Mechanikal
Engineering roll against a target number of 16. If the roll
fails, it can be repeated after another hour of labor.

HEARTFIRE GILL EXTRACTOR [BOILER MODIFICATION]


Cost: 2,110 gc (for the heartfire gill extractor, power source
not included) + 200 gc (light steamjack) / 375 gc (heavy
steamjack) for piping and valves

Description: Most submersible steamjacks have extended


snorkels attached to their boilers or are attached to a
dedicated air pump with restricting hoses. This bulky
mechanikal device allows a submerged steamjack fully
autonomous underwater operation. It must be installed over
and hooked up to all of a steamjacks heartfire vents, and it
requires modifications to the chimney assembly as well. The
system mechanikally extracts oxygen from water, allowing
a steamjack extended submerged operation. The device is REEF RUNNER [LIGHT STEAMJACK MOVEMENT UPGRADE]
quite power-hungry, however, and usually draws energy
Cost: 500 gc
from a dedicated arcanodynamic accumulator.
Description: By adding clawed feet and digits as well
Rune Points: 4
as gyroscopic enhancements and stripping some of the
Special Rules: As long as a heartfire gill extractor is steamjacks armor, light steamjacks can be granted the
powered, the steamjack equipped with the device can ability to move safely over extremely uneven and unstable
operate normally underwater and will not have its heartfire terrain like fragile reefs.
extinguished if it is knocked down in water. If the device
Special Rules: Light steamjacks equipped with a reef runner
loses power, a mechanik must open the ports manually to
upgrade suffer 1 ARM but do not count brittle, rocky terrain
allow air to reach the steamjacks heartfire.
like reefs as difficult terrain. The upgrade also includes a
A heartfire gill extractor cannot be installed together with gyroscopic array, so the steamjack cannot be knocked down
other boiler upgrades like a heavy boiler or an efficient as long as its Movement system is not crippled. The clawed
boiler. Heartfire gill extractors can also be installed in digits add +1 POW to the steamjacks Open Fist attacks and
ironhead armor (count ironhead armor as a light steamjack +1 to the difficulty of breaking arm, head, or weapon locks
for pricing purposes). maintained by the steamjack.

Installing a heartfire gill extractor requires modifying the A reef runner movement upgrade cannot be installed with
steamjacks exhaust chimney as well as extensive additional other movement upgrades or upgrades that increase ARM.
piping running from the device to all vents. Installing the
Installing a reef runner upgrade in a light steamjack
device requires a mechaniks workshop, six hours of labor,
requires the proper tools, six hours of labor, and a successful
and a successful INT+Mechanikal Engineering roll against
INT+Mechanikal Engineering roll against a target number
a target number of 15. If the roll fails, it can be repeated after
of 14. If the roll fails, it can be repeated after another hour
another hour of labor.
of labor.
Fabrication: The parts for the steamjack gill extractors housing
Paying to have a reef runner upgrade installed in a steamjack
cost 460 gc. It takes four weeks to construct the device. The
costs an additional 100 gc.
pertinent Craft skill for construction is Craft (metalworking).
SUBMERGED MOBILITY UPGRADE [MOVEMENT UPGRADE]
The heartfire gill extractors runeplate takes four weeks
to inscribe and requires a successful INT + Mechanikal Cost: 900 gc
Engineering roll against a target number of 16.
Description: The steamjacks arms and shoulder joints
are modified for a greater range of movement and have
adjustable fin-like surfaces added to them. Its cortex then

105
IRON KINGDOMS UNCHARTED

receives a behavioral modification that allows the steamjack


to use its arms to aid in underwater propulsion. While not
allowing a steamjack to swim, these modifications still
provide a noticeable boost to speed and maneuverability.

Special Rules: Normal non-swimming movement in deep


water is one-quarter the steamjacks movement speed (see
Iron Kingdoms Full Metal Fantasy Roleplaying Game Core Rules, p.
222). The submerged mobility upgrade allows the steamjack
to move at half its normal movement speed instead.

When a steamjack with this upgrade sinks, it can control its


descent and is not knocked down when it reaches the bottom.

A steamjack must have two Open Fists to allow the use of a


submerged mobility upgrade. If one of the steamjacks arms is
crippled, the steamjack no longer gains the upgrades benefits.

The submerged mobility upgrade does not prevent a


steamjacks heartfire from going out underwater; for that,
STEAMJACK TORPEDO LAUNCHER
other upgrades need to be installed.
Cost: 250 gc (light steamjack torpedo launcher) / 350 gc
Installing a submerged mobility upgrade in a steamjack
(heavy steamjack torpedo launcher), 130 gc per torpedo
requires the proper tools, twelve hours of labor, and a
(alchemical capacitor included)
successful INT + Mechanikal Engineering roll against a
target number of 16. If the roll fails, it can be repeated after Type: Ranged (underwater only)
another three hours of labor.
Location: Arm
Paying to have a submerged mobility upgrade installed in a
Ammo: 3 (light steamjack) / 5 (heavy steamjack)
steamjack costs an additional 200 gc.
Effective Range: 60 feet (10)
STEAMJACK WEAPONS Extreme Range: 300 feet
WARHEAD PIKE
Attack Modifier: 4
Cost: 1,910 gc (light steamjack) / 2,610 gc (heavy steamjack)
POW: 13
Type: Melee
AOE: 4
Location: Arm
Description: Originally developed for submersible
Attack Modifier: 0 steamjacks like the Ordic Mariner, this weapon fires a small,
self-propelled mechanikal explosive. While inaccurate and
POW: 3 (light steamjack) / 5 (heavy steamjack)
expensive, the underwater detonation the weapon produces
Description: This spear was specially developed for does tremendous damage, allowing submerged steamjacks
underwater combat against large aquatic creatures. to engage light ships and Cryxian helljacks like the
Passingly similar to the blasting pike used by the Iron Fangs, Leviathan. Torpedoes are powered by alchemical capacitors.
the warhead pikes runeplate causes a powerful explosion
Special Rules: Due to the slow rate of its loading mechanism,
that is detonated on contact. The force of the explosion and
this weapon can be fired only once per round.
the shockwave it produces cause catastrophic damage.
Roll an additional die for all damage rolls with this weapon
Special Rules: When a steamjack successfully hits a
and discard the lowest die from each roll. On a critical
non-incorporeal target with warhead pike attack while
hit, add an additional die to the damage roll against the
underwater, the steamjack may choose to trigger the
character directly hit.
warhead. Center a 3 AOE on the target. Targets hit suffer an
unboostable POW 12 damage roll. When a torpedo damages a ship, it is automatically considered
to have exceeded the Damage Threshold of the ship.
A steamjack must have a non-crippled arm system with
an Open Fist to wield a warhead pike. While armed with Reloading this weapon can be carried out by a character
the pike, the steamjack cannot make attacks with the fist in with the Mechanikal Engineering skill without the need
which it holds the weapon. for a roll, but this can only be accomplished out of combat.
Reloading a torpedo launcher takes 20 minutes.
Warhead pikes have Reach.

106
Integrating a torpedo launcher into a steamjack requires can help to navigate the hold of a wreck, the much larger
removing the steamjacks arm (see Removing or Replacing diving lanterns mounted to steamjacks provide much
Arms in Iron Kingdoms Full Metal Fantasy Roleplaying Game: greater illumination.
Core Rules, p. 320). Installing the torpedo launcher requires
Special Rules: While a diving lantern is active, the steamjack
the proper tools, two hours of labor, and a successful INT +
can fire a 10 spray anywhere in its front arc. The area of the
Mechanikal Engineering roll against a target number of 14.
spray is in bright light.
If the roll fails, it can be repeated after another hour of labor.
A steamjack can spend a quick action to activate or deactivate
Paying a mechanik to install a torpedo launcher costs an
a diving lantern.
additional 60 gc.
Installing a diving lantern on a steamjack requires the proper
OTHER STEAMJACK GEAR tools, two hours of labor, and a successful INT+Mechanikal
Engineering roll against a target number of 14. If the roll
DIVING LANTERN
fails, it can be repeated after another hour of labor.
Cost: 610 gc (capacitor not included)
Paying to have a diving lantern installed in a steamjack costs
Description: Salvage crews must contend with the lightless an additional 50 gc.
environs of sunken vessels. While small alchemical lanterns

107
IRON KINGDOMS UNCHARTED

SHARKLURE RIG the roller, a crew may utilize their steamjacks to haul on
Cost: 60 gc ropes when hoisting sails or gathering in nets, for example.
Since the steamjack uses the rollers to haul on the rope, there
Description: Submersible jacks provide ample protection are no issues with the difficulty of maneuvering a steamjack
to diving crews, but in regions of the Meredius with across a deck or it accidentally bumping into other crewmen.
abnormally high predator populations, such as Cryxs White
Shark Reef, other measures must be taken. A sharklure Special Rules: A steamjack equipped with an armwinch can
rig is one such measure, designed to draw the attention forfeit movement to reel in the winch. While reeling in the
of aquatic predators to a steamjackand away from the winch, the steamjack can move a number of pounds equal to
more vulnerable crew. The rig takes a number of different its Dead Lift weight directly toward the winch, or it gains an
forms, from mild galvanic currents, to canisters of potent additional die on STR rolls to haul in lines, cargo, or other
alchemical bait, to simply attaching cages of bloody chum to similar weights.
the steamjacks hull. A standard armwinch has 60 feet (10) of rope or cable.
Special Rules: While within 6 of a steamjack equipped with The armwinch must be installed in a standard steamjack
a sharklure rig, a living marine predator cannot target any arm, which cannot also carry a buckler or shield. The winch
other character and must attempt to charge the steamjack, does not function if the arm or the jacks Movement system
if possible. is crippled.
The price listed above is for a high-quality sharklure rig that Integrating an armwinch into a steamjacks arm requires
can be used multiple times. the proper tools, two hours of labor, and a successful
A sharklure rig can also be improvised within about ten INT+Mechanikal Engineering roll against a target number
minutes with a few pounds of bloody meat, scrap metal, and of 13. If the roll fails, it can be repeated after another hour
some rope. An improvised sharklure rig only functions for of labor.
one hour underwater. After that point, it provides no benefit. Paying a mechanik to install an armwinch costs an
additional 60 gc.
RETRIEVAL DEVICE
Cost: 85 gc each STEAMJACK SNORKEL

Description: Used by marine salvage crews who wish to Cost: 400 gc (light steamjack), 700 gc (heavy steamjack)
retrieve heavy objects from the sea floor, the retrieval device Description: Steamjack snorkels are either telescoping air-
uses a canister of the alchemical gas true air to fill a sturdy intake and exhaust systems or flexible linkages attached to
leather or oiled-canvas bag. Most air bladders expand to an a floating buoy. A steamjack snorkel allows a steamjack to
eighteen or twenty-four foot diameter. If attached to an operate for extended periods of time in shallow water. Some
object underwater, when triggered this device quickly lifts snorkels also add turbines to the boiler assembly to improve
loads of up to eight tons to the surface. The retrieval device airflow. A snorkel must be deployed before the steamjack
is often used by salvage crews to haul cannons and light enters the water to be effective.
jacks to their ship for either retrofitting or sale.
Special Rules: A steamjack equipped with a steamjack
A single retrieval device is about the size of a large rucksack. snorkel gains the Amphibious ability and can operate
The bag is folded away, and a canister of true air is attached normally when submerged as long as the snorkels end
to the bottom. Most devices have stout rope or sturdy canvas remains above water. Telescoping snorkels can extend up to
straps to attach the device to a heavy object. 24 feet, and hoses are generally no longer than about 3050
Special Rules: Affixing or removing a retrieval device is feet. Extending a telescoping snorkel requires the steamjack
a full action but does not require a roll. The device can be to perform a quick action. Connecting or unhooking a
activated as a quick action. flexible snorkel requires a full action but no roll.

When the device is activated, it and anything attached to it, Installing a steamjack snorkel in a steamjack requires
up to an eight-ton maximum load, rises to the surface at a additional modifications to the heartfire vents and exhaust
rate of 6 feet (2) per round. chimneys, the proper tools, six hours of labor, and a
successful INT + Mechanikal Engineering roll against a
STEAMJACK ARMWINCH target number of 15. If the roll fails, it can be repeated after
another hour of labor.
Cost: 300 gc
Paying to have a steamjack snorkel installed in a steamjack
Description: Attached to the wrist of a steamjacks arm, the
costs an additional 80 gc.
armwinch consists of several rollers powered by a turbine
connected to the steamjacks boiler. By threading ropes into

108
No Quarter #71 asked you to envision an Immorese expedition crew as it explored the strange new continent of Zu. We
had many wonderful entries this time around, making for some fierce competition. Here are the judges favorites.

GOLD
ANDREAS GRAAE
Andreas Graae submitted this issues winning entry
with this beautifully painted gobber pirate explorer. The
models color pallet beautifully complements the scenic
jungle foliage. Congratulations, Andreas!

PLAYER GALLERY 109


PLAYER GALLERY

SILVER
ANDREW LEUNG
Andrew Leung is one of two silver award
winners this issue, showing off this striking
Croak Hunter painted in an alternate color
scheme. The violet pigment suggests this croak
has possibly sustained itself on poisonous
Zuese berries.

SILVER
JUSTIN HALL
The Hunters Grim make their trek across
the jungles of Zu in Justin Halls wonderful
entry. The scenic base adds to the piece,
alluding to some discovered ancient ruins.

110 PLAYER GALLERY


HONORABLE MENTION
DANIELLIUS BUBNYS

HONORABLE MENTION
BRANDYN LEAPER

HONORABLE MENTION
RAFAL MAJ

PLAYER GALLERY 111


NO QUARTER
PAINTING CHALLENGE
The No Quarter Painting Challenge encompasses a single theme
and broadens the challenge to include all Privateer Press
models within that theme. Simply paint your model, take a few
publication-quality digital photos of it, and send those photos to us.
(See No Quarter #53 for photography guidelines.)

Once we receive your pictures, Studio Director Ron Kruzie will judge
your work by the same criteria used in the world-renowned Formula P3
Grandmaster Painting Competition held at Lock & Load GameFest and
Gen Con each year. Models will be judged individually on their own
merits. Top entries will be published here in the pages of No Quarter
and awarded either gold or silver honors, and winners will receive an
extremely limited-edition No Quarter Painting Challenge Coin, in gold or
silver coloration, to proudly display alongside their model.

This issues theme:


NEMO COLLECTOR BUST
Following up on last years popular Skarre Bust Painting
Challenge, this year we have produced the very special
Nemo Bust that is featured in this challenge! This highly
detailed bust, available from the Privateer Press Online
Store (store.privateerpress.com), offers you a fantastic
opportunity to showcase your painting mastery in a large-
scale format. If your model makes the cut, you might just
see it in the next No Quarter!

Show us your take on Nemo. 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
JUNE 11, 2017

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