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*While supplies last and theyre running out! 20012015 Privateer Press, Inc. All Rights Reserved. Privateer Press, No Quarter, and their logos are trademarks of Privateer Press, Inc.
Credits
President: Sherry Yeary
On the Cover
Juggernauts Journey
Schwangau, Germany
Contributors
Josh Colon, Matt Goetz, Orrin Grey, Geordie
Hicks, Will Hungerford, Nathan E. Meyer,
William Overstreet, Zachary C. Parker, Michael
Plummer, Aeryn Rudel, Michael G. Ryan,
William Shick, Tim Simpson, Matthew D.
Wilson
Illustrations
Racing across the border into Germany, our Juggernaut stops outside Neuschwanstein Castle, the
inspiration for the one in Disneys Sleeping Beauty. Our Juggernaut, on the other hand, is inspired
to put such a beauty to sleep permanently...
Photo by Dirk Hoppe
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All content copyright 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal
Fantasy, Immoren, Unleashed, WARMACHINE, Forces of WARMACHINE, WARMACHINE High Command, Steam-Powered Miniatures Combat, WARMACHINE: Tactics, Convergence of
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Privateer Press, Inc. All other trademarks appearing are property of their respective owners. First printing Vol. 10, Issue 65: March 2016. Printed in the USA. This magazine contains works of fiction,
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Used with permission.
Table of contents
New Releases
Editorial
10
11
12
14
25
30
49
61
O-Pin Season
Model Preview
Bog Trog Mist Speaker
Battle Report
Battle for the Athanc Finale
Table Of Contents
12
30
14
49
Bounty Hunt
62
64
72
80
Seeking Immortality
84
87
Vive la Resistance
90
98
Player Gallery
110
112
Bounty Hunt
62
80
64
98
Table Of Contents
New releases
NEW RELEASES
Proteus (Resin/Metal)
game: hordes/legion of everblight
sculptor: fausto gutierrez lopez
painter: dallas kemp
release: april
PIP 73097 $64.99
NEW RELEASES
New releases
NEW RELEASES
Thunderhead (Resin/Metal)
game: warmachine/cygnar
sculptor: dave kidd
painter: matt dipietro
release: april
PIP 31120 $59.99
NEW RELEASES
New releases
Immortality: An Iron
Kingdoms Adventure
release: april
PIP 424 $24.99
NEW RELEASES
NEW RELEASES
If you frequent the Privateer Press website or follow us on Facebook and Twitter, youve no doubt seen the
epic Battle for the Athanc WARMACHINE & HORDES map campaign that Ive been embroiled in with
several of the crew. If youve been following along with anticipation, Ive got a treat for you! This issue
contains the campaign rules weve been using to play Battle for the Athanc AND a truly epic Battle Report
that chronicles the grand conclusion to our own map campaign at Privateer Press headquarters! Yours truly
has located the athanc, but will I be able to hold on to it, or will it be snatched from my grasp? Read on to
find out.
This issue also features a Model Preview with the Bog Trog Mist Speaker and a Guts & Gears that
describes the Blind Walker in greater detail than ever before. (I restrained myself there from saying gator
detail than ever before. Youre welcome.)
The Llaelese Resistance gets the spotlight in this issues Full Metal Fantasy content. The Viva La Resistance
article is a mini-expansion sure to interest anyone who wants to know more about the Resistance, and you
can use the content with a new Resistance adventure that lets you engage in one of their daring missions.
Theres also an excerpt from the upcoming Skull Island eXpeditions novel, Wrath of the Dragonfather, by
Zachary C. Parker. This epic novel directly ties into the storylines of recent WARMACHINE & HORDES
expansion books, so you definitely dont want to miss it.
Athanc you,
Lyle Lowery
Editor-in-Chief
No Quarter
Hello,
I noticed that the last issue has a quote attributed to Lich Lord
Mortenebra. Did she get a promotion I wasnt aware of? Is Cryx trying to
tell us something?
Thank you,
Mark Davies
Boulder, CO
The Fleshless Maiden calls no lich lord master, but she is not yet a lich
lord herself. It is true there is still an opening since the destruction of
Lich Lord Morbus, and its possible Mortenebra has applied for that
position. As far as we are aware, however, Lord Toruk has not yet picked
a replacement and is still reviewing potential applicants.
Do you have a favorite article series youd like to see in a compilation?
Send us a letter with your suggestion or any other questions or
comments you have! Email your letters to letters@noquartermagazine.
com, tweet @privateerpress using the hashtag #NQLetters, or send us a
message on the No Quarter Facebook page.
10
EDITORIAL
DreieichCon 2015
For the tenth time, WARMACHINE and HORDES players
gathered for the annual DreieichCon near Frankfurt to battle for
the title of German Champion. The tournament was played in
the Masters format with 64 participants.
In the nail-biting finale, Bernhard Fischer clashed with Christian
Metz. Bernhard had already won the title in the past, and
Christian was the defending champion of 2014. Bernhard had
played his first five matches without using his warlocks feat
even once!
Christian fielded a Butcher1 list against Bernhards Krueger1, and
in the end, it was Christian who came out on top to defend his
title. Congratulations to Christian for a well-deserved victory!
Conquering Love
December marked the wedding of Press Ganger Federico
Castelo, whose new bride surprised him with a custom cake that
celebrated their union and his love for WARMACHINE.
I believe the first thing I told Sofia after a long, silent pause
was, I like to play WARMACHINE. Of course that did not get
us here, but it did make her surprise perfect. Special things like
this are why I love her a little more each day, Frederico shared.
News from the Front brings you recaps and advance information about WARMACHINE and HORDES-related
events, as well as updates on products and people in the community. Is there a cool event taking place in your area?
Tell us about it at: submissions@privateerpress.com
11
Model Preview
By Will Hungerford
Art by Andrea Uderzo
12
Bog
Trog Mist Speaker
Minion Solo
Minion This model
will work for Circle,
Legion, Skorne, and
Trollbloods.
Mist Speaker
SPD STR MAT RAT DEF ARM CMD
5 6 5 3 13 14 8
Mist Speaker
Amphibious
Mist glaive
POW P+S
4 10
This model ignores
Damage 5
the effects of deep and
Field Allowance
2
shallow water and
Point Cost
2
can move through
small Base
them without penalty.
While completely in
deep water, it cannot
be targeted by ranged or magic attacks and can make
attacks only against other models in deep water. While
completely in deep water, this model does not block LOS.
Magic Ability [6]
Guidance (HAction) RNG5. Target friendly Faction
model. If the model is in range, it gains Eyeless Sight
and its weapons gain Magical Weapon
for one turn.
Influence (HAttack) Influence is a RNG 10 magic
attack. Take control of target enemy non-warcaster,
non-warlock warrior model hit. The model immediately
makes one normal melee attack, then Influence expires.
Summon Vortex (HAction) Center a 3 AOE cloud effect
on this model. Enemy models suffer 2 to attack rolls
while in the AOE. Summon Vortex lasts for one round.
Prowl This model gains Stealth
while within terrain
that provides concealment, the AOE of a spell that
provides concealment, or the AOE of a cloud effect.
Mist glaive
Magical Weapon
Reach
Tactical Tips
13
GUTS
&
GEARS
By Aeryn Rudel Art by Carlos Cabrera, Hardy Fowler, and Nstor Ossandn
If you make your living fishing the Cloutsdown, you get used to
seeing gatormen. Usually, theyll leave you alone if you steer clear
of their villages, but sometimes they dont. Its why I carry my old
military rifle in my boat. Im not afraid of anything made of meat
and bonea bullet in the brain will do for a gator just as it will for
a man. What I am afraid of are the gatorman shamans, the bokors.
They work a dark magic, and on some nights, you can see the witch
lights dancing over the village mounds built up out of the swamp.
Sometimes those lights move, crossing the dark marsh in silence,
and once I saw how.
They didnt see me, or else that bokor had more important things to
do. I went straight back to the village and I didnt come out of my
hut until the sun shone clear and strong in the sky. I dont fish at
I was doing a little night fishing when I caught sight of a glow on night anymore.
the shore. I watched it move closer and hunkered down in my boat,
Killian Dunn, Gnasir fisherman
14
15
The final step in the creation of the blind walker is making A blind walker is still a formidable opponent in melee.
the crown of candles that adorn its head and back and the Its claws are strong enough to rend steel and tear fleshy
rune-inscribed brazier attached to its spine. The candles are
16
Conclusion
We found something mighty strange in the swamp today,
so strange I dont know what to make of it. We came to one
of the larger peat islands, where we often stop to stretch our
legs a bit. Its usually empty, but today it held the gigantic
corpse of a dracodile surrounded by a dozen dead gatormen.
We circled the island to make sure everything on it was truly
dead, then went ashore to have a closer look.
There were eleven gatorman warriors and one of their
shamans or bokors. I recognized the bokor; hes quite a big
thing among the gatormen in the Bloodsmeath, powerful
and feared. All the gatormen had been killed by the dracodile,
either slashed to pieces or crushed to death. None of them
had been eaten because the dracodiles snout had been sealed
shut with strong ropes. Odder still, there was a mass of wax
on the dracodiles head and what looked to be candles. The
dracodile itself had died from more wounds than we could
easily count: cuts, burns, bites, you name it.
Whatever the hell those gatormen were trying to do with that
monster, it didnt work, and it got them all killed. I tell you,
though, something about the situation unnerved me, and
I have a terrible suspicion that if the gators had succeeded,
wed all be in a lot of trouble.
Captain Fenris Kane, the riverboat Mudraker
The blind walker represents an important and disturbing
development among gatorman bokors. The augmentation
of living creatures to act as vessels for necromantic
magic has wide-reaching implications. If it can be done
with a blackhide, might it also work on other gatorman
warbeasts? Or, worse yet, what if such augmentation could
be performed on even more potent creatures?
Often, the more civilized races of western Immoren are
quick to dismiss gatormen as simple, savage brutes. If
the terrible power of the blind walker is any indication,
this is a grave mistake.
17
With its large base and open fists, the Blind Walker is an
unstoppable force in regards to its channeling capabilities:
Should the enemy try to bog down the Blind Walker with
small-based infantry models, it can easily trample them
and then use its animus. And if the enemy opts instead
to try and tie up the Blind Walker with a light or heavy
warbeast, the Blind Walker can use a two-handed throw
to toss the pesky foe aside and use its animus again. The
best part is the Blind Walker can use its animus after
determining if its power attack of choice worked as
One of the Blind Walkers most powerful abilities is its intended, so there is no inefficient use of fury points.
animus, Rites of Power. This animus allows the Blind
The Blindwater Congregations newfound access to the
Walkers controller to channel spells through it for the
channeling ability really allows some of the more arcanemeager cost of d3 damage points per spell channeled.
focused warlocks in the pact to be aggressive with their
Thats right, the warlocks of the Blindwater Congregation
fury spending without putting themselves in danger.
Calaban, the Grave Walker works particularly well with
one or even two Blind Walkers in his battlegroup. With
a pair of well positioned Blind Walkers and Calabans
Grave Door ability, the warlock can turn a couple of
enemy models into channelers and unleash a torrent
of arcane hell on his feat turn, all while remaining
safely behind his front lines.
Glutton for
Punishment
Prematurely rushing the Blind Walker into
position to channel spells during battle can
often lead to an early and unnecessary demise.
Like many channelers and models with the
Arc Node advantage, the Blind Walker should
not be thrown into the front lines without
considering its survivability. In fact, it is best
to keep the Blind Walker in close proximity to
its controlling warlock or the other important
solos in the army to take full advantage of its
Shield Guard ability. There are many arcanefocused warlocks in the Congregation that
greatly benefit from having a model with
Shield Guard nearby, especially those who
prefer to lead from the rear of their army.
One model in the Congregations arsenal that
definitely appreciates a bit of ranged defense
is the Sacral Vault battle engine. Thanks to its
huge base, it is not difficult to keep the Blind
Walker in Shield Guard range of the Sacral
Vault while also using the Vaults enormous
size to block LOS to the Blind Walker. But
18
19
COLORS USED
Bastion Grey
Morrow White
Battlefield Brown
Exile Blue
Ordic Olive
Beast Hide
Quick Silver
Bloodstone
Ironhull Grey
Rucksack Tan
Bloodtracker Brown
Jack Bone
Thamar Black
Brown Ink
Traitor Green
Coal Black
Cold Steel
Meredius Blue
Step 1 Preparation
The first step is to prime the model. Choosing a primer color means
thinking about the colors you are going to paint over it. For bright
(saturated) or light (value) colors, white primer is usually the better
option; however, having black primer in the shadows means if your
coverage isnt perfect, you wont end up with glaring bits of white
showing through your basecoat. So, I chose to first prime black
and then apply a lighter coat of white over the top. This technique
is known as zenithal priming, and it tends to leave black primer in
the recessed areas while keeping the majority of the miniatures
surface primed white.
20
1a
1b
1. Next, lay down the three largest coats of base color. I chose to work with an airbrush for this step. For the underbelly scales, I chose
Menoth White Base. The back scales and spiny growths were sprayed with Bloodtracker Brown. And for the regular scales, I wanted
a yellowish desert color, but I didnt want things to be too saturated, so I mixed together Traitor Green, Rucksack Tan, and a little bit of
Menoth White Base.
21
2. Now, add some stark highlights to these areas. Use Morrow White
for the bones, and use Menoth White Highlight for the teeth, claws,
and underbelly. Using different colored shades and highlights will help
distinguish different materials that have the same basecoat color.
Step 4 Ropes
22
1. Basecoat the candles with Thamar 2. Highlight the candles with a mixture of
Black and basecoat the flames with Bastion Grey and Thamar Black, leaving
Menoth White Highlight. Use Cold Steel pure Thamar Black in the recessed areas.
to basecoat the talismans.
4. Do a second glaze by adding some 5. Glaze each silver area with Ironhull
Exile Blue to your Meredius Blue glaze, Grey. Try to leave the base color showing
concentrating on just the tip of each flame. on the raised portions.
Use this color to glaze around each flame
as if the light from the flame is being cast on
the surrounding areas. Then, glaze a bit of
Menoth White Highlight back into the lower
portions and crevasses of the brazier flames,
including inside the eyes and noses of the
skulls. Add a dot of Menoth White Highlight
to the bottom of each candle flame.
23
Step 6 gemstones
At this point, the model is nearly complete. Make sure you give
it a look over to see if you missed anything or if anything could
use a small improvement. If the yellow scales look a little too flat,
add some more shading. You can increase the definition by first
glazing a shade of Battlefield Brown over the scales and then
using this color to fill in some of the lines between the scales.
I added some glinting highlights on the metal using Quick
Silver and used a couple glazes of Beast Hide on the scales in
locations that looked too flat. The scales still needed more detail,
so I used a dark shade to divide each back scale and applied a
thin glaze of pure Bloodtracker Brown to make them look a little
redder. Once you are pleased with the details, you just need to
base and matte varnish your model to complete it.
24
De a dly
Pro to c ols
A No Quarter Exclusive Excerpt
from LEVEL 7: The Judas Protocol
This April, devotees of the LEVEL 7 board games will learn more about the Ghin, the nefarious Dr. Cronos, and the
military forces that stand against these aliens in the new novel LEVEL 7: The Judas Protocol by author Nathan E. Meyer.
At long last, the evil experiments the Ghin have conducted on their human victims in the secret laboratory known as
Subterra Foxtrot will come to light as the U. S. government initiates the Judas Protocol, intent on wiping out of existence
the Ghin allies. The Special Ops outfit known as Disco Team is to go in, eliminate the duplicitous Ghin, and erase all
evidence of their horrific activities.
But the Ghin might not be so cooperative as to just lay down and die
The following excerpt comes from the beginning of LEVEL 7: The Judas Protocol, available as an ebook in e-pub, Mobi,
and PDF formats this April from Skull Island eXpeditions.
Available at https://skullislandx.com/level-7/the-judas-protocol,
drivethrurpg.com April 2016.
Amazon.com,
barnesandnoble.com,
and
25
Macau Special
Administrative Region
26
Subterra Bravo,
Level 7
Relative is not a metric I enjoy, Fallows said. Certitude with older blood in stiff patches of crimson and black.
is the metric I embrace.
Out of my way, Cronos mentally commanded his underlings.
Then make certain your unit is successful, Cronos said. They scattered to obey. The Ghin stood over a tray of
Disco Team will recover the item, Fallows replied, or instruments. Fingers like spider legs grasped a five-cc
theyll burn the whole damn island of Macau to cinders. syringe with a long, sharp needle.
Then we have certitude.
For now, Dr. Cronos. Well see how long now lasts.
27
She froze out of fear for her baby in this helpless position,
as cold fingers of dread slid into place around her
pounding heart and squeezed.
After a moment, she slowly turned her head away and
squeezed her eyes shut. Tears slid along her lashes, but
she didnt make a sound and did not stir.
Cronos returned his mechanical gaze to the image on the
screen. He mentally seethed at the state of his laboratory,
at the out-of-date equipment he was forced to use. Still,
his research had to continue or the repercussions would
be severe.
He had to find a cure.
On screen the needle slid into the baby, and Cronos pushed
Sandra screamed as Cronos drew closer. The monstrosities
the syringe plunger down, injecting the baby with its
at his command milled around in a sort of inebriated
contents in one smooth motion. The baby started kicking.
ecstasy, as if her terror were a tangible stimulant for them,
Only after the needle slid free did Sandra allow herself to
some kind of powerful drug they were addicted to.
sob again.
Cronos movements were as smooth and methodical as an
androids. Her pleas did not move him, and her shrieks Cronos had tired of the humans bleating. Sedate her, he
did not excite him. His focus was intent as he swabbed commanded one of the servants at his feet. The diminutive
her swollen abdomen with a cold disinfectant and then a clone immediately jabbed a needle into Sandras arm hard
conductive gel. The overhead surgical lamp lit her up like enough to make her jump. Then it depressed the plunger,
and the human fell silent, her breathing heavy and slow.
a performer on a stage.
Cold, inhuman fingers steadied the quivering flesh of the
struggling woman.
Sandras screams reverberated off the walls as she struggled South China Sea
against the leather restraints. Her body lurched under Operational countdown was running fast.
Cronos grip. The alien turned its dark, cold eyes on her. Two FAST platoon Marines armed with H&K MP-7 PDWs
They were the dead, gleaming eyes of a marine predator.
stood guard outside the reinforced doors of the stateroom
Move again and the needle could pierce the babys heart as Major Hernandez gave his operational briefing. Inside,
the remaining four members of his unit, the commander
or brain, he said.
of The Lady Mako, and the MH-6 pilot were seated around
Sandra froze.
the table.
28
The two officers stood and left the room. They were so
used to compartmentalized information at this stage
of their careers that they werent even interested in
the particulars of the mission they were supporting.
Hernandez suspected that if they had understood exactly
Commander Julius Hauk was a tall, lean black man and
who this unit was and what they were confiscating, they
a twenty-two-year veteran of Naval Special Warfare
would have been very interested indeed.
commands. His voice was wry as he replied. The Lady
Mako operates two gas turbines and two diesel engines, He looked at his team.
with a total power output of 94,000 horsepower. But we At four men, it was the smallest group of soldiers hed
couldnt outrun a Chinese destroyer, let alone a MiG ever commanded in his military career. For his rank of
fighter. Theres no way in hell were making it to that sub major, it was a ridiculously small combat command, even
if your team is compromised.
for a special operations unit. In the regiment, he led a
Hernandez shrugged. Then lets hope your radar thirty- to forty-man platoon as a butter bar 2nd lieutenant,
countermeasures are as state-of-the-art as the Navy claims. and then, after serving as executive officer, he led a 120man company.
Commander Hauk leaned back in his seat, frowning.
Finally, he dismissed the comment. If he didnt like risk, None of that mattered here. This unit, Code Parole: Disco
Team, was the most significant command of his life. Disco
he would have joined the Merchant Marines.
Team consisted of four men with the most elite capabilities
Hernandez turned toward the Little Bird pilot, Chief
hed ever seen. Despite the SAA being, overall, a scientific
Warrant Officer 5 Celeste Dunn. The woman wore her
intelligence and espionage organization, Disco Team
auburn hair pulled back in a tight knot, accentuating the
was a simple, straightforward Direct Action squad. They
austere lines of her face. She met his eye as he spoke.
were door kickers from headgear to boot laces. They were
We go in low, below radarpretty standard for you. But shooters. They were their enemys worst nightmare.
were going to circle north for the final approach to the
Yet it was the things they were often called upon to shoot
airport, so if we are picked up by Macau security forces,
that left him with nightmares.
well look like were coming in from the Chinese mainland.
She tipped her head, her hazel eyes unreadable. The
approach isnt the problem, she said. If I could land,
that would be one thing. A helicopter, even a non-Chinese
model, landing at an international airport isnt a red flag.
But me hovering in overwatch during the entire strike is
going to be pretty damned suspicious.
Hernandez nodded. Agreed. But this isnt designed as
a clandestine insertion. Were going in fast and low, but
we may need that mini-gun for backup before we get to
the roof.
Dunn was nonplussed. You might need mini-gun backup
at an office building in the Macau International Airport?
29
30
Battle Report
Scenarios
Two Battles Simultaneously
Round 12 is a special two-table scenario game. The first table
uses the Last Ditch scenario and pits the current fourthand fifth-place players against one other in a match to see
who advances to the final table, which uses the Dragon
War scenario (download both scenarios at privateerpress.
com/NQ65). Of course, because these battles are occurring
simultaneously, the winner of Last Ditch will arrive on
the final table during the round in which he wins and will
arrive with whatever forces he has remaining from the
previous fight.
The second scenario, Dragon War, sees the current
controller of the athanc wagon pitted against the other
top two players from the campaign in a race against the
clock to secure the wagon from his ambushing foes. The
asymmetrical objectives for each player, however, are
only a small piece of the awesomeness that is the grand
finale of the campaign. Drawn to the power of the athanc,
several dragons have also come to call and engaged in an
apocalyptic battle overhead. The fallout of their aerial battle
will have a serious impact on the warring armies below. In
addition, the athanc in the wagon, while representing the
ultimate prize, also presents its own unique challenges to
the commanders, who are desperate to wrest control of it
for themselves.
Battle Report
31
Will Hungerford
Model/Unit
Points
Bloody Barnabas
- Blackhide Wrastler
+6 WB
9 pts
- Ironback Spitter x2
- Swamp Horror
16 pts
8 pts
3 pts
8 pts
18 pts
32
Battle Report
JR Godwin
Model/Unit
Points
Madrak Ironhide,
World Ender
- Rk
- Troll Axer
- Troll Impaler
+5 WB
11 pts
6 pts
5 pts
Fennblade Kithkar
2 pts
3 pts
5 pts
10 pts
3 pts
8 pts
2 pts
5 pts
Battle Report
33
Lyle Lowery
Model/Unit
Points
+5 WB
11 pts
9 pts
9 pts
+5 WB
4 pts
11 pts
10 pts
Gallows Grove
1 pt
4 pts
War Wolf
1 pt
8 pts
2 pts
34
Battle Report
Michael Plummer
Model/Unit
Points
+6 WJ
18 pts
Arcanist
1 pt
Houseguard Thane
2 pts
10 pts
Houseguard
Halberdiers (10)
- Halberdier Officer
& Standard
2 pts
7 pts
2 pts
8 pts
2 pts
Stormfall Archers x2
10 pts
Reinforcements
Points
Garryth, Blade
of Retribution
- Aspis
- Moros
+5 WJ
4 pts
6 pts
+6 WJ
12 pts
3 pts
9 pts
Mage Hunter
Infiltrators (10)
- Eiryss, Mage Hunter
Commander
2 pts
8 pts
3 pts
Battle Report
35
Ed Bourelle
Model/Unit
Points
+4
4
5
19
5
WJ
pts
pts
pts
pts
Captain Rengrave
2 pts
1 pt
Bloat Thrall
2 pts
Pistol Wraith
3 pts
8 pts
Revenant Crew of
the Atramentous (6)
36
Battle Report
3 pts
6 pts
Reinforcements
Points
Deneghra, the
Soul Weaver
- Deathripper
- Harrower
- Nightmare
- Reaper
+4
4
10
10
7
+6 WJ
5 pts
9 pts
WJ
pts
pts
pts
pts
Battle Report
37
38
Battle Report
Dragon War
Circle Orboros
From the skies above came a great roar that shook the
earth and the heavens, filling the souls of the living with a
dread unlike any they had ever felt before. Soaring on black
wings, Toruk cut through the sky: the Dragonfather and
master of Cryx itself had come to claim what was rightfully
his. As his blight fell upon the battlefield below, the bodies
of the living became feeble and weak, their strength drained
from their limbs.
With enemies on both sides seeking to wrest control of the
athanc wagon from him, Krueger knew the fight ahead would
not be easy. The Iosans advanced from one flank, the shape of
a Hyperion appearing in the distance. At their command was
Ravyn, Eternal Light. From the opposite flank, a Cryx army
made its way forward, a mighty Kraken towering over the
rest of the army and Terminus looming behind.
Thankfully, Baldur the Stonesoul had received Kruegers
urgent message for assistance and had come to aid the
Stormlord and safely deliver the wagon from the hands of
both the Iosans and Cryx. Baldur and his wolds emerged
across the battlefield from Krueger, ready to relieve
Kruegers forces as they escorted the athanc wagon. While
the sight of Baldur was a relief, Krueger knew it would
be some time before Morvahna the Dawnshadow would
be able to make her presence known, as she was currently
maintaining the rearguard of the wagons escort.
Baldur and his wolds advanced toward the center of the
battlefield, utilizing their connection with the Stonesoul to
armor themselves in mystic wards. Meanwhile, Krueger
ordered his forces to take stands to confront the Iosans,
who seemed to present the greater threat. The Stormlord
advanced forward and summoned a great storm to hinder
the ranged weapons of his many foes. Using the concealment
of the forests, the Circle forces took their positions, and the
towering form of the athanc wagon made its way onto the
battlefield. For many combatants on all sides, this was the
first time they had laid eyes upon the treasure they had
fought and bled so much for over the past months.
Retribution of Scyrah
Once again, the skies above commanded their attention.
A piercing crack that sounded like the earth had split
rolled across the land as Toruk clashed with his rebellious
progeny, the mighty Blighterghast and the nefarious
Charsaug. Toruks claws raked great and terrible wounds
upon their scaled flesh as they locked in battle overhead.
Great waterfalls of dragon blood cascaded down upon the
fields below, and the corrosive rain melted armor and flesh
with equal ease. Gouts of blood splashed onto the Kraken
as well, but its thick armor was able to withstand much of
the damage. Baldurs gallows grove did not fare as well,
however, and was quickly destroyed, while Baldur himself
Battle Report
39
Cryx
Following their initial clash, the dragons overhead wheeled
about, their massive serpentine bodies blacking out the sky.
Though no significant effects were to befall the battlefield
this time, the simple presence of the dragons caused plenty
of distractions among the troops, all of whom quaked in
silent fear as they watched the god-like beings wage war
in the clouds.
Eager to reclaim Toruks prize, Terminus drove the Kraken
forward and had it fire its main cannon at Baldur. The
powerful shot missed, however, falling short of its target
due to Kruegers Storm Wall spell.
40
Battle Report
Trollbloods
Madrak Ironhide bellowed for his
warriors to push forward, the will
of the ancient axe Rathrok pressing
upon his mind. Its edge thirsted for
battle, for slaughter undreamed. With
great force of will, Madrak pushed
the apocalyptic thoughts aside and
asserted his dominion over the
cursed weapon. Soon he would have
to unleash the axe, but that time had
not yet arrived.
With a war cry of their own, the
Fennblades crashed into the heavy
dragonspawn that had emerged
from the underground caverns, the
Fennblades powerful weapons
making short work of the great
monster. The kithkar rushed forward
to cut down the lesser spawn
chomping furiously at the fallen
warder. In one swift blow, his hammer
smashed the voracious critter to
paste. Hauling the bleeding warder to
his feet, the two shared a short nod.
Interrupting the warders brief pause,
a feline-like light dragonspawn
darted from the cavern entrance, only
Battle Report
41
Dragon War
Circle Orboros
Once more, the battlefield was awash in sizzling dragon
blood as the great wurms battled fiercely overhead.
Though Kruegers forces were spared from its touch,
his enemies were not. The insidious powers of the bane
thralls, however, saved the majority of their number from
the bloods deadly touch.
Engaged by the houseguard halberdiers, the bloodtrackers
attacked with their full primal ferocity and used their
agility to strike from unexpected angles, throwing the Iosan
warriors off-balance and exposing vital weak points behind
their heavy shields. While the bloodtrackers distracted and
harried the halberdiers, Krueger tapped into the warpwolf
stalkers innate bloodthirst and willed it to charge into their
ranks. Through the eyes of his stalker, Krueger savored the
spectacle of tightly packed elves being scythed like grain
at harvest, their pathetic shields worthless against the
stalkers massive blade.
Retribution of Scyrah
Ravyn was surveying the unfolding chaos of battle
through the towering vantage point of her Hyperion when,
suddenly, her stomach lurched and her vision spunher
mental connection with the machine had been broken by
a wave of intense blight energy. All across the battlefield,
Blighterghasts blight corroded and ate away at metal,
stone, and necrotic flesh. Even the reinforced steel of her
Hyperion bubbled and corroded. Re-establishing her
link with the Hyperion, Ravyn prayed to Scyrah that the
Cryxian forces would suffer greatly beneath the blight of
their masters fiercest rival.
42
Battle Report
Cryx
Sensing an opportunity as Blighterghast and Toruk became locked in a deadly aerial clash, Charsaug swooped
down in an attempt to snatch the athanc shard from below. The swipe from his massive claw rent apart the earth
and the Circle forces surrounding the wagon. Krueger
was only saved from the powerful and unexpected blow
by transferring his wound to Ghetorix, who had also
suffered from Charsaugs sudden strike. In the wake of
devastation, the untouched Cryxians had to deal with
the lingering effects of Blighterghasts corrosive blight.
Critical to the Nightmare Empires forces, the bane thrall
standard and the revenant crew leader both succumbed,
leaving their units severely weakened.
As he empowered all his jacks, Terminus ordered the
pistol wraith to target Megalith. The ghostly gunslinger
easily hexed the towering wold, locking it in place with
bonds of necromantic energy. Terminus then had the Defiler
advance and spray a stream of highly corrosive acid across
the line of Baldur, Megalith, and the wold guardian, but the
blackclads feat saved the trio from the worst of the damage.
Seeking to end the threat of the Circle warlock, Terminus
sent the remaining revenant crew to attack him, though
they too were unable to do any significant damage, thanks
to the wards surrounding him. Determined to sap whatever
strength he could from the Circle relief force, Terminus sent
his Ripjaw to gouge a great chunk from Megaliths frame,
severely weakening the already damaged wold. The Lich
Lord followed the bonejacks assault with a charge from the
Kraken, but even the might of the colossal was not enough
to completely finish Megalith. In spite of the wolds dogged
resilience, Terminus had successfully positioned his forces
to cut off the Circle from the wagon, wresting control of it
away from the druids for the first time.
The Cryxians struck a significant blow by capturing the
wagon. Now the only question was: how much would the
druids have to sacrifice to regain control?
Battle Report
43
Trollbloods
A subtle but palpable silence fell
over the battlefield as all eyes fixed
on Madrak; the acid that bathed
him continued to eat away at his
flesh. But assured destruction was
narrowly avoided, thanks to his
innate hardiness, as he toughed out
the searing agony and heroically rose
to his feet.
Madrak called for his warbeasts to
rise and sent his axer crashing into
the heavy dragonspawn that was
currently attacking the warders. With
three great sweeps of his axe, the troll
laid the creature low, freeing up the
warders to press forward. Madrak
ordered Rk to enter the caverns,
hoping the mighty warbeast would
be enough to reclaim control of the
vital passage.
Through gritted teeth, Madrak
called for the Fennblades to engage
the heavy dragonspawn near them.
44
Battle Report
series of brutal strikes upon his prone foe. Madrak was only
saved by the sacrifice of his impaler, as he transferred as
much damage as possible to it, and the death of the nearby
kithkarthe trollkin warriors life had been claimed in
place of Madraks own by Rathroks curse.
Hissing in rage at the tenacity of his foe, Barnabas
commanded his ironback spitters to fire upon the severely
wounded trollkin. The shots were slightly out of range, and
although one still managed to hit, the splatter of acid was
unable to finish off the downed trollkin warlock, though
it did leave Madrak covered in corrosive acid. Severely
wounded and exhausted of his arcane energy, Madrak
knew his future, as well as his hopes of reaching the athanc,
looked bleak indeed.
The gatorman posses charged into the caverns and hacked
apart a guarding dragonspawn while the croaks continued
to harry Skaldi and his champions, attacking with fire that
managed to kill all but the trollkin hero. Making matters
worse, an ensuing rush of dragonspawn beleaguered
the trollkin. In a true test of the trollkins legendary
toughness, the trollkin managed to keep the two new heavy
dragonspawn at bay.
Dragon War
Circle Orboros
Krueger surveyed the grim scene before him as another
torrent of blighted blood fell from the sky, killing several of
the Iosans surrounding the Lord of the Feast. Behind him,
he heard the hunting howls of war wolves and turned to
see Morvahna the Dawnshadow had finally arrived. He
cursed as he looked back toward the north where more
reinforcements should have been, but none were to be
found. He could feel the noose tightening around his neck.
The Cryxians had already taken control of the wagon. As
both the Iosans and Cryxians continued to close in, his
chance of victory slipped further and further away.
Through his mental link, Krueger tried to call upon the
Goraxs primal rage to enhance the wounded Ghetorix,
but the sickening energies of the nearby athanc prevented
the creature from being able to tap into its animus. Worse,
Ghetorix himself was caught in the blight field, preventing
Krueger from healing his wounds. Regardless, Krueger
knew he had no choice and drove Ghetorix to tear into
the massive Hyperionbut the damage the warpwolf had
sustained earlier had left his mind crippled. His attacks
were far less accurate, as his more savage instincts raged
unchecked. Pushing him to the brink of frenzy, Krueger
impelled the greatest of warpwolves to hold nothing back.
Despite everything, it was still not enough to bring the
hulking colossal to its knees.
Battle Report
45
But even with their support, it was not yet enough. From
across the field, Baldur knew what he had to do. He turned
to look upon the monstrous hulking form of the Kraken,
whose tendrils lashed out to wrap about and ensnare the
athanc wagon. The Stonesoul gave no shout or war cry
as he lifted his powerful stone sword Tritus and charged
alongside his favored wold Megalith, which had used its
primal energies to shake away the pistol wraiths Death
Chill. Together, the pair struck against the black iron hull of
the Kraken, the peal of stone striking steel ringing out like
some black funerary bell across the battlefield. Again and
again, the Stonesoul struck the infernal machine, holding
nothing back as he allowed the inner fire of the Wurm
that burned within to consume him as it lent impossible
strength to his limbs.
Retribution of Scyrah
Mighty roars and primal screams split the sky as the war
above intensified to a fevered pitch. Enraged by the sheer
number of blows he had suffered from his rebellious progeny,
Toruk lashed out at Scaefang with all his might. Toruks
blow dealt the lesser dragon a severe wound that caused
its blood to fall upon the land below like a tidal wave and
sent Scaefang crashing into the mountains beyond. Beneath
this deluge, many warriors were laid low, and several of
the warjacks and warbeasts were severely damagedthe
blighted blood ate away everything it touched.
46
Battle Report
Trollbloods
It was as these black circumstances unfolded that the
battered but defiant trollbloods emerged upon the field
unfortunately, they were some distance from the wagon,
due to the cavern openings. Still, Skaldi bellowed for his
kin to press forward, knowing that reinforcements were not
far behind. There was still time to claim the prize for which
Madrak had made the ultimate sacrifice.
Battle Report
47
48
Battle Report
Overview
Battle for the Athanc is a Game-Mastered map-based
campaign for WARMACHINE and HORDES.
Unlike a standard game of WARMACHINE/HORDES in
which players meet and play a one-off engagement with
no long-term consequences outside the victory or defeat at
the table, a single game is only a small part of the overall
campaign experience.
49
random events and encounters that represent the ever- size over the course of the campaign, battles are fought
unpredictable nature of warfare, giving the campaign an using the exact models listed in the corresponding army
banner roster.
air of uncertainty and excitement at every turn.
In short, the GMs job is to work with the players to make
the campaign a memorable and enjoyable experience for
all, filled with stories that people will remember for years
to come.
How to Play
Army Banners
50
Campaign Round
Alliances
2.
3.
4.
5.
3.
51
Battle Phase
During the Battle Phase, players resolve any battles
initiated in the Movement Phase.
Battles are fought using scenarios. The scenario used
is determined by the GM and must be shared with the
players before the battle is fought.
Army Lists
Each player must use the corresponding banners army
list for the game. As army banners are constantly growing
and shrinking over the course of the campaign, it is
entirely possible for battles to be waged between sides of
unequal values. Such is the nature of war and why proper
maneuvering and planning are of utmost importance.
Supporting Banners
In addition to the forces from the embattled army banner, a
player can also call for additional aid from any friendly or
allied banners within 1 space of the embattled banner. In
order to receive aid from an allied banner, the allied player
must agree to lend support. While it is highly encouraged
that the allied player actually plays in the game using his
models, it is not required. For each supporting banner,
the player can add an additional 15 points to his army.
Models used must be listed from the supporting banners
composition. Models that lend support in a battle are
subject to casualty rolls as normal.
(Note: Allied models that share the same faction as the
player they support never count as Friendly Faction
models for game purposes.)
Battle Casualty Resolution
Step
Models that were damaged during the battle but not
destroyed or removed from play are fully healed.
Units that have any models remaining at the end of each
battle are returned to full strength. Officer models that are
Unit Attachments count as solos for the purpose of rolling
on the Casualty Table. Make a separate roll for them apart
from their unit. If a Unit Attachments units roll results in
the unit being wiped out, however, the Unit Attachment is
automatically wiped out, too.
After the battle has concluded, players must make a
casualty roll for each model/unit that was destroyed or
removed from play using the following tables:
52
Result
23
46
Solo/Battle Engine
Casualty Table
D6 Roll
Result
23
46
Warjack/Warbeast
Casualty Table
D6 Roll
Result
23
46
Resolution Phase
Attempt to Pursue
After the losing banner retreats, the victorious banner can In addition, players may earn additional SP and RP from
various special map tiles, as listed in the tiles description.
choose to attempt to chase down its foe.
A victorious banner may choose to press its advantage
against its fleeing foe by making a pursue order. If a
player chooses to pursue, he makes a strategic check
against a target value of 14. If he passes the roll, his banner
immediately moves into the space of the enemy banner he
is pursuing. The two banners will resolve a new battle in
the Battle Phase of the following campaign round. If the
winning player chooses to pursue, neither the retreating
nor pursuing banner may add new models in the Purchase
Phase. (Note: Both players can add new models to their
other banners as normal in the Purchase Phase but not to
the banners involved in the pursuit.)
Requisitioning Warcasters/
Warlocks
53
Purchase Structures
Structure Upgrades
Upgrade Name
SP Cost
Structure
Upgraded
Upgrade Effect
Medical Camp
2 SP
Supply Depot
Mechanic Camp
2 SP
Supply Depot
FOB
2 SP
54
55
56
Strategic Value 10
The Cygnaran Reconnaissance Service (CRS) is legendary
for their information-gathering abilities. A Cygnar
player begins the game with 2 CRS scouting banners in
addition to his normal army banners. A scouting banner
is composed of 15 points of only Ranger units and/or
Trencher Commando units. A scouting banner can never
attempt a conquer roll. A scouting banner may perform a
scouting action at the end of a movement phase in which
it is not embattled.
57
In addition, a Cygnar player always wins the strategic fold, Protectorate forces are well versed in the subjugation
check roll when crossing non-Cygnar enemy banners in and assimilation of native populations, whether by faith
or by fire. Protectorate banners receive +1 to their conquer
the Movement Phase.
rolls if they are 35 points or larger instead of the normal
50 points.
Scouting
D6 Roll
Result
23
46
79
1011
12
Strategic Value 9
The Empire of Khador has access to vast reserves of
conscripts and war materials. A Khador player gains
20 points of models for every 1SP spent on purchasing
additional troops in the Purchase Phase instead of the
normal 15 points per 1SP.
In addition, a Khador player reduces the cost to return a
scattered banner to the map by 1SP.
Strategic Value 7
The Nightmare Empires armies are fueled by the carnage
of battle. All Cryx models/units gain +2 to rolls on the
Casualty table following any battles they win. A Cryx
player may not build the Medical Camp or Mechanic
Camp upgrades.
In addition, a single Cryx banner can use the special
Underground Movement order during the Movement
Phase. When used, the Cryx banner is removed from the
map. On the following Campaign round, the Cryx player
may place the banner in any space that does not contain
an enemy structure nor is adjacent to one at the end of
the Movement Phase. Then, the Cryx player must roll on
the Underground Movement chart to determine the final
outcome of the attempted movement with the GM.
58
Underground Movement
D6 Roll
Result
34
57
811
12
Strategic Value 6
Motivated by coin and a desire for adventure, mercenary
forces rarely suffer for new recruits, even after brutal
losses. A Mercenary banner which was scattered costs
d3+1 SP less to restore during the Purchase Phase (to a
minimum of 0).
In addition, a Mercenary player gains 1 SP during the
Purchase Phase for each battle he won that round, up to
a maximum of 3.
Strategic Value 6
All Trollbloods are blessed with the life-giving energies of
Dhunia. All Trollblood models/units gain +2 to rolls on
the Casualty table during the Battle Casualty Resolution
step unless the enemy banner chose to Pursue or the
Trollblood banner was scattered.
Strategic Value 8
The druids of Circle Orboros are masters at manipulating
the mystic ley lines of Caen. A Circle player has access to the
following structure in addition to the common structures.
Strategic Value 7
The Convergence of Cyriss bases are far more sophisticated
than the quick battlefield constructions of other factions,
as Convergence bases are highly developed temples to the
Maiden of Gears. A Convergence players Command &
Control Center FOBs have 35 points for garrisons instead
of the standard 25 points.
In addition, Convergence banners may move between
tiles that contain friendly FOBs or CCCs as if they were
adjacent, thanks to the Convergences ability to tap into
Waystone Circle
Cost
effect
2 SP
59
Additionally, Circle armies are highly adept at ambush In addition, a Legion player has access to the following
and rapid strike tactics. Unless it was given the Fortify structure:
order during the Movement Phase, a Circle banner is
always considered to win the roll to determine turn order
Mass Spawning Vessel
in any games played in the Battle Phase.
Cost
effect
2 SP
Strategic Value 10
Skorne warriors are highly trained and are taught from
birth that the greatest achievement for any warrior is to
find death in combat. As such, Skorne armies are among
the most disciplined and stalwart in all of Immoren. When
given a Pursue order, a korne banner automatically passes
the strategic check.
In addition, a Skorne banner is only scattered if it has no
valid tile to retreat to when defeated in the Battle Phase.
Strategic Value 6
Living within the swamps and fringes of Immoren, the
races that make up the Minions have become extremely
The Legion of Everblight is adept at moving unseen and adept scavengers and raiders. When a Minions banner
striking with a speed and coordination no other faction destroys an enemy structure, it receives d3+2SP instead
can match. A Legion banner that is only composed of of the normal d3.
models with the Flight ability and/or the Strider keyword In addition, a Minions player gains 1 Salvage token to his
and/or the Raptors keyword can move one additional tile treasury for every battle he wins. During the Purchase
when performing a Standard or Forced March order (note Phase, a Minions player may spend Salvage tokens
that warlocks and their battlegroups are not considered to recruit new warriors. A player receives 10 points of
part of a banners composition).
warrior models per token spent.
Strategic Value 7
60
Most of the sports in the Iron Kingdoms are bloodsports, but theres no reason why soldiers in the field cant take to a
different kind of Soldier Field every once in a while. So, March marks the release of an entirely new line of Privateer
Pins that are a bit out of seasonwere still a few months away from the first official huddlebut will be out of stock
before you know it.
In addition to our newest line of scrimmaging pins, we also add more of the popular cereal pins, a few more of
the iconic symbols that dot the western Immoren, another chibi to grow your collection, and finally get back to a
temporarily stalled pin this last February
Extra Points
privateerpress.com/pins
privateer Pins
61
By Matthew D. Wilson
& Will Hungerford
Sometimes, war is more than just crushing the opposition and defeating your enemy. When its time to add insult to
injury, loot the bodies of the fallen!
Bounty Hunt is a casual scenario intended for two players at the 50-point army encounter level. This scenario has a
frenetic video game vibe to it, as players will scramble around the battlefield in a mad dash to gather all the loot
that enemy models drop after their destruction. Because a caster kill does not result in an immediate victory for this
scenario, there are several different strategies a player can use that differ from a normal game of WARMACHINE &
HORDES. Choosing to craft an army as a defensive gunline with a few loot runners or an army of in-your-face melee
monsters are just a couple of the strategies a player could utilize to collect the loot and achieve victory.
Have fun!
62
Bounty Hunt
Place no tokens.
Victory Conditions
At the end of the sixth game round, the player who has
collected the most enemy tokens wins the game. In the
case of a tie, the game is a draw.
Reminder: Assassinations do not end the game.
Bounty Hunt
63
64
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
HINE and HORDES.
WARMAC
in
ers
charact
nt
importa
of
ions
motivat
and
s
behind-the-scenes look at the historie
,
illancourt
ro, Mike Va
fa
r
a
C
r
sca
n Art by Oatthew D. Wilson
M
By Josh Colo
d
n
a
pyrrhus
Out of the many covert intelligence gathering
operations I have performed on various members
of the Protectorate, several recently funded by
your organizations coin, I must admit that at
first, I was perplexed as to why this individual
had been chosen for my next assignment. On the
surface, Flameguard Captain Pyrrhus holds
no major authority within his martial order or
within the rest of the temple as a whole. His
actual battlefield experience only stretches
back to the last few years, and by all practical
measuring, he doesnt appear to have the
warcaster talent.
Still, ever the consummate professional, I set
about gathering information on this young
Flameguard, and I have to admit, even I was
surprised by what I uncovered. For such a singleminded soldier of the faith, there is a profound
amount of controversy, intrigue, and outright
secrecy surrounding him. But above all, I found
the life of Pyrrhus to be one of self-sacrifice
and asceticism fueled by a tremendous amount of
faiththe kind that is found only in conjunction
with an equal amount of tragedy and loss.
Simply put, Pyrrhus views this life as merely
grounds for training and testing to develop his
skills to their highest levels, so that when he
passes on to Urcaen, he can be of better service to
the Creator. This simple and earnest motivation
is contrasted by virtually every authority
figure in Pyrrhus life and careersome believe
him to be a tainted vessel of heresy, while others
believe he has been chosen by Menoth for some
higher purpose.
Gavyn Kyle
Gavyn Kyle
65
Pyrrhus Timeline
Preceptor Mathis,
As you have certainly heard from others in the
detachment, the ordered cleansing of Seniza
proceeded with the high standards of precision
and excellence that our unit is known for. My
soldiers methodically scoured the village,
burning every structure and living occupant of
the town. Afterward, we encircled the perimeter
of the burning village. A few survivors attempted
to get past us, but we merely wounded them with
our blades and threw them back into the flames
to carry out Scrutator Rugals sentence. After
a full day and night standing watch over the
flames, we did a final sweep of the ruins and
discovered, to our shock, a lone survivor: a young
boy of no more than three years. His clothes had
burned and his body was covered in soot and ash,
but he was otherwise completely unscathed.
There is no way this child escaped our flames,
yet he survived. I must confess that even now,
I feel emotion swelling as I write this. Every
soldier present could only stare in amazement at
this little form who was wrapped in my very own
tabard, and we knew then what even Scrutator
Rugal later declaredthis child had been spared
by the very hand of Menoth himself. He has been
under our care for several weeks, but we believe
we have located the boys grandfather, who will
be granted custody soon. Preceptor Mathis, I
know I may speak out of turn, but I truly believe
I witnessed a miracle of the Creator, and if
you still have your doubts, wait until we have
confirmed who we believe the grandfather is. I
tell you, the hand of the Lawbringer moves in
mysterious ways.
Cleanser Arms Master Elios Joriah
66
Gavyn Kyle
Gavyn Kyle
67
Preceptor Gilroy,
I must confess my confusion as to your attempt
to reverse recruit Pyrrhus acceptance into
our Order as a trainee. Not only did the boy
receive a perfect grade on all six tests, but his
grandfathers great service to our Order surely
means potential through heritage as well.
Furthermore, and I do not bring this up lightly,
I was at Seniza when the boy was found among
the burning rubble, and while I am not a priest,
I do believe the Creator saved that boy for some
special purpose. It is in the best interest of the
Flameguard to assist in strengthening Pyrrhus
toward that destiny.
Arms-Master Instructor Layla Ruthani
68
Gavyn Kyle
Pyrrhus
proved
himself
an
exemplary
Flameguard, and in 601 AR, he was granted the
rank of Arms Master, just three years after
completing his trainingan unprecedented
speed for such a promotion. Instead of receiving
command of a unit, he was made an instructor to
the most promising recruits. During this time,
it seems Pyrrhus continued his self-imposed
training regimen, pushing himself far beyond
the expectations of his martial order.
Gavyn Kyle
69
70
Gavyn Kyle
Gavyn Kyle
71
EVENTS 2016
June 10-12
Iron Arena
Step into the Iron Arena and experience casual gaming
that rewards you for playing your favorite Privateer
Press games. Earn skulls for every game you play and
turn them in for amazing prizes! The more games you
play, the more skulls you earn. And the more skulls
you earn, the more swag you take home.
Open P3 Studio Q&A
The award-winning Privateer Press Studio will be
on hand Friday through Sunday, working on current
projects and interacting with Lock & Load attendees.
They will be available to answer questions, demonstrate
techniques, and chat about their current projects.
LEVEL 7 [Escape]: Belly of the
Beast
Immerse yourself in the sinister world of LEVEL 7.
Small groups of captives awake in separate areas of the
Subterra Bravo facility and must use every tool at their
disposal to escape in one piece. Players must scramble
to be the first to get out alive. The first player from each
table to escape or survive will move on.
72
73
WARMACHINE/HORDES
Spelldraft
Deneghra the Soul Weaver with Purification? Lord
Assassin Morghoul with Signs and Portents? Its
possible here! Build your list, draft your spells, and
bring the pain!
Registration: Saturday, 10:00 A.M. 11:00 A.M.
Tournament: Saturday, 11:00 A.M. 9:00 P.M.
64 players maximum
50-point Spelldraft tournament with 4 rounds
WARMACHINE/HORDES
Hardcore: The Last Dance
Hardcore has been a mainstay of Privateer Press gaming
events for years, and this will be our final farewell to
this tournament. Throw down in this awesome event
one last time before welcoming Champions to the fold.
Fully painted armies and fast, furious gameplay fill
Hardcore with edge-of-your-seat action.
Registration: Saturday, 9:00 A.M. 10:00 A.M.
Tournament: Saturday, 10:00 A.M. 9:00 P.M.
64 players maximum
50-point Hardcore tournament with 6 rounds
74
WARMACHINE/HORDES
Scrambles
Eight-man scrambles are a relative newcomer to the
WARMACHINE/HORDES competitive scene, but
they are fast becoming a favorite of players around
the globe. As players turn in their lists, well set up
tournaments of varying point levels and keep playing
into the wee hours of the morning. Each time we get
eight players, a new tournament will begin!
Ongoing Registration: Saturday, starting at 10:00 P.M.
Tournaments: Saturday, 11:00 P.M. 8:00 A.M.
Tournaments with three rounds each
WARMACHINE/HORDES
Speedmachine Tournament
Lightning-fast play is the name of the game in
Speedmachine. Beating the clock will be just as tough
as beating your opponent.
Registration: Sunday, 9:00 A.M. 10:00 A.M.
Tournament: Sunday, 10:00 A.M. 7:00 P.M.
64 players maximum
SR 2015 tournament with 6 rounds:
25-point army list, Battlegroup Only
Close Quarters scenario
Death Clock: 25 minutes per player
WARMACHINE/HORDES Double
Threat!
When two warcasters take the field of battle together,
the destruction they can wreak is astronomical. Put
together your favorite pair, and throw down in the
field of slaughter.
Registration: Sunday, 9:00 A.M. 10:00 A.M.
Tournament: Sunday, 10:00 A.M. 7:00 P.M.
16 players maximum
50-point Double Threat tournament with 4 rounds:
50-point army lists with two warcasters/warlocks
WARMACHINE/HORDES Staff
Scrambles
Eight-man scrambles are a relative newcomer to the
WARMACHINE/HORDES competitive scene, but
they are fast becoming a favorite of players around the
globe. Well set up events of varying point levels as
players turn in their lists, and give attendees a chance
to face off against Privateer Press staff. Every time we
get eight players, a new event will begin!
Ongoing Registration: Sunday, starting at 9:00 A.M.
Tournaments: Sunday, 10:00 A.M. 7:00 P.M.
Tournaments with 3 rounds each.
seminar events
75
Two-Brush Blending
The two-brush blending technique is known as the
quickest way to get high-quality blends in the fewest
number of steps. Learn the secrets of this invaluable
technique from Privateer Press Studio painter Dallas
Kemp. Intermediate- to master-level painters will find
this technique useful for a variety of projects from
amazing single miniatures to vast armies.
Leather, Stone, and Wood
The Iron Kingdoms are full of steam and steel, but
deep in the wilds of Immoren, there are plenty of more
naturally occurring textures. Privateer Press Studio
Painter Dallas Kemp will share his tips and tricks for
painting realistic-looking leather, stone, and wood
for use on your hobby miniatures. Dallas will show
techniques for painters of all skill levels looking to take
their models to the next level.
Glow, Gore, and Tats
The small details of paint jobs go a long way to making
miniatures really shine on the tabletop. Spend time
with Privateer Press Studio Painter Dallas Kemp and
learn how to make convincing glows, gore, and tattoos
on your WARMACHINE, HORDES, and Iron Kingdoms
Roleplaying Game miniatures.
Lock & Load Outpost Online
Hangout
Lock & Load GameFest is going global in 2016, and
this Hangout is our way of truly being a part of the
international Lock & Load experience. If you are
attending one of the Lock & Load Outpost events, we
invite you to join key members of the Privateer Press
staff for an exclusive online Hangout, complete with a
Q&A session.
Creating Narrative Play
Campaigns and Scenarios
Steamroller, Masters, and Iron Gauntlet are all fantastic
formats and an awesome way to play WARMACHINE
and HORDES. Some players, though, want to retell the
story of epic battles or create their own stories of strife
in the Iron Kingdoms. Join Organized Play Developer
William Hungerford and Director of Business
Development Will Shick for this foray into the world of
narrative gameplay experiences.
Iron Kingdoms Roleplaying
Game Adventure Crafting
Every Game Master has stared down the fear of not
having material ready for their next game session.
During this Hangout, Privateer Press staff will
76
Concept to Model
How do you take a great idea and forge it into a
gorgeous model for the tabletop? Come find out!
Privateer Press staff will talk about the process of
creating a great board game from the ground up. From
the commandos of Disco Team to the awe-inspiring
warcasters and warlocks of WARMACHINE and
HORDES, this discussion will cover models from all of
our game lines.
Writing in the Iron Kingdoms
Privateer Press Writing and Editorial teams know
more than a thing or two about what it takes to write
the stories that bring the conflicts of the Iron Kingdoms
to life. Join them for a look at the process of creating the
ongoing narrative of WARMACHINE and HORDES,
and see how the writing process shifts and changes
through revisions and reviews.
Skull Island eXpeditions
Book Club
Since its inception, Skull Island eXpeditions has
published dozens of literary works about Privateer
Press game settings. Come discuss your favorites with
staff and writers and hear a reading from an upcoming
release!
Iron Kingdoms Roleplaying
Game Props
Telling your players they pull a lich lords phylactery
from the debris of a temple ruins is an exciting part of
any IKRPG campaign. Actually handing your players a
lich lords phylactery is even more amazing! Physical
props, maps, and models add a huge level of depth
to any game. Privateer Press staff and veteran game
masters will show you some of the props theyve made
for their own games and share easy ways to draw your
players into the story you are telling.
The Art of the Iron Kingdoms
There are hundreds of illustrations throughout the
entire WARMACHINE and HORDES anthology and
even more throughout High Command, Iron Kingdoms
Full Metal Fantasy, Unleashed, and Undercity. Join
Privateer Press Creative Director Ed Bourelle and Art
Director Michael Vaillancourt for an in-depth look at
the art that creates the setting we all know and love.
77
Area
Iron Arena
Hall
Events Hall
P3 Studio
Hobby Lounge
Game Lounge
Arts &
Literature
Lounge
Store
Stage Area
9am - 10am
10am - 11am
11am - 12pm
12pm - 1pm
1pm - 2pm
Privateer Play-to-Win
Corvis Calibration
2pm - 3pm
Basing a Miniature
2pm - 3pm
1pm - 2pm
3pm - 4pm
4pm - 5pm
5pm - 6pm
6pm - 7pm
7pm - 8pm
Dead Reckoning
Operation Crucible:
a LEVEL 7 [Omega Protocol] Live Event
HORDES Warpaint
Cosplay
Contest
7pm - 8pm
8pm - 9pm
8pm - 9pm
Iron Painter
Showdown
& IK Trivia
Challenge
Corvis Calibration
Iron GM Competition
6pm - 7pm
5pm - 6pm
4pm - 5pm
3pm - 4pm
Metallic Techniques
12pm - 1pm
11am - 12pm
Privateer Play-to-Win
Dead Reckoning
Two-Brush Blending
Concept to Model
WARMACHINE Warpaint
IKRPG Props
Iron Arena
10am - 11am
IKRPG Props
Dead Reckoning
9am - 10am
REGISTRATION
Area
Iron Arena
Hall
Events Hall
P3 Studio
Hobby Lounge
Game Lounge
Arts &
Literature
Lounge
Store
Stage Area
9pm - 10pm
Privateer
Press
Keynote
9pm - 10pm
10pm - 11pm
10pm - 11pm
11pm - 12am
Scrambles
11pm - 12am
12am -1am
>
>
12am - 8am
>
78
saturdAY schedule
FRIDAY schedule
sundAY schedule
Stage Area
Store
Arts &
Literature
Lounge
Game Lounge
P3 Studio
Hobby Lounge
Ev ts Hall
Area
WM TACTICS EVENT
IKRPG EVENT
HOBBY EVENT
4am - 6 am
HANGOUT
8am - 9am
for tournaments
6am - 8am
registration
2am - 4am
WARMACHINE/HORDES EVENT
12am - 2am
OPEN PLAY
9am - 10am
11am - 12pm
12pm - 1pm
1pm - 2pm
2pm - 3pm
3pm - 4pm
Two-Brush Blending
Expedition Immoren
Scratch-Building Basics
4pm - 5pm
Operation Crucible:
a LEVEL 7 [Omega Protocol] Live Event
Corvis Colaboration
Dead Reckoning
WARMACHINE/HORDES - Speedmachine
Privateer Play-to-Win
10 am - 11 am
5pm-6pm
6pm - 7pm
7pm - 8pm
Closing
Ceremonies
79
W r at h of t h e
Dr agon fat h e r
by Zachary C. Parker
80
SAERYN
above the ship but rather the bellowing roar they had
heard shortly afterward.
Incoming! Starboard side! shouted a Precursor knight.
Just then a pair of monstrous winged creatures took
flight from the nearby cliffs. A set of four wings propelled
the beasts through the air, and barbed tails lashed out
behind their serpentine bodies. Blaize had encountered
dragonspawn before and recognized these as seraphs,
death on wings that came bringing poison and fire.
A commotion broke out on deck at the sight of the
incoming dragonspawn. Blaize was already in motion,
moving among the crew and shouting orders. To arms!
Stoke the boilers, and get the jacks topside! Keep watch
for boarders!
81
82
her on her heels. While the Nyss was lightly armored, her
speed and technique more than made up for it.
Blaize issued a mental command to Gallant; the roar of
the jacks steam engine filled the air as it headed for the
elusive spellcaster. The Nyss sidestepped a downward
cut from the jack that splintered the boards beneath her
feet. She responded by sending a large dragonspawn with
snapping jaws and several arms barreling into Gallant,
and together beast and machine tumbled over the edge
of the open cargo doors and into the depths of the hold.
83
84
SEEKING IMMORTALITY
SEEKING IMMORTALITY
85
86
SEEKING IMMORTALITY
he Iron Kingdoms abound with people both good and evil, but many others live, survive, and
even thrive in the grey shadows between heroics and villainy. Social misfits but not always social
outcasts, they make their way through the world any way they caneven if it results in hardship
for others. In the end, even scoundrels and sell-swords feel justified in doing what they must to stay
alive. These kinds of characters make excellent NPCswhether as antagonists or alliesfor your
Iron Kingdoms RPG campaign. This time youll meet Lanel Gozca, a Cyrissist whose radical beliefs
fuel his deadly machinations.
87
88
Lanel Gozca
Physique
PHY 6
Speed SPD 6
Strength STR 7
Agility
AGL 4
Prowess
PRW 5
Poise
POI 4
Arcane aRC
PER 4
Mechanikal Fist
MAT
POW P+S
7 1 8
Double Strike: During the characters
activation, the character can spend 1 feat
point to perform an additional melee attack
with this weapon.
11
Initiative
Init 15
Defense
DEF 13
GI
LI
Wil 9
TY
EC
INTELL
YSIQUE
Name
Detection
PER 1
Disguise
PER 2
Hand Weapon
PRW
2
Lore (Cyriss) INT
1
Mech. Engineering INT
2
Sneak
AGL 2
Streetwise
PER 2
Tracking
PER 1
Unarmed Combat
PRW
2
5
6
7
4
5
6
6
5
7
3
T
PH
Skills:
Intellect INT 3
Perception
Abilities:
Command Range: 3
Base Size: Small
Encounter Points: 9
Equipment:
Armored great coat, disguise (ragged
clothes), mechaniks toolkit, handmade
symbol of faith (Cyriss), surgical kit
89
90
Vive La Resistance
Structure and
Leadership
The strength of the Llaelese Resistance is decentralized and
scattered. In the southeast of what is now called Free Llael, the
city of Rhydden was transformed into a true bastion for the
Resistance. Immediately following the Khadoran defeat of Llaels
forces and subsequent occupation of the nation, Rhydden was
walled off and fortified. Most of the Resistances important troops,
arms, and logistics are based here, including the leadership of the
Resistance Council.
Duke Gregore Delryv IV, a middle-aged Llaelese noble, is the
current leader of the Resistance Council. He undertook the task
of transforming Rhydden into the fortress garrison it is today. He
is the keystone of the Council, but he must rely on other council
members who have greater practical military experience, such
as Fynch di Lamysn, senior gun mage of the Loyal Order of the
Amethyst Rose, and warcaster Marshal Ashylnn dElyse. Others
make up the council as well, including several commanders of the
Cygnaran Army who have remained behind to help the Llaelese
against their Khadoran enemies. Duke Delryv IV maintains the
defense of Rhydden and negotiates the mercenary contracts
needed to protect the territory the Resistance does hold.
Resistance Cells
The Backbone of the
Resistance
Other Resistance
Groups within the
Iron Kingdoms
While this article is intended for characters working
within the Llaelese Resistance, the rules and concepts
here can be applied to other kinds of resistance
campaigns with only slight adjustments. Vinter
Raelthorne IV has his own agents buried deep within
Cygnar, including the nobility and the standing
armies, which could make for an interesting variant of
a resistance campaign. Another option could revolve
around the characters all being worshipers of Thamar
and their sept, working to survive persecution from
Morrowan and Menite authorities. The wilds of the Iron
Kingdoms offer similar options as well. Members of the
trollkin kriels who betrayed Hoarluk Doomshaper are
a great example of a resistance cell outside of the Iron
Kingdoms proper. The options here can be adapted to
fit all manner of character backgrounds, but a Game
Master should work with the player group to make
sure the idea is one that everyone can work with.
Vive La Resistance
91
Resistance
Safe Houses
Hideout(s) of the Heroes
Safe houses are the bedrock of a budding Resistance cell. They are
where the characters live, hide, and plan their attacks against the
enemy. Part home and part base, a safe house has to be innocuous
to the naked eye. They are secure locations where the characters
will spend their limited downtime without drawing the attention of
Khadoran spies and informants. Safe houses can be as simple as a
single room with a special entrance that is blocked off from the rest
of the residence, or they can be an elaborate setup that is as much as
trap as it is a place for the characters to hang their cloaks.
In the smaller townships within Occupied Llael, locals who are not
an active part of the Resistance provide most safe houses. A local
farmer can provide simple shelter in the form of a hand-dug storm
cellar or even an empty horse stall.
Not every safe house is a place to live. Sometimes they provide just
enough security for a brief rest, a small meal, and enough time to
sharpen your blades and reload your firearms. These simpler safe
houses are the most common but are also the easiest for Khadoran
patrols to discover.
Things become more complicated in major cities. Most civilians
are too afraid to offer their dwellings as safe houses out of
concern for their families. There are, however, some brave souls
who have modified their homes to provide a place to hide agents
of the Resistance. Common modifications include secret rooms
built behind false walls, chambers dug beneath cellar floors, and
converted attics concealed by hinged bookcases. Most include quick
escape routes in case of discovery, letting the Resistance members
flee in the event of a raid.
With the surge of reconstruction within Occupied Llael, it can be
difficult for Khadoran patrols to single out suspicious activities
from true rebuilding efforts. Some of the more rugged Resistance
cells have even taken to creating safe houses within the ruined and
burned-out buildings that Khadoran forces damaged during the
war. These dilapidated structures are scattered throughout Llael
and can be abandoned by Resistance members at a moments notice
without ever placing civilians in danger.
The Resistance Council goes to great pains to maintain safe
houses throughout Occupied Llael. Once one is established,
supplies and munitions are smuggled to the location along with a
92
Vive La Resistance
Llaelese
Resistance
Career Options
The options available to Llaelese Resistance characters are
described below. A player can choose to use as many career
options as he wishes during character creation and can take some
or all of the options his character meets the requirements for.
Starts the game with the Parry ability but does not start
with the Privilege ability.
Starts the game with the Feat: Vendetta archetype
benefit, ignoring the prerequisites, but does not start
with the Aristocrats monthly 50 gc.
Adds Streetwise 4 to the Aristocrats list of potential
Occupational skills.
Starts the game with the Fire in the Hole! ability but
does not start with the Poison Resistance ability.
Starts the game with 25 gc, grenadiers bandolier,
5 explosive grenades, and 1 large alchemical bomb
with a clockwork detonator instead of the Alchemists
starting assets.
Adds Night Fighter to the Alchemists list of potential
career abilities.
Adds Connections: Llaelese Resistance to
Alchemists list of potential career connections.
the
Starts the game with the Conniver ability but does not
start with the Battle Plan: Shadow ability.
Starts the game with Connections: Khadoran Military
and Connections: Llaelese Resistance but does not start
the game with Connections (intelligence network).
Begins the game with the Feat: Perfect Plot Intellectual
archetype benefit, ignoring the prerequisites.
Vive La Resistance
93
New Adventuring
Companies
The Lost Company
Cygnar lost many soldiers during the Llaelese War, but not all
perished. Numerous troops were stuck behind enemy lines as
the war turned against Llael and Cygnar. Others could not bear
the thought of leaving their Llaelese brothers-in-arms to face the
Khadoran occupation alone. The characters of the Lost Company
are all members of the Cygnaran military who were either left
behind in Llael or stayed of their own volition. Some might be
trying to get home or back to their posts, and a few just want to
make Khador pay in blood.
Requirements: Each member of the company must have at
least one of the following careers: Arcane Tempest Gun Mage,
Rifleman, Stormblade, Stormguard, Stormsmith, Trencher,
or Trencher Commando. The players in the group should
designate one member of the company to be the leader of the
Lost Company. This player effectively has the Cygnaran Military
rank of lieutenant and all other members of the company defer
to his or her command. The lieutenant then designates a sergeant
within the company.
Benefits: The characters in the company start with a safe
house in which to hide and store gear. Each character created
for the company gains one additional skill level in one of the
following occupational skills: Deception, Disguise, Escape Artist,
Forgery, Negotiation, Sneak, Streetwise, Survival, or Tracking.
Additionally, the lieutenant starts the game with Connections:
Llaelese Resistance.
Resistance Saboteurs
The characters are members of the Llaelese Resistance who
specialize in sabotaging the enemy in any way possible. They could
be a group of common folk who have taken up the fight against
the enemies of Llael, most notably the Khadoran Empire and the
Northern Crusade, or members of a trained military unit who set
out to destroy critical enemy resources. The group takes every
opportunity to destroy infrastructure, weapons, warjacks, general
supplies, or even troops. These characters are fanatical in their
devotion to the cause; they will disobey orders or sacrifice their own
lives if it damages or sets back the enemies of the Resistance.
Requirements: Resistance Saboteurs can be of any background,
assuming they are committed to fighting their enemies at every turn,
no matter how dire the circumstances. The characters in the group
should designate one human Llaelese member to be the leader of the
saboteur team. In addition to leading the team, this character often
chooses their next target and works with the team to determine
the best method to destroy the target. The leader also has a contact
that is the groups connection to the greater Llaelese Resistance.
This contact may solely provide information and communications
94
Vive La Resistance
from other members of the Resistance but may also provide targets
for the team to strike should the team take orders directly from
the Resistance Council. Additionally, the players should designate
another member to be the second-in-command in case the leader is
captured or executed.
Benefits: The saboteur team begins the game with a cache of
explosives as well as access to a full alchemical lab. Explosives
can be any mixture of standard grenades, alchemical grenades, or
alchemical explosives worth up to 200 gc. The cache is restocked
once per month or prior to the team receiving a target from the
Resistance Council. The alchemical lab and explosives cache are not
necessarily part of the characters current safe house.
If the team is affiliated with the Resistance Council, they should
regularly receive assignments to destroy targets within Occupied
Llael. As they become more successful, not only will they receive
increasingly difficult targets but Khadoran occupiers will also begin
to actively search for them.
Additionally, each character created as a member of the team gains
one additional skill level of the Thrown Weapon or Mechanikal
Engineering skill.
Sleeper Cell
The characters are members of a newly activated sleeper cell of the
Llaelese Resistance. A sleeper cell is one that has been planning
an attack and stockpiling supplies but has yet to strike against the
enemies of Free Llael. Many members of sleeper cells may not know
one another until the cell activates and receives its first assignment.
A sleeper cell is a clandestine group of individuals looking to make
Khador pay for its crimes against Llael.
Requirements: Members of a sleeper cell can be of any background
since they are drawn from all walks of life. The players in the group
should designate one human Llaelese member of the group to be
the leader of the sleeper cell. This character will have the most
contact with the leadership of the Llaelese Resistance. Additionally,
the players should designate another member to be the second-incommand should the leader be captured or executed.
Benefits: The adventuring company begins with a meager safe
house to start. Furthermore, each member of the sleeper cell gains
an additional 100 gc that can be pooled with the other members of
the company. This additional starting gold must be spent on the
following: non-mechanikal arms and armor, ammunition, nonmechanikal gear, clothing in the form of disguises, equipment,
mounts and riding equipment, or food and drink. This reflects
the resources that were gathered by each member of the cell
before they were activated and called to duty. Players should
work with their Game Master to determine acceptable purchases
for the sleeper cell. For instance, it might not be fitting to have a
sleeper cell start with a magelock pistol or rifle if there are no gun
mages in the adventuring company.
In addition, each character created as a part of the company gains an
additional rank in one of the following skills: Bribery, Cryptography,
Deception, Disguise, Escape Artist, Seduction, or Streetwise.
Resistance Gear
and Tactics
Alchemy
Exploding Ink
Cost: 39 gc per well of ink and treated quill
Description: Creative alchemists working for the Llaelese
Resistance came up with the idea of sabotaging an officers
inkwell to explode. By alchemically treating both the quill and
ink, the quill acts as a detonator for the altered ink, creating a
highly volatile and unstable explosive. Loud and messy, these
devices killed several key Khadoran officers in the early days
of the occupation. While the Khadoran Empire has caught on to
such tactics, these are still popular within the Llaelese Resistance
against lower-ranking officers and soldiers.
Special Rules: When a character touches the tip of the pen or
quill to the altered ink, the explosive reaction begins. Characters
within 6 feet (1) of the exploding inkwell must make an Agility
(AGL) roll against a target number of 15 or immediately suffer a
POW 14 damage roll. Characters who fail the AGL roll are also
knocked down.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of alchemical
waste (liquid), 2 units of mineral crystal, 2 units of organic acid,
1 fountain pen and inkwell
Total Material Cost: 13 gc
Alchemical Formula: Brewing the explosive ink requires an
alchemy lab and two hours of labor spent combining, cooking,
and stabilizing the ingredients. At the end of this time, the
alchemist makes an INT+Alchemy roll against a target number
of 16. If the roll succeeds, the character creates one well of
Explosive Ink. If the roll fails, he creates two units of alchemical
waste (liquid).
Communication Methods
Street Code
Description: While fighting within the extreme confines of
a city, the Llaelese Resistance developed a new method of
communicating with one another and channeling information to
scattered Resistance cells. Based on the way certain gangs mark
their territories within cities, the Resistance created a code of its
own to guide its teams.
Agents use chalk or paint to casually make markings on building
walls and street corners. This language, called street code, is
based on a series of marks, and each one has a specific meaning.
Gear
Heavy-Duty Armored Great Coat
Cost: 85 gc
SPD Modifier: 1
DEF Modifier: 1
ARM Modifier: +7
Description: This heavily modified great coat is reinforced to hold
armor plates between layers of cloth panels. This armor covers
most of the body, except the head, hands, and feet. Designed to
help Resistance agents withstand small-arms fire from Winter
Guard blunderbusses, this armored coat is heavy enough to slow
the wearer down but provides significant protection.
Special Rules: None.
Poison Bullet
Cost: 100 gc per round
Description: This specialty ammunition is designed to make sure a
target dies, even if the initial shot is not lethal. As the ammunition
is created, the slug is carefully coated in several specific poisons,
creating an extremely expensive yet effective assassination tool.
Manufacturing such a bullet is difficult because only a few people
in all of Llael know how to make these rounds, and they are often
members of the Order of the Golden Crucible who remained
following the occupation. The Resistance has obtained a handful
of these rounds but has yet to use them in the field.
Special Rules: When a poisoned bullet damages a living character,
the character is immediately affected by the poisons used in its
manufacture. During each of the characters Maintenance Phases,
the affected character must make a PHY roll against a target
number of 16. Outside of combat, the character must make this
roll every 10 minutes. If the character succeeds, nothing happens.
If the character fails, his PHY is immediately reduced by 1. If the
characters PHY is reduced to 0 due to the poisoned bullet, he dies.
If a character succeeds on three PHY rolls, the poison has run its
course and no longer affects the character. The character recovers
PHY lost as a result of the poison bullet at a rate of one point per
two hours of rest.
Vive La Resistance
95
Traps
The following traps use the rules for traps presented in Iron
Kingdoms Unleashed.
Door Trap
Description: To construct a door trap, a Resistance agent rigs a
door so that when it opens, a secured container or spring-loaded
trap above the door opens and delivers its payload to the victim
below. Common contents are acid, explosives, Menoths Fury,
and, in more gruesome traps, heavy spikes or weights.
Special Rules: When this trap is triggered, the character in the
doorway must make a Detection roll against a target number of
14. If the roll succeeds, the character detects the trap and is able
to dodge it. If the roll fails, the character immediately suffers the
full effect of the trap. The payload is used to determine the effect,
but common examples are:
96
Vive La Resistance
Warjack Upgrades
Timberjack Arm
Cost: 200 gc per arm
Type: Melee
Location: Arms
Attack Modifier: 1
POW: 5
Description: Designed to hold and split logs, timberjack arms
are used by many logging companies in the Iron Kingdoms. Due
to their use in a primarily civilian role, timberjack arms arouse
little suspicion from Khadoran patrols. The Llaelese Resistance
uses these arms to outfit laborjacks to fight enemy warjacks and
potentially shear off their arms and legs.
Special Rules: A steamjack with a timberjack arm counts as
having an open fist.
When activated, the log splitter adds +2 to damage rolls against
the target model. On a critical hit with this weapon, fill in the
unmarked damage boxes or circles on the last column or branch
damaged.
Mounting timberjack arms on a steamjack chassis requires the
mechanik to first remove the steamjacks old arm and replace it
with the logger arm. (See Removing or Replacing Arms in the
Iron Kingdoms Full Metal Fantasy Roleplaying Game Core Rules, pp.
319320).
Paying to have an arm system removed and a timberjack arm
mounted in its place costs an additional 60 gc unless the character
does the job himself.
Power Diverter
Cost: 150 gc (light steamjack)
Description: Crafty mechaniks within the Llaelese Resistance
have created systems for their light steamjacks to stand a chance
of damaging the heavy warjacks favored by the Khadoran
Empire. Rerouting steam power from the jacks legs to its arms
grants a steamjack a temporary increase in strength.
Special Rules: Once per encounter, a jack marshal or warcaster
can use a quick action to activate the power diverter. For the rest
of the encounter, the light steamjack suffers 2 SPD and gains +4
Vive La Resistance
97
By Orrin Grey Art by Hardy fowler, Imaginary friends studios, David Kuo, Raphael Lbke, Susan Luo, And
Andrea Uderzo
As you all know, Koldun Ambroz Grishka is more than a thorn in the side
of the Resistance; he is, in many ways, our nemesis. He has captured our operatives, killed our soldiers, and organized initiatives that set the cause back
by months if not years. In spite of the best efforts of our most gifted spies, he
seems to be one step ahead of us at every turn. Our every attempt to capture or
eliminate him has been met not merely with failure but utter defeat. In short,
he is one of the greatest enemies to our noble cause alive today, and we cannot
touch him. His security is unassailable, and he is guarded at all times by the
best soldiers that the military might of the Khadoran Empire has seen fit to
station in our fair lands.
Guarded, I say, at all timesuntil now. Some of you may already be aware
that one of our best operatives was recently captured by a Khadoran patrol
near the border and is currently being held in the garrison at Bomarza. As
we speak, Grishka is headed to Bomarza to personally collect the prisoner. If
our comrade winds up in his hands, rest assured that she will be tortured into
98
giving up whatever information he can wring from her about our operations.
I have no doubt that she will do her utmost to protect the Resistance and may
even die before letting slip so much as a single secret, but I know of the cruelty
and insidiousness of Grishkas methods.
Thats the bad news. Here is the good: In his haste to reach Bomarza and take
possession of our operative, Grishka is traveling with only a small entourage
and without his customary security detail. What we need is a crack team that
can infiltrate Khadoran-held lands and reach Bomarza at the same time as
Grishka and his group, striking while his guard is down. Not only will we be
putting a stop to one of the greatest threats to the cause of freedom but, with
any luck, we can also save the life and secure the liberty of our brave comrade.
Lord Gervyn Morosini, addressing members of the Resistance at a secret
location in Free Llael
Players Be Warned!
Quick shot scenarios are short adventure scenarios for use with the
Iron Kingdoms Full Metal Fantasy Roleplaying Game and Iron Kingdoms
Unleashed Roleplaying Game. Each quick shot is designed with flexible
locales, simple and compelling hooks, and conclusions that can inspire
or provide the foundation for further adventures in western Immoren
and the Iron Kingdoms.
Once Upon a Time in Khadoran-Occupied Llael is a starting adventure
designed for five Hero-level characters between 15 and 24XP. Characters should either be members of the Llaelese Resistance or willing to
undertake an incredibly dangerous mission for their cause (and coin).
Career options and the Adventuring Companies found on pages 9394
are ideal choices for this adventure.
Getting the
Players Involved
99
Chapter One:
papers, please
100
Murdoch is crossing into occupied Llael at the same time the characters
need to, and the characters may be able to join Murdochs Marauders
with a successful Deception or Bribery roll against a target number of
14. Word has it that Murdoch can be easily distracted with flirtatious
behavior, so a character who is so inclined might be able to get into her
good graces with a Seduction roll against a target number of 13.
Characters who either convince the Khadorans of the legitimacy of
their mercenary employment or join Murdochs Marauders can travel
through occupied Llael without issue, though they may be delayed
at the intermittent checkpoint by bored Winter Guard checking their
mercenary contracts (see Enemy Territory, p. 101).
Enemy Territory
Whatever method the characters undertake to get across the river,
they will still need to make their way through enemy-controlled
territory to reach the town of Bomarza, which is three days travel
on foot from the border. If they have forged documents or are
traveling with a mercenary company, they can safely travel the roads,
though theyll still have to bluff their way past a number of
Khadoran checkpoints along the way. In order to maintain
the charade under questioning, the characters will need
to make Deception rolls against a target number of 12
at each Khadoran checkpoint. If they dont have forged
documents and arent traveling as mercenaries, the
characters will be forced to avoid the main roads and travel
overland, which could require a successful Navigation roll
to see if they arrive as planned and avoid delays and other
hazards en route, as well as the occasional Sneak roll to avoid Winter
Guard patrols.
Physique
Abilities:
PHY 5
Speed SPD 6
Strength STR 5
Agility
AGL 4
Prowess
PRW 4
Poise
POI 4
Intellect INT 3
Arcane aRC
Perception
PER 3
Blunderbuss
Axe
MAT
POW P+S
5 3 8
INITIATIVE
INIT 13
DEFENSE
DEF 11
(Infantry armor 2)
ARMOR
ARM 12
WILL 8
Vitality: 7
Command Range: 3
Base Size: Small
Encounter Points: 5
101
As you make your way into town, you can see the buildings around
you are more likely to stand empty than not. Khadoran soldiers patrol
If they are forced to fight their way out of a situation, the characters the streets, and only the empty gaze of vacant windows and the
will need to vacate the premises immediately. Khadoran forces in fearful glances of the townspeople dare to meet your stare.
occupied Llael are tightly connected and reinforcements will no
doubt be arriving shortly. Winter Guard patrols are usually made
up of 5 Winter Guard privats led by a sergeant. The previous page
includes a sample patrol, but feel free to add in different armaments
such as military rifles, grenades, rocket tubes, or grapeshot ammo for
blunderbusses for more variety.
In the event that the characters are forced into a conflict with
a Winter Guard patrol, they might get the bright idea to swipe
some of their uniforms and try passing as Winter Guard. This
would only potentially work if all of the characters are human
and dont have any warjacks or other dead giveaways. Should
the characters attempt such a charade, however, theyll face an
uphill battle to make the ploy work. Many Khadoran patrols in
occupied Llael are highly regimented and carefully monitored,
and chances are the characters may not know the proper jargon to make the impersonation work. A character without Connections (Khadoran Military) attempting to successfully pass
as Winter Guard long enough to reach Bomarza requires both
Disguise and Deception rolls against a target number of 16. The
character must attempt this roll once per day for the three days
it takes to reach Bomarza.
Chapter Two:
Khadoran Night
in Bomarza
Built in the shadow of an old Llaelese fort, the town of Bomarza has
suffered under the Khadoran occupations, and now more of the old
stone buildings that flank the towns winding streets stand empty
rather than occupied. The Khadoran occupation has converted the
fort into a garrison currently staffed by a few dozen Winter Guard
soldiers. The old dungeons below the fort have been returned to
service and now hold prisoners of war like Erynn DGlaeys until they
can be transferred to more secure facilities.
102
Once the characters arrive safely in Bomarza, their dangers are far
from over. Though not nearly as heavily fortified as larger Khadoran
holdings in occupied Llael, the town is still home to a garrison of
Winter Guard that has increased its presence in the streets and
squares of Bomarza in anticipation of Grishkas visit.
During the day, the people of Bomarza are free to go about their
business as they please, though even then they are subject to frequent
stops by Winter Guard patrols. The Winter Guard is likely to stop
anyone who looks suspicious or draws attention to themselves. Since
the PCs are new to Bomarza, they are likely to arouse suspicion.
Avoiding the Winter Guard completely requires contested Sneak or
Streetwise rolls against the PER+Detection rolls of the Winter Guard,
Prison Break
If the characters can slip into the prison beneath the garrison, they can
work with the prisonerswho are almost all Resistance operatives
to stage a prison break at an appropriate moment. A successful Sneak
or Disguise roll against a target number of 14 will get the PCs past
the guards, while a Lock Picking roll against a target number of 12
will open the locks. The prisoners recognize the importance of the
characters mission in Bomarza and will wait to make their move
until after the characters have killed or captured Grishka.
Liberating the prisoners also benefits the Resistance at large. If Erynn
DGlaeys and a small group of other operatives are freed, she will help
them resume operations against the Khadorans in Bomarza even after
the PCs escape. All characters who participate in the prison break gain
an additional experience point upon completion of the adventure.
Ammo Cache
Vasko Szetka or Andrea Pescar can direct the characters to an ammo
cache thats kept in the lower levels of the garrison. Then, all the
characters have to do is slip in with a successful Sneak roll against a
target number of 12, and they can rig the cache to blow. A successful
Alchemy roll against a target number of 14 can set a delayed reaction
that will detonate the ammo cache after a delay of d3+3 minutes.
The resulting explosion will blow a hole in the garrison wall, and the
Winter Guard will be too busy putting out fires and rescuing their
comrades from the rubble to mount an effective pursuit.
103
Light It Up
Conlyth DBray knows of several buildings around Bomarza that
could burn down without doing undue damage to the lives or
livelihoods of the villagers. By arranging to have fires set around
town, the characters could distract and scatter the Winter Guard long
enough to slip out of the area. Getting all the fires to light at once is
the trick, and DBray will vouch for several local youths who can set
the fires once the attack on Grishka commences in order to distract
his soldiers. Securing their services will require a successful Bribery
or Negotiation roll against a target number of 13.
Unfortunately, none of these distractions will work until after the attack
on Grishka is already underway. If the distractions are sprung too
early, Grishka will realize that something is awry and alter his plans or
fail to make an appearance, causing the characters to miss their chance
to strike. Distractions can be set up in advance to ensure they draw
attention long enough for the characters to make their escape.
Chapter Three:
Operation
Whiteout
Grishka has kept the specifics of his movements within the city secret
from everyone outside his personal bodyguardseven the soldiers
in the garrison arent certain of much besides his arrival time
but the characters know he is going to take charge of the prisoner
and address the soldiers responsible for her capture in the square
out in front of the main gates of the garrison. This area was once
a marketplace when Bomarza was still a free city, but under the
Khadoran occupation, it has become known as Prisoners Square.
Sometimes, prisoners of war that are held in the garrison are
disciplined here in sight of the populace, while at other times, the
Winter Guard use the area for exercises.
Empty market stalls and vacant storefronts look onto the square,
and the Khadoran Army has stored various barrels and crates at the
edges. For Grishkas visit though, the central area has been cleared
and a wooden podium has been assembled. If the characters made
good time to Bomarza, they should arrive about two days before
Grishka, giving the characters plenty of opportunity to scout the area
and make their plans.
The Complication
On the last evening before the characters plan to mount their
assault, something goes terribly wrong, compromising their plans
and forcing their hand. While this complication should seem like a
perfectly normal hazard of espionage, Grishka has actually carefully
orchestrated it in order to maneuver the characters into attacking at
a time and place of his choosing. Pick or randomly determine one of
the following complications from the list below.
Complication
roll
effect
1-2
3-4
5-6
Chapter Four:
Revenge of the
Greylord
At this point, the characters are finally in place to launch their assault
against Grishka and his entourage. As the dawn colors the sky,
Grishka marches into Prisoners Square at the head of a small column
of soldiers. Read or paraphrase the following aloud:
With the dawn rising above the old Llaelese fort, the quiet of the
morning is broken by the sound of heavy boots on cobblestones as
Grishka and his troops march into Prisoners Square. In spite of
everything that has happened, for a moment it feels that your mission
may be a success after all. Grishka walks proudly at the head of a
token column of men, his lieutenant at his side. Grishka appears to
be unarmed, carrying only a long map case. Now is your moment to
strike. Quickly, before the soldiers in the garrison come out to meet
the Greylord.
Prisoners Square is roughly 80 feet long by 80 feet wide, ringed with
tall buildings and shops on all sides. A raised platform 18 feet on
a side has been erected at its center. Grishka and his guard march
directly to the platform at the center of Prisoners Square to address
the soldiers.
Grishkas entourage consists of himself, his lieutenant Yurik Zarov,
and six Winter Guard. A Detection roll against a target number of
17 may give the characters some warning of whats to come. Two
104
warjacks are lying in wait in the square on the north side of the square,
one in the back of a wagon covered by a tarp and hidden behind
some barrels and another in an unused mechaniks shop. Within the
storefronts that surround the square are four Doom Reavers, one on
each side of the square, chained and waiting to be turned loose upon
enemies at Grishkas command. Four more Winter Guard soldiers
wait in the wings along with the Doom Reavers to release them from
their chains. The additional Winter Guard will unleash the Doom
Reavers at Grishkas command and then follow them into battle.
Hero Level Combat Encounter
Adversaries: Koldun Ambroz Grishka, Kapitan Yurik Zarov, 6
Winter Guard, 4 Doom Reavers, 2 Rager warjacks
Unless the characters make a successful Detection roll to spot the
traps, it appears that Grishka and Yurik are accompanied by only 6
Winter Guard. As soon as the characters make their move, however,
Grishka springs his trap. He uses his first turn to open the map case
he carries to reveal the Orgoth Staff concealed within. At that signal,
the hidden Winter Guard release the Doom Reavers, who burst
forth from the storefronts and charge directly toward any characters
within 24 feet of Grishka.
String em Along
Yurik uses his first turn to reach the nearest warjack and fire it up.
The Ragers were left in a state of readiness, so only a quick action is
required to bring them to full power. Unengaged Winter Guard can
also fire up one or both of the warjacks, though Yurik is the only jack
marshal present.
The Winter Guard are on hand mostly to provide supporting fire to
Grishka, Yurik, and the Doom Reavers and warjacks. As such, they
hold back as much as possible and fire at any of the characters
to whom they have a clear line of sight.
Yurik primarily acts as a jack marshal in the
battle, letting his jacks do the fighting for him,
though he is more than capable of holding his
own in melee combat and will readily place
himself in harms way in order to defend Grishka.
Grishka attempts to avoid directly engaging in
combat for as long as possible, instead relying on spells
to aid his soldiers or strike down the characters. The Orgoth
Staff protects him from the Doom Reavers and allows him
to give them orders, and he directs their battle fury toward
the characters. Characters with Lore (Arcane), Lore (Orgoth),
or Lore (Khador) may make a roll against a target number of
12 to learn that Grishkas Orgoth Staff is what allows him to
control the Doom Reavers. Without it, they are likely to turn on
Grishka and his soldiers.
The characters have 5 turns to incapacitate or kill Grishka
before reinforcements begin to pour into Prisoners Square.
After that, Winter Guard from the garrison arrive in the
square at a rate of 4 Winter Guard per turn. If the characters
have already established distractions before the encounter,
the distractions begin after the fifth turn and delay the Winter
Guard reinforcements by d3 turns.
105
Rager Warjacks
Doom Reavers
Skills:
Name Stat + Rank Total
Great Weapon
5
2
7
Physique
PHY 6
Speed SPD 5
Strength STR 6
Agility
AGL 4
Prowess
PRW 5
Poise
POI 2
Intellect INT 3
Physique
PHY 10
Speed SPD 4
Strength STR 11
Agility
AGL 5
Prowess
PRW 4
Poise
POI 2
Intellect INT 2
Arcane aRC
Perception
PER 2
Shield Cannon
Shield
MAT
5
POW P+S
1
12
Gladius
MAT
5
POW P+S
4
15
INITIATIVE
INIT 10
DEFENSE
DEF 11
ARMOR
ARM 18
WILLPOWER
WILL
1 2 3 4 5 6
L R
L L M C R R
M M
Command Range:
Base Size: Large
106
Abilities:
Arcane aRC
Perception
PER 2
FellBlade
MAT
7
POW P+S
6
12
Initiative
Init 13
Defense
DEF 11
Wil 9
Vitality: 10
Command Range: 2
Base Size: Small
Encounter Points: 6
Abilities::
Berserk When this character
incapacitates or destroys one or
more other characters with a melee
attack during his turn, immediately
after the attack is resolved, he must
make one additional melee attack
against another character in his
melee range.
Fearless The character is utterly
fearless and automatically passes
Willpower rolls to resist Terror.
Mighty This character gains an
additional die on melee damage
rolls.
Fellblade Doom Reavers cannot
be targeted by spells.
Terror [13] This character has
Terror [13].
PHY 6
Speed SPD 6
Strength STR 5
Agility
AGL 3
Prowess
PRW 5
Poise
POI 3
Intellect INT 4
Arcane aRC Perception
PER 3
Shield
MAT
POW P+S
7 1 6
Abilities: The character gains +2ARM
against attacks originating in his front
arc.
Skills:
MAT
7
POW P+S
7
12
MAT
POW P+S
7 4 9
Abilities: The Blasting Pike is a Reach
weapon. When used with a non-blasting
spearhead, the Blasting Pike loses the
critical knockdown effect.
Initiative
Init 14
Defense
DEF 10
(Full Plate 2)
Abilities:
Jack Marshal The character is
skilled at instructing steamjacks
to act.
Defensive Line While this
character is B2B with one or more
friendly characters, he gains +1
ARM.
Drive: Ancillary Attack The
character can make a quick action
to use Drive: Ancillary attack
on a steamjack he controls. The
steamjack immediately makes one
normal melee or ranged attack.
Fast Rearm (Blasting Pike) The
character gains one extra quick
action each turn that can be used
only to rearm a weapon of the type
noted.
Feat Points Yurik starts each
encounter with 1 feat point. He is
allocated 1 feat point at the start of
his turns. He can have up to 1 feat
point at a time.
Load Bearing The character
is well practiced at fighting while
wearing heavy armor. Reduce the
SPD and DEF penalties from the
armor the character wears each by
1 (included).
Righteous Anger When one or
more characters who are friendly
to this character are damaged
by an enemy attack while in this
characters command range, this
character gains +2 STR and ARM
for one round.
Armor ARM 14
Willpower
Wil 10
AGILITY
PHYS
3
ECT
IQ
4
6
LL
TE
Physique
KAPITAN YURIK
ZAROV
Command Range: 6
Base Size: Small
Encounter Points: 10
Equipment: Blasting Pike (w/ 10 blasting
heads and 1 spear head), Iron Fang full
plate, shield
107
Physique
PHY 5
Speed SPD 6
Strength STR 4
Agility
AGL 4
Prowess
PRW 5
Poise
POI 4
Intellect INT 5
Arcane aRC 4
Perception
PER 5
Orgoth Staff
MAT
6
POW P+S
6
10
Abilities:
Astute The character can reroll
failed Detection rolls. Each failed
roll can be rerolled only once as a
result of Astute.
Combat Caster When this
character makes a magic attack
roll, he gains an additional die.
Discard the lowest die of each roll.
Feat Points Grishka starts each
encounter with 3 feat points. He is
allocated 1 feat point at the start of
his turns. He can have up to 3 feat
points at a time.
Great Power This character can
upkeep one spell each turn without
spending a focus point or gaining a
fatigue point.
Iron Will The character can reroll
failed Willpower rolls. Each roll can
be rerolled only once as a result of
Iron Will.
KOLDUN AMBROZ
GRISHKA
Skills:
Name Stat + Rank Total
Command
5 2 7
Detection
5 2 7
Great Weapon
5 2 7
Intimidation
5 2 7
Interrogation
5 2 7
Spells:
name
Blizzard
No No
Center a 3 AOE cloud effect on target character. The AOE remains centered on the
character. If the target character is destroyed, remove the AOE from play. Blizzard
lasts for one round.
Fog of War
3 SELF CTRL
Yes No
Initiative
Init 16
Frostbite
Defense
DEF 14
(Tailored Plate 1)
Armor ARM 12
Willpower
Wil 10
AGILITY
PHYS
3
ECT
IQ
TE
LL
Command Range: 7
Base Size: Small
Encounter Points: 12
Orgoth staff, tailored plate
108
2 SP 8
12 No Yes
Yes No
Conclusion
EXPERIENCE
With their mission in Bomarza complete, the characters gain the
following experience.
Play Award: Each character gains 1XP for participating in the
adventure.
Conditional Awards: If the PCs freed Erynn DGlaeys and at
least two other prisoners, each character gains 1XP. If the PCs
killed Grishka, each character gains 1XP. If the PCs captured
Grishka alive, each character gains 2XP.
109
Player Gallery
No Quarter #64 challenged you to paint and submit your best warriors who battle beyond death for their sovereigns, their
countries, or themselves. Erik Swinson struck twice with his Deneghra and Zaal entries. Not to be outdone, Rafal Maj and
John Meeks submitted some of their best work, as well. Here are the judges top picks.
Gold
Rafal Maj
Fantastic, moody light-sourcing on a very sharp
diorama base. This display is excellence in execution.
Gold
Erik Swinson
Look at this model! Great contrast,
smooth blends, a strong color
palette, and that amazing base
make this model an easy pick for
gold.
110
player gallery
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.
ENTRI ES DUE BY
BLACK RIVER
IRREGULARS
EXPANSION
COMING SOON!
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treacherous Undercity, a decaying labyrinth of tunnels and caverns that is home to all
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to battle the Undercitys deadly denizens and expose the dark conspiracy festering in
the citys underbelly. If youre tough and smart, youll gain valuable experience and
equipment you need to destroy the evil threatening Corvis. Fail, and death will be
the least of your concerns.
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Undercity and their logos are trademarks of Privateer Press, Inc. This advertising is forward looking and subject to change without notice.
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