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ISSUE No 48

$7.50

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CREDITS
President: Sherry Yeary Chief Creative
Officer: Matthew D. Wilson Creative
Director: Ed Bourelle Director of Business
Development: Will Shick Director of
Operations: Jason Martin Project Director:
Bryan Cutler Lead Developer: Jason Soles
Art Director: Mike Vaillancourt Graphic
Design Director: Josh Manderville
Development Manager: David "DC" Carl
Production Manager: Mark Christensen
Studio Director: Ron Kruzie
...
Editor-in-Chief: Aeryn Rudel
Hobby Manager: Stuart Spengler
Editorial Manager: Darla Kennerud
Editing: Lauren Houchin, Darla Kennerud,
Aeryn Rudel, Michael Sanbeg
Proofreading: David 'DC' Carl, Matt Goetz,
Will Hungerford, Michael Sanbeg, Doug Seacat
Coordination: Jack Coleman
Continuity Editors: Doug Seacat, Jason Soles
Graphic Design: Richard Anderson, Matt
Ferbrache, Laine Garrett, Josh Manderville
Staff Writers: Simon Berman, Douglas Seacat
RPG Producer: Matt Goetz
Studio Miniatures Painting: Matt DiPietro,
Ron Kruzie, Meg Maples
CONTRIBUTORS
David "DC" Carl, Keith Christianson,
Jack Coleman, Matt Goetz, Rob Hawkins,
Will Hungerford, Lyle Lowery, Aeryn Rudel,
Michael Sanbeg, Will Shick, Doug Seacat,
Jason Soles, Jon Webb
ILLUSTRATIONS
Roberto Cirillo, Mariusz Gandzel, Ryan
Ross Grams, Kory Lynn Hub bel,
Nicholas Kay, Susan Luo, Nestor Ossand6n,
Michael Rookard, Shae Shatz, Brian Snoddy,
Andrea Uderzo, Matthew D. Wilson,
Keiran Yanner, Nikolay Yeliseyev
Become a fan of
No Quarter
on Facebook!
News from the Front
New Releases
WARMACHINE Model Previews:
Convergence of Cyriss
Guts & Gears: Heavy Vectors
Modeling & Painting:
Convergence Battlegroup
The Gavyn Kyle Files:
Iron Mother Directrix
Battle Report: Converge & Conquer
Mysteries of the Maiden:
Convergence of Cyriss in the RPG
Tales of the Iron Kingdoms: Conversion
Tournament Triple Threat:
Convergence of Cyriss
Modeling & Painting Challenge: From the Deep
2 TABLE OF CONTENTS
----- """'--- -- ~ ~ ------------- -- - --
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JUST LIKE CLOCKWORK
Within each issue, No Quarter highlights exciting new Iron Kingdoms products coming your way in the near future, be it new
models and 1ules previews for WARMACHINE and HORDES or out-of-the-box playable material for the Iron Kingdoms Full
Metal Fantasy Roleplaying Game. No Quarter #48, however, provides a rare treat-the introduction of an entirely new faction for
the tabletop and the RPG. Yes, finally, the Convergence has begun, and WARMACHINE' s newest faction, the Convergence of
Cyriss, takes center stage in this issue of No Quarter. We've turned the dial up to eleven to immerse you in all things Cyriss, and
the Maiden of Gears has many clockwork gifts to bestow.
First, we'll let you take the new faction for a test drive with the full stats for nine Convergence models, including the
Convergence of Cyriss Battlegroup Starter. After that, Guts & Gears focuses on the Convergence's lethal machines of war,
the heavy vectors. Then, Modeling & Painting checks in with a step-by-step guide to painting the new faction in their official
colws. goodness can be found in the Gavyn Kyle Files with a dossier on Iron Mother Directrix, and the
first k a new series, Tournament Triple Threat, which shows you how to build three devastating Convergence armies .
..
Although much of this issue focuses on the Convergence within WARMACHINE, we haven't forgotten about our dedicated
RPG players. No Quarter# 48 includes an in-depth guide to introducing the Cult of Cyriss and the Convergence into your game,
with new careers, new abilities, new gear, and a treaswe trove of other clockwork goodies for players and Game Masters.
c
So we invite you to delve deep into the mysteries of the Nine Harmonics, fire up your astronometric nexus, and welcome the
Convergence of Cyriss to the battlefields of the Iron Kingdoms.
Aeryn Rudel _fp
Editor-in-Chief
TABLE OF CONTENTS 3
NEWS FROM THE FRONT
............... .... .... #H
-
MAYHEM CUP VIII
By Keith Christianson
In 2010, the gauntlet was thrown down. Mayhem Comics
& Games in Des Moines, Iowa commissioned a travelling
trophy, and a Midwestern grudge match was born. Players
banded together to represent their local game stores, each
team attempting to demonstrate its dominance and bring
the cup home.
The rules are simple: players score points for their team
based on their individual standing at the end of the day.
The team with the highest score wins the right to emblazon
their names upon the illustrious trophy and gains the
bragging rights that go along with it. The first Mayhem Cup
featured only thirty-six people from five different states:
Minnesota, Wisconsin, Iowa, Illinois, and Nebraska. Two
years and seven Mayhem Cups later, the tournament has
seen over a hundred players from ten different states, with
combatants travelling from as far as Delaware and Texas.
The cup returned to Iowa this March after a stay at Misty
Mountain Games in Madison, Wisconsin for Mayhem
Cup VIII, sponsored by Mayhem Comics & Games and
museonminis.com. The ninety-two players in the main
event were divided into two flights. After day one, the
top eight players from each flight were cordoned off to
continue the battle for the prize. Meanwhile, the rest of
the attendees broke off to play in the fast-paced, late night
20-point "Softcore" event. ,
When the final rounds of the main event were held
the next day, Andy Welton (PG_Majortusk) ran one of
his ever-popular "Who's The Boss?" events. Several
eight-man scrambler tournaments kept the competitive
WARMACHINE and HORDES action going all weekend
long. When the dust settled, "Wild Bill" Pagani stood
undefeated and his Texas Renegades, playing for Asgard
Games in Houston
1
claimed the cup by the slimmest
of margins, eking out the win over the Dice Dojo from
Chicago, Illinois.
The final standings were as follows:
Will Pagani
Tom McLaughlin
Jordan Nach
Dan Sammon
Michael Puryear
Chad "Chad Shonwiler" Shonkwiler
Jordan Boichut
Erik Nelson
10 Points
8 points
6 points
5 points
4 points
3 points
2 points
1 point
1
4 NEWS FROM THE FRONT
I
- ----- - ~ - --- -- -
Wild Pagani's Cirde Orboros List
Model
Morvahna the Dawnshadow
Warpwolf Stalker x2
Gorax
Warpborn Skinwalkers (5)
Warp born Alpha
Wolves of Orboros (10)
Wolves of Orboros Chieftain &
Standard
Shifting Stones x2
Stone Keeper
Wolf Lord Morraig
Gallows Grove x2
TOTAL
- - - -------- .
. .
Cost
+5 warbeast pts.
10 each
4
8
3
6
2
2 each
1
5
1 each
50
sr
By
Febn
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and '
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SMOGCON 2013
By Jon Webb (\Nith thanks to Tom Hutchins and Norbert Brunhuber)
February 15th saw the triumphant return of SmogCon
to Firestorm Games in Cardiff, Wales. With organized
and casual play for WARMACHINE and HORDES,
painting lessons and competitions, plus gaming sessions
for the Iron Kingdoms Full Metal Fantasy Roleplaying Game,
Monsterpocalypse, and LEVEL 7 [ESCAPE], this was among
the finest celebrations of Privateer Press games ever held
here in the UK.
Players trayelled from mainland Europe and the four
corners of the British Isles to take part in three days
..
. of qualifying clashes, hoping to earn their place in the
SmogCori championship and stand victorious over
their foes. ~ t h numerous competitive gaming formats,
including Steamroller and the UK' s first official Hard core
tournament; players had to bring their best if they hoped
to reach the Sunday finals. Martin Hornacek of Slovakia
earned his place by winning the opening event of the
weekend, then went on to defeat Lewis Johnson in a hard-
fought match to seize the title of SmogCon 2013 champion.
While most of the full-on action was taking place at
the competitive tables, the more artistic attendees were
slugging it out in a series of speed-painting rounds.
A rainbow of Pyg Burrowers was painted, and after
eight rounds and a final involving several Royal Guard
Coleman Stryker miniatures, Stuart Hunter was declared
the Speed Painting champion.
Also being held at the convention was the first Golden Thrall
Master Painter Competition. With numerous categories and
a Formula P3-inspired judging process, painters of all skill
levels were invited to showcase their talents and fight for
the Golden Thrall coins. Ultimately, Nick Robert's stunning
Kaya the Moonhunter and her battlegroup took best in show;
rumors of Laris being finished the night before the event are
currently unsubstantiated.
Several painters were also on hand to guide novices and
experts alike through various techniques and painting
styles. With some of last year's painting competition
winners included in these lessons, we look forward to
seeing entries of even greater quality in the 2014 Golden
Thrall contest.
Returning from last year's show, the notorious Iron
Kingdoms quiz was back to test even the most well-read
Privateer Press player. The new picture round, in which
contestants struggled to name famous weapons from
the Iron Kingdoms, proved to be the undoing of many
entrants. The ultimate prize of a Convergence of Cyriss
faction patch, which had somehow found its way to our
shores, inspired competitors to carry on.
Rounding out this weekend of gaming, the SmogPit was
free to casual players to grab pickup games against both
old friends and new. The tables were always a hive of
activity, and plans are underway to make the SmogPit
even better next year.
SmogCon also continued its charitable tradition, raising
over 400 for the British Heart Foundation in memory of
Press Ganger Leon Vickers, who passed away at the start
of the year. Humble thanks to everyone who contributed.
Thanks must go out to all the Press Gangers and
volunteers who crewed the convention and made it
such a great success, and to all the players who joined
us. Without you there would be no show, so please join
us again next year for SmogCon 2014. Plans are already
in place to ensure SmogCon 2014 can hold a growing
number of players, and offer even more gaming and social
activities to make the event better than ever.
For more details and picture, please visit
www. smogcon.wordpress.com.
News from the Front bring/ you recaps and advance information about WARMACHINE and HORDES-related
events from around the world. Is there a cool event taking place in your area?
Tell us about it at: submissions@privateeipress.com
NEWS FROM THE FRONT 5
EXEMPLAR BASTION SENESCHAL
GAME: WARMACHINE I
PROTECTORATE OF MENOTH
S CULPTOR: SEAN BULLOUGHS
p AINTER: MATT DIPIETRO
R ELEASE: MAY
PIP 32090 $24.99
IRON FANG KovNIK
GAME: WARMACHINEIKHADOR
S CULPTOR: BOBBY JACKSON
p AINTER: MATT DIPIETRO
R ELEASE: JUNE
PIP 33091 $18.99
TROLL BOUNCER (PLASTic)
GAME: HORDES I TROLLBLOODS
SCULPTOR: BRIAN DUGAS
pAINTER: MEG MAPLES
R ELEASE: MAY
PIP 71072 $18.99
THARN BLOOD pACK (PLASTic)
G AME: HORDES I CIRCLE ORBOROS
SCULPTOR: STEVE SAUNDERS
pAINTER: MEG MAPLES
R ELEASE: MAY
PIP 72076 $54.99
6 NEW RELEASES __ .
-- --- ------ .
Go1
GM
RETI
Scu
NEil
PAD
REL
PIP
TA<
GAl
Sa
PAr
REL
PIF
Cu
No
c)
)ODS
LAS Tic)
)RBOROS
:;:Rs
GoRGON (PLASTic)
GAME: WARMACHINE I
OF SCYRAH
ScuLPTOR: BEN MISENAR &
NEIL ROBERTS
pAINTER: MATT DIPIETRO
RELEASE: MAY
PIP 35056 $18.99
TACTICAL ARCANIST CoRPs
GAME: WARMACHINE I MERCENARIES
SCULPTOR:BOBBYJACKSON
pAINTER: MATT DIPIETRO
RELEASE: MAY
PIP 41102 $29.99
CLASSIC WARMACHINE MoDELs
Now AvAILABLE IN FuLL-SizE UNITS
PRESS GANGERS
CHIMERA (PLASTic)
GAME: WARMACHINEI
RETRIBUTION OF SCYRAH
SCULPTOR: BEN MISENAR &
NEIL ROBERTS
pAINTER: MATT DIPIETRO
RELEASE: MAY
PIP 35055 $18.99
GAME: WARMACHINE I MERCENARIES
RELEASE: MAY "'
PIP 72076 $44.99
CYLENA RAEFYLL & NYSS HUNTERS
GAME: HORDES I LEGION OF EVERBLIGHT
RELEASE: JUNE
PIP 41107 $59.99
GRIFFON (PLASTic)
GAME: WARMACHINE I
RETRIDUTION OF SCYRAH
SCULPTOR: BEN MISENAR &
NEIL ROBERTS
pAINTER: MATT DIPIETRO
RELEASE: MAY
PIP 35057 $18.99
ARGUS (PLASTic) (RESCULPT)
GAME: HORDES I CIRCLE ORBOROS
SCULPTOR: BENOIT COSSE
pAINTER: MATT DIPIETRO
RELEASE: JUNE
PIP 72068 $14.99
REPTILE HOUNDS
GAME: HORDES I SKORNE
SCULPTOR: BENOIT COSSE
pAINTER: MATT DIPIETRO
RELEASE: MAY
PIP 74075 $17.99
NEW RELEASES 7
LYLYTH, RECKONING OF EVERBLIGHT
GAME: HORDES I LEGION OF
EVERBLIGHT
SCULPTOR: JOSE ROIG
pAINTER: MATT DIPIETRO
RELEASE: MAY
PIP 73070 $64.99
8 NEW RELEASES
CATAPHRACT ARCUARII (PLASTic) (RESCULPT)
GAME: HORDES I SKORNE
SCULPTOR: TODD HARRIS
pAINTER: MATT DIPIETRO
RELEASE: JUNE
PIP 74070 $54.99
STORMBLADE INFANTRY CAPTAIN
GAME: WARMACHINE I CYGNAR
ScULPTOR: TODD HARRIS
pAINTER: MEG MAPLES
RELEASE: JUNE
PIP 31101 $15.99
LE
GA
REJ
PIJ
- - ~ - ~ - - - ~ - - - - - - - - - - - - ~ - - - - - - - - - - - ~ - ~ ~ - - - --- ~ - _ . . . _ _ _ . . . _ ~ _ - -------- --- ~ ~ --

CULPT)
LEVEL 7 [ESCAPE]: LOCKDOWN
GAME: LEVEL 7 [ESCAPE] (EXPANSION)
RELEASE: JUNE
PIP 62003 $31.99
THARN RAVAGERS (PLASTic) (RESCULPT)
GAME: HORDES I CIRCLE ORBOROS
SCULPTOR: STEVE SAUNDERS
pAINTER: MEG MAPLES
RELEASE: JUNE
PIP 72066 $54.99
IRON KINGDOMS ToKEN SET
GAME: IRON KINGDOMS FULL METAL
FANTASY ROLEPLAYING GAME
RELEASE: JUNE
PIP 91071 $18.99
NEW RELEASES 9
By David "DC" Carl, Jack Coleman, and Michael Sanbeg
Art by Ryan Gitter, Susan Luo, Andrea Uderzo, and
Nikolay Yeliseyev
The Convergence of Cyriss, the newest
WARMACHINE faction, allows you to
experience the game in a way you've never
seen before. With unique and compelling
synergies on the tabletop, Convergence
models function together like the
integral components of a great,
ruthless machine. The release
of Forces of WARMACHINE:
Convergence of Cyriss is still
a few months away, but the
following pages give you an
advance look at some of the models
releasing in the very
near future.
This preview focuses on Convergence
warcaster Forge Master Syntherion, soon to
be available in the Convergence of Cyriss
Battlegroup Box. We'll also show you a
dynamic Convergence infantry unit, the
Clockwork Angels, as well as the small
but extraordinary solos, the Accretion
Servitors. Also, get ready for six of
the Convergence's signature walking
vectors, three lights and three heavies,
" ' : ~ 1 each one a Versatile and efficient
) . mechanikal killer.
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Vectors
The Convergence of Cyriss does not use warjacks in the
traditional sense. Their machines are built using arcane science
fused with applied physics and mathematics. Each completed
vector is an act of worship to the Maiden of Gears as well as
an irrefutable triumph of engineering. The smooth lines and
artisanai attention to detail contrast with the pure brutality
that the science of kinematics can inflict on enemies of the
Clockwork Goddess.
Vectors are warj acks. In addition to the standard warj ack rules
(see WARMACHINE: Prime II, "Warj acks" ) vectors have
the following rules.
Interface N-ode
The I boxes"'of a vector ' s damage grid represent its interface
node. The interface node functions identically to a cortex
(see WARMACHINE: Prime Mk II, p. 73) for the purposes of
allocating and spen,ding focus.
Because an interface node is not a cortex, vectors are immune
to effects that cause a warj ack to suffer damage directly to its
cortex (such as Cortex Damage and Shock Field) or that require
a warjack to have a functional cortex (such as Domination and
Possession).
Additionally, a vector cannot form a warj ack bond, since it does
rl'ot have a cortex.
Vector MAT and RAT
Vectors do not have MAT or RAT values. Instead, their MAT
and RAT are equal to the current MAT and RAT of their
controlling warcaster. For example, a vector under the control
FOCUS INDUCTION
of a warcaster who has MAT 6 and RAT 4 would have MAT 6
and RAT 4. Vectors do not directly benefit from MAT /RAT
bonuses or suffer from MAT I RAT penalties, but any
MAT/ RAT alterations to a warcaster controlling one or more
vectors will be passed along to his vectors.
Note that spells and abilities that affect attack rolls will still
affect vectors normally. For example, the Conservator heavy
vector's Hand of Vengeance grants it +2 on attack and damage
rolls. Its MAT will remain equal to the warcaster' s MAT, but it
will gain +2 on its melee attack rolls from Hand of Vengeance.
Focus Induction
Once per turn during its activation, when a vector spends a
focus point you can allocate a focus point to another vector if
the two are in the same battlegroup and are within 6" of one
another. Each vector can use focus induction only once per turn
to allocate a focus point to another vector but can be allocated
more than 1 focus point in a single turn if it is within 6" of
multiple other vectors when they spend focus.
Remote Reactivation
Vectors become inert when their controlling warcasters are
destroyed. Vectors can be reactivated only by friendly Faction
models with the Battlegroup special ability.
A Convergence warcaster can reactivate a friendly inert
vector even if it is not B2B with the vector. The warcaster can
forfeit his action to reactivate a friendly vector up to 6" away
provided the vector has a functional interface node. A vector
with a crippled interface node cannot be reactivated remotely.
Focus induction can be an efficient use of focus with a little planning. In
this example, the Convergence player gets three boosted rolls out of just 1
focus point.
Inverter
First, Diffuser A forfeits its movement to aim, makes its attack roll, and hits
the Defender. Diffuser A spends 1 focus point to boost its damage roll. Using
focus induction, the Convergence player allocates 1 focus point to Diffuser B,
a vector in the same battlegroup and within 6" of Diffuser A. Diffuser A then
makes its damage roll.
Before attacking, Diffuser B moves closer to the Inverter, a model in the same
battlegroup, so it is within 6" and therefore close enough to use focus induction
again. Diffuser B boosts its attack roll at the Defender. Using focus induction,
the Convergence player allocates 1 focus point to the Inverter. Diffuser B then
finishes resolving its attack.
Lastly the Inverter can attack the Defender and use the focus point it received
from Diffuser B. Each vector in the battlegroup was able to boost a roll using
jut one focus point due to focus induction.


CONVERGENCE WARCASTER
None can claim the degree of mastery over vecto1s that comes so effortlessly to Syntherion.
-Father Lucant, Divinity Architect
POW P+S
5 14
FOCUS 6
DAMAGE 20
FIELD ALLOWANCE C
WARJACK POINTS +6
MEDIUM BASE
FEAT:
TECHNOLOGICAL
SUPERIORITY
Few can hope to comprehend
the simplest thoughts of
Forge Master Syntherion.
His acute and vigilant mind
ever flickers from angle to
angle, contemplating myriad
possibilities in every moment.
In times of great need, he
focuses his prodigious mental
aptitude to a singular point of
clarity and purpose, directing
his vectors to simultaneously
dismantle his foes with every
last tool at their disposal.
While in Syntherion' s control area, models in his battlegroup
can charge without spending focus and gain Weapon Platform.
Teclu1ological Superiority lasts for one hrrn. (A model with
Weapon Platform can make melee and ranged attacks in the
same activation. When a model with Weapon Platform makes
its initial melee attacks or a power attack, it can also make its
initial ranged attacks. A model with Weapon Platform can make
ranged attacks even while in melee.)
SYNTHERION
construct
Pathfinder
Clockwork Vessel- This moqel counts as a living model for the
pw.poses of generating soul tokens.
Field Marshal [Auto-Repair]- Models in this model' s battlegroup gain
Auto-Repair. (During your Control Phase, remove d3 damage points
from models with Auto-Repair.)
Repairable - Other models can make Bodge or Repair special actions to
repair this model as if it were a warjack.
Resourceful- This model can upkeep spells on models in its battlegroup
without spending focus.
STATIC BOLT
Damage Type: Electricity
Forge Master Syntherion
Perhaps closer to absolute synergy with the machine than
any other Convergence leader, Forge Master Syntherion has
long surrendered all human emotion. He finds no use for
pity or mercy, and in every engagement seeks to eliminate all
opposition with ruthless efficiency. The forge master has no
patience for variables and thus makes heavy use of vectors,
whose actions he controls with artistic mastery. Clockwork
soldiers who accompany him in battle know only too well
that there will be no allowance for error, and that Syntherion
will discard without hesitation any who fail him. In his
calculations there is no possibility of redemption.
SPELLS COST RNG AOE POW UP OFF
CONVECTION 2 10 12 NO YES
When Convection destroys a living enemy model, allocate 1 focus
point to a warjack in this model's battlegroup that is in its control
area.
HOTSHOT 2 6 YES NO
Target model in this model's battlegroup gains boosted ranged attack
damage rolls.
MAGNETIC HOLD 3 8 YES YES
Target model / unit suffers -2 SPD and DEF. Friendly Faction models
with Construct rzJ charging an affected model gain +2'" movement.
RECONSTRUCT 3 6 YES NO
When target warjack in this model's battlegroup is disabled by an
enemy attack anytime except while it is advancing, place it anywhere
within 3'' of its current location. Remove 1 damage point from each
; system, then Reconstruct expires.
SYNERGY 2 SELFCTRL YES NO
While in its control area, models in this model's battlegroup gain a+ 1
cumulative bonus on melee attack and melee damage roll s for each
other model in the battlegroup that hit an enemy model with a melee
attack this tum while in this model's control area.
Using Forge Master Syntherion
Forge Master Syntherion is perfectly suited to bringing
a large battlegroup to bear against the enemies of the
Convergence of Cyriss. His Field Marshal [Auto-Repair]
ability removes d3 damage points per htrn from every
model in his battlegroup. Additionally, Syntherion' s
MAT 6 and RAT 5 give his vectors some pretty
impressive base stats, which can then be enhanced
with various abilities throughout the faction. Lastly,
his Resourceful ability allows him to upkeep his many
battlegroup spells without spending additional focus.
Players will want to take full advantage of.Resourceful
by upkeeping Synergy, Hot Shot, and Reconstruct
every turn. While Synergy is active, don't hesitate to
use a Diffuser or Mitigator to build up the
bonus when their ranged weaponry is not in particular
demand. This will allow even higher attacR
bonuses for the last vectors to .activate, allowing them
to crush even the sturdiest targets with ease. Since it
boosts all of a vector's ranged attack damage rolls, Hot
Shot is best used on a Prime Axiom, but it can also be
impressive on a Cipher, boosting every damage roll
from its Bombardment servipods. Reconstruct will give
one of Syntherion' s vectors a second chance after it is
disabled, so keep it on the most valuable vector in the
path of danger.
In addition to his Resourceful-enabled battlegroup
spells, Syntherion has Convection for direct magical
damage and Magnetic Hold for a combination buff I
debuff spell. Magnetic Hold gives a model/ unit -2 SPD
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CONVERGENCE LIGHT VECTOR
Galvanizers are the perfect tools-equally suited to restoration or destruction.
FIELD ALLOWANCE U
POINT COST 3
MEDIUM BASE
Galvanizer
The oldest vector design still
in use, the Galvanizers form
the core of the
vector armory. Galvanizers
are equipped with metal saws
GALVANIZER
Circular Vision -This model's
front arc extends to 360".
Repair [9] (*Action)- This
model can attempt repairs on
any damaged friendly Faction
warjack. To attempt repairs,
this model must be B2B with
the damaged warjack and make
a skill check. If successful,
remove d6 damage points from
the warjack' s damage grid.
METAL SAW
Critical Grievous Wounds -
On a critical hit, the model hit
by this weapon loses Tough,
cannot heal or be healed, and
cannot transfer damage for one
round.
powerful enough to rip thwugh
the thickest armor plating or cause
horrific damage to flesh and bone, yet
precise enough to be used in conjunction
with their field repair arrays for quick
battlefield maintenance. This versatility
makes the Galvanizers an indispensable
battlefield asset.
Using the Galvanizer
The Galvanizer is the first warjack in all
of WARMACHINE to feature the Repair
ability. Due to the Repairable ability
found on many of their construct warrior
models, Convergence of Cyriss players
can turn the usual repair equation on
its head by using warjacks to repair
warriors. At Repair [9], the Galvanizer is
fairly reliable at removing damage from
construct models.
-Forge Master Syntherion
HEIGHT/WEIGHT: 7 4" I 1. 9 TONS
ARMAMENT: METAL SAW (HEAD), FIELD REPAIR ARRAY
PEAK OPERATIONAL DURATION: 5 HRS COMBAT
INITIAL SERVICE DATE: 339 AR
CURRENT DESIGN: GALVANIZER ITERATION 113
LEAD INNOVATOR: FoRGE MASTER lUCIDIA
TACTICAL TIPS
REPAIR - A wreck marker cmmot be repaired. A model cmmot
repair itself, because it is not B2B with itself.
Galvanizers are also competent combatants with
their metal saws. These weapons inflict a P+S 12 hit,
respectable for a light warjack, and Critical Grievous
Wounds is a pretty nasty special ability against certain
types of targets. At just 3 points apiece, it's easy to stock
up on a few Galvanizers to spread around the healing
and the carving alike. When charging into combat,
don't forget focus induction to pass those Galvanizers'
focus points from vector to vector.
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CONVERGENCE LIGHT VECTOR
Facing those things is suicide. Their bullets can hunt down a man better than Leta's own hound&
-Trencher Corporal Lucian Banks
--
--
HEIGHT/WEIGHT: 7' 4" I 1. 7 5 TONS
ARMAMENT: HoMING RIPSPIKE (HEAD), AERIAL GuiDANCE UNIT, PosiTIONAL
ALLOCATION TRANSMITTER
PEAK OPERATIONAL DURATION: 6 HRS COMBAT
INITIAL SERVICE DATE: 507 AR
CuRRENT DESIGN: DIFFUSER ITERATION 59
BEACON - M9difiers to movement apply only to a model's
nobnal movement.
Diffuser
The Diffuser is a clockwork marvel equipped with a
ripspike launcher and a sophisticated arcane relay.
The individual ripspikes bear tiny fins controlled by a
clockwork mechanism. This allows the arcane relay to
adjust the trajectory of each ripspike, maximizing the
probability of every shot striking true. The relay sends
similar signals to other vectors, clockwork vessels, and
priests of Cyriss to direct their efforts toward targets
marked for immediate termination.
DIFFUSER
Circular Vision- This model' s
front arc extends to 360 .
HOMING RIPSPIKE
Beacon- Friendly models can
charge or make a slam power
attack against an enemy model
hit by this weapon without
being forced or spending
focus. A friendly model
charging an enemy model hit
by this weapon gains + 2" of
movement. Beacon lasts for
one turn.
Luck- This model can reroll
missed attack rolls with this
weapon. Each attack roll can be
rerolled only once as a result
of Luck.
Using the Diffuser
For its cost (3 points), the
Diffuser is tough to beat when
you're looking for a ranged
warjack. Its homing ripspike has
respectable range and power
at RNG 11 and POW 11, but it
also has remarkable accuracy
thanks to the Luck ability. A
boosted ripspike attack is nearly
guaranteed to find its mark.
While its accuracy is noteworthy,
it's the homing ripspike' s Beacon
ability that really sets the Diffuser
apart. Beacon allows other vectors
to charge the marked target without
spending focus, and it allows vectors
and warriors alike to charge an extra
2" against the target. Against enemy
armies that include warjacks, warbeasts,
or battle engines, a couple of Diffusers
are an indispensable asset for claiming
the alpha strike and then maximizing it.

CONVERGENCE LIGHT VECTOR
The journey to enlightenment is initiated by the brilliance of discovery.
MITIGATOR
Circular Vision - This model' s
front arc extends to 360.
RAZOR BOLA
Puncture - A model hit by this
attack automatically suffers 1
'11 damage point.
FIELD ALLOWANCE U
POINT COST 4
MEDIUM BASE
Mitigator
Quake- On a direct hit against
an enemy model, all models hit
are knocked down.
An enemy soldier who finds himself the
target of a Mitigator stares death in the face.
He knows that once it launches its razor bola,
fitted with spikes that actuate with enough
force to easily puncture armor and bone, his
chances of escape are practically nil. Those
who survive the impact of the razor bola
find themselves entangled, helpless against
the constructs and clockwork vessels of the
Convergence closing in to methodically
eliminate ensnared targets.
Using the Mitigator
The Mitigator is the most expensive light
vector at 4 points. It's got substantially
shorter range than the Diffuser, and its
primary weapon has POW -. Yet the
Mitigator is the light vector most feared by
the enemies of the Convergence of Cyriss
due to its razor bola.
The razor bola has RNG 7, AOE 3, POW
-, Puncture, and Quake. Puncture deals 1
point of damage to every model under the
- T11e Ninth Hannonic of Cyriss
HEIGHT/WEIGHT: 4" / 1.8 TONS
ARMAMENT: RAZOR BoLA HuRLON (HEAD), RoTATIONAL AccELERATOR
PEAK OPERATIONAL DURATION: 5.5 HRS COMBAT
INITIAL SERVICE DATE: 563 AR
CURRENT DESIGN: MITIGATOR ITERATION 23
LEAD INNOVATOR: FLUXION ISOLEXUS
3" AOE, making the Mitigator the true bane of heavily-
armored troops or those with abilities like Shield Wall
or Defensive Line. Against multi-wound targets Quake
is just as terrifying, knocking down every model under
the AOE if the attack hits its declared target. Though
Mitigators won't frequently score the killing blow
against major threats, they are perfect setup vectors,
clearing out pesky troops and knocking enemies to the
ground to negate their DEF.

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CONVERGENCE HEAVY VECTOR
There is no equation so complex, no pattern so elusive, or no defense so impenetrable that it
cannot be unlocked with the right key. -Forge Master Meridian
HEIGHT/WEIGHT: 11' 8" I 8.8 TONS
ARMAMENT: PISTON SPIKE (BOTH), SERVIPOD MoRTAR (HEAD)
PEAK OPERATIONAL DURATION: 4.25 HRS COMBAT
INITIAL SERVICE DATE: 405 AR
CURRENT DESIGN: CIPHER ITERATION 83
LEAD INNOVATOR: FORGE MASTER MERIDIAN
Cipher
warcasters favor the Cipher both for
its versatility and raw efficiency. Every shot from its
servipod mortar discharges seven miniature servitors,
specially selected for its warcaster's changing needs,
which in flight for maximum coverage. Any
targets fortunate enough to survive this withering
volley will soon face its heavy piston spikes, designed
to sunder the heavy armor plating of any foe sturdy
enough to reach the Cipher intact.
CIPHER
Attack Type- Each time this
model makes a normal ranged
attack, choose one of the
following abilities:
Bombardment - Models
hit suffer a POW 6 blast
damage roll.
Crater- The AOE is rough
terrain and remains in play
for one round.
Flare - Models hit by this
attack suffer -2 DEF for
one round.
Steady- This model cannot be
knocked down.
SERVIPOD MORTAR
Arcing Fire -When attacking
with this weapon, this model
can ignore intervening
models except those within 1"
of the target.
FIELD ALLOWANCE U
POINT COST 9
LARGE BASE
Using the Cipher
The Cipher is an exceptionally
well-rounded vector equipped to
fulfill multiple roles within an army.
With two P+S 18 piston spikes and
the Bombardment ammo type, the
Cipher is equally adept at cracking
heavy armor and clearing out
high-DEF infantry. In addition to its
offensive capabilities, the Cipher can
hamper your enemy's movement with
Crater and increase the accuracy of
every attack against models within the
FlareAOE.
With ROF 2 and AOE 4, the servipod
mortar is capable of covering a large area
of the board with no need for a direct hit.
Position the Cipher as close to the target as
possible in order to minimize the distance of
deviation rolls.
N V ~ R T ~ R
CONVERGENCE HEAVY VECTOR
'When endeavoring to eliminate obstacles to the Maiden's Equation, there is no weapon so
destructive that it should be dismissed as "excessive force." -Iron Enumerator Quentin Talbot
FIELD ALLOWANCE U
POINT COST 8
LARGE BASE
Inverter
INVERTER
Steady- This model cannot be
knocked down.
METEOR HAMMER
@Reach
Chain Weapon - This attack
ignores the Buckler and
Shield weapon qualities and
Shield Wall.
MACROPUMMELER
Discharge - After this model
makes an attack with this
weapon, it cannot make an
attack with this weapon for
one round.
Knockdown- When a model
is hit by an attack with this
weapon, it is knocked down.
The Inverter represents the first of the
Convergence of Cyriss' heavy vector
chassis still in use today. Designed
specifically for brute force, its heavy
spring-loaded macropummeler
sends its unfortunate
opponents crashing to
the ground, making
them easy targets
for the finishing
blows of its
meteor hammer.
Using the Inverter
The Inverter is a front-line monster.
The only heavy vector with Reach, its
meteor hammer provides the extra
threat range that is vital to a front-
line model. However, the first thing
you'll likely notice about the Inverter
is the powerful macropummeler. At
P+S 20, the macropummeler allows the
HEIGHT/WEIGHT: 11' 8" I 9.2 TONS
ARMAMENT: METEOR HAMMER (LEFT), MACROPUMMELER (RIGHT)
PEAK OPERATIONAL DURATION: 4.5 HRS COMBAT
INITIAL SERVICE DATE: 402 AR
CURRENT DESIGN: INVERTER ITERATION 44
LEAD INNOVATOR: FoRGE MASTER MERIDIAN
Inverter to hit with the power of a colossal, though Discharge
limits it to doing so only once per round. In addition to its
exceptional damage output, the macropummeler provides
some utility with Knockdown. Not only does this decrease
a target' s DEF against subsequent attacks, the Inverter can
also use the knockdown to disengage friendly models and
open LOS to an enemy warcaster /warlock.
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CONVERGENCE HEAVY VECTOR
Countless times I've seen a warjack's blade strike true, but ne11er before from twenty paces.
-Battle Mechanik llya Raskalov
HEIGHT/WEIGHT: 11' 8" I 8.5 TONS
ARMAMENT: ELLIPSAW FLINGER (LEFT), SPRING-SPIKE FIST (RIGHT), OPTICAL
ANALYSIS CoMPARATOR
PEAK OPERATIONAL DURATION: 4.25 HRS COMBAT
INITIAL SERVICE DATE: 453 AR
CURRENT DESIGN: MONITOR ITERATION 62
LEAD INNOVATOR: FORGE MASTER MERIDIAN
Monitor
Bea'ring optical arrays, this vector can isolate
and. identify targets despite natural camouflage and
even occult concealment techniques. The Monitor's
deadly ellipsaw flinger hurls spinning saw blades to
strike targe,ts at all angles of vulnerability. Its powerful
spring-spike fist strikes with tremendous speed and
force, rapidly neutralizing anyone unfortunate enough
to face this vector in melee combat and allowing the
Monitor to seek new targets.
MONITOR
Steady -This model cannot be
knocked down.
True Sight -This model
ignores concealment,
Camouflage, and Stealth.
ELLIPSAW FLINGER
Critical Brutal Damage -
On a critical hit, gain an
additional die on this
weapon's damage roll against
the model directly hit.
SPRING-SPIKE FIST
{i) Open Fist
Sustained Attack- During
this model's activation, when
it makes an attack with this
weapon against the last
model hit by the weapon
this activation, the attack
automatically hits.
MONITOR
FIELD ALLOWANCE U
POINT COST 8
LARGE BASE
Using the Monitor
The Monitor's ellipsaw flinger has
the longest RNG of any weapon
in the Convergence, and at
POW 13 with Critical Brutal
Damage it packs a significant
punch. It is almost always a
good idea to boost ellipsaw
attack rolls in order to get
the most out of Critical
Brutal Damage. Thankfully,
with focus induction you can
pass that focus on to another
vector after boosting!
Take the aiming bonus
whenever possible. With
True Sight and a little support
from a Cipher or Attunement
Servitor, the Monitor can
eliminate targets such as Eiryss
or Widowmakers with average
boosted attack rolls.
'L2,KLlJ2RK i9Nt;'\:L7
CONVERGENCE UNIT
Our knowledge has taken us beyond mortality. With this new vessel, we rise as the Maiden's angels.
-Aurora, Numen of Aerogenesis
5 10
FIELD ALLOWANCE 3
LEADER & 2 GRUNTS 3
LEADER & GRUNTS
@Advance Deployment
@ Combined Ranged Attack
Construct
Blade Shield- This model
gains +2 DEF against ranged
attack rolls.
Clockwork Vessel- This
model counts as a living model
for the purposes of generating
soul tokens.
SMALL BASE
Flight- This model can
advance through terrain and
obstacles without penalty and can advance through obstructions and
other models if it has enough movement to move completely past them.
This model ignores intervening models when declaring its charge target.
Reform-
After all
models in this
unit have completed
their actions, each can
advance up to 3".
BINOMIAL BEAM
Magical Weapon
BINOMIAL BLADE\
Magical Weapon
Brutal Charge- This model gains +2 to charge attack
damage rolls with this weapon.
Clockwork Angels
Clockwork angels are fast and deadly strike forces
that utilize the innovation of true flight to remain
in constant motion, eagerly disrupting all who
would dare to oppose the will of Cyriss. Relying on
their speed, maneuverability, and the devastating
precision of their binomial beams to surgically
cripple enemy forces, the clockwork angels leave
their foes weakened and vulnerable to the finishing
blows of other Convergence elements.
Using Clockwork Angels
The Clockwork Angels form the vanguard of the
Convergence forces. With Advance Deployment, SPD 7,
Flight, and Reform, these empyrean warriors are the most
mobile unit within the faction.
Apply this speed to outmaneuver anq . flank your
opponents. Put pressure on the enemy's back line, and
use CRAs to eliminate key targets. While you circle the
enemy forces, take advantage of the terrain. Blade Shield
is particularly potent when combined with elevation or
concealment for DEF 18 against ranged attacks (or DEF
20 in cover). The combination of Flight and Reform
allows the Angels to advance behind a forest or through
an obstruction, potentially rendering them immune to
retaliation.
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Accretion Servitors
Accretion servitors move about like great mechanical
honeybees, flitting from one clockwork vessel to
another, pausing only briefly to repair damaged servos
or weld armor plating. Their mastery of quick repairs to
clockwork vessels and vectors in the heat of battle can
often mean the difference between victory and defeat,
and these servitors have rapidly become indispensable
on the field ef battle.
CONVERGENCE SOLO
-Forge Specialist Isopurgus
SERVITOR
construct
@ Pathfinder
3 5 5
Hodge (*Action)- This model
performs minor repairs to
FIELD ALLOWANCE 3
3 ACCRETION SERVITORS 1
one damaged friendly Faction
warjack with which it is B2B.
Remove 1 damage point from
SMALL BASE
the warjack.
Steady- This model cannot be knocked down.
Strip (*Action)- This model can make this special action only when
B2B with an enemy wcujack. The wcujack suffers 1 dcunage point to the
column of your choice.
Using Accretion Servitors
In a faction full of constructs, the Accretion Servitors
stand out by being the most affordable and reliable
way to maintain your and keep vectors fully
operational. Unlike repairing, the Bodge (*Action)
does not require a skill roll, and in the heat of battle
a little bodging is often all you need to restore a
vital system on your vectors or top off the health
of a multi-wound warrior model.
Inversely, the Strip (*Action) allows your
Accretion Servitors to disable the systems of
an enemy warjack without even making an
attack roll. This is great for those moments
when you roll just a little too low to remove
an enemy's weapon or cortex system.
BY DAVID uDC" CARL & AERYN RUDEL ART BY SHAE SHATZ AND ANDREA UDERZO
From the Archive of Iterative Design, Volume LXXXVII
The Maiden of Gears directs us toward mechanikal purity
in all things, and paramount among these directives is the
fundamental concept that sentience and the immortal soul are
intrinsically amalgamated. This is the guiding principal of the
Eighth Harmonic: False shadows of consciousness mock the
divine equation. Our vectors share superficial similarities with
the constructs employed by the nations of the Iron Kingdoms,
but a vector is a true extension of its master's consciousness, a
truer embodiment of harmonious machine-craft.
A more perfect synthesis between human mind and machine
of war is achieved through the interface node, which allows
our gifted warcasters to attune vectors under their control,
infusing the machines with their personal skills, experience,
and tactical acumen. Thus, the vector is unburdened by' the
imperfect directives of an artificial consciousness and is
guided in all things by a truly mind.
Mechanikal perfection must be relentlessly pursued and
can be achieved only through diligent research and iterative
refinement, not isochronally but as the spark of genius
strikes. Each vector, from recent innovations to ancient
designs, must be analyzed, so flaws can be identified and
removed. This archive charts the trajectory of each of our
vectors, from initial designs to the sometimes dozens of
iterations that followed. This work represents the efforts of
hundreds, over centuries, each focused unwaveringly on
improving our machines of war.
-Fluxion Garren di Luca
------ -- ,. ..- --- .,.______ ---- .......... ---d--....--------- ------ __, ___ ..__ ..... ,_,.,...------
22 GUTS & GEARS
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Designation: Inverter
Iteration: 1
Lead Innovator: Forge Master Meridian
Design Approved: 399 AR
Inception Date: 402 AR
It has become apparent that the most widely employed heavy
vector chassis, designation Aggregator, is unsatisfactorily
armed and insufficiently resilient to meet present demands.
Recent clashes have shown the Aggregator' s difficulty in
penetrating heavy armor, and a single Aggregator is rarely
sufficient to neutralize a comparable warjack.
AltHough the Aggregator is capable of serving in a combat
role and has done so with moderate efficacy, this was not
intended to be its primary function. As the threats we face
escalate, a more forcible weapon platform is needed, one
dedicated to protracted combat against the most resilient
enemies. Recent breakthroughs in weapon design, coupled
with innumerable parallel advances, have made it possible
to construct a new vector to replace the Aggregator, one
better suited to our current and future offensive needs.
The proposed vector, designation Inverter, shares some
similarities with the Aggregator, primarily its base motive
design and optical array. However, we have upgraded these
systems with current technology, improving ambulatory
stability and target acquisition speed.
The Inverter departs from the Aggregator in its armament,
making use of our newest and most destructive innovations.
First among these new armaments is the macropummeler,
which is based partly on the design of the piston spike.
However, the macropummeler employs an efficient system of
gears and ratchet drives rather than the high tensile springs
used by the piston spike. This new system can store nearly 60
percent more kinetic energy than older designs. In addition, the
macropummeler' s striking arm is more robust and fitted with a
concussive impact hammer tipped with a hardened point. This
striking arm can deliver a blow strong enough to sunder armor
and drive even a heavy warjack to a supine position.
As pleased as we are with the macropummeler, it does have
one drawback. After firing, the striking arm must be
reset by internal cogs connected to the ratchet drive, rendering
the weapon inoperative during this process. Reliance on this
weapon as a sole means of offense is untenable. Therefore, the
Inverter will be fitted with a secondary weapon system. The
proposed de'sign for the secondary weapon system, called a
meteor hammer, consists of a spiked striking head attached
to a flexible steel chain. This weapon can be swung at great
speeds, using angular momentum to deliver the inertial force
of the weapon's head to a target's armor plating, crushing not
only the plating but transferring the force to more vulnerable
systems beneath.
The Inverter's innovative design makes retrofitting existing
Aggregators impossible, although raw materials can be
--------
obtained from the older chassis. I realize this proposal requires
a large investment of time and resources, but we cannot sit idle
and trust the defenses of our temples to archaic designs when
advancement is well within our grasp.
-Forge Master Meridian, AR 397
Designation: Inverter
Iteration: 19
Lead Innovator: Optifex Uther Korran
Design Approved: 497 AR
Inception Date: 500 AR
Forge Mq.ster Meridian has entrusted me with identifying
opportunities for improvement in the heavy vector chassis
designated Inverter. While the forge master's initial designs
are both elegant and inspired, minor adjustments to the
Inverter's macropummeler would undoubtedly increase its
battlefield utility.
We have recently synthesized a sturdier brass alloy that can
withstand higher levels of heat and stress. The retraction
gears within the macropummeler' s arm housing are
currently constructed of an inferior alloy that necessitates a
slower retraction speed lest the gears overheat and fail. If we
replace the main helical wheel within the arm housing with
the new alloy, we can increase rotational velocity, resulting
in a 19 percent increase in retraction speed and reducing the
time necessary to reset the striking arm. This would allow
a controlling warcaster access to the Inverter's most potent
armament on a more frequent basis, increasing his or her
ability to neutralize enemy targets.
This upgrade would require little in the way of labor or
resources, and I believe we could retrofit the majority of
existing Inverters within a matter of months.
-Optifex Uther Korran, AR 495
Designation: Inverter
Iteration: 39
Lead Innovator: Fluxion Uther Korran
Design Approved: 600 AR
Inception Date: 601 AR
In the century I have served the MaidenJ I have immersed
myself in her mysteries, seeking ways to strive for mechanikal
purity in myself and the machines I create. Oddly enough, the
simplest solutions are often the most elusive, and the allure of
complexity for complexity's sake is a trap we all must actively
circumvent. Case in point is my proposed improvement to the
Inverter's meteor hammer.
I have thoroughly examined this weapon, and a simple
alteration will increase its battlefield functionality
significantly. If we exchange the meteor hammer's current
torus link chain for a multi-dimensional pivot chain, it will
facilitate increasing the chain length with no loss of precision
control. In addition to granting the Inverter increased reach,
the increased control will more fully enable the Inverter to
strike around barriers, negating certain defenses.
The cost and labor required to make this improvement is
negligible, and even the least experienced optifex among
us could swap the older style of chain for the new in less
than an hour.
-Fluxion Uther Korran, AR 599
.
..
0 {
Designation: Cipher
Iteration: 1
Lead Innovator: Forge Master Meridian
Design Approved: 401 AR
Inception Date: 405 AR
Although my previous vector design, designation fills
a required role as a primary close-combat I believe there
exists a need to further enhance om vector arsenal. Om existing
heavy vector chassis lack ranged armament, making it difficult
for om warcasters to neutralize certain threats. With that in
mind, I have designed a new heavy designation Cipher,
which offers a more versatile weapons platform, one that is
effective in close combat but can also engage enemies at range.
My proposal for the Cipher's close-combat armament is to
utilize the simplistic yet effective piston spike. Although the
now outmoded Aggregator makes use of this weapon, and
in its present form it is for out needs, I believe it
can be improved significantly with little effort. We have made
great strides in improving the tensile strength of high-tension
springs, and the proposed Cipher features a pair of piston
spikes that can store up to 15 percent more potential energy,
increasing the weapon's armor piercing capabilities when
converted to kinetic energy in combat.
The Cipher's potential ranged armament is limited, as its
close-combat weapons and heavily armored hull already push
the maximum weight its displacement field generator can
handle. Therefore, ranged armament must be lightweight. A
shoulder-mounted ripspike launcher is the best choice for this
design. The firing assembly and ammunition are light enough
they will not overtax the Cipher's motive systems, and the
weapon has proven effective against a variety of targets, from
infantry to light warjacks.
Like the Inverter, the Cipher is based on the Aggregator
chassis. However, unlike the Inverter, the new Ciphers can be
created from existing Aggregators with a significant retrofit.
This will allow us to upgrade all Aggregators in service in
the most efficient way possible. Subsequently, we can begin
fabricating new Ciphers as required.
-Forge Master Meridian, AR 399
Designation: Cipher
Iteration: 27
Facilitator: Forge Master Meridian
Design Approved: 444 AR
Inception Date: 446 AR
.
An annual review of the Cipher's utility on the field of battle
has revealed opportunities for improvement. Warcasters
controlling Ciphers in battle laud the devastating power of
its twin piston spikes, but have expressed dissatisfaction with
its ripspike launcher. Primarily intended for close-combat,
the vector's range weaponry does little to support its role on
the battlefield. Recent innovations in servitor techrlology may
provide an answer to the Cipher's perceived shortcoming.
Success in the miniaturization of servitor units has allowed us
to convert these incredibly useful automatons into a type of
intelligent ammunition. The proposed servipod mortar would
posses the capability to fire a group of miniatme servitors with
spring-driven metal components that fly apart on impact,
becoming deadly piercing shrapnel. These explosive servipods
would be most effective against groups of lightly armored
infantry, which have the potential to swamp om vectors and
hamper their ability to close with more serious threats.
Replacing ripspike launchers with servipod mortars is a
fairly complex retrofit, but the weapons possess sufficiently
comparable size and weight that the upgrade is possible. Om
warcasters will no doubt be in need of this versatility in the
battles to come, and this upgrade will increase the Cipher's
effectiveness by a significant degree.
-Forge Master Meridian, 443 AR
Designation: Cipher
Iteration: 51
Facilitator: Optifex Kalias Renald
Design Approved: 511 AR
Inception Date: 512 AR
In an effort to improve the hull integrity of vectors,
we have recently perfected a higher-grade steel alloy
that is both stronger and lighter than. those cmrently used in
vector construction. The reduced weight would not provide
additional speed to the Cipher, but would allow us to upgrade
other systems with more robust components. If the outer hull
of the Cipher were lightened by 10 percent, we could improve
the displacement field generator by increasing the size of the
gyroscopic stabilizer. The primary benefit to this adjustment
would be vastly increased stability for the vector.
Retrofitting existing Ciphers with the new hulls would be
prohibitively expensive and extraordinarily time consuming;
therefore, I propose these designs be implemented in the
construction of all new Ciphers.
-Optifex Kalias Renald, 510 AR
Design
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.-- - ._ - .._., .._.-,. o--. _._,_..__ r ,_, r -
24 GUTS & GEARS
I
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fbattle
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Designation: Cipher
Iteration: 75
Facilitator: Enumerator Ivan Drasko
Design Approved: 594 AR
Inception Date: 595 AR
Battlefield demands have made it imperative that existing
Ciphers continue to evolve their functional versatility,
posing a threat both at range and in close combat. Although
effective, the servipod mortar provides one-dimensional
ranged capability. The Cipher would be more effective and
versatile if additional types of servipod ammunition were
made available.
The proposed upgrade to the servipod mortar would
allow the Warcasters controlling Ciphers to make use
of two new types of servipod ammunition. The first are
lumichem servipods that carry the same compounds
used by attunement servitors. The second are tunneling
servipods thp.t burrow into the earth before releasing a
controlled charge to create craters and sinkholes. These two
new ammunition types will grant our warcasters greater
versatility when engaging targets at range, hindering their
movements and making them more vulnerable to attack by
supporting vectors and clockwork soldiers.
Upgrading existing servipod mortars to accept the new
ammunition types requires the installation of a variable
selector module within the mortar assembly. Due to the space
requirements of the additional servipod ammunition variants
as well as the selector module, this will also require replacing
the shoulder-mounted launcher to a centrally located
head-mounted servipod mortar. This is not a particularly
complicated process, however.
-Enumerator Ivan Drasko, 593 AR
.
. . :
Designation: Monitor
Iteration: 1
Lead Innovator: Forge Master Meridian
Design Approved: 451 AR
Inception Date: 453 AR

The Inverter and Cipher have increased our destructive potential
in close combat, but we lack a heavy vector with the ability to
engage enemies at range with comparable destructive potential.
The Cipher's servipod mortar is better utilized against fragile
targets, such as living soldiers, and protrqcted ranged combat is
neither the Cipher's strength nor its intended role.
I propose a new heavy vector chassis with primary armament
designed to neutralize targets at range, while maintaining
utility in a close combat role. This is a philosophical inverse of
the Cipher's design, which is primarily a dose-combat vector
but possesses ranged utility as a secondary priority. The new
vector, designation Monitor, will be armed with the latest
ranged innovations from our arsenal.
The best choice for the Monitor's primary armament is
the ellipsaw flinger, a devastating ranged weapon that
fires spinning blades capable of penetrating armor even
at extreme distances. Each blade also includes internal
microactuator-driven accelerator wheels that allow it to
change the angle of impact in midflight, exploiting enemy
vulnerabilities. This weapon would comprise the vector's
right arm.
It is my intention to equip the Monitor's left arm with a
grasping claw. Although simple, this claw could be used to
strike blows powerful enough to neutralize light warjacks
and heavy infantry. In addition, the grasping claw would
allow the Monitor to manipulate objects, an undeniable
utilitarian feature.
Although the Monitor will be based on the Cipher chassis,
retrofitting existing Ciphers is not an efficient use of resources.
I suggest implementing dedicated production for this chassis,
and have attached a list of recommended temple foundries
where this could be done.
-Forge Master Meridian, 450 AR
Designation: Monitor
Iteration: 30
Lead Innovator: Fluxion Athos De Veer
Design Approved: 514 AR
Inception Date: 515 AR
I have analyzed data gathered from various conflicts over the
past fifty years, focusing on those where the vector designated
Monitor was the primary means of hostile pacification. My
analysis confirms it performed adequately at range but struggled
in close combat when faced with heavily armored foes.
When forced into close combat, the Monitor's primary means
of offense is a grasping claw, which it can use to pummel its
targets or, if the enemy is small enough, grapple it and fling
it bodily away. We can improve the Monitor's close combat
capabilities by focusing on that which it does well-taking
hold of an enemy with its grasping claw. Utilizing the
high-tension spring technology developed for the
Cipher's piston spikes, I propose adding a similar
weapon to the Monitor's grasping claw. _
1
This "spring-
spike fist" would trigger each time the Monitor
strikes a blow, propelling a retractable hardened-
steel spike into its target. In addition, the mechanism
controlling the spring-spike could be triggered by
servo-gears in the grasping claw itself, so ' that when
the Monitor grapples an opponent, the spring-spike is
triggered, striking the target repeatedly without need of
additional targeting.
This improvement would increase the Monitor's close-combat
destructive potential by an estimated 47 percent. Retrofitting
existing Monitors with the new spring-spike assembly would
require 3.6 man-hours per vector, a reasonable expenditure
for such increased combat ability.
-FluxionAthos De Veer, 513 AR
Designation: Monitor
Iteration: 38
Lead Innovator: Enumerator Silas Geir
Design Approved: 579 AR
Inception Date: 580 AR
I have recently been given charge of increasing the size of the
gyroscopic stabilizer within the Monitor's displacement field
generator, granting it increased stability similar to that of the
Cipher. Although the primary motivation for this upgrade
is an increase in the Monitor's stability, my calculations
indicate an enhanced gyroscopic stabilizer would improve
the accuracy of the Monitor's ellipsaw flinger.
Additionally, I have had the good fortune to work "Qeside
Father Lucant, aiding him in his work on tlw alchemical
treatment of optic lenses. To ensure the Moniter can 'strike
enemies with certainty, I propose it. be fitted with an optical
array that includes alchemically treated, rotating lenses
designed to penetrate both mundane and arcane obfuscation.
Although this technology does not currently exist, Fatl1er
Lucant has made significant strides in this area and assures
me the lenses I require could be availaple within the year.
My calculations indicate the improvement in accuracy of the
Monitor>s ellipsaw flinger from the upgraded gyroscopic
stabilizer would be small. However, when coupled with the
proposed alchemical optics array, the increase in accuracy
against targets benefitting from arcane obfuscation would be
incalculable, rendering inviolable targets vulnerable to the
Monitor's attacks.
-Enumerator Silas Geir, 578 AR
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i9NI7 Ti9,TI'5
BY DAVID nDC" CARL
The forces of the Convergence of Cyriss utilize tactics built
upon an unshakable foundation of army synergy. Any one
unit or vector can pose a viable threat to opposing forces,
but it is the army's spells, feats, and abilities all working in
tandem that create a juggernaut of gear-forged death. The
Cipher, Inverter, and Monitor are some of the finest models
available to deliver the finishing blow.

The quadruped heavy vector chassis is slightly slower than
the faction's __ vectors, but it also has the highest base
ARM, 32 Ciamage boxes, and is immune to knockdown
effeets. This allows the Cipher, Inverter, and Monitor to stay
in the fight longer than other vectors.
This sturdiness is even more of a factor when one takes the
Convergence.,s restorative abilities into consideration. With a
number of models having Repair or Bodge, it's not difficult
to keep these heavy vectors operating at maximum efficiency.
Under the control of Forge Master Syntherion these vectors
are especially durable, healing d3 damage points every turn
thanks to his Field Marshal [Auto-Repair] ability.
Repairing warjacks is a tactic available to other factions as well,
but the Convergence has an important tool no other factions
share-focus induction. The most debilitating system for a
warjack to lose is its cortex (or in this case, its interface node).
Even if the warjack is subsequently repaired, if its cortex is in a
crippled state during the control phase, it rarely has a means of
gaining focus points. The focus induction ability, however, is an
easy way around this limitation. On any activation that a vector
spends focus, you can allocate one focus point to another vector
within 6". Depending on which other vectors are activating
where, an Inverter that began the turn with a crippled interface
node can charge into battle at maximum efficiency!
Forge Master Syntherion' s Field Marshal ability isn't the only
one that can be used to great effect with these heavy vectors.
Iron Mother Directrix can use each of these iron giants as
an Arc Node, Father Lucant allows them to Shield Guard
weaker allies, and Axis grants them Counter Charge-a truly
impressive ability considering their melee prowess. (Aurora's
field is ;;tlso amazing on the Cipher, Inverter, and
Monitor, but it's too early to reveal it.)
Tools of
The attacks ;unleashed by these heavy vectors are just as
important as their sturdiness and utility, if not more so.
Remember their MAT and RAT valy.es vary with their
commanding warcaster, so they're not all equally suited to
every Convergence warcaster.
The however, does fit well with any warcaster. Its
P+S 18 piston spikes are a great melee threat, and its servipod
mortar is a versatile ranged tool. With ROF 2 and AOE 4, the
servipod mortar doesn't even need a high RAT to get the job
done. Each shot can dish out a POW 6 blast, create a zone of
rough terrain, or inflict -2 DEF on models in the AOE. In early
turns, use the Cipher to hinder enemies with Crater or assist
allies with Flare before switching gears to take advantage of
multiple high-P+S melee weapons.
The Inverter is melee-focused through and through, so
high-MAT warcasters are the way to go with this vector. Its
macropummeler boasts an impressive P+S 20 with automatic
knockdown, and its meteor hammer has Reach, Chain
Weapon, and P+S 17. Though the macropurnmeler can only
be used once each round, combining that hit with a flurry of
meteor hammer attacks allows a focus-loaded Inverter to dish
out some serious damage.
The Monitor is the heavy vector for Convergence warcasters
with higher RAT values. Its ellipsaw flinger is tied for the
longest range in the faction at RNG 13, and it has POW
13 with Critical Brutal Damage for the potential of up to
four damage dice. Its True Sight ability also allows it to see
through concealment, Camouflage, and Stealth, making it
a truly impressive sniper under Directrix or Syntherion. The
spring-fist spike is no joke at P+S 17, though, and once it hits a
target each of its subsequent attacks are guaranteed to connect
thanks to Sustained Attack.
Support
The Cipher itself is a great support for Inverters, Monitors, or
even other Ciphers, but these three vectors can take advantage
of all sorts of other army support as well.
Auto-Repair, Repair, and Bodge are all great tools for keeping
these vectors in the fight, and a few Galvanizers, priests, or
Accretion Servitors will ensure your vectors are fighting-fit.
In addition to repair duty, Convergence priests have a cou-
ple of other very important ways to support heavy vectors.
Unfortunately it's too early to expound upon that, but this
article simply wouldn't be complete without at least some
portent of their vector support.
The Attunement Servitors have the same Flare ability as the
Cipher, causing -2 DEF within a 4" AOE. Even more severe,
the Mitigator can knock enemies to the ground thanks to
Quake, drastically reducing DEF against ranged attacks and
allowing melee attacks to hit automatically. These are both
great tools for conserving focus points for boosting attack
rolls, thus maximizing damage output.
Diffuser light vectors can be a heavy vector's best friends.
They typically need just 1 focus point, and focus induction
allows them to pass that focus along to a nearby Cipher,
Inverter, or Monitor. Their homing ripspike's Beacon abil-
ity also allows the heavy vector to charge for free and move
an additional2".
- ... ------ ..... ______ _. ... 6 ... --.. ...
GUTS & GEARS 27
------------- BY ROB HAWKINS -------------
If you're like me, once you finally get your Convergence of Cyriss Battlegroup Starter you'll want to put your models on
the table right away. I've long prided myself on gaming only with painted miniatures, so before I unleash the Convergence
on my opponents, Forge Master Syntherion and his vectors need to get painted. Fast.
Since the Convergence models are all-metal constructs, priming them black and drybrushing Cold Steel over the surface
can be a pretty tempting However, while I've always been a fan of drybrushing and use the technique almost
exclusively in my terrain, on a small miniature it can look sloppy and rushed. On top of that, the Convergence models have
a lot of delicate limbs-not the sort of thing you want to vigorously brush.
What follows is a quick way to turn out an effective and clean Convergence paint scheme. We'll match official faction colors
and use simple basecoats and washes to get the job done (okay, and a little drybrushing, too).
Paint the entire battlegroup together, using an assembly-line process to work on all the parts as a single batch so you can
work quickly and finish the models together. If you can maintain your focus and power through this process, you'll have
these models painted in a matter of hours.
MC
As sen
way.l
show
PA
Step
Flat I
dryb:
if thi1
exact
abou
dels on

surface
almost
have
n. colors
rou can
'11 have
MODEL ASSEMBLY & PRIMING
Assemble the models, keeping some limbs separate so it's easier to access all the details without the arms getting in the
way. Use popsicle sticks and dowels to hold the parts, pinning each in place with a thick brass rod. The images below
show how to best separate the major components of each model.
PAINTING THE OUTER HULL
You'll notice I've glued sand to the bases and then glued
the models on top of the sand. This is so I could get a
secure bond to the base without the sand obscuring the
miniature's feet, as would happen if it were added at
the end. The sand will be painted in the final steps as
weathering is applied to the n\odels.
Spray the models with Formula P3 Black Primer. Try
to get solid coverage, but don't agonize over it if the
spray doesn't penetrate into every nook and cranny. The
washes will adequately cover any "bald" spots.
Step 1) Coat all the parts with Cold Steel darkened with a touch of Pig Iron. A Formula P3 Large Drybrush or Large
Flat Brush works best for this. Wet the brush and blot it dry on a paper towel. Then, apply the paint using a normal
drybrushing technique. The moisture still in the brush will allow the paint to penetrate into the recesses more than
if this were a true drybrush. (If you've ever attempted drybrushing with a brush that wasn't fully dry, you'll know
exactly what I mean.) I find this method is faster than applying a standard basecoat because you don't need to worry
about precision.
Work across the model, taking care not to let the paint gum up the details, until you have a smooth, metallic coat.
1
I
Step 2) Next, wash the entire model with Armor Wash.
Use the wash straight from the bottle without thinning
and ensure it gets in all the recesses. Take care not to let
the wash pool on the surface or completely fill in details
l ~ k e the art deco designs or screw heads. If you see this
happening, pull some of the excess wash off the model
with a clean, dry brush.
The result is a nicely
shaded and suitably
. ~
dark metallic part.
Step 3) After the wash has completely dried, drybrush
the model with Cold Steel and then Quick Silver using a
properly dry brush. A Formula P3 Large Flat Brush is the
most effective brush for this.
-------------------------------------------------------------------------------------------------------
30 MODELING & PAINTING
PAl
This st
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shots t
prefer
Mix a
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and la
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Forev
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Step J
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.. - -
~ - ------- ~ --- -------- -- -- .. -- ----- - --
---------
Tash.
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ely
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ush
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_____
PAINTING THE CARBON STEEL
This step allows you to add variety to your miniatures. The intention is to add contrast between the different areas of
the model and break up the all-metallic surface. If you're matching the studio scheme, look at the images and gallery
shots to see where the carbon steel plates are located, but feel free to add as much or as little carbon as you like. If you
prefer to deviate from the studio faction colors, you could even apply a different color wash.
Mix a wash of Greatcoat Grey, Armor Wash, and a little water. The areas receiving this carbon steel wash are mostly
recessed, so you don't need a particularly steady hand to stay within the lines. Use a Formula P3 Work Studio Brush
and lay in the color with a continuous sweeping stroke to avoid any overlapping lines as the wash begins to dry.
The original silver highlighting will show through the wash. If you find the wash has on heavy, to the point of
turning the area too grey, simply drybrush a little Pig Iron on the surface after the wash has dried. That will recapture
the metallic shine.
PAINTING THE BRASS GEARS AND COGS
For even more contrast, a few parts should be picked out as brass. And, just as with the carbon steel, it is up to your
discretion to add as much or as little as you feel is necessary. This is the most painstaking step because you don't want to
get brass on any other areas of the model. Accordingly, I've kept the process as simple as possible.
Step 1) Basecoat the areas to be painted brass with Rhulic Gold. Since I'm matching the studio scheme, this will be all
the gears and pistons, a few of the arm and leg segments, and the shoulder details on the Cipher.
MODELING & PAINTING 31
Step 2) Mix a wash with 50 I 50
Brown Ink and Thornwood Green
with a few drops of Armor Wash
to darken it, then thin the mix with
a little water and mixing medium.
Paint the mix onto all the brass areas
to shade them.
As with the Armor Wash earlier,
don't let this pool on surfaces
or completely fill in any of the
recessed details.
Step 3) When the wash dries, use
a Formula P3 Small Flat Brush to
drybrush highlights onto the raised
areas with Solid Gold and' a touch of
Radiant Platinum. Don't worry about
the deeper areas where the brush
won't fit.
PAINTING THE VOLTAIC GLOW
The models are nearly complete! All that remains is the blue light emanating from within the mechanikal constructs.
Step 1) Thin Morrow White with a
few drops of water and paint it into
the glowing areas. The thinness of
the paint will allow it to flow into
the recesses.
Step 2) Make a wash using Arcane Blue with a little water and mixing
medium. Paint this over the white and on some of the metal around the
glowing components.
Step 3) If a single coat of the wash prope:t.ly
shade the white (if too much white shows .througp
or if the blue ends up being more opaque.than you
wanted), adjust the glow by adding another layer of
wash or by adding highlights. The coils, for example,
will benefit from thin highlight lines using a mix of
Arcane Blue and Morrow White and a final highlight
of straight Morrow White. This is an organic process,
and you may need to shade some areas more and add
brighter highlights to others.
PAl
Step 1
basecc
Step 3
withe

effect,
tromp
FIN
All the

they'n
If you
avoidi
"A... " - --
32 MODELING & PAINTING
. - - ----- --- - -- -- ___
use
Lto
:aised
mch of
y about
1sh
Lets.
erly
.gh
rou
er of
mple,
x of
llight
Jcess,
td add
If the glow obscures too much of the surrounding metal,
dryb1ush a little Cold Steel and Quick Silver around the
frame. By pulling the side of your brush across the area,
you can keep the hairs from falling into the recesses and
keep the silver on the raised surfaces. This is particularly
effective on the Mitigator's vents and the Convergence
faction symbol on the Cipher's torso.
PAINTING THE BASES AND WEATHERING
Step 1) To paint the sand, first
basecoat it with Gun Corps Brown.
Step 2) Use the brown wash you
created earlier for the brass and paint
it over the sand.
While washing the sand, apply some
to the feet and legs of the vectors to
give them a muddy appearance.
Step 3) When the wash has dried, drybrush the sand
with Gun Corps Brown. Don't worry if some of the
color gets on the legs; it will enhance the weathering
effect, making the models look as though they've been
tromping across the muddy battlefield.
Step 4) Drybrush the sand with Menoth White Base,
keeping this last highlight clear of the model's legs.
FINISHING THE MODELS
All that remains are the final details! To finish the models, paint the rims of the bases with Thamar Black and add some
static grass. Then carefully remove the parts from their painting stands and super glue the miniatures together. Now
they're ready for the battlefield!
If you stick with this method as you add to your force, you can complete whole groups of models as you get them,
avoiding every hobbyist's dilemma: the dreaded backlog of unpainted miniatures.
- - ~ . ~ . . . . . . --- ~ . . ... .... - ~ - -.. ~ .... ---..-._,.-,.....,__........, ... ,.._ __, . ~ ... - .... - -- .. --.- ~ _.... - .. -.-...,- -"- -
MODELING & PAINTING 33
The doCl
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Since yo
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- 1ranscribe y d A.ndrea u e .
. L nil Hubbe\ an
A.rt by KorY Y
IRON MOTHER
DIRECTRIX
.
The documents you provided regarding the
recent attack on a Cygnaran supply tram by the
being known as Iron Mother Directrix provided
me with a meager if workable starting point to
further research this enigmatic creature and
the organization to which she may belong. The
abbreviated report on the incident itself proved
somewhat more useful than the transcribed
interrogation of the Cyrissist priest you captured
after the attack.
Since your instructions were simply "find out all
you can," I've taken information from the incident
report on the attack in western Cygnar and
extrapolated from there. My initial investigations
led me to two conclusions, which I believe are the
crux of the information you wish to acquire.
First and foremost, it is clear the Iron Mother
represents a new and credible threat. The
technology she employed suggests military
equipment comparable to that fielded by
armies of the sovereign kingdoms. This implies
astounding technological sophistication, access
to considerable manufacturing, as well as to
resources and an organization of considerable
scope. Of course we have no proper gauge
of the actual scale of this group nor the size
of its forces, but even if their armed might
is relatively small, it suggests considerable
sophistication. Also, the warjacks-ifthey can
truly be called that-controlled by the Iron
Mother demonstrated machinery apparently
quite different from the steam-powered 'jacks
which are sti.]J the mamstay throughout the Iron
Kingdoms.
Second, it is clear those who committed this attack
were connected to the worship of the goddess
Cyriss, whose cult is both widespread and secretive.
Her symbol was omnipresent on the machines
involved in the attack, and the priest you captured
was an avowed Cyrissist. My research then focused
not on if the Iron Mother is connected to that faith,
but to what degree.
In the dossier that follows, I will provide evidence
to support the conclusions above. However, I must
warn you, my research into this Iron Mother has
left me with many unanswered questions.
-GK
Iron Mother Summary
580 A.B.- A warcaster appears in a part of southern Khador,
the Shadoweald Forest with a force of warjacks and
soldiers. She exterminates a dangerous and violent Cyrissist cclt
alth?ugh she spares the leader for reasons unknown, perhaps to
pumshments devised by her superiors.
603 A.B., Solesh 17th - of a hidden Cyriss temple
northeast of Corvis by the Cygnaran Reconnaissance Service after
temple broken into by agents of the Inquisition and' other
mterested parties.
607

11
th - A large and well-orchestrated attack
on a of high-grade steel en route to Merin from Rhul. The
of the leader of this force matches Iron Mother Directrix.
608
A.B., Khadoven - An attack o:q. blackclads in the
Gallowswood is Witnessed by an irregular in the service of the
Army. The leader of the attacking force matches the
descriptiOn of Iron Mothe; Directrix.
608 A.B., Khadoven 23rd - Interrogation of Mikael Chevesk by
authorities on the grounds of theft of government property.
Mikael Is a member of the Khadora.n Mechaniks Assembly and an
alleged leader in the largest known Khadoran cult of Cyriss. .
608 A.B., Ashtoven - Attack on Cygnaran supply train with
subsequent theft of expensive rare minerals most commonly
employed for advanced metallurgy and mechanikal applications such
arc nodes, cortexes, and high grade conduits. A priest of Cyriss
and provides the identity of Iron Mother Directrix as
his superiOr.
The most logical place to start my investigation
was the incident that prompted you seeking my
services in the first place. Since you were unable
to provide me with more than a name and a
description of the _subject and her forces, I began
looking for attacks of a similar nature. In official
military records there at first appeared to be
little of direct bearing, only a number of rumors,
hearsay, and poorly documented anecdotes with
too little substance to merit investigation.
I eventually unearthed a letter sE:mt by a
Searforge Commission senior trader to his
superior regarding the loss of a shipment of
high-grade steel en route from Rhul to Ord,
intended for a steamjack foundry in Merin. This
document was difficult to procure because the
Searforge obviously did not want the incident
it details to be public knowledge, because they
were attempting to bypass Khadoran tariffs
on shipments of refined steel. Therefore, the
shipment was "mislabeled" as scrap metal. Such
underhanded techniques are commonplace, and
Rhulic merchants can generally get such goods
intact to Ord with a few well-placed bribes.
The shipment had a small escort of Searforge
soldiers and a pair ofwarjacks, which was
insufficient to turn aside the enemy that fell
upon them-one quite similar to our subject.
-GK
Casteus/Uldern 11th, 607 AR
To: Trade I'l:aster Ecken Rothrock
From: Senior Trader Thorne Caldish
You are no doubt aware of the shipment lost
in transit to_ the Ordic capital. The official
stance of the Searforge Commission is that the
Khadoran government confiscated the steel
because we attempted to bypass their tariffs on
these goods. This is not the case.
I was there. I saw what happened, and it was not
what went into the official report. There was
no "confiscation," there was outright.theft,
and not by the Khadorans. Our wagons were set
upon just south of I'l:idfast by something I have
never seen before, a force of steel automatons-
warjacks possibly, but like none I'm familiar
with-commanded by a giant silver construct in
the shape of a woman.
The metal woman commanded us to leave our
wagons and flee into the nearby forest. Of
course, we were not about to give up our goods,
and the gun corpsmen opened fire on her,
commanding their two Grundback Blasters
to do the same. It was a mistake. She and her
automatons reacted swiftly and decisively to the
attack, firing strange metal projectiles at the
gun corps and the warjacks or tearing into them
with spring-loaded spikes and spinning blades.
The machines had no smoke stacks that I could
see, and damned if I know how they were powered.
The gun corps and warjacks were cut to pieces in
seconds, and the rest of us fled into the forest.
\Ve returned hours later to find the wagons
overturned and the steel gone.
-Thorne
There are similarities between the attack
described above and that perpetrated on
the Cygnaran supply train. Both included
resources slated for warjack production and
would be useful to any group with a need.,.for
similar manufacture.
Her warjacks imply a level of mechanikal
skill similar to or perhaps in some ways even
surpassing that of the kingdoms militaries. In
addition, in both the attack on the Cygnaran
supply train and the attack above, she was
accompanied by multiple warjacks, some identical
to each other. In other words, these warjacks
seem more like standardized, purpose-built
military-grade warjack chassis. If this is the case,
we are dealing with an individual or possibly a
group with access to sophisticated manufacturing
capabilities, which would, of course, require great
resources and coordination.
-GK
<
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So far, I
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-GK
Date: Kl
To: Kapi
From:V
Three nj
Gallows
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and I ha
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ire great
So far, I have.presented two cases of the Iron
Mother attacking military convoys carrying
valuable resources. Although I could find no
further evidence of attacks of this specific
nature, I did discover a reference to what might
be the same individual involved in an attack on
the mysterious blackclads.
The following document is a transcript of a
report from a Khadoran manhunter and details
a battle he witnessed between blackclads
and a group of mysterious "spider" machines
and "metal men" led by a "metal woman." His
descriptions are crude but intriguing.
-GK
Date: Khadoven 7th, 608 AR
To: Kapitan Luka Petru
From: Vikta Lovot, irregular
Three nights ago I was in the northern
Gallowswood, ten miles from Volningrad, and I
saw something you should know about. orders
are to keep an eye on the blackclads in the area,
and I had been tracking a group of them and
some of their beasts. They led me into the deep
woods, to one of their sacred places, a clearing
with tall st'anding stones. The clearing wasn't
empty when the blackclads arrived; there was
a group of metal men and strange machines
unlike any I have seen before. They were big like
warjacks but.made a different sort of racket and
produced no smoke or steam. All seemed to be
following the instruction of a huge metal woman
wearing a cloak of knives.
The blackclads were not pleased to find
intruders in their sacred area, and they
attacked. I watched the battle from the trees.
Blackclads have powerful magic, and their
wolf-beasts are big and strong enough to tear
apart a Juggernaut. Here they were outmatched.
There were four spider warjacks, and they fired
cannons from their heads and attacked with
huge steel spikes mounted on their arms. The
blackclads' two wolf-beasts w.ere killed quickly,
leaving the druids and ten or so spear-wielding
warriors to continue the battle. The metal woman
ordered her metal men forward. Each was armed
with a stout steel club and a large shield. As
they advanced on the spearmen, their shields
moved and mechanically locked together. The
metal woman attacked the blackclads, and I saw
her use magic against them, bolts of blue energy
that burned men and beasts. '.vhen one of the
blackclads tried to attack her with his axe, the
blades on her cloak moved and cut him to pieces.
The battle ended swiftly, and all the blackclads
were killed. Some of the warriors fled, and the
metal woman let them go. I watched her after the
battle, and she was very interested in the druid
stones. After looking at them for a long time,
she had her warjacks begin to demolish them.
After that, I feared I would be spotted, and left.
-Vikta
The most intriguing aspect of Vikta's report is
the Iron Mother's interest in the blackclads'
menhirs and the site at which they stood. The
fact that she removed them means something,
and I can only guess at her aims here. This
location is of no strategic value, but perhaps
there were occult reasons for her interest.
Further research indicates this attack on the
blackclads may not have been an isolated event.
I found a few scattered reports of sites known to
be sacred to the blackclads defiled in a manner
consistent with what is described above, both in
the wilds and also in remote townships. I have
attached these reports separately but they are
sparse in details, as you will see. Nonetheless,
some describe warjacks and automatons at least
potentially similar to those used by the Iron
Mother. In all cases save the one reported by
the manhunter, the witnesses are unreliable,
and there is no verifiable account or official
record. However, this suggests more attacks
might have occurred in remote locations and
gone unrecorded.
While these attacks may have been carried
out by warjacks similar to those used by the
Iron Mother, there were no other references
to her that I could uncover in even the most
scattered report. This begs the question of
how many warcasters this group has at their
disposal. Given the similarities in machinery, I
think it's safe to rule out the notion that these
might have been entirely disconnected Cyriss-
worshiping groups.
-GK
With the information I have compiled, I
believe it is logical to assume the Iron Mother
is connected to a reasonably large and well-
organized Cyriss-worshiping organization with
unknown but potentially expansive goals and
influence. What is uncertain is whether the
more public face of the goddess, the various
accepted cults operating in numerous cities, are
complicit with the Iron Mother and the group
with which she is, connected.
Therefore, I expended considerable energy and
resources in orchestrating an interrogation of
an open Cyrissist priest in Volningrad, the city
nearest the incident in the previous report. I did
not have any reason to suspect he is involved with
a larger group, but he seemed the sort who might
know more than he would willingly divulge.
The priest in question, Mikael Chevesk, is a
member of the Khadoran Mechanik's Assembly,
or at least he was. Worship of Cyriss is common
among the brotherhood of the Assembly, and the
High Kommand is tolerant of the religion. They
are not, however, tolerant of mechaniks who
steal government property. I was able to unearth
doctored paperwork proving that Mikael had
been slowly thieving small, intricate parts useful
in the manufacture of warjacks for at least a
decade and funneling them to various Cyriss
cults throughout Khador.
After a few quiet words to the right people,
Mikael's illicit activities were revealed to the
authorities and he was arrested. When Mikael was
questioned, I made sure the interrogating officer
would make reference to the report submitted by
the Scout Sergeant Vikta Lovot regarcli.:p.g the Iron
Mother's activities near the Gallowswood.
Below is a transcription of the relevant portions
of the interrogation.
-GK
Date: Khadoven 23rd, 608 AR
Kapitan Ushka: Tell us your rank with in
t his cult.
Mikael Chevesk: I am an enumerator, a purely
spiritual title. I serve t h e 1'1aiden in wh at ways
I can.
KU: Does t his service include t h ie.very from
t h e 1'1oth erland'i Does it require you to spit
upon t h e glorious nation t hat h as provided
you with position and opportunity in its great
1'1echaniks Assembly':'
MC: Kapitan, you do not understand. I was acting
on imperatives from the l'laiden. \vhat I took
and made available to my brothers can only
benefit Khador. The path to perfect mechanikal
enlightenment is a boon to all.
KU: Then why do it in secret':' \vhy hide t his
great work':'
MC: I did not believe t he resources I needed
would be allocated to me. Kapitan, I swear t hat
my work, although unauthorized, can aid the
Hoth erland.
KU: So you're a patriot? Then s how us by telling
us about t hese other cults your were aiding. \vho
are their leaders':' \vhere are t hey located':'
MC: I don't have t hat information. I simply know
t he requests were valid and from members of my
faith in need. I could not turn t h em aside.
KU: So, a s far as you know, these i ndividuals
whom you so blithely aided could be planning an
attack against Khador.
MC: Of course not. \ve are not a violent
f ait h , Kapitan. \ve only wish to increase O"lr
understanding of the 1'1aiden's directives and in
doing so sh ow others t h e light of her perfection.
KU: You lie. \ve have repm:ts of oth er Cyriss
cults operating within our borders. In fact, I
have a report right here that details a violent
sect of Cyriss worshippers operating in t h e
Gallowswood.
MC: I find t hat hard to believe. I certainly have
no knowledge of such attacks.
KU: 13ut as you said, you know nothing about
t h ese cults to whom you supplied resources
and technical information. Correct? Even if
I believed t hat were so, you could have been
unwittingly abetting this dangerous group.
Isn't t hat so, I1ikael?
I'ic: I dol
faith ofi
nature,
these ra
no prior
the trut
KU: I fi:
priest o:
you wou:
especiaJ
coincidE
MC: 1'1y t
against
know led
KU: The
wh o com
name of
in o u ~
MC: \ve.
cults o:r;
had no c
underst
imperfe1
it must
KU: \vhc
their nc
MC: I do
The inte
repetiti'
eventua
the info
recants
are unc1
describt
informa
believe
So whei
pro mint
Khador
theymi
probabl
The mol
from th
Mother,
is assoc
public c
andma
Mikael t
manufa
mine raJ
and the
mercha
I have o
connect
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the Iror
the Iron
;>ortions
thin

at ways
from
spit
ided
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s acting
ook
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i the
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ly know
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our
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rfection.
riss
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riolent
t he
nly have
about
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ren if

:roup.
C: I don't believe that. Kapitan, members of my
faith often share information of a technical
nature, but I swear I have received nothing from
these radicals you describe. I say again, I had
no prior knowledge of their activities. This is
the truth !
KU: I find t hat very odd. Are you not a ranking
priest of your goddess? It is strange that
you would h ave no knowledge of such t hings,
especially since your illicit activities seem to
coincide with the attacks.
MC: Jv1y broth ers and I would never conspire
against the lVJ: otherland! I tell you, we had no
knowledge of these radicals!
KU: Then wh o are these mysterious Cyrissists
who commaud'powerful and alien warjacks in t he
name your goddess? If t here is any honor left
in you, you will tell me what you know.
MC: \Ve have heard rumors of fringe
cults operating in the wilds. But we have
had no contact with t h em. \ve assumed t h eir
understanding of t h e goddess' directives was
imperfect. If they are doing t he t h ings you say,
it must be true.
KU: \Vho leads t h ese "fringe" 1.Vhat are
t heir names?
MC: I do not know! ',ve are not associated!
The interrogation goes on, but it is mostly
repetition of what you see here. Kapitan Ushka
eventually applied more creative means to get
the information I required, but Mikael never
recanted his assertion that he and his cult
are unconnected to any group akin to those
described. Kapitan Ushka is skilled at wringing
information from his subjects, so I am inclined to
believe Mikael.
So where does that lead us? Given the
prominence of this particular cult among the
Khadoran Mechaniks Assembly, it seemed logical
they might have been connected, yet I think it
probable that this connection is only one way.
The more "open" cults of Cyriss may be distinct
from the sinister cabal or cabals behind the Iron
Mother, but she and the groups with which she
is associated I suspect make use of the more
public cults to surreptitiously acquire resources
and materials. You will note the materials
Mikael Chevesk was stealing are useful in the
manufacture, of warjacks, as were the rare
minerals stolen from the Cygnaran supply train
and the high-grade steel taken from the Rhulic
merchants. I think this is more than coincidence.
I have one further theory regarding the
connection between Cyrissist faithful operating
in the open and the clandestine cabals to which
the Iron Mother undoubtedly belongs. I think
the more public cults may serve as a pool of
potential recruits for these secretive groups of
Cyrissists. Although I have no direct evidence
of this, the placement of prominent Cyrissists
within the Khadoran Mechaniks Assembly
and the Cygnaran Armory, not to mention the
access such individuals have to technology
and resources, would make them extremely
attractive prospects for induction into these
fringe cults.
-GK
The previous documents make it clear the Iron
Mother and possibly other powerful Cyrissists
connected to her are attempting to acquire raw
materials and resources. But for what purpose?
It is obvious these groups are constructing
warjacks and other weapons, and the iron
ore, high-grade steel, and other materials
stolen would be useful in the manufacture of
such things. If this is the case, where is this
manufacturing taking place?
A facility designed to create the warjacks
previously described would have to be both large
and well hidden. As such, I began searching for
a site that met these parameters and eventually
across the following report from a CRs
agent concerning the exploration of a hidden
Cyrissist temple in the wilds outside of Corvis.
Interestingly, both Alexia Ciannor and members
ofVinter' s old Inquisition visited the temple
shortly before the skorne invaded. What they
may have been seeking among the Cyrissists
is not clear. A group of mercenaries hired by
the prelate of the Church of Mor row in Corvis,
Alexia' s uncle, sent to find his niece, attacked
the temple shortly after her visit, murdered
many of its priests, and wrecked dozens of
clockwork automatons. These events initiated an
investigation by the CRS.
-GK
Date: Solesh 1'7th, 603 AR
To: Colonel Vincent Tyne
From: Lieutenant Jerra Grimes
Sir,
I have completed the initial reconnaissance
of the Cyriss temple in the swamps northeast
of Corvis. Although there are definite signs it
was attacked in the recent past, it is no longer
abandoned, and the cult has reclaimed large
portions of the interior.
}'rom the outside, the temple still looked
abandoned, so we proceeded to venture into the
interior, gaining ingress through a breach in
the southern exterior wall. Inside we found
much debris and the wreckage of three clockwork
automatons; t h ese machines were smashed into
uselessness from axe and sword blows and
multiple gunshots. l!'arther in, we came across
the corpses of two priests in the remains of a
laboratory of some kind. These men had also
been killed violently, and both were armed with
strange spear-like devices. I took one of the
spears so it could be examined by our mechaniks
back in Caspia.

\vithin the laboratory we found a number of
books and reams of notes, many destroyed 'but
others that I collected. In addition, there was
a large device in the center of the laboratory,
a clockwork machine of some kind whose
purpose I could not hope to guess.
Danvers is a fair artist, and he
quickly sketched the device. I have
included the sketch with the
other materials recovered from
the temple.
As we continued to search
we came across another
lab, different than
the firsi
center oj
mechani
device w
wrist an
was the '
garb. Tu
in vario
to the m.
paled in
constrw
Each wa
four sto
narrow 1
a talom
the com
searche
some of
remains
inert co
was unc
ghoulis
Sergear
mechan
the con
into its
life. On
and sil
light,i
a low-p
Vyne ar
labor at
and
\ve open
metalc
additio
light;c
immola
fight b.
constr1
That te
are mor
If we r(
force s1
-Lt. Gr
In the r
send a :
request
and soc

theyw'
the bur
Such ir
given t
Corvis.
priorit;
I cannc
to burJ
.dden
Jarvis.
nembers
nple
;they
sists
:d by
Jarvis,
:1cked
3red
of
.tiated an
:1nce
1east
igns it
longer
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d
1to the
wh in
'und
lockwork
ed into
ad
wross
sofa
also
1ed with
fthe
;chaniks
of
:d but
re was
atory,
rhose
s.
he
:e. I have
the
ed from
::l..rch
her
.an
t e first. Another bizarre machine sat in the
center of this second lab, festooned with various
mechanical arms, levers, and gears. Around the
device were arrayed four metal slabs, each with
wrist and leg manacles. On one of these slabs
was the desiccated remains of a man in priestly
garb. Tubes and wires were sunk into his flesh
in various places, which in turn were connected
to the machine. As strange as this was; it
paled in comparison to the two massive silver
constructs sitting inert within the lab.
Each was a towering, spider-like thing, with
four stout mechanical legs upon which sat a
narrow torso with four limbs, each ending in
a taloned four-fingered hand. The heads of
the constructs were elongated, conical. As we
searched a:round the laboratory we noticed t hat
some,of the tubes and wires connected to the
remains of the priest terminated in one of the
inert constructs. The purpose of this connection
was unclear, although it called to mind certain
ghoulish Cryxian practices.
Sergeant Vyne, who has some training as a
mechanik, was taking a close look at one of
the constructs, trying to gain some insight
into its purpose, when t h e thing shuddered to
life. One moment it was completely motionless
and silent, the next it was ablaze with blue
light, its inner workings whirring steadily in
a low-pitch ed whine. It snatch ed up Sergeant
Vyne and flung him effortlessly across t h e
laboratory, where h e crashed against t h e wall
and was killed instantly.
'.ve opened fire on the construct, but its
metal body was impervious to our weapons. In
addition, it returned fire with bolts of blue
light; one struck Danvers and h e was instantly
immolated. After t hat, we made no effort to
fight back and simply ran. Thankfully, t h e
construct did not pursue.
That temple is hu ge, and I t hink it likely there
are more of t h ese dangerous constructs within.
If we return, I suggest we do so with a sizable
force supported by warjacks.
-Lt. Grimes
In the records I examined, the CRS intended to
send a follow-up mission to this temple, but the
requests were eventually denied by the generals
and soon forgotten amid higher priorities. The
reports were apparently not given the credence
they were due and were subsequently lost amid
the bureaucratic detritus of the Cygnaran Army.
Such incidents are not uncommon; particularly
given the confusion surrounding the invasion of
Corvis. Not long thereafter other matters took
priority, such as the Khadoran invasion of Llael.
I cannot rule out the possibility of a conspiracy
to bury these reports nor can I confirm it.
I have access to some of the notes and research
material Lieutenant Grimes recovered from
the site. They are fragmentary and incredibly
complex, but I was able to make sense of certain
portions with the aid of someone highly skillea in
both mathematics and mechanikal engineering.
The thrust of the material is confusing, but
it involves the transfer of a living soul into a
clockwork shell. It is unclear if the material
I have is based on theoretical research or an
existing technology. Based on Lt. Grimes report,
I'm inclined to believe the latter.
The construct that attacked Lt. Grimes and his
men bares a few superficial similarities to the
warjacks utilized by the Iron Mother, primarily
its spider-like movement, and the construction
of its hull. However, since there were no other
Cyrissists present during the attack, I do not
believe this creature was a warjack but an
autonomous construct, as I believe the Iron
Mother to be. To make a further logical leap
based upon the soul transference technology
found within the temple, I think it likely the
dangerous construct encountered by Lt. Grimes
was no simple machine but a mechanikal vessel
housing and powered by a human soul. The
implications of such a thing are both fascinating
and disturbing-any group with this kind of
technology could be frighteningly powerful.
I think there are enough similarities between
what was found in the temple and what we know
about the Iron Mother to assume the two are
connected. However, Lt. Grimes saw none of the
strange warjacks utilized by the Iron Mother
in the temple nor equipment or facilities that
might be used to create them. It seems this
temple's purpose was entirely devoted to soul
transference. So then, does this cult have other
holdings scattered across western Immoren,
some of which might be focused on the creation
ofwarjacks and other weaponry? If we assume
this clandestine group of Cyriss worshippers
has the resource and abilities to manufacture
warjacks, then I think the answer is a profoundly
disturbing yes.
-GK
Armed with the knowledge gained from the
CRS report and with the assumption that I was
dealing with an organized group with access to
military-grade resources and manufacturing,
I set about trying to find more documentation
of their activities. Additionally, I felt one last
piece of evidence was required for me to say with
certainty that all the events described above are
related. I needed documentation of technology
similar to that used by the Iron Mother-
warjacks, metal soldiers, etc.-commanded by
'
. . .. - _.' '
;v I L
(D
.
-
. - (
someone else, another leader of this mysterious
cult, preferably at a time greatly removed from
the recent incidents. -
Howeve;r, I reasoned that if the Iron Mother's
cult had taken military action in the past, they
would have been careful to cover their tracks. Of
course, such action is difficult to conceal entirely,
and I was able to find one document describing
an event that fit many of the parameters I was
looking for.
What follows is a report from a Winter Guard
garrison near the Shadoweald Forest regarding an
attack almost thirty years ago on a strange and
violent cult that had been terrorizing villages in
the area. The cult was wiped out in a single day by
an unknown force that vanished soon thereafter.
The few eyewitness accounts of the cult's demise
were dismissed by the Winter Guard commander
and deemed a one-time anomaly.
-GK
Date: Cinten 13th, 580 AR
To: Kovnik Grigor Vanov
From: Kapitan Peytr Gulin
I have rounded up all those who say they
witnessed the incident at the old keep south
of the Shadoweald. 'I will briefly summarize
the important elements of the eyewitness
descriptions here. I must warn you; what follows
is quite bizarre, and I'm honestly unsure what to
make of it.
One thing that seems clear is that this incident
is connected to previous requests for aid we
received from the villages of this region as early
as Casteus this year. Kovnik, you may recall I
forwarded to you a dozen or more desperate pleas
related to certain unsolved murders in this
region. I am sure you intended to see that the
matter was investigated and were only delayed by
bureaucratic mishaps. I assured them their pleas
had not fallen on deaf ears and that our garrison
had not been at liberty to investigate. After
enduring more accusations, at length I was able
to get to the heart of the matter.
Apparently a radical and violent cult had taken up
residence in the nearby ruins. The leader of this
group, a clearly deranged man, had threatened
many with death if they did not abandon their
homes and cede the territory to his people. \vhen
they ignored his ranting, he subsequently made
good on his promises, conducting murderous
punitive attacks undE:;_r the cover of night. The two
villages in the area, Gorstov and Vellip, share
8: small militia of thirty armed and able-bodied
men, all former soldiers, but they were unable to
stop these attacks .
:b'rom what I could discern, this cult worshipped
Cyriss, the N.aiden of Gears, although I have
never encountered members of that faith so
predisposed to violence. On the morning of
Cinten 9th, smoke was seen rising over the
Shadoweald in the direction of the ruined ke.ep
on the forest's southern edge. \vhen smoke was
seen above the ruins, the militia kapitan, Viktor
Tarov, hoped to seize _the opportunity to rid
himself of the violent Cyrissist cult. that had
taken root and so mustered his men. He led them
to the ruins only to discover there was nothing
left for them to do.
The group had been attacked and was engaged
in a losing battle with what Viktor described
as multi -legged warjacks of polished steel
and bronze and metal men armed with shields
and halberds. Leading this outlandish force
was a young woman in gleaming steel armor
whom Viktor believes to be a warcaster. His
descriptions fit no military force of which I am
aware; nothing in the armories of Cygnar, Ord, or
Cryx match the warjacks and troops he saw.
The cultists had been slaughtered and only
the leader remained, locked in furious combat
with the woman in steel armor. He was no match
for her, and she subdued him with blasts
of arcane energy, but did not slay him. She
apparently spoke to him at length and much of
what was said Viktor either could not hear or
did not understand.
It was at this time Viktor and his men-who
had been watching the battle at the edge of the
forest-came to the attention of this unknown
warcaster. She ordered her warjacks and troops
forward, sending them toward the village militia.
Seeing the destruction previously wrought by
these machines, Viktor and his men wisely fled
and were not pursued. \vhen they returned the
next day, there was no sign of the warc;aster, her
machines, or the leader of the cult. The bodies of
the cultists had also been taken.
I sent a squad to investigate but they found no
trace of anything Viktor or the other members of
the village militia described. The only evidence
found were curious scorch marks on the ground
around the ruins and on the stonework itself.
However, this is hardly enough to corroborate
the villager's story.
Viktor's story seems unlikely. Perhaps the
villagers killed the cultists, buried their
bodies, and made up this wild tale for fear of
being punished for taking the law into their own
hands. Even if this is true, to my mind no crime
was committed. The cult and its leader were
#
obviousl_J
acted to (
duty. I se
further.
-Kapitar.
The desc:
the dOCUJ
found els
don' t t hiJ
events ai
connecte
ofmysteJ
We now:t
activity,
still uncl
possesse
group m1
seeking t
wouldre
scope of
Another
informat
appeara1
obvious ,
moreun,
drawhel
capabilit
mustha,
this war'
though, ;
longhav
-GK
From th
clear tht
potentia
Kingdon
which sl
andhav'
withmu
last dec1
and cap;
an orga1
technolc
The que:
connect'
Cyrissis
that she
even hiE
unawarE
to whic:t.
this po-vi
involve(
the mor
share
bodfed
Jable to
rshipped
have
1 so
: of
;he
.ed keep
kewas
,n, Viktor
rid
.at had
Led them
1othing
gaged
ribed
eel
ields
force
mor
His
.chI am
r, Ord, or
:aw.
only
combat
10 match
ts
She
much of
lear or
ho
of the
1own
troops
: militia.
1t by
:y fled
i the
her
odies of
mdno
mbers of
:vidence

self.
:>rate
he
;ir
:Lrof
1eir own
) crime
;re
obviously dangerous and the men in the militia
acted to defend their families, as was their
duty. I see no reason to investigate this matter
further.
-Kapitan Peytr Gulin
The descriptions of the warjacks and troops in
the document above are consistent with those
found elsewhere in this dossier. So much so I
don't think there is any doubt that all of the
events and incidents I have uncovered are
connected and attributable to the same group
of mysterious and powerful Cyriss worshippers.
We now have nearly thirty years of recorded
activity, although the_goals of this group are
still unclear. It seems likely, given they already
possessed machinery, that this
group must stretch back even further. Again,
seeking the actual root of this organization
would require a difficult investigation outside the
scope of my assignment.
Another incredibly important piece of
information in Kapitan Gulin's report is the
appearance of another cult leader, one with
obvious warcaster abilities. However, what is far
more unsettling is the logical conclusion one can
draw here. If this group has the resources and
capabilities hinted at in this dossier, then they
must have numerous and potent leaders beyond
this warcaster and the Iron Mother. How many,
though, and with what manner of abilities? How
long have they been active?
-GK
From the evidence gathered, I believe it is
clear the Iron Mother represent a new and
potentially unbalancing threat to the Iron
Kingdoms. Although the goals of the grOl.+P to
which she belongs are still a mystery, they are
and have been active for at least thirty years,
with much of this activity taking place in the
last decade. She is without doubt a powerful
and capable leader, highly positioned within
an organization with extensive resources and
technological capabilities.
The question of whether the Iron Mother is
connected to the more prominent groups of
Cyrissists is a complicated one. My conclusion is
that she is not directly connected, as it appears
even high-rEfnking members of the faith are
unaware of her activities or those of the group
to which she belongs. Still, I think it is possible
this powerful, hidden cult may still somehow be
invo!ved, perhaps recruiting members from
the more public groups of Cyrissist faithful.
Despite the information I have uncovered about
the Iron Mother, I am left with unanswered
questions. Paramount among these questions is
what manner of creature are we dealing with?
Machine? Human? A mingling of both? I
toward the third option. The soul transference
technology found inside the temple near Corvis
certainly indicates these fringe Cyrissists have
the ability to house a human soul in a machine
body. I think it is probable the Iron Mother is a
construct of this kind.
In conclusion, I believe we are looking at the
emergence of an unknown and potentially
devastating new power in the Iron Kingdoms
with complex and far-reaching goals, whose
significance could fan the flames of war already
consuming this land. This bears careful and close
watching, a task I would be happy to perform
for a substantial fee. In truth, I wish to know
more about this Iron Mother and the cult she
leads; and who better than I to ferret out this
information? I would be entirely willing to enter
into negotiations for a more exhaustive and
thorough investigation of this matter.
-GK
BY DAVID HOC" CARL AND LYLE LOWERY CHRONICLED BY AERYN RUDEL AND MICHAEL SANBEG
ART BY ANDREA UDERZO AND KIERAN YANNER
u ~ n a r
DC and
tension <
Outflank
not devo
mayhem
Here are
Outfla1
Special
with the
At thee
second
If timer
assassi
2013 SC
army PI
TacticaJ
domina
' ' 4 . . \ .
... .. "' . 1 ' , . '
DC and Lyle turned to the SR 2013 scenarios to add both
tension and variety to their battle. They settled on the
Outflank scenario, with the lofty hope their conflict might
not devolve into simple (yet very satisfying) blood-soaked
mayhem in the middle of the field.
Here are the rules for the Outflank scenario.
Outflank [Border Scenario)
Special Rules: Mark two zones (12" diameter circles) in accordance
with the diagram below.
At the end of each player's tum, starting on the second player's
second turn, a player earns Control Points (CP) as follows:
Zone: Control = 1 CP, Dominate = 2 CP
UU:tory [onditions
111e first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
If time runs out before a player has won the game via scenario or
assassination victory, break the tie as outlined in fue Steamroller
2013 scenario reference sheet. For fue 3rd tiebreaker, double the
army points within each zone.
Tactical Tip: Only the active player scores when multiple players
dominate the same zone, flag, or objective.

DC and Lyle chose to tell a story with their choice of
terrain. The idea was fairly simple. A Convergence force
led by Forge Master Syntherion had recently estabHshed
an astronometric nexus deep within Khadoran lands near
a small village. The High Kommand saw this incursion
as nothing short of invasion and dispatched Supreme
Kommandant Irusk to eliminate the threat.
Here are the rules for the chosen terrain.
Astronometric Nexus: This massive clockwork tower was
treated as an obstruction. Even though it is technically
illegal to place an obstruction inside a deployment zone,
DC and Lyle thought the piece added the perfect amount
of flavor to the battle and chose to forgo that rule.
Forest: The two stands of trees on either side of the
battlefield were treated as forests.
Hills: The slopes on both sides of this terrain board were
treated as hills.
Houses: The houses were treated as obstructions.
Rocky Slopes: For ease of play, these areas were considered
impassable terrain.
- --,......---,


Khador Rrmlj [onstru[tion -
W
hen Aeryn gave me
the opportunity to
take on DC and his
new Convergence of Cyriss
army, I jumped at the
chance. What an honor it
was to play against one of
the primary creative forces
behind the Convergence
of Cyriss in their first No
Quarter battle report!
I decided to field an army around one of my most prized
models: a beautiful Supreme Kommandant Irusk painted
for me by one of our fantastic Press Gangers. I anticipated
that DC would field a vector-heavy list, so I decided to
cotmter with an overwhelming mass of infanhy to mire
his relatively small force of vectors.
Irusk is well suited to an infantry-heavy force, so I
included full units of Winter Guard Infantry, Man-0-War
Shocktroopers, and Iron Fang Pikemen. The Winter Guard
Infantry with the unit attachment brings loads of spray
attacks to the table to deal with whatever support infantry
DC might have. I added Kovnik Jozef Grigorovich to the
army so I could boost the Winter Guard's attack rolls and
46 BATTLE REPORT
vastly increase their survivability with a combination of
Tough from Grigorovich and the boost to DEF from the
officer's Bob & Weave order.
With !rusk's Battle Lust spell granting an extra die to
melee damage rolls, selecting the Iron Fang Pikemen
with unit attachment was an easy Three focus
for as many as 11 extra dice of damage? sign me up!
I then added an Iron Fang Kovnik to the list. The Iron
Fang Kovnik would help keep my Iron Fangs from
being knocked down, even after successful Tough rolls
from Irusk' s Total Obedience ability. In addition, the
Kovnik' s Shield March special action would ensure
units with the Shield Wall order get a speed boost while
still benefiting from the ARM bonus. The slow but
extremely durable Man-0-War Shocktroopers really
benefit from the increased speed, so I added them to my
army for extra staying power.
My army still needed some heavy-duty firepower, so I
added a Conquest. Supreme Kommandant Irusk' s Fire
for Effect spell takes the Conquest's main guns from
dangerous to outright devastating. Finally, I rounded
out my army with supporting Mercenary solos:
Gorman di Wulfe, Rogue Alchemist and Eiryss, Angel
of Retribution.
- --
illodelrUnit Points
ination of
Supreme Kommandant Irusk +5 marja[k pts
<from the [on quest 19
Iron Fang Piliemen [10] 8
tra die to
Iron Fang & Standard
Pikernen
tree focus
18 Iron Fang Kounili
neup!
e
man-U-mar [5]
g
The Iron
e minter Guard Infantr11 [10] 6
ngs from
minter Guard & Standard
ugh rolls
SG
ition, the
Kounili Jozef Grigoroukh
d ensure
ostwhile
G Eirljss, Rngel of Retribution J
slow but
e Gorman di mulfe, Rogue
rs really
ern to my
Total 50
1wer, so I
rsk's Fire
ms from
rounded
y solos:
3S, Angel
l
ong ago, far from
the home offices of
Privateer Press, a
Game Master came across
a roleplaying campaign
called the Witchfire Trilogy.
As he led his players
through all manner of
adventures, much to their
mutual enjoyment, one
particular element of the setting enthralled him more than
any other. He designed side quests to further explore this
element, and he created non-player characters to showcase
it and create challenges for the players to overcome. That
element was the Cult of Cyriss: a group of devoted followers
of a machine goddess with advanced clockwork technology,
the capability to transfer human souls into clockwork
vessels, and a grand plan to draw the goddess to their home
world of Caen.
If we fast-forward to early 2011, that Game Master
received a truly remarkable opportunity-the chance to
play a substantial role in further developing the canon
material for the Cult of Cyriss in the setting, and, even
more remarkably, the chance to help turn this group into a
playable WARMACHINE faction. I was that Game Master,
of course, and I took to my work on the Convergence of
Cyriss army with unequaled passion and imagination. I
became absorbed in their new mechanics, new elements
of their background, and even in the work of discovering
and defining new names. I could go on about my love for
the clockwork goddess for quite some time, but we've got
to get to the first-ever Convergence of Cyriss battle report!
My actual army construction for this particular battle
report was a bit Ul)conventional. My warcaster was pre-
determined simply due to Forge Master Syntherion being
the only one available, and my warjacks and units were
limited to a small subset of what will become
the faction's full range of options. Given the nature of
my army construction, I'm not going to focus on why I
selected particular models I units but rather on what I like
about them and what they bring to the table. '.
I'll start with my light vectors. The army has a pair of
Diffusers and a pair of Galvanizers. Diffusers are great little
warjacks, and I doubt I'll often leave home without one (or
more). Their homing ripspikes are far more accurate than
their warcaster' s RAT would imply thanks to Luck, and
any target they don't destroy outright will be tagged with
Beacon. Beacon grants added focus efficiency by allowing
other vectors to charge the target for free, and it in_creases
threat ranges by adding 2" to those charges. Galvanizers
are another reliable vector selection thanks to their Repair
ability. Since most of the Convergence warcasters as well
as several units and solos can be repaired (in addition to
their warjacks and battle engine, as usual), Convergence
armies should always pack a few models with Repair.
The heavy vectors in my list are a Cipher and a Monitor.
The Cipher is a really versatile threat thanks to its servipod
mortar and its pair of heavy melee attacks. The servipod
ammo
reduce
best V(
Its Tru
rangec
darn
flinger
Leadit

near t'
Heal:
d3 po
Hiss'
his fe
Diffm
sacrifi
the Rt
pay fc
His J\
the D
range
And 1
really
anyw
The 1:
Obstr
Obstr
units
them
them
Redu
proje

)Oft!
attle
pre-

vere
orne
e of
hy I
like
.r of
.ittle
dor
than
and
Nith
ving
ases
zers
pair
well
n to

tit or.
tpod
tpod
ammo types can deal damage, create rough terrain, or
reduce DEF as circumstances require. The Monitor is the
best vector in the arsenal when it comes to sniper duty.
Its True Sight ability allows it to ignore a broad array of
ranged attack defenses, and a critical hit with boosted
damage gives it 4 dice of carnage on top of its ellipsaw
flinger's POW 13.
Leading those six vectors is Forge Master Syntherion.
Syntherion gives them all MAT 6 and RAT 5, which is
near the top of the curve for vector combat capability.
He also gives them Field Marshal [Auto-Repair] for
d3 points of free healing for every vector, every turn.
His Synergy spell is great for so many warjacks and
his feat, Technological .Superiority, allows even the
Diffusers to help build the Synergy bonus without
sacrificing their homing ripspike attacks. Thanks to
the Resourceful ability, Syntherion will never have to
pay focus to upkeep Synergy, Hot Shot, or Reconstruct.
His Magnetic Hold spell is a perfect complement to
the Diffusers' Beacon, granting yet more charge threat
range and preventing the opposing unit from charging.
And Convection is a nice direct damage spell if you
really need a magical attack, which you won't find
anywhere else in this army list.
The list includes several units of clockwork soldiers:
Obstructors, Reductors, and Reciprocators. The
Obstructors and Reductors are fairly expendable
units with a low cost, but each has an ability that sets
them apart. The Obstructors' Chain Weapon makes
them perfect against opponents with shields, and the
Reductors' Clear! keeps allies safe from their swarm
projectors. The heavier Reciprocators are a sturdy
illodelfUnit Points

ForqE master 51jntherion +6 marjad1 pts
C9
[ipher
g

monitor B
e
Diffuser 3 each
e
6aluanizer 3 each
G Reductors [10] 6
0 Obstructors [10] 6

Reciprocators [5]
g
Httunement Seruitors [3]
Reflex Seruitors [3]
Total 50
Shield Wall unit and have the protean weapons common
to the Convergence heavy infantry. These protean
polearms can take spear form for Set Defense or halberd
form for + 2 damage.
Last, but certainly not least, the army includes a group of
Reflex Servitors and two groups of Attunement Servitors.
Reflex Servitors can Dig In and also Counter Charge, two
abilities that combo nicely with their impressive probability
mine attack. The Attunement Servitors should be voted the
servitors most likely to play well with others. The Flare ability
on their lumichem ampules deals out a 4" AOE of -2 DEF,
providing a truly invaluable aid for hitting enemy models.
I
I
Pre deploljmen t
Khador -LlJle
I had one model to predeploy: the mighty Conquest. I put
the colossal in the middle of my deployment zone behind
the forest, knowing it would be unimpeded by rough
terrain, because it would be a good central location to
Deploljment
Khador -LlJle
With the Conquest deployed in the center and threatening
both control zones, I decided to split my infantry into two
groups to take and hold both zones. I deployed my Man-
0-War Shocktroopers on my right flank with the Iron Fang
Pikemen just behind them. With Irusk' s Martial Discipline,
I didn't have to worry about the Man-0-War getting in the
way, and if the opportunity presented itself, the Pikemen
could even charge directly through the Shocktroopers! I
deployed the Iron Fang Kovnik nearby to support those
units, and Supreme Kommandant Irusk between my
shield-carrying infantry and the Conquest.
I deployed the Winter Guard Infantry on the left flank,
with Grigorovich nearby for support. The Winter Guard
would be operating independently of the rest of the
army, but with the Winter Guard Officer and Grigorovich
there to boost their combat , effectiveness, they would be
able to hold their own. When it came time for Advance
Deployment, I deployed Eiryss ahead of the Winter Guard
Infantry on my left flank.
threaten a greater area of the board. Plus, the image of the
Conquest crashing. through the forest to lead the charge
really appealed to me!
[onUerl}ence of [griss - D[ .
1
. , . . ,
The terrain wasn't particularly conducive to an army
with lots of models and not a whole lot of Pathfinder or
Advance Deployment, so I had to make do. I placed Forge
Master Syntherion and some of the servitors behind the
forest in the center of the table and placed the other
servitors off to the flanks .
I placed the Cipher, one Diffuser, one Galvanizer, the
Reductors, and the Reciprocators all on my right flank
facing off against Eiryss and the Winter Guard.
50 BATTLE REPORT
I placed the Monitor, the other Diffuser, the other Galvanizer,
and the Obstructors over on my left flank facing off against
the Iron Fangs and Man-0-War Shocktroopers.
versus Chain Weapon-how could I pass that up?
- .....___ , -- --"-'""--- - -- - . - -- - --- -
I
11m
The si
was o
army
vectm
matte
down
Wallr
plant
my ar
I rusk
for ca
Tactic
Effect
safety
The I
field,
Shod
on m
Shod
with
the S
Thanl
adva1
Back
while
-
I
)f the
J.arge
I
I
I
nizer,
;ainst
l Wall
- ~ . - ~ -- --
Round I
Hhador -LlJle
The strategy I had been pursuing when I built my army
was coming w1glued. I had anticipated DC would field an
army composed almost entirely of vectors. While he had six
vectors, his infantry still outnumbered my own! To make
matters worse, my heavily armored infantry were staring
down a unit of Obstructors, whose ability to negate Shield
Wall put a frown on my face. Nevertheless, I stuck with my
plan to seize both control zones, counting on the damage
my army could inflict on the machines across from them.
Irusk allocated 1 focus to the Conquest and kept 6 focus
for casting upkeep spells. I activated Irusk first and cast
Tactical Supremacy on the Shocktroopers and Fire for
Effect on the Conquest. Irusk then moved into the relative
safety of the edge of the forest.
The Iron Fang Kovnik activated next, advanced up the
field, and gave the Shocktroopers Shield March. The
Shocktroopers then marched toward the control zone
on my right, moving 6" with the Shield Wall order. The
Shocktroopers were followed closely by the Iron Fangs,
with six Pikemen running to take position just in front of
the Shocktroopers and six taking position behind them.
Thanks to Martial Discipline, the leading six Iron Fangs
advanced straight through the Man-0-War ranks.
Back in the center, the Conquest barreled into the forest
while Gorman ran to the front edge. Eiryss ran up the
--- - ~ - ~ -
left flank and into the control zone on my left. Kovnik
Grigorovich gave his Courage of the Forefathers speech to
grant the Winter Guard Fearless and Tough before running
toward the left control zone. The Winter Guard Infantry
then did the same, spilling around a large rock formation
obstructing their path.
With all my activations complete, Tactical Supremacy
triggered and allowed my Shocktroopers to advance through
the Iron Fangs in front of them thanks to Martial Discipline.
' ' ... , ... "' . ' 'I.. ' . -. '
BATTLE REPORT 51
Round I [[ontinued]
[onuergem:e of [griss :._ D[ , .: .. .'' . . . : . : :
' . ' \. ' '
For the first turn, Syntherion kept 5 focus to cast spells and
allocated the last focus point to the Monitor. This turn was
mostly going to be about getting further up the battlefield.
Unfortunately, the cliff and the forest on my right flank
were really going to gum up the works.
I started out by running all nine servitors, who, thankfully,
have Pathfinder. Then I ran the Obstructors on the left, less-
obstructed flank. Forge Master Syntherion activated next and
cast Reconstruct on the Monitor and Hot Shot on the Cipher
before advancing into the forest terrain.
The Monitor also ran up the left flank, transferring the
focus point from running to the nearby Diffuser thanks to
induction. This allowed the Diffuser to run and induct a
focus point to the Galvanizer, which also ran. I didn't run
the Diffuser or Galvanizer nearly as far as they could have
gone, however, because I didn't want them to provide too
tempting a target for the Conquest's main guns. I really
shouldn't have worried about that, though, considering
how tempting a target my right flank was soon to become.
The right flank Diffuser advanced, followed by the
Reductor unit, who ran. Then the Cipher advanced and
fired a Crater servipod to deviate in front of the Winter
Guard in a position that would be fairly beneficial for
hindering their advance. The remaining Galvanizer then
advanced and the Reciprocators ran, setting their protean
polearms to spear mode for Set Defense. The impassible
cliff and rough terrain forest had really done their job
against my right flank, and my forces were much too
close together. I should have kept some of those models
in reserve and spread out more; I could tell already that
Lyle's next turn was going to hurt.
II
II
I SUTV(
of the
expos1
into a
I coul
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kept3
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\. ... . .
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' '

I
Hhador
I surveyed the battlefield, licking my chops in anticipation
of the carnage I could cause this turn. DC' s right flank was
exposed and vulnerable, having been funneled by the cliffs
into a tight group just outside the control zone on my left.
I could almost see my Conquest's heartfire flaring with
anticipation. I paid 2 focus to upkeep Fire for Effect and
Tactical Supremacy, allocated 2 focus to the Conquest, and
kept 3 on !rusk.
I decided to deal with my right flank first; the Conquest
woUld to wait. DC' s left flank looked like it was just
withip reach of my Shocktroopers' Shield Cannons, so I
the Iron Fang Kovnik to give the Shocktroopers
Shield March. With Shield March, the Shocktroopers
advanced 6" into the control zone and used Shield Wall.
But before they could fire their shield cannons at the
Obstructors, a Reflex Servitor Counter Charged one of my
Man-0-War and dealt 4 damage before exploding. After
that little setback the Shocktroopers opened fire, downing
one Obstructor. The Iron Fang Pikemen used Shield Wall
and advanced to the edge of the zone, ready to retaliate
against anything that threatened the Man-0-War. !rusk
moved behind my Iron Fangs and cast Airburst on an
Obstructor. The spell missed the intended target but hit
and killed a different Obstructor, which was fine by me.
On the left flank, Eiryss steadied her crossbow and
dispatched a stray Attunement Servitor. Now it was time
to unleash the Conquest. It crashed through the front of
the forest and fired its main guns at DC's right flank. What
calamity a Critical Devastation would cause! I wasn't
so lucky, but the main guns still wrought an impressive
amount of destruction. With Fire for Effect boosting the
attack roll, the shot hit a Reciprocator and caught two
other Reciprocators and three Reductors in the blast. The
boosted damage rolls destroyed the Reciprocator directly
hit as well as two of the Reductors, while causing minor
damage to the other two Reciprocators. The Conquest
then opened fire with its secondary batteries, destroying
two Reflex Servitors with boosted attack rolls. I could see
the terror in DC's eyes as he watched five models fall to
the Conquest's unyielding barrage, but I wasn't done yet.
It was time for the Winter Guard to deliver the crippling
blow to DC's,right flank!
Kovnik Jozef Grigorovich, insp1rmg his men to fight
ferociously For the Motherland, leveled his hand cannon
and toppled another Reductor. Following his lead, the
Winter Guard Bobbed & Weaved deep into the control
zone for +2 DEF, bringing down two more Reductors
and another Reciprocator. DC' s right flank had lost two
of its five Reciprocators, half of the Reductors, and three
servitors. As DC grew more concerned, I became more
confident of victory.
Yeah, that right flank was looking pretty tattered after
just one turn of combat. I really had my work cut out
for me trying to deal a counterstrike as damaging to the
Khadorans as their alpha strike was to me. I gave 1 focus
each to the Monitor, left flank Diffuser, Cipher, and left
flank Galvanizer, leaving 2 focus to spare for Forge Master
Syntherion. Syntherion upkept both Reconstruct and Hot
Shot with the Resourceful ability.
I started things off with one of the Attunement Servitors
on the left flank, who advanced and fired a lumichem
ampule into three out of five Man-0-War Shocktroopers,
giving them -2 DEF. A second Attunement Servitor
advanced and fired a second round to cover the last two
Man-0-War Shockhoopers. With that whole unit down to
DEF 9, I knew I'd be able to hit them with ease.
Syntherion activated next. He cast Synergy, advanced (but
stayed 3" within the forest so the Khadoran forces couldn't
see him), and used Technological Superiority. It was a little
early to use his feat, but I wanted those free charges and,
more importantly, I wanted my heavy vectors to be able to
shoot even after charging.
My left-flank Diffuser activated next, advanced a bit, and
shot at the DEF 9 S{1.0cktrooper on the end. Astoundingly,
it missed-but thanks to the Luck ability it got a second
chance, which connected without difficulty. I boosted
the damage roll and gave the Monitor a focus point from
induction. A roll of 10 on the dice could have been 4 points
of damage, but that pesky Shield Wall meant it just tinked
off the armor instead.
The Monitor activated next and charged the Man-0-War
Shocktrooper the Diffuser had just shot without spending
focus (whether from Beacon or Technological Superiority,
who's to say?). The spring-spike fist hit the Man-0-War
Shocktrooper and dropped him, but he succeeded on his
Tough roll. Using Weapon Platform, the Monitor then
fired an ellipsaw at Gorman di Wulfe. The boosted attack
roll did not crit, but it hit thanks to True Sight and sliced
the rogue alchemist in two. The Monitor spent its last
focus on an additional attack against the aforementioned
Shocktrooper and finally finished him off.
Next, the unit of Obstructors charged the remaining four
Man-0-War Shocktroopers. Their teleflails' Chain Weapon
abilit)
sturd)
of fou
Shock
behin
The lc
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ability allowed them to make fairly short work of the
sturdy Khadorans. When all was said and done, three out
of four had fallen to the Obstructors' charge and the last
Shocktrooper was heavily damaged. Then the Galvanizer
behind the Obstructors ran forward.
The last Attunement Servitor to activate on my left flank
simply ran into position to try to deny a few Iron Fang
Pikemen a charge. A right flank Attunement Servitor next
fired on a Winter Guard trooper right in the middle of their
formation. Though the shot missed, the 4" AOE still caught
five of the Winter Guard with Flare for -2 DEF.
The Reductors then advanced to spray the Winter Guard
unit with their swarm projectors. Some of these attacks
were declared against other Convergence models, but the
Clear! ability guaranteed they only ever had a chance of
hitting the soldiers in red. Beginning at the back of the line
and moving,forward, the Reductors were able to dispatch
four Guardsman, thanks in large part to the -2 DEF from
the Attunement Servitor. The last Reductor shot his swarm
projector at Kovnik Jozef Grigorovich, and with no Winter
Guard left in range for Sacrificial Pawn, he also fell to a
swarm of clocKwork death.
Next, I activated my Cipher. It wasn't very nice, but the
Cipher charged one of my own Reductors (for free thanks
to the feat) and destroyed him. I wanted to get closer to the
Winter Guard to make the most out of Hot Shot. After a
pair of Bombardment servipod mortar attacks, the Winter
Guard unit had been reduced to just one trooper and an
officer who had just 1 health remaining. Induction allowed
the Galvanizer to gain a
bought the second attack.
The Reciprocators activated next, chose the Set Defense
variable, and received a charge order. One Reciprocator
charged the last remaining Winter Guard grunt but missed
him. The other two just ran into position for the next turn.
The last Galvanizer spent his focus point to run and gave
the Diffuser a focus point from induction. That Diffuser
then advanced and shot the Conquest but failed to damage
the mighty machine despite a boosted damage roll. Lastly,
the final servitor ran into position.
Khador -LlJIE
Any advantage I thought I had after my last turn quickly
disappeared thanks to DC' s withering counterattack. It
wasn't entirely unexpected; I anticipated my Man-0-
War getting run down, but my Iron Fangs were ready
to avenge their deaths. I had hoped my Winter Guard
would have fared a little better, though. I had expected
the +2 DEF from Bob & Weave to keep some of my
Winter Guard alive, but the Reductors and their swarm
projectors ripped my infantry to shreds. A heavy blow,
but I had my Conquest in great position to retaliate.
I upkept Fire for Effect and allocated 3 focus to the
Conquest, planning to have it wreak havoc on DC's right
flank. First, though, I really wanted to destroy DC' s Monitor.
I activated Irusk first and cast Battle Lust on my Iron
Fangs, advanced, and used Desperate Ground. With
Irusk' s position, most of DC' s army would be at -2 SPD
next turn, which would keep them from charging. Irusk
then fired his hand cannon at the Monitor, hitting it but
failing to penetrate its armor. I then charged the Monitor
with my Iron Fang Kovnik, but even with the extra damage
die from Weapon Master the vector took only 2 damage.
Then the last surviving Shocktrooper whiffed on his attack
against the Monitor, courtesy of my snake-eyes roll.
Enough was enough. Time to charge in with the Iron
Fangs who, with Battle Lust, would be hitting at
POW 13 with four damage dice. Five of the Iron Fang
Pikemen charged the Monitor while five charged
Obstructors. The other two ran into position, shielding
Irusk. The five Pikemen charging Obstructors all struck
true, killing their targets. The Monitor would be a tougher
nut to crack. One Pikeman rolled a critical hit on the
Monitor, but thanks to Steady the vector stood tall. The
second, third, and fourth drove their pikes into the heavy
vector, weakening it with each blow. Finally, the fifth
assailant brought it down.
Or so I thought! I had forgotten about the Reconstruct
upkeep spell Syntherion had cast on the Monitor. It
sprang back to life, reconstructing itself within melee
range of Supreme Kommandant Irusk!
This put me in a very bad spot. I absolutely had to finish
off the Monitor or Irusk was doomed. Fortunately, my
Conquest had not yet activated; it was the only model
in position to deal with the threat. But that would mean
I had to divert the Conquest from its mission to cripple
DC's right flank! Before ending the Iron Fang Pikemen's
activation, I used Defensive Formation to reform the lines
and give them Shield Wall. Then, after much gnashing of
teeth and desperate consideration, I despondently sent
my Conquest to smash the Monitor, watching all that
focus and firepower go to waste.
There was no time to worry about my Conquest getting
marginalized. The Cipher with Hot Shot across the table
was a serious threat. I activated Eiryss, and thanks to
Arcane Interference she stripped the vector of its upkeep
spell, leaving it disrupted. Meanwhile, the surviving Winter
Guard hopelessly, fruitlessly engaged the Reciprocators.
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While I certainly would have liked to have started my
turn with a heavy warjack in melee with Irusk, the
Monitor definitely pulled its weight. When the Conquest
turned to finish off the heavy warjack, the remainder of
my army breathed a sigh of relief.
Syntherion upkept Synergy and lamented the loss of
Hot Shot to Eiryss. He then put 2 focus on the left flank
Diffuser and 1 focus on the right flank Diffuser, keeping
the other 3. Then Auto-Repair kicked in, removing the
poU:t inflicted on the Cipher.
The Attunement Servitor nearest Eiryss advanced toward
her and fired a lumichem ampule at the elf. Though it
missed and I rolled 5" for the deviation distance, it still hit
her because maximum deviation from that range kept
the template over her. Another Attunement Servitor gave a
good chunk of the Iron Fang Pikemen the same treatment.
The Reductors then advanced a whopping 3" thanks to
Irusk' s feat and made spray attacks against a mix of Iron
Fangs and Winter Guard. Despite several truly terrible
rolls the unit succeeded in taking out the last Winter Guard
trooper and the Winter Guard Officer. The Reciprocator
unit also advanced 3" and took out Eilyss, thanks to the
earlier work of the Attunement Servitor.
Next, the Diffuser on the right flank advanced, shot the
nearest Iron Fang, and boosted the damage. The nearby
Galvanizer gained a focus point from induction and the Iron
Fang fell unceremoniously to the dirt. The Galvanizer then
ran a blisteringly fast 6" (curse you, Irusk!) and was unable
to induct a focus point over to the disrupted Cipher (curse
you, Eiryssl). The Cipher advanced its mere 2" and lobbed
a Crater over to the Iron Fang Pikemen. It landed squarely,
providing a nice big swath of rough terrain for them to
contend with.
The Diffuser on the left flank boosted the hit roll of its
homing ripspike attack against a nearby Iron Fang,
giving the Diffuser a focus point through induction. It
also boosted the damage roll but, surprisingly, failed to
damage the Iron Fang due to Shield Wall.
Forge Master Syntherion activated next. He advanced and
cast that remarkable Reconstruct spell on the Cipher. The
right flank Galvanizer then advanced, hit the Iron Fang
Kovnik, and destroyed him with a boosted damage roll.
Rounding things out, a couple more Attunement
Servitors activated, bathing the Iron Fang unit (and my
own engaged servitor) with lumichem to maximize the
effectiveness of the Obstructors. The Obstructors didn't
accomplish too much, knocking down one Iron
Fang who made his Tough roll from Total Obedience and
destroying one other. Last of all, the engaged Attunement
Servitor shifted position slightly so he wasn't giving some
of the Iron Fangs a back strike.
With full conhol of the zone on my right, I scored my first
control point.
Khador
I really needed to get the Conquest back to my left flank.
The Winter Guard Infantry and Eiryss were gone and the
control zone on my left was uncontested. I could probably
contest the zone if I made the Conquest run that way, but I
couldn't afford another turn without dishing out as much
destruction as possible with the colossal. I would have to
concede another control point to DC this turn.
I upkept Fire for Effect and advanced the Conquest toward
the control zone, shelling DC' s machine army on the way.
Boosted by Fire for Effect, the main guns directly hit the
Cipher, causing Critical Devastation and throwing back
the Cipher, a Diffuser, and an Attunement Servitor. The
Cipher took 11 points of damage and the Attunement
Servitor, thrown into the Cipher, was destroyed. The
Diffuser barely took a scratch. Secondary battery shots
brought down another Attunement Servitor.
I activated !rusk next. Boosting attack and rolls,
his hand cannon dealt 6 more damage to the Cipher. I cast
Battle Lust on the Iron Fang Pikemen and activated them,
giving them the Shield Wall order. Five Pikemen moved
to engage the nearby Galvanizer, destroying it in a flurry
of blasting pike thrusts. The remainder of the Iron Fangs
brought down the last three Obstructors.
My last surviving Man-0-War Shocktrooper charged a
Diffuser, dealing a healthy 12 damage and disabling its
'
movement. Because of Auto-Repair, though, I knew that
damage wouldn't stick.
Though I had essentially won the right flank (and I
would have scored, too, if it weren't for those meddling
Attunement Servitors!), DC scored another point from the
control zone on my left and was getting closer to victory.
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Syntherion up kept Synergy and Reconstruct, then allocated
all 6 focus points: 1 to the Cipher, 1 to each Diffuser, and
3 to the remaining Galvanizer. Auto-Repair restored 3
points of damage to the Diffuser on my left, bringing its
movement system back online. It also restored 1 point to
the other Diffuser and 1 point to the Cipher.
The Diffuser on the left started things off by advancing
right up to the last Man-0-War Shocktrooper, making a
bash attack, and boosting the damage roll. I only really
expected to start racking up my Synergy bonus, but a
slightly above-average roll was enough to finish off the
Shocktrooper thanks to the damage he took earlier and the
lack of Shield Wall.
After anAttunement Servitor gave the Conquest -2 DEF for
the round, the Diffuser on the right activated. It forfeited
movement to stand back up, hit with a homing ripspike,
and boosted damage. It failed to damage the sturdy
Khadoran machine, but Beacon was more important than
any actual damage. Induction gave the Cipher a focus
point from the boosted roll.
Next the Reciprocators activated, finally switching their
protean polearms into halberd mode with Empowered
Attack. The, additional damage proved very helpful and
they started putting some healthy dents in the Conquest's
left damage grid. The Reductors followed suit, advancing
and firing on the Conquest to sneak a few points of damage
through the q._rmor.
The Galvanizer shifted position slightly to make sure
it wouldn't block the Cipher and would be within 6" of
the heavy vector for induction purposes. It attacked the
Conquest with the Synergy bonus at + 1, successfully hit,
boosted damage, and gave the Cipher a focus point from
induction. It made an additional attack, also with boosted
damage, and added to the damage total on the Conquest.
Now at a full3 focus (though it was only allocated 1), the
Cipher charged the Conquest. Charging did not cost focus
thanks to Beacon, and the Cipher moved an additional 2"
thanks to Beacon. It also received +2 on every attack and
damage roll thanks to Synergy. This allowed every piston
spike attack to have an effective MAT 8 and an effective
P+S 20. After the charge attack, the other initial attack, and
a flurry of additional attacks, the mighty Conquest let out a
resounding groan and crashed heavily to the ground.
The last couple of servitors took their activations before
I finished off the turn with Syntherion. With the threat of
the Conquest eliminated, the warcaster ran into the zone to
dominate it, granting me 2 control points and bringing my
total to 4. Victory was nearly within my grasp.
' 0 "< )o. \ " \
BATILE REPORT 59
Round 5
Khador -LlJle
Only one tum ago my Conquest was in pristine condition,
but DC' s mechanikal constructs converged on my colossal
and reduced it to rubble with an impressive display of the
army's synergy. Now it was imperative I contest the zone DC
was currently dominating or I'd lose right then and there.
First I activated the Iron Fang Pikemen and charged over
to the control zone. The Iron Fang Pikemen destroyed a
Reductor and two Attunement Servitors in the charge
while dishing out a bit of damage to the Cipher and a
Diffuser. Four Iron Fangs made it into the zone. With a
little luck and the help of the Tough rolls granted by Total
Obedience, they might even hold their ground!
For good measure !rusk took a hand cannon shot at Forge
Master Syntherion, but he missed.
[onUeruence of [1Jriss :.:_ D[ , " . . .
Syntherion upkept both Synergy and Reconstruct,
allocated 1 focus to the right flank Diffuser, 2 focus to the
Galvanizer, and kept the other 3. Auto-Repair returned
3 points to the Cipher, restoring all crippled systems,
and gave 2 back to the Diffuser, restoring its
on-again/ off-again movement system.
The plan was pretty simple-build up the Synergy bonus
a little and then kill the Iron Fangs in the zone to win the
game. It started out fairly inauspiciously, however, when
the Galvanizer failed to hit with any of its three attacks
(needing 7s). It did manage to induct a focus point over to
the Diffuser on my right flank.
Syntherion activated next. Despite one miss and one Tough
roll he eventually finished off the nearest pair of Iron Fangs
after buying a couple of additional attacks. With Synergy
now at + 1 the Cipher activated, advanced to the nearest
Iron Fang, and disabled him. Tough! The Iron Fang wasn't
so lucky against the second piston spike, however. My
Synergy bonus was now up to +2, and the Iron Fangs in
the zone were dwindling.
The Diffuser (now with 2 focus points) finished off
another Iron Fang before the Reductor unit took out the
last Khadoran in the control zone. This gave me another 2
control points and the scenario victory.
60 BATTLE REPORT
----------------------------
What a
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----- - - - - ... --------
[on elusion
Khador -LlJIE
What a game! Early on it looked like I had won the left
flank, and with it the control zone on my left. But in the
end, DC' s tattered forces turned the tide and obliterated
my left flank, winning the game by seizing the zone I
was sure I had won. My Conquest looked like it might
dominate the battlefield, but through clever play by DC its
combat role was minimized. DC was then able to unleash
the true power of Cyriss upon the colossal, reducing it to a
smoking pile of scrap. .
As much as it pained me to see my army buckle, I did enjoy
watching the clockwork efficiency of the Convergence
manifest in such an impressive manner. And while no
general savors defeat, at least it was at the hands of the
Convergence of Cyriss' master.
Good game, DC. I was honored to play against the true
Forge and it was a memorable experience to watch
you command your creations with such pride. I can't wait
for the next matchup. Who knows, maybe next time I'll
field a Convergence army and give you a taste of your
own medicine!
[onuergence of [1Jriss :... D[
That was quite a game. Irusk' s Battle Lust and Fire for Effect
definitely had a chance to shine, and his Desperate Ground
feat was truly nasty, as always. But the Convergence
forces had a great showing as well, and I feel like the
game was a good example of the way all the little pieces
of a Convergence army work like gears in a much greater
machine. The Galvanizers didn't wind up doing a whole
lot of repairing in this particular game, but the Attunement
Servitors and Diffusers certainly kept busy passing out
Flares and Beacons to facilitate attack rolls and charges.
Resourceful and induction also allowed me to use far more
focus in any given tum than a 6-focus warcaster has a right
to. Forge Master Syntherion has a good deal of efficiency,
and it really isn't a burden to field six (or even more)
warjacks. Additionally, the free d3 points of repairs every
turn for every vector add up quickly. His spell list further
adds to his strong points-Synergy is amazing in the right
circumstances, and Reconstruct is a blast.
As much fun as this army I'm still really excited to
get my hands on some more Convergence models. A few
Algorithmic Dispersion Optifex would be perfect for
taking advantage of Magnetic Hold. It's a great spell, but
there was no way I was going to put Syntherion within
the Conquest's sights. An Optifex Directive would also
make a good addition, allowing me to overcome certain
hurdles with ease rather than being mired by them. Oh,
and a Corollary! And an Enigma Foundry! I could go on
like this for a while, but I'll stop there. Suffice it to say, this
really is just the tip of the iceberg for the Convergence of
Cyriss. There are many, many more clockwork wonders
yet to come.
Thank you, Lyle, for the game. I had a good time, and you
are one classy opponent. I look forward to the next time
our forces can meet on the field of battle.
. ... '
. .
BATTLE REPORT 61
v I I T
BY MATT GOETZ, DOUG SEACAT, AND JASON SOLES
ART BY MARIUSZ GANDZEL, ROSS GRAMS, NICHOLAS KAY, MICHAEL ROOKARD, AND ANDREA UDERZO
T
o coincide with the release of the Convergence of Cyriss for WARMACHINE, No Quarter #48 presents this guide to using the
cu1t of Cyriss and the Convergence in the Iron Kingdoms Full Metal Fantasy Roleplaying Game. In the following pages you'll
find everything you need to bring the clockwork flavor of the Cy1issists to your game, from new, distinctly Cyrissist careers,
abilities, and gear to stats for the mighty vectors, the clockwork warjacks of the Convergence.
INTRODUCTION AND HISTORY
The Convergence is the inner circle of the cult of Cyriss. It is a
self-contained and self-governed secret society with a distinct
culture, as well as beliefs and goals that necessitate a large
and technologically advanced military. Its members consider
themselves awakened to the fundamental mysteries of the goddess
and live by a set of tenets known as the Nine Harmonics. The Nine
Harmonics form the guiding principles of the Convergence. These
simple but broad tenets are studied and meditated upon by all
members, but are especially important to the priesthood.
The overarching goal of the Convergence is to bring about the
manifestation of Cyriss on Caen, a divine imperative. Accomplishing
this task requires attaining a degree of control over the world's
geomantic energy through a vast interconnected network. In
addition to being places of worship, workshops, research facilities,
and centers of Cyrissist communities, each temple contains massive
specialized machinery that lets it serve as a node in the temple
network. Together, this network and the geomantic energy flowing
through it are considered a single great machine, albeit one that is
incomplete. Reaching harmonic convergence is referred to as the
Great Work, a convoluted sequence of construction that has been
ongoing for almost twenty-five decades.
The Convergence controls little territory, and the extent of its
geographical holdings are limited. The faith is scattered across
western Immoren, focused within the Iron Kingdoms. The
majority of its members spend their lives in hidden temple
facilities. Some of these are located in major cities and towns
while others are built deep within regions of inhospitable
62 MYSTERIES OFTHE MAIDEN
------------------------------
wilderness. Nearly all these temples are underground or include
substantial subterranean elements, making them difficult to
find and extremely defensible. Convergence leaders built these
facilities on sites of geomantic significance, allowing them access
to the mystical energies flowing underground. These energies
form a vital and essential power source for the sect's workshops,
laboratories, and great machines.
RECRUITMENT AND
INDOCTRINATION
The Convergence draws its membership primarily from the
myriad cults dedicated to the worship of Cyriss. These groups
tend to rise anywhere intellectual study or machine-craft is
practiced. Those whose professions involve alchemy, arcane
research, astronomy, engineering, mathematics,
metallurgy, or other sciences are frequently drawn to Cyriss.
Some of these minds may be to the deeper mysteries.
Agents of the Convergence periodically survey these cults
looking for promising recruits. The Convergence sometimes goes
so far as seeding scholarly works with hidden enigmas and clues
that can awaken minds and draw interested individuals toward
the inner circle. Latent warcasters are usually brought into the
Convergence at an early age.
Becoming a member of the Convergence requires a permanent
commitment and, usually, the abandonment of one's previous
life. The Convergence cannot risk secrets being revealed and
isolates new recruits, sending them to remote temple facilities to
undergo indoctrination.
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MEMBERSHIP
The process of becoming a fully awakened member of the
Convergence reveals the candidate's aptitudes and skills, which
helps determine the role he will take in the organization. New
members who have the requisite qualities may seek to join the
priesthood. Being a priest requires a spiritual inclination and
the ability to control arcane energies in order to help design,
fabricate, or repair essential machinery. Arcane talent alone does
not guarantee entrance into the priesthood.
Most awakened lay members of the Convergence are referred to as
technicians, unless they have other specific titles or functions. All
are expected to contribute to the maintenance of their temples and
the fabrication of new machinery. Those who are highly skilled at
these tasks may' g"o on to become engineers, an esteemed status
representing considerable expertise and usefulness. A number of
senior engineers are involved in more cerebral but equally valued
tasks such as pure mathematics, astronomy, or research.
Some awakened members suited to this role become temple
guardians. Guardians train in the weaponry and armament of the
temple and are dedicated to the protection of a facility. When not
actively on patrol or drilling, guardians perform other work as
needed, including ordinary labor and temple upkeep. Guardians
are distinct from temple soldiers, a role occupied by clockwork
vessels. Most guardians become clockwork soldiers after they
surrender mortality.
CLOCKWORK TRANSFORMATION
One of the greatest miracles of the Convergence is the ability to
transfer the soul of a worshiper into an essence which
can then power a machine body referred to as a clockwork
vessel. This is seen as a sacred process, and forms the afterlife
for members of the Convergence. All awakened aspire to become
clockwork vessels, and nearly all can expect to achieve this state
eventually. The priesthood insists it is to the betterment of the
soul to live as long as possible before being transformed.
The Convergence has the means to preserve the souls of members
who die unexpectedly, in order to transfer them immediately
into essence chambers. In most temples clockwork members
outnumber the living. They continue to contribute to the work
of the temples and also act as the soldiers of the Convergence.
It takes time to become accustomed to this mechanikal state, and
military training accelerates falniliarity. All clockwork vessels have
formidable combat capabilities, wielding advanced weaponry as
well as being immune to pain and confident in the knowledge that
even the destruction of their bodies is unlikely to be permanent.
CONVERGENCE HIERARCHY
The priesthood comprises the leadership of the Convergence
at all levels, both within individual temples and coordinating
be led by a fluxion directive comprised of several individual
fluxions. Leading the faith as a whole and coordinating the
fluxions is the iron mother or iron father, a singular position that
changes every nine years. The current iron mother is Directrix.
Beneath fluxions are enumerators, highly respected leaders
who supervise specific projects, objectives, or ongoing work.
Attaining this rank requires considerable mental acumen, strong
leadership, and a broad array of technical abilities. Optifex, the
lowest rank, comprise the majority of the priesthood. Individual
optifex fulfill a broad range of functions; working as mechaniks,
mathematicians, engineers, and technicians. Optifex have limited
authority but perform much of the Convergence's advanced
technical labor. Many highly specialized optifex are never
promoted, so this rank does not always denote inexperience.
THE NINE HARMONICS
THE FIRST HARMONIC
Precision is the opening theorem in the proof of perfection.
THE SECOND HARMONIC
Mathematics is the,only true language.
THE THIRD HARMONIC
The power of understanding transcends the inexplicable.
THE FOURTH HARMONIC
Magic obeys scientific principles and does not require
mysticism.
THE FIFTH HARMONIC
The goddess of perfection will manifest to inhabit the
vessel thereof.
THE SIXTH HARMONIC
Clockwork perfection requires an absence of entropy.
THE SEVENTH HARMONIC
Souls are elements in the divine equation.
THE EIGHTH HARMONIC
- False shadows of consciousness mock the divine equation.
THE NINTH HARMONIC
To awaken a soul one must seek harmony with the goddess.
Other than the fluxion(s) in charge of a temple, the highest-
ranking individual at a .temple facility will be the forge master,
who is responsible for maintaining its machinery and production
as well as its armory. Forge masters are rarely priests, but are
often skilled arcane mechaniks with considerable experience and
expertise with Convergence technology.
between them. The three broad ranks of priests, in descending For more information on the history and inner workings of the
order, are: fluxions, enumerators, and optifex. Most individual Convergence, see Forces oJWARMACHINE: Convergence oJCyriss.
temples are led by a single fluxion, while larger complexes might
THE CONVERGENCE OF CYRISS IN THE RPG 63
NEW CAREERS
PRIEST OF CYRISS Prerequisites: Human, Gifted, Worshipper of Cyriss
Abilities: Enigma Cipher (p. 64)
Connections: Connections (Convergence of Cyriss)
Military Skills: Hand Weapon 1
Occupational Skills: Lore (Cyriss) 1, Mechanikal Engineering 1
Special: A character who chooses Priest of Cyriss as one of his two starting careers
gains the Genius Intellectual archetype benefit.
Spells: Guided Blade and Dissolution Bolt (p. 70)
Blaster, Bodge, Choir, Clockwork Transcendence (p. 64), Enigma Cipher (p. 64),
Inscribe Formulae, Language, Vessel Upgrade (p. 64)
Connections (Convergence of Cyriss)
Alchemy 3, Command 3, Craft (any) 4, Cryptography 4, General Skills 4,
Mechanikal Engineering 4, Research 4
Spells from the Priest of Cyriss spell list
While higher-ranking priests are the leaders of the Convergence Priests of the Convergence serve in either biological bodies or
of Cyriss, most perform highly skilled technical work and clockwork vessels. In order to allow their minds and souls to fully
theoretical research as part of their worship in addition to mature, priests are generally required to retain their living bodies
other duties. The majority of the priesthood fulfills the role of as long as possible before transcending to a clockwork vessel.
mechaniks, mathematicians, engineers, and technicians. Upon death, or upon approval by a fluxion directorate, the soul
of an awakened member is transferred into an essence chamber,
which is then installed in a clockwork vessel. This rebirth as a
machine allows an adherent to continue on the path to perfection.
Members of the Convergence can expect to pass through any
number of clockwork forms in this pursuit.
Contemplation of the Nine Harmonics is paramount to the priests
of Cyriss. Every action taken by awakened members must be in
accordance with these principles, which ensure the deeds of the
Convergence are to the exacting standards of the goddess. These
simple but broad tenants are at the core of worship, forming the
guiding principles by which each priest lives his life.
Playing a Priest of Cyriss: Priests of Cyriss blur the l n ~ between
traditional priest and engineer, commanding a wide range of
abilities allowing them to pursue worship of the Clockwork
Goddess. The Enigma Cipher ability rewards priests who
successfully solve complex problems, while the Genius Intellectual
archetype benefit ensures they are able to do so. A priest of Cyriss
can undertake a wide range of tasks with access to the mechanikal
engineering, alchemy, and craft skills.
As a priest gains experience he also acquires access to a greater
variety of spells granting increased offensive and defensive options.
The true capability of a priest of Cyriss, though, is only evident
once he undergoes Clockwork Transcendence. Within a clockwork
vessel, a priest of Cyriss can tailor his body in a variety of ways to
become a commanding force both on and off the battlefield.
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WARCASTER, CYRISS
Prerequisites: Human, Gifted,
Worshipper of Cyriss, Starting Career
Special: A character starting with the Cyriss Warcaster career must choose between
Alchemist, Arcane Mechanik, Arcanist, Aristocrat, Explorer, Field Mechanik, Gun Mage,
Investigator, Man-At-Arms, Military Officer, or Priest of Cyriss for his other career.
Abilities: Bond, Convergence Warcaster
Connections: Connections (Convergence of Cyriss)
Military Skills: Great Weapon 1 and Hand Weapon 1
Occupational Skills: Detection 1 and Mechanikal Engineering 1
Spells: Arcane Strike, Jump Start, and Temper Metal
Special: Change the character's arcane tradition to focuser if he has another arcane
career. A warcaster can boost only with mechanikal weapons to which he has bonded.
Choose one of the following: suit of warcaster armor (light or medium), mechanika
hand weapon, or a light vector. Mechanika weapons have housings of the chosen
weapon type, runeplates inscribed with the Bond rune, and are powered by clockwork
capacitors. This item begins the game bonded to the warcaster.
Blaster, Bond, Clockwork Transcendence (p. 64), Convergence Warcaster (p. 64), Field
Marshal: Celestial Harmony (p. 64), Field Marshal: Magical Attack, Field Marshal: Shield
Guard, Overpower (p. 64), Vessel Upgrade (p. 64)
Great Weapon 3, Hand Weapon 3
Command 3, Craft (any) 3, General Skills 4,
Mechanikal Engineering 3, Research 3
Spells from the Cyrissist Warcaster spell list
Warcasters are vital to the Convergence of Cyriss, since vectors
require the direct command of a warcaster. Fortunately, many
who manifest the warcaster talent are drawn to worship of the
Clockwork Goddess, giving the sect access to warcasters far out
of proportion to its numbers. The role they fulfill is of critical
importance, so their training is extensive and prolonged.
Warcasters begin their time within the sect as soldiers of
flesh and blood, but they eventually realize machine
transcendence to live out their days commanding
clockwork vessels. Being free of a mortal body grants them
increased clarity of thought and special sympathy with the
interface node.
Playing a Cyrissist Warcaster: A Cyrissist warcaster benefits
from nearly any career pairing, particularly those that allow
the character to contribute in some way to the great work.
The advantages of Clockwork Transcendence brings with it
a whole new range of special abilities a warcaster can use to
turn himself into a finely-tuned instrument of war.
Experienced Cyrissist warcasters benefit greatly from
additional selection of the Bond ability, but the advantages
of Clockwork Transcendence cannot be ignored. A
clockwork vessel brings with it a whole new range of
special abilities a warcaster can use to turn himself into a
finely-tuned instrument of war.
NEW ABILITIES
CLOCKWORK TRANSCENDENCE
Prerequisite: INT or PER 5
The character's essence is placed in a clockwork priest vessel.
CONVERGENCE WARCASTER
Prerequisite: None
The character can bond to vectors. Additionally, while the
character can technically bond to standard steamjacks, he will
not do so as a matter of faith, as the Eighth Harmonic makes clear
Cyriss' disdain for attempts to create false sentience.
FIELD MARSHAL: CELESTIAL HARMONY
Prerequisite: ARC 6
The warcaster can spend a focus point during his turn to use Field
Marshal: Celestial Harmony. For one round, he can chrumel spells
through the vectors in his battlegroup while they are in his control area.
ENIGMA CIPHER
Prerequisite: None
This character gains a feat point when he solves a puzzle, riddle,
or other complex problem. Exactly what qualifies as an enigma is
up to the Game Master.
OVERPOWER
Prerequisite: ARC 5
During this character's Control Phase, after he replenishes his
focus but before he allocates focus, he can spend focus to increase
his control area for one round at 1 focus point for each r increase.
VESSEL UPGRADE
Prerequisite: Clockwork Transcendence
The character gains an upgrade to his clockwork vessel. This
ability can be taken more than once.
66 MYSTERIES OF THE MAIDEN
----------------------------------
NEW CONNECTION
Convergence of Cyriss: The character has connections with the
Convergence of Cyriss. If not a member of the cult, his contacts
only provide him with general-but still helpful-information.
If he is a member o{ the cult, the character can expect access to
temple facilities and aid in pursuing research, development,
and refinement of work related to subjects of interest to the
Convergence. If he has proven himself to the organization, the
character can consult directly with priests for counsel regarding
his theorems and projects. If he is pursuing goals in line with
those of the Convergence, like the acquisition of a new temple
node, he can potentially receive even greater assistance. For
instance, while undertaking such objectives a warcaster might
petition his superiors for access to a temple facility's vectors-
though these requests are never granted without careful
consideration. The Convergence is a secretive group, and actions
taken by the character that expose or endanger the organization
could result in severe punishment, including being cast out and
having all connections severed.
CLOCKWORK
VESSELS
Some among the Convergence have had their essences
transferred into machine bodies called clockwork vessels.
Essence transference represents the best afterlife many in the
Convergence can hope for, and see their transference as bringing
them one step closer to the goddess. Those who undergo this
process become effectively immortal, no longer subject to the
limitations of the flesh. They do not need to eat, breathe, or sleep.
However, should the essence chamber ever be destroyed, the
soul within would immediately vacate the machine body.
The process of having one's soul transferred into an essence chamber
is permanent and results in the death of the physical body. However,
trru1sference of the essence chamber into a specific clockwork vessel
is not permanent. A character may have the opportunity to have
his essence transferred into other vessels. Experienced Convergence
members may periodically transfer between different forms as
required for work or battle. There are a wide variety of clockwork
vessel configurations and customizations, although certain
clockwork soldier types share a common form.
A clockwork vessel is powered by an essence chamber containing
a soul. Without an essence chamber, a clockwork vessel cannot
function and becomes inert. An essence chamber can subsist
indefinitely outside of a clockwork vessel, but the soul contained
within has no sensory apparatus or ability to move or act. Certain
Convergence facilities have apparatuses that can store essence
chambers and enable the individuals within to communicate.
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RULES
There are a number of special rules associated with characters
inhabiting clockwork vessels.
Clockwork vessels are constructs (see IKRPG: Core Rules) that
provide soul tokens when they are destroyed. Additionally,
despite being a construct, a character inhabiting a clockwork
vessel does not automatically pass Willpower rolls.
If a character is eligible for more than one clockwork vessel, he
must choose one among those he is eligible to inhabit.
All clockwork vessels are considered to have the Ambidextrous
Skilled archetype benefit and the Two-Weapon Fighting ability
(see IKRPG: Core Rules).
STATS ~
A character's physical stats are based on the clockwork vessel his
essence inhabits, rather than on his race. When a character transfers
his essence into a clockwork vessel, his base PHY, SPD, STR, AGL,
PRW, and POI are changed to those of his new clockwork form.
These stats cannot be increased with experience and the character
loses any stat increases he has previously gained before he
transfers his essence. When a character with a clockwork vessel
gains a + 1 stat increase as a result of experience, he may only
increase his INT, PER, or ARC stat, or gain a new ability instead.
DEFENSE
A character's defense is modified by his clockwork body. A
clockwork vessel suffers a -2 penalty to DEF.
ARMOR
A character's ARM is also determined by his clockwork body.
Clockwork vessels cannot wear additional armor.
DAMAGE AND DESTRUCTION
Unlike other characters, those inhabiting a clockwork vessel do
not have vitality points. Instead they have a number of damage
boxes determined by their clockwork body.
Repairing damage to a clockwork vessel requires access to sheet
metal, scrap, and a full repair kit. Every hour a mechanik labors
over a damaged clockwork vessel, he can repair an amount of
damage equal to. his Mechanical Engineering skill level. If the
character has access to a full machinist's shop and/ or a ready
supply of replacement parts, he can remove an additional d3
damage points each hour. A mechanik who is assisted in his
repairs by additional characters with the Mechanical Engineering
skill can remove one additional damage point for each character
assisting him. The repair of non-internal damage to a clockwork
vessel costs 10 gc per hour per mechanik working on it.
Clockwork Vessel Internal Damage Table
When a character's clockwork vessel suffers 5 or more points of
damage as a result of a single damage roll, a roll must be made on
the Clockwork Vessel Internal Damage Table to determine if any
internal systems are also damaged. If the vessel suffers the same
effect on a subsequent roll before the previous effect has been
repaired, it suffers no additional internal damage.
D6 RESULT
1-2
No internal systems are damaged - No additional
penalty.
Arm Damaged - One of the vessel's arms is
crippled as a result of the damage suffered.
3 Randomize which arm is damaged. Until the
damage is repaired, the character suffers -3 to
attack rolls made with the damaged arm.
Loss of Power - The vessel's internal power flow
4
has been compromised, resulting in a severe loss of
power to the clockwork vessel. Until repaired, the
character suffers -3 STR.
Movement Damaged - The vessel's movement
5
systems have been damaged. Until repaired,
the character suffers -1 SPD and DEF and
cannot run or charge.
Essence Chamber Damage - The vessel's essence
6
chamber has been damaged, resulting in reduced
control over the vessel. Until the vessel is repaired,
the character suffers - 1 INT and PER.
Repairing internal damage to a clockwork vessel requires two
hours of labor with the proper tools and a successful INT +
Mechanikal Engineering skill roll against a target number of 14. If
the roll fails, the character can attempt it again after another hour
of labor. A successful repair removes the effects of one internal
damage roll.
Repairs to a clockwork vessel's internal systems cost 75 gc per
effect removed.
Destroying a Clockwork Vessel
When a clockwork vessel loses its last damage box, it is
destroyed. However the vessel's essence chamber and the soul
within can be recovered, unless the chamber was damaged
before the vessel was destroyed. If the vessel was suffering the
Essence Chamber Damage internal system effect at the time it
was destroyed, the essence chamber is breached at the time of
the vessel's destruction. Unless a friendly character immediately
recovers the soul, it will move on to Urcaen and the clockwork
character will be effectively deceased.
Removing an essence chamber from the wreckage of a clockwork
vessel requires a successful Mechanikal Engineering roll against
a target number of 15 after twenty minutes of labor. If the roll
fails, it can be repeated after an additional ten minutes of labor.
If an intact essence chamber is returned to a major Cyrissist
temple, the soul contained within will be given a new clockwork
vessel of a type chosen by the character from among those for
which he is eligible. The character's new vessel will also have a
number of upgrades equal to those for which he is eligible (see
the Vessel Upgrade ability, p. 64).
CLOCKWORK PRIEST VESSEL
This vessel is reserved for ranking priests of the faith. While it
is not as powerful as some of the clockwork soldier vessels, it is
more graceful and elegant.
Base Size: Medium
Damage Boxes: 18
PHY 8
SPD 5
STR 6
AGL 4
PRW 4
POl
ARM
3
15
CLOCKWORK VESSEL UPGRADES
Upgrades are options that enable a character to change or
improve his clockwork vessel. Upgrades are generally gained
from the Vessel Upgrade ability' (p. 64). Unless otherwise noted,
a clockwork vessel can have each upgrade only once.
APERTURE BEAM
The character's clockwork vessel has a ranged weapon built
into it. The weapon is RNG 8, AOE -, POW 12 attack that causes
electrical damage. When making an aperture beam ranged attack,
the character makes the attack roll using his POI.
CIRCULAR VISION
This character's front arc extends to 360 .
DISPLACEMENT FIELD DRIVE
The character's clockwork vessel has an integral displacement
field drive enabling lt to float above the ground. The character
gains +4 ARM when resolving falling damage and ignores
movement penalties from rough terrain.
ELECTRICAL INSULATION
The clockwork vessel is immune to electrical damage.
HARDENED
The clockwork vessel gains +3 damage boxes. A character can
take this upgrade up to three times.
INCREASED AGL
The clockwork vessel gains + 1 AGL. A character can take this
upgrade up to three times.
INCREASED ARM
The clockwork vessel gains + 1 ARM. A character can take this
upgrade up to three times.
INCREASED POI
The clockwork vessel gains + 1 POI. A character can take this
upgrade up to three times.
INCREASED PRW
The clockwork vessel gains + 1 PRW. A character can take this
upgrade up to three times.
INCREASED SPD
The clockwork vessel gains+ 1 SPD.
INCREASED STR
A character can take this upgrade more than once to add the
The clockwork vessel gains + 1 STR. A character can take this
following bonuses each time this upgrade is chosen: +3 RNG,
upgrade up to three times.
AOE 3, or POW +2. A character can take each of these bonuses
only once.
ARCANE FIELD
Only Cyrissist warcasters can take this upgrade. The character's
clockwork vessel has a power field with six power field damage
boxes. When a warcaster takes damage, mark his power field
boxes before marking his clockwork vessel damage boxes. The
warcaster can spend focus points during his turn to regenerate
lost power field boxes at a rate of 1 focus point for each power
field box restored.
Unspent focus points on the warcaster with this upgrade increase
his ARM by 1 for each unspent focus point.
IMPROVED STABILITY
The character's clockwork body has four or more legs for
increased stability. The clockwork vessel's base size is increased
by one and the character cannot be knocked down.
OPTICAL ARRAY
The character's clockwork vessel has a complex optical array that
enables him to ignore Stealth.
GEA
The
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Cost: 885 gc
DEF Modifi
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GEAR
The Cyrissists are known for their fine manufacturing skills and
the complexity of their arms and equipment. As a result, such
exotic gear can fetch a high price when sold on the open market.
ARMOR
OPTIFEX ARMOR
Cost: 885 gc (100 gc without the helmet)
DEF Modifier: -2
ARM Modifier: + 7
Description: Worn by the subordinate priests of the Convergence
of Cyriss, this gt)'lized armor combines an under-suit of thick
leathers "o/ith armored plating. A heavy steel helmet shields the
optifex' s head, letting him view the world through lenses of
polished glass. The armor is covered with pockets and pouches
for parts and additional tools. Optifex armor is powered by an
ambient accumulator (see below).
Rune Points: 2
Special Rules: The helmet of the optifex armor is capable of
generating light equivalent to torchlight. This light is generally
kept dim when the optifex is not working.
Fabrication: The material cost of the helmet is 90 gc. It takes
three weeks to construct the housing. The pertinent Craft skill for
construction is Craft (metalworking).
The helmet's runeplate requires two weeks to inscribe, and
requires a successful INT + Mechanikal Engineering roll against a
target number of 14.
AMBIENT
ACCUMULATOR
Cost: 175 gc
Power Output: 4
' Lifespan: Inexhaustible within the confines of a Cyriss
temple, 1 week outside of a temple
Description: The ambient accumulator is a special
capacitor widely used by the Convergence of Cyriss.
These are charged by the ambient
energies given off by the temples of Cyriss. Within
the confines of a temple, these power sources are near
inexhaustible. Should an ambient accurimlator lose its
charge, it will be fully recharged after five hours of ,
, exposure to the ambient energy of a temple of Cyriss.
MELEE WEAPONS
CHARGED SPEAR
Cost: 785 gc
Skill: Great Weapon
Attack Modifier: -1
POW: 4 (one-handed), 5 (two-handed)
Description: This short, two-pronged metal spear is a
mechanikal weapon designed to deliver a nasty shock
with every strike. This weapon is powered by an
ambient accumulator.
Rune Points: 2
Special Rules: While this weapon has power, a character
without Immunity: Electricity hit by it is pushed 1-
directly away from the attack. On a critical hit, unless the
target has Immunity: Electricity he is also knocked down.
Fabrication: The material cost of the tuning spear
housing is 90 gc. It takes two weeks to construct the
device. The pertinent Craft skill for construction is Craft
(metalw<?rking).
The charged spear' s runeplates require one week to
inscribe, and require a successful INT + Mechanikal
Engineering roll against a target number of 14.
THE CONVERGENCE OF CYRISS IN THE RPG 69
MECHANOFLAIL
Cost: 200 gc (when available at all)
Skill: Hand Weapon
Attack Modifier: -1
POW:5
Description: The mechanoflail is an ingenious clockwork weapon
designed to spin its flail heads at high speeds to greatly increase
striking damage. The weapon must be rewound after prolonged
use. These weapons are extremely rare and are only produced by
the engineers of the temples of Cyriss.
Special Rules: Attacks from mechanoflails ignore ARM bonuses
from bucklers and shields.
Once during his activation, a character can spend 1 feat point to
make an additional attack with a mechanoflail against a target he
has previously hit that turn with this weapon.
After making ten attacks with a mechanoflail, a character must
spend five minutes rewinding it before it can be used again.
70 MYSTERIES OFTHE MAIDEN
------------------------------
TELESCOPING STAFF
Cost: 25 gc
Skill: Hand Weapon, Great Weapon
Attack Modifier: 0
POW: 3 (one-handed), 4 (two-handed)
Description: A marvel of engineering, this relatively light-weight
weapon retracts into a small metal rod that can be extended into
a full-length battle staff. Even while collapsed, it can be used to
make deadly melee strikes. This weapon is favored by the living
guardians of the temples of Cyriss.
Special Rules: A character can extend or collapse a telescoping
staff as a quick action. It uses the Hand Weapon skill while
collapsed and the Great Weapon skill while extended.
While extended, the staff is a Reach weapon and must be used
two-handed.
A character can spend 1 feat point to make a trip attack instead
of a normal attack with an extended staff. If the attack hits, the
target is knocked down instead of suffering damage.
Cost: 735 gc
Skill: Hand Weapon
Attack Modifier: -1
POW:3
TUNING KIT
Description: This complex mechanikal device incorporates all the
tools an optifex is likely to need to carry out his work. Its arcane
motor drives a variety of saws, clamps, drills, and cutters. The
tuning kit even has a small accumulator-powered torch for spot
repairs. This torch is not strong enough to be used effectively as
a weapon. This device is powered by an ambient accumulator.
Rune Points: 1
Special Rul
character cc
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Special Rules: While equipped with a powered tuning kit, this
character can bodge friendly steamjacks whether or not he has
the Bodge ability. Additionally, a character equipped with the
a tuning kit gains + 1 on his Mechanikal Engineering rolls to
fabricate mechanika or to repair or disassemble stearnjacks.
Fabrication: The material cost of the tuning kit housing is 120 gc.
It takes two weeks to construct the device. The pertinent Craft
skill for construction is Craft (metalworking).
The tuning kit's runeplates require one week to inscribe, and
require a successful INT + Mechanikal Engineering roll against a
target number of 13.
Cost: 1,485 gc '
Skill: Weapon
TUNING STAFF
Attack Modifier: -1 (one-handed), 0 (two-handed)
POW: 4 (one-handed), 5 (two-handed)
Description: This complex mechanikal staff incorporates a suite
of tools driven by an arcane motor powered by an ambient
accumulator. The tip of the staff is set with an industrial torch
capable of unleashing torrents of fire.
Rune Points: 4
Special Rules: The tuning staff is a Reach weapon.
A character armed with a tuning staff can use it to fire bursts of
flame. These bursts are RNG SP6, AOE -, POW 12 ranged attacks
that cause fire damage. A character hit by a burst suffers the Fire
continuous effect. When making a flame burst ranged attack, the
character makes the attack roll using his POI.
While equipped with a powered tuning staff, this character can
bodge friendly steamjacks whether or not he has the Bodge
ability. Additionally, a character equipped with the a tuning
staff gains + 1 on his Mechanikal Engineering rolls to fabricate
mechanika or to repair or disassemble steamjacks.
Fabrication: The material cost of the tuning staff housing is 210
gc. It takes three weeks to construct the device. The pertinent
Craft skill for construction is Craft (metalworking).
The tuning staff'$ runeplates require four weeks to inscribe, and
require a successful INT + Mechanikal Engineering roll against a
target number of 16.
I
I
F
THE CONVERGENCE OF CYRISS IN THE RPG 71
ADVENTURING
COMPANIES
FRINGE CULTISTS
The characters are part of a Cyrissist cult on the periphery of the
THE MAGIC OF CYRISS
NEW SPELLS
SPELL LISTS
Spell lists are divided by career and COST.
Convergence, such as the Maiden's Equation or the Disciples PRIEST OF CYRISS SPELLS
of the Harmonics. Working beyond the inner circle of the faith,
fringe cultists toil in secret pursuit of their own unique worship
of the Clockwork Goddess.
Requirements: Each character must be a worshipper of Cyriss.
At least one character must have the Intellectual archetype or be
a Priest of Cyriss. If there are multiple priests or characters with
the Intellectual archetype in the company, they should choose
one among their number to be the leader of the sect. All other
characters are assumed to be his apostles and followers.
Benefits: The leader of the sect gains the Team Leader ability as
well as + 2 on all social skill rolls against other members of the
company. All other members gain one occupational skill level in
one of the following skills: Craft (metalworking), Cryptography,
Forensic Science, Lore (Cyriss), Mechanikal Engineering, or
Research.
THE INNER CIRCLE
The characters are members of the inner circle of the Convergence
of Cyriss, with access to the highest quality of astronomical,
engineering, and research facilities. Additionally, they have the
privilege of working and worshipping alongside some of the
keenest minds in all of western Itnmoren.
Requirements: Each member of the company must be a
worshipper of Cyriss and have the Intellectual archetype, the
Priest of Cyriss career, or the Cyrissist Warcaster career. The
company must include one or more Priests of Cyriss. If there are
multiple priests, they should choose one among their number to
be the leader of the company.
Benefits: The characters have dedicated workshops and
laboratories within one of the Convergence of Cyriss' temple
facilities (equivalent to a Mechanik's Workshop). They can
enter or leave this facility at will and will be recognized by its
guardians.
Priests of Cyriss can learn spells from the following list.
Electrical Charge (p. 71 ), Guided Blade, Protection
From Electricity, Total Spectrum (p. 71 )
Arcantrik Bolt, Blessings of War, Dissolution Bolt
(p. 70), Eyes of Truth, Polarity Shield, Temper
Metal, True Sight, Vision
Deceleration, Electrical Blast, Fail Safe, Force Field,
Magnetic Hold (p. 71 ), Mirage, Purification
Electrodynamics (p. 71 ), Realignment (p. 71 ),
Shock Wave
CYRISSIST WARCASTER SPELLS
Cyrissist Warcasters can learn spells from the following list.
Admonition (p. 70), Arcantrik Bolt, Battering
Ram, Convection, Fire Group, Fortify, Hot Shot
(p. 71 ), Positive Charge, Razor Wall (p. 71 ),
Synergy (p. 71 ), Temper Metal, Transference
Awareness, Backlash (p. 70), Domination (p. 71 ),
Grind, Iron Aggression, Magnetic Hold (p. 71 ),
Shrapnel Swarm (p. 71 ), True Path, Watcher (p. 71
Force Hammer, Reconstruction (p. 71 ), Voltaic
Lock
SPELL DESCRIPTIONS
COST RNG AOE POW UP OFF
ADMONITION 2 6 YES NO
When an enemy advances and ends its movement within 6" of
target character in the spellcaster' s battlegroup, the ' affected
character can immediately advance up to 3", then Admonition
expires. The affected character cannot be targeted by free strikes
during this movement.
BACKLASH 3 8 12 YES YES
Additionally, each character gains the University Education When target enemy warjack that is part of a battlegroup is
ability whether or not they meet the requirements. damaged, its controller suffers 1 damage point.
72 MYSTERIES OF THE MAIDEN
DISSOLUTION BOLT 2 8 l2 NO YES
A character hit by Dissolution Bolt cannot channel spells for one
round.
DOMINA DOt
Take contra
You canma
one normal
cast only or
If the targe
makes a c
the spellca
spellcaster
ELECTRODYt
While in thi
to their elet
melee attac
ELECTRICAL
The spellca
point of
spellcaster'
steamjack
be allocatet
HOT SHOT
Target frieJ
boosted raJ
MAGNETIC I
Target cha
characters
RAZORWAI
Place the"'
control an
obstructior
activation :
REAUGNME
While in t1
reroll their
only once
round. Rec:
RECONSTR\
Remove d1
spellcaster
SHRAPNEL l
On a direc
hit. After r
and suffer
SYNERGY
While in
spellcaster
attack anc
battlegrou
turn while
. - --- ---
tiSS
;t.
rotection
Jn Bolt
1per
rce Field,
Jn
71),
!ring
>t Shot
1),
!nee
1 (p. 71),
,p. 71),
:her (p. 71
'oltaic
IIIMeljM
YES NO
within 6" of
:he affected
<\dmonition
free strikes
YES YES
ttlegroup is
NO YES
ells for one
COST RNG AOE POW UP OFF
DOMINATION 3 8 NO YES
Take control of target enemy warjack that has a functional cortex.
You can make a full advance with the warjack and can then make
one normal attack, then Domination expires. Domination can be
cast only once per turn.
If the target warjack hit by this spell is bonded, the spellcaster
makes a contested Willpower roll against its controller. If
the spellcaster loses, Domination does not take effect. If the
spellcaster succeeds, Domination takes effect normally.
ELECTRODYNAMICS 4 SELF CTRL YES NO
While in the spellcaster's control area, friendly characters gain +2
to their electric'al..damage rolls and friendly construct characters'
melee attacks u;_flict an additional d3 points of electrical damage.
ELECTRICAL CHARGE SELF NO NO
The spellcaster's next melee attack this turn causes 1 additional
point of electrical damage. Steamjacks damaged by the
spellcaster' s next melee attack this turn suffer Disruption. (A
steamjack suffering Disruption loses its focus points and cannot
be allocated focus or channel spells for one round).
HOTSHOT 2 6 YES NO
Target friendly character in the spellcaster' s battle group gains
boosted ranged attack damage rolls.
MAGNETIC HOLD 2 8 YES YES
Target character suffers -2 SPD and DEF. Friendly Construct
characters charging an affected model gain + 2" movement.
RAZOR WALL 2 CTRL WALL YES NO
Place the wall template anywhere completely in the spellcaster' s
control area where it does not touch a character's base, an
obstruction, or an obstacle. When a character enters or ends its
activation in the wall area, he suffers d3 damage points.
REALIGNMENT 4 SELF CTRL NO NO
While in the spellcaster's control area, worshipers of Cyriss can
reroll their failed attack and skill rolls. Each roll can be rerolled
only once as a result of Realignment. Realignment lasts for one
round. Realignment can only be cast once per encounter.
RECONSTRUCTION 4 SELF CTRL NO NO
Remove d6 damage points from each construct character in the
spellcaster' s control area currently in his control range.
SHRAPNEL SWARM 3 8 13 NO YES
On a direct hit against an enemy, center a 4" AOE on the cha!acter
hit. After resolving the damage roll, characters in the AOE are hit
and suffer 1 point of damage.
SYNERGY 2 SELF CTRL YES NO
While in the spell caster's control area, characters in the
spell caster's battle group gain a + 1 cumulative bonus to melee
attack and melee damage rolls for each other character in the
battlegroup that hit an enemy character with a melee attack this
turn while in the spellcaster' s control area.
COST RNG AOE POW UP OFF
TOTAL SPECTRUM SELF YES NO
The spellcaster treats all light conditions as bright light.
WATCHER 3 SELF YES NO
When an enemy character advances and ends its movement
within 6" of the spellcaster, choose a steamjack in this character's
battlegroup that is in his control area. That steamjack can
immediately make a full advance and then can make one normal
melee or ranged attack targeting the enemy character. The attack
and damage rolls against that character are boosted. After the
attack is resolved, Watcher expires.
VECTORS
Refined over countless iterations and centuries of labor, the vectors
of the Convergence of Cyriss are lethal marvels. While superficially
similar to warjacks of the Iron Kingdoms, vectors lack the relative
intelligence granted by a cortex. The Eighth Harmonic forbids the
construction of machines with such false consciousness, prompting
the sect to develop an ingenious device: the interface node. This
specially designed node in each vector allows the warcaster to infuse
the masterwork machine with his personal skill, battle experience,
and tactics. A vector is purely a cl.ockwork extension of a warcaster' s
will, driven only by the needs of the warcaster who controls it.
Lacking the ability to process information on its own, a vector
cannot function without the direct attention of a warcaster. Without
this attention a vector becomes inert, like a pocket watch with its .
springs wound down. This limits the sect's ability to use vectors in
smaller engagements and in the defense of secondary structures,
causing it to rely more heavily on other resources to fill those roles.
Vectors are highly mobile and versatile weapon platforms, each
equipped with a displacement field generator that partially negates
its considerable weight. Vectors move across a battlefield on multiple
legs and this displacement field grants them additional stability.
Vectors do not rely on crude fuel like the warjacks of the Iron
Kingdoms. Instead, a vector draws power from a complex
infrastructure put in place by worshippers of the Maiden of Gears.
Based on the collection of geomantic energy, the sect's temple
facilities broadcast a voltaic field of alternating current that can
extend for miles. A vector within this field can operate continuously,
and even beyond a temple's range its capacitors drain slowly, giving
a vector a prolonged operational lifespan relative to a traditional
'jack. Though large and unwieldy, mobile apparatus exist capable of
generating smaller voltaic fields to extend the range of Convergence.
Though the Convergence uses this voltaic energy to power a
vector's motive system and major weapons, the sect has embraced
simpler power sources for many other applications. The complex
weapon systems employed by many vectors, for instance, rely on
potential energy stored in simple coils and springs. The engineers
of the sect are masters of attaining tremendous efficiency from such
simple mechanisms.
THE CONVERGENCE OF CYRISS IN THE RPG 73
-- - -- ~ ~ -
RULES
While vectors share many commonalities with steamjacks, there
are several areas in which they differ greatly. The following
special rules apply to all vectors.
Except for where noted below, vectors follow all other rules
for steamjacks.
INTERFACE NODE
Vectors do not have a cortex and do not burn coal. In place of a
cortex, vectors have an interface node that allows them to become
an extension of a Cyrissist warcaster' s will. Because they do not
have a cortex, vectors lack artificial intelligence and never possess
personality quirks. The interface node functions identically to
a cortex for the purposes of allocating and spending focus (see
IKRPG: Core Rules p. 324). The "I" boxes of a vector's damage grid
represent its interface node.
Because an interface node is not a cortex, vectors are immune to
effects that cause a warjack to suffer damage directly to its cortex
or that require a warjack to have a functional cortex.
Vectors do not have the ability to process information on
their own and cannot operate without the direct attention of a
warcaster.
Additionally, vectors never develop imprints or improve
combat skills.
VECTOR MAT AND RAT
Vectors do not have their own MAT or RAT values. Instead, the
MAT of a vector is equal to its warcaster' s current PRW. The RAT
of a vector is equal to its warcaster ' s current POI. For example, a
vector under the control of a warcaster that has PRW 6 and POI
4 would have MAT 6 and RAT 4. Vectors do not directly benefit
from MAT /RAT bonuses or suffer from MAT /RAT penalties,
but any PRW I POI alterations to a warcaster controlling one or
more vectors will have broader consequences than usual.
Note that spells and abilities that affect attack rolls still affect
vectors normally.
FOCUS INDUCTION
Once during its warcaster' s turn, when a vector spends a focus
point, the warcaster's controller can allocate one focus point to
another vector in his battlegroup within 6"(36 feet) of the vector
that spent the focus point. Each vector can use focus induction
only once per turn to allocate a focus point to another, though a
vector can be allocated more than one focus point in a single turn
if it is within 6" of multiple other vectors when they spend focus.
74 MYSTERIES OFTHE MAIDEN
POWER SOURCE
Vectors do not rely on conventional fuel to operate. Instead, a
vector draws power from the ambient energy surrounding the
temples of Cyriss. While on the grounds of a temple a vector can
operate indefinitely. ~ w a y from a temple, however, the vector
must rely on power stored in its accumulators.
It takes up to ten hours within the power field of a temple to fully
recharge a vector's accumulator.
BONDS AND REACTIVATION
A vector cannot act independently or be 'jack !Ilarshaled. Only
a character with the Convergence Warcaster ability (p. 64) can
bond to or control a vector. A character bonding to a vector does
not need a pass code or the knowledge of a specific language to
bond to a vector, because vectors lack cortexes and so do not have
either a native language or cortex locks (see Steamjack Bonds in
the IKRPG: Core Rules).
A character with the Convergence Warcaster ability can bond
to a vector within 6" (36 feet) without physically touching it.
A character can also remotely reactivate an inert vector he is
bonded to if it is within 6". A character cannot remotely bond
to or reactivate a vector while it has a crippled interface node
system.
WEAPON SYSTEMS AND UPGRADES
Vectors have their own weapon systems and upgrades. A vector
cannot be armed with a weapon designed for another type of
steamjack, nor can a vector's weapon systems or upgrades be
used by any other steamjack type.
VECTOR CHASSIS
Vector configurations are the result of many lifetimes of theory,
testing, and refinement. Each vector is outfitted with a specialized
suite of systems and weapons the sect determines to be necessary
and useful. Attempts to bodge together weapons d'esigned for a
different vector are not only labor intensive, but the imperfect
result is an affront to Cyriss.
RULES
The following attributes define different vector chassis in the game.
Description: This is a description of the chassis.
Height/Weight: The chassis' technical specs.
Peak Operational Duration: This describes how long the chassis
can continue to operate outside a temple's ambient energy field.
Initial Service Date: This is the date the chassis first entered service.
Stats: These are the chassis' stats. Remember that a vector's MAT and
RAT are determined by its controlling warcaster's PRW and POI.
Special Rules: These are the special rules that apply to the chassis.
Damage Grid: This is the chassis' damage grid.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ .
D ESCRIPTION:
VARIANTS JNCL
H EIGHT/WE!Gf
PEAK OPERATH
INITIAL SERVIC
PHY
SPD
STR
AGL
MAT
RAT
DEF
ARM
Special Ru
to 360.
GALVAN
The Galva1
use, able t
heat of bat
a field rep<
Type: Mel(
Location: l
Attack Mo
POW:S
Descriptio
and steel.
Special Rt
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for one rm
use the coJ
DIFFUSI
Produced
Galvanize
to produc
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ripspike lc;
. Instead, a
unding the
t vector can
the vector
tple to fully
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(p. 64) can
vector does
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r can bond
ouching it.
ector he is
otely bond
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the chassis.
GALVANIZER CHASSIS AND
WEAPONS SYSTEMS
Galvanizer Light Vector Chassis
DESCRIPTION: THE G ALVANIZER JS THE C ONVERGENCE'S MAIN LIGHT VECTOR CHASSIS. ITs
VARIANTS fNCLUDE THE DIFFUSER AND MITIGATOR, EACH WITH A UNIQUE WEAPON SYSTEM.
HEIGHT/WEIGHT: 7'4" I 1.9 TONS
PEAK OPERATIONAL DURATION: 5 HOURS COMBAT
INITIAL SERVICE DATE: 339 AR
PHY 7
DAMAGE GRID
SPD 7
STR 5
AGL 4
WC's
MAT current
PRW
WC's
RAT current
POl
DEF 12
ARM 16
Special Rules: Circular Vision- This character's front arc extends
to 360.
GALVANIZER VECTOR
The Galvanizer is the oldest vector configuration still in current
use, able to perform critical repairs to damaged vectors in the
heat of battle. The Galvanizer is equipped with a metal saw and
a field repair array upgrade.
METAL SAW
Type: Melee
Location: Head
Attack Modifier: 0
POW:S
Description: This is a rotating saw designed to cut through iron
and steel.
Special Rules: On a critical hit, the character hit by this weapon
loses Tough, cannot heal or be healed, and cannot transfer damage
for one round. To determine the vector's MAT with this weapon,
use the warcaster' s PRW + Unarmed Combat skill.
DIFFUSER VECTOR
Produced in only slightly lower quantities than the ubiquitous
Galvanizer, the Convergence has multiple foundries dedicated
to producing the parts to create sufficient numbers of these
clockwork marvels. A Diffuser Vector is equipped with a homing
ripspike launcher.
HOMING RIPSPIKE LAUNCHER
Type: Ranged
Location: Head
Ammo:S
Effective Range: 66 feet (11")
Extreme Range: -
Attack Modifier: 0
POW: 11
AOE:-
Description: The ripspike launcher is a channel-catapult powered
by a high-tension spring. Each spike has tiny fins mounted on it
to adjust the spike's trajectory in flight. A rip spike projectile also
functions as a beacon, sending targeting data to other vectors,
clockwork vessels, and priests to facilitate termination of the target.
Special Rules: This weapon can reroll a failed attack roll. Friendly
characters charging a target hit by this weapon gain +2" of
movement. Friendly vectors can charge or make a slam power
attack against a target hit by this weapon without spending focus.
This bonus lasts for one round.
Reloading the homing ripspike launcher's ammo supply outside
of combat takes two hours without the specialized equipment
kept within the confines of the temples of Cyriss, but can be
accomplished by any character with the Mechanikal Engineering
skill without a die roll.
THE CONVERGENCE OF CYRISS IN THE RPG 75
MITIGATOR VECTOR
Designed to hurl its sophisticated razor bolas to destabilize
threats or shred through formations of enemy soldiers, Mitigators
are highly effective support weapons in a warcaster' s arsenal.
The Mitigator is equipped with a razor bola weapon system.
RAZOR BOLA
Type: Ranged
Location: Head
Ammo:6
Effective Range: 42 feet (T)
Extreme Range: -
Attack Modifier: 0
POW:-
AOE:3
Description: Propelled by a sophisticated hurlon chamber, the
razor bola is a high-speed, razor-sharp weapon that envelops
targets in a brutal web of steel on impact.
Special Rules: A character hit by this weapon suffers d3 damage.
On a direct hit, all characters hit are knocked down.
Once knocked down, a character must either spend a quick action
and succeed in a Rope Use skill roll against a target number of
12 to untie himself, or spend a quick action and succeed in a STR
roll .against a target number of 14 to break free. If the attempt
fails, the character can spend additional quick actions to repeat
the attempt, but can take no other.. action until freed.
76 MYSTERIES OF THE MAIDEN
Reloading the razor bola's ammo supply outside of combat takes
two hours without the specialized equipment kept within the
confines of the temples of Cyriss, but can be accomplished by any
character with the Mechanikal Engineering skill without a die roll.
CONVERGENCE GEAR AND
UPGRADES
FIELD REPAIR ARRAY
Cost: 350 gc
Description: The field repair array allows a to restore
damaged vectors to fighting condition. The array is strong enough
to remove dented plating from a heavy vector, yet dexterous
enough to delicately handle an injured vessel's essence chamber.
Special Rules: If this character is in base contact with a damaged
friendly vector, once per turn the controlling warcaster can make a
Mechanikal Engineering roll against a target number of 14 to affect
the damaged vector. If this roll succeeds, remove d3 damage points
from the vector's damage grid. If this roll fails, nothing happens.
Integrating a field repair array into a vector requires the proper
tools, six hours of labor, and a successful INT + Mechanikal
Engineering roll against a target number of 14. If the roll fails, it
can be repeated after another hour of labor.
Having a field repair array integrated into a vector costs an
additional 80 gc.
As with steamjacks, most of the damage sustained by a vector
can be repaired by a mechanik with the appropriate tools and
sufficient time. Sometimes, though, a vector suffers attacks so
devastating that replacement components are required to return it
to complete functionality. Members of the Convergence, who seek
to create near-perfect machines, view such imperfect instruments
as particularly undesirable.
VECTOR CATASTROPH.IC
DAMAGE TABLES
As with steamjacks, roll once on the Catastrophic
Damage table for each vector system that was crippled during the
battle. This roll is made even if the crippled system was repaired
during the battle. Roll once for each system even if it was crippled
multiple times during the same battle. Remember, this roll is made
after the battle, so it does not further impair the functionality of
the vector during the battle in which the damage was sustained.
The following two damage tables are unique to Convergence of
Cyriss vectors.
-
CatastroJ
If an inter
catastrophic
been repairj
effect. See tl
catastrophi(
interface no
kept within
2
3-
5-
7
8-
10-
1:
mbat takes
within the
1ed by any
t a die roll.
ro
to restore
ngenough
dexterous
! chamber.
1 damaged
:an make a
14 to affect
tagepoints
happens.
the proper
1echanikal
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r costs an
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tools and
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, who seek
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...
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ltastrophic
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1s crippled
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ustained.
ergence of
Catastrophic Damage Table, Interface Node
If an interface node suffers the same effect on a subsequent
catastrophic damage roll (a roll of 3-11) before the previous effect has
been repaired, the interface node suffers no additional catastrophic
effect. See the rules and costs associated with repairing or replacing
catastrophically damaged systems (IKRPG: Core Rules, p. 320). An
interface node can only be replaced with the specialized equipment
kept withirt the confines of the temples of Cyriss.
2D6 RESULT
2
3-4
5-6
7
8-9
10-11
12
Destroyed - The interface node was
destroyed as a result of the damage the
vector endured in combat. Though the
interface node might have been bodged
back together during the battle, by the
time the dust clears it is ruined beyond all
repair.
Parasitic Drain - The interface node is
shorting out, causing a parasitic drain on
the warcaster. Until repaired, each time the
warcaster spends focus to make the vector
run, charge, or perform a power attack, he
suffers d3 damage. This damage is applied
to the warcaster's life spiral or damage
boxes (bypassing his warcaster armor
power field if applicable).
Signal Noise - Critical receptors in the
interface node have been knocked
out of alignment, causing intermittent
degradation in its ability to receive
commands from a warcaster. Until
repaired, the vector must forfeit its
movement or action each turn.
Reduced Output - Critical systems in the
interface node have been badly damaged.
Until repaired, the maximum range of
focus induction is 3 .. ( 18 feet).
Misalignment - The interface node has
been knocked out of proper alignment
and occasionally slips free of its housing.
Until repaired, during each Maintenance
Phase, roll a d6. On a result of l, the vector
cannot activate that turn.
Slow Response Time - The interface node
still responds to the warcaster's commands
but processes information much slower.
Until repaired, the vector suffers -1 DEF:
Wear and Tear - Though it suffers no
immediate effects from the catastrophic
damage it has endured, the vector's
interface node is starting to show its age.
Each time this result is rolled, the target
number for all future rolls to repair the
interface node syste-m is increased by
a cumulative + 2. An interface node's
Wear and Tear cannot be repaired, only
tolerated until it is replaced.
Catastrophic Damage Table, Vector Movement
If a movement system suffers the same effect on a subsequent
catastrophic damage roll (a roll of 3-11) before the previous effect
has been repaired, the movement system suffers no additional
catastrophic effect. See the rules for repairing or replacing a
catastrophically damaged system (IKRPG: Core Rules p. 320).
2D6 RESULT
Destroyed - The vector's chassis has
buckled under the damage it sustained
2
and can no longer bear the weight of the
machine. Though the vector may have
been bodged back together during the
battle, it collapses into a pile of scrap.
Gear-Train Misalignment- The complex
clockwork mechanisms of the vector's
3-4
movement system are misaligned, causing
seizures in the mechanism. Until repaired,
the vector cannot run or charge and
suffers -1 AGL.
Cracked Mainspring - Mainsprings in the
5-6
vector's movement system are severely
damaged. Until repaired, the vector loses
Steady.
Field Damage - The
vector's displacement field is critically
7
damaged and can no longer compensate
for the vector's mass. Until repaired, the
vector suffers -1 SPD and DEF.
Gears Stripped - The gears in the vector's
movement systems are badly damaged.
8-9
Until repaired, each time the vector runs,
charges, or performs a slam or trample
power attack, the vector suffers 1 point
of damage to its movement system.
Slipped Spring - A clockwork return-
spring in the vector's movement system
is prone to slipping. Until repaired, if the
10-11
vector runs, charges, or performs a slam
or trample power attack, immediately
after resolving the action the vector is
stationary for one round.
Wear and Tear -Though it suffers no
immediate effects from the catastrophic
damage it has endured, the vector's
movement system is starting to show its
12
age. Each time this result is rolled, the
target number for all future rolls to repair
the movement system is increased by a
cumulative + 2. A movement system's
Wear and Tear cannot be repaired, only
tolerated until is replaced.
THE CONVERGENCE OF CYRISS IN THE RPG 77
Caspia 604 AR
Thaddeus Solomon sat hunched over his home desk, the
stillness of the room broken by the furious scribbling of
his pen. Stacks of papers and open books were scattered
around its edges, creating a ramshackle paper fortress about
the wiry engineer. His black hair was peppered with grey
and a pair of wire-framed glasses sat low on the bridge of
his nose. Several mechanikallamps gave the room a warm
glow despite the lateness of the hour.
The sound of the pen scratching on paper stopped, and
his brow furrowed, revealing deep lines upon his face as
he paused in concentrated thought. He put down the pen
and picked up a small gear puzzle box. Absentmindedly
his fingers spun the various gears, each turn causing
other pieces to shift and rotate, the action and reactions
transforming the box's shape in his hand. With sudden
clarity, he placed the box down and began shuffling through
one of the piles of documents at his desk, chin lowered to
allow him to peer over the rim of his glasses. His thin lips
pursed tightly as he carefully pulled a manuscript from
near the bottom of the tower of papers, causing it to waver
precariously. The title page read, "Principles on Voltaic
Condensation and Expansion-Sebastian Nemo."
He nodded to himself in satisfaction, then scanned the
pages quickly for the information he needed. After a
moment his blue-grey eyes returned to the notes he'd made
on the paper in front of him and he picked up his pen.
Scrawled equations and notes covered the page, several
roughly scratched out. Next to the paper sat another
manuscript. Upon it was a delicately rendered schematic
of a storm chamber. To the trained eye, however, it was
easy to see that several of the typical components had been
altered and annotations drawn to the changes in precise yet
flourishing script. He ran his finger over one of the notes as
his lips read it silently even as he scrawled a new equation
on his worksheet.
78 TALES OFTHE IRON KINGDOMS
A soft voice from behind startled him from his
concentration. "Hard at work, I see."
Thaddeus paused and reviewed the lines he had just
written. He grunted in frustration before roughly crossing
out the work with a dark scribble.
He felt gentle hands rest lightly upon his shoulders before
sliding down his chest in a loving embrace. He felt the
side of his wife's face press against his. He took a moment
to revel in the warmth and feel of her skin against his.
Unconsciously his free hand reached up to clasp hers,
squeezing it warmly.
The spell of his work now broken, Thaddeus finally
registered the view from the window facing his desk.
Calder's pale blue light shone brightly, flanked by the
weaker luminescence of his sister moons Laris and Atris.
"What time is it?" he asked as he put down his pen. He
removed his glasses and rubbed the bridge of his nose,
suddenly feeling very weary.
"Time for you to put away your work and pay attention to
your wife," she said playfully in his ear.
Thaddeus smiled faintly. "Who said I wasn't doing that
already?" He picked up the document he had been working
on and held it up for his wife's inspection.
"Conduction and Amplification: Theories on Advanced Voltaic
Relay and Galvanic Exponentials. By Eliza Solomon," she read
aloud. "This Eliza Solomon must be quite a mind to have
put you in such a state."
Thaddeus turned to face the author of the paper he held,
taking in her deep brown eyes as he said, "You know she is."
Eliza smiled and bent over, causing the Cyriss medallion she
wore to fall forward. He felt it bump against him as she kissed
him deeply. Her soft, full lips sent a jolt of electricity through
him, and Thaddeus forgot all about equations and engineering
principles. The only thing that occupied his mind was Eliza.
-
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; -- -- --- - -- -- - ------ - ---- - - ---- - -
She drew away from him and her voice took on a more
clinical tone. "So, have you figured out how to reconcile the
increased voltaic energy output without relying on more
conductive but less durable alloys?"
It took Thaddeus' mind a moment to shift back into an
intellectual mode. "It's not simply an issue of metallurgy.
The problem is with the voltaic condenser and amplifier.
While in theory such energy generation is possible, it
requires the fabrication of very small integrated components
with impossibly narrow tolerances for deviation. This is
simply not achievable given real-world parameters."
One of Eliza's eyebrows raised. Thaddeus knew that as a
sign he was about to gel an earful. "Theory drives practical
Ynless you are saying my theory is flawed."
"N<?." Thaddeus knew how Eliza could get when her work
was challenged, and he knew he wasn't witty enough to be
able to wl.n such a debate. "I've run your numbers every
way I ca"n think of. Your theory is sound. But of course
theory always cajpability.to manufacture."
. .-'I
'I
Thaddeus tried move toward her; .hoping to end the
intellec,tual,. debate, but Eliza cros.sed arms, shutting
down his advance. For.her their discussion was not
done. "Perhaps the issue is that you are too focused on
the problem. A wider view often affords revelations
thought imBpssible. Just look at what Sebastian Nemo has
accomplished in the realm of voltaics and galvanic energy.
His work on the Thunderhead project has shattered any
previous notion of what is and is not practical in regards to
manufacture and theory."
"Well, I'm not Sebastian Nemo!" Thaddeus said in
exasperation, sinking back into his chair. "And while the
Thunderhead project demonstrates his genius, I would like
to point out the man has yet to successfully complete it!"
Eliza's face immediately softened as her husband's
frustration boiled to the surface, and she moved to embrace
him. 'Tm sorry. I didn't mean to imply that you should be."
Thaddeus grunted. He knew she wasn't angry with him
or even judging him harshly. She was passionate about her
work and championed it fiercely. And he wasn't angry with
her. He was angry with himself-he knew the answers were
there but he just wasn't capable enough to see them. He
muttered a soft prayer to Morrow.
Eliza cupped his face in her hands. "You are a brilliant
engineer, Thaddeus Solomon. If anyone can bring my
theories into practice it's you."
He nodded half-heartedly. She leaned in and kissed him
again, and as their lips met all his frustration melted
away. "Now come to bed. You can return to equations and
engineering conundrums tomorrow. Perhaps our service
with the Light of the Maiden will provide some clarity. For
the rest of tonight, though, it's time for you to be nothing
more than my loving husband."
The reassuring atmosphere of tpe chapel of the Light of the
Maiden settled over Thaddeus as he prepared to recite the
Cyrissist prayer that began the service. His eyes took in the
familiar sights of the old abandoned building that had been
secretly reclaimed to serve as the group's chapel. Eliza had
told him when she had first convinced him to attend service
early in their courtship that the building was nearly three
centuries old. Thaddeus did not have a difficult time
believing it. Although the building had been restored since
the Light of the Maiden had taken it over some hundred
years ago, the group had taken care to keep its true function
hidden. Those areas accessible to outsiders were taken up
with administrative offices and associated storage. The
small Cyrissist faith that had been conducting ceremonies
here for so long had been unable to conduct major structural
repairs without drawing attention, and the chapel showed
its age despite their best efforts. The once-rich mahogany
supports were worn, the wood chipped and dull. The low
ceiling showed similar wear, sagging where an old support
had fallen. Some might have found the weight of time that
permeated the place oppressive, but for Thaddeus it was
incredibly soothing. He closed his eyes as he began the
prayer with the other worshippers, letting the familiar
words calm the churning thoughts of his mind.
"By the Maiden is perfection found. And by perfection is the
Maiden revealed. By her equation is all reality bow1d. And by
her equation is our consciousness made manifest. The Dark
Wanderer lights the way for the discovery of revelation."
The prayer complete, Thaddeus opened his eyes and looked
toward the lectern where the Maiden's priest had appeared.
Like the rest of the building, the lectern showed its age.
TALES OF THE IRON KINGDOMS 79
Though a chrome relief of the Maiden was set its front,
closer inspection would reveal the faint remnants of the
symbol of the Royal Cygnaran University beneath. As with
many of the building's accoutrements, the lectern had been
acquired when the university had replaced it.
Behind the lectern hung a large painting of the celestial
plane. The painting had been meticulously transcribed
from star charts on heavy canvas found in the library of the
RCU. Though far from the stunning works of ascendants
that decorated Morrowan churches, the celestial painting
was nevertheless beautiful. Its precision and accuracy was
impressive in itself, but the depth the artist had achieved
made the monochromatic piece inspiring. Thaddeus swore
that looking at it was like viewing the heavens through one
of the university's telescopes.
As he lost himself in the painting his hand
instinctively found Eliza's. He leaned
over and whispered softly in her ear,
"Every time I see your mother's
work !"am truly inspired."
Eliza squeezed his hand. "She
would be happy to know that."
Thaddeus winced as a sad
smile broke across Eliza's
stunning features. He cursed
himself for not thinking;
Eliza's mother had died six
months before, a loss he knew
his wife still carried with her.
As he looked around, his
landed on a face he had never seen
before. It belonged to a woman who
sat tucked into a corner near the front of
the chapel. Despite her position, Thaddeus' angle
to her position gave him a very clear view of her. New
members were rare, and he found this new arrival quite
curious. She wore a simple black dress, and her auburn
hair was pulled up into a tight bun. She wore no makeup
that he could tell. Her skin was so pale as to look almost
porcelain, providing a stark contrast to the black of her
dress. She seemed slightly uncomfortable as the priest
gave his sermon. At several points her brow furrowed and
she pursed her lips tightly.
Thaddeus remembered his own similar reaction to the
first few services he had attended with Eliza. While
over time he had begun to take comfort in the message
of Cyriss, initially he had found it difficult to reconcile
his Morrowan upbringing with some of the tenets of the
Maiden. On the other hand, the Light of the Maiden had
offered him the opportunity to interact with some of the
greatest minds of the RCU and the Strategic Academy.
He'd been a young up-and-coming scholar then, and
those opportunities had directly impacted his rise within
the RCU faculty, bringing his work to the attention of
80 TALES OFTHE IRON KINGDOMS
influential individuals. That and his intense love for Eliza
had seen him through the initial discomfort.
Lost in thought as he was, Thaddeus completely missed
the cue for the closing benediction. He was snapped from
his daze by Eliza's elbow nudging him in the ribs. Slightly
embarrassed when realized he had not heard a word of
the service, he quickly picked up the prayer.
As soon as the benediction was complete, the of
the Light of the Maiden began to disperse. Thaddeus was
making ready to leave when Eliza stopped him. "Thaddeus,
do you truly believe in the Maiden?" Her deep brown eyes
looked intently into his face.
The sudden question sent his mind spinning. She had never
asked him that before; he wasn't even sure if he had ever
asked the question of himself. Thaddeus tried
to stall. "What?"
She looked towards the celestial
painting at the front of the chapel.
"You were not raised in this
faith like I was. You did not
even find the Maiden on your
own as so many of us do.
You were brought here by
me." She turned her gaze
back to him.
His brow furrowed and he
pushed his glasses up his nose.
It was an idiosyncrasy he had
when puzzling over an equation
that eluded him. "I love you more
than anything in this world. I am
happy to share your beliefs. My life is
richer because of them."
"That is what worries me, Thaddeus." Her face took on a
serious look. It was the same look she had when .she set
to work. "You have done much for me, for which I am
eternally grateful. But you haven't answered my question.
Do you truly believe in Cyriss and her teachings?"
Thaddeus swallowed as he felt his beloved gaze
upon him. In all the years they had been together, they had
shared intense conversations about many things, but had
not spoken at length about their religious beliefs since the
early days of their courtship. When Eliza had invited him
to join her at the chapel and listen to the message of Cyriss,
he had been glad to do so, if primarily to understand her
better. It was clear how important the faith was to her. They
had shared in such services countless times, but quietly,
each with their own thoughts. She had never asked him if
he believed, and now he was unsure how to answer. He
saw Cyriss as a highly plausible likelihood, the physical
existence of the Dark Wanderer as a proven scientific fact.
He appreciated the teachings and beliefs espoused within
the Light of the Maiden- as a scholar and intellectual, their
message rang true with him. But did he truly believe?
.

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Eliza clutched his hands in hers. "You have that look that
says you are struggling to find the right answer. But faith
isn't something you can discern. It's either there or it isn't."
Thaddeus sensed another presence behind him. He turned
and saw the women in the black dress he had noticed
earlier. She nodded in greeting to Eliza.
Eliza introduced her to him. "This is Lycandria. She
approached me shortly after I completed my thesis on
galvanic exponentials. I've been wanting you to meet her.
She has offered me the chance to see my work realized in
service to the Maiden. I am inclined to accept."
Thaddeus tried to proce_ss what his wife was telling
him. "Are you talking about leaving your position at the
Strategic A<;:;ademy?" Her eyes told him she was. "For what
sort of work?. I don't understand."
"This isn't about work, so much as finding a closer harmony
with the goddess."
He stanunered, "Are you talking about becoming ... a priest?"
Lycandria said, "Not a priest, Professor Solomon. While my
order has many priests among them, Eliza's intellect marks
her for a much different path-one just as important to the
work of the Maiden." Her tone was friendly and warm, but
something about her eyes unsettled him.
Thaddeus felt confused and alarmed, but he had
promised to be accepting of his wife's faith. "If you wish
to leave your position, that is your choice. We shall make
do," he said to Eliza.
She shook her head slightly and took his hand. "It is more
complicated than a simple career change. If I choose to accept
Lycandria' s offer I will have to leave Cas pia, our home, and
our old life behind. This requires a total commitment."
Thaddeus felt his throat go dry as her words sank in. "You
would leave me?" he asked weakly, his knees shaking.
She shook her head fiercely. "No. I would never leave you.
Not for my goddess, not for anything." Thaddeus nodded,
slightly reassured, but his head was still spinning from the
shock of the thought of losing her. She continued, "Lycandria
has offered us both a place among the inner circle. They know
of your work as well." Eliza entwined her hands in his. "I
know this iS. sudden, that I am asking much of you. But this is
our chance riot only to become closer to the Maiden but also
to learn from great minds. Lycandria' s people conduct their
lives devoted to intellectual perfection."
Lycandria interjected, "If you take this journey, the
enigmas of the world will open to you. The Maiden offers
a mental awakening, but seeing the w ~ r l d through new
eyes requires commitment and sacrifice."
Thaddeus looked at the two women. His thoughts were a
jumble and his heart was still racing. He tried to clear his
mind, to think, but this was one of the rare moments in
his life where logical clarity escaped his grasp. He was a
professor and engineer; intellectual pursuits were his life's
work. He thought about the collective genius held within
the Light of the Maiden's membership alone and wondered
what he might find among those who had given their lives
entirely to science and reason. But most of all he thought
about Eliza, and he realized he had known the solution
before the question had even been asked.
He pulled her close to him and hugged her tightly. "So long
as we are together, my life will be complete."
Despite the quickness of Thaddeus' decision to leave
his old life behind, it was several months before he and
Eliza began the journey with Lycandria to the Temple
of Enumerative Configuration, which she said was
somewhere in the central Wyrmwall Mountains. It had
been important that they simply not disappear into the
night, especially given the close ties both of them had
with the Cygnaran military; if it were thought that they
had been abducted-an unusual but not unheard-of
circumstance for scholars of particular standing-the
army might bring force to bear, and they did not wish to
endanger anyone. They put all their affairs within Caspia
in order and fabricated a cover' story for their departure,
one intended to reassure their colleagues at the Strategic
Academy in particular. Thaddeus was unsure how long he
and Eliza would need to remain hidden from their friends
and family but hoped these measures would suffice. The
last thing he wanted was to draw any untoward attention
of the authorities to well-intended Cyrissists in Caspia.
On the day of the journey, Thaddeus and Eliza both took
one last look at the towering walls of Caspia as they left the
city. Thaddeus couldn't help but appreciate the symbolism
in that view. Leaving the safety of what they had once
known for something completely unknown. He realized
he had hoped Eliza might change her mind. She, however,
had carried herself through the months as she always did
when completely set on a course of action. Unbendable
and determined to achieve success. As the walls of Caspia
disappeared from view Thaddeus wished, not for the first
time, that he could find the same conviction in action.
They travelled for several days by rail before arriving at
Ironhead Station and setting off on foot. Another several
days of arduous travel followed before the trio finally
arrived at their destination. The Temple of Enumerative
Configuration was little more than a strange pyramidal
structure of stone set at the base of a sizable mountain.
Once again Thaddeus felt doubt rise within him. He
glanced over at Eliza, but her face was etched with the
same determination it had had since that day in the Light
of the Maiden's chapel. Looking back to the rather austere
structure, he began wondering how they would make do
with the meager possessions they had brought with them.
Lycandria had assured them that the Convergence, as she
TALES OFTHE IRON KINGDOMS 81
called the Cyriss inner circle during their journey, would
provide for them. This place looked more like a tomb than a
workshop, forge, or library.
Lycandria must have noticed the apprehension on his
face. In her low monotone she said, "You need not fear.
Like much of Cyriss' truths, there is far more to this
temple than first appears."
"The Dark Wanderer lights the way for the discovery of
revelation," Thaddeus recited.
An amused smile crossed Lycandria's face. "Yes, the
teaching from your chapel."
"You do not approve?" Thaddeus asked.
"Like many things outside the Convergence, it is a pale
reflection of the truth of Cyriss." Lycandria made a
motion for Thaddeus and Eliza to follow as she walked
past the temple entrance and made her way towards the
rough granite mountainside behind. She turned to him
as they reached the slope of the massive mountainside.
"The true teaching is: 'The journey to enlightenment is
initiated by the brilliance of discovery.' Cyriss does not
light the way; you must find the path to her yourself. As
it is with all knowledge."
Lycandria lifted her hand and placed it upon the rough
granite of the mountain. With a smooth motion she twisted
her hand and then pushed. Thaddeus watched in awe as the
seemingly solid surface turned and depressed into the cliff.
A great rumble emanated from the rock in front of them and
the seamless stonework split and swung back, revealing
a yawning entrance into the mountain itself. Rather than
stone and darkness, however, Thaddeus could see the glint
of polished chrome, the mirrored metal illuminated by
soft glowing mechanikallamps set into the walls. Several
men in strange armor, their heads enclosed by large domed
helmets, stood at the ready with wicked three-chained
flails held at their sides. Emblazoned upon their chests
was the image of the Maiden of Gears herself. But it was
the constructs floating beside them that took Thaddeus'
82 TALES OFTHE IRON KINGDOMS
breath away. Each about the size of a steamjack' s head, the
clockwork constructs flitted about in a manner similar to
honeybees at their work. A cool, blue light emanated from
ocular lenses set into them, and Thaddeus could hear the
slight whir of internal mechanisms as the machines moved.
Attached to the underside of each construct was a steel tube
from which vicious looking tri-pronged projectiles jutted.
With a smile Lycandria extended one arm toward
the opening, indicating their path. "Welcome to the
first discovery of many. Welcome to the Temple of
Enumerative Configuration."
No time was wasted following Thaddeus and Eliza's arrival
at the temple. They were quickly led through the massive
underground complex by Lycandria to their separate
quarters, passing by several other individuals who looked
as newly arrived as they were. Lycandria informed them
that it was imperative during the initiation sequence that
individuals be isolated. The process was intensive and
ultimately different for each person. She assured them that
they would still be allowed to see each other dru;ing
scheduled times and would be reunited upon completiol). of
the initiation sequence. The couple had only a short
moment to say their goodbyes.
Thaddeus' small room was sparsely furnished. A plain
metal desk and chair butted against a wall opposite a bed.
Two lumen globes lit the room, their pale light casting
strange reflections off the smooth walls and low ceiling.
Thaddeus set his bag next to the desk before sitting down
wearily on the bed. The mattress was hard and thin, far
from the down bed he and Eliza had shared in their home
in Caspia. Before he had time to think more of his past life,
there was a knock at his door.
He opened it and discovered a plainly dressed man, his
only ornamentation a symbol of the Maiden of Gears
hanging from a chain about his neck. The man smiled

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-- ------------------ - - -- - - -
politely and handed him a bundle of clothes, informing
Thaddeus that he was to escort him to his initiation
presently and would waited outside while he changed.
Thaddeus took the bundle and closed the door, feeling
apprehensive and nervous. He had no idea what to expect.
When he was dressed in the simple tunic and breeches, he
took a deep breath and stepped outside to find his escort
waiting. Without a word the man led him down several
hallways. Finally he stopped before a thick steel door that
bore the face of Cyriss set within a pattern of abstract lines,
an aesthetically pleasing pattern.
The man gestured toward the door and said, "All
journeys begin with a choice; yours brought you here.
Upon such a journey there are inevitably obstacles. The
measure of a thinker is how he surmounts them. The next
of your awakening awaits."
Thaddeus .nodded, recognizing this must represent some
symbolic formality, and then reached for the door to open it.
It was then he realized there was no knob or lever he could
see. When he put his hand on the door and pushed, it did
not budge. He glanced at his guide, but the man had taken a
position next to the door and was looking back the way they
had come, his face as still as a statue's. Thaddeus' pulse
raced slightly as he realized this must be a test of some sort.
His eyes narrowed as he felt his determination rise. He
would not be put off by a single obstinate doorway.
Thaddeus turned back to the smooth steel door. He scanned
its surface again for any signs of a handle but could see
none. His brow furrowed as he began examining the door
closely. His first thought was to look for hinges, as they
would at least indicate which way the door might open,
but an exhaustive search revealed no sign of any. Thaddeus
felt his curiosity grow. He ran his finger along the seam and
then the patterned surface. He took a step back and stroked
his chin as he took in a wider view and his mind puzzled.
Having nothing else to fixate upon, his eyes took in the
convoluted patterns of lines across the door ' s surface. He
frowned and stepped back until he could see the
entire door more easily at a single glance. He stared at it for
what seemed forever, and some part of him wondered if
perhaps he was too stupid to be here. His wife had always
been the more brilliant one. There was little to go on, yet the
lines intrigU:ed him. At length he realized they did not form
a standard pattern at all, but something akin to a maze or
an extremely complex version of the conduit diagrams he
had dealt with in repairing mechanikal machinery. In such
diagrams it was important that no conduit directly cross
another, and this pattern seemed similar.
On making this mental c01mection, he was at last able to
identify a small flaw in the lines-and then he realized there
were not one as he first thought, but three, spaced around
the symbol of the goddess. They were areas where the lines
were strangely broken and disconnected. The breaks were
very small and subtle, but now they seemed clear to him.
He stepped forward and touched one of these spots, and
felt satisfaction as a tiny circular section, smaller than his
fingertip, indented. He turned his finger and the section
also turned and then clicked into place, now with the lines
fixed and connected. He performed the same operation at
the other two flawed locations.
When he finished the third, he heard a thrum and a blue
light traced along the pattern in the door, starting at the
outside and working its way inward. When it reached the
face of Cyriss, the metal door itself indented and then slid
to the side, where he saw it had clearly been mounted on
a metal track.
The room within was well lit. A large worktable sat in the
center, with tools and mechanical implements of every kind
upon it in neat lines. A multi-swivel apparatus with several
ocular lenses extended over it. More tools hung in rows
upon the walls. The place smelled faintly of mechanic's .
grease and melted solder. Lycandria sat upon a stool at the
center workstation. A wide smile crossed her face.
TALES OF THE IRON KINGDOMS 83
I
"I had hoped your skills as an engineer would allow you to
find the solution more quickly than most."
"I must admit I almost despaired. It seemed utterly baffling
at first."
"Yet you were able to solve the puzzle." Lycandria's face
took on a serious look. "How?"
Thaddeus thought about the question for a second. "When
I was examining it closely, I couldn't find any clues. I had
to step back, take in the entirety of the door, and that was
when I saw the pattern. Once I saw it, it seemed obvious. I
felt startled I hadn't seen it before."
Lycandria nodded as though he had said something
profound. "Enlightenment is often that way. Very good,
Thaddeus. This was your introduction to the Third
Harmonic: 'The power of understanding transcends the
inexplicable.' I can already tell your previous life has given
you the tools to embrace this most essential of principles.
There is nothing that cannot eventually be understood with
the proper application of reason." She motioned to the
worktable. "Your first step to awakening has been made.
Are you ready to take another?"
For their first month within the Temple of Enumerative
Configuration, Eliza and Thaddeus were kept to an exacting
schedule that governed their every minute. They were
expected to perform each and every daily task at precisely
the same time as the previous day. He regularly saw temple
escorts with a number of other people who appeared to be
undergoing a similar process. They had no chance to
interact with one another except for brief polite greetings as
they passed in the halls.
Although Thaddeus had been a meticulous person in his
former life, the level expected by Lycandria was extreme.
Not a single aspect of his routine deviated during that
time. He dressed in the same clothes, ate the same food at
the same time, and-most frustrating of all-attended the
exact same lessons. The only bright spot in his day was the
last hour before sleep, when he was allowed to see Eliza.
Lycandria had instructed them both that they were not to
speak about their lessons, as each person moved through
the sequence at their own pace. Thaddeus was intelligent
enough, however, to deduce that Eliza had progressed
beyond him by the second week, when her dress began to
vary slightly from day to day.
By the fifth week his frustration reached a boiling point, and
he spent his hour with Eliza raging about the pointlessness
of the maddening routine. Though she held him close to her
in an effort to soothe him, he noticed she said nothing about
the reason for his anger. Thaddeus expected some sort of
disciplinary action for his outburst the next morning but
instead was greeted by the exact same routine. Realizing
84 TALES OFTHE IRON KINGDOMS
there could well be no end to his situation, he decided to
stimulate his mind by perfecting every action of every task
he had to perform during the day. As he challenged his
mind and body more each day, his frustration faded. He
even began to find himself eagerly anticipating the next
obstacle. He was reminded of the enthusiasm with which he
had entered university as a youth, an excitement that had
faded during his years as a professor.
One morning he emerged from his room to finc(not his
usual escort, but Lycandria. Thaddeus was taken aback by
the change in structure. Smiling, she told him he had finally
passed the understanding of the First Harmonic, "Precision
is the opening theorem in the proof of perfection."" She
explained that perfection in all action was a cornerstone
to a connection with Cyriss, and only once that lesson
was understood could a person hope to move on in their
spiritual progress.
She led him to the workshop where he had undergone his
first test. The table was covered with a wide assortment of
machined parts. Gears, springs, steel plating, and rivets
lay alongside more advanced mechanikal components.
Lycandria gestured for him to sit.
She handed him a worn schematic and told him to build.
Thaddeus looked at her quizzically but was happy for a
new challenge. She told him that as he built he was to recite
the catechism of the Second Harmonic, "Mathematical
principles bind reality to consciousness." After she left
Thaddeus began reviewing the schematics she had handed
him. He recognized the machine as one of the mechanikal
apparatuses the Convergence called a servitor. He had
marveled at the few he had seen flitting about the corridors
of the temple. Looking at the internal workings, he felt his
awe at their construction increase. It took him almost a
week to complete the assignment.
Though he was mentally
exhausted from the
effort of deciphering
the plans, he felt
a swell of pride
Lycandria reviewed
his work. She smiled
and instructed him
to disassemble the
machine and then
rebuild it. This time
Lycandria stayed to
lecture on the Nine
Harmonics and
the nature of the
Convergence. VVhen
he was done, Lycandria
told him to repeat
the entire procedure. So it went for several more weeks
until Thaddeus was able to construct and deconstruct the
servitor by memory. The monotony of the repetition did
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not irk him as it once might have, and instead he focused
on corning closer to a perfect understanding of his task.
It was when he became truly lost in his work that he felt
Lycandria' s lessons reverberate in his soul. Soon he found
himself longing for those moments, when he felt close to
some supreme understanding.
Thaddeus and Eliza had been living among the
Convergence for almost four months when Eliza hinted at
an important test on the horizon and told him it might be
some time until they would see each other again. Thaddeus'
heart had dropped at the news. Lycandria had told him
recently that Eliza had been doing exceptionally well at
adapting to the lessons of the Convergence, and he had
hoped her progress would allow them more time together,
not less. He w1shed he could show the same aptitude, for he
knew they could not resume their full lives together until
they had both passed the initiation.
When he returned to his room, he saw a stack of papers
on his desk. A note was attached to them from Lycandria.
It read, "In these lies the truth of Cyriss." Though he was
tired, Thaddeus' curiosity prompted him to briefly scan the
first few pages. Line upon line of complex equations greeted
him. Oddly enough, each was already complete with a
solution. Closer scrutiny revealed that some of the solutions
seemed erroneous. In a few others the entire structure of the
equation was jumbled. The mistakes were so strange that
he found himself sitting at the desk rather than lying down
to sleep as he had intended. His brow furrowed and he
pushed his glasses up the bridge of his nose. After shuffling
through a few more sheets of equations, he took paper
and his pen from the desk drawer and began furiously
scribbling notes.
The next day Thaddeus sat down to his lesson with
Lycandria bleary-eyed and exhausted. The night before, he
had become so engrossed in the stack of equations she had
left him that he had slept little. She could clearly see the
weariness on his face but simply began the day's lesson
without pause. Thaddeus, however, could not keep his
thoughts frqrn the documents. Finally he decided he had to
ask her abou-t them. "Those documents you left on my desk
last night-what are they?"
Lycandria paused smoothly, as if fully expecting the
question. are printouts from a ingenious calculation
machine known as the Cipher Engine."
"A calculating machine?"
She nodded. "At its core, yes. The Cipher Engine was
designed by some of the most brilliant minds of our order. It
can perform calculations autonomously."
Thaddeus raised an eyebrow. "Clearly it isn't quite perfected
yet. The data you gave me is filled with incongruities."
A small, knowing smile crossed Lycandria' s lips. "Yes. I was
hoping you might be of some help in deciphering those,
given your background. In your off time, of course."
Thaddeus nodded, his mind going back to the strange
anomalies in the data even as Lycandria resumed her
lecture. For the next several nights he pored over the
sheets of data and equations. Soon his desk was littered
with scrawled pages of his own, and as the days turned
into weeks, his pages began to outnumber those in the
original packet.
At the same time, Lycandria's increased in difficulty
and intensity, and Thaddeus found himself struggling more
and more. The engineering tasks quickly began to outstrip
the bounds of what he knew as possible, but each time he
voiced this she produced a working model of whatever
device the schematics described, then launched into a
lecture of one of the Harmonics.
Thaddeus felt like he had hit a wall and worried that he
might never complete the initiation sequence. He longed to
see Eliza again. Surely she had far outpaced him by now;
her incisive mind would have had little difficulty with
the challenges he himself struggled with. As he sat at his
desk, surrounded by his roughly scrawled notes and the
Cipher Engine's sheets, he found his mind unable to focus
on anything but her. Staring at one of the Cipher Engine's
first pages he lost himself in memory. Soon he felt a strange
niggling in the back of his mind and forced himself to
refocus on the page in front of him. A thought suddenly
struck him like a bolt of lightning, sending a jolt through his
consciousness. Frantically he rifled through the disorderly
stacks of paper for the next page of the document.
His hand trembled slightly with excitement as he lifted it for
inspection. He grabbed the closest sheet of paper to him and
began scribbling in an unused corner. Like a darn bursting,
the rush of understanding threatened to sweep him away.
What for so long he had thought were unique instances
of computational errors were actually all intertwined. His
mistake had been not looking at the whole, just as Eliza had
often chided him for. He had been overly focused on the
specific problem at hand. Separated, the errors were simply
that, but when taken as a whole they showed a distinct and
logical pattern. They were themselves a code.
TALES OFTHE IRON KINGDOMS 85
The tempo of the pen scratching increased to a furious
allegro as clarity overtook Thaddeus. Page after page of the
erroneous Cipher Engine equations were scanned and then
tossed aside as he unraveled their hidden messages, each one
more quickly than the last. In hours he had solved what had
taken him weeks. As the last page fell to the floor from his
hand he looked over his work and saw for the first time in his
life the words of Cyriss, the Maiden of Gears staring back.
Thaddeus was barely able to contain his excitement. His
whole being buzzed with the power of sudden revelation.
He anxiously awaited morning when he could reveal his
findings to Lycandria and desperately wished Eliza were
with him. There was so much he wanted to discuss with
her. His mind was a jumble.
When morning finally came he raced to find Lycandria.
The second he saw her the words poured out, like a
steam being released from an overpressurized boiler.
With each excited sentence Lycandria beamed more,
though she said nothing. When he was finally finished he
looked at her for some excited response, but she simply
looked back at him with a pleased smile.
As his euphoria began to finally subside, realization
dawned on him. "You already knew all of this, didn't you?"
Lycandria nodded. "Yes. The documents I gave you were
translated many years ago."
Thaddeus felt his face fall. It had all been a test. "So I have
done nothing," he muttered dejectedly.
For the first time, he heard Lycandria's voice change from
its consistent monotone. "No, Thaddeus, you have done
more than many among our faith could ever hope for. Those
with the mental capacity to discern even the simplest of the
Maiden's messages are few. To be able to hear the actual
words of Cyriss is an immense gift."
Thaddeus looked into Lycandria's cool eyes. "I can see her
everywhere now. I can feel her presence within me."
"Once you have seen the true face of the Maiden, nothing
can ever be the same. The mysteries of the world are
yours to reveal."
"I only wish I could share this with Eliza," Thaddeus said,
almost in a whisper. He looked at her expectantly. "Do you
think we might see each other again soon?"
The smile faded from Lycandria's face. Thaddeus could
see her weighing something in her mind. Finally she said,
"Thaddeus, Eliza has run into difficulties. She has not taken
to the Harmonics as you have." Thaddeus' brow furrowed.
He couldn't imagine Eliza having difficulty with anything.
Lycandria continued, "But you needn't worry. We have
encountered such difficulties before and overcome them.
Each person's journey to truth is different."
86 TALES OFTHE IRON KINGDOMS
-------------------------------------------------
He nodded, but his stomach felt knotted. He pushed his
glasses up his nose absentmindedly, a cue his teacher could
not miss. Lycandria said, "I am sure she will find her path to
Cyriss just as you have. Now- you have earned the right to
learn some of the deeper mysteries. Let us begin."
Following his deciphering of the Cipher Engine's encrypted
message, Thaddeus' life within the Temple of Enumerative
Configuration became a whirlwind of activity. Though
Lycandria remained his primary teacher, he was handed
over to several other instructors who elucidated him on the
Convergence's advanced understanding of mathematics,
physics, and engineering. These new lessons began to reveal
the truly awesome depths of the Convergence's
technological understanding. He learned about their ability
to harness Caen' s own geomantic energies and how that
energy was applied to power nearly everything within the
temple. He discovered their mastery of clockwork
mechanika and their incredible ability to miniaturize
supremely advanced workings. And he also delved deeper
into the tenets of the Harmonics and began to explore a
personal relationship with the goddess, something he had
never previously experienced. He felt he could sense her
watchful presence behind every convoluted mathematical
formula and every complex schematic.
In recognition of his spiritual growth Thaddeus was given
greater freedom within the temple. Each day he became
more engrossed with the mysteries of the Convergence
and felt his previous limitations as an intellectual and
engineer disappear as his understanding grew. The expanse
of knowledge was like a drug to him, and his appetite for
it became increasingly voracious. Despite his newfound
passion, there was an absence he felt keenly, as he missed
his wife more than ever. He wanted very much to share in
this new growth with Eliza. He continued to ask Lycandria
for updates on her but was never given any hopeful news.
Another month passed. Thaddeus was about to retire for
the night when he heard a knock at his door. He opened'
it and was shocked to see Eliza's face. She threw her arms
around him, pushing him back into the room with the force
of her embrace.
"Thaddeus, my love!" She drew her head back and kissed
him deeply.
"Eliza," Thaddeus said when he could catch his breath,
"what are you doing here? Have you been given
dispensation for this visit?"
She raised an eyebrow. "Dispensation? It's been months
since we last saw each other and that is your first concern?!"
"My heart leaps to see you, but you cannot be
discovered here."
Eliza
land
neat
in thE
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Eliza drew back and took in Thaddeus' room. Her gaze
landed upon his desk, the papers and documents upon it
neat and perfectly ordered. A single sheet of work paper lay
in the center, Thaddeus' pen precisely aligned with its edge.
Her brow furrowed as she took in the perfectly ordered
lettering upon the page.
"What?" Thaddeus asked.
She paused, considering, then said, "I have never known
you to be so ... tidy."
Thaddeus nodded. "Precision is the opening theorem in the
proof of perfection. My disorder was a barrier to connecting
with Cyriss' truth."
Eliza looked him. "Life is rarely precise, Thaddeus. It is
messy. As rrh1ch fulfillment as we can find in science, it will
nevet change.that. Nor should it."
"No, Eliza; the Maiden and her teachings give us the ability to
order the chaos. Through her we can make the world perfect."
"What is perfection? How do you define it?"
"Cyriss shows us the way, and we among the Convergence
will be the ones to make it manifest." He gripped her hands
as he spoke, staring intently into her eyes. For so long he
had yearned to share his newfound passion for the Maiden
with her-to truly share her faith with her after so many
years together.
Eliza's countenance darkened, and she shook her head
sadly. "No, Thaddeus. I have seen what the Convergence
wishes. It is anathema to the Maiden I know. The
natural order, physics, mathematics-all these things are
embodiments of Cyriss, and all exist in the world as she
wishes. What we see as chaos, we simply do not understand
as the Maiden does. What the Convergence sees as
imperfect are aspects of her very being."
Thaddeus shook his head. "No, no. She has instructed
the Convergence to rectify the imperfections. To make the
world in perfect harmony for her."
Eliza sighed. "The Convergence is blinded. They believe
their course to be right, but how can the Maiden exist and
yet her touch upon this world be flawed? Can you not see
the contradiction in that belief?"
Thaddeus felt stunned. He had eagerly anticipated sharing
his newfound faith with Eliza, and now it was she who
was the skeptic. She pulled him close again, her expression
earnest. "Listen to me. I was wrong to bring us here. I was
wrong to believe the Convergence was a purer expression of
the goddess." She motioned to the orderly desk. "They seek
to remake everything. To stamp out the true beauty of the
world." Her face took on a grim resolve. "They must not do
this. I will not let them."
"I do not understand," Thaddeus mumbled, struggling to
comprehend the import of his wife's words.
"We must flee this place, Thaddeus. It is the only way to
save ourselves. I am sorry I couldn't see it before. Our
life was already perfect. I need to return to the Strategic
Academy. The authorities need to know what is happening
at places like this. These people are corrupting our faith."
The words hit Thaddeus like a shock. He stood numb. "You
can't mean it. You wish to leave? To go back?"
"Yes. It is our only chance." She pushed a folded piece of paper
into his hand. "I've been planning this for some time now, but
our window of opportunity will be short. The details are here."
She kissed him deeply again. "I must leave before they notice
my absence." As she made her way out his door she turned
and said, "I will wait for you tomorrow, my love."
As the door closed Thaddeus felt his knees begin to shake,
and he collapsed on his bed. His insides were in turmoil as
he tried to comprehend what had just transpired. He ran
over Eliza's words in his head, trying to reconcile them with
the truths he had learned during his time at the Temple of
Enumerative Configuration. He picked up the sheets of
paper that described the escape plan she had created. Even
here he was impressed by her brilliance, and he saw that it
could work. Had he been so wrong? He truly felt as though
his mind had been opened, awakened, and the Convergence
was responsible for that. But he had barely scratched the
surface of all there was to learn, all there was to know of the
goddess. How could he abandon that? He thought about
life apart from the Convergence and he thought about life
without Eliza. Both made him sick to his stomach. He felt
like he might vomit.
Desperately he tried to make sense of the tumult of his
thoughts. Finally he stood and made his way to his desk.
He needed to do something to focus his mind. Like a man
drowning he grasped for the first thing he could find to
keep him afloat. He looked at the Cipher Engine page.
Lycandria had said it was part of a very recent printing,
one that had yet to be deciphered. Thaddeus turned his
attention to the page and picked up his pen. His writing
quickly lost its ordered and steady tempo. Soon the page
was covered in roughly scrawled handwriting.
Hours later, Thaddeus blinked and looked at his work, double-
checking it with the Cipher Engine document. Trembling, he
put down the pen and exhaled in one long, slow breath. He
knew what he had to do. There was always a solution.
Thaddeus made his way quickly and quietly through the
empty corridors of the temple. Given the late hour, there
was little chance of running into anyone in this part of the
structure, as the majority of the temple guardians were
posted closer to the temple entrances. Still, it was better to
be as cautious as possible.
TALES OFTHE IRON KINGDOMS 87
He rounded a corner and took in a deep breath as he saw Eliza
standing where her note had told him she would be. Her face
lit up when she saw him, and she rushed to meet him.
"Thaddeus! Thank Morrow and the Maiden." She pulled
him into an embrace.
"Eliza-" he said, but she cut him off.
"There's no time. We must be quick if we are to escape this
place."
"Eliza," he said again, more forcefully. Still she did not
acknowledge him but only pulled him by the hand toward
the hallway that led up to one of the temple's surface exits.
She didn't get more than three steps when a pair of
silhouettes appeared in the doorway, blocking it. Even in
the low nocturnal light of the hallway Thaddeus could see
the glint of chromed steel. The emblem of the Convergence
glowed in pale blue light from the figures' chests. Eliza took
a startled step back, looking frantically from side to side as
she tried to determine a new escape.
The figures stepped toward her, and Thaddeus heard
her gasp as the pair of Obstructors came into full view. A
familiar monotone rang out from behind them, causing
Eliza to turn. "I'm afraid you won't be leaving as pla1med,
Mrs. Solomon."
Eliza turned to her husband, tears forming in her eyes. "I'm
so sorry, Thaddeus."
Thaddeus felt his heart drop. "No, I'm sorry, my love."
Eliza looked at him, confused, and then realization dawned
on her. "You told them?" she asked. The pain of this was
fierce, but Thaddeus forced himself not to look away.
"I had to," he said. It wasn't enough, but he could say no more.
Eliza slumped, staring at him. She said not a word, not even
to lash out at her betrayer. Her husband. When the metallic
hands of the Obstructors gripped her shoulders, she didn't
struggle. Instead she simply went limp and allowed herself
to be taken away.
88 TALES OF THE IRON KINGDOMS
Thaddeus body trembled visibly and his guts twisted
painfully. He felt as if he might collapse. He forced himself
to think back to the message he had revealed in the Cipher
Engine documents last night. As much as this hurt, he knew
it was all part of Cyriss' grand equation.
Lycandria came up to him and he asked, "You will find a way
to convince her?" He could hear the desperation in his own
voice. "She can still join us-I know it. It was a temporary
lapse. She would never really do harm to this
"We will try. But I believe she has made her decision already.
I doubt it will work." She paused, then said in the same
monotonous tone, "Thaddeus, if we fail in this atteinpt,
we cannot let her go. You understand why. Should it come
to that, be assured that she will feel no pain. We have had to
resolve similar situations before." Lycandria placed a hand
on his shoulder. It was a rare gesture from her, and he felt
strangely comforted, although even now the grief threatened
to overwhelm him. He knew deep down that Eliza would
not change, that he had lost her. He found it too hard to hope
for a better outcome. Drawing on his faith in the Maiden
for strength, he turned and walked away, back to his room
where more work awaited him. He knew he must find a way
to push his emotions away. Work would soothe him.
Thaddeus sat at his desk, though not in the same room as he
had occupied as an initiate. The quiet stillness of the room
was broken only by the efficient scratching of his pen.
Stacks of well-organized papers and books lay neatly upon
his desk, creating a paper fortress about him.
The sound of the pen scratching on paper stopped as he
paused in deep thought. There was a whir as his ocular
lenses adjusted within the steel chrome of his clockwork
body's face plate. Without putting down the pen he reached
out and picked up the small gear puzzle box Eliza had
given him so many years ago, holding it in his other two
steel hands. Absentmindedly those fingers spun various
gears, each turn causing others to shift and rotate, the action
and reactions causing the box's shape to transform in his
hands even as he resumed writing with his other hand.
His fourth arm began sifting carefully through one of the
document stacks. Things that had once been challenging or
impossible for his body of flesh now seemed easy. So too
was his mind clearer, sharper, a better instrument.
He allowed himself a satisfied whir of gears as his
metallic hand found the right paper. The title page
read, "Theories on Advanced Voltaic Relay and Galvanic
Exponentials. By Eliza Solomon."
Thaddeus, now known as Solomnus, checked the document
against his own work. He nodded his head slightly in
appreciation for what he saw and said softly through his
audio emulator, "I have put theory into practice, my love.
You will live on in the Maiden's work."
.
WARJ
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BY WILL HUNGERFORD ART BY ANDREA UDERZO AND ROBERTO CIRILLO
WARMACHINE and HORDES have many rewarding aspects that appeal to a wide variety of garners. As a
community, we enjoy discussing our favorite aspects at length, in person and online. One topic that comes up often
is the art of army list building-so much so, entire online forums are dedicated to it.
Building a great army takes practice, ingenuity, and a deep understanding of the play style you enjoy most. Sure,
you could copy whichever army list did best at the most recent Iron Gauntlet qualifier, but you'll almost always have
more fun and perform better in competitive tournaments when you play a list you crafted on your own.
TOURNAMENTTRIPLETHREAT 89
"Tournament Triple Threat" is a new article series for
No Quarter that focuses on the art of building an
awesome army list that works for you. The primary goal
is not necessarily to provide you with the"best"lists for
each faction-although the lists built for this article are
certainly tabletop worthy. Rather, we're going to dissect
the process of choosing models for different types of
forces with distinctly different play styles. While these
decisions are specific to each author and each army list,
they provide insight into concepts you can consider
when building a list with specific goals in mind.
For each article we're going to build three lists,
one for each of the three major army archetypes:
assassination, attrition, and control. There are
definitely more archetypes, but these three are the
most popular and prevalent.
Without further adieu, let's get this series started with
three lists for the newest WARMACHINE faction: the
Convergence of Cyriss.
PACTIOn 8RAKDOllJn
The Convergence is a truly unique WARMACHINE
faction that provides ample opportunities to experiment
with army construction. While every warcaster in
WARMACHINE significantly changes the way an army
performs, Convergence warcasters take this concept to
the next level. Not only will the warcaster's play style
affect army composition, but the fact that each vector
uses its warcaster's MAT and RAT as its own makes
things really interesting. '-
In the Convergence, the battle group is king. This doesn't
mean units, solos, and battle engines don't have their
place, but fielding a variety of vectors is quite effective.
The incredibly efficient focus synergies available to
Convergence warcasters combined with the abundance
of faction models with the Repair ability means a
large battlegroup is much easier to use than it might
otherwise be. The rules for focus induction allow each
additional warjack to potentially add an available focus
point each turn, rather than taking focus away. This
remarkable aspect of the Convergence allows them to
act more like a HORDES army in certain regards than a
traditional WARMACHINE one.
For this article I also have a unique challenge: I'll only
be using models available during the first few months
of Convergences releases. The only exception to this
restriction is my choice for an attrition warcaster, Father
Lucant, who will be out a bit later than the rest. For those
of you reading this article specifically because you're
interested in starting a Convergence army, this will give
you a solid idea what model selections you can expect to
have at your disposal soon after the faction debuts.
90 TOURNAMENTTRIPLETHREAT
ASSASSinATIOn
Building an assassination army might seem
straightforward, but it is deceptively complex. This
style of army construction focuses on two goals: (1)
decide which models you'll use to destroy the enemy
warcaster/warloc:k" and (2) determine how you'll get
those models into position for the assassination run. It
doesn't matter what you have to sacrifice to get there,
the scenario objectives you have to ignore, or the horrific
board position you put yourself in. Pure assassination
lists are built to deliver the killing blow at all costs.
When building an assassination list, it's very important
to identify your bad matchups and learn how to work
around them. For example, if your list is built to take out
the enemy warcaster/warlock at range as early as turn 2,
but you have no way of dealing with Stealth, you're going
to have some very rough games ahead of you. You also
have to know which matchups are nearly impossible to
win via assassination, which means you'll have to change
your entire strategy before the game even starts. In other
words, develop a plan B based on one of the other army
composition types: attrition or control.
Now let's get to our Convergence assassination list!
.
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ASSASSinATIOn: S 0- POinT LIST
Model Point Cost
Aurora, Numen of Aerogenesis +6 warjack pts.
Clockwork Angels (3) x3 3 each
Diffuser x2 3 each
Monitorx2 8 each
Inverter 8
Cipher ' 9
....
Optifex Directive (3) x2 2 each
Attunement Servitors (3) x2 2 each
Total 50
If I had to describe Aurora in one word it would be
mobility. With so many ways to speed up her troops or
reposition her entire battlegroup each control phase,
it's difficult to pin Aurora or her forces down. This is
critically important, because in this list I intend to
deliver the killing blow with Aurora herself!
Aurora is the primary assassination tool in this list due
to her great threat range; her ability to protect herself
while getting into position; and, thanks to flight, her
ability to get where she needs to be no matter the
terrain. With SPD 7 and Reach, Aurora naturally has a
12"' melee charge threat range. Now add in Field Marshal
[Apparition], and on any given turn Aurora actually has
a 14'' melee threat range without any outside support or
the need to spend focus.
Once I get Aurora into melee, her ability to buy seven
additional 'P+S 12 attacks after the charge isn't too
shabby-but I can really seal the deal by making the
most of her Flank [Clockwork Angels] ability. By
positioning a single Clockwork Angel into melee with
the enemy warcaster/warlock, Aurora can make eight
MAT 8, P+S 12 attacks as if she had the Weapon Master
ability-more than enough to take down some of the
toughest enemies I might face.
Since I want to make the most of Aurora as an
assassination tool, taking a few units of Clockwork
Angels is an absolute must. These units are cheap
and versatile, and I'm going to max out and take the
full field allowance.
With the Clockwork Angels included, I have an
incredibly mobile force that can get into position to
deliver the killing blow with Aurora, but it doesn't hurt
to add a few additional support models to make the job
easier. Primarily, I want to further increase Aurora's
melee threat range as well as her accuracy.
To increase Aurora's melee threat range and the melee
threat range of my entire army, I add two Diffusers.
These cost-effective light vectors have a nice little ability
on their RNG-11 homing ripspikes called Beacon. This
ability grants friendly models +Z" movement when
charging an enemy the Diffuser hits. The Diffusers are<l
SPD 5, which gives their homing ripspikes a 16' threat
range. Coincidentally, that's the same threat range
Aurora has when charging the model hit.
To increase the army's accuracy, I take two sets of
Attunement Servitors (giving me a total of six of these
little solos) and a Cipher heavy vector. All seven of
these models pack 4'' AOEs with the Flare ability,
which inflicts -2 DEF on all enemy models under the
AOE. I don't even have to score a direct hit to inflict the
penalty; I just need to catch an enemy model under any
part of the AOE template.
TOURNAMENTTRIPLETHREAT 91
Now that I have the tools in place for my
primary assassination plan, I need to figure
out what my army is lacking, identify its
potential bad matchups, and come up with ways
to deal with these issues. As it stands my army is
mobile, accurate, and capable of dealing damage
both in melee and at range. However, my army isn't
as effective as it could be against high-ARM models, it
doesn't have the tools to survive a prolonged attrition
battle, and it has a bit of a problem clearing charge
lanes for Aurora if the enemy warcaster/warlock is
completely surrounded by other models. The last
part isn't too big of an issue since Aurora and the
Clockwork Angels have flight, but a savvy opponent
could definitely leave me with no room to get into
melee with his warcaster/warlock. I need one or two
ways to fix that.
I include three additional heavy vectors to help me deal
with high-ARM enemies and address the problem of
clearing charge lanes when my opponent clusters up.
The Inverter is my go-to answer for cracking heavy
armor in Convergence. Its P+S 20 macropummeler
can definitely put a dent in any armor it encounters.
To further complement the Inverter and Cipher's
impressive melee capabilities, I also have two Monitors.
I'm including the Monitors primarily to clear charge
lanes at range, but their P+S 17 spring-spike fists
aren't too shabby either. While they will no doubt find
themselves in melee on many occasions, the Monitors'
ability to see through Stealth and the Critical Brutal
Damage on their RNG-13 ellipsaw flinger means their
main goal is to remove mo'dels surrounding the enemy
warcaster /warlock.
Now let's take a look at this list so far. I'm almost at
my 50-point limit, and I've got three units, a handful
of solos, and six warjacks. Six warjacks! That may
seem a bit unorthodox, but honestly, that's how the
Convergence functions. The vectors are so versatile
and so focus-efficient, taking this many 'jacks isn't a
problem for my warcaster at all.
With only 4 points left, I still need to address my attrition
concern by increasing the survivability of my list. Being
able to heal my heavies after they are engaged while
I position Aurora and the Angels is going to be very
important, so I round out my list with two units of
Optifex Directives. These units are very low-cost, but
they do so much on the table! Not only will they repair
my vectors, they can also provide them with Pathfinder
or Magical attacks.
92 TOURNAMENTTRIPLETHREAT
The list is now complete. I have a variety of
threats to confound my opponent, plus the
ability to provide constant pressure with my
warcaster and her elite cadre of Clockwork
Angels. I'm a bit light on the ability to contest
zones, flags, and objectives in scenario play, but
with luck I'll"be able to take down my opponent's
warcaster/warlock before he scores enough
control points to stop me.

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ATTRITIOn
On the opposite end of the spectrum from assassination
army lists are attrition-style lists.
With an attrition list, you aren't trying to end the game
in one quick precision strike against the enemy. Instead,
you're attempting to stymie your opponent's efforts
and grind out a win via caster-kill or scenario. With this
style, you're looking to smash into the enemy lines and
slowly gain an unconquerable advantage over several
turns via superior survivability.
When using an attrition army, you need to be very aware
of weak points in u ~ list. You need to know what can
break thro:ugh or disrupt your carefully constructed
arm and how best to neutralize those threats as quickly
as possible. Also, as an attrition player, you'll want to
make sure you are very familiar with the scenarios
you'll be playing, whether casually or in tournaments.
While an.assassination list can ignore scenario to some
degree, as an attrition player you'll often find yourself
winning by scenario as you slowly force your opponent
off the objectives and whittle his army down.
Let's take a look at this Convergence attrition list below.
Father Lucant is a devastating attrition caster who
can bolster his own force's defenses while shutting
down his opponent's pesky upkeep spells. For starters,
Lucant can increase the ARM of his force with his
awesome feat Clockwork Reinforcement and his spell
Deceleration, which provides additional DEF and ARM
against ranged attacks. In addition to bolstering his
army's defenses, Lucant's feat greatly increases the
efficiency of the Repair ability, meaning any damage
my models suffer before they engage the enemy can be
more reliably undone.
In addition to being able to increase his force's defenses
and remove damage effectively, Lucant's Field Marshal
[Shield Guard] ability means the damage suffered from
ranged attacks during the early turns of the game can
go exactly where I want it to go. My goal with Lucant
is to present my opponent with a variety of problems
and then reduce his ability to answer them effectively;
thereby increasing my own survivability significantly.
My first step with building this list is to determine what
my battlegroup is going to look like. Due to Lucant's
below-average RAT, I don't want to focus too heavily
on ranged vectors, so I'm going to take some hard-
hitting heavies with solid arrpor and a healthy amount
of damage boxes. The Inverter and the Prime Axiom,
ATTRITIOn: S 0- POinT LIST
Model
Father Lucant, Divinity
Architect
Clockwork Angels (3) x2
Obstructors (10)
Galvanizer x2
Prime Axiom
Inverter
Mitigator
,.
Optifex Directives (3) x2
Attunement Servitors (3)
Total
Point Cost
+5 warjack pts
3each
6
3 each
19
8
4
2 each
50
TOURNAMENTTRIPLETHREAT 93
the Convergence colossal, are a perfect fit. Both these
monsters can lay the smack down in melee and have
the stats to hold their ground in a prolonged battle even
before Lucant buffs them.
I want to make judicious use of the Repair ability during
this game, both during Lucant's feat turn and on other
turns, so a pair of Galvanizers is my next choice for his
battlegroup. In additional to being able to repair my
larger vectors, these awesome lights are able to repair
Lucant himself. Given that Lucant is no slouch in melee,
having the ability to repair him multiple times will be
incredibly useful.
Since I'm taking a colossal, I know my model count is
going to be a bit lower than normal at 50 points. My
final battlegroup choice is the Mitigator. This workhorse
light vector is capable of taking out entire swathes of
single-wound infantry with just one attack, as well as
knocking down any potential threats I want to stop
from charging into my front lines.
With my battlegroup complete, I want to further
supplement the repair capabilities of my army to really
push its attrition potential through the roof. It's an
easy choice here to add two units of Optifex Directives,
which now gives me a total of eight models with the
Repair ability. With my remaining points I need a tar
pit unit to tie up enemy models and units, as well as a
bit of mobility to put pressure on the enemy flanks and
threaten scenario areas.
Given the options available to me as I'm making these
lists, I decide to take a f11ll unit of Obstructors and
two units of Clockwork Angels. The Obstructors will
benefit greatly from Deflection as I march them up the
field under Shield Wall, while the Clockwork Angels
will stick to the flanks and harass the enemy from the
outskirts of battle. With my final points I take a trio of
Attunement Servitors to help increase the accuracy of
my army. The Prime Axiom could make Attunement
Servitors for me during its activation, but I'd rather
have a full set of three to start.
Looking at my finished list, I can see I'm a bit slow, but
I can take a serious beating and recover from it quickly.
Once the enemy is engaged, I've got more than enough
power t9 put them down and force a win regardless of
the well-laid plans my opponent may have had.
94 TOURNAMENTTRIPLETHREAT
COnTROL
Control lists are incredibly rewarding to play, but to
be successful they require a thorough understanding
your army works and your opponent's. In this style of
list you are looking to control the state of the game at
every opportunity, typicallyby denying your opponent
key opportunities to gain any advantage.
Convergence doesn't have a classic control warcaster
in the fashion many veteran WARMACHINE players
are accustomed to seeing. This doesn't mean we can't
create a control list; we're just going to have.to get a bit
creative. For this list I'm going to create an army that
controls the state of the game via board position. My
goal is to always be in a superior position to thre.aten
the enemy, ensuring my opponent has nothing ,but
undesirable options when engaging me.
My caster of choice for this control list is Axis, the
Harmonic Enforcer. At first glance Axis stands out as
a melee monster, conferring MAT 7 to every vector in
his battlegroup! However, his feat, his Field Marshal
ability, and his spell list all indicate something more
intricate than just beating my foe to death. With all his
advantages combined, Axis has a way to increase the
SPD of his entire army, decrease the SPD of the enemy
army (which prevents charges), bulldoze models,
create walls, push models away from him; and give
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COnTROL: S 0 -POinT LIST
Model Point Cost
Axis, The Harmonic Enforcer +6 warjack pts
Galvanizers x2 3 each
Inverters x2 8 each
Cipherx2 9 each
(10) x2 6 each
Servitors (3) x2 2 each
Total . 50
his battlegroup Counter Charge! This suite of skills
is perfect to control my own board position while
disrupting my opponent's.
I want to make the most of Axis' Field Marshal
[Counter Charge] ability, so I intend to bring a very
large battlegroup. With at least four heavy vectors all
threatening Counter Charges, I can really herd my
opponent into engaging me on my own terms. I start
my list with two Inverters and two Ciphers, which is a
solid chunk of my available points. Because so much of
my army is tied up in four heavies, I definitely want a
way to keep them in the game longer, so models with
the Repair ability are a must. With that in mind, two
Galvanizers round out my six-warjack battlegroup.
To further supplement my plan of saturating the field
with Counter Charging models, I add two groups of
Reflex Servitors, giving me a total of six. Not only can
these explosive little drones protect themselves with
Dig In each turn, they also come equipped with the
Counter Cl)arge ability. When one of these servitors hits
an opponent it explodes in a 4" AOE that can potentially
put a nice dent in an entire infantry unit.
At this point, my list has a total of thirteen models with
Counter Charge and several ways of impeding the
enemy advance via Axis' spells and feat. However, I
need a way to protect the core of my army as it gets into
position, which means I need some cheap, disposable
units to hold the line. At only 6 points for a unit of ten,
the Obstructors are just what I need. Two full units of
Obstructors will round out the final 50 points of my list.
'<

Let's be honest: this list is about as unorthodox a control
list as you can imagine, but it's effective. Every time my
opponent moves a model he has a hard choice to make.
If he tries to avoid the obvious traps, I can funnel enemy
models into the positions I want. If my opponent thinks
his army is tough enough to simply spring the obvious
traps, I've got the melee accuracy and damage potential
to make him pay for being so bold.
concLUSion
Building these lists has been a lot of fun. Whenever a
new model is released, it's enjoyable to play around
with different list compositions to figure out how to
utilize that model to its maximum potential. With the
release of the Convergence of Cyriss we have a whole
new faction of models for list building. I'm really
looking forward to seeing what players come up with
when Convergence releases this summer.
Working with a smaller pool of models has proven to
be an interesting challenge, but in the end the armies
created are all potent and very capable of getting the
job done. Experimenting with model selection, whether
using new models or those you haven't played before,
or, as in this case, using a limited pool of models,
is a rewarding exercise in list building. Give it a try
sometime; you never know what interesting new tactics
and tricks you may discover.
TOURNAMENTTRIPLETHREAT 95
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IUB.
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