Documente Academic
Documente Profesional
Documente Cultură
P3 Grandmasters
IRON KINGDOMS UNCHARTED
NEW EDITION THEME FORCE
Credits
President: Sherry Yeary
On the Cover
Juggernauts Journey
Roskilde, Denmark
Contributors
Michael Archer, Josh Coln, Steen Comer,
Jason Enos, Matt Goetz, Doug Hamilton, Will
Hungerford, Adam Oligschlaeger, Micah Scott
Ralston, Dan Roman, Aeryn Rudel, Michael
G. Ryan, William Oz Schoonover, Douglas
Seacat, William Shick, Tim Simpson, Jason Soles,
Mike Vaillancourt
Illustrations
Even Vikings could have used a Juggernaut by their side as they raided up and down the coast.
Granted, Juggernauts are more about pillage than plunder . . .
Photo by Gil Surepi
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All content copyright 20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal Fantasy,
Immoren, Unleashed, WARMACHINE, Forces of WARMACHINE, WARMACHINE High Command, Steam-Powered Miniatures Combat, WARMACHINE: Tactics, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES, HORDES High Command, Monstrous
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are property of their respective owners. First printing Vol. 12, Issue 67: July 2016. Printed in the USA. This magazine contains works of fiction, any resemblance to actual people, organizations,
places, or events in those works of fiction are purely coincidental. Duplicating any portion of the materials herein unless specifically addressed within the work or by written permission from
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Table of contents
New Releases
Editorial
10
Community Spotlight
News from the Front: European Masters Series
12
14
24
35
49
52
58
Basic Terraining
Rough Terrain
11
Table Of Contents
14
80
Battle Report
Double Rumble
Theme Force
The Kingmakers Army
35
74
64
68
74
77
80
88
Peace of Mind
90
94
Player Gallery
111
Painting Challenge
112
58
77
Historical Scenario
Capturing Vinters Son
88
94
Table Of Contents
New Releases
Behemoth (Resin/Metal)
game: warmachine/khador
sculptor: dave kidd painter: dallas kemp
release: july
PIP 33121 $69.99
New Releases
Inflictor/Seether (Plastic)
game: warmachine/cryx
sculptor: ben misenar painter: dallas kemp
release: august
PIP 34096 $34.99
New Releases
New Releases
New Releases
Ghetorix (Resin/Metal)
game: hordes/circle
sculptor: brian dugas painter: dallas kemp
release: august
PIP 72095 $54.99
Hellmouth (Resin)
game: hordes/legion
sculptor: doug hamilton painter: dallas kemp
release: august
PIP 73099 $34.99
New Releases
New Releases
New Releases
Cryx
PIP 91118 $14.99
Mercenaries
PIP 91121 $14.99
Legion of Everblight
PIP 91127 $14.99
Protectorate of Menoth
PIP 91116 $14.99
Retribution of Scyrah
PIP 91119 $14.99
Trollbloods
PIP 91125 $14.99
Skorne
PIP 91128 $14.99
Khador
PIP 91117 $14.99
Convergence of Cyriss
PIP 91120 $14.99
Circle Orboros
PIP 91126 $14.99
Minions
PIP 91129 $14.99
New Releases
Editorial
Locked and Loaded
Im writing this editorial with Lock & Load GameFest
2016 barely in the rearview mirror. What an event! It
was a spectacular way to usher in the new editions of
WARMACHINE and HORDES, and it was awesome to be
able to dig into all the new rules and stats with so many
excited people. In this issue, youll get a little taste of Lock
& Load GameFestyoull find some great articles covering
the likes of the Grandmaster Painting Competition and the
spectacular terrain showcase that was the table used in the
Iron Gauntlet Championship.
No Quarter #67 also presents a lot of firsts. It has the first
theme force for the new editions; Magnus and some of his
Mercenary allies get some enticing new options in The
Kingmakers Army. Speaking of kings, have you read
Skull Island eXpeditions The Blood of Kings by Douglas
Seacat? If you have, youll enjoy the historical scenario
within. If you havent, what are you waiting for?
Then theres the new-edition battle report, which premieres
the recently released small-table Rumble format. You
can also learn a lot about Cygnars new warcaster Beth
Maddox in the newest Gavyn Kyle Files. If building
terrain is your thing, this issue also includes the first of a
new series that will lead you through building an entire
table of useful terrain types.
Iron Kingdoms Uncharted also kicks off in this issue. Its a
pirate-themed expansion for the Iron Kingdoms Roleplaying
Game presented in serial form. Youll find lots of information
about life on the Meredius, offering a new perspective on
the people of the Iron Kingdoms. If you like the IKRPG,
you wont want to miss this series!
Theres much more, of course, but Ive nattered on long
enough. Lets get to it.
Lyle Lowery
Editor-in-Chief
No Quarter
Do you have a question for No Quarter or the crew at Privateer Press? Send us a letter with your question or any other
suggestions or comments you have! Email your letters to letters@noquartermagazine.com, tweet @privateerpress using
the hashtag #NQLetters, or send us a message on the No Quarter Facebook page.
10
Editorial
Community Spotlight
To many, WARMACHINE and HORDES are more than just games. They represent a community to share experiences with, a
world to immerse in, and a hobby to express themselves through. Community Spotlight celebrates the incredible artistic work of the
community, whether it is manifest through models for the tabletop or in fantastic creations beyond the tabletop.
Community spotlight
11
News
News
From
from
the
the
Front
Front
European Masters Series Crowns
the First European Champion
By Jason Enos
For many years now, Privateer Press EU has been developing
a hugely ambitious Organized Play concept spanning
the continent: officially sponsored WARMACHINE and
HORDES National Masters tournaments in countries across
Europe. After many years, we have reached the point where
16 countries hold their own National Masters events, so we
were finally ready to unveil what our efforts had been leading
up to: the European Masters Series, an invitational for all
the champions of European Nationals in one tournament to
crown an official European Masters champion.
I not only saw Prague and Brno, but I also got to take a train
across the country to really experience what a different place
I was in. All because of WARMACHINE!
Black Oil Gaming & Social Hub was an excellent choice
for this initial European Masters Championship. Our host,
Vladimir Kokolia (original Czech Press Ganger!), and his
staff went above and beyond welcoming every single attendee.
I was not going to go all the way to the Czech Republic and
not throw dice! I was able to get a couple games in and had
an absolute blast. My opponents, Gary Moore and Ondej
Wachsmuth, were great sports, and I know theyre both eager
for a rematch.
12
13
14
Gavyn Kyle
ski &
rz rutkow
o
g
e
z
g
,
n
r Ossand
rt by Nsto
A
l
e
d
u
R
. Wilson
By Aeryn
Matthew D
Major Elizabeth
Maddox
Gavyn Kyle
15
16
Gavyn Kyle
GK
Vernon Manderly
Gavyn Kyle
17
18
Gavyn Kyle
Gavyn Kyle
19
Lord Commander,
Sovereign,
20
Gavyn Kyle
Gavyn Kyle
21
22
Gavyn Kyle
Gavyn Kyle
23
By Mike Vaillancourt
In the last issue of No Quarter, I discussed the visual evolution of art between the different editions of WARMACHINE and HORDES,
primarily looking at art for WARMACHINE: Prime. Now Ill dig into the new art for HORDES: Primal to explain the processes and work that
went into updating the art for the Factions of HORDES. Well begin with a quick look at one of the biggest pieces of art for the new editions,
which features one of WARMACHINEs newest warcasters, Major Elizabeth Maddox, and HORDES Lord Xekaar.
Cygnar v Skorne
Nstor Ossandn and Andrea Uderzo
24
For the new editions, one of our biggest goals was to show how
WARMACHINE and HORDES work together. With that in mind,
we created a poster with an epic clash between the Trollbloods and
Khador, which I discussed in the previous issue of No Quarter. For the
second big art piece, we pitted Cygnar against skorne with the goal
to show a range of characters. We wanted to be able to crop the piece
in a variety of ways, each capturing a different perspective and story
each time. The focal point of this work is Cygnaran warcaster Major
Beth Maddox and the Skorne warlock Lord Xekaar. This second piece
took so much work that it nearly broke our artist Nstor Ossandn.
25
On the opposite side of the battle is Lord Xekaar, fighting alongside his skorne army. Xekaar went through the traditional feedback cycle, and we
started with the following initial sketches from Andrea Uderzo.
In this sketch, you can see Andreas first three versions. The fourth is my mock up, where I took my favorite elements and combined them.
The only downside to my version was the helmet, which had too much of a Legion of Everblight feel. Aside from the helmet, other changes
included adding armor to his abdomen, removing armor from his shoulders so they would be bare, and notes for his whips and gauntlets.
Matt also suggested keeping the armor on his arms just up to his armpits. Andrea incorporated these changes and sent us back the following:
26
The winner was #2, but we eliminated the horizontal bead around each of the separating links, covered the ball joint near each tip, and
tapered the design so the whip was thicker toward the gauntlet.
At this point, we moved on to the final line art and poses. Pose #2 was picked as the winning pose, and in the end, I think we learned a
valuable lesson with Xekaar: whips take a lot of careful consideration.
27
Trollbloods
Now, Ill move on to the Faction that required the largest amount of new art in Primalthe Trollbloods. Their large volume of legacy artwork
was nearly ten years old, and it gave me the opportunity to bring more life to our unit illustrations and to show the unit is more than just a
couple of figures in a nebulous environment. This was the first Faction I tackled for HORDES, and the kriel warriors were my first priority.
If I had my way, Andrea would illustrate all the trollkin, but we live in the real world of deadlines. I immediately assigned Andrea the kriel
warriors for Primal. There are very few artists who I trust as much as Andrea, and this is the perfect example of how far that trust goes. Andrea
sent me two sketches, and I picked one and received the final a few days later. Yes, hes that good.
28
Legion of Everblight
For the Legion of Everblight, Roberto Cirillo helped evolve the concept art for the full-fledged warlock version of Fyanna the Lash. Roberto
had designed several warlocks and warcasters for us over the years, and I knew he would be the perfect fit for this one. I sent Roberto our
concept design description, and a few days later, I received the following sketches:
Just like Xekaar, I combined all the elements I liked most and created sketch D. Then from D, we changed the barbed tail on the head to hair, shrank
the spikes on her shoulders and forearms, and adjusted the shape of her kneepads. For her weapon, #4 was selected. The only real challenge for this
piece was finding her pose. Having learned our lesson with Xekaar, we opted to keep the weapon in her hand to avoid any casting issues.
29
Primal Harriers
Jeremy Chong
In the thumbnail sketches above, you can see how details can be misinterpreted from written descriptions when a new illustrator isnt
familiar with the setting. Jeremy was under the impression that Fyanna was fighting the shredders. Sketch-wise, they are beautiful looking
pieces that would be fantastic if she was fighting against shredders. The second problem with the shredders was their size. They were
woefully undersized. We discussed these changes, and he created a new piece. With a few quick adjustments, I had a final in hand, and its
energy jumped off the page. (For final piece, see next page.)
30
31
Circle Orboros
This next illustration was done as an homage to the old art. Unfortunately, in the final version of Primal we ended up losing the warpwolf
that was teleporting due to the crop. So, here is the all-new shifting stones illustration in its undoctored format, side-by-side with the old
illustration that it celebrates.
Minions
The last illustration Ill be showing here is one that Ive wanted to
update since I first started at Privateer Press, the farrow brigands.
Ive always had a bit of a soft spot for the farrow, although I havent
had many opportunities to give them attention over the years.
Finally, I had my chance to give the farrow some love, so I enlisted
the help of Carlos Cabrera to update their illustration. I didnt want
to overcomplicate this image; it wouldnt take much to make the
piece more dynamic. My simple illustration description was: The
farrow brigands charge across the field of battle, ready for action. The
scene is lit by moonlight and the fires that surround them in battle.
Carlos sent me this sketch, and I immediately knew where he was
going with it. Typically, I request three to five black-and-white
thumbnail sketches. Carlos sent one, and I immediately knew it was
going to be a winner. I responded to his email with a big thumbs-up.
32
Next, he sent me the basic color palette establishing the lighting and
mood of the piece (right). I was extremely happy with it, and I had
zero revisions. I knew that Carlos would address any detail issues
while he was working. His next pass and proposed final version
looked great, but I really wanted to see the foreground figure get
a higher level of rendering (more detail and sharper focus), so I
requested that he sharpen the render/focus on the foreground and
middle ground farrow and add a bit of a rim light (light around the
edge of the figure) to help separate the figures and background from
one another. The final piece is shown below.
33
The last piece Ill leave you with is the illustration for the Trollblood Scattergunners. This illustration doesnt appear in Primal, but it will
replace the Scattergun artwork in the Trollbloods Command book.
Trollblood Scattergunners
Andrea Uderzo
These are only a few of the 50+ illustrations from Primal. As much as Id love to talk about and share each illustration, youll simply have to
pick up a copy of Primal to see the rest. Oh, and brace yourself for more all-new artPrime and Primal are just the beginning.
34
The fast and furious new Rumble format gives players a new way to play small games of
WARMACHINE and HORDES in a small space and in no time flat! We pitted two players
who were new to the format against each other to see how they liked it. Without giving too
much away, they thought it was so nice they played it twice! Read about their experiences
here, and download the Rumble rules at privateerpress.com/NQ67.
This battle report uses the Rumble format and the Patrol scenario. These can be found in the
Steamroller 2016 rules document at privateerpress.com.
Battle Report
35
Army ConstructionDan
s much as I love
the spectacle of a
massive clashing
of armies, I dont always
have the time or space for
such a game. I like to play
smaller skirmishes, and
the new Rumble format
caters to just that. I toyed
with the idea of fielding
my beloved Convergence
army for this battle report, but I ultimately settled on
something simple, self-sufficient, and straightforward.
Enter Orsus Zoktavir, the Butcher of Khardov.
The Butcher has been one of my favorite characters on
and off the tabletop since I first heard of WARMACHINE.
I love a high-casualty attrition game that ends with one
warcaster or warlock killing the other. Zoktavirs offensive
and defensive spells epitomize Khadors strategy of heavy
armor and high melee damage. Full Throttle pairs nicely
with the new Power Up mechanic, and Fury remains a
great way of cracking enemy heavies. And once your army
has carved a swath through the enemy, the Butcher is more
than capable of killing almost anything he sets his rageclouded mind to.
For his battlegroup, the Butcher brought along a Decimator
and a Kodiak. Thanks to Power Up and the changes to ROF,
the Decimator is a threat in melee or at range, especially
on the Butchers Feat turn. The Kodiak is quite simply
my favorite warjack in the game. Its focus efficient and
relatively maneuverable, at least for a Khadoran jack. I
rarely take to the field without one.
The Winter Guard Infantry are another mainstay of my
army. These brave sons and daughters of Khador laugh in
the faces of the warpwolves and necrotite-fueled horrors
against which I so regularly send them to die. But hey,
theyre cheap and pack a wallop.
Finally, the Butcher brought along his War Dog to increase
his survivability in melee. It is customary for it to say, Bark
bark bark, as it advances.
36
Battle Report
Model/Unit
Points
Orsus Zoktavir,
the Butcher of Khardov
+28 WJ
Decimator 16
Kodiak 13
Winter Guard Infantry (10)
11
War Dog
Total
15
Battle Report
37
Army ConstructionMicah
uilding a 15-point
list for Rumble
scenarios provides
opportunities
and
challenges you dont
find in larger games. The
action is going to be brutal,
cramped, and over quicker
than the High Reclaimers
stand-up career. I was
sorely tempted to bring Tyrant Xerxis, as I can see a bruiser
like him wreaking absolute havoc in a Rumble. In the end,
I eschewed the brute force of Xerxis for the elegance, speed,
and surprise of Archdomina Makeda.
With a mere 15 points to work with, I knew I couldnt make
a list to prepare for every eventuality. I needed to decide
what my list would do and focus all of my efforts on that.
Im a real sucker for narrative list building, so I couldnt
ignore Makedas loyal companion, Molik Karn. Between
Quicken, Side Step, and Carnage, Molik Karn has the tools
to be an accurate, heavy-hitting, and long-reaching envoy
of death. Soon it would be time to do what Skorne does
bestabuse the ever-living crap out of this poor thing.
With 9 warbeast points left, I decided to invest in a Titan
Gladiator. Its stamina and beefy body armor makes it a
true force to be reckoned with, and its Rush animus would
extend the range for Molik Karn to dish out the pain.
Paingiver Beast Handlers were another key ingredient in
my murder gumbo. They gave me more bodies to contest
scenario elements and could remove single-would infantry
with Anatomical Precision, and I could afford to play a bit
more aggressively with them since they are the only unit in
my list able to benefit from Makedas feat.
Anticipating a situation where I absolutely, positively,
could not fail to trigger Side Step, I added a Mortitheurge
Willbreaker for Puppet Master. As an added bonus, I could
throw the Willbreaker forward to force Molik Karn should
the cyclops Side Step his way out of Makedas control range.
I was left with only one point and only one option . . . the
indomitable Swamp Gobber Chef. With a dash of fury
management, a pinch of backstabbing, and a very dubious
understanding of kitchen knife safety, this little scamp
would earn his keep in short order.
38
Battle Report
Model/Unit
Points
Archdomina Makeda
+29 WB
Molik Karn
20
Titan Gladiator
14
Mortitheurge Willbreaker
Total
15
Battle Report
39
Rumble
KhadorDan
I won the first turn and got ready to rumble. I knew about
the 30 x 30 play area, but I hadnt quite wrapped my
head around the formats deployment and first turns. With
nothing on the table due to neither player having Advance
Deployment, I began by advancing each model and unit
from my table edge. The Winter Guard Infantry were the
vanguard, taking position between the forest and the hill.
The Butcher took a spot right behind the Winter Guard,
followed by his War Dog. I imagined the second rank of
infantry trembling at the guttural snarls just behind them
as they tried to discern man from beast. The Kodiak took
the left flank where it would remain unhindered by the
forest, thanks to Pathfinder. Finally, the Decimator arrived
on the right flank, mostly because I thought it would look
cool firing from atop the hill.
Round 1
KhadorDan
Now heres where things get especially interesting in
Rumble. Micah had yet to even deploy, and it was time for
me to take my first turn. I had the initiative and could set
the course of the battle here, but I could also overextend and
leave myself open to an alpha strike. But where to move?
My advance was uncharacteristically cautious for the
Butcher. The Winter Guard Infantry trudged forward,
spreading out in search of their foes. One advanced into
the zone, while most took to the hill.
Zoktavir activated next and cast three upkeep spells.
Fury went on the Kodiak, while the Decimator gained the
Butchers new upkeep spell, Vengeful. Anything attacking
the Decimator in melee would risk a rip saw Retaliatory
Strike to the face. I hoped this would help keep it free to
rain dozer shells on Micahs forces. Somewhat out of habit,
Iron Flesh went to the Winter Guard. This brought them
to a respectable ARM15 and made them immune to blast
damage from Makedas AOE spell, The Lash. His focus
spent, Zoktavir advanced to a position behind the wall of
Winter Guard.
The Decimator and Kodiak had Powered Up during my
Control Phase, so now each ran forward. The Decimator
40
Battle Report
took its vantage point on the hill. The Kodiak entered the
forest, making sure to stay completely within the terrain to
gain the concealment bonus.
I love having a War Dog at my warcasters side. Guard
Dog brings the Butcher to an impressive DEF16 in melee,
and Countercharge has killed a fair number of would-be
assassins. Not wanting to lose him early, I kept the War Dog
slightly behind the Butcher. My activations completed, I
wondered what Micahs first turn would bring.
Rumble
SkorneMicah
As I watched Dans forces move onto the table, I saw he
had the opportunity to get in my face quickly and make my
own deployment more difficult. But I also saw what must
surely be a gift from my honored ancestors: a warcaster
with no focus fueling his power shield. The Butcher is
certainly no slouch, but something primal beckoned me to
him, as I sensed a weakness that is abhorrent to the virtue
of the Skorne. The hoksune code demanded that I expose
and punish such weakness, and so I bent my will to the task
at hand. I deployed my forces as close to the encroaching
Khadorans as I could with Molik Karn and Makeda leading
from the front.
Round 1
SkorneMicah
Makeda called upon the blood of the ancestors that pulsed
through her veins and exhorted her warriors to show
these interlopers the meaning of Carnage. Her yearning
for bloodshed caused Molik Karn to Quicken his pace as
she charged toward the nearest Winter Guard soldier with
murderous abandon.
The Titan Gladiator trumpeted its approval of the
impending bloodshed and cast Rush on Molik Karn. Con
gusto, the Mortitheurge Willbreaker pulled at the sinews of
fate and cast Puppet Strings on Molik Karn. The Paingiver
Beast Handlers deftly employed their instruments of
pain, enraging Molik Karn as the mighty cyclops charged
headlong into a symphony of slaughter.
The savagery began to crescendo as Molik Karn flew
headlong into the Winter Guard Infantry, effortlessly
cutting one down before gracefully spinning through the
fray, leaving another soldier dead in his wake. Finding
himself face-to-face with the enemy warcaster, Molik Karn
ignored the yapping canine nuisance nipping at his heels
and bent all of his skill and rage at the once great Orsus
Zoktavir. The warbeasts vision of the future proved true;
the War Dog whimpered and pitifully nudged his masters
mangled corpse that lay before Molik Karns feet.
Soups on! cried the Gobber Chef in elation.
Soups on indeed, my friend . . . soups on, indeed.
Battle Report
41
Conclusion
KhadorDan
Oh . . . right. Molik Karn.
Despite knowing the kind of threat range the cyclopean
champion had, I was still caught off-guard. I had aimed for
a defensive screen of Winter Guard Infantry, hoping to goad
Karn into an early but largely ineffective charge. Instead, all
I achieved was setting up a chain of targets leading directly
to the Butcher, which Micah wasted no time in exploiting.
Against this heavy-hitting list, Iron Flesh was of little use
on the Winter Guard, plus the Paingivers had Anatomical
Precision. I might have been able to use a timely
Countercharge from the War Dog to block Molik Karns
path to the Butcher, but I was so intent on preserving the
DEF bonus that I never considered sacrificing it. Whereas
Ive no such regret when it comes to sacrificing Winter
Guard. Huh.
Unsatisfied, I demanded a rematch. And thats one of the
beauties of Rumblethey play so fast theres always time
for another!
42
Battle Report
SkorneMicah
Well that couldnt have gone more according to plan. My
strategy to use support models to enable a quick, brutal,
and unexpected application of Molik Karn to the Butchers
damage boxes paid off. The beauty of a Rumble game is
that you can go all-out on an assassination, and succeed
or fail, you can quickly reset the game and go at it again!
Somehow, I think Dan will be more wise to my tricks
during our rematch.
Rumble
SkorneMicah
Deploying first in a Rumble game is a different experience.
In the first game, I was able to study Dans deployment and
mobilize my forces exactly where I wanted them. For this
match, I deployed much more defensively, moving Molik
Karn behind a building to protect him from an anticipated
hail of gunfire and positioning Makeda and my remaining
forces to capture and hold the objective.
Round 1
SkorneMicah
With nothing in sight to murder, I spent my first round
advancing to solidify my position and preparing to defend
the zone. Since I had the honor of deploying first this time,
I was going to do everything in my power to at least make
a sticky situation for Dan when he finally joined the party.
Rumble
KhadorDan
Micah once again deployed centrally, but his first turn left
Molik Karn close to the hut on his side of the battlefield.
This limited his charge angles and, consequently, the threat
he posed.
I therefore made all of my Rumble advances on the right
flank, starting with the Decimator. The Winter Guard ranked
up next to it, and I capped the line with the Kodiak. The
Butcher and his War Dog once again brought up the rear.
Battle Report
43
Round 1
KhadorDan
My Decimator Powered Up and ran forward to the far edge
of the hill. The Winter Guard received a Press Forward
order, allowing them to run or charge. They swarmed
over the hill, taking care not to stray into Karns path. The
Kodiak only shifted slightly as it, too, was just outside of
charge range.
The Butcher activated next, taking position on the hill
between his two warjacks. It wasnt much of a change from
the first game, but I knew I would at least survive the next
turn. This time I cast Iron Flesh on the Butcher himself,
intending to upkeep it next turn when I would surely be in
danger again. Once again, the Kodiak gained Fury and the
Decimator gained Vengeful.
Bark bark bark, the War Dog followed its master.
Round 2
SkorneMicah
Like a cunning ferox stalking its prey, I lithely approached
Dans forces. I waited for a moment of weakness I could
exploit and pounce, sinking my teeth deep into his armys
jugular. Makeda had shown she could strike swiftly and
mercilessly, but today was the day she would show her
warriors the virtue of patience and caution.
44
Battle Report
Round 2
KhadorDan
Still alive on round 2already Im doing much better! Well
done, me. My warjacks Powered Up, and The Butcher paid
to upkeep all three of his spells. I also measured ranges for
the Winter Guard and the Decimator, along with a healthy
degree of checking Karns new threat area. Still wary of
another quick assassination, the Butcher kept the rest of
his focus.
I kicked things off by advancing the Winter Guard. They
paired up to make combined ranged attacks, targeting
Micahs crucial support units. The first three attacks killed
their respective targets, removing three Paingiver Beast
Handlers. The fourth was nestled away safely, so I turned
my attention to the Mortitheurge Willbreaker. The last paired
CRA missed, so it fell to the Decimator to finish the job.
At last, I was treated to the scene I had been visualizing
since the first games deployment. The Winter Guard
rushed down the slope with battle cries and blunderbuss
fire. The Decimator soon drowned them out as it trudged to
the hilltop, its massive dozer cannon firing a pair of heavy
slugs over their heads. The first slug found a gap in their
line and punched clean through the Willbreaker. I wanted
to turn the second round against the Swamp Gobber Chef
(Im a monster, I know), but I couldnt draw line of sight to
Round 3
SkorneMicah
Having weathered Dans assault, it was time for some
payback. It was clear that Molik Karn wouldnt be
pirouetting his way to victory this time around, so it was
time to shift strategies. I had a pretty good hold on the zone.
If I could eliminate some of Dans heavy hitters, I might just
be able to grind out a scenario win. I had my remaining Beast
Handler Enrage Molik Karn before yielding to the Swamp
Gobber Chef. Using all the skills of butchery learned in
Immorens foul swamp cafs and years of repressed anger
stemming from his feelings of inadequacy at having failed
to become a Swamp Gobber CPA like his father, the Swamp
Gobber Chef hacked a Winter Guard trooper to death.
Makeda vented her own frustrations by killing a Winter
Guard with Lash before casting Carnage. Molik Karn
charged the Kodiak and reduced the testament to
Khadoran engineering to a smoking pile of rubble. The
Titan Gladiator charged the Winter Guard Infantry. In a
frenzy of fists and tusks, it pulverized two of their number
and cleared the zone to dominate for 2 control points.
Battle Report
45
Round 3
KhadorDan
Poor Kodiak! Dont worry, well have the KMA build you
back up good as new. If only more Winter Guard had died
so that you might have lived!
I was behind on control points, but I had two juicy targets
to turn into choice cuts of meat. I let Vengeful and Iron Flesh
expire. I would miss the extra ARM, but I wanted to be sure
I had enough focus to go around. I allocated the Decimator
two focus, leaving the Butcher with four.
The Winter Guard moved to clear a path, but they still had
work to do. A pair lined up a shot at the Gobber, who had
slain one of their brothers, but the Chef nimbly dodged.
The second volley of rounds also missed, and the last pair
of Winter Guard couldnt line up a shot. Instead, they fired
on Molik Karn again, hitting for 4damage.
Now it was time to really get to work. The Butcher activated
and unleashed his Feat, Blood Frenzy. Hefting Lola, he
charged out from behind the Decimator and cleaved into
Molik Karn. Now rolling five dice for damage (thanks to
Weapon Master, the charge, and Blood Frenzy), he dealt
17damage to Karn. I bought another strike, and with
10more damage, lopped off the mighty cyclops head.
Feeding off the Butchers murderous rage, the Decimator
fixed its gaze on the Gladiator and strode into melee. Its
rip saw roared to life and easily dug into the Titans bulk.
Bolstered by the extra damage die from Blood Frenzy, the
first hit did 11damage. After that, Sustained Attack took
over, and in spite of a few rather poor damage rolls on my
three purchased attacks, the Titan was soon rendered down
to little more than sausage filling.
Finally, the War Dog once again ran to a position where
it could help keep the Butcher safe. I could have taken
out both warbeasts, but Makeda remained a significant
threat. At least the Winter Guard were contesting the zone,
denying Micah any more control points.
Round 4
SkorneMicah
There is shame in defeat, but there does not need to be
shame in death. Realizing that I would not be able to hold
out and win on scenario, I decided the only honorable way
to proceed was along the path of defiance. Locking eyes
with Makeda and hoping to be remembered covered in
glory and the blood of the enemy, the lone Beast Handler
charged a Winter Guard and neatly severed the Khadorans
soul from his body.
Seeing a chance to be so much more than a short-order chef
and to perhaps earn his place in the annals of history, the
Swamp Gobber Chef turned his soulful black eyes to the War
Dog guarding the enemy warcaster. If he could bring that
dog down and give his mistress even the slightest advantage
in the coming showdown, his life would not be meaningless.
Turning his back on the Khadorans pressing in around
him, the stalwart Chef made to charge into the baying
maw of destiny. As the Decimators unforgiving rip saw
46
Battle Report
met Gobber flesh, the Gobbers mind recalled the last time
he had been cut as deeply. Instead of Khadoran steel, he had
felt the cruel barb of his mothers parting words, Youll
never amount to anything.
She was right, the Gobber chef thought as his vision blurred
and the mocking woofs of the Khadoran hound echoed in
his skull. In the end, a meager portion of mercy was served
as his mothers cold words finally died in that blood-stained
patch of earth along with the Swamp Gobber Chef.
Fearing the oblivion of the Void more than death, Makeda
charged bravely at the Butcher, striking again and again to
no avail. Exhausted and defeated, Makeda prepared herself
for death. Once again I dominated the zone bringing my
control point total up to 4, just 1 shy of victory!
Round 4
KhadorDan
I admit, even I was kind of hoping that Swamp Gobber Chef
would reach the War Dog. Even if it had cost me the game,
it would have been a great showdown.
I finally had Makeda where I wanted her, but with Micah
sitting at 4 control points, I had to finish this here. The
Butcher kept all of his focus, and I rolled his initial attack . . .
and the Archdomina nimbly parried the strike. But her luck
couldnt hold, and the next two swings from Lola hacked
into Makeda for 10, then 15 damage, ending the game.
Battle Report
47
Conclusion
SkorneMicah
Well that was a real hoot! I loved how quick and actionpacked the games were and how differently they played
without changing our lists at all. I felt all of the nostalgia
of my first exposure to WARMACHINE and HORDES.
Rumble is a great way to try out a new list, a new Faction, or
some real kooky combinations. If something doesnt work
out the way you planned or if something wild happens, you
can just roll with it, have fun, and play another round. It has
the satisfying crunch of a larger game with the succulent
goodness of a casual and narrative format. It reminds me
of this fantastic Tatzylwurm Wellington that a chef I knew
used to make . . . *sniffle.*
KhadorDan
I think this pair of games demonstrates the range
of experiences possible in the new Rumble format.
Competitive players will enjoy the puzzle of how best
to organize and commit their limited resources. Without
the strategic depth of a larger army, losing even a few key
pieces can end the game in just a turn or two.
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Battle Report
But thats whats so great about Rumble: you get to the meat of
the game quickly. With the new editions of WARMACHINE
and HORDES still quite fresh to me, I want to get in a lot
of games and experiment with new tactical combinations.
I can reduce variables and master one element of my army
at a time. Meanwhile, Ill learn the strategies Ill be on the
receiving end of and recalibrate my approach to mitigate
their effects as the Maiden guides my works . . . Whoops,
sorry. I slipped back into Cyrissism there.
To be honest, Im not really that competitive. For the more
casual player like myself, theres still plenty to love about
Rumble. Games are fast and small enough to be played even
in my cramped apartment. A smaller force helps put more
narrative emphasis on each model, and even the lowliest
grunt (or Gobber) has a chance to create a cinematic moment.
And finally, its a great way to get a quick game in with
someone new. Id never played against Micah before, and I
had a great time as we bantered and battled. I look forward to
my next game with him, and I expect Ill be using the Rumble
format to meet a lot of new friends at stores and conventions.
49
50
51
Tales of the
Invisible Hand
In August, Skull Island eXpeditions will release the first book in brand-new science fiction/fantasy series from author Miles Holmes (The
Way of Caine, Cold Steel). Tales of the Invisible Hand marks the first time Skull Island has released a book that stands independent
of Privateer Press existing worlds, one that offers a fantastic alternate-history Earth setting that readers of the Iron Kingdoms fiction will
find enthralling. The following excerpt introduces readers to Max Braun, a historian of the future, and his theories about what preceded
the history of our world, going back to a time before what we have always believed was the birth of man . . .
52
You cant know where youre going until you know where youve
been. So it goes, right?
But heres the gag: we dont know. We probably never have, and we
probably never will. As a species, were chronic amnesiacs. Near as
we can tell, Homo sapiens like us have walked the Earth for over two
hundred millennia. Just try for a moment to wrap your head around
that much time. Then consider that the entire sum of human history
barely accounts for one percent of that time.
Knowing this, could man have a greater mystery to solve than
the riddle of man himself? In the pages of this journal, I offer my
own journey into this frontier. Though my research has long been
discounted by my peers, the artifacts it has uncovered remain and
with them, my conclusionschiefly, that modern man has profoundly
underestimated pre-historic man.
Not so long ago, even I would have laughed at such hyperbole. My
story begins twelve years ago in the former Republic of Iraq. It was
there I led my first archaeological expedition, deep into the wastelands
of that failed state. Three days from the gates of Amman to the dry
lake of Hammar we traveled, avoiding hostile tribesmen and sandswallowed ruins until at last we set foot in the very cradle of human
civilization, the oldest city known to man.
Eridu.
Lhott by Dawn
Having published collegial papers on the origins of the Tower of Babel a
year earlier, I was delighted to receive a sizable bursary from a wealthy Air marshal, air marshal, identify Thae-ano craft four-twoif reclusive patron only a few months later. Yet as is often cautioned, five-five. Please respond. Zekh keyed his headset, indifferent
to the silence. With a shrug, he released the key and gripped
one must be careful what one wishes for. So it was with me.
Though I had come looking for a mere tower, it was instead the surreal the yoke with both hands, his keen eyes scanning the horizon.
I found. Within the first week alone, I had little doubt that Sumerian The dawn sky was a perfect blue gradient, broken rarely by
civilization had been founded over the ruins of another. Incredibly, low-hanging stratus clouds. Drifting high above one such bank,
Zekh raised throttle then put his airship into a dive. Within the
these precursors appeared to possess knowledge rivaling our own.
The tower itself we found readily enough; the sheer scale of the thing cockpit, the projection sphere cast radiant glyphs in the air about
could not long escape notice by our sophisticated instruments. And his face, tracking his every move. Tumbling left, he banked
though it was reduced to no more than a ruined foundation twenty steeply to catch the wisps of the cloud. Immediately there was
meters beneath the surface, the structure hinted at fantasy from the a howl of discontent from below. With a glint of mischief in his
very start. Just as in the biblical account, it could have supported a eye, he leveled off, resuming a more gradual descent.
truly massive tower, the equal of any modern skyscraper. Further,
the foundations architecture featured precise lines and a unique
honeycomb, one at odds with anything built around it. While it was
resistant to all but thermo-luminescent dating, even this method led
us to an impossible conclusion: that the tower had been raised some
seventy thousand years ago. How? For what purpose? We faced too
many questions, and we had only just begun. As we delved deeper, we
uncovered a series of sub-chambers. It was there we found the artifacts.
Even this early, it was a glorious day, and Zekh could not help
but glow along with the rising sun. Once more the Qinta was
aloft, and he was where he most wished to be: nestled in the
age-worn nook of her cockpit. He savored every feeling here,
from the throb of the engines that shook him raw to the rush in
his belly with each loop or dive.
53
Leveling off directly under the bank, Zekh let the tail rudders
rake the cloud above. It seemed to him as though they were
As with any airship considered a scout of the Flotilla, the Qinta daggers slicing the underside of a grain sack, and with a
had been retrofitted with a projection sphere at her dash and a dumb grin he pictured the contents spilling as he went. From
sensitive detection array along her belly. And at her nose jutted the ladder beneath his feet came a stumbling noise and an
quad Sparkler guns and even a long first-generation lance. awkward smack of head to bulkhead, followed immediately
Built by the Thae-ano of old, the high-powered beam weapon by a sharp curse.
was a rare treasure for a scout. And once it had been fitted for Explain this rough passage, scout! the ShCol demanded,
war six decades ago, no one had seen fit to remove it since. making his way up the tiny ladder into the two-seater cockpit.
Thus was his Qinta equipped to fight if the situation demanded Zekh chuckled softly to watch this oversized Makai try to
it, however unlikely that might be.
squeeze into the narrow adjacent seat.
Apologies ShCol, just avoiding a little rough air, he lied
with all the deadpan he could muster. Yet in short order, his
repressed grin fought itself loose.
Pshtak! the ShCol swore. You are reckless. You seem to
forget your flight status is probationary. I warned your Kivra
you were not ready, and you demonstrate it for me time and
again. His baleful eyes bored into Zekh with an intensity that
caused the scout to shrink in his seat. Still, he met the glare
with his best impression of innocence.
The ShCol rolled his eyes. Oh, and did you think last nights
weapons discharge had gone unnoticed?
Zekh swallowed, his face flushed.
Yes, it was noticed. If you find our protocols so chafing, you
need not worry, boy. After my report is tendered, you will not
be asked to abide by them again. The middle-aged Makai
plucked his beard until at last his glare drifted out beyond the
windscreen. After a moment of silence, he turned to regard
Zekh again.
And just what is it you always appear to be so pleased about?
Do we not have problems enough for you?
Zekh shrugged. I. . . Well, I can fly, ShCol. Where I come from,
that makes men and the gods just about the same. You Makai
ascended a long time ago. Maybe youre just used to it by now.
So, what of it?
So, the world is a hard place. People die all the time, often for
no good reason. I guess it just seems to me theres no threat
cant be made small with enough altitude, and heres me with
an airship of my very own. What more could I ask?
The ShCol snorted. A ridiculous philosophy. I certainly hope
we have parted ways by the time reality comes calling to set
you straight.
ShCol, please. The young scout paused to adjust his
wireframe headset. It was time to deflect the conversation.
54
Zekh extended his thumb, his hand now fully opened. The
thumb grants the science of Thae-ano. By the principles of our
science might they navigate their future. Whatever path it may
take, when the hand has been embraced, we are all drawn to
He turned to the ShCol with an arched eyebrow. Thats what the greater good. Knowing he had omitted or even maligned
mine said. Now, from one end of Hrrta to the other, you can some words of the verse, Zekh winced at his stern companion,
take your pick of primitives. At any given time, half of them expecting reproach.
dont get along. So, what exactly is the trouble with these two? Very well, the ShCol conceded. Never forget we are, all of
The ShCols brow furrowed. Very well, he said, looking beyond us, indebted by this rite. All eight nations of the League were
the riveted panes of the cockpit and out into the open sky. The raised in this manner at one time or another.
problem is the Hetakz have been offered the Hand of Ascension.
55
The ShCol shook his head. The greater good is the restoration
of men as it was at the height of the Thae-ano Empire. The You know, you still havent told me what you saw down
greater good is a world of science and hope, not savagery and there, Zekh noted, scanning the horizon.
fear. Nothing less.
56
The ShCol grunted again, nodding this time. Your brief tells They will not listen. It has gone too far. The ShCol scowled,
the bulk of it. Indeed, I saw mounting aggression between the tracking the fast-moving riders below. If we are swift, we might
Hetakz and Gomeer tribes. All over an apparent trade dispute. broker an arrangement for Lhott to airlift the goods promised
A trade dispute? Zekh frowned. For the most part, tribesmen to the Hetakz. But of course, the Gomeer are committed now.
and ascended kept to their separate selves. Whatever would This complicates things greatly.
they have to trade?
Food for livestock, primarily. Gomi beasts are prized The ShCol regarded Zekh with narrowed eyes. Why would
throughout Lhott, and the Hetakz keep vast herds of them. In you ask such a question?
truth, it was the stability of this peaceful exchange that first Its a possibility, isnt it? Zekh pressed.
brought the Hetakz to our attention.
Gaur pulled his beard. Yes. Yes, it is. They are also well aware
So, what happened?
of the status of the Hetakz. If they are undermining our efforts,
While gathering their winter stores, the Hetakz claim the there will be consequences.
caravans from Lhott simply stopped arriving.
Zekhs attention, still drawn over the side of his canopy,
Why would Lhott do that?
57
GRANDMASTER
PAINTING COMPETITION
Lock & Load Edition
Lock & Load GameFest 2016 was a grand celebration of the end of Mk II and the beginning of a new era for WARMACHINE and
HORDES. But while the rules may change, the models are eternal! The Grandmaster Painting Competition had tons of amazing
entries. Here are some of the best from the show.
Grandmaster Winner
Gold
Tom Carter
warrior Category
Silver
Geordie Hicks
Silver
Shoshie Bauer
58
warrior Category
Silver
Stephen Hall
Bronze
Kevin Burton
GOLD
Erik Swinson
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Battlegroup Category
Silver
Stephen Hall
Bronze
Charles Sampson
Bronze
Michael Sigler
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Warjack/warbeast Category
Silver
Stephen Hall
Silver
Nich Scherdnile
Silver
Shoshie Bauer
Bronze
Charles Sampson
Bronze
Jose Castillo
Bronze
Jaden Iwaasa
Formula P3 Grandmaster painting: Lock & Load
61
Martin Cox
unit Category
Silver
Stephen Hall
Bronze
Eric Michel
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Master Craftsman
Devon Maher
Lock & Load GameFest 2016 was also the site of the last
Hardcore tournament. With this venerable format being retired,
Devon Maher claimed the final Master Craftsman award for
best-painted army.
63
Terrain Showcase
64
Terrain showcase
I spent a lot of time laying out my composition and getting the right
scale for my starting shapes. For this project, I chose to use lots of
hand-carved foam and scratch-built details to keep the style similar
throughout the build. At this stage, all the elements are still loose,
so I can play with their positions to make them more manageable
to work on.
Once I had the composition I was happy with, I began basic detailing. I used wood filler putty to add texture to walls and rocks. Then I spent too
many hours tiling roofs and detailing doors. The places where buildings met the ground made more seams, which I hid with sloped layers of
foam and sand. I tried to keep the details varied, so things didnt look too uniform by using elements like the thatched roof and battle damage.
Terrain Tip:
Pink Foam Runes
The runes were first drawn on with a ballpoint pen. Then,
they were traced with a P3 Hobby Knife around the edges.
Finally, they were pushed in with a small soft-tipped tool.
Terrain showcase
65
With most of the details done, I painted the entire table and then went back and added some spiked barricades to add to the savage look. I
also pinned down some removable trees for added life. With the final details in place, I applied multiple layers of flock, then static grass. I
used a static-grass applicator to get the grass to stand up and look more natural.
Strategically placing faction detailssuch as banners, shields, and rune stonesgrounds your terrain in the setting of your
choice. Visually, these also fill in blank areas on walls and create focal points to the viewers eye.
I made this thatch roof by unwrapping the bristles of some cheap chip
brushes. (Note: It takes a lot of brushes, but you can buy them by the
box for pretty cheap.) I then used superglue to carefully layer them
from the bottom of the roof up to the hole for the chimney. I glued
some rocks down to add some visual interest and made a small metal
chimney out of plastic card to hide the ugly ends of the final layer.
66
Terrain showcase
Final Thoughts
Projects of this scale really take a lot of time and energy, but they have a real wow factor to them and are some of the most immersive
tables to play on. I hope this window into the process inspires you to try your hand at an ambitious terrain project!
Terrain showcase
67
Since this land was first turned for the bounty itd grow,
Stood fast one truth that all mortal men know,
Choose ye wrong or choose right,
Feed ye darkness or light,
At the end of your days, you shall reap what you sow.
The rabbit loped in the late afternoon sun, stopping along its path
to sniff at the air with a twitching nose or to wheel its ears in the
direction of distant sounds. In the golden light of dusk, its tawny fur
blended in with the field of late-summer grass. Two smaller rabbits
emerged a moment later, following the larger rabbits trail.
Holden lay on his belly fifty yards away, controlling his breathing as the
wind ruffled the field. Squeezing his left eye down to a slit, he lowered
his cheek onto the worn stock of his rifle. Keeping his grip loose, he
nudged the barrel up until the leading rabbit stood dead center atop the
weapons front sight like it was performing an acrobatic trick.
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Holden breathed slow, balancing the rabbit atop the sight. His right
finger slid into the iron loop of the rifles trigger guard and rested on
the brass trigger, polished smooth from years of use. As he eased the
trigger back, the calm of the moment broke under the piercing shriek
of a trains whistle to the southeastone low, long blast followed by
a shrill, short one. The leading rabbit let out a chirp of warning to its
companions, then it and the smallest at the rear dashed off in zigging
lines to disappear into the field. The third rabbit snapped up to its
haunches and froze. Its nose twitching, it locked eyes with Holden
across the rifles barrel.
Cursing under his breath, Holden traveled the trigger back before his
target could bolt. The pin snapped, the rifle barked, and the rabbit
flipped into the grass a few feet from where it stood. Holden rose and
started winding open the neck of a canvas sack on his hip. Within,
several other skinned rabbits awaited their new companion.
Near where Holden stood, a stout young man whooped and sprang
up from a blind of dry grass. Grinning, he jogged over to Holden
through the cloud of blasting powder smoke. His wide face flushed
from the short distance, he slowed to a walk to help look for the kill.
I thought you were gonna lose him when that train whistled! Wyatt
exclaimed as Holden moved forward and swept the grass this way
and that with a foot. Sounded like it came from the south. Whatd
this one say?
Long, then short. Means another train is headed up that track.
Holden jerked a thumb over his shoulder without looking. Wyatt
turned and squinted south at a stand of chestnut trees where the
top of a water tower protruded above the tree line. A thin strand of
smoke floated up there, disappearing in the sky. He grunted and then
continued helping the search for the rabbit. A moment later his hand
shot down and plucked it from the ground, holding the prize aloft.
Damn but that was a good shot. I couldnt even see the little critter.
You nailed it right in the head. He twisted the rabbit in his hands to
appraise the damage. Right between the ears! Your grannyd sure
be proud!
Thanks. Holdens quick, flat response cut off Wyatt as he accepted
the carcass, squatted down, and pulled his belt knife to dress it.
Aw . . . Im sorry.
Its fine. Holden avoided his friends face, staring instead at the
rabbit as he dispassionately skinned it.
It wasnt your fault. Nothing you coulda done.
Nothing is what I did, Holden snapped, jabbing the knife into the
dirt in front of him. He paused, his jaw working. Then he held up
the carcass of the rabbit, shaking it before tossing it into the sack
hard. Nothing is what this rabbit did. But the difference is he wasnt
holding a gun.
Wyatt stepped back with a look of surprise. Holden sighed and rubbed
his hand over his eyes, oblivious to the red streaks he left behind.
Its fine, he said again, this time earnestly. He looked up and gave
Wyatt a lopsided smile. Im fine.
Wyatt watched him for a moment, and then dropped his hands to tug
a handkerchief out of his back pocket, grinning.
Like hell you are. You got rabbit blood all over your damn face.
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We gotta help him, Wyatt hissed, barely audible over the howls
and screams emerging from the town. Shoot it. Shoot that ... thing.
He jerked his head up to the storage shacks window on their left.
But Holden didnt move. He clutched his rifle against his breast,
watching with ever-widening eyes as the gory creature stalked closer to
the wounded man, cocking its head like a curious dog. With one foot it
pinned the man by his crippled leg, eliciting a howl of pain and causing
the things ugly lips to curl back from its teeth in a jagged smile.
Shoot it! Put one right in its eye! I know you can do it! Wyatt
whispered, his voice rising with panic. Holden remained fixed in
place, sheened with sickly sweat. Wyatt looked back and forth, first
at his friend, then at the bestial figure. When Holden didnt react,
Wyatts face fell. Wrenching the rifle from Holdens hands, his
expression was a mixture of disappointment and fear. If youre not
going to help him, I will.
Holden reached for Wyatt, his soft plea for his friend to stay dying
in his throat. Wyatt stepped to the corner of the shack as the beast
lifted its axe high for a killing blow. Wyatt quivered as he raised the
rifle and took aim at the hulking beast, but before he could pull the
trigger, the things eyes snapped up from its wounded prey, glinting
brightly in the reflected glow of fires.
The beast hurled its axe through the air as Wyatts shot went wide.
The weapon cleaved into Wyatts chest, splitting his breastbone open
and slamming him back. Wyatt skidded to a stop on the wooden
boardwalk a few yards from Holdens hiding place, staring up at
the night sky. Holden curled into a ball and tried to cram himself
beneath a table in the storehouses corner, tears running down his
cheeks. He breathed in shallow, quiet breaths as the thing outside
moved toward Wyatts broken body. If it looked to its left, it would
see Holden hiding there.
The beast leaned over Wyatt and sniffed him twice. It began to rise,
its head turning to where Holden struggled to stay quiet. He tensed,
terrified he would be discovered, when the injured man in the street
yowled in pain. The thing turned and uttered a guttural, ugly laugh.
Another of the things was poised with a short bone dagger over the
wounded man. Uttering a low growl, Wyatts killer grabbed the axe
by its handle and stalked toward the other creature in the street,
not bothering to free its weapon from Wyatt. The lodged weapon
dragged Wyatts body along, his boots clattering on the wooden
boardwalk a few short paces before the blade firmly wrenched free of
his chest with a wet noise.
The creature with the axe snapped a powerful backhand across
the other ones face, driving it away from the wounded man. The
two growled and snapped at one another in a brutish language.
Eventually the one with the dagger backed away, cowed, while
Wyatts killer shook blood from its weapon and chopped down at
the man in the street. Holden flinched at the axe crunching down into
the wounded mans skull. The creature knelt down and scooped up
the body with one bloody hand, howling, and hoisted it aloft like a
trophy. It and the other creature, their ritual display complete, ran off
toward the chaos in the center of town.
Holdens stifled sobs were indiscernible from the grotesque noise of
slaughter. Townsfolk screamed and beasts bellowed, and the cries of
the dying rang through the streets. He huddled there for minutes
trying to breathe quietly when a gurgling voice softly called out his
name. Opening his eyes, he looked toward the sound.
Holden. Help me. Lying half in the dirt road where hed been
dragged, his chest a ruin, Wyatts mouth bubbled with blood. His
70
tone was flat, his words thick. His fingers twitched in the dirt as he
weakly reached for Holden. Help me.
Holden clenched his eyes shut again and bit hard on his fist to stifle
the sobs that wracked his body. Pulling his shoulders tight and his
knees to his chest, he wept for his dying friend.
Help me, Holden.
Hours after Wyatts pleading stopped, hours after the last strains of
dying that echoed through the town fell silent, Holden crept out of
hiding. The heat of the day had been replaced with the biting chill of
a clear night. Only the dying coals of the charred buildings nearby
gave any warmth. A flattened shop on his right had collapsed under
the three-ton weight of Divot, the towns run-down laborjack. Divots
hull had huge rents in its plating and its left arm was twisted off,
spilling a pool of hydraulic fluid and oil into the street.
Looking out for signs of danger, Holden approached his fallen friend.
A sudden noise made him freeze and jerk back toward his hiding
place, but it was only a support beam collapsing inside one of the
burned homes. Biting his lip, he continued on to Wyatts side. Wyatt
lay near a tangle of other corpses whose chests had been ripped open
and something torn out, leaving deep and bloody voids. Only Wyatt
had been saved from the bloody work: the wound in his chest ruined
whatever prize the creatures were after.
Wyatts eyes were unfocused and his face ashen, lips parted slightly
from the last time hed called for help. Holden knelt down, closing his
dead friends eyes. Then he drew his rifle from Wyatts stiffening fingers
and rose to take tentative steps toward town. His shoulders were tight
and his grip on the weapon tighter as he moved into the street.
Hello? he breathed, his voice hoarse and cracking from rawness.
He took a few more steps forward and whispered again, a little
louder this time. Anybody there?
He was waiting for a response when a crow cawed from atop a
nearby roof. The harsh, barking sound made Holden freeze in the
street. The bird hopped to the edge of the roof and cocked its head,
regarding the pile of corpses with one glossy black eye.
Dont you dare, he whispered. He made a shooing gesture with
the barrel of his rifle, and the crow flapped away toward the center
of town.
Once the bird was gone, Holden made his way to the noiseless main
road, stepping around bodies. Ahead, his path brought him to The
Chant and Cup, a common house, facing the barber-surgeons on the
left side of the street and the mine foremans office across the way.
As he walked, he fished into his coat pocket and pulled out a handful
of waxed paper cartridges. A few tumbled from his fingers to land
near another corpse in the street. Swallowing hard, he left them there,
trying not to look at the dead womans accusing face. He slipped the
others into leather loops on the rifles stock. He tried to load his rifle,
but his fingers slipped and he lost another cartridge trying to feed it
into the open trap door on the back of his weapon.
This time, he stooped down to pick it upthis one hadnt fallen near
anyones corpse. Cursing under his breath, he blew dirt and ash off
the cartridge before slipping it home and locking the breech with
a soft click. He was ready to begin his search again when the crow
uttered a series of sharp calls, three short croaks like a mocking laugh.
Looking up, Holden spotted the crow perched atop the foremans
office. Shapes moved in the shadows of the shattered front door of
the office below it; three of the bestial men crouched in the shadows
of the building, messily eating something fleshy and man-shaped.
Holden held his breath and started to retreat when one of them
ripped away a hunk of meat with a jerk of its head, the gory and
ugly face now fully visible in the moonlight. The two of them locked
eyes for a moment, Holdens wide in fear, the things narrow with
rage. Throwing back its head, the thing uttered a guttural noise that
pitched into something like a howl.
Oh, god.
Holden bolted. He sprang for The Chant and Cups door, hurdling the
hitching post out front. The three things inside the foremans office
left their meal and came howling after him, crude melee weapons
appearing in their hands. Once inside the common house, Holden
juked to his right as his pursuers smashed through the shuttered
windows facing the street. They crashed into the upturned tables and
chairs littering the main room, struggling to get free of the clutter.
Holden leapt over the bar and shouldered through a sagging door
into the kitchen and from there into an alley that ran behind the
common house. His pursuers raised a terrible clatter as they barreled
into the kitchen behind him. Holden sprinted south down the alley,
chanting prayers under his breath as he passed the backsides of the
towns familiar buildings.
He took a hard left at speed into a narrow gap between buildings,
barely wide enough for him to run down. The sound of his footsteps
changed from the flat slap of packed dirt to a hollow wooden
thudding as he ran from the alley dirt to planking toward a railing
that crossed his path on the other side of the gap.
When he looked over his shoulder to see if the pursuers were catching
up, his boots struck one of the wooden boards and tangled up, tossing
him gut-first into the railing and knocking out his wind. He nearly
pitched over the side of a raised boardwalk built on the second level
of the carpenters shop into a steep valley on the southwest edge of
town. A simple crane was affixed to his left, holding a payload of cut
timbers in open air.
The sound of the creatures chasing him grew louder. The first
followed Holdens path, trying to squeeze its way through the alley.
A second jumped for the roof of the shop. Holden swallowed hard,
his throat clicking, and climbed onto the railing. Clenching his hands
into fists, he jumped as far as he could.
He landed on the load of timbers dangling from the crane and hauled
himself up. The thing in the alley clawed at the walls and snapped
its jaws trying to reach him. The one on the roof bounded forward,
raising its weapon to pick him off his perch. Swaying crazily on his
line, Holden whacked the belaying pin that held the thick rope in
place with the butt of his rifle.
Nothing happened.
With a scream of rage and panic, Holden smashed his rifles stock against
the pin again, and it snapped free with a loud crack. He fell in a shower
of logs as the creatures broadaxe sailed through the air overhead.
Holden hit the ground hard, wrenching his right ankle, and began
to tumble down the slope of the valley to the trees below. Bouncing
timbers rained around him as he crashed to a halt at the edge of the
trees. In the darkness above, his pursuers snapped and growled as
they broke off their chase to tear down the alley past the carpenters
shop and toward the southern edge of town.
71
Yep, next stop, Corvis. Then its on to the front! Brinns sure were
joining up with Lord General Strykers army! Can you imagine? Rogers
beamed with pride as he spoke. The shorter, chubbier man behind him
pushed forward to look at Holden as the line shuffled forward.
72
Holden looked over his shoulder to where the creature had snatched
the old man and back to the sergeant. He stammered uselessly trying
to find his response.
The sergeants assistant with the ledger hovered his pen above the
page, waiting to see if he should add Holdens name. He began slowly
pulling it away. Before Holden could find his words to come up with
any excuse why he should be allowed to the safety aboard the train,
the man named Rogers reappeared at the train cars doorway peering
over the sergeants shoulder.
I think you hit the ticker twice when I stepped on, sir.
The sergeant glowered at Rogers and lunged forward until their
noses were nearly touching. You think Im simple, son? That I dont
know my own business?
No, sir.
See you dont! The sergeant turned to Holden and barked for the
young man to take a seat aboard the train. At first Holden didnt
move, still agape and uncertain.
Rogers extended his hand with a grin. You coming, kid?
Holden stared at the hand, still unsure, until the unpleasant calling
of a crow echoed from the distant trees. The noise snapped him to
action. He jumped aboard the train as the sergeant angrily stuffed the
counter into his pocket and bellowed forward that all were counted
and aboard. Another man picked up the cry, and another, until
the engineer rang a bell to signal his readiness. The train whistled
again and pulled forward, picking up speed. The men in the train
car started to jabber at one another, smoke noxious cigars, or stare
blankly ahead. Some of them looked reluctant to be aboard, but most
had a cheerful air about them as they shouted raunchy songs that
frequently rhymed red with dead.Holden stumbled along the
cramped walkway of the train car until Rogers grabbed him and
pushed him down onto a bare wooden bench, pressing Brinn against
the window to make room. They talked, but Holden didnt listen.
Instead, he pressed himself into the seat as tight as he could, closed
his eyes, and choked back his tears.
The train moved north to war.
73
thekingmakersarmythemeforcemagnusmercenariesbastardson
Theme Force
74
When they reached the front Julius saw they had come
head-to-head with something of a mirror of their
own forces. The other column comprised Steelhead
mercenaries akin to their own, predominantly riflemen
and pikemen. At the fore was a large man also in
Steelhead attire, seated astride a large warhorse. He was
heavily armored but wore unconventional gear. Strapped
across his back was a massive greatsword in the Caspian
style, one with a wide blade perforated along its length
with holes. His armor padding beneath his plated mail
was green, and altogether both
his armor and his
thekingmakersarmythemeforcemagnusmercenariesbastardson
75
thekingmakersarmythemeforcemagnusmercenariesbastardson
Army Composition
An army made using this theme force can only include the following Mercenary models:
Captain Bartolo Montador
Captain Damiano
Kell Bailoch
Drake MacBain
Magnus warcasters
Dirty Meg
Steelhead models/units
Croes Cutthroats
Special Rules
This army can also include Cygnar Long Gunner and Trencher Infantry units. These units are
considered to be friendly Mercenary units instead of Cygnar units and can include attachments.
For every full 20 points of units in this army, you can add one solo to the army free of cost.
Warrior models/units in the army gain Feign Death. (A model with Feign Death cannot be
targeted by ranged or magic attacks while knocked down.)
Greygore Boomhowler & Co. gain Ambush. (You can choose not to deploy a unit with Ambush
at the start of the game. If it is not deployed normally, you can put it into play at the end of any
of your Control Phases after your first turn. When you do, choose any table edge except the
back of your opponents deployment zone. Place the unit with Ambush completely within 3 of
the chosen table edge.)
76
GRANDMASTER
PAINTING COMPETITION
Smogcon Edition
Lock & Load GameFest and Gen Con arent the only conventions that host Formula P3 Grandmaster Painting Competitions.
SmogCon in the UK recently joined the ranks of official painting competitions, and its painters came out with guns blazing. Check
out the winning entries here.
Bronze
Andreas Graae
Silver
Simon Besombes
Bronze
David Berggren
Bronze
Kev Martin
77
Silver
Mark Smith
Silver
Andreas Graae
Bronze
Jon Mihr
Bronze
David Berggren
78
group Category
Bronze
Jacob Graham
Bronze
Andreas Graae
79
Rough Terrain
By Adam Oligschlaeger
Writers, producers, and directors spend hours and vast sums of
money on backgrounds to immerse audiences in their stories. When
we think of some of the most iconic movies and books, the settings
often elicit an emotional response from us before the actors even
take the stage. Terrain in our games tries to do the same thing
to immerse the players into the unfolding story. Picture the Tharn
Bloodtrackers weaving in and out of the forests, stalking their prey,
or a trencher commander taking cover behind the ruins of a building
while under heavy fire. Images and sounds immediately spring
to mind as your characters go to war. It is easy to lose sight of the
evocative entertainment that well-crafted terrain can conjurer and
instead focus only on the way the terrain can affect gameplay. But
just like the backdrop of a movie, terrain can inspire your gameplay
to new heights, restore passion to your gaming, and even become an
extremely enjoyable hobby in its own right.
This series will take you through the process of creating a whole
tables worth of terrain from start to finish. It will include explanations
for beginners and useful tips for veterans to help set your own stage
for the battles raging across the Iron Kingdoms.
80
Basic terraining
Whenever you plan to create a new piece of terrain, set aside some
time to identify your constraints and the terrain pieces purpose. This
design process will help you complete the project and be motivated
enough to start another. Its important to know that creating terrain
to serve more than one purpose can be extremely helpful for those
with limited storage space, time, and materials. One of the easiest
projects to create with this idea in mind is a piece of rough terrain that
can also act as the base of a forest. Rough terrain represents a patch
of land or area where normal travel is impeded by the landscape.
The elements should visibly show potential impediments but remain
friendly for model placement and general play.
In the first part of this article, we look at creating a piece of rough
terrain with attention to details that will make your terrain piece
stand out. In the second part, we show you how to create some
amazing trees that will turn your rough terrain piece into a useable
forest. For this project, we will create a general woodlands setting to
keep the piece more universal. With a bit of effort, however, you can
use these tricks to match your own table or basing schemes.
Getting Started
Planning & Design
The types of terrain pieces you have on the table can greatly affect the
course of a game. In general, terrain should be a tactical part of the
experience, but it should never unbalance a game so much so that a
player has a negative experience because of it. The Steamroller rules
document recommends using terrain pieces between 3 and 6 in length
and width, so keep that in mind if you intend to use your terrain for
tournament play. Still, size is just one of the things to keep in mind when
designing terrain. Also ask yourself how it will interact in the game.
Further, making a materials list, jotting down any notes or ideas on what
works or doesnt work, and keeping track of useful tutorials will also
make the overall job easier.
How you layer elements onto your terrain piece is extremely important
in developing a sense of realism. Randomly placing elements with no
forethought can be disruptive to the piece and cause unforeseen eyesores.
Be careful not to make natural pieces too symmetrical or evenly placed,
as nature rarely looks as laid out as a golf course! In a natural setting, any
event left undisturbed falls into a sequence of deposited layers with the
youngest layer on top to the oldest on bottom. For example, if a tree falls
over, it will most likely land with force, driving part of the tree into the
ground. Over time, layers of soil, moss, and grass will further surround
the log as wind, water, and other natural elements work around it. If you
want the tree log to look older, surround it with a higher level of ground
effects; if you want it to look as if this tree fell recently, make sure that
the majority of the log is on top of the ground, possibly with crushed
grass underneath it.
Tools list
Coping saw (or other method to cut the MDF base)
Miter box (a rectangle shaped tool guide to enable a
saw to cut miter joints at the desired angle)
Formula P3 Hobby Knife
Formula P3 Cutting Mat
Hobby saw
Materials
All of these materials can be found at craft stores, DIY
stores, and in nature itself.
1/8-inch Medium
Density Fiberboard also
known as MDF (large
enough for the base)
Patching compound
Selection of
playground bark chips
Static grass
Whenever you decide to make terrain, you should start with this process
to create your base. First, draw your footprint in a bright contrasting
color on your MDF piece. Try to use soft slopes and curves to maintain
a more natural appearance, one more pleasing to the eye. At this stage,
I also try to sketch in elements I know I want the piece to include; in
this case, fallen logs, scrub brush, and other woodland elements will not
only add to the appearance of rough terrain but will also serve as a great
forest base when neededhello, versatility! This process of sketching
ties in with pre-project planning and helps lay out visually what it is you
are trying to do. Experiment with elements and lay them out in different
ways. A few minutes of preparation can save you hours of fixing errors!
To use the coping saw, secure the MDF base to your work area with
clamps or an extra set of hands. You want to prevent the piece from
moving while you cut.
1) Begin cutting with a focus on power with the up-pull and
direction and alignment on the down-push.
2) Gently curve the blade while pulling up to change the direction
of the cut to match your design.
3) Continue until you are finished cutting the piece completely.
Go slowly and dont be afraid to start cuts in other places to keep
your cuts and the project steady.
If you are using a power tool or other cutting device, be sure to cut wide
when needed. Remember to go slowly; rushing with tools is the fastest
way to hurt yourself. Several companies, such as Broken Egg Games,
can also laser-cut MDF templates for you to help speed up the process.
Once you have a general shape, use your sandpaper and utility knife
to carve and sand a beveled or chamfered edge on your base. This
will help keep models a bit more balanced. Make sure to check for
jagged or odd edges, and use this time to remove or sand them as
well. This will make the piece look better on the table.
basic terraining
81
Use real twigs and sticks for your logs! Always be on the lookout
for a twig with good texture and shape to use in terrain building
and basing. The fallen logs for this terrain piece will be made to look
like older fallen logs. (This is purely a preference, but remember: the
deeper into the ground the logs are, the easier it is for a model to
stand or be placed on it.) In order to accomplish this older log look,
the logs must be cut in half lengthwise and placed on the MDF base
before adding the groundwork. This way, the groundwork will cover
the sides appropriately and not looked forced or squished. Heres
how its done:
1) First sterilize and dry out the twigs and sticks by baking them in
the oven for around an hour at 220250 degrees. Keep an eye on them
and watch for any potential burning!
2) Cut the sticks you have selected to be logs so the pieces lay flat on
the base when gluing. To cut the sticks, use a hobby saw and miter
box, a sharp knife, or a power tool. Go slow here or else you might
ruin the logs. The more you cut off the log, the longer it will seem to
have been there. Be careful not to go overboarda log can quickly
start looking like a large root.
3) If necessary, sand the bottom of the wood to make sure its surface
is smooth and flatthis maximizes the glue points. Try placing the
pieces in different combinations until you are happy with the look.
Then, glue your logs to the base with super glue.
Mossy Stone
Tree Stumps
82
Basic terraining
Sprawling Roots
There are many ways you can create roots, depending on your project.
Real dried roots can work well for terrain projects. A little bit of research
and a sharp eye can help you find some great useable pieces. With the
amount of wear and tear this piece will likely see, creating your own
roots using the following method will give you a more durable result.
Unlike the logs and stones and stumps, roots can be added before and
after the ground layer, depending on the look you are trying to achieve.
They can be sprawling out from under the rocks or logs or connected
to your stump. This just takes a bit of modeling putty.
1) Twist smaller gauges of wire together to make a base for thicker
roots, and let the ends sprawl away.
2) Bend the wire so it appears to curve in and out of the ground.
When we add our groundwork later, some of the roots may be
intentionally covered to create a sense of depth. Roots will be
thicker at the base, and as they spread out, they become thinner
and thinner. To create this thickness, you will need to use putty.
3) First roll the putty into a sausage shape. Using your forefinger
and thumb, apply this putty to the larger sections and connection
points. For more visually interesting roots, cover the wire with a
variety of gnarls and bulges.
4) Scrape in a wood grain texture just as you did before for the
stump; use a hobby knife or sculpting tool to make large, uneven
lines. Masking tape may also be used for this; wrap and press the
masking tape closely to the wire strands. The texture of the tape
can be left as is or you can score it with a hobby knife to add a grain
effect if desired.
5) Press the roots into the groundwork if laying it on top of
groundwork or fill groundwork in around it. Make sure the
root points all sink into the ground and lay flat on the piece.
Practice this a few times and dont be afraid to add a little more
groundwork or putty to make it work the way you like.
basic terraining
83
Groundwork
84
Basic terraining
Painting
Paint
Battlefield Brown
Hammerfall Khaki
Morrow White
Black Primer
Iosan Green
Rucksack Tan
Bloodtracker Brown
Ironhull Grey
Trollblood Highlight
Jack Bone
Umbral Umber
Greatcoat Grey
Basic Ground
In the areas where you want the wood to be exposed, use Rucksack
Tan or Jack Bone for the basecoat. You may want to add a thin wash
of Battlefield Brown to these areas when done.
basic terraining
85
Use Greatcoat Grey for the basecoat. Next, drybrush Ironhull Grey
and then Trollblood Highlight. Finally, drybrush the rocks with a thin
layer of Menoth White Highlight and a light dust of Morrow White.
Moss on Stone
Water down Iosan Green with water (1:1 mix) to make a wash. Apply
a thin coat to the recesses of the stone. Then lightly cover the entire
stone with it.
Sawdust Flock
This material is made from dyed sawdust and has a specific texture
that makes an excellent first layer of groundcover to build up a sense
of depth to your groundcover plants.
1) Place watered-down PVA glue in splotches across the piece. Be
sure not to cover any larger rocks/stone, logs, stumps, or roots,
and leave a bit of painted ground visible.
2) Sprinkle the sawdust flock directly from a container. Do not
pinch it out by hand, as the moisture, oils, and pressure from
your fingers can cause it to clump.
3) After letting the project sit for 20 seconds or so, dump the extra
flocking still on the project onto your cutting mat or piece of
paper to collect and save for later use.
4) Be sure to let it dry completely before moving on to the next step.
86
Basic terraining
Static Grass
Foam Foliage
Finishing Touches
When the project is completely dry, make a few light drybrushes across the visible flocking layers using varying shades of green, yellow, and
brown. Be sure not to overdo it or to accidentally drybrush the other elements. As a last step, seal the whole project with matte varnish and
or Dullcoat aerosol sprays.
Wrapping It Up
You have now sculpted and wrought your own piece of rough terrain that, with the addition of a few pre-manufactured trees,
can easily be used as a forest. You can purchase ready-made trees online or from your local craft stores. Just glue the trees to
40 mm or 50 mm bases for easy placement, and arrange them on your new piece of terrain. In the next article, we will show
you how to create a few trees from scratch using several different methods.
basic terraining
87
Skirmish in the
Graveyard of
Forgotten Souls
Special Rules
Victory
Conditions
88
Historical Scenario
Cygnar
Mercenaries
Ace
Minuteman
Nomad
Sentinel
Oren Midwinter
Charger
Rangers
2016 v1
JULIUS RAELTHORNE
VERNOR
JULIUS
2016 v1
14 11
MILITARY RIFLE
1
15 15
BLUNDERBUSS
10
11
KNIFE
12
MECHANIKAL SWORD
RNG
0.5
POW
P+S
RNG
MODEL ES DAMAGE
POW
P+S
12
MODEL ES DAMAGE
JULIUS RAELTHORNE
MECHANIKAL SWORD
Damage Type: Magical
Historical Scenario
89
Peace of Mind
By Aeryn Rudel
Valkar rubbed his hands together and shivered. The sun was
sinking on the horizon, and the tolerable cold of the day was
giving way to the unbearable chill of the long winter night. His
watch didnt end for another two hours, and he looked longingly
back through the gates of Baram Fort toward the light and noise
coming from the barracks. He shook his head and turned his
gaze back to the small winding road that led up to the fort.
Warmth and food would have to wait. Although the High Shield
Gun Corps stationed at Baram Fort was not exactly known
for following the rigid guidelines set forth by the Searforge
Commission, Captain Blackheel considered dereliction of watch
one of the few intolerable offenses.
Drinking while on duty, fortunately, was not on the captains
list of punishable activities. Ecken, Valkar said to his fellow
guard, a much younger dwarf standing on the other side of the
wide gate. Give me a swig of that. These old bones are aching
something fierce.
90
Peace of Mind
Ecken had been dozing on his feet, a skill at which he was quite
accomplished. The young dwarf came awake with a start and
fixed Valkar with a hazy stare. Wadja say, Valk?
I said, gimme a swig of uiske.
Ecken looked down at the battered metal flask he had been
clutching to his breastplate and smiled. Sure, Valk. He walked
across the short space between them, swaying slightly. He was
drunk, as he often was, but not falling-down drunk. Yet.
Ecken held out the flask. Valkar reached for it, but before he
could take it, Ecken dropped it. He stooped to retrieve the
container, and his helmet tumbled from his head, revealing
the massive scar that ran above his left ear. The surgeons had
removed a portion of Eckens brain after a Khadoran bullet had
plowed through his skull. The hair hadnt grown back over the
terrible wound.
Valk grimaced. Ive got it, Ecken, he said, as he gently raised
the young gun corps private to his feet. He bent down and
Valkar looked down the narrow road. It was a nameless and littleused trade route that ran from the Rhulic city of Drotuhn and
climbed through the Thundercliff Peaks, eventually connecting
to Hellspass, the more conventional route for traders traveling
between Khador and Rhul. Fort Baram was positioned to guard
this all-but-forgotten route from the few travelers and merchants
who used itmostly to avoid the steep tolls of Hellspass.
A large wagon pulled by two huge Khadoran draft horses was
rumbling toward the fort. The driver wore a heavy black cloak with
a hood, and eight men in chainmail hauberks with axes on their
belts and rifles over their shoulders walked alongside the wagon.
Valkar frowned. Hed never seen a wagon so heavily guarded
pass through Baram Fort, and something didnt feel right. He
glanced back through the gates; there were a few other dwarves
moving about in the yard, on duty, and two or three more
manning the walls, but they were coming up on a watch change
and most of the troops were in the barracks.
Let me do the talking here. All right, lad? Valkar said. Ecken
nodded and took another drink from his flask. And put that away.
The wagon drew to a stop about twenty feet from the gate. It
was Valkars and Eckens jobs to speak with all those passing
through the fort and to check their goods for contraband. Valkar
picked up his shield, a heavy square thing with a notch at the top
where you could rest a rifle, and walked toward the wagon. His
breastplate and chainmail felt heavier than usual, and his joints
ached with every step. Ecken followed him.
Good day, friend, the driver in the wagon called down in
passable Rhulic.
Valkar looked up at him, seeing a weathered, bearded face and
intense cold blue eyes that glinted like chips of ice from the depths
of his hood. Whats your business, and where are you headed?
Valkar asked, beginning their standard line of questioning.
I am a dealer in exotic animals, and I purchased one of your
famed white bears from a trainer in Drotuhn. The man looked
back at the payload of his wagon. There were three iron cages
there, covered in a tarp. The bars were rimed with ice. We are
traveling back to Skirov, where I run a popular menagerie.
Valkar nodded. Bear, huh? Hed visited Drotuhn on many
occasions, and they were known for quarrying stone, not
training dangerous beasts. Why are there three cages?
The Khadoran merchant smiled. I was hoping to buy a few
other beasts, but the deals fell through. Two are empty.
Valkar looked over at Ecken. The young dwarf was standing
on the other side of the wagon, closer to the cages. His brows
were furrowed in puzzlement. I dont smell bear, Valk, he said.
Ive smelled them before. Something stinks over here, but its
not bear.
The Khadorans guards had moved closer, four on each side of
the wagon. Their faces were hard, weathered, experienced. They
were professional fighting men.
Do you have a bill of sale? Valkar asked. He could feel the
tension in the air. Something was very wrong here, and he felt
exposed, vulnerable. He had a horn at his belt that he could
sound to alert the fort of an attack, and his hand crept down to it.
Of course, the Khadoran said. He rummaged through the
inside of his cloak. It took a little too long, and Valkar felt his
hand drifting down to the haft of his axe. But the Khadoran
produced nothing more threatening than a thin sheaf of papers.
Peace of Mind
91
92
Peace of Mind
Rage flowed through his body, and its heat steadily burned
away the fog in his mind. He could feel the humans alchemical
tranquilizer fading, like a melting iceberg. He would soon be
free. The sounds of combat erupted outside his cage, and the
cephalyx was pleased. His enemies would be distracted, long
enough for him to regain full control of his abilities. He gathered
all the mental force he could muster and pushed against the
poison restraining him, hastening its dissipation.
Soon.
Valkar climbed to his feet, his legs feeling like they were frozen
solid. Ecken had gone down, and he feared the young dwarf had
been killed, but he had more pressing concerns. He could hear the
dwarves in the fort behind him responding to his horn. The sound
of many voices and the clatter of armor drifted through the gates.
One of the Khadoran thugs was bearing down on him. The man
was big, maybe twice Valkars height, and he was swinging a
two-handed axe. Valkar brought his shield up and the heavy axe
cracked into it, biting deep into the top edge. This is just what
Valkar had wanted. He let go of his shield, and his opponent had
ten pounds of iron and wood dangling at the end of his nowuseless weapon. The human tried to pull the axe free, but Valkar
unlimbered his carbine with practiced ease and shot the man
through the chest, the heavy dwarven slug ripping through his
chain mail and shredding his heart.
Loud cursing in Khadoran drew Valkars attention back to the
spellcaster Dima Glukhov. The Khadoran had jumped down
from the wagon and was holding a single-bitted war axe in his
right hand, its head encircled with runes. Glukhov was heading
for Valkar, and a ring of azure light was forming around his fist.
Valkar backpedaled, heading toward the open gate. He knew the
Khadoran spellcaster would easily kill him. The loud cracks of
dwarven carbines sounded behind him, and he heard one voice
rising above the din. What in the name of Ghors bleeding ass
is going on out here?! Captain Blackheel had a drill instructors
volume, and everyone turned in his direction. Looming beside
him was his second, Murgan. The ogrun was armored head-totoe in chain and plate and had his warcleaver and shield in hand.
A line of gun corps riflemen had formed before the dwarven
commander, and they parted to let Valkar through. Glukhov was
standing in front of his wagon, his men around him. The spell
runes had disappeared.
What happened, sergeant? Murgan asked as Valkar drew near.
We were checking their goods, and they attacked. One of em
knocked Ecken down. Hes still out there.
Captain Blackheel grunted in irritation. Then he settled his helmet
on his head, hitched his breastplate into a more comfortable
position, and took hold of his axe. He stepped through the line
of dwarven riflemen, his face a black cloud of anger.
Alright, you bloody Reds, he began, looking directly at
Glukhov. You can lay down your arms and tell me why you
attacked my boys, or I can give the order and shoot you until you
stop twitching. Whatll it be?
The captain was black-tempered, surly, and frequently drunk,
but he was also one of the bravest dwarves Valkar knew, and he
was a skilled battle leader. Hed always meant to ask the captain
how hed ended up at Baram.
Peace of Mind
93
Uncharted
Part One
By Steen Comer, Josh Coln, and Tim Simpson with Matt Goetz
Art by Carlos Cabrera, Luis Gama, Mariuez Gandzel, Nikolay Georgiev, Nstor Ossandn, Mateusz Ozminski &
Andrea Uderzo
Iron Kingdoms Uncharted is a series of articles detailing the pirates life on the Meredius. With in-depth information on
the history, harbors, ships, sailors, and perils of life on Immorens seas, this series delves into new content useful for both Iron
Kingdoms Full Metal Fantasy and Iron Kingdoms Unleashed roleplaying games. The first installment looks into the history of piracy
in western Immoren and takes a closer look at the seas, ports, and sea dogs found in Cygnar, the jewel of the Iron Kingdoms.
94
A Pirates Life
History of Piracy
Early pirates were armed with the weapons of their age,
attacking with javelins, arrows, and spears. As weapons
became more sophisticated, these sea reavers adapted
their fighting techniques to the armaments of their age.
From early firearms and cannons to the advanced military
technology of current armies, pirates have always tried to
outfit themselves with the best weaponryusually through
successful raids on more heavily armed vessels. As their
power grew, they preyed on larger and deadlier targets and,
in turn, gained better weapons and more valuable cargoes.
In time piracy evolved from a time of simple theft for
subsistence to the era of the professional piratemen and
women who not only survived on the prizes they took on the
sea but earned a profit by hunting the ships of independent
merchants and rival nations alike to sell those cargoes for a
tidy sum.
95
96
97
Pirates and
Privateers
Piracy is illegal in all of the Iron Kingdoms. Those captured
for the crime of piracy are usually hanged on an execution
dock by members of the naval authority, their bodies
displayed in gibbets lining the docksides of major port cities.
Though piracy is against the law in every mainland kingdom,
there is a nebulous classification of sea robbery that falls
entirely within the purview of law: privateering. A privateer
is an armed privatethat is, non-militaryvessel that sets
out to commit piracy, or take prizes, of legal targets. The
nature of these targets is determined by a letter of marque
and applies only to the governing body that issues it.
A hazy distinction exists between pirate and privateer
in western Immoren. A number of wanted pirates call
themselves privateers, and some produce convincingly
forged letters of marque. Equally common, authorized
privateers often dabble in a little lucrative piracy and try to
disguise these misdeeds by selling their stolen booty on the
black markets.
The distinction between labels carries significant legal
repercussions. A legitimate privateer captain bears a letter
of marque, also known as a reprisal and privateering
commission, that authorizes him to conduct acts of
aggression against vessels of hostile foreign powers,
including seizure of ships and their cargoes. Privateers
captured by enemy navies can expect treatment as prisoners
of war rather than immediate hanging as pirates. When
interacting with authorities of Khador, Ord, or Cygnar,
privateers have better odds of survival and greater
opportunities to plead for freedom, though the Protectorate
of Menoth and Cryx afford few such opportunities to
privateers captured in their waters.
Ownership of a legitimate letter of marque does not
guarantee safety, depending on the political climate. Some
privateers find themselves cut loose during the transition
from one sovereign to another.
The authority given to certain trading houses blurs the line
between pirate and privateer even further. The trading
houses are given a number of letters of marque that bear
the official seals of their nation, and the traders are given
authority to dispense them to whomever they please. On
occasion, a naval officer will capture a pirate ship only to
discover that it and its crew bear the full legal authority of
his nation and by law must be let go.
98
Cygnar
As the jewel of the Iron Kingdoms, Cygnar tries to maintain
an air of legitimacy when dealing with privateers while
simultaneously maintaining some of the strictest laws
against piracy in western Immoren. By the letter of the law,
the distinction between privateer and pirate is clear: only
those captains and vessels issued an official letter of marque
may legally seize, detain, and confiscate items from a ship
suspected to be an enemy of the Crown and her interests.
This is also true for privateers in the service of the Mercarian
League, and any ship attempting such activities without
official sanction is considered to be crewed by criminals and
is subject to penalties under the law.
Nevertheless, in reality, this line can become blurred, as it
is common practice for alleged pirate ships to be hired by
the Royal Navy and Mercarian League as mercenaries for
individual missions. Furthermore, certain disreputable
ships receive pardons or even a letter of marque through the
use of backroom deals and promises, but such corruption is
difficult to trace and even harder to prove in a court of law.
Cygnars seas abound with sailors who live in the uncertain
space between legitimate privateers who serve the interests
of king and country and miscreant pirates who prey on their
countrymen as often as the ships of rival nations.
The letter of marque stands as one of the most honored
traditions in the Cygnaran military, going as far back as the
founding of the Royal Navy. This honor, bestowed upon only
the most proven and trusted ships, is seen as both a sign
of favor from the Crown as well as a major responsibility
to uphold. While any ship can apply for this commission,
only proven vessels are truly considered for acceptance. The
competition for Cygnaran vessels to earn their marque is
fierce, with many ships volunteering for dangerous patrols
alongside navy scouting vessels or to protect shipments that
must venture close to known Cryxian waters.
The ways a ship can serve the Crown are many, but nothing
can guarantee an eventual letter of marque; it is not unheard
of for ship captains to spend years trying to gain favor, only
to have their ships and crews to end up at the bottom of the
Meredius for all their trouble. The Naval Auxiliary Board,
led by Vice Admiral Cassandra Mormont, oversees both the
issuing of marques and the handling of all privateer affairs
from its headquarters in Mercir.
Once a ship receives a letter of marque, its captain and
crew become commissioned privateers and are considered
members of the naval auxiliary, subject to all protections
and obligations therein, as well as receiving the privilege
of attacking and seizing enemy vessels and their cargoes
for sale and profit. Officially, Cygnar prides itself on strict
oversight of its privateers, holding them to a high standard.
Any privateers abusing their commission may have their
marques rescinded and face possible jail time. It is not
easy keeping track of all privateer activities, however,
as Cygnar boasts the largest stretch of coastal shores in
western Immoren. Many crews, far from the oversight of the
99
Cygnaran Ports
Clockers Cove
Services
Black Anchor Heavy Industries: This factory is perhaps one
of the largest and most notable in Clockers Cove. Once the
premier shipwright of the cove, Black Anchor has gradually
shifted production over to the manufacture of warjacks.
It is the largest privately held warjack factory in the Iron
Kingdoms, and it focuses production on jacks for privateers,
mercenary companies, and private individuals. Black Anchor
also provides retrofitting for sailing vessels to upgrade them
to steam-and-sail hybrids, combining its new expertise in
steam-engine production with its tradition of fine shipcraft.
100
Locales
Clockers Cove Library: Another noteworthy and peculiar
locale is the Clockers Cove Library and the unseemly
number of sailors and pirates who enter its doors weekly.
Apparently there is a story passed on by many Cygnaran
seadogs that one of the founders of the town, Hegan Westlor,
the self-styled pirate admiral, hid several clues within the
library that lead to a map containing the locations of several
cargo-filled shipwrecks and caches of buried treasure
scattered across the gulf of Cygnar. Whether there is truth
to this tale or if its merely sailor talk is unknown, but most
of the librarys staff are amused to see so many illiterate
pirates meander among the halls of the library, at least until
a frustrated seaman begins ripping pages out of books and
they have to call the local authorities.
Exotic Oddities: This notable shop offers difficult-to-find
luxuries and curios from all around western Immoren.
Everything from Iosian mechanika to Orgoth relics and
ancient tomes can be found there, and its Rhulic proprietor,
who only goes by the moniker Vystral, will dazzle any
non-human customer within earshot with exuberant tales
of how he came to possess each unique item. Why he
seems to generally dislike humans is unknown, but rumors
suggest that several organizations such as the Fraternal
Order and even the Order of Illumination keep a close eye
on Vystrals wares, to the point that the shop occasionally
closes while Illuminated ones question the owner about his
newest acquisitions.
McCreevys Rest
101
Services
Arms & Weaponry: Over the course of its history,
McCreevys Rest has repelled more than a few attempts by
the Cygnaran Navy to take back the island. While the pirate
control of the island is a black mark on the reputation of the
Southern Fleet, Cygnar can ill-afford to send a large flotilla
to deal with McCreevys Rest. To dedicate such resources to
the task could present an opportunity for a larger Cryxian
incursion, so the efforts to reclaim the prison island have
been limited. In each instance, the defenders inflicted such
damage upon the assailants that years lapsed between
attempts. As a result of the islands need for stern defenses,
it has developed a modest arms market. Small arms or
additional weaponry for ships can be obtained from the
Brotherhood of Coin, though most of their offerings are
of Cygnaran manufacture, having been liberated from the
Royal Navy.
Slave Trade: The islands position between the Gulf of Cygnar
and Blackwater has granted it a significant role in the regions
slave trade. While it is true that some slave ships simply
stop at McCreevys Rest to resupply midway through their
travels, for many others the island has become their primary
destination for offloading goods. Rather than making the
trek to Cryx themselves, these crews sell captives to the
Brotherhood of Coin for a lesser rate. The slaves are then held
in one of the prisons intact cellblocks until resold to crews
willing to sail to Blackwater for a marginally higher price.
Locales
Cellblocks: The primary function of the cellblocks on
McCreevys Rest are to hold those sold to the Brotherhood of
Coin until they can be resold to other pirate crews bound for
Cryxian ports. With the booming slave tr ade, conditions are
overcrowded, and the meager rations provided to prisoners
by the Brotherhood are often cause for violence among the
captive population.
Central Prison: What formerly served as the wardens office
and guard quarters of Abernathy Penitentiary is now the
headquarters for the Brotherhood of Coin. The Brotherhoods
leader, Quintin McCreevy, can often be found here, though
he rarely grants audiences with outsiders.
102
Individuals
Quintin McCreevy: The current leader of the Brotherhood
of Coin, Quintin McCreevy is both a stern leader and shrewd
negotiator. On the shores of McCreevys Rest, his word is
law, and he has little tolerance for those who would test his
patience or authority. While members of the Brotherhood
remain loyal to Quintin, there have been recent rumors
questioning whether he is truly the descendant of Clint and
Jones McCreevy or if he is merely an imposter.
Scuttlebutt
True Blood
There are rumors in the Ordic port of Five Fingers and
at McCreevys Rest regarding the true bloodline of
Jones McCreevy. Some claim that Quintin McCreevy
is no relation to the family line and simply took on
the name, as leadership of the Brotherhood of Coin
must be passed to a blood relative of either of Jones
or his brother Clint.
There is a sailor living on Chaser Island in Five
Fingers named Tamm McCreevy who is suspected to
be a true blood relative. If Tamm is ever brought to
McCreevys Rest, he could destabilize the balance of
power there. Quintin is offering a steep bounty to
be reunited with his lost brother, but many believe
he wishes Tamm eliminated to secure his power.
Quintins opponents would like to see him replaced
with Tamm, thinking that the Ordsman would be
easier to manipulate than the strong-willed Quintin.
The Seas of
Cygnar
The Sea of a
Thousand Souls
The Sea of a Thousand Souls is a small stretch of the Meredius
that begins at the Sailors Lament and sweeps down to the
Cygnaran port city of Ceryl, where it meets the Wailing Sea
and the start of Cryxian waters. In cold months, fogs roll
over the Sea of a Thousand Souls from the moors of Ord
and northern Cygnar to blanket the sea, and ships plying its
waters must take care to avoid running aground.
The Sea of a Thousand Souls gets its name from the time
of the Orgoth invasion in the Battle of a Thousand Sails.
Fleets of Tordoran ships fought numerous battles against the
Orgoth, trying to repel them and keep them from landing
on their soil. Countless ships fought and sank to the bottom
103
Sailors Lament
104
2D6 Roll
Encounter
23
Unnatural Fog
Visitation
Piercing Wail
Visitation
10
Spectral Passenger
11
Ghost Ship
12
Unnatural Maelstrom
Eyewall Bay
Windwatchers Passage
Gulf of Middlebank
105
Deadsands Bay
106
Pirate
Characters
Pirate Career
Options
Smuggler (Thief)
New Abilities
In Plain Sight
Prerequisite: Deception 2
107
New Gear
Life on the Meredius is not easy. To help deal with the many
challenges of sailing, naval warfare, survival, and salvage,
the sailors of western Immoren must adapt or devise
specialized equipment. Every piece of gear must serve its
purpose well and must be durable enough to withstand
conditions on the water, simple enough to be repaired far
from port, compact enough to fit in a ships limited free
space, and light enough to avoid bogging down the ship.
Some gear is a simple modification of that found on land,
like the boarding axe or cutlass. A boarding axe is lighter
than most combat axes and is a useful multipurpose item
that can chop a fouled line or an enemys grappling rope,
crack open a keg, or cut through a bulkhead, but it also has
a sharp spike that gives it greater purchase on the wood
cladding of a ship. The cutlass is a simple blade but short
enough to maneuver through the tangle of lines aboard a
ship.
Some gear that is standard in the armies of the Iron Kingdoms
is rare aboard ships. Almost all armor is viewedrightly
soas an impediment and a drowning hazard. Simple
firearms are preferred over more complicated ones, since
they are more resistant to salt corrosion and are simpler to
repair if damaged. Sailors on independent ships wear simple
garments and carry little personal gear, and even the navies
of the Iron Kingdoms have modest amounts of personal gear
compared to their landlubber counterparts.
Last, some gear is hyper-specialized to perform a certain
nautical task. In some cases, this task is so obscure that those
who havent spent their lives aboard a ship have no frame of
reference for what the items intended purpose is, much less
how to use it. These items can be deceptively simple, like
the marlinspike sailors use to splice rope and loosen knots
stuck by seawater. Others are intricate and serve a critical
purpose, like the marine chronometer without which few
crews could ever find their way back to shore again.
New Armor
Diving Suit, Armored
Cost: 120 gc
SPD Modifier: 2 (on land only)
DEF Modifier: 2 (underwater) 3 (on land)
ARM Modifier: +7
Description: Used by salvage crews and treasure divers, an
armored diving suit is a waterproof canvas bodysuit covered
by plates of brass that protect the wearer. The suits helmet
is made of brass or copper and has multiple viewports of
thick glass. Copper-covered lead weights on the belt and
feet allow a diver to walk along the sea floor and maintain
a vertical position. While heavy and awkward on land, the
suit is easier to manage while underwater.
108
Boarding Axe
Cost: 10 gc
Cost: 20 gc
Attack Modifier: 0
Effective Range: SP 6
POW: 3
Extreme Range:
Skill: Pistol
AOE:
Boarding Pike
Cost: 10 gc
Skill: Great Weapon
Attack Modifier: 1
POW: 8
Description: Those who face the prospect of being
outnumbered in combat often carry a duckfoot pistol, a
pistol with three barrels arranged in a fanned configuration.
Commonly used by prison wardens to quell riots,
ships captains to defend against mutinous crews, and
caravan guards to protect against highwaymen, the pistol
simultaneously fires each barrel in a wide spray.
Special Rules: Reloading this weapon is a full action and
requires three charges of powder and three light rounds.
Attack Modifier: 0
POW: 5
Description: Early crews used the boarding pike to repel
enemies trying to come aboard their ships. Considered
outmoded in modern naval warfare, the boarding pike
sometimes sees use aboard poorer Idrian and Scharde ships
to keep enemies from coming aboard.
Grappling Hook
Cost: 5 gc
Skill: Hand Weapon
Attack Modifier: 1
POW: 4
Description: On the sea, grappling hooks are employed to
snag another ships gunwale or ratlines to prevent it from
escaping during a boarding action. Though seldom used as
a weapon, grappling hooks are sometimes employed as such
in desperate measures.
Special Rules: This weapons melee range is 4 during the
activation of the character wielding it.
When this weapon damages a target, after the attack is
resolved the character wielding it can spend a feat point to
push the damaged character any distance directly toward
the character armed with the grappling hook.
109
New Equipment
Diving Bellows
Cost: 35 gc (manual), 475 gc (steam-powered)
Description: A diving bellows is a large reciprocating pump
that uses large chambers and one-way valves to pump air,
used to feed oxygen to the heartfire of deeply submerged
steamjacks and provide breathable air to men in diving
suits. The air is pumped through double-walled, waterproof
canvas hoses with brass fittings that attach to the bellows on
one end and either a diving suit or steamjack air intake on
the other.
Antiquated diving bellows are hand-operated and tiring,
requiring a crewman to manually pump air down the line.
More modern versions are steam-powered and can function
for hours on a modest coal load.
Special Rules: While it operates, a diving bellows produces
enough air for up to five characters or one steamjack
attached to it. Operating a manual diving bellows requires
a character to pump the bellows. During this time, the
character can perform no other actions, or the flow of air
cuts off. A steam-powered bellows can operate as long as it
has coal and water.
A standard hose for the diving bellows is 96 feet (16) long
and is ARM 10 with a damage capacity of 2. A diving bellows
can have up to five hoses attached at a time. Attaching or
removing a hose is a quick action.
A steam-powered diving bellows burns 1 gc of coal every
four hours of continuous operation.
110
Player Gallery
No Quarter #66 celebrated the old guard of Mk II by challenging you to paint and submit your favorite Mk II
battlebox warcasters and warlocks. Boy, did you answer the call! We received many beautiful entries, and here
are the judges top picks.
Gold
Mark Maxey
Marks Madrak looks fantastic, with great contrast and
phenomenal detail work. Just look at that tartan!
Silver
David Deschenaux
Davids Retribution of Scyrah battlegroup features
great highlights and shading as well as some
convincing distress on the armor. The jewels and
metals are well executed and really pop.
honorable mention
Oleg Vasin
Olegs Stryker battlegroup has a clean paint job with some very nice freehand work. Well done.
Player Gallery
111
NO QUARTER
PAINTING CHALLENGE
The No Quarter Painting Challenge encompasses a single
theme and broadens the challenge to include all Privateer Press
models within that theme. Simply paint your model, take a few
publication-quality digital photos of it, and send those photos to us.
(See No Quarter #53 for photography guidelines.)
Once we receive your pictures, Studio Director Ron Kruzie will judge
your work by the same criteria used in the world-renowned Formula P3
Grandmaster Painting Competition held at Lock & Load GameFest and
Gen Con each year. Models will be judged individually on their own
merits. Top entries will be published here in the pages of No Quarter
and awarded either gold or silver honors, and winners will receive an
extremely limited-edition No Quarter Painting Challenge Coin, in gold or
silver coloration, to proudly display alongside their model.
ENTRI ES DUE BY
The award-winning, best-selling tabletop miniatures game duo is about to enter a new era of growth. WARMACHINE and
HORDES are dynamic tabletop miniatures games for two or more players set in the steam-powered fantasy world of the
Iron Kingdoms.
WARMACHINE triumphs through tactical resource management and control as players marshal armies equipped with
advanced magic, technology, and mighty mechanikal constructs. HORDES dares players to provoke the fury of feral beasts,
risking predictable strategy for the prospect of powerful rewards that can propel an army to victory.
The coming battle cannot be avoidedbut the path to war is yours to decide.
allnewwar.com
20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Warmachine, Hordes, and their logos are trademarks of Privateer Press, Inc.
The award-winning, best-selling tabletop miniatures game duo is about to enter a new era of growth. WARMACHINE and
HORDES are dynamic tabletop miniatures games for two or more players set in the steam-powered fantasy world of the
Iron Kingdoms.
WARMACHINE triumphs through tactical resource management and control as players marshal armies equipped with
advanced magic, technology, and mighty mechanikal constructs. HORDES dares players to provoke the fury of feral beasts,
risking predictable strategy for the prospect of powerful rewards that can propel an army to victory.
The coming battle cannot be avoidedbut the path to war is yours to decide.
al l n e w wa r.c o m
20012016 Privateer Press, Inc. All Rights Reserved. Privateer Press, Warmachine, Hordes, and their logos are trademarks of Privateer Press, Inc.