Professional Documents
Culture Documents
NQ 31
NQ 31
warmachine
the video game!
An interview with the game creators
minion Mayhem
The Thornfall Alliance Minion Pact
Furious Forces
a sneak peek at forces of hordes
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credits
President: Sherry Yeary • Chief Creative Officer: Matt
Wilson • Creative Manager: Ed Bourelle • Project
Director: Bryan Cutler • Lead Developer: Jason Soles
• Art Director: Kris Aubin • Development: David
“DC” Carl • Production Manager: Mark Christensen
• Studio Director: Ron Kruzie
•••
Editor-in-Chief: Aeryn Rudel
Hobby Manager: Rob Hawkins
Editorial Manager: Darla Kennerud
Editing: Gregory Flanders,
Debra D. Ott, Aeryn Rudel
Playtest Coordinator: David “DC” Carl
Continuity Editor: Jason Soles On the Cover
The rousing cover art from HORDES: Primal Mk II by Andrea Uderzo.
Graphic Design: Kris Aubin, Kim Goddard, Andrea Uderzo is a rising star in the game industry. He lives in Italy,
Josh Manderville, Stuart Spengler where he works as a freelance illustrator collaborating with several major
game companies, including Privateer Press. Andrea loves to collect books
Staff Writers: Simon Berman, Douglas Seacat on illustration and listen to movie soundtracks. View more of his artwork
at http://andreauderzo.deviantart.com/gallery.
Studio Miniatures Painting: Matt DiPietro,
Ron Kruzie
••• One Weary Warrior
Battle-weary Privateer Press
Contributors: creative manager Ed Bourelle
Todd Arrington, Simon Berman, Bo Bjerregaard, collapses after hours upon
David “DC” Carl, Richard Cullen, Tomasz Dobros, hours of rigorous gaming at
the fourth annual Privateer
Simon Foster, Adam Huenecke, John Meagher, Piotr
Press Invitational Weekend.
Mikians, Pat Ohta, Jarred Robitaille, Aeryn Rudel, Note the slack jaw and glazed
Will Shick, Jason Soles, Douglas Seacat, Josh eyes, an indicator of extreme
Saulter, Chris Walton, Larry Wile exhaustion…or perhaps a result
of his precious Cryx getting
Illustrations: manhandled by a Cygnar army
Andrew Arconti, Jeff Axer, Daren Bader, Carlos led by Kara Sloan.
Cabrera, Eric Deschamps, Brian Despain, Emrah Not to worry, though. Ed
Emasli, Mariusz Gandzel, Adam Gillespie, Imaginary received an emergency infusion
Friends Studio, David Kuo, Luke Mancini, Michael of Starbucks® soy latte minutes
Phillippi, Dave Rapoza, Brian Snoddy, Florian Stitz, after this photo was taken. In
no time, he was on his feet and
Andrea Uderzo, Chris Walton, WhiteMoon Dreams,
taking part in the Invitational
Matt Wilson, Kieran Yanner mayhem once again.
•••
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VOLTRON DEFENDER OF THE UNIVERSE®, VOLTRON® THE THIRD DIMENSION™, FLEET OF DOOM: A VOLTRON MOVIE SPECIAL and all related names,
characters, likenesses and images © 2010 World Event Productions, Ltd. All rights reserved. Used under license.
Two shots below the waterline for the scallywag who pirates the pirates. Ye been warned.
Opening Salvo
was damn cool, and I knew it was not something I
first blood could have done in the many other miniature games I
had played.
I can remember clearly my first introduction to
Privateer Press games. It was Gen Con 2007, and I Why the little trip down memory lane? Well, even
happened to visit the Privateer Press both to chat with though I didn’t know it at the time, that HORDES
a friend and colleague. That friend was our creative demo set me on a path that eventually led me here.
director Ed Bourelle, then a Press Ganger, and he was And that got me feeling all nostalgic.
running demos for a game called HORDES. Maybe Oh, and I guess there is one other reason to talk about
you’ve heard of it. HORDES...
Anyway, Ed talked me into playing a demo and then HORDES: Primal Mk II releases this month, and as you
directed my attention to the demo board where a may guess, this issue features a lot of great HORDES
bunch of painted metal figures awaited. He pointed content. First off, we preview a whole slew of models
out a group of big, blue-skinned critters carrying from each of the upcoming Forces of HORDES
axes and spears and one slightly smaller blue-skinned books. On top of that, the Gavin Kyle Files returns
critter armed with a giant battleaxe. These, he with a double-sized entry on the enigmatic trollkin
informed me, were Trollblood “warbeasts” and their leader Grim Angus; Guts & Gears takes an in-depth
“warlock,” Madrak Ironhide. Madrak and his Trolls look at the rhinodon; we delve into the forbidden lore
would be mine to control during the game. of Tharn blood magic; and one of our new features,
Ed then pointed out his own warlock and warbeasts. Strategic Academy, teaches you the best tactics to use
To my ignorant eyes, his figures resembled a couple when playing Circle.
of two-headed dogs, a giant spine-covered werewolf, Don’t worry, WARMACHINE players; we haven’t
and an elf-looking chick with a staff. Ed informed me forgotten you. This month’s Terrain Building shows
that they were Circle of Orboros models and that his you how to build a working warjack scrapyard;
warlock was named Kaya the Wildborne. His models Modeling & Painting teaches you how to make swamp
were cool, to be sure, but I had trolls with giant axes bases perfect for creepy Cryx models; and another
and he had a pansy druid and her overgrown puppies. new feature, Power Progression, shows you how to
Despite my complete lack of knowledge about the take your Cygnar army from a lean, mean, 25-point
game, I was looking forward to kicking Ed’s ass force to an army crushing 100-point behemoth.
sideways.
So there you have it. An issue chock full of shiny,
The game started and carnage ensued. Ed’s a great new hotness with a generous portion of old favorites.
teacher, and soon I was spending fury like mad and That’s a winning mix, if you ask me.
carving up his warbeasts like so much puppy sushi.
However, the thing I remember most about that
game was when my Troll Axer charged forward and
slammed one of Ed’s Argus across the board. That Aeryn Rudel
‑Editor-in-Chief
2
table of contents
The Gavyn Kyle Files: Grim Angus 42 Strategic Academy: Circle Orboros 48
No one escapes the infamous trollkin tracker and bounty hunter Unlock the full potential of your Circle army
Minion Madness: Thornfall Alliance 56 Featured Theme Force: Legions of the Abyss 80
Get a sneak preview of the Thornfall Alliance minion pact Void Seer Mordikaar commands the power of death itself
3
Letters
Jeff Wowkow
yc
for a tusk replh’s Dire Troll Mauler, nick
We’re not entir aced by a spea named “Iront
r tip, is one hu ooth
background mely sure what the mammot ngry cr er. ”
ight be, but it h pile of meaitt
t in the
kind of looks
like razorwor
m.
Ask
Professor Pendrake!
Have you ever had a question about the exotic flora
and fauna of the Iron Kingdoms? Now you can
ask the expert himself, Professor Viktor Pendrake.
Look for more “Ask Professor Pendrake” Q&As in
upcoming issues of No Quarter Magazine.
Q: With the recent large-scale emergence of the Iosan
elves and their “retribution,” I am curious how they
stand on non-standard forms of spellcasters. While their
views on Cygnaran, Khadoran and Cryxian practitioners
are obvious, is there any information relating to the
Retribution’s beliefs on Menite holy power and the Got a cool landmark in your town? Send us
pictures of
warlock-adapted power used by the blackclad druids and your ’jacks or beasts out on walkabout to
trollkin communities? Have there been any relationships submissions@privateerpress.com
between the Iosan people and the other wilderness forces If we like ’em, we’ll print ’em.
over the years?
A: You seem surprisingly well informed on the goals and of magical power employed by humans. If what she says
agendas of the Retribution of Scyrah, which makes me is true, I would hazard they may pay little heed to the
wonder if perhaps you are a scholar on the topic? If so, differences between a blackclad druid, a Menite priest, and
perhaps we should meet to discuss what you know. a learned scholar of the Fraternal Order of Wizardry. She
I passed your question by my colleague Edrea, who boasts far did seem to think they have no particular bias for or against
better awareness of Iosan organizations than I. She reluctantly trollkin but admitted she knew too little on their attitudes
confirmed that the presence of human arcanists seems to be a toward the Dhunians or other wilderness groups to speak
concern of this group but became cagey when I inquired about with authority.
their plans. I gather from some of her responses that a recent In my experience, if this group is truly fanatical and
increase in the disappearance of skilled arcanists across the region inclined to paranoia, almost anyone could be swept up
may be connected to them, a rather disturbing possibility. in their conspiracy theories. There was a certain senior
I will caution that Edrea may not be unbiased on this matter, professor here at Corvis of similar inclinations regarding
as she seems to view this organization with distaste. She suspected infernalists—but that is a story for another time.
indicated to me that these “fanatics” (her word, not mine) are
not discriminating when it comes to their victims. It seems
unlikely they make fine distinctions regarding the sources
4
News from the Front brings you recaps and advance information about WARMACHINE and
HORDES-related events from around the world. Is there a cool event taking place in your area?
Tell us about it at: submissions@privateerpress.com.
O
n March 27, 2010, Danish players squared off in who handled all the practical stuff so we could focus on
the Danish Masters 2009 tournament in Aarhus, organizing the best tournament possible!
Denmark, but this was no simple one-shot event.
We will see you all again in Aarhus on October 16th and
Since January 2009, the Danish community had been
engaged in a period of qualifier tournaments that let players 17th for Danish Masters 2010!
test their mettle and prepare for the big event.
The tournament employed a modified Steamroller format, in
which players played five games over a single day with fully
painted, 35-point lists.
As the battles progressed, the players revealed their skill
and prowess. Four games settled nothing. The last game
would have to decide who won the day. With the title on
the line, defending champion Lars Gade’s Khador, led by
Epic Vlad, confronted Tonny Schou’s Skarre-led Cryx.
They fought a heated battle all the way to the 6-round limit
before Cryx claimed the victory!
Four players were now tied for first, so the final standing
came down to Strength of Schedule. The judges calculated
the scores, and they were indeed close! Tonny Schou took
the title as Danish Master 2009. Finn Østergaard led the
Legion of Everblight to second place. Charif Hubeish
playing Khador took third, while fourth place went to Lars
Gade.
The event also featured Painting Challenges throughout the
day. Already required to have fully painted armies, each
player was entered automatically into the Army Painting
Challenge. The players themselves judged each other on
painting skill, but also on their armies’ overall themes and
general “coolness.” A Single-Model Painting Challenge
judged models purely on the painter’s technical prowess and
painting skill.
Finn Østergaard and his Legion of Everblight army won
the Army Painting Challenge, with close competition
from Pia Have Pedersen’s second-place Protectorate
of Menoth, and Mads Ole Gaardsted’s Circle Orboros
taking third. Lars Kriegler won the Single Model
Challenge for his Lady Aiyana.
The tournament organizers would like to extend a great
thank you to all the players—those who made it to the
tournament and those who participated in and held the
qualifiers—as well as EU Quartermaster, Mike Williams,
for his support. Special thanks go to Arcane Tinmen,
5
2010 Privateer Press Invitational
O
n the weekend of May 14-16, Press Gang members,
moderators, play-testers and friends of Privateer
Press descended on Seattle for the fourth annual
Invitational Weekend: three days of non-stop tabletop
mayhem.
The main event for the weekend was Shattered Grounds
Live, a special addition to the normal Shattered Grounds
league rules, complete with special, Invitational-only
seasonal models. Players who brought their Battle Journals
had the chance to earn special commendations by playing
a fully painted army, playing multi-player and team games,
and taking on Privateer Press staffers.
In addition to Shattered Grounds Live, a number of
exciting mini-scenarios run by Privateer staffers offered
players the chance to try something different. David ‘DC’
Carl’s Apollyon scenario pitted a single Godzilla-sized
helljack against any size army or armies players chose
to throw at it. Doug Seacat’s Sandstorm Gauntlet pitted David ‘DC’ Carl’s Apollyon devours another
players against a determined Circle army aided by the hapless Press Ganger’s army.
devastating power of nature. Matt Wilson’s Beachhead
Gauntlet challenged players to overrun an entrenched
100-point Cygnar army with a 75-point army that increased
in size each round. Finally, Chris Walton’s Bunker Busters
set four players and their 25-point armies against a single
75-point army protected by a heavy bunker.
The fourth Invitational Weekend was a blast for one and
all from the moment the doors opened until the battle-
weary horde returned from whence they came. Thanks for
a fantastic weekend of food, fun, and fellowship. Only the
best volunteer force on the planet could make this event a
rousing success year after year.
Finally, special thanks to Zak Bedwell, John Christensen,
Scott Kidwell, Andrew Lindstrom, Daniel Sasser, and Sam
Sedghi, who were all kind enough to show this poor newbie
how to play like he’s got a pair.
6
HORDES: Primal Mk II
In a world ravaged by warfare, fury is your
greatest weapon.
July 2010
7
july 2010
Skorne Titan
Sentry
Sculptor: Sean
Bullough &
Gregory Clavilier
Circle Orboros Wold Guardian
PIP 74046 • $44.99
Sculptor: Sean Bullough
PIP 72045 • $27.99
Legion of
Everblight Scythean
july 2010
Sculptor: Brian Dugas & Felix Paniagua
PIP 73045 • TBA
july 2010
8
Trollbloods Token Set
PIP 91057 • $15.99
july 2010
is laced with
ina Makeda for
hip with Archdom not concern Hexeris,
His relations does was
gly guides
his nes, but this ension. He
who increasin d in a wary underto her compreh of the
with this spirit, before combine work is beyond to the title
communicate he knows his Vinter’s claim
powers never first to doubt these doubts
unlocking
anT Hexeris
studies by one of the recently having
he revels in Hexeris to
urge. Reborn, and entrusted
d Tyrock
single mortithe Makeda has to help build
Lor
vindicated. and
annihilation. ina Makeda western defenses holdings. While
naught but supervise the skorne
His eyes reflect —Archdom for the new
Skorne Warl of death, he
is a danger. fortifications
such responsi
bility might be taken
she
in the arts being given also be proof
Though peerless respect, it could
oFF uP as a sign of side in battle.
aoe PoW him at her
coSt rnG – YeS no does not trust
SPellS 6 –
3 . (During your
Dominion
Feat: Dark process DeatH marcH MAT and Vengeance Vengeance
unit gains +2 in a unit with
Target friendly one or more
models during your
To Hexeris the ce Phase, if enemy attacks one
another Maintenan from play by 3˝ and make
HEXERIS ARM CMD of dying is just , for he
or removed unit can advance
T RAT DEF were destroyed model in the
SPD STR MA 16 8 strategic mechanism into a last turn, each
6 8 7 4 15
can insinuate
his will opponent’s
attack.) 4 15 no YeS
slips away. normal melee 4 10
GulGata body as the spirit potent of his itself.
POW P+S most obliteration apart the earth YeS no
14 Invoking the the The force of
this attack blasts –
SelF ctrl while in this
reach across 3
6 powers, he can an animus
7 battlefield to
turn his enemies PSYcHic VamPire casts a spell or uses
model 1 damage point and this
FuRy when they die, When an enemy model suffers
17 into his puppets area, the enemy
by strings of model’s control
12 no YeS1
DAMAgE CE C their flesh pulled 1 damage point. –
model heals 10 gains
FiElD AllOWAn TS +6 his volition. 2 by Soulfire,
this model
WARbEAST POin or undead SoulFire non-soulless model is boxed from play.
When a living When a living is removed YeS no
SMAll bASE is boxed by the boxed model – –
enemy model fury point and 6
of it. The 2 lly passes threshold
take control automatica
Soul SlaVe in this model’s battlegroup the affected warbeast.
control area, is a trooper,
it
in Hexeris’
an attack while friendly Undead model. If it Target warbeast channel spells
through
up to 3˝ and model can
a ely advance checks. This
model becomes can immediat model from
The model remove the
becomes a solo. attack, then lost aspects
normal melee the effects of
can make one attack, ignore by free
making this be targeted Tips
play. When model cannot
warbeasts. The t. Dark Dominion lasts
for one turn. TacTicaL boxed model
is removed
from play
token.
on affected movemen – Because a a soul or corpse
strikes during
this Dark Dominion it does not generate
destroyed, from enemy
points from before being reave fury points provided
HeXeriS can reave fury is closer to the eaVing –
Hexeris can transference
– This model
area if it Vampiric r as a result of
Vampiric Reavingdestroyed in its control were destroyed
reave its fury. warbeasts that of his own battlegroup.
enemy warbeasts other models that could they are not
part even if the enemy
warbeast than
all model can advance
The attacking
Beat Back –
August 2010
Skorne Gallery
to him l essence. tyrants in e and silence,
who speak to the immorta perfect disciplin sacrifice them
and pain. Those pierce through march with master will on
his eyes can house of ge that their has led them
tainted, for influential dreadful knowled serve his agenda. He
Kurshon, an training it in the fringes
born to the spent time instantly should trollkin dwelling
Hexeris was massive, he was against the y of this species
ramed and nal mind he many assaults . The resilienc
Halaak. Strong-f With his exceptio house had ne Marches their
Cataphracts. soldier. His of the Bloodsto eager to plumb
with the elite , and he is
for the life
of a simple
Dominar Lokoda, cruel curiosity his dark powers.
fascinates his full brunt of
not destined and its leader, them to the
occult power, secrets by exposing s craft to
long valued of mortithe
urgy. in the extoller’ 31
encouraged
his studies Dominar tyrant secretly dabbles sits a sacral stone
capital, lord chest
arrived in
the
than
The s. Upon his andfather,
Raelthorne cause rather his ambition own great-gr
When Vinter Conqueror’s he advance soul of his can
y joined the later, though, containing
the honored Kurshon. Hexeris
Lokoda shrewdl Eight years plotting ry mortithe
urge Javekk
ng his house. conspirators the legenda
risk weakeni joining the
mistake of
made the fatal inar.
supreme archdom
against the
30
MASTER TORMENTOR
MORGHOUL
Warlock
LORD ASSASSIN MORGHOUL
Epic Warlock
102
103
9
august 2010
Legion of Everblight Stinger Trollblood Trollkin Skinner
Sculptor: Edgar Ramos Sculptor: James Carter
PIP 73051 • $12.99 PIP 71054 • $11.99
august 2010
precision, it is a rare man who can excel
in spite of his unsavory appetites and
predilections. Rasheth leads a house well
known for its ability to train mighty titan
warbeasts, and profits from the recent push
for western expansion has allowed him
to delve ever deeper into decadence. Too
slothful to walk on his own, the Dominar is
Skorne Paingiver Task Master carried into battle by a team of Agonizers.
Sculptor: Michael Jenkins Sculptor: Brian Dugas
PIP 74054 • $9.99 PIP 74045 • $37.99
PHOTO NOT AVAILABLE
AT PRESS TIME
AT PRESS TIME
august 2010
10
TM
Forces of
HORDES Model
Previews
By Simon Berman and David “DC” Carl.
Art by Jeff Axer, Carlos Cabrera, Brian
Despain, Adam Gillespie, David Kuo, Michael
Phillippi, and Chris Walton.
July and August bring HORDES players
numerous exciting new releases. No Quarter
#30 introduced players to the Dire Troll
Bomber and Titan Sentry, but that’s just the tip
of the iceberg for new models in the Forces of
HORDES books coming out throughout the
second half of 2010. This article introduces one
or more models from each HORDES faction
as well as a warlock and a pair of warbeasts
for the Thornfall Alliance minion
pact. The Thornfall Alliance
represents the f irst
opportunity for
players to use an
army made entirely
of Minion models.
The rules for this
bacon-centric minion
pact can be found on page 56.
11
Swamp Troll
Trollblood Light Warbeast
Claw
While completely in deep Tactical Tips
water, it cannot be targeted by
POW P+S ranged or magic attacks and Amphibious – This model can attack other models that are in deep water.
L 3 12 can make attacks only against Camouflage – If a model ignores concealment or cover, it also ignores
Claw other models in deep water. concealment or cover’s Camouflage bonus.
POW P+S While completely in deep
water, this model does not Drag – “Any distance” means “as much as necessary,” not “any
R 3 12
block LOS. distance the player chooses.”
D
Regeneration [d3] – This attacks.
model can be forced to heal
IT
Open Fist
Open Fist
Swamp Troll
In the eerie bogs and marshes of western Immoren lurk
voracious swamp trolls, waiting and watching. Hidden just
below the surface of the shallow waters, a swamp troll waits
for its prey to wander within range of its enormous, sticky
tongue. At the critical moment it leaps forward, flicking its
tongue with deadly accuracy and alarming strength to drag
the meal into its voluminous gullet.
12
Trollkin Skinner
Trollblood Solo
SKINNER
Trollkin Skinner Advance Deployment SKINNER
SPD STR MAT RAT DEF ARM CMD
The trollkin race and their troll warbeasts are known Pathfinder
6 6 7 3 13 14 8
throughout the Iron Kingdoms for their voracious Tough
Skinning Knife
appetites. In such a culture, the hunters capable of bringing Dismember – When this model POW P+S
down big game are viewed with great respect. For the hits a warbeast with a melee 2 8
attack, roll an additional damage
skinners, wilderness trollkin who dare to stand toe-to-toe die. Damage 8
with the biggest game, that respect borders on veneration. uck – This model gains +4 DEF
D Field Allowance 2
These cunning woodsmen hunt the mightiest of beasts against melee and ranged Point Cost 2
attack rolls made by warbeasts. MEDIUM Base
with the same calm and determination that other trollkin Warbeasts cannot target this
hunt boar or ulk. model with free strikes.
Hunter – This model ignores
forests, concealment, and cover when determining LOS or making a ranged
attack.
Prowl – This model gains Stealth while within terrain that provides
concealment, the AOE of a spell that provides concealment, or the AOE of a
cloud effect.
Skinning Knife
Weapon Master
13
warpborn
Circle Unit
Skinwalkers
LEADER & GRUNTS them with bestial strength. These monsters wade through
LEADER & GRUNTS
SPD STR MAT RAT DEF ARM CMD Combined Melee Attack opposing formations, ripping soldiers apart with their
5 8 6 3 12 16 9
Pathfinder
hefty polearms.
Pole Axe Fearless
POW P+S
5 13 Terror
Using the Warpborn Skinwalkers
The main point of differentiation between the Warpborn
Damage 8 each Relentless Advance – When
a model in this unit is
Skinwalkers and other Circle Orboros warriors is their
Field Allowance 2
Leader & 2 grunts 5 damaged by an enemy attack, impressive survivability. ARM 16 with 8 wounds is a great
Leader & 4 grunts 8 models in this unit gain +2 start, but the Unyielding ability raises them to ARM 18
SPD for one round.
Medium Base while engaged in combat, the perfect place for armored
Unyielding – While engaging wolfmen with poleaxes. Numerous warlocks can also raise
an enemy model, this model
that ARM even further, creating the perfect shock troops.
gains +2 ARM.
Pole Axe Skinwalkers are also deceptively fast. If the unit suffers even
Reach a single point of damage, their SPD increases to 7 for the
round. With Pathfinder, they’ll quickly get exactly where
they’re needed. Combined Melee Attack is particularly
Warpborn Skinwalkers noteworthy on this high P+S unit. Pairs of Skinwalkers
hit for an effective P+S 15, and a whole unit can reach P+S
Warpwolves bring an undeniable power to the battlefield,
18, allowing them to easily damage high-ARM
but the massive creatures are difficult to control.
enemies.
Warpborn Skinwalkers are Devourer worshipers
who chose to undergo a partial transformation that
leaves their minds more human while empowering
14
WoldCircle
Guardian
Heavy Warbeast
Wold guardians are constructed by the druids of the Circle of fury points equal to its current Ram Fist
POW P+S
Orboros to serve as walking shields. With thick stone and wood FURY.
R 5 17
bodies that can suffer tremendous damage, wold guardians Girded – This model does not
suffer blast damage. Friendly
are perfect defenders. Enemies that venture too close find
models B2B with it do not suffer 2
themselves smashed to a pulp beneath tree trunk fists that blast damage. 1
3
come crashing down with the force of a battering ram. BODY
Steady – This model cannot be
IN 4
M
knocked down. D
IT
IR
At first glance, the Wold Guardian is a slow and sturdy Magical Weapon
SP
15
Stinger
Legion Lesser Warbeast
D
model can begin the game but the option has many potential uses. It can open up new
dug in.
avenues for Vayl’s spellcasting by throwing the Oraculus
IT
IR
SP
Lesser Warbeast – This
before moving, for example, or allow a Scythean to wade
6 model cannot make power
5 attacks. further into the enemy after massacring those around it.
Barbed Stinger
Reach
Poison – Gain an additional die on this weapon’s damage rolls
against living models.
Suicidal Attack – If this weapon damages a model, immediately
after the attack is resolved, mark all the damage circles in this
warbeast’s body aspect.
Stinger
Like nightmares given form, stingers swarm among the
greater dragonspawn of the Legion. These awful beasts
lurk in shallow burrows waiting for hapless victims to
approach so they can sink their barbed tails into living
flesh. The stinger then tears away from the warbeast’s
body, remaining in its victim’s flesh where it continues
to pump venom into the wound. This versatile monster is
also capable of spewing forth fiery ash, its preferred attack
when battling machines or lightly armored foes.
16
Paingiver TaskSkorne
Master
Solo
TASK MASTER
Paingiver Task Master Anatomical Precision – TASK MASTER
SPD STR MAT RAT DEF ARM CMD
Slavery is one of the most deeply embedded elements of When this model’s melee
6 6 6 4 13 13 9
damage roll fails to exceed
skorne culture. The paingiver caste takes great pleasure
the ARM of the living model Man Catcher
in subjugating new beasts and races, and recent battles hit, that model suffers 1 POW P+S
have only served to open their minds to new possibilities. damage point. 4 10
Paingiver Task Masters are sent to oversee skorne minions No Sleeping on the Job
Damage 5
[Minion] – This model and
in battle, and they are quick to apply the lash to any who Field Allowance 2
friendly Minion models in its
grow lax in their service. command range cannot be Point Cost 2
knocked down. Small Base
Using the Paingiver Task Master Slave Driver – A Minion
model/unit can be affected by only one Slave Driver special action
Paingiver Task Masters have a number of similarities to each turn.
Privateer solos. They offer very powerful bonuses but only • Pain Driver (HAction) – RNG 3. Target friendly non-warlock
to a limited selection of targets. Task Masters fit best with Minion warrior model/unit. If the model is in range, it gains
warlocks like Morghoul, Hexeris, and Rasheth or in larger +2 STR for one round.
games with some of the more Skorne-centric warlocks. • Temper Flesh (HAction) – RNG 3. Target friendly Minion warrior
model/unit. If the model/unit is in range, it gains Fearless and
Tough for one round.
Man Catcher
Reach
Man Catcher (HAttack) – This attack causes no damage. A warrior
model hit suffers –2 DEF and for one round cannot advance while
within this model’s melee range.
17
Lord Carver, BMMD, Esq. III
Minion Farrow Warlock
18
Last but not least, Hog Heaven is a brutal feat
that allows Carver’s army to cleave through
foes in an unstoppable wave. War Hogs and
Carver himself benefit greatly from the feat,
and a good Hog Heaven turn can decimate
an opposing army if it doesn’t end the game
outright.
19
Gun Boar
Minion Farrow Light Warbeast
explosive force.
IR
SP
6
5
Fury 3
Threshold 7
Field Allowance U
Point Cost 5
Medium Base
20
War Hog
Minion Farrow Heavy Warbeast
IN 4
M
D
IT
IR
SP
6
5
Fury 4
Threshold 8
Field Allowance U
Point Cost 8
Large base
21
Thrullg
Minion Solo
Claw
Magical Weapon
Tentacles
Magical Weapon
Reach
Thrullg
The reclusive thrullg are hulking
humanoids that feed on magical energy.
They are drawn from the safety of their
lairs by the unfettered use of magic in
battles across Caen, and no spellcaster is
safe in the vicinity of a living thrullg. As if
their magical appetites were not dangerous
enough, these creatures’ claws and tentacles
can kill a man as easily as they drain arcane
power.
22
August 16th - September 5th
Unleash the full might of WARMACHINE and HORDES Mk II
in this year’s Summer Rampage! Deliver the pain with all
new Finishing Moves and brutal Rampages as you fight
to earn the titles of Vanquisher, Hero, and Champion.
For more information on Summer Rampage 2010 visit www.privateerpress.com/rampage.
’Jack Scrap Yard By Pat Ohta
24
NO Quarter Magazine:TERRAIN BUILDING
Compactor Building
Step 4) On one of the side panels, cut a hole for Step 6) Use a rabbet cutter to trim the edges
a hinged door large enough for the conveyor Step 5) Use all the building sides as templates of the foam board. If you do not have a rabbet
belt to be inserted. Measure 2 1/4” up from the and trace them onto textured plastic card. Cut cutter, you can use a sharp hobby knife and
ground and 1/2” in on the panel. Cut a hole 2 out the textured plastic sheets and glue them cut down to, but not through the bottom layer
1/2” X 3 1/4”. onto the foam board. of card.
25
NO Quarter Magazine:TERRAIN BUILDING
Step 20) Cut an opening below the hinged door Step 21) Make the smokestack by cutting a piece
for another door. Make the second door the of foam 1 7/8” X 1 7/8” X 2 6/8”. Sand this Step 22) Use a pipe cutter to cut a piece of 3/4”
same way the hinged door was made. smooth and be sure to round the edges. PVC pipe 7 1/2” long.
26
NO Quarter Magazine:TERRAIN BUILDING
27
NO Quarter Magazine:TERRAIN BUILDING
28
NO Quarter Magazine:TERRAIN BUILDING
Step 53) Make the pulley system the same way Step 54) At this point, decide whether your
you created the boom head. Use a piece of bucket will be open or closed, and glue it Step 55) Now attach thin strips of plastic card
chain to connect the bucket to the pulley. accordingly. from the bucket to the pulley.
29
NO Quarter Magazine:TERRAIN BUILDING
Smelter
The Smelter will be made in much the same way
as the compactor building.
Step 1) To make the sides, cut a piece of foam
core 8 1/2” high X 5” wide.
Step 2) Create a slanted roof for this building by
cutting from the top left corner across to the 6
3/4” mark on the other side.
Step 3) Cut out a front panel measuring 7” X 8
1/2” and a back panel measuring 7” X 6 3/4”.
30
NO Quarter Magazine:TERRAIN BUILDING
Conveyor Belt
31
NO Quarter Magazine:TERRAIN BUILDING
32
NO Quarter Magazine:TERRAIN BUILDING
33
®
36
like actually to be in that heated battle. under his or her command, all seen from can charge into the fight, hold back
That’s really the heart of the design. an immersive third-person camera that’s and sling spells to boost friendlies or
right down in the action with you. destroy enemies, or let your warjacks
Kevin: The next step was to speak with
soften ’em up before the kill. Just like
Matt Wilson and learn his vision for Scott: We wanted to capture the spirit
in the tabletop game, your combat
the potential project. Scott and Matt of the game and combine the lore of the
prowess, warjack tactics, and well-
got on the phone in May of 2009, and stories, the heroics of the warcasters,
timed spellcasting can turn the tide of
it immediately became clear that they the clash of the armies, and the thunder
the battle.
shared a vision for what this game could of the warjacks. We wanted to put the
be. The conversation lasted almost all day, players squarely into the battlefield. You Kevin: These warjacks are fighting
and everybody came away feeling that we are the warcaster standing next to your alongside you, making intelligent
were on the same page and excited about rows of warriors as they march on the choices in combat, and you can boost
where all this could lead. battlefield with grim determination. them, cast spells through their arc
nodes—everything you can do in the
At that point, work began on the project Kevin: Everything’s up close and
tabletop game.
in earnest, and it was decided that we’d personal. The camera’s right down there
announce it publicly at Gen Con in with you, with combat happening all Scott: Instead of trying to give commands
August. We built preliminary test models around. There’s a heavy tactical element through clunky interface menus,
of Stryker, Sorscha, and a Juggernaut, to this as well—it matters how you deploy warcasters have the ability to control the
began work on the design specification your warjacks and how you use your warjacks under their command directly.
and the game’s codebase, and began focus on spells and boosts, but it’s all Yup, you’ll be able take direct control of
assembling the production team. playing out in real-time without pausing these iron titans, crushing and hewing
the action. through your enemies!
NQ: How does the game play? What’s
the general setup for the platform? Scott: Depending on your tactics, you Kevin: And warjack combat is brutal—
First-person shooter? Real-time
strategy?
Kevin: WARMACHINE is a fast-moving “The camera’s right down
combat action game, where players take on
the role of a warcaster on the battlefield
there with you, with combat
with a battlegroup of warjacks and units happening all around.”
37
ABOVE: Another concept piece of the city of RIGHT: A digital rendering of the fearsome Khador
Riversmet—one of the many fantastic Iron Kingdoms Destroyer heavy warjack—just one of the many
locations players can visit in the game. warjacks players can command in the game.
38
these things slam each other, throw units player game but also in multiplayer. Kevin: Working with WARMACHINE is
across the battlefield, smash through walls a fantastic experience. The character
Sure, each faction needs a full roster of
and buildings, and generally wreak the designs are amazing, and there’s a ton
light and heavy warjacks, but the real
kind of havoc you’d expect to see from an of absolutely gorgeous artwork to use as
question the fans should be asking is:
angry nine-ton iron construct. a starting point and a ton of backstory
what unit types are in the game? What
in the WARMACHINE and Iron Kingdoms
NQ: We know Commander Coleman kinds of loyal soldiers will be following
RPG sourcebooks. On top of this, Matt
Stryker and Kommander Sorscha you, and what lethal warriors will you
Wilson and everyone at Privateer Press
Kratikoff are two of the playable be facing?
have been fantastic to work with; they
warcasters in the game. Can you give us
As development rolls on, we’ll be “get” video games, so they understand
a sneak peek at one more? How about a
revealing more of the types of ’jacks and when we need to adjust something to get
warjack or two?
units that will be in the game. it working in the game, and they’re great
Scott: Stryker and Sorscha are two of the about working with us to find solutions.
NQ: The characters and places of the Our relationship with them is much more
most iconic characters from the tabletop
Iron Kingdoms have a pretty distinct of a partnership than you usually see.
game, and they feature prominently in
look. What’s it like working with the They’re on all of our internal mailing
this game as well, but this isn’t just about
WARMACHINE IP? Are there challenges? lists and see assets through all stages of
Cygnar and Khador. The Protectorate and
Cryx get star treatment too. You’ll be
seeing more from them soon.
Kevin: Oh yeah, all of these warcasters
“Oh yeah, all of these
will be playable—not just in the single- warcasters will be playable...”
39
development. It’s fantastic to have that We also run into a significant challenge establish a definitive look and feel for
sort of trusting relationship. in that we’re doing higher-detail the architecture of various cities and
renderings of the warcasters than have ruins and for the flora and fauna of the
Scott: One of the best things about
ever really been done before, so there forests, swamps, and deserts of the Iron
working with the WARMACHINE IP is
are a lot of decisions that need to be Kingdoms. Working closely with PP,
that it’s already a game! I know it sounds
made about what these characters look we’re breathing life into the previously
funny, but having a cast of characters
like in detail. It’s like casting a movie, unseen places of the world.
that already have well-defined skills and
in a way. Take Stryker, for example. He
abilities and a way to compare those Kevin: Though there’s a lot of art in
appears in a ton of paintings, but his face
skills and abilities to one another is the WARMACHINE universe depicting
is almost always partially obscured by his
incredibly helpful. the characters, paintings and drawings
armor and the goggles. In addition, each
of the environments are relatively
Kevin: One of the biggest challenges we of the artists painting him has taken his
rare. In figuring out what the city of
run across stems from the fact that the own liberties with the character, so he
Riversmet might have looked like before
WARMACHINE characters were primarily looks a little different under each artist’s
it was destroyed, we studied a lot of
designed to look great on a tabletop in interpretation. We have to take all that
the architecture of Bruges and other
30 mm scale and only ever had to hold information and synthesize it into a
early-1800s architecture from Belgium
one static pose. So we’ll sometimes single high-detail character that looks the
and Germany and then explored ways
run across an armor piece that way everyone imagines Stryker looking,
architecture in that style would have
makes a certain sword strike or move even though each person probably
been expressed in the Iron Kingdoms.
impossible, and we’ll have to figure out imagines him a little differently. It’s a
Much of this thinking arose not so much
how we could adjust the armor to free huge challenge.
from looking at art but from reading
up the character’s movement without
Scott: I think our biggest addition to descriptions of the cities and the people
fundamentally altering the look of the
WARMACHINE will be the appearances who lived there from the Iron Kingdoms
character. We work really closely with
and styles of the environments and Character Guide and World Guide
Chris Walton at Privateer when we need
battlescapes of the world. We’ve been and then imagining how these people
to solve a character modeling issue to
agonizing over making the details would have built their city. We’d do
make sure changes to the character stay
of the stories come to life, trying to concept drawings and then discuss them
true to the character.
ryn Rudel
Transcribed by Ae Matt Wilson
ri s W al to n, An dr ew Trabbold, and
Art by Ch
GRIM ANGUS
Acquiring any reliable information on trollkin,
Howe ver, Grim Angu
even prominent leaders,
s’ extensive career as
is difficult to say the least.
left the kind of trail of contracts,
a mercenary and bounty hunter has
mers, and huma n wreck age one can expect from years of
satisfied custo
yed him are still in operation today—
activity. Many of the outfits that emplo
still under the same leade rship . Their accounts of his exploits
in some cases
are particularly informative.
—G.K.
mary
Grim Angus Sum one of the
559 AR. he came out of
Year of Birth: n. Th er e is some sp eculation
is unkn ow
’s birth kriel
Lo cation: Grim or. of a kriel. His
ar Ord’s Wythmo
small, isola te d kr iel s ne him as a me mber
qu ita ri th at might identify kr iel s displaced by
s no th e Tharn
tes: Grim wear est that one of nge killings of
Kith & Kriel No 601 an d 60 3 AR su gg
Reports of reve
es in so ut he rn Ord betwee n e mi ght be hi s birth kriel. ed or de str oy ed by the
activiti nwoo d at that tim de cimat
oiling the Thor may have be en
the chaos embr that his kriel
tin g Gr im ’s style indicate
is ar ea fit 6; Wolves of Ko
s
warriors in th ing Post, 585-58
2- 58 3 AR ; Czavyana Trad
Tharn. ue Trad e, 58
by Dragon Tong
ory: Employed
Merc enary Hist co nt ra ct or 59 3-601.
indepe ndent
(Ohk), 591-592;
43
Grim stands apart from many trollkin in that he can read and write in many human languages. Thus,
instead of accepting verbal agreements from mercenary contractors, he was issued written contracts.
I found the following document in the archives of Dragon Tongue Trade, a rather shady organization
running goods into and out of Five Fingers. To my knowledge, this crude contract, which details a security
assignment, is the first Grim signed in his career. This is one of only four contracts I could find issued to
Grim by Dragon Tongue Trade. Not too surprising, really, considering the contract’s harsh terms.
—G.K.
You hereby
property be swear to pr
tween Five otect all
Fingers an Dragon Tong
within five d Carre Do ue Trade go
yards of Dr va. You ar ods, people
sleeping, ag on To ng ue e required , and
eating, or Trade cara to remain
Dragon Tong relieving vans at al
ue Trade go yourself. l times, ev
any means ods, people If anyone en when
necessary, , or proper or anything
Dragon Tong in cluding th ty , you are th re atens
ue Trade go e use of de to stop th
deducted fr ods damage adly force. em by
om your pa d as a resu The cost of
y. lt of any any
security ac
You will be tion will
paid the su be
with all ou m of 35 go
r goods in ld crowns when
food, drin tact. On to you reach
k, or gear p of that, Carre Dova
Total reim you purcha you will be
bursement se between reimbursed
20 crowns, will not ex Five Finger for any
whichever ceed 2 crow s and Carr
losses or is less. Dr ns for each e Dova.
money spen agon Tongue day of the
t on other Trade does trip, or
recreation not pay fo
You are re al activities r gambling
quired to .
Trade good devote all
s and inte yo ur at te
with or se rests. Whil ntion to pr
rve the in e in our em otecting Dr
be consider terest of ploy, you agon Tongue
ed moonligh an y other or may not be
a threat to ting. Drag ganization affiliated
our goods, on Tongue . Any such
you are fo people, an Trade cons action shal
und to be d property iders moon l
who will de a threat, Dr . You are to li ghting to
al with yo agon Tongue be advised be
including u in the ma Trade has that, if
the use of nner Dragon retained me
deadly forc Tongue Trad rcenaries
e. e deems ap
If at any propriate,
employment ti me yo u fail to
with Dragon perfor
found your Tongue Trad m your duties as deta
derelictio e shall be iled above,
you will be n resulted immediatel your
considered in damage y terminat
henceforth a threat to to our good ed. If it
, until al Dragon Tong s, people, is
l associat ue Trade, or property
ed costs ar as de scribed ab ,
By signing e repaid. ove,
below, you
agree to al
Dragon Tong l terms set
ue Trade forth in th
is contract
.
Jack Grimgr
ave
Mercenary
Grim Angus
44
After Grim left the employ of Dragon Tongue Trade, I could find no references to him until 585 AR, when he went north
to take work with Czavyana Trading Posts. Grim was initially employed as a caravan guard, but after proving himself
an expert scout and tracker, became Czavyana’s head guide to and from Uldenfrost. A small bribe left me in possession
of this letter sent from Czavyana’s head trader in Uldenfrost to his superior in Korsk in 586 AR. Apparently, the
Czavyana Trading Post made the mistake of underestimating Grim’s intelligence and paid for it in blood.
—G.K.
45
I followed up on Kommander Zhivo’s report, and as fortune would have it, Alexi Starov, the bandit leader captured by Grim,
is still serving out his life sentence in that notorious Khadoran prison, the Khardstadt in Skirov. Alexi is hardly a prisoner of
note, and getting in to the Khardstadt to see him cost me nothing more than a handful of silvers and bottle of Rhulic rum.
—G.K.
me to this dark
I try no t to , yo u se e. The events that led ty years, and
uch of that night. unk uiske in twen
I don’t remember m ones I wish to recall. But I have not dr a moment to
and awful place are
no t
m igh t lu br ica te m y memory. Give me
nerously provided
this bottle you so ge ll tell you what I rem
ember.
, an d I wi For a while
savor one m or e sip
to m ak e ou r names as bandits.
en ea ge r skill to track
re eig ht of us, all hard young m t of Ohk didn’t have the manpower or
Th er e we ou their way
at is ex ac tly wh at we did. The garrison wanted from fat merchant caravans on sfell.
th we Scar
wilds. We took what en disappeared into the Wolveswood or
us through the cold nf ro st, an d th ; I’ll
and Ulde one hell of a tracker
to Porsk, Tverkutsk, re d to fin d us wa s
r Zhivo hi don’t even
d trollkin Kommande deciding to strike. I
That gods-be-damne have followed us for days before finally de ad before
ust and Radu were
give him that. He m us in the middle of the night, but Malko gan firing wildly into the
see rgei and Ivdan be
know how he could d even wakened me. Se ot to the head. After that, the bastard did
n’t
d of th e sh ot s ha
the soun single sh erciless,
ok them each with a ath itself, pale and m Mishka
dark forest, but he to e simply walked out of the night like de h, an d
d. H y Andrei, Dragas
even bother to reloa and used the axe blade on its butt to sla
nd
turned his rifle arou
tc he r’s pr ec ision. this trollkin like a
with a bu m ad, I think. I flew at spite my skill and rage,
m y fe et , I we nt
htered at , but de
With my men slaug of battle fever. I was no fool with a blade me a blow with the flat of
e th ro es he str uc k
berserker in th r wi th ea
d
se. Finally, I tired, an fore I could gather my wits, he had
m y sa be
he turned aside to the ground. Be d back to
ocked me senseless uld do. I was dragge
his axe blade that kn acled. After that, there was nothing I co t away the rest of my life.
an ro
me disarmed and m y crimes, and sent to the Khardstadt to
Ohk, found gu ilt y fo r m bury them. Why
. H e kil led th em al l and refused to even all of us back to
serve such a fate his had he brought
My men did not de ty would have been iency.
re a gr ea te r bo un cold, murderous effic
did he do this? I’m su compassion or mercy in that one, only
no
Ohk. But there was
y bottle.
r. Now leave me to m
That is all I remembe
I stay out of the Thornw
ood. Those damn blackcla
will do horrible things to ds
a man caught trespassing
in their woods. When I
was younger, though, I
hunted a bit on the outsk
irts. It was a damn foolis
thing to do, I know, but h
those woods are full of som
of the best game a hunter e
could hope for.
I found numerous contracts and reports of bounties
claimed by Grim across western Immoren in the years One day, I went a little
farther in than I usually
between 593 AR and 601 AR. He was quite successful did, and I stumbled upon
and plied his trade far and wide. After 601 AR, a scene so horrible I still
see it in my nightmares.
however, I can find little record of Grim’s activities. I was tracking the bigges
damn buck I’d ever seen— t
He likely returned to his kriel in the bogs of southern twelve points at least—
Ord and became embroiled in the battles overrunning when I found them. In a
the nearby Thornwood. Finding any trace of Grim’s
small clearing, six Tharn
warriors had been strun
activities at this time was difficult, but I did interview g up by their heels from a
large oak tree. They had
an aging hunter from Pt. Bourne who made a grisly each been killed by single
discovery that smacked of Grim’s handiwork. shots to the skull, but th
at wasn’t the worst of it.
—G.K.
Th eir throats had been cut,
and then the corpses
were dangled upside down
to bleed out. I’ve never
seen so much blood.
I got the hell out of there
right quick, I can tell yo
Anything nasty enough u.
to treat Tharn like so mu
meat wasn’t something I ch
had any desire to run int
o.
46
Grim Angus is obviously no longer a trollkin for hire. It seems likely he now spills blood for something
more personal than coin. As a leader of the united kriels, Grim leads trollkin into battle, using his innate
sorcerous powers to command full-blood trolls. I tracked down a survivor of the battle of Crael Valley, a
battle in which Grim played a large part, and spoke to him about his recollections of the trollkin leader. This
survivor, a Steelhead halberdier, had more information to give beyond his account of Crael Valley. In his
youth, he worked as a mercenary for the Czavyana Trading Post during Grim’s tenure with the company.
—G.K.
47
By Jarred Robitaille • Art by Andrew Arconti,
Carlos Cabrera, Eric Deschamps, Andrea Uderzo,
Brian Valenzuela, and Kieran Yanner
T
he first installment of the
Strategic Academy will focus
on the enigmatic and dangerous
cabal of druids known as Circle
Orboros. Circle Orboros unites nature’s
raw power, the savagery of warbeasts,
and the mastery of terrain to form a
highly mobile, aggressive force that
engages and destroys without mercy.
The Circle Orboros faction offers many
valuable tools; for every situation,
Circle has an answer.
Masters of Magic
One of the most prominent Circle
features, their magical dominance,
allows Circle forces to launch magical
attacks at any range and in very high some of the most survivable warbeasts terrain-generation capabilities: Baldur,
volumes. The druids of Circle have available to Circle, these heavies can Morvahna, Mohsar, and Kromac all
also mastered the art of denying and cast any spell of cost 3 or less. They also possess ways to create difficult terrain
punishing the enemy for attempts to bring magical melee attacks to the table or obstacles. Meanwhile, the Sentry
wield their own arcane powers. for the occasional incorporeal model, Stone can effectively drop multiple
Vilmon’s Impervious Wall, and the like. forest templates where needed and
The iconic symbol of Circle’s magical
superiority, the Druids of Orboros unit provide a solid base of spray templates
and their unit attachment can output Guerilla Warfare to back it up.
a powerful AOE attack known as the To their great advantage, Circle can
Circle’s battlefield mobility is crowned
Devouring, along with up to six Force negotiate and oftentimes create terrain
by their easy access to placement
Bolts per turn. The Counter Magic spell and thus play with the home field
effects. A number of spells and
from the unit Leader can render large advantage. Very few opposing forces
abilities grant this advantage, but it is
areas of the Circle force untargetable to possess the ability to navigate the
the teleportation ability of the lowly
enemy spells. The Vortex Cloud spell battlefield like Circle, and opponents
Shifting Stones that appears most often.
allows them to provide line-of-sight often need to invest in specialist models/
This ability enables them to place a
blocking as well as concealment and units or rely upon spells to aid their
model anywhere within 8˝, or nearly
attack roll penalties. For their 9-point troops. Nearly every model in Circle
10˝ if base size is factored in for a large-
price tag, Druids and their Overseer comes with built-in Pathfinder. Only the
based model. This way, Circle can get
thus provide astounding versatility and living warbeasts lack Pathfinder, with
the drop on opponents from behind
magical offense. the exception of Laris and the Stalker.
terrain or jump over other models that
The Argus and Pureblood, however,
Models like the Woldwyrd intensify would impede a charge.
can easily help with that. Too, the
the magical onslaught. Its Purgation
Shadowhorn’s Leap gives it some extra
ability and Arcane Suppression animus
mobility, leaving Circle with the ability
Skill and Precision
make it an anti-magical monster that One overarching theme emerges
to advance and charge uninhibited in
devastates models/units with enemy among the troopers of Circle Orboros:
nearly any situation.
upkeep spells on them. Lastly, the They tend to hit you—a lot. Although
Woldwarden and Megalith both offer To stop opposing charges and block stopping power may not be their forte,
the potent Geomancy ability. Not only line of sight, Circle relies on its most Circle units can earn an attack
49
score of at least 7 or better without afford to forgive mistakes. In the crew, the Lord of the Feast can charge a
outside assistance, even on the move. hands of a skilled and experienced unit, kill all within reach before raven-
Wolves have CMA and Powerful player, the flexibility of Circle forces shifting to another target, then repeat
Charge to make MAT 8 and 10 attacks and the reliability with which they hit the process using heart tokens. The
commonplace. Reeves with CRA and thankfully mean a well-planned turn Tharn White Mane can perform similar
Snap Fire can output an impressive is less likely to go wrong; the self- feats with Overtake before sprinting
volume of RAT 7 shots without aiming. sufficiency of many units allows greater away. Wolf Lord Morraig, on the other
Ravagers and Druids start with attack freedom with activation order and hand, is less a thresher of men than he is
scores of 7, and Ravagers stack Powerful support models. a highly mobile truck. Flanking with his
Charge on top of it. Meanwhile, trusty wolves, Morraig can deal a MAT
Bloodtrackers and Wolf Riders remain Location, Location, 12 charge attack with a damage roll of
MAT and RAT 8 against their prey; their 13 + 5d6. His mount attack can trigger
Bloodweaver sisters have Gang. The
Location Cleave for an additional Cleft Blade
As previously mentioned, Circle are
new Warpborn Skinwalkers also possess attack. Target a heavy with a charge, a
not exactly built for the attrition game.
CMA to get MAT 8 attacks and foster nearby enemy trooper with the mount,
Typically low ARM values mean that
a resilience Ravagers lack with base then the heavy with the second Blade
when the enemy manages to pin down
ARM 16 and Unyielding. attack. With Flank and a nearby trooper
a Circle force and hit it, they can
on which to use Cleave, Morraig will
Circle troopers possess other high-end inflict some serious hurt. Also given
crush a heavy in a single charge.
stats besides attack scores, however. the troopers’ low P+S, a charge bonus
Many have above-average DEF as well. for damage can mean the difference
With the exception of the sticks and between killing the enemy and merely
Come, My Minions
Minions offer some choice selections
stones, almost all Circle troopers have scratching his armor. Winning as a
to help fill in the gaps and offer utility.
at least 13, often 14, DEF. The Circle Circle player takes skill, practice, and
Farrow Bone Grinders solidly support
tendency to play in and around terrain the ability to force opponents to engage
the squishier offensive spell-slingers
increases this against shooting and on your terms. Luckily, Circle Orboros
such as Mohsar and Morvahna. One
magic, while models like the Ravagers comes equipped with a vast array of
of the few 1-point options in the game,
can have a DEF of 15 in melee when tools to help players crush those who
would attempt to stand against the Swamp Gobbers add even more to
partially within the woods.
forces of the Devourer Wurm. Circle’s high DEF and board-control
To balance these higher scores, abilities. The high ARM option of
Circle troops tend to have lower P+S The Gnarlhorn Satyr’s Counter Slam can Gatormen does not benefit from in-
and ARM values compared to their deny your opponent safe access to certain faction bonuses like Skinwalkers do,
opponents. Launching the first strike areas of the battlefield and makes a terrific but Gatormen can offer a higher volume
thus becomes critical to the typical piece for engaging arc nodes—even if of attacks as well ass their own built-
Circle force and means they cannot it does not get to slam. Offensively, the in benefits. A solid troop choice for
Druids of any list, Cylena Raefyll and her Nyss
Orboros Hunters may not be able to put out
unit employ as many CRAs as Reeves, but they
their Force perform considerably better in melee.
Bolts to alter
the location The Minion lesser warlocks offer some
of the battle. To interesting play options. They all operate
ensure your heavies well as a strong flanking presence and
get the jump on your work particularly well with Morvahna,
opponents, send a unit of whose Harvest spell allows her to
Druids “fishing,” then pull operate with a smaller battlegroup.
a target into charge range of
your heavy warbeast or other Forces of Nature
hard target remover, and your The warlocks of Circle Orboros are as
opponent will never truly be varied as the harsh elements of the wild
safe, even if he stays out of and just as deadly. Each brings a unique
your charge range. array of abilities to help crush those who
would try to bring order to the wild.
One-Man Army This article takes a brief look all these
Many devastating solos powerful leaders as calling out particular
enhance Circle’s battlefield warbeast and unit suited to each.
prowess. Quite literally
a one-man wrecking
50
knocked down. The defensive feat,
Broken Earth, can deny an opponent a
solid charge and slow the movement of
his army. Also remember it can grant
cover to all friendly models—an often-
overlooked secondary effect that can be
a savior against a gunline that doesn’t
rely on charging and redeployment.
51
also allow them to keep up with the
pack and not get shot up on the way
into battle. With Shadow Pack, your
opponents can shoot only whatever lacks
Stealth. Prey also allows these lovely
ladies to take down medium infantry and
light warbeasts in a pinch and help the
Moonhunter set up her critical kills.
52
mobility to his warbeasts. Kromac’s
warbeasts can use this movement to
move into charge distance of the enemy;
if they are already close enough, they
can use the movement to follow up after
a kill of their own. Wild Aggression
takes one of Kromac’s warbeasts to the
next level of killing power, allowing
it to constantly boost damage or buy
additional attacks without worrying
about hitting. The only “problem” with
Kromac is finding yourself torn between
too many good options.
Kromac the Unit of Note: Warpborn Krueger the
Ravenous Skinwalkers Stormwrath
Kromac brings to Circle a warlock Although Kromac may be a Tharn, he Krueger represents the raw power of
who can single-handedly kill all but will find tremendous use in the new nature within Circle. He can unleash
the most heavily armored models in Skinwalkers. As a relatively cheap a volume of lightning-powered death
the game. Kromac complements his medium-based unit, they can screen that would make even Nemo blush.
melee beatdown ability with a solid Kromac during the approach. Once they Krueger’s feat and Chain Lightning
mix of Circle standards: magic denial, get stuck in, they become ARM 18 with spells make him a veritable lawnmower
terrain creation, mobility enhancement, Unyielding and become great targets for of opposing light infantry. Electro
and accurate attacks. Bestial remains Inviolable Resolve, which pushes their Leap from his staff or from any model/
Kromac’s ultimate answer to enemy ARM to 20 while engaged. Yes, Circle unit under the effects of Lightning
spellcasters. Because most opponents now has access to an 8-wound, medium- Tendrils only enhance this whirlwind
tend to avoid melee with the big man, based, ARM 20 unit. Although mobility of POW 10 damage rolls. Skyborne
he need only bring a Woldwatcher may be a key advantage, Circle players not only provides Krueger with a high
or Wold Guardian to protect him no longer lack an anvil with which to tie movement rate and Flight to get him
from shooting and advance nearly down their opponents. where he needs to be but elevates him to
uncontested across the battlefield. Rift
a very respectable DEF 17. Although he
gives Kromac access to a solid AOE Warbeast of Note: Woldwatcher employs Sustained Attack as his melee
damage spell that doubles as a charge As a medium-based caster, Kromac can
attack, his low MAT of 5 makes an
deterrent, while Warpath grants extra take advantage of the Woldwatcher’s
assassination attempt risky unless you
Shield Guard, which protects him from
can lower your opponents’ DEF first.
high-POW incoming fire. Meanwhile,
Megalith’s animus comes in handy here.
the Woldwatcher’s animus helps
prevent any sort of drop-and- Unit of Note: Bloodweavers
pop assassination attempts. Tharn Bloodweavers prove a fantastic
Kromac’s Bestial spell match for the Stormwrath. Their
and his large CTRL Gang ability becomes far more reliable
render purifying the and easier to position with Lightning
Watcher’s animus Tendrils. Electro Leap on top of Blood
impossible to all but Burst allows even a small unit of
the Harbinger. Bloodweavers to take on units twice
In fact, the their size. Deflection, meanwhile, helps
combination them survive AOE attacks on the
of Bestial approach, while their natural stealth
and Earth’s prevents most direct fire from hurting
Blessing them. Blood Spiller provides Krueger
allow a melee unit that can deal with multi-
Kromac to wound infantry, warbeasts, and even
withstand opposing warcasters and warlocks that
some of the his POW 10 onslaught cannot.
most powerful
feats in the Warbeast of Note: Feral Warpwolf
game, such as Krueger alone can handle a large
Kreoss’ and horde of infantry. He cannot, however,
Sorscha’s. kill an opposing heavy warbeast or
53
warjack. Thankfully, none but a Feral opposing players will find their options
Warpwolf can do it better. Although for retaliation extremely limited: no
the Stalker may have the single highest charging, slow advances, shorter
P+S attack in the faction, it cannot ranges on shooting, and no
match the Feral in total damage output. offensive spells.
With an extra point of MAT and STR
and an additional initial attack, the Unit of Note: Reeves
Feral Warpwolf remains king when it of Orboros
comes to single target takedown. With The Reeves match well with
Lightning Tendrils, the Feral can also the Stormlord for many
match the threat range of the Stalker— reasons. Their RNG 12
all for a point less than his sword- Crossbows afford them
wielding cousin. greater benefit from the
protection of Storm Wall,
while Inspiration quells any
CMD issues. Hurricane
can free up any engaged
Reeves and allows them
to commence their potent
CRA Snap Fire attacks.
With the opponents’ ability
to countercharge severely
hampered, the Reeves
can enjoy another round of
shooting up the stragglers.
Warbeast of Note:
Krueger the Pureblood Warpwolf
Stormlord Kreuger the Stormwrath can deal with
mass infantry quite well and needs only
With an ability and spell list that covers
all the essentials, the warlock Mohsar
Recent experiences have done nothing
the killing power of a Feral, but the is a veritable Swiss army knife. He can
to calm Krueger and have simply
Stormlord prefers the versatility of the support his troops, eliminate infantry
redirected him toward loftier goals.
Pureblood. Telekinesis and Ghostly allow crowds, debuff high ARM, control
Although the Stormwrath focuses on the board, and redeploy rapidly. His
the Pureblood to move places few other
an aggressive all-out lightning assault, warbeasts could reach. The Pureblood’s signature spell, Crevasse, allows for
the Stormlord plays a strong denial- spray attack helps clear infantry, and the removal of enemy infantry units; if
and-control game while supporting the Wraithbane animus proves a potent cleverly used, the spell allows Mohsar
his troops. Storm Wall protects him match for opposing upkeeps like Iron to kill models with Stealth using the
and his force from all but the longest Flesh or Arcane Shield. The Stormlord spray effect generated by the initial
range shooting attacks and minimizes himself finds Wraithbane a great boon attack. Note that Crevasse does not
the effectiveness of AOEs. Telekinesis in attempts to gun down an opposing specify the destruction of an enemy
allows him to reposition key pieces warlock or warcaster with his Sustained model. Mohsar suffers no compunction
to extend threat ranges as well as Attack Lightning Bolts. about sacrificing his underlings to
reposition the enemy to open charge achieve total victory. A sacrifice will
lanes and allow friendly models to avoid grant him Sands of Fate to get him
free strikes. In addition to Telekinesis, into or out of enemy range as the
Gallows helps the Stormlord drag his situation demands. A fantastic board
opponents to their doom. The Stormlord control spell, Pillar of Salt will force
can be a potent ranged killer in his own an opponent to either waste attacks
right, with a ranged attack rivaling that and activations to destroy the pillars
of the Thunderhead. The true power of or waste time avoiding them. They
the Stormlord, though, is derived from can also be used to set up additional
his Hurricane feat. It can be used to collateral damage on slams and throws
clear obstacles, prevent countercharges, or to block line of sight as a defensive
open charge lanes, reduce opposing measure. Mohsar’s Disjunction feat can
threat ranges, and break apart units cripple an opposing HORDES army by
with Defensive Line and Shield Wall. depriving the opposing warlock of fury
Combine Hurricane with Stormwall Mohsar the and forcing numerous frenzy checks on
and Counter Magic from Druids, and Desertwalker opposing warbeasts.
54
Unit of Note: Woldstalkers models to play each turn with relative wall of forests populated by DEF 15
The Woldstalkers gain extra advantage ease. To counter Regrowth reliably, ARM 16 models with 8 wounds.
from Mohsar’s Mirage spell. They can your opponent will be forced to either
wipe out the entire unit or remove Warbeast of Note: Wold Guardian
use Apparition either to close the gap
the upkeep; otherwise, the unit will These monstrous mountains of stone,
with the enemy or to disengage from
continue to return to the table, charge, wood, and clay protect Morvahna and
melee with the opponent. Combined
and return to the table again. Harvest other warlocks in more ways than one.
with Zephyr, a Woldstalker unit can be
further plays into Morvahna’s unique Though its animus is usually better
repositioned up to 5˝ and still maintain
style and allows her to spend all her fury suited for higher-ARM warlocks,
an aiming bonus. Woldstalkers’
during the Control Phase on upkeeps. It Morvahna may still find it—and its
Concerted Fire ability also stacks nicely
also provides her with fury even when Girded ability—advantageous when
with Curse of Shadows to make the first
her beasts have been killed. Harvest she runs out of Sacrificial Pawn targets.
shot an effective POW 14 and the last
can allow Morvahna to cast spells like The Pawn protects Morvahna from
shot up to an effective POW 18. These
Influence and Eruption of Life at little direct hits, but the Guardian can protect
little guys can drop a light warbeast or
to no effective cost. Influence works her from AOEs and other blast damage
warjack with relative ease and can even
perfectly for high-MAT, high-P+S, low- to which her low ARM renders her
inflict a serious hurt on a heavy.
DEF troopers. Cygnar Stormguard, vulnerable. Because Morvahna needs
Warbeast of Note: Gorax Retribution Sentinels, and Cryx Bane to be close to the front to get the most
Though not the first warbeast most Knights all make ideal targets. As out of Harvest and her offensive spells
Circle players associate with Mohsar, long as they hit and kill their targets, and feats, anything that keeps her safe
this 4-point investment rates serious Morvahna can continuously recast becomes crucial. Two magical weapon
consideration. Consider this: Mohsar Influence. Eruption of Life works in a P+S 17 fists with Ram are none too
can maltreat the Gorax to activate pain similar fashion against tightly packed shabby either.
response at will. A Gorax under the enemy infantry, with the added bonus of
effects of its animus is MAT 8 with leaving a forest in play. Conclusion
P+S 14. Mohsar, however, is the one Although Circle Orboros comprises a
warlock with an ARM debuff. Curse Unit of Note: Tharn Ravagers potent force that can engage on their
of Shadows makes a Gorax an effective A typical charge by Tharn Ravagers own terms, the majority of their troops
P+S 16. If Mohsar casts the animus, can be devastating but is prone to are just glass cannons. New players,
the Gorax can charge for free and make counterattack. Ineligible for Regrowth, though, should not be frustrated by
six of these attacks. Some quick math Ravagers can instead derive a much- the steep learning curve this presents.
reveals the little guy can put down an needed boost to ARM from Restoration Once mastered, Circle can devastate
Ironclad on average die rolls. Not bad and gain further aid through opponents and deny them any
for 4 points. Morvahna’s Eruption of Life and her significant counterstrike, inevitably
Seeds of Destruction feat. Thus armed, crushing them like an avalanche. Circle
Morvahna’s Ravagers can deliver a Orboros harbors many, many more
crippling charge and follow it with a secrets to be discovered on your own,
so go forth and adapt, evolve,
and always play like you’ve
got a pair!
Morvahna the
Autumnblade
The warlock Morvahna brings some
necessary attributes to a faction
known to be full of glass cannons. Her
signature Regrowth and Harvest spells
especially make her best suited to an
attrition-based playstyle. Regrowth
allows a small-based living unit of
your choice to be nigh unkillable, as
Morvahna returns four to five warrior
55
M i n i o n
n e s s :
M a d T h o r
Allia
n f
n
a
c
l l
e
vid ‘D
C’ Carl Art by
t Dixo
n
By Da rera & Mat
s Cab
Carlo
E
ver since the announcement of Minions as a HORDES faction, the Privateer Press forums
have been abuzz with excitement and speculation. With the release of the minion warlock
Lord Carver and the War Hog heavy warbeast, it’s time for some of that speculation to come
to an end with the public release of the Thornfall Alliance minion pact rules.
56
Minion Pacts
To field a minion army, a player must choose a minion While players need to wait until the release of Forces of
pact (or a minion warlock’s Theme Force as detailed in HORDES: Minions to see the full background for Lord
the Forces of HORDES: Minions book). Each minion pact Carver and the Thornfall Alliance, this article provides
includes rules for building the army. In addition to the players with the basic information needed to get started
guidelines presented in a minion pact, minion armies with a Thornfall Alliance army. It serves as an excellent
follow all the normal army composition rules, such showcase for this brutal warlock and the patchwork
as field allowance and a warlock’s battlegroup bonus monstrosities he leads in battle.
points for warbeasts.
Thornfall Alliance
Many players are familiar with the tenacious Farrow
race thanks to their ability to fight alongside the wild
factions of HORDES. The Farrow Brigands and
Farrow Bone Grinders have long lent their support
to other armies, but now players can field these units
alongside Farrow warlocks and warbeasts in a cohesive
army under the banner of the Thornfall Alliance.
Army Composition
An army constructed under the Thornfall Alliance pact
can include any Minion Farrow model/units.
An army constructed under the Thornfall Alliance pact
can also include Dr. Arkadius, Alten Ashley, Gudrun the
Wanderer, Saxon Orrik, and Viktor Pendrake.
Increase the FA of all non-character Farrow models and
units included in the army by +1.
Special Rules
Farrow units in this army gain Advance Deployment .
57
Blood Magic of the Tharn
59
ritually consumed the raw flesh of their kills, while the women of their tribes if the Tharn find a body that has already
kills, drawing strength from the power focused their traditions around the served as food for crows or other wild
contained within. The shedding of blood letting of blood. Over the centuries, this scavengers, they leave it be. Crows
itself releases potent life energies—the ritualized cannibalism and blood magic upon a corpse are a sign the Devourer
first blood magicians learned that tied the Tharn ever more closely to their Wurm has already claimed the body
devouring a still-beating heart, the patron and god, the Devourer Wurm. for itself. However, this grace only
source of blood and therefore life The Tharn are no longer precisely extends to natural scroungers; curious
itself, would grant them the strengths human, having become something closer anatomists in search of fresh material
of the devoured. Over time the Tharn to the perfect predator they revere. would be well advised to leave fallen
developed a reputation for brutality and Tharn where they lie. Tharn will violate
The Tharn themselves not only expect
unspeakable acts that caused even the truces and alliances to exact their
to be eaten, they look forward to it.
most barbarous of their enemies to quail. revenge on someone who has removed a
While their souls travel on to hunt in
Tharn from the cycle.
As shamanic traditions became part of the afterlife, their mortal remains are
daily life, this obsession with predation consumed to return their strength to The tradition of blood magic among the
spread through all aspects of Tharn the tribe. Tharn will attempt to recover Tharn originates far back in prehistory
culture. Every Tharn ravager—well their dead from a battlefield and and was an ancient practice even
steeped in blood magic—learned to consume the bodies, or at least their before the rise of the Molgur. Over the
consume the heart of each enemy he hearts, in a ceremonial ritual. However, centuries, the widely scattered Tharn
60
tuaths have developed many variations
of the oldest rituals, but at their core,
these rites bear similarities that remain
constant from tribe to tribe. It is these
oldest rituals that keep the Tharn
united, no matter how far their tribes
may spread.
61
full in the sky, is the most celebrated and fury, howling and roaring. Before The Wurm’s Hunt
event for the Tharn. Every three long, the tribe scatters in all directions, On nights when no moon is visible in
years, for three days and nights, all roaming through the wilderness in the sky, the Tharn engage in their most
Tharn engage in riotous and violent search of prey. Male Tharn remain solemn observation. On this darkest of
celebration. Most tribes perform at nights, the Devourer itself stalks the
in their bestial aspect for the entire
least two or three of the array of rituals land, and the Tharn accept the role of
night and kill any living thing they
associated with this event, but the prey, retreating into their homes and
encounter. The Tharn eat some portion
second night’s observances are the same refusing to set foot outside. They light
of the kill but do not gorge themselves.
for all. During the second day, Tharn no fires and make no noise, only stare
eat very little, stoking their hunger Instead they move on in imitation of
into the darkness, every sense alert
for the night ahead. Then at sunset, the Devourer’s endless appetite, until
for the coming of the Devourer. It is a
they light immense bonfires and whirl sometime after dawn they stagger back little-known bit of wilderness lore that
about them with ever-increasing speed to camp, glutted. although this night of utter darkness
is generally one of the most dangerous some distrust, but as Cryxian raiders mightiest prey they can name, vowing
nights to travel, it is the safest time to penetrate further into the wilderness, to return with its body or not at all. The
cross Tharn territory. other tribes of Tharn are beginning to prey named can be almost anything,
adopt this practice out of prudence. but it must be something the rest of the
In recent years, rumors have begun to
tribe recognizes as all-but-certain death
spread that there are some shamans
who dare to travel abroad on the
The Culling to confront alone. It is worth noting
The Tharn consider all living things that on rare occasions, the elder actually
darkest night, meeting in secret to share
prey and gladly test their power and wins the fight, and returns to the tribe
in dark rituals known only to their
skill against the mightiest beasts in carrying the carcass of this deadly prey.
kind. Some who hear these rumors
the forest to prove their faith in the His name is howled in triumph for this
cannot help but be reminded this night
Devourer. But they also know it is the feat, and upon the next Larisfall he
is revered by Thamarites as the Night
duty of all predators to cull the weak repeats the ritual, naming an even more
of Dark Ascension, and they wonder at
and sick from the ranks of the prey so dangerous prey.
this coincidence.
the prey may grow stronger and provide The White Fur tuath of northern
Warpnight & Wurmsglare a greater challenge in the future. This Khador tells the tale of Bronn, a
These are lunar holidays when Laris is duty extends to their own people. legendary elder of his tribe who
not visible in the sky. These ceremonies Most Tharn born crippled or perceived undertook the Last Hunt thirteen times.
are the loudest of all Tharn rites, for as deficient in some way are killed at For the first twelve, this grizzled hunter
the Tharn believe the Devourer has an early age. This practice fell into returned with proof of his kill and a
turned away from Caen and they must disuse during the later years of the wondrous tale of his victory. At last,
draw its attention back to the world and Ten Ills, when it became obvious that having no other prey to challenge him,
its children. These rituals are variants every Tharn child, crippled or not, was Bronn named the dragon Halfaug as his
of the Heartfountain, for while the crucial to the race’s survival. Now that thirteenth quarry and departed the next
shaman is sacrificing the hearts of prey the curse is lifted, the old practice of morning. The Bán Fionnadh confidently
to the Devourer, the other participants eliminating the infirm has returned. awaits its hero’s inevitable return.
make as much noise as possible, by These unworthy children are offered
such means as yelling at the top of up to the Devourer in sacrifice and the Heaven’s Spear
their voices, banging hammers against remains are unceremoniously thrown This ritual requires the sacrifice of a
a metal shields, or swinging wailing out of the camp. No Tharn would devoted Tharn warrior, but there has
whistles over their heads. consume such weak flesh, lest the taint been no shortage of volunteers. During
of that weakness infect them. A mother a battle, the shaman cuts deep runes
Returning the Fallen who has given birth to one of these into the sacrifice’s skin, drinking in
the blood that flows. With the link
to the Fold failures is shamed in the eyes of the
established, he calls to the skies above,
Tharn ravagers who fall in battle are tribe, though if she herself offers up the
child in sacrifice, her guilt is expunged summoning the power of the storm. The
reclaimed by their brethren if at all
chosen warrior then charges into the
possible. When time permits, funerary and the tribe accepts her as an equal
fight, most often heading directly for
rites are performed upon their bodies. once more.
the command tent of the opposing force.
The participants each consume a
The shaman lets the power above build
mouthful of their comrade’s dead flesh, The Last Hunt
and build, holding the spell back for
thus rejoining his essence to the tribe and Tharn rarely live to old age. As their
as long as he can. Upon the warrior’s
ensuring his spirit endures. The hearts bodies slow and their strength wanes,
death, the effect is released, and a
of the dead are preferred, but in battles they are typically slain while pursuing
massive bolt of lightning stabs down to
where fire and explosions have left little dangerous prey, either on the battlefield
incinerate his body and everything else
behind, any edible portion will do. or in the wild. But there are some who
within several yards.
survive: those who use experience as a
In a variation of this ritual, the Terth
substitute for raw power. As their hair
Cearban always eat the brain of a fallen
turns silver, they join the elders of the
shaman rather than the heart. Then,
Tharn, their wisdom now a gift to the
after several days have passed to ensure
tribe. However, even these elders know
the soul has moved on to Urcaen, the
that at some point they will turn from a
body is burned. The Terth Cearban have
treasured resource to a burden.
lived too long in the shadow of Cryx to
leave anything behind for scavenging This ritual is performed on nights of
necrotechs, whom they believe seek to Larisfull, when the eye of the Devourer
steal the secrets of blood magic from may see most clearly. It allows those
them. This modification of the rite is elders to die as all Tharn wish to: on
one of the reasons mainland Tharn the hunt. Alone, carrying only their
look upon their southern cousins with weapons, they set off in search of the
63
A uguries of
By David ‘DC’ Carl • Art by Andrea Uderzo
W ar
The Auguries of War Theme Force a turn makes upkeep spells like Infernal focus via Power Booster. They can also
from Forces of WARMACHINE: Cryx is Machine and Curse of Shadows far more clear away enemy grunts with Venom
deceptively versatile. It allows players to deadly on the Coven than they would be or Seduction. Such a list should also
enhance the Witch Coven’s prodigious on other warcasters. include a bonejack or two to juggle
warjack-oriented expertise, create an the Infernal Machine spell between
effective Soulhunter-themed army list, Path of Helleana helljacks. In conjunction with the
or create a mixed force that strikes with The first method of building an Perfect Conjunction ability and the
lightning speed, even by Cryx standards. Auguries of War army list focuses Coven’s multiple activations, a well-
on Cryx’s helljacks. This list is most positioned arc node can give helljacks +2
Regardless of the army’s direction, effective at Tier 1 or Tier 4. A Tier 1 MAT and SPD whenever they need it.
remember that the Witch Coven can cast Path of Helleana list includes numerous
spells during three separate activations helljacks, along with a good number of At Tier 4, this list becomes exceptionally
(or four, if the army includes Deathjack). Warwitch Sirens. Sirens can remove aggressive, and its warjacks can
The ability to shift spells around during Disruption and/or provide a point of dominate the middle of the board by the
64
NO Quarter Magazine: featured theme force
boost an attack or damage roll can
make a significant difference in combat
performance. When fighting groups
of enemies, the first soul token often
helps a Soulhunter earn a second,
perpetuating the violence.
In this list, a bonejack is critical for
spreading the love of Curse of Shadows
to different enemy models/units. This
spell has all sorts of Soulhunter-related
bonuses. It increases their damage
against a specific target, allows them to
ignore a unit’s free strikes during their
light cavalry move, or even allows them
to move straight through one enemy to
get at another.
end of the first turn with ease. The list Path Morgaen
of Path of Selene
does require players to field Darragh The second army-building style for Perhaps the ultimate example of the
and the Withershadow Combine for Auguries of War shifts the focus to the potential of Auguries of War is a
the privilege, though. In this sort of Soulhunters and is typically built to combination of both tactics. A Tier 4
army list, Beyond Death will often be meet Tier 2 requirements. This light list with Advance Deploy helljacks
Darragh’s best spell, blunting the melee cavalry unit has great maneuverability, alongside soul-laden Soulhunters can
offense of enemy troops and warbeasts three base attacks (Scythe, Sickle, and quickly threaten any area of the board.
to effectively enhance the ARM of the Mount), and the Tier 2 benefit grants Ideal for aggressive scenario play,
Cryxian helljacks. The Combine can help each Soulhunter a soul token at the opponents of a Path of Selene style list
the Sirens clear away models that hinder start of the game. This bonus’ value can expect a lot of early pressure and a
their ’jacks’ maneuverability and even has may not be as readily apparent as a free lot of upkeep spell juggling to put MAT
the potential to add a whole new helljack solo or UA, but do not underestimate buffs, SPD buffs, or ARM debuffs
to the army under the right conditions. it. The ability for a warrior model to exactly where they’re most needed.
Tier 1 Tier 3
Requirements: The army can include only the models listed Requirements: The army includes The Withershadow Combine.
above.
Benefit: You can redeploy one model/unit after both players
Benefit: Soulhunter units become FA 2. Additionally, the have deployed but before the first player’s first turn. The
FA of Warwitch Siren solos increases by +1 for every helljack redeployed models must be placed on the table in a location
included. they could have been deployed initially.
Tier 2 Tier 4
Requirements: The army includes Darragh Wrathe. Requirements: The Coven’s battlegroup includes three or
more helljacks.
Benefit: Soulhunter models each begin with one soul token.
Benefit: Up to one helljack gains Advance Deployment for
each Warwitch Siren solo in the army.
65
Swamp
Display
NO Quarter Magazine: MODELING & PAINTING
Bases
By Piotr Mikians Art by Brian Snoddy
66
NO Quarter Magazine:MODELING & PAINTING
Preparation
Step 1) Choose the proper material for the base. You can use
a wooden/resin plinth, some kind of pre-made base, a piece
of thick branch, a block of wood, or even a piece of rock
or other material. (Examples of possible bases are pictured
here.) A simple piece of wood was used for this tutorial,
Step 2) With a saw, cut the wood to the desired size and
shape. (Power tools can save plenty of time, but for Toruk’s
sake, watch your fingers! They are no match for a rotating
blade!) This base was made large enough to support models
such as the Leviathan or Harrower.
Step 3) Sand the edges and the bottom of the block, either
manually or with a power tool. (Even if you still have all
your fingers after using the saw blade, you should still be
cautious.)
Step 4) Here, rocks are added to both sides of the base to
help show off the warjack’s “all-terrain” abilities as it patrols
the swamp. Tree bark works perfectly for this and can be left
to stick out over the base’s outline at this point. Of course,
other material can be used (such as real rock or something
you sculpt yourself), but bark can be cut and shaped easily,
which will become critical in the next steps.
Step 3) Smooth the edges of the base. (Here, you will discover
why bark works better than real rock.) Using sandpapers of
different thicknesses will give the base a tidy, display-ready
appearance. Again, proper power tools can be used to save time.
67
NO Quarter Magazine:MODELING & PAINTING
Step 1) Add some texture to your swamp. Paint the Step 2) Finally, add static grass and some small leaves. (These can
desired area with white glue, sprinkle some gravel on be added after painting, but adding them now will give you time
top, followed by sand. These elements do not have to to paint them if you like. Matching the colors used on the model
be glued down hard because they will eventually be with those on the base will also give the display a more unified,
sunk under the artificial water. (Resin also makes for a visually pleasing look.)
strong glue.) Of course, you can add more elements (such
as more vegetation or swamp creatures) but the base
should not distract from the model it supports.
Tip: Because bark can be fragile and brittle, paint it with
a mixture of diluted white glue. This should harden the
bark and prevent any damage caused by drybrushing or
other detailing.
Painting
Step 1) Painting bases might be easier than you expect. Start by Step 2) Create highlights by glazing the sand on the base with a
covering the whole base with a diluted mixture of Ordic Olive very diluted Sulfuric Yellow. Add several diluted layers (rather
and a bit of Exile blue and Battlefield Brown. Use several layers than just one thick layer) to brighten the bottom and make
of this mixture for an effective basecoat. This will not only it more visible under the artificial water. Highlight the tree
create natural shadows in the cavities, but will make all the with Gun Corp. Brown. Use a subtle layer for a more natural
elements appear unified. Again, use the same (or similar) colors appearance. Lastly, drybrush the static grass with some Iosan
on the model that you use on the base to to create a uniform and Green to “freshen” its appearance. (Swamps—especially Cryx
cohesive appearance. swamps—contain plenty of strange vegetation, though, so almost
any color can be used.)
Tip: When using watered-down paints, be sure to let each layer
dry before painting the next. This can take some time, especially
when painting a block of wood, but haste at this stage could
potentially ruin the paint job.
68
NO Quarter Magazine:MODELING & PAINTING
69
Guts & Gears takes a look at the men, machines, and monsters of the Iron
Kingdoms. Read about what it takes to be a warrior or warbeast with one of the
many factions or look into the mechanikal workings of hulking warjacks and
what it takes to get these multi-ton constructs to dominate the battlefield.
Rhinodon
By Aeryn Rudel • Art by Mariusz Gandzel, Andrea Uderzo,
and Matt Wilson
70
From the journal of Nolan Helwick, Professor Pendrake calls a rhinodon—is brain suggests an intellect at the level
Professor of Extraordinary Zoology, being stored in a converted meat locker of common herd animals, such as cattle
Corvis University: to slow the decomposition of its colossal or bison. Its eyes were deep set, small,
carcass. As a professor of extraordinary and possessed of an underdeveloped
Although we suffered greatly at the
zoology at Corvis University, it has fallen optic nerve suggesting poor eyesight.
hands of the skorne, we have persevered,
to me to dissect the corpse and learn what However, the olfactory bulbs and
and the invaders have been repelled from
I can from it. nerves were fairly large, so rhinodons
our city. In their wake, the skorne have
likely have a keen sense of smell. Its
left a battlefield filled with the corpses The rhinodon specimen I examined
ears were small, located near the base
of strange beasts seen by few western was in fair shape—there was the gaping
of its skull, and could be rotated, raised,
eyes. Although the death toll was high, cannon wound that had slain the beast, but
and lowered. My guess is rhinodons
and I have no wish to see such a calamity otherwise only minor damage from small-
have hearing on par with most herd
befall any Cygnaran city ever again, we arms fire. Luckily, there was very little
animals, which is well above human
at Corvis University have been given a damage from scavengers or decomposition.
capabilities but below that of wolves
rare opportunity. This chance to study From the tip of its beak-like snout to
and other predators. A sharp, horny
the monstrous warbeasts used by the the end of its clubbed, sinuous tail, this
beak and the lack of incising teeth
Skorne Empire is invaluable. rhinodon measured some twelve feet in
suggest rhinodons are herbivorous.
length. Although I was unable to weigh
We recovered specimens of several While Professor Pendrake’s notes
the carcass, I would estimate its weight to
different skorne beasts from the further support this conclusion, I find
be around four tons, roughly equivalent
battlefields of Corvis, each more fearsome the idea of such monstrous creatures
to one of our lighter warjacks. Upon first
than the last. One of the largest—a beast subsisting on plant matter alone
seeing the rhinodon, I was struck by its
quite uncharacteristic of the savage
primeval appearance. Its size and form
aggression reported on the battlefield.
reminded me of creatures I have seen
only as fossils. Perhaps the rhinodon is The beast’s pillar-like back legs and
a descendent of the great antediluvian robust front limbs equipped with
beasts that roamed Immoren before the prehensile hands suggest the rhinodon is
continental cataclysm many thousands of capable of both quadrupedal and bipedal
years ago. locomotion. Eyewitness accounts report
rhinodons standing upon their back legs
The beast was covered in
to smash Cygnaran warjacks with blows
a thick gray hide stout
from their titanic fists. However, despite
enough to require
those humanoid front limbs, I have been
my sharpest
unable to find any accounts of rhinodons
knives and
using tools or weapons. In fact, the only
considerable
equipment found on rhinodon corpses
effort to
are armored war gauntlets, presumably
penetrate.
to add weight to blows from their fists,
Its back was
and heavy greaves to protect their more
armored in
vulnerable hind legs.
thick plates
reminiscent of Without doubt, the most impressive
a turtle’s shell feature of the rhinodon I examined was
from which a the thick knob of bone at the base of its
double row of tall long flexible tail. This massive natural
spines projected. weapon resembled nothing so much
The spines were knife- as a gigantic mace or morningstar, and
sharp and measured six apparently it is used in the same manner.
inches long at the base Battle reports reveal this club-like tail
of the tail, lengthening to can be lashed about the creature’s body
nearly two feet at its neck and in a wide arc, devastating anything in its
shoulders. The purpose of path. My examinations of the rhinodon’s
these spines is quite clear: tail revealed nearly two-dozen free
they serve as an incredibly caudal vertebrae between the sacrum
effective deterrent and the tail club, suggesting incredible
against attacks against strength and flexibility.
the creature’s rear.
Certainly, the rhinodon is a formidable
The rhinodon’s beast, and Professor Pendrake’s accounts
head was fairly of rhinodons in the wild suggest a certain
small for its amount of natural aggressiveness.
body size, However, it is quite obvious the
and its tiny rhinodons used as beasts of war by the
71
NO Quarter Magazine: GUTS & GEARS
skorne are different monsters entirely. brains of the savage humanoid cyclops. make them more difficult to train, not
Professor Pendrake, who spent some Each of the cyclops specimens we less. Why then are the paingivers’
time as a captive of the skorne, tells recovered had surgical scars at the more brutal conditioning methods
of a “conditioning” process to which base of its skull. The purpose of this reserved for more tractable beasts?
all skorne warbeasts are subjected. A trepanning is beyond our understanding I can only guess that paingivers
bizarre cabal of beast tamers called at this time, but it certainly bears the have other tools at their disposal
paingivers oversees this process, and hallmark of the paingivers’ art. that are not visible even to a detailed
as the name would indicate, their examination. I could conjecture that
It is hard to imagine how such
ministrations amount to something more sorcery is involved, but that would be
monstrous cruelty could be anything but
akin to protracted torture than any beast pure speculation on my part.
counterproductive in producing obedient
training with which I am familiar.
and reliable warbeasts. However, there After I completed my physical
I have compared notes with my is talk of a dark sorcery practiced by examination of the rhinodon, I sought
colleagues also engaged in the study the skorne, and perhaps this strange out my colleagues engaged in similar
of skorne warbeasts regarding the magic is used to bind the wills of these studies. In all, we recovered a total of
torturous training methods used by creatures to their handlers. Paingivers six rhinodons from the battlefields of
skorne paingivers. Each specimen also accompany skorne warbeasts Corvis, enough to make fairly in-depth
recovered from the battlefields of into battle, driving their charges into comparisons between individual beasts.
Corvis bears evidence of the paingivers’ destructive rages with verbal commands When I compared my findings with
conditioning methods, though the and applications of the whip. those of my colleagues it revealed some
approach used for each beast differs. fascinating information.
There was, of course, ample evidence
The bodies of the massive beasts known
of the paingivers’ touch on the Although the six rhinodons studied at
as titans, for example, were pierced by
rhinodon carcass I examined. The Corvis were of similar size, shape, and
dozens of metal hooks and blades. These
corpse was covered in scores of old anatomy, their outward appearances
devices were lodged through the first
scars and newer lacerations that spoke differed greatly. The size and length of
layer of tissue, creating wounds that
of a lifetime under the lash. However, back spines, thickness of armor, size
continually agitate the massive beasts.
it lacked evidence of the more extreme and shape of the tail club, and even the
My supposition is these cruel barbs keep
measures practiced on other species of pigmentation of the skin all differed
the titan in a perpetual state of agony,
skorne warbeasts. I am at a loss as to among the six individual rhinodons
increasing its aggressiveness.
why this is. Professor Pendrake’s notes we studied. Although this could be
Other examples of paingiver on rhinodons in the wild suggest they an example of naturally occurring
conditioning were evident in the are naturally cantankerous and dim- variation within the species, I believe
ghoulish surgery performed on the witted. One would think this would it is something else entirely. Professor
Pendrake’s notes on the Skorne Empire
indicate that some skorne houses
actively breed warbeasts. I believe that
the differences among our rhinodons are
the result of skorne breeders selecting
for certain traits in their warbeasts,
much like our own horse breeders do.
That the skorne are in the business
of breeding and training monsters for
battle is a frightening concept. I know
the information we have gathered at
Corvis will prove invaluable in future
conflicts with these warriors from
the east, but I fear we have only
scratched the surface of skorne
beast taming. I shudder to think
what horrors lurk within the
depths of the Skorne Empire,
waiting to be unleashed upon
the unsuspecting kingdoms
of western Immoren.
Nolan Helwick
Professor of
Extraordinary Zoology
Corvis University
72
NO Quarter Magazine: GUTS & GEARS
Rhinodon tactics
By David ‘DC’ Carl
73
NO Quarter Magazine: GUTS & GEARS
Painting rhinodon
House Zerish Rhinodons By Todd Arrington
Base Coat
Base coat the carapace with
Umbral Umber mixed with a
touch of bloodstone. Basecoat
the skin with Bastion Grey,
except on the stomach area,
which uses a mix of Bastion
Grey and ’Jack Bone. Base coat
the armor with Bloodstone
and the other metals with
Cold Steel.
What You’ll Need:
Tools & Materials Colors Used:
Armor: Bloodstone
Formula P3 Black Primer Carapace: Bloodstone,
Umbral Umber
Paint Metals: Cold Steel
Armor Wash Skin: Bastion Grey, ’Jack Bone
Bastion Gray
Battlefield Brown
Beaten Purple
Bloodstone
Blood Tracker Brown
House Zerish, a minor skorne house noted for breeding warbeasts, has carefully bred specific skin and
Blue Ink armor pigmentations into their rhinodons. The gray skin and dark umber armor and spines match Zerish
Brown Ink house colors, making their rhinodons instantly recognizable at market or on the battlefield. These house
colors are also lacquered into the armor of other Zerish warbeasts, such as cyclopes, and are even
Cold Steel present in the clothing of the paingiver beast handlers that oversee them in battle. House Zerish has
Hammerfall Khaki recently promised to deploy a sizable force of their house soldiers and beasts to join the Army of the
Western Reaches, in compliance with the tithe owed to Supreme Archdomina Makeda.
Idrian Flesh
’Jack Bone
Khador Red Base
Menoth White Base
Menoth White Highlight
Midlund Flesh
Rhulic Gold
Rucksack Tan
Thamar Black
Umbral Umber
Yellow Ink
74
NO Quarter Magazine: GUTS & GEARS
Shading
Wash the carapace with a mix of Umbral Umber, Blue
Ink, and mixing medium. Wash the skin with a mixture of
Bastion Grey, Blue Ink, Thamar Black, and mixing medium.
Wash metals with Rhulic Gold and highlight the armor with
Rucksack Tan.
Colors Used:
Carapace: Blue Ink, Umbral Umber
Metals: Rhulic Gold
Skin: Bastion Grey, Blue Ink, Thamar Black
Highlighting
Highlight the carapace with Umbral Umber up through ’Jack
Bone. Highlight the skin with Bastion Grey and Midlund
Flesh. Bring the horns up with ’Jack Bone. Base coat the
eyes with Menoth White Highlight, the tongue and teeth
with Midlund Flesh, the claws and nails with Idrian Flesh,
and the ropes with a mixture of Battlefield Brown and
Brown Ink. Wash the metals with a mixture of Bloodtracker
Brown and Armor Wash. Glaze the armor with a mixture of
Bloodstone, Brown Ink, and mixing medium.
Colors Used:
Armor: Bloodstone, Brown Ink
Carapace: ’Jack Bone, Umbral Umber
Claws/Nails: Idrian Flesh
Eyes: Menoth White Highlight
Metals: Armor Wash, Bloodtracker Brown
Ropes: Battlefield Brown, Brown Ink
Skin: Bastion Grey, Midlund Flesh
Tongue/Teeth: Midlund Flesh
Detailing
On the carapace, detail the smaller side spikes with ’Jack
Bone, then glaze the entire carapace with a mixture of Blue
Ink, Brown Ink, and a good amount of mixing medium. Glaze
the eyes with Yellow Ink, letting the ink run into the areas
around the eyes. Wash the tongue with Beaten Purple and
touch up the teeth with Hammerfall Khaki. Highlight the
edges of the metal pieces and the tips of armor spikes with
Cold Steel. Highlight the edges of the armor with Bloodstone
and Rucksack Tan. Highlight the claws and nails with ’Jack
Bone through Menoth White Highlight using a streaking
pattern toward the front edge. Finally, highlight the ropes
with Khador Red Base with Menoth White Base mixed in for
a few areas.
Colors Used:
Armor: Bloodstone, Rucksack Tan
Carapace: Blue Ink, Brown Ink, ’Jack Bone
Claws/Nails: ’Jack Bone, Menoth White Highlight
Eyes: Yellow Ink
Metals: Cold Steel
Ropes: Khador Red Base, Menoth White Base
Tongue/Teeth: Beaten Purple, Hammerfall Khaki
75
76
should do an expected 6 points of damage. Slam Mordikaar with the Argus, using
Our Solution: Kaya Mordikaar
Before making the charge attack, have Kaya Bounding to cover the distance. Bounding Solution Map
Mordikaar’s feat gives him a DEF of 17 and
cast Spirit Door to place the Satyr between and Pack Hunters gives the Argus +4 to the
Banishing Ward prevents Kaya from using
her and Mordikaar. Be sure to leave open a attack roll. A boost hits the warlock, causing
Spirit Fang to lower his DEF. However, with
slam lane between Mordikaar and the Argus. a collision with Kaya to guarantee he stays Gnarlhorn
the Pack Hunters ability and a well-placed Cyclops Savage
Cast Spirit Door again to place Kaya B2B within the Woldwyrd’s threat range. Kaya will Satyr
slam, she can knock down Mordikaar and set
with Mordikaar. Make sure she is slightly take an expected 2 points of damage. Boosting
up his ultimate destruction.
behind and to the left while keeping the Argus the damage roll on Mordikaar (for a total of 4
Begin by leaching all 6 fury available on the in her control area. At this point, Kaya fails damage dice) yields about 6 points of damage. Argus
Satyr, Woldwyrd, and Argus.
Void Spirits
her charge, and her activation ends. Kaya Mordikaar is now knocked down and in the
Activate the Satyr and boost a Horns attack should not wait to cast her spells after the Woldwyrd’s line of sight. Banishing Ward
against the Ferox closest to Kaya. With Pack charge attack because the Poltergeist ability gives the Wold three fully boosted attacks
Hunters from Kaya and Mordikaar’s feat, the could push her away, ruining the whole plan. thanks to its ability Purgation. The beast can
Satyr needs an 8 to hit. Boost the damage roll The end game involves knocking down Mordikaar now glide forward and send the warlock back
to compensate for the lost Body, destroying the with the Argus and then using the Woldwyrd to into the void from whence he came!
Ferox on a roll of 3 or better. Finally, have the blast him with Arcane Strikes. The Argus can
Satyr put its Bounding animus on the Argus. do more damage with a Combo Bite than with a
With the Ferox gone, have Kaya charge the slam, but the Woldwyrd has little chance of hitting
rightmost Void Spirit. She will take a POW Mordikaar if the skorne warlock is standing. Woldwyrd
12 damage roll from the Eruption of Ash that
full health but is engaged by a Ferox. She has and turned their bodies into clouds of ash.
It has also been forced for 2 fury. Kaya is at The two Void Spirits engaged a unit of Druids
has only 3 wounds left and no Body aspect.
perfect health.
and damage transfers from Kaya, the Satyr
to the void! Cyclops has been forced for 2 fury and is in
substantial damage. Through charge attacks
may be able to send the Skorne menace back that Mordikaar failed to eliminate. The
the Gnarlhorn Satyr and Kaya, dealing
she can reach Mordikaar, her dwindling band slaughtered the remaining Wolves of Orboros
and also has only 1 wound. The unit charged
Kaya has little time to consider her options. If The Cyclops Savage advanced and
The other Ferox was brought back via Revive
forced for 2 fury. encounter with the Wolves on a prior turn. transfer damage.
retain all their aspects. Each beast has been The Ferox leader has 1 wound left from an remaining but has no fury with which to
The Woldwyrd and Argus are damaged but to Poltergeist. Mordikaar has all 16 wounds
be it man or beast!
warrior and beast an extra 3 DEF in addition
and is currently resting on no fury. 12 damage roll to anything that enters them,
Seer is using his feat that grants each Skorne
already used her feat during this encounter The swirling Eruptions of Ash inflicts a POW
destroy a few Wolves of Orboros. The Void
cast Essence Blast, using another Ferox to
to return an extra Ferox to the fight. He also
Gnarlhorn Satyr Banishing Ward on himself and cast Revive
Kaya On Mordikaar’s previous turn, he upkept
Woldwyrd The Setup
3.5˝
7˝ Argus drive the Skorne back to the wastes?
action. Can you help her reach Mordikaar and
Ferox determines what could be her final course of
dead amidst the sacred columns as Kaya quickly
damaged. A score of Druids and Wolves lie
9˝
the Circle force uncoordinated and heavily
9˝
The attack was sudden and fierce, leaving
the Wildborne at the site of an ancient henge.
13˝ Mordikaar the Void Seer has ambushed Kaya
14˝
18˝ The Challenge
11˝
Void Spirits Void Spirits x2 Woldwyrd
Ferox x2 Gnarlhorn Satyr
Cyclops Savage Argus
Mordikaar Wildeborne
Void Seer Kaya the
Cyclops Savage Skorne: Circle:
Mordikaar
What You’ll Need:
by Josh Saulter
Spirited Away
No Quarter 31
The power of fury given form... You could win a $50 US spending
spree at the Privateer Press Store
A sudden burst of unbridled aggression... (store.privateerpress.com) and the
adoration of thousands as we publish
Show your warbeast in the midst of frenzy! your model!
Unleash the
Beast challenge
privateerpress.com/
noquarter/no-
quarter-challenges
Entries due
by 9 - 1 - 1 0
See the Winner of the Gone Muddin’ Challenge from No Quarter #29 on p. 95!
By Chris Walton • Art by Chris Walton
The latest light warbeast for the Legion
of Everblight is a variant of the deadly
Nelphilim. Taking its place alongside
the Soldier and the Protector, the Bolt
Thrower adds an excellent ranged option
for this type of beast. To me, the Nephilim
are probably the coolest beasts in the
Legion arsenal; a nightmare combination
of beast and humanoid that is unrelenting
in battle. Since I was happy for the
chance to draw a new variant, the only
real design challenge here was bringing a
Nyss aesthetic to the Bolt Thrower itself.
Really, that was just a matter of designing
a cool blade to impale things on and then
strapping a giant crossbow to it!
78
The best part of my job is when I get to design the look presence. By integrating Cassius with the roots of a tree,
of a new warlock or warcaster. Helping define the look of the model gains some height that adds to the character’s
the characters that define the Iron Kingdoms is a pretty dominating personality and mysterious motivations. The
daunting task at times, but the end result is always worth end result is a sculpt I think Circle players will love. The
it. Here’s a sneak peek at a part of the Circle of Orboros’ final model and all its parts are certainly different from
latest warlock. He combines aspects of nature, judgment, anything else in the range.
and eternity; I really wanted this model to have a unique
79
Legions of the
By David ‘DC’ Carl • Art by Kieren Yanner
Abyss
Void Seer Mordikaar is an enigma. A
mortitheurge who overcame death itself, Beyond Death These restrictions push Mordikaar
directly towards one of his preferred
the void seer calls upon forces that make Mordikaar’s Tier 1 requirements create play styles: strength of numbers. With
even the stoic and indomitable Skorne a very focused direction for his Theme swarms of Praetorian Karax, Praetorian
uncomfortable. If you wish to showcase Force. A Legions of the Abyss army Swordsmen, and/or Nihilators, an
Mordikaar surrounded by a roiling swarm foregoes many of the typical Skorne opponent never knows from which
of vengeful spirits, the Legions of the support elements and elite warriors and direction the next Essence Blast might
Abyss Theme Force is calling your name. instead focuses on Mordikaar himself, strike. In addition, opponents will
restless spirits under his control, and the be unable to stop Mordikaar from
wary soldiers sent to escort him. channeling the souls of the fallen into
additional blasts of arcane energy.
80
NO Quarter Magazine: featured theme force
Tier 1 Tier 3
Requirements: The army can include only the models Requirements: The army includes five or more solos
listed above. with Incorporeal .
Benefit: Models in this army gain Incorporeal during Benefit: Solos with Incorporeal gain Advance
your first turn of the game. Deployment .
Tier 2 Tier 4
Requirements: The army includes two or more units. Requirements: Mordikkar’s battlegroup includes three
or more warbeasts.
Benefit: For every two units, add one Void Spirit solo to
the army free of cost. These solos ignore FA restrictions. Benefit: Your deployment is extended 2˝ forward.
81
POWER
PROGRESSION
By Will Shick
Art by Daren Bader, Carlos Cabrera, Luke Mancini, Andrea Uderzo
One of the best parts about WARMACHINE and effectively growing your force is proper planning. This
HORDES, outside of actually playing, is collecting article shows you how to take a small 25-point strike
and assembling your army. Watching your forces force and build it into a full-fledged 100-point force of
grow over time as you add new warcasters, warjacks, devastation. You’ll learn how this can be accomplished
units, and solos can be very satisfying. However, with in a precise and cost-friendly way without sacrificing
so many options available to every faction, taking the ability to have plenty of options when constructing
your force to the next level can be more than a little your army for the tabletop.
daunting. Just like on the tabletop, however, the key to
Phase I: 25 points
The 25-point army provides a solid foundation as you build
your force to 100 points and beyond. As such, a fair amount
of initial decision making and planning for the future point
levels needs to be made. The first decision is
to pick out the models in a faction
you like best. Because building
an army is such a personal
thing, there aren’t any
hard and fast rules
you need to follow
when choosing these
models. It’s perfectly
acceptable for one
person to choose
models based solely
on rules, while
another might
choose them for
purely aesthetic
reasons.
For this article, I’ve
chosen to build an
example Cygnar army.
After examining my
options, I have determined
I want to focus largely on
Trenchers, as I really like their
background and they are some of
the toughest troopers pound for pound
in the Iron Kingdoms. With a theme
already beginning to form, I went through
the various warcaster Theme Forces in
order to pick warcasters who would
allow me the maximum amount of
composition options with my chosen
82
troop type. Forces of WARMACHINE: Cygnar has several personal preference. Above all, nothing is stopping you from
warcasters with Theme Forces that include various trencher picking up a third warcaster or non-theme unit throughout
units in their compositions, which provided me with several the army building process. In fact, throwing in something
potential options when choosing my warcasters. new can reinvigorate you on the long road to 100 points. I
love Trenchers, but even I can only paint so many before I
Picking two warcasters in your initial planning rather than
feel my sanity begin to crack!
just one gives you a general road map for getting to the
100-point level. It also increases the options available to For my Cygnar Trencher army, one candidate immediately
you in lower-point games, as you can switch warcasters and jumped out as the warcaster for me. Major Markus
troops freely in standard force compositions. When selecting Siege Brisbane is all about high explosives—and more
your warcasters, decide whether or not you want to be able importantly, Trenchers. While his Theme Force was an easy
to use their Theme Forces. If you want to ensure Theme choice, his combat abilities further cemented him as a solid
Forces remain a viable option, select warcasters who share warcaster choice in my mind. Packing plenty of offensive
troops in their compositions. Doing so ensures those units tools, Siege embodies the hammer on the tabletop. His feat
can serve double duty, fitting easily into either warcaster’s can bring even the most heavily armored foes to the ground,
Theme Force. and between Mage Sight and Fox Hole, no place is safe
from Siege’s big guns.
Another option when in the initial planning stage is to
reverse the last two steps and choose your warcasters’ For my second warcaster, I chose Commander Coleman
first and your troops based on the warcasters Theme Stryker because he is the very first warcaster I ever played
Forces. Both methods have in WARMACHINE and there is very little the “Boy Scout
their benefits and of Cygnar” can’t do on the table. He packs magical offense
drawbacks, and it in Arcane Blast and Arcane Bolt; keeps his fighting forces
really comes in tiptop shape thanks to Blur, Arcane Shield, and his
down to Invincibility feat; and can personally bring the hurt to the
opposing force if the need arises. Stryker’s theme list also
allows me a good mix of units to choose from in contrast to
Siege’s. Such diversity not only keeps my painting table a bit
more varied, it also pays off when it comes to the variety of
models I can field on the tabletop. In addition, when
thinking about the 100-point level, Stryker pairs
up very well with Siege as the anvil upon
which Siege’s hammer can smash the
enemy to bits.
With the warcasters chosen, it was
time to pick the troops. A Lancer
was first, as its arc node would
prove invaluable to both Siege and
Stryker by extending the reach
of their spells on the battlefield.
With Siege’s penchant for big
guns, I grabbed a Defender.
Its range and the high POW
on its cannon make it the
perfect target for Explosivo.
To round out the general
battlegroup warjacks, I
picked up a Charger. As any
Cygnar player will tell you,
you simply can’t beat the
low-cost Charger for the
amount of damage it can do
with Powerful Blast on its
ROF 2 dual cannon.
A unit of Trencher
Infantry was an easy
choice, not only
because they
were the focal
83
point of my theme, but also because they are the cream of For Stryker’s list, I decided to replace the Defender with
Cygnar’s infantry. Tough as nails and able to take down the Ol’ Rowdy. Not only did this get me to tier 2 on Stryker’s
enemy with both bayonet and rifle, they can also increase Theme Force, but the big warjack also provides a solid
the survivability of dedicated combat troops with their melee beat stick and doubles as a great bodyguard for
alchemical smoke bombs. Next up was a pair of Trencher Stryker when the fighting is at its worst. I also picked up a
Chain Gun Crews. While they can do some decent damage unit of Stormblade Infantry as the perfect compliment to Ol’
to the enemy troops with multiple Strafe attacks, their real Rowdy’s wrecking-ball potential.
value lies in the Covering Fire special action. Being able
Each list lends itself to a very different play style. Siege’s
to control where your opponent’s troops can and can’t
list relies on mass firepower to weaken the enemy forces
go allows you to dictate the flow of battle and keeps the
before delivering the killing blow during Breach. Stryker’s
initiative firmly in your court.
Point
Model Notes
Cost
Stryker -6
Charger 4 STM
Lancer 6 STM
Ol‘ Rowdy 9
Stormblades (6) 5
Trencher Infantry (6) 6 STM
Trencher Infantry Rifle Grenadier 1 STM
Total 25
84
list is more offensively styled, with the Trenchers acting as They provided me with a lot of options for my army, even
the anvil to hold the enemy force in place for Ol’ Rowdy with the restrictions of each warcaster’s Theme Force. In
and the Stormblades to smash the key components to addition, if I forgo the Theme Force altogether, I have a nice
pieces. During Stryker’s feat turn and under Arcane Shield, selection of models to pick and choose from for a standard
the Trenchers reach an impressive ARM 21, letting them 25-point game. I can also throw everything together and
survive against all but the most powerful blows. play a 35-point game, confident the choices I made will still
work together as a cohesive and thematic whole.
••••
Hopefully, the reason for all this initial planning is becoming
clear from the lists above. Taking some time to plan out
the path of my army ensured constructing it would be
easier and made the most of my small collection of models.
Point
Model Notes
Cost
Siege -5
Charger 4 STM
Defender 9 STM
Lancer 6 STM
Trencher Chain Gun Crew x2 4
Trencher Infantry (6) 6 STM
Trencher Infantry Rifle Grenadier 1 STM
Total 25
85
Phase II: 50 Points Forces and some initial planning provide a good guide to
which models you might want to add down the line.
Once you have several games under your belt with your
25-point lists, the next major stage is the 50-point level. Once you have a general idea of which models you want for
It’s here you begin to really flex each caster’s Theme Force your 50-point list, it’s a good time to look at which ones best
muscle and experience the full level of WARMACHINE fill the gaps in your initial force. Then you can add models to
and HORDES as you command multiple units in support of offset any weaknesses you discovered in your 25-point games.
your warcasters and their battlegroups. When adding new
For instance, my Siege list lacks dedicated close-combat support,
models to your collection, continue to follow the guidelines
and while the trenchers are certainly a jack-of-all-trades unit,
laid down for building your initial 25-point force. Since you
after looking through my options based on both warcasters’
have a general idea of what you want the final 100-point
Theme Forces and my 100-point plan, I decided to get some
army to look like, be sure to look for units that move your
Trencher Commandos. The commandos can tackle any enemy
collection toward that goal. Also, keep in mind you want to
close-combat troops that get through my force’s firepower, and
pick up units that increase your options across the various
since both Theme Forces can use them, they provide me greater
point levels if possible. Again, your warcasters’ Theme
versatility than another unit of Stormblades.
Point
Model Notes
Cost
Stryker -6
Charger 4 STM
Lancer 6 STM
Ol’ Rowdy 9
Journeyman Warcaster 3 NM/STM
Long Gunner Infantry (6) x2 12 NM
Long Gunner Officer & Standard 0 NM
Stormblade Infantry (6) 5
Trencher Infantry (10) 10 STM
Trencher Infantry (6) 6 NM/STM
Trencher Infantry Rifle Grenadier 1 STM
Total 50
87
Phase III: 100 Points Another point to consider when finishing out your 100-point
force is to think about how your new models work with
and Beyond your 25-point and 50-point lists. By continuing to analyze
Now it’s time for the gloves to come off. It’s time for all of how each new acquisition fits into your overall force, you
your planning and hard work to come to fruition as you can ensure your force continues to grow outward in a useful
reach the 100-point level. and healthy direction.
It may seem like a large jump to go from 50 points all My 100-point list is designed to capitalize on the durability
the way to 100 points, but when you look at your overall Stryker gives the army, so I can exploit the offensive power
collection after following the steps in this article, you’ll granted by Siege. One of the main advantages of this
actually be much closer than you might believe. During force is the large number of Advance Deploy units, which
the collecting process, it was important to keep an eye on allows me to see how my opponent will place his troops
collecting models that could be used for multiple army and then deploy accordingly. Thanks to their Dig In ability,
builds, but there were also plenty of items that were not the Trencher Infantry units can move up, hunker down,
shared between Theme Forces. However, since we are and hold the front line while the Long Gunner Infantry,
basically putting the two lists together, those unshared Defenders, and Trencher Infantry Rifle Grenadier pound
models now fill out the list to 100 points and provide models the advancing enemy. Since a dug in model does not block
with which you have plenty of battlefield experience. That LOS, it allows the Long Gunners to remain safely behind
cuts the learning curve that typically comes with any new the main line and utilize the Trenchers’ Smoke Bombs to
model you add to your collection. keep them safe from enemy reprisal.
Once you have combined your existing collections together, Eventually, the enemy will reach your line, and it’s here that
all that’s left is to decide how to fill out the remaining points. Stryker’s feat comes into play. With two Arcane Shields at
Since the Theme Force guidelines no longer apply in two your disposal, your entire Trencher line should be nearly
caster games, this is a great opportunity to pick up models indestructible with Invincibility up. Using Invincibility at
and units you may have had your eye on but didn’t fit with the right time is very important. Too soon, and you’ll set
your initial choices. However, keep in mind you can play your forces up for a pounding. Too late, and you may lack
single-caster games at the 100-point level, so this is also a sufficient strength for the hammer provided by Siege and
great reason to continue collecting models that fit within one Breach to do its work.
or both casters’ Theme Forces.
88
Once you’ve blunted the enemy’s first assault, Siege
provides the means for a brutal counterattack with
Breach. While this force excels at massed firepower, the Final 100-Point List
versatility of the Trenchers means you can come to grips
with your foes and bring them down with bayonets and
trench knives. Your heavy hitters in melee, however, Point
Model Notes
are the Stormblade Infantry unit and Ol‘ Rowdy, so it’s Cost
important to keep them in a position that offers relative Stryker -6
safety but is close enough to the action for their inevitable Charger 4
strike. Also, be sure to pick targets that are worthy of Lancer 6
their higher-POW weaponry: warjacks and medium- Ol’ Rowdy 9
based multi-wound infantry models are ideal. Siege -5
One of the best things about this list is that it provides a Defender 9
huge array of tools to help control the flow of battle, from Defender 9 NM
board control abilities and spells to great defense buffs. Lancer 9 NM
The key to victory is using those tools effectively and Journeyman Warcaster 3
using Stryker and Siege to enhance and complement your Long Gunner Infantry (10) 10
troops on the field. Long Gunner Officer & Standard 2
Finally reaching 100 points isn’t an end so much as a Stormblade Infantry (6) 5
new beginning in your collection. Armed with a solid Trencher Cannon Crew 3
core of models, you can really branch out with different Trencher Chain Gun Crew x2 4
warcasters and new units while using your existing Trencher Commandos (10) 10 NM
core as the foundation for new army builds and projects Trencher Infantry (10) x2 20 NM
with your chosen faction. Of course, completing your Trencher Infantry Officer &
100-point force might also signal the perfect time to start 10 NM
Sniper x2
the process all over again with a new faction!
Trencher Infantry Rifle Grenadier 1
Total 100
89
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2010 Privateer Press’
Formula P3 How to Enter:
Show up at Gen Con Indy. Fill out an
Painting
and Friday starting at 1:00 PM and
Saturday from 10:00 to 11:00 AM. All
Competition
entries must be received by Saturday
8/7/2010 by 11:00 AM.
It’s never too early to start painting like you’ve got a pair!
The Categories & PRIZES
Warjack/Warbeast
A single light or heavy warjack or warbeast.
1st Place Prize: $200 US
Warrior Model
A single trooper, solo, warlock, or warcaster.
1st Place Prize: $200 US
Battlegroup
A warcaster and 2-5 warjacks or a warlock and 2-5
warbeasts. No troops or solos.
1st Place Prize: $200 US
Unit
A unit of at least the minimum number of allowed
models and no more than the maximum number of
models allowed. Unit Attachments and Special Weapon
Attachments may be included.
1st Place Prize: $200 US
2009 Grandmaster Champion Diorama
Jen Haley A scene of the Iron Kingdoms, made up of components
that do not exceed 12˝ wide, by 12˝ tall, by 12˝ deep.
1st Place Prize: $200 US
Grandmaster
Selected from the winners of the above categories.
Grand Prize: $1,000 US
The Grandmaster will win $1,000 US for the Grand Prize and $200 for the category that qualifies him or her, for a total of $1,200 US.
RULES • Competitors can only enter categories once; though they can enter as many of the
• All entries must be Privateer Press miniatures. Conversions and scratch building
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game world and be either scratch built or made with parts from Privateer Press • All entries must be presented on the appropriate size base for which the model was
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• All entries must be modeled and painted by the person entering. The person diorama do not require bases.
entering must personally hand in the miniatures at the specified time. Entries • While every care possible will be taken with the entries, the miniatures are entirely at the risk
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• Cash winnings are subject to all state, local, and federal laws.
• The judges’ decisions are final in all cases.
Rhulic Rampage
by Tomasz Dobros
Tomasz Dobros’ Durgen Madhammer and pair of Rhulic warjacks are ready
to kick some ass…or maybe just dig in the dirt.
94 The Player Gallery
The Player Gallery
Gone Muddin’ Challenge
The Painting Challenge of No Quarter #29 was to give your model the weathered, muddy look one
would expect to see on soldiers, warjacks, and warbeasts long in the field. Apparently, many of our
readers enjoy playing in the dirt enough to get quite creative with muck and mud.
Winner!
Piotr Mikians
Piotr Mikians’ bile thralls look
like their sinking into a swampy
morass of mud, decaying plant
matter, and things better left
unmentioned. Seriously, just
looking at these models makes
me want to take a shower.
Great work, Piotr!
honorable mentions
Check out page 77 for the next Painting Challenge and see if you can Paint Like You’ve Got a Pair! The Player Gallery 95
™
Mangled Model
As Professor Pendrake will tell you, things in the Iron
Kingdoms are not always as they seem. The intrepid
explorer has captured this image and needs your help
analyzing it. Identify the four beasts that make up this
monstrosity and Pendrake will add it to the catalogue
at the Department of Extraordinary Zoology in Corvis.
The Autumnblade
Morvahna in the
Gavyn Kyle Files
PLUS, create a Legion
encampment, Minion
previews in Concept
Carnage, and the husk in
the Pendrake Encounters
Answer: Slag Troll, Winter Troll, Rhinodon, and Gnarlhorn Satyr
96
East meets west as Skorne and Trollblood forces square off somewhere in the deep Thornwood.