No Quarter - 10 PDF
No Quarter - 10 PDF
No Quarter - 10 PDF
Grind! by Franz Vohwinkel. Warjacks. Arenas built over molten lava. An enormous ball that
crushes everything in its path. This is Grind!
Franz Vohwinkel has done artwork for more than 200 games, including Magic: The Gathering,
Battletech TCG, and Dungeons & Dragons. He also illustrated many book covers for German
publishers and has repeatedly been shown in Spectrum: The Best in Contemporary Fantastic
Art. Franz Vohwinkel and his wife moved from Germany to Seattle in 2006.
the
Cre d its
Miniatures Painters
Jaime Rarick hand delivers the very first online order from the updated
Privateer Press Store. Now you can get individual bits and parts to customize
your army to your hearts content at http://store.privateerpress.com
Art/Photography
Andrew Arconti, Steve Angeles, Mark Gibbons, Adam
Special Thanks To
Misty Mountain Games & Diversons, Fire & Sword Hobbies,
Genesis Games & Gizmos, Andy Brandt, Shawn Hopkins,
Nick Kendall, Jeff Hoy, Jason Remick, Jon Woodland
No Quarter Magazine
This magazine is printed under the copyright laws of the United States of America. Contents copyright and trademark 2001-2007 Privateer Press, Inc. The Privateer Press
logo, the Iron Kingdoms logo, and Iron Kingdoms, Full-Metal Fantasy are copyright and trademark 2001-2007, Privateer Press, Inc. First printing Vol. 2, Issue 10: January 2007.
Printed in the USA. All rights reserved. This magazine is a work of fiction. Any resemblance to actual people, organizations, places, or events is purely coincidental. Copies of
the materials herein are intended solely for personal, noncommercial use only if all copyrights, trademarks, or other notices contained herein or associated with them are preserved.
You may not distribute such copies to others for charge or other consideration without prior written consent of the owner of the materials except for review purposes only.
Two shots below the waterline for the scallywag who pirates the pirates. Ye been warned.
Table of Contents
Fire in the Hole!...........................................4
Letter from the editor
Boatswains Call..........................................5
WARMACHINE and HORDES related news from around the world
20
Grind.............................................................20
40
46
64
Issue No. 10
72
US Nationals Results................................82
Peek inside the brains of these WARMACHINE champions as they prep
for the coming year of tournament play
74
78
Buried Treasure .........................................94
Where we dig up some of the very best our community has to offer.
Spotlight on the Buccaneer Bass fansite
86
ire
F
In
the
ole
!
H
Nathan Letsinger
-Editor in Chief
oatswain
s
B
all
C
town?
Got a cool landmark in your
s
Send us pictures of your jack
out on walkabout to
ss.com
jackabouttown@privateerpre
If we like em, well print em.
General Shenanigans
Con So-Cal
Foodmachine
noquarterletters@privateerpress.com
noquarterletters@privateerpress.com
Cygnar Rangers
Cunning
and resourceful, Rangers are elite troops trained to blend into the terrain and mark
enemy targets for Cygnaran gunners. Equipped with an array of signal gear and detailed maps,
Rangers can blaze trails for friendly units and even bring them into the battle far behind the
enemys lines.
JANUARY 2007
JANUARY 2007
JANUARY 2007
JANUARY 2007
JANUARY 2007
JANUARY 2007
8
with the most advanced weapons and equipment, Assault Kommandos are the finest light
infantry the Motherland has to offer. These elite soldiers can ignore most of the hazards of
modern war and blend canny marksmanship and determination with methodical ruthlessness.
Sculpted By: Bobby Jackson PIP 33046 $29.99 PIP 33047 (2) $9.99
Trollblood
Dire Troll Blitzer
Heavy Warbeast
Sculpted By:
Victor Martins,
Steve Saunders
PIP 71008 $34.99
FEBRUARY 2007
Cygnar Grenadier
Light Warjack
Protectorate Dervish
Light Warjack
Khador Man-O-War
Drakhun
Cryx Captain
Rengrave
JANUARY 2007
Striders serve as the Legions scouts and infiltrators. The blight transformed these former rangers
into fleet hunters who navigate terrain with ease and twisted them into bitter, tainted killers who
kill casually with a grim satisfaction. Striders keep to the shadows and trees to fall on fleeing
enemies and mark the passage of the Legion with corpses.
Sculpted By: Bobby Jackson PIP 73015 $29.99
FEBRUARY 2007
FEBRUARY 2007
kriel warriors gather to fight in defense of their lands and form the core of Trollblood
armies. More than simple brutes, these trollkin can survive injuries that would kill a human
outright, and the war shamans who train and lead them call mighty powers from their
goddess to form the warriors into the finest fighters available.
Sculpted By: Felix Paniagua PIP 71013 $44.99 PIP 71014 (2) $14.99
FEBRUARY 2007
FEBRUARY 2007
Legion Teraph
Light Warbeast
Sculpted By: Jeff Grace
PIP 73006 $14.99
Circle Woldwatcher
Light Warbeast
Sculpted By: Jeff Wilhelm
PIP 72005 $14.99
embody perfect skorne discipline and fearless tenacity. A wall of these warriors
charging across the field, with their shields locked and their wicked polearms aimed forward,
will crush through lines of lesser infantry and bring down warbeasts. They are the hard center
of the skorne army. They are the first to fight and the last to fall.
Sculpted By: Steve Saunders PIP 74013 $54.99 PIP 74014 (1) $14.99
10
Formula P3 Paints
PIP 93011
PIP 93012
PIP 93013
PIP 93014
PIP 93015
PIP 93016
PIP 93017
PIP 93018
Flesh Wash
Armor Wash
Red Ink
Yellow Ink
Green Ink
Blue Ink
Brown Ink
Turquoise Ink
PIP 93019
PIP 93020
PIP 93021
PIP 93022
PIP 93023
PIP 93024
PIP 93025
PIP 93026
PIP 93027
PIP 93028
PIP 93029
PIP 93030
PIP 93031
PIP 93032
PIP 93033
PIP 93034
PIP 93035
PIP 93036
PIP 93037
PIP 93038
PIP 93039
PIP 93040
PIP 93041
PIP 93042
PIP 93043
PIP 93044
PIP 93045
PIP 93046
Sanguine Base
Skorne Red
Khador Red Base
Khador Red Highlight
Ember Orange
Heartfire
Cygnus Yellow
Sulfuric Yellow
Battlefield Brown
Umbral Umber
Bloodstone
Bloodtracker Brown
Bootstrap Leather
Hammerfall Khaki
Thornwood Green
Gnarls Green
Iosan Green
Ordic Olive
Traitor Green
Wurm Green
Necrotite Green
Exile Blue
Cygnar Blue Base
Cygnar Blue Highlight
Greatcoat Grey
Ironhull Grey
Frostbite
Coal Black
PIP 93047
PIP 93048
PIP 93049
PIP 93050
PIP 93051
PIP 93052
PIP 93053
PIP 93054
PIP 93055
PIP 93056
PIP 93057
PIP 93058
PIP 93059
PIP 93060
PIP 93061
PIP 93062
PIP 93063
PIP 93064
PIP 93065
PIP 93066
PIP 93067
PIP 93068
PIP 93069
PIP 93070
PIP 93071
PIP 93072
PIP 93073
PIP 93074
PIP 93075
PIP 93076
PIP 93077
PIP 93078
PIP 93079
PIP 93080
PIP 93081
PIP 93082
Trollblood Base
Meredius Blue
Arcane Blue
Underbelly Blue
Beaten Purple
Murderous Magenta
Sanguine Highlight
Carnal Pink
Idrian Flesh
Beast Hide
Khardic Flesh
Midlund Flesh
Ryn Flesh
Battledress Green
Gun Corps Brown
Rucksack Tan
Moldy Ochre
Jack Bone
Menoth White Base
Menoth White Highlight
Cryx Bane Base
Bastion Grey
Cryx Bane Highlight
Trollblood Highlight
Thrall Flesh
Thamar Black
Morrow White
Pig Iron
Cold Steel
Quick Silver
Radiant Platinum
Molten Bronze
Rhulic Gold
Solid Gold
Blighted Gold
Brass Balls
TM
store.privateerpress.com
odeling
M
and ainting
P
By Mike McVey, Miniatures Director, Privateer Press
2.
3.
1.
12
4.
6.
5.
7.
8.
13
9.
Painting
9. The skin is shaded with Flesh Wash. This
has just a drop of brown ink added to give
a deeper tone.
10.
12.
In Practice
10. The skin is highlighted in stages with the
following colors. First - Khadic Flesh, then
- Khardic + Midlund, then - pure Midlund,
then Midlund + Iosan, then - pure Iosan on
the very edges.
11.
13.
14. Top highlight on the metals. These both have Quick Silver added to the respective highlight mixes.
15.
15. The final stages were to add some battle damage to the edges of the armor and attach
the skulls to the axe.
14.
16.
16. The last stage was to attach the miniature to the custom base. A long metal pin was
drilled into the left foot when the miniature was assembled for this purpose.
15
16
Shade
Highlight
Sanguine Base
Gnarls Green
Sanguine Highlight
Skorne Red
Sanguine Base
Cygnus Yellow
Khador Red Base
Sanguine Base
Khador Red Highlight
Khador Red Highlight
Khador Red Base
Morrow White
Ember Orange
Bloodtracker Brown Cygnus Yellow
Heartfire
Khador Red Base
Cygnus Yellow
Cygnus Yellow
Khador Red Base
Morrow White
Sulphuric Yellow
Ember Orange
Menoth White Highlight
Battlefield Brown
Exile Blue
Gun Corps Brown
Umbral Umber
Thamar Black
Bootstrap Leather
Bloodstone
Cygnar Blue Base
Rucksack Tan
Bloodtracker Brown
Umbral Umber
Moldy Ochre
Bootstrap Leather
Battlefield Brown
Rucksack Tan
Hammerfall Khaki
Gun Corps Brown
Menoth White Highlight
Thornwood Green
Battlefield Brown
Rucksack Tan
Gnarls Green
Sanguine Base
Iosan Green
Iosan Green
Gnarls Green
Wurm Green
Ordic Olive
Traitor Green
Moldy Ochre
Traitor Green
Battledress Green
Ordic Olive
Wurm Green
Iosan Green
Necrotite Green
Necrotite Green
Iosan Green
Morrow White
Exile Blue
Thamar Black
Morrow White
Cygnar Blue Base
Exile Blue
Cygnar Blue Highlight
Cygnar Blue Highlight
Cygnar Blue Base
Morrow White
Greatcoat Grey
Thamar Black
Morrow White
Ironhull Grey
Thamar Black
Morrow White
Frostbite
Greatcoat Grey
Morrow White
Coal Black
Thamar Black
Menoth White Base
Trollblood Base
Sanguine Base
Trollblood Highlight
Meredius Blue
Cygnar Blue Base
Arcane Blue
Arcane Blue
Meredius Blue
Morrow White
Underbelly Blue
Beaten Purple
Exile Blue
Arcane Blue
Murderous Magenta
Sanguine Base
Carnal Pink
Sanguine Highlight
Sanguine Base
Menoth White Base
Carnal Pink
Murderous Magenta Morrow White
Idrian Flesh
Bloodstone
Khardic Flesh
Beast Hide
Umbral Umber
Hammerfall Khaki
Khardic Flesh
Idrian Flesh
Midlund Flesh
Midlund Flesh
Idrian Flesh
Ryn Flesh
Ryn Flesh
Khardic Flesh
Morrow White
Battledress Green
Battlefield Brown
Jack Bone
Gun Corps Brown
Battlefield Brown
Hammerfall Khaki
Rucksack Tan
Bloodtracker Brown Menoth White Base
Moldy Ochre
Boostrap Brown
Sulphuric Yellow
Jack Bone
Beast Hide
Menoth White Highlight
Menoth White Base
Rucksack Tan
Menoth White Highlight
Menoth White Highlight Menoth White Base
Morrow White
Cryx Bane Base
Thamar Black
Cryx Bane Highlight
Bastion Grey
Battlefield Brown
Menoth White Base
Cryx Bane Highlight
Cryx Bane Base
Thrall Flesh
Trollblood Highlight
Trollblood Base
Midlund Flesh
Thrall Flesh
Bastion Grey
Morrow White
Thamar Black
Coal Black
Morrow White
Ironhull Grey
Pig Iron
Thamar Black
Cold Steel
Cold Steel
Pig Iron
Quick Silver
Quick Silver
Cold Steel
Radiant Platinum
Brass Balls
Quick Silver
Molten Bronze
Battlefield Brown
Cold Steel
Rhulic Gold
Molten Bronze
Solid Gold
Solid Gold
Molten Bronze
Quick Silver
Blighted Gold
Thamar Black
Cold Steel
Brass Balls
Battlefield Brown
Quick Silver
Further Highlight
Menoth White Base
Morrow White
Morrow White
Morrow White
Morrow White
Morrow White
Rucksack Tan
Rucksack Tan
Menoth White Base
Menoth White Base
Menoth White Base
Morrow White
Menoth White Base
Wurm Green
Sulphuric Yellow
Sulphuric Yellow
Menoth White Base
Sulphuric Yellow
Morrow White
Midlund Flesh
Morrow White
Morrow White
Midlund Flesh
Jack Bone
Ryn Flesh
Morrow White
Menoth White Base
Menoth White Highlight
Menoth White Highlight
Morrow White
Morrow White
Morrow White
Menoth White Base
Menoth White Highlight
Morrow White
Ryn Flesh
Menoth White Base
Quick Silver
Quick Silver
Quick Silver
Quick Silver
the Blitzer
Assembling
1.
1. The first stage is to clean all the pieces ready for assembly. Use a needle file and craft knife to
remove any of the marks left from casting.
2.
2. Score the join areas between the large pieces with a craft knife to give the glue something to key to and provide a stronger join.
17
3.
3. There might be a small gap between the
two body halves.
4.
4. Fill any small gaps between the main body
pieces, legs, and jaw with modeling putty.
5.
8.
8. The hole is drilled in the base in the
appropriate place.
9.
5. Assemble the smaller components while the putty on the main body is drying.
7.
6.
6. Insert a pin into the foot of the gunner to
fasten it to the main body.
18
10.
10. Dry fit the body, gun, and gunner to
make sure they go together. The gunner and
gun are pinned to the body but not glued.
12.
12. Glue the blinders to the sides of the head. A pair of tweezers
can be useful when handling small components like this.
11.
13.
13. Attach all of the separate pieces to bases to make painting easier.
19
Developed by
Kevin Clark, Duncan Huffman, Doug
Seacat, Jason Soles, Rob Stoddard, and
Matt Wilson Art by Franz Vohwinkel
20
21
Introduction
Grind is a combat sport game for two players. Played in a gigantic, hazard
filled stadium, two opposing teams of warjacks attempt to push a massive metal
encrusted Grinder into their opponents Goal Pit. The first team to score a goal
wins the match.
Of course, pushing
the 12, 4-ton Grinder
around and scoring is
only part of the game.
Systematically annihilating
your opponents jacks with
your own fierce weaponry
and hazards keeps the
opposing
numbers
down and gives you the
upper hand on the way
for the score.
Although
only
warjacks compete on the Grind Field (the Grinder alone would crush men
to paste, not to mention the dozen marauding warjacks), each team includes
a warcaster who operates behind the scenes. The warcaster controls his
team, guides the action, and dictates the plays. Players build a team to fit
their own tactics.
Grind is a fun and exciting new way to play with your WARMACHINE
models in a fast paced arena with brutal metal on metal action. The merciless
sport of Grind does not exist in the true Iron Kingdoms universe. In this
alternate world a parody of the conflicts in western Immoren plays out as a
hyper-destructive sports entertainment event.
3
10
Deployment Zone
Goal Pit
2
2
Bumper
Richochet Template
Catch
Bumper
2
18
2
10
Deployment Zone
Goal Pit
22
Playing Grind
Set-Up
Before the start of the game players decide
how many Hazards to use and then take
turns placing the Hazards.
Beginning
Once the Hazards have been placed,
each player rolls a d6. The highest roller
chooses any player, including himself, to
be the first player. Once established, the
turn order remains the same for the rest
of the game.
Players then deploy their teams
starting with the first player. The first
player may choose any edge of the playing
surface with a Goal Pit and deploy all his
forces completely within 10 of that edge.
This area is that players deployment zone.
The second player then deploys his team
on the opposite side of the playing surface
following the same guidelines.
Once both players have deployed
their teams, place the Grinder in the center
of the Catch.
The player who sets up first takes
the first turn.
If a warjacks base touches the area of a Goal Pit, it falls in. At the start of the next
players Maintenance Phase, a crane lifts the warjack from the pit and drops it into the
Catch at the center of the table.
Place the dropped model in the center of the Catch. It suffers a POW 16 damage roll and
is knocked down. If a dropped model lands on top of a model, the models controller
pushes it back to make room for the falling model.
If a dropped model contacts a model with an equal or smaller-sized base, that model is
knocked down and suffers the same damage roll as the dropped model.
Flags
The Grinder touches the the edge of the goal, scoring a point for the Imer Incinerators
Winning
23
The Grinder
The Grinder is a 12 tall, 8000 lb. ball of metal fragments and scrap wrapped
in multiple layers of steel cable and covered in rivets, studs, spikes, and other
protrusions.
The Grinder is a large-based model that is automatically hit by melee attacks
and has DEF 5.
The Grinder is never a friendly or enemy model.
Heavy Duty
The grinder cannot be knocked down, made stationary, removed from play,
or destroyed. A model screened by the Grinder gains an additional +2 DEF.
Attacks that ignore screening also ignore this bonus.
Purchase
Your Grinder at:
store.privateerpress.com
Guard
When the Grinder is controlled it is not automatically hit by melee
attacks and has DEF 10.
A Grinder cannot be slammed through the warjack currently
controlling it. A Grinder moves into base contact and stops when it
comes in contact with the controlling warjack. The controlling warjack
is not knocked down.
24
Rolled by a
Controlling Warjack
Aiming at a Grinder
Hit by a
Melee Attack
Slam
Hit by a
Ranged Attack
Away
Colors
Home
Colors
Being Slammed
into the Grinder
Throws &
Double-Hand Throws
Hazards
Before the start of the game players each place one (1)
The Grinder may be moved by throws and double-hand Hazard. Hazards are terrain features that have specific
throws normally. A model does not have to succeed in a measurements and game effects. A Hazard cannot be
STR test to throw the Grinder.
placed within 3 of the Catch, a Goal Pit, a table edge,
or another Hazard, including the Bumper.
Jump Ball
26
Hazard
Dimensions
Special
Pool
5 diameter This is a shallow water pool
(See WARMACHINE: Prime Remix
Shallow Water page 78-79).
Spiked Column 2 diameter
Low Wall
6x 1 This is an obstacle.
High Wall
6x 1+ This is an obstruction.
Pit Trap
3 diameter
Deep Water
3 diameter
Teams
Before the start of a Grind match each player has to build his team.
Each player has 500 points and must include a warcaster and no more
than eight (8) warjacks. The warcaster and his warjacks must be
from the same faction. Warcasters are chosen from the Grind rosters
below. Warjacks are selected normally at their regular point costs and
are subject to normal Field Allowance.
Warcaster
The warcaster controls his team from off the table and is
not represented by a model during play. Each warcaster
has a FOC stat that determines the amount of focus
points that may be allocated to his team. Focus points can
also be spent for Maneuvers, which are comparable to
WARMACHINE spells. Each warcaster also has a Play
that may be used once per game much like a feat.
Unlike WARMACHINE, a warcaster does not activate.
Team Captain
Focus points that are not allocated may be spent on Some warcaster abilities, maneuvers, and/or plays
may be centered on the Captain in lieu of a control
Maneuvers throughout the turn.
area. If the Captain is disabled, totaled, or goes inert,
any maneuvers or plays that require the Captain to be
Maneuvers
the target cannot be utilized. Reduce the focus point
A warcaster can spend focus points to use maneuvers
costs of maneuvers used on friendly Captain by one
at anytime during his teams turn. However, he cannot
(1). This benefit cannot reduce the focus point cost of
interrupt a models movement or an attack to do so. A
a maneuver below one.
warcaster may use a maneuver before or after a model
27
Timed Grind
Multi-Goal Grind
Shoot Out
Scoring
A team scores a point and the Crush ends when any part
of the Grinder enters the opponents Goal Pit. After
a point is scored, remove all models from the table.
They will be deployed at the start of a new Crush.
Away
Colors
Captains in Multi-Goal
If a Team Captain is totaled or still disabled after end
of Crush repairs, its controlling player must choose a
Captain at the beginning of the next Crush. A player can
change his Captain at the beginning of each Crush.
Home
Colors
Flags
A warjack that goes inert due to Flags is removed from the
table at the end of the Crush but must sit out the following
Crush and is not placed on the table. After sitting out a
Crush, the warjack may return to play normally.
Northguard Gravediggers
The mechaniks of Cygnars northernmost
fortress enter the Grind tournaments
with enthusiasm and turn warjacks
favoring Ironclads and Hammersmiths
into unstoppable arena competitors.
Going against their grim reputation
on the battlefield, the Gravediggers
adopt bright and almost garish colors
to flaunting their Cygnaran loyalty.
They favor blue, gray, and unmistakably
bright Cygnus yellow accented with
polished bronze.
Faction Rosters
Cygnar
Warjacks accessable:
All Cygnar Warjacks
Warcasters accessable:
Coleman Stryker FOC 6 Points 42
Play:
Strykers Wrath
Friendly warjacks gain +3 of movement and +3 ARM.
At the beginning of the controlling players next
Maintenance Phase, each enemy warjack in melee
range of a friendly warjack takes a POW 12 damage
roll. Warjacks damaged by Strykers Wrath suffer
Disruption. Strykers Wrath lasts for one round.
Maneuvers:
Gird Cost 2
Target warjack and friendly warjacks in base contact
with the affected warjack gain +2 DEF. Gird lasts for
one round. Gird may be cast once per turn.
Overload Cost 2
When target warjack is hit by an attack, the attacker
immediately suffers Disruption. Overload lasts for
one round.
Electric Charge Cost 3
Target uncontrolled Grinder gains Electric Charge.
After all friendly warjacks have activated this turn the
affected Grinder will discharge. All warjacks within 3
of the Grinder suffer a POW 12 damage roll. Warjacks
damaged by Electric Charge suffer Disruption.
Attempts
Each warjack is allowed one Shoot Out attempt. Place the Grinder 8
from the opponents goal pit. Then place a single warjack anywhere
completely within 6 of the Grinder for its Shoot Out attempt. The
warjack then has one activation in which to attempt to score.
Once the warjack has completed its Shoot Out attempt, the
opposing team sets up for its first attempt. Players alternate in this
manner until all available warjacks have had one (1) attempt. Keep in
mind that if your opponent has more available warjacks at the end of
a match he will have more Shoot Out attempts than you.
Away
Colors
Home
Colors
Maneuvers:
Assist Cost 3
Target friendly warjack in base-to-base contact with
Haleys Team Captain may immediately make one
attack with any of its weapons, regardless of the
weapons ROF. This does not effect the warjacks next
activation. The warjack does not receive a flag for this
attack. Assist may be cast once per turn.
Bump & Run Cost 2
Target friendly warjack may immediately move up to
its SPD in inches after completing its combat action
this activation.
Nudge Cost 2
Move an uncontrolled Grinder 2 directly toward a
friendly warjack. During this movement, the Grinder
stops if it comes in contact with another model, the
table edge, an obstacle, or obstruction. Nudge may
only be cast once per turn.
Time Slip Cost 5
The Grinder and enemy warjacks currently within 3
of target friendly warjack move at half rate. Time Slip
lasts for one round.
Khardov Krushers
No Khadoran team boasts more championship trophies than the Khardov
Krushers. Noted for unmatched aggression in the arena, they always try to
send at least one opposing jack to the scrapyard. Few adversaries can stand
before their heavily armored Marauders and Juggernauts, particularly when
led by the unpredictable Orsus Zoktavir. The Krushers put a new spin on colors
made famous by the 5th Border Legion and wear green, red, and white.
29
Protectorate of Menoth
Warjacks accessable:
All Protectorate warjacks
Warcasters accessable:
Severius
Foc 8 Points 54
Play:
Stealing the Signs
Enemy warcasters cannot make maneuvers. Enemy
warjacks cannot make powers or make power attacks.
Stealing the Signs lasts for one round.
Maneuvers:
Khador
Warjacks accessable:
All Khador warjacks
Warcasters accessable:
Sorscha Kratikoff FOC 6 Points 45
Play:
Play:
Frozen Tundra
Enemy warjacks currently within 12 of Sorschas
Team Captain move at half rate and suffer -3 DEF
and -3 ARM. Frozen Tundra lasts for one round.
Flame Touch
Enemy warjacks damaged this round suffer a POW
14 damage roll and Fire. Fire is a continuous effect
that sets the target ablaze. A model on fire suffers a
POW 12 Damage roll each turn during its controllers
Maintenance Phase until the fire expires on a d6
roll of 1 or 2. Fire effects are magical or alchemical in
nature and are not affected by water.
Maneuvers:
Cold Hearted Cost 2
If target friendly warjack is damaged by an enemy
attack, the attacker is made Stationary for one
round. Cold Hearted lasts for one round.
Second Wind Cost 2
After all friendly warjacks have completed their
activations this turn, target friendly warjack
may move up to its base SPD in inches. After this
movement Second Wind expires.
Maneuvers:
Home
Colors
Shoulder Cost 3
Target warjacks next activation is a slam at SPD
+5. Models slammed by an effected warjack are
moved an addition 2.
Play:
Unblockable
Friendly warjacks may activate once again after all
friendly warjacks have completed their activations
this turn. During this activation affected warjacks
may move up to their current SPD in inches and
make one melee attack.
Maneuvers:
Body Check Cost 3
Target friendly warjack may immediately perform
a slam power attack without spending focus and
regardless of the distance moved.
Pound Cost 2
Target friendly warjack rolls an additional die on its
first damage roll this turn.
Pumped Cost 2
Target friendly warjack gains +2 STR. Pumped lasts
for one round.
30
Broiler Cost 3
If the Grinder is within 3 of Feoras Team Captain, it
is set ablaze. Enemy warjacks moving into or ending
their activation within 2 of the Grinder suffer an
unboostable POW 14 damage roll. Broiler lasts for
one round.
Imer Incinerators
Paying strict attention to the rules as
would befit an army of the Lawgiver, the
Imer Incinerators bring an inferno of holy
destruction to the arena. The pyrotechnic
antics of their Castigators and Crusaders
make for real crowd pleasers. This team
represents their theocracy wearing deep
blood red, gold, black, and bronze.
Cryx
Warjacks accessable:
All Cryx warjacks
Seether:
Uncontrolled Rage Uncontrolled Rage is not used in
Grind.
Warcasters accessable:
Asphixious FOC 7 Points 51
Away
Colors
Play:
Hail Toruk
Friendly warjacks may run without spending a
focus point and may perform a combat action
after running. The first attack an affected warjack
makes against an enemy warjack this turn does
not receive a flag. Hail Toruk lasts for one turn.
Maneuvers:
Dirty Player Cost 3
Target friendly warjack becomes a Dirty Player.
Attacks made by a Dirty Player against a knocked
down warjack do not receive flags. Dirty Player
lasts for one round.
Jack-to-Jack Cost 3
Target friendly warjack becomes a Defensive
Back. When this maneuver is used, the Defensive
Backs controller designates an enemy warjack
within 10 of the Defensive Back. After the
designated warjack completes its movement
during its activation, the Defensive Back may
move up to its current SPD in inches unless it is
currently stationary. The Defensive Back cannot
be targeted by free strikes during this movement.
Jack-to-Jack lasts for one round.
Rust Plague Cost 3
Target friendly warjack becomes a Carrier.
Enemy warjacks in base-to-base contact with a
Carrier, at the end of the Carriers movement,
suffer 1 damage point for each warjack and
Grinder, including the Carrier, with which it is
in base-to-base contact. Rust Plague lasts for
Mercenaries
Asheth Magnus FOC 6
Points 44
Home
Colors
Play:
Turn About is Fair Play
This turn Magnus may spend focus to use any
maneuvers of an enemy warcaster. Replace
references to the enemy warcaster with
references to Magnus. Friendly warjacks roll
an additional die on back strike damage rolls.
Turn About is Fair Play lasts for one round.
Maneuvers:
Field Awareness - Cost 2
Target friendly warjack may turn to face any
direction before moving or declaring a charge
or slam power attack.
Head Hunter Cost 3
Attacks targeting enemy warjacks that have
already suffered damage this turn gain an
additional die to attack and damage rolls.
Head Hunter lasts for one round.
MVP Cost 3
Target friendly warjack gains +2 SPD, MAT and
ARM. MVP lasts for one round.
one round.
Trash Talk Cost 2
Target friendly warjack becomes an Instigator.
When an enemy model ends its movement with
an Instigator in its melee range, the enemy
warjack must attack the Instigator.
Maneuvers:
Dash Cost 2
Target friendly warjack gains +3 SPD. Dash lasts
for one round.
Rubble Cost 3
While within 3 of target friendly warjack, enemy
warjacks treat open terrain as rough terrain and
suffer -2 DEF. Rubble lasts for one round.
Thunder Ball Cost 3
The next enemy warjack damaged or knocked
down by the Grinder suffers Concussion, after
which Thunder Ball expires. A model suffering
concussion forfeits its next activation.
31
move over
Gridiron
How to Build Your Own Arena for Grind
by Alfonso the Traitor Falco
I should have found the door locked. Instead, the south entrance to Corvis famed Sinking
Stadium grind arena squealed open with only a little work. I found Alfonso high in the stands
right where he said I would.
How did you get that door open? I asked.
I built this place, you know, he said without looking around. I had the feeling he had not
heard me. It wasnt that hard.
I nodded slowly. So this is what you wanted to show me. He handed me a round leather map
case and I passed over the two bottles of Old Gudraes Special Ordic reserve. You be careful, I said.
That stuff is strong enough to clean engines with. I cant imagine what itll do to you.
Alfonso actually grinned just a little bit. Lets find out, he said.
The Arena
1.) The arena is a 3 ft. x 3 ft. square
with two 4 circles as Goal Pits.
2.) A Catch that will hold a 50 mm
Base (2 inches).
3.) The Bumper, a 3 tall column
roughly 2 wide with lots of spikes.
32
Tip
Keep your styrene
scraps to make rivets.
I cut the outer ring out with scissors. I used a hobby knife to
very carefully score the inner circle and snapped it out.
Now come the rivets. Lots of rivets. To make these, I used my 1/16th hole punch. You
can find these in the scrap book sections at art & craft stores or at fabric stores. I
used thin sheet styrene to make the rivets and plastic solvent cement to attach them.
The Catch
I used sheet styrene to cap off the ends. I just cut out
a square and glued it to the end with super glue. Let
it dry, cut off the excess, and sand smooth.
The Bumper
The bumper is the
most complex part of
the Grind arena and,
to be honest, it is not
that hard.
33
For More
Advanced Modelers
Some of you may want to make a
grid floor. It is really not hard, just
time consuming. You will need a lot
more sheet styrene. I suggest you
pick up 3 packs of the .030, 8 x
21, 4 sheets to a pack evergreen
scale model sheet styrene. You
will also need 16 sheets of crochet/
needlework plastic sheet.
34
My 50 yard line is 4 wide. The side lines and the rear lines are 2 wide.
My grid lines are 1 wide, so measure your table accordingly.
35
Cut out your grid and goal. Then paint the grid, strip styrene, and your plastic mesh black.
36
Glue down your grids with a hot glue gun. Just do one section at a time.
37
More rivets. I made these using three different types of hole punches: 1/16 in., 1/8 inch, and inch (standard hole punch).
I also made a bolt from a hex rod I shaved down and a thick styrene rivet. I hope this helps. When you get your arena done
post it on our terrain forums at www.privateerpress.com. I cant wait to see them.
38
39
The Secrets
The
of
Five Fingers
Great dome
of the
channels
By Wolfgang Baur
Art by Brian Snoddy, Chris Walton,
and Matt Wilson
Cartography by Robert Lazzaretti
40
41
Key
1. Cult Front Building Entrance
2. Underground Tunnel
3. Airlocks
4. Cultist Quarters
5. Common Room Kitchen
6. Machine Room
7. Flood Room/Arcano Engines
8. Repair Rooms/Storage
9. Observation Room
10. Chapel Control Room
11. Armory
42
43
Locations
1. Blackstone Island Entrance: The main entrance to the Dome
is on Blackstone Island, near the quarry where prisoners work off
their sentences. (See Five Fingers, p. 74).
2. Tunnel: A long sealed tunnel leads from Blackstone Island
underwater to the Great Dome. It is usually empty, but could include
sentry servitors at the GMs option (Liber Mechanika, p. 105).
3. Airlocks: Two massive mechanikal airlocks, locked, sealed, and
pressurized, provide entry into the Great Dome. The first connects
to the Blackstone Island tunnel, and requires a key kept by cultists
who use the tunnel. Picking the lock requires a Open Locks check (DC
35) which will alert sentry servitors and Igan the Warder (successful
or otherwise) unless PCs discover and disable the alarm. First they
must find it with a Search check (DC 30) and then they must disable
it with a Disable Device check (DC 35) If they fail this check it sets
off the alarm.
A secondary, rarely used airlock on the northern face of the dome
allows cultists to enter the river to conduct repairs or maintenance.
This has a similar lock mechanism. The area outside the airlock is
safe, but moving within 10 feet of the intake pipes while the turbines
are operating sucks characters into the mechanism (no saving throw)
unless they have anchored themselves.
Coming in Through the Pipes
The lower portion of the temple is buried in the riverbed, so
the turbine portion meshes up with the upper level. Water
from the turbine tumbles as a waterfall into the flood room.
The vents into the turbines are well hidden and encrusted
with river rocks and debris. Entering through the intake
pipes is difficult and dangerous though technically possible.
A thick metal grill designed to keep plant and animal matter
out covers each pipe, and anything pulled into the pipes
presses up against this grill, to escape the pressure the PC
must make either a Escape Artist or Strength check (DC20) and
then must make a Climb check (DC 25 to get out of the pipe.
Breaking the grill (hardness 9, 15 hp) allows entry but sucks
anything in the pipe straight into the turbines, which inflict
4d10 crushing damage before the gears jam. Something large
and heavy, like an iron rod or thick wooden plank, could
jam the gears. Once the mechanism stops, squeezing through
to area #7 is time-consuming, likely drawing the attention of
numerous cultists investigating the malfunction.
Spark Lamps
44
Intimidating
Greedy
but Reliable
Thadish Orangegrove
(Surface Cult Leader)
Sister Somerville
(Underwater Cult Leader)
Useful
High
Regard
Respect
Adequate
Meal
Ticket
Friend
Haig Crimstone
(Blackstone Prison Chief)
Disdain
Awe/Fear
Friend/
Mentor
Candidate
for Clockwork
Adept
Olan Scray
(Blackstone Quarry Chief)
Creepy
Fear
Loyal,
Stupid
Meal
Ticket
Poor Delegator
Incompetent Idiots
Giles Porsalo
(Master Engineer)
Waste of Talent
Igan Wornly
(Warder of the Dome)
Marginally Useful
Explosive Potential
If the party manages to enter legitimately and includes a
devout Cyrissist, they might find themselves becoming
regular visitors and caught up in other projects to bring
about the Perfect Conjunction. Most incursions will
encounter violent resistance, however. If intruders
are discovered, Cultists try to capture and silence
intruders, and, once fighting starts, things can
get out of hand quickly. What happens if the
party starts tampering with forces beyond
their control, or setting off blasting
powder charges in a room full of nexus
accumulators and arcane turbines?
If you are generous you describe
the smoking ruin of the machinery,
the frantic attempts of the servitor
machines and cultists to fix things, and
the increasingly unbreathable air. If the
party flees they may get out alive.
The resulting explosion of stored
arcane energies should create a huge
waterspout in the middle of the river as the
carefully constructed machinery destroys
itself. Exploding this temple will be treated as
an act of war by the larger Cult of Cyriss, and
could lead to them hunting the party.
45
uts
ears
G
G
&
Trollkin Champions
I have lost everything I have, my kriel, my wife, my children.
In the vales I have trudged ankle deep in the blood of my ken.
So here I stand with my axes ready and my armor bound tight.
You swear oaths in anger, but I have none left within me. I
swear my oath in hatred. My words are cold, for I have no heat
left in my heart. I shall fall upon our enemies and leave them
nothing but ashes and blood.
Ganthar One-Eye, kithkar
46
he unwavering champions
are epic heroes among
the trollkin. Each of these
forlorn warriors bears the scars of
a personal tragedy which haunts
them like a specter. They fear
nothing and tread into battle with a
grim resolve to snatch victory from
the jaws of death or to succumb
themselves to that dark release.
They have gathered under oaths
of blood, set differences aside,
forgotten old wounds, and fixed
Many of these
mighty warriors
have suffered greatly
and bear scars in
body and mind.
the lands of man lucky if it can
actually muster enough warriors
of this caliber to form a cohesive
crew of fighters. With so many
trollkin kriels eroded by conflict
the champions of different groups
have taken to banding together
under a single leader. Each band
has a name that speaks of their
reputation. The Warden Blades
of Horthol, Grimhands Bloody
March, and Bloodthorns Dirge
are all legendary for their efforts
Quitari patterns are particularly significant to the trollkin champions who defend the
kriels. Most groups wear the same pattern, but in some cases champions have gathered
together from scattered or decimated kriels may bear different quitari. Below are sample
quitari patterns.
Golmfar Kriel
Jortor Kriel
Guts -&Champions
Gears - WIDOWMAKERS
Guts & Gears
and Vanguard
Quitari Patterns
in the chaos of fleeing the
Thornwood. These groups are
rare and often contain warriors
with reputations exceeding even
those of some warlocks: Tassek
Bloodthorn,
who
crushed
the skull of the Bane Knight
Shaxraze; Beremen Fensword,
who felled a dozen skorne
cyclops with his twin axes Bitter
and Bite; Ganthar One-eye, the
sole survivor of the Legion of
Everblights siege on the kriel of
Azuk Farrowbane; and Horthol
Haleblade, the steadfast guardian
and friend of Madrak Ironhide.
Legendary names such as these
are spoken with reverence and
attributed mythical prowess.
An assembly of such individuals
under kulgat is a sign that times
are dire indeed and woe to any
foolish enough to draw the ire
of such incredibly dangerous
fighters.
Hoarluk Doomshaper
& the Fighting Kriels of the Gnarls
Greygore Boomhowlers
Trollkin Mercenaries
49
vanguard
Chassis: Vanguard
In Service: 566 A.R.
Height: 87
Weight: 3.8 tons
Carrying Capacity: 932 Lbs
Maximum Load: 1400 Lbs
Fuel Load: 165 Lbs
Fuel Consumption: 7 hrs general, 1.75 hrs
combat
Designer Notations: It must be as quick as
any Cygnaran jack, yet more heavily armored.
It must bear both cannon and blade, yet still
provide shelter to our finest warcasters. It must
serve as a warden and a weapon against our
foes. Marshall Knight Bastian dMaxinault
Battlefield recommendations: As one
feints with the foil, one should seek to draw
an enemy in with what appears to be a rush,
a charge, or perhaps simply indecision. Fool
the enemy. Bring them closer to the tip of
the blade. They must not realize until the last
possible moment that it is far too late for them
to change their minds. Ashlynn dElyse
Vanguard
Light Warjack
51
Vanguard
52
Thicker than
Blood
Hordes Bonding Rules
Rules by Jason Soles with Matt Wilson,
Fiction by Doug Seacat, Art by Daryl Mandryk
Forging a Bond
Effects of Bonding
While in its bonded warlocks
control area a warbeast gains +2
THR.
Bonding also influences a
warbeasts behavior while in the
proximity of its bonded warlock.
When a bond is established, roll
Trollblood Bonds
2d6 + CMD Result
10 or Less
Mad Dog If the warbeast is in its bonded
warlocks control area when its bonded warlock is damaged
by an enemy attack the warbeast automatically frenzies
during its controllers next Maintenance Phase. When the
warbeast frenzies as a result of this bond, it charges a legal
target chosen by its controller instead of charging normally.
The warbeast gains +2 on its attack rolls this activation.
11
Bulldozer If the warbeast begins its
activation in its bonded warlocks control area, it may make
power attacks without being forced and the warbeasts
first melee attack each turn must be a power attack. If the
warbeast cannot make a power attack, it can make its initial
melee attacks normally.
12
Indomitable If the warbeast begins
its activation in its bonded warlocks control area, it may
charge, slam, and trample across rough terrain and obstacles
without penalty and gains +2 on trample attack rolls.
13
King of the Beasts While in its bonded
warlocks control area, the warbeast gains +2 to attack and
damage rolls targeting warbeasts and warjacks.
14
Rastler While in its bonded warlocks
controlarea,thewarbeastmaymakeheadlocks/weaponlocks,
headbutts, throw, and double-hand throws without being
forced and it cannot be knocked down, pushed, or slammed
as a result of a melee attack made by a model with a smaller
base.
15
Lightning Reflexes While in its bonded
warlocks control area, anytime a model successfully hits the
warbeast with a melee attack it may make one melee attack
against the model that hit it after the attacking models
activation ends. If the attack succeeds, the damage roll
is boosted.
16
Warder The warbeast may
charge or slam an enemy model in its bonded warlocks
control area without being forced. When resolving this
charge or slam, the warbeast gains an additional +2 of
movement.
17
Long Leash When checking to see if the
warbeast is in its bonded warlocks control area, double the
area of the warlocks control area.
18
Hyper Protective When the warbeasts
bonded warlock is screened by the warbeast, the warlock
gains an additional +2 DEF. While in base-to-base contact,
the warlock gains +2 DEF versus melee attacks.
19
Rapid Regeneration When the
warbeasts bonded warlock forces it to regenerate, it
removes 2d3 damage points.
20 or More Symbiotic Link Even if the warbeast
has a number of fury points equal to its FURY stat, its bonded
warlock can still transfer damage to it.
Catch!
If Madrak is lucky enough to get a dire troll with the
Rastler bond, remember this trick. Sure Foot another dire
troll and have the bonded dire troll two-handed throw the
first for some free extra movement.
55
56
2d6 + CMD
Result
10 or Less
Sick Em While in its bonded
warlocks control area, the warbeast may
voluntarily fail a threshold check and frenzy. When
the warbeast frenzies as a result of this bond, it
charges a legal target chosen by its controller
instead of charging normally.
11
Howler While in its bonded
warlocks control area, the first time the warbeast
destroys an enemy model in melee each activation,
enemy models/units within 6 of it must pass a
command check or flee.
12
King of the Beasts While in its
bonded warlocks control area, the warbeast gains +2
to attack and damage rolls targeting warbeasts and
warjacks.
13
Warder The warbeast may
charge or slam an enemy model in its bonded
warlocks control area without being forced. When
resolving this charge or slam, the warbeast gains an
additional +2 of movement.
14
Symbiotic Link Even if the
warbeast has a number of fury points equal to its
FURY stat, its bonded warlock can still transfer
damage to it.
15
Heightened Awareness While
in its bonded warlocks control area, the warbeast
may change its facing at the start of its activation
before moving or declaring a charge or slam. The
warbeast may also change its facing at the end of its
activation.
16
Long Leash When checking to
see if the warbeast is in its bonded warlocks control
area, double the area of the warlocks control area.
17
Playin Possum While in its
bonded warlocks control area, the warbeast cannot
be targeted by ranged or magic attacks if it is knocked
down. Additionally, if the warbeast is in its bonded
warlocks control area, it may forfeit its movement to
automatically be knocked down.
18
Retriever If the warbeast began
its activation in its bonded warlocks control area and
it destroyed one or more enemy models, at the end
of its activation it may move up to its current SPD in
inches directly toward its bonded warlock.
19
Forest Dweller While in its
bonded warlocks control area, the warbeast gains
All Terrain and Tree Walker. A model with All Terrain
ignores movement penalties from rough terrain and
obstacles. A model with All Terrain may charge, slam,
and trample across rough terrain and obstacles. A
model with Tree Walkers LOS is never blocked by
forests. While within a forest, a model with Tree
Walker gains +2 DEF against melee attacks and may
move through obstructions and other models if it
has enough movement to move completely past the
obstruction or the models base.
20 or More Arcane Awakening While
in its bonded warlocks control area, the warbeast
may use its animus without being forced to do so.
The warbeast can still only use its animus once per
activation.
2d6 + CMD
Result
10 or Less
Foul Temper If the
warbeast is in its bonded warlocks control
area during its controllers Maintenance
Phase and was damaged in the last round, it
automatically frenzies. When the warbeast
frenzies as a result of this bond, it charges a
legal target chosen by its controller instead
of charging normally. Ignore the effects of
lost warbeast aspects when resolving this
activation.
11
Berserk While in its
bonded warlocks control area, anytime the
warbeast destroys another model with a melee
attack, it must immediately make one melee
attack against another model in melee range.
12
Pain Conditioned If the
warbeast suffers damage while in its bonded
warlocks control area, it gains +2 on melee
attack and damage rolls for one round.
13
Sick Em While in its
bonded warlocks control area, the warbeast
may voluntarily fail a threshold check and
frenzy. When the warbeast frenzies as a result
of this bond, it charges a legal target chosen by
its controller instead of charging normally.
14
Bulldozer If the warbeast
begins its activation in its bonded warlocks
control area, it may make power attacks
without being forced and the warbeasts first
melee attack each turn must be a power attack.
If the warbeast cannot make a power attack, it
can make its initial melee attacks normally.
15
Long Leash When
checking to see if the warbeast is in its bonded
warlocks control area, double the area of the
warlocks control area.
16
King of the Beasts
While in its bonded warlocks control area, the
warbeast gains +2 to attack and damage rolls
targeting warbeasts and warjacks.
17
Symbiotic Link Even if
the warbeast has a number of fury points equal
to its FURY stat, its bonded warlock can still
transfer damage to it.
18
Merciless While in its
bonded warlocks control area, if the warbeast
damages a model with a melee attack, the
damaged model must make a command check.
If the damaged model fails, it must forfeit its
movement or attack during its next activation.
19
Rastler While in its
bonded warlocks control area, the warbeast
may make headlocks/weaponlocks, headbutts,
throw, and double-hand throws without being
forced and it cannot be knocked down, pushed,
or slammed as a result of a melee attack made
by a model with a smaller base.
20 or More Broken Will While in its
bonded warlocks control area, the warbeast
never frenzies and automatically passes all
threshold checks.
Skorne Bonds
57
Legion of Everblight
Bonds
A Teraph Is An
Ice Witchs Best Friend
Vayl brings her best with a favorite Lap Dog teraph. Abilities and
spells such as Incite and Dark Sentinel makes Lap Dog the logical
choice for her personal warbeast guard.
58
2d6 + CMD
Result
10 or Less
Berserk While in its bonded
warlocks control area, anytime the warbeast
destroys another model with a melee attack, it must
immediately make one melee attack against another
model in melee range.
11
Mad Dog If the warbeast is in
its bonded warlocks control area when its bonded
warlock is damaged by an enemy attack the warbeast
automatically frenzies during its controllers next
Maintenance Phase. When the warbeast frenzies as
a result of this bond, it charges a legal target chosen
by its controller instead of charging normally. The
warbeast gains +2 on its attack rolls this activation.
12
Warder The warbeast may
charge or slam an enemy model in its bonded
warlocks control area without being forced. When
resolving this charge or slam, the warbeast gains an
additional +2 of movement.
13
Sick Em While in its bonded
warlocks control area, the warbeast may voluntarily
fail a threshold check and frenzy. When the warbeast
frenzies as a result of this bond, it charges a legal
target chosen by its controller instead of charging
normally.
14
Carnivorous While in its
bonded warlocks control area, if the warbeast
destroys a living model with a melee attack, it may
remove d3 damage points from anywhere on its life
spiral. Remove the destroyed model from play.
15
Long Leash When checking to
see if the warbeast is in its bonded warlocks control
area, double the area of the warlocks control area.
16
Draconic Aura While in its
bonded warlocks control area, the warbeast gains
Terror and +2 DEF versus magic attacks. Enemy
models/units within melee range of a model with
Terror and enemy models/units with a model with
Terror in their melee range must pass a command
check or flee.
17
Heightened Awareness While
in its bonded warlocks control area, the warbeast
may change its facing at the start of its activation
before moving or declaring a charge or slam. The
warbeast may also change its facing at the end of its
activation.
18
Lap Dog While in its bonded
warlocks control area, when the warbeast is the
closest model to its bonded warlock, it never frenzies
and gains boosted attack and damage rolls.
19
Blood Bank The warbeasts
bondedwarlockmaytransferdamagetothewarbeast
once per round without spending a fury point.
20 or More Arcane Awakening While
in its bonded warlocks control area, the warbeast
may use its Animus without being forced to do so.
The warbeast can still only use its animus once per
activation.
legacy
A Dark Empire s
Campaign Rules
A Dark Empires Legacy is a twoplayer HORDES campaign with
each player playing a different
faction. These scenarios are open
to any HORDES factions. Each
scenario builds upon past results, so
scenarios must be played in the order
presented.
Though the scenarios are
intended for 500-points they may be
played at higher point levels if both
players agree.
59
Warbeast Bonds
One of the purposes of this campaign
is for players to familiarize themselves
with the new bonding rules, see page
54-58. To achieve that end, each
player begins the campaign with one
warbeast bonded to a warlock in his
horde. Rather than rolling to determine
the effect of this bond normally, each
player chooses his bond.
Terrain
Some of the scenarios in A Dark
Empires Legacy dictate terrain required
for play. Some groups may not have all
the types required. Substitutions are
permitted in the case of limited terrain
selections. When placing terrain
features begin by rolling to determine
which player places first unless the
scenario dictates terrain placement.
Players then alternate placing terrain
features with each taking a turn placing
one terrain feature at a time. Terrain
features cannot be placed within 3 of
another terrain feature or a table edge
with the exception that terrain features
may be placed on top of hills.
Since every gaming group has
access to different terrain features no
hard and fast rules exist on terrain
placement. Players must rely on a
few guidelines and common sense.
Terrain features should remain
moderately sized and no larger
than 6 across unless mandated by
a scenario. A player may place one
(1) large terrain feature instead of
two (2) moderate ones. Large terrain
features may not exceed 12 across.
Hills form the only exceptions to the
terrain size rules. A hill up to 16 x
16 may be placed and counts as a
moderately sized terrain feature.
60
Hammertime
Beginning as indicated in the scenario,
a random chance exists in which the
game concludes at the end of each
round. At the end of the last players
turn on the round indicated, the
player who took the first turn should
roll a d6. On a result of 1, the scenario
ends. Otherwise, players continue to
play until the end of the next round,
called the Hammertime round. At the
end of each Hammertime round, roll
to see if the hammer falls. The chance
of the scenario ending is increased by
+1 for each additional Hammertime
round until the third round. From the
third round on, the game concludes
on a roll of 1-3.
Rewards
Scenarios in A Dark Empires Legacy
include a reward for the victorious
player. The scenarios indicate when
and how these rewards can be used.
Bonded Warbeasts
A Dark Empires Legacy uses the
rules for warbeast bonds found on
pages 54-58.
SCENARIO 1:
Buried Secrets
500 POINTS
Reward
Description
Following a convoluted trail of
legends and myths hidden in song and
story, two armies have located the
ruined Morrdh settlement rumored
to contain the massive stone tablet
necessary to activate the obelisk.
Both armies now must search the
ruins for the tablet while preventing
their opponent from doing the same
Beginning
Players determine first player
and deploy forces as described in
HORDES: Primal, page 27.
Victory Conditions
SCENARIO 2:
CHASING GHOSTS
Two-player game
500 POINTS
Description
Now in possession of the tablet,
one army must race to the obelisks
location and unlock its secrets
before it is overtaken by the enemy.
Unfortunately, fast runners have
brought word to enemy troops ahead,
61
Victory Conditions
The defender must get the tablet off
the opposite table edge, either via the
road or within 6 of it.
The attacker must retrieve the
tablet and get it off a table edge
touching forest terrain.
Hammertime begins at the end
of the sixth round. The player with
possession of the tablet at the end of
Hammertime, or who moves it off
the appropriate table edge before
Hammertime ends wins.
Reward
which are even now preparing an
ambush along a wooded trail. Which
army will emerge from this encounter
with the tablet in its possession?
62
Beginning
The defender deploys first and may
place his models on or withing 3 of
the road up to 10 from the south
table edge.
SCENARIO 3:
Ancient Treasure
500 POINTS
Beginning
The defender sets his forces up first
within 6 of the obelisk.
The attacker sets up second,
anywhere within 3 of any table edge.
The defender takes the first turn.
Victory Conditions
A player wins when his opponents
last warlock has been destroyed or
removed from play. The winning
warlock may then study the obelisks
considerable powers at their leisure.
Scenario 1:
350 or 500 points
Scenario 2:
750 points
Scenario 3:
1000 point
Description
The Obelisk
6x24
Forest Template
Attacker
Deployment
6x24
Forest Template
Attacker
Deployment
16
16
Scenario 2
4 wide road
10x10
Forest Template
Defender
Deployment
63
wilding
the
way
64
Description
As divine spell casters, druids draw
their power from one or more gods
associated with nature, yet do so in
a fashion distinctly different from
clerics. Druids do not work
by prayer. Rather,
they use more
systematic
Adventurers:
Druids
make
good supporting spell casters, by
augmenting a partys abilities and
increasing their effectiveness on
and off the battlefield. Most druids
rival wizards or sorcerers in their
magical offensive potential. Others
gain great control over shaping
stone and earth or summoning
and commanding beasts.
Alignment: Druids stand against
the fabricated laws of civilization
and embrace natural chaos. Some
druids retain compassion and
exercise caution in the use of their
powers, while others are selfishly
greedy for power.
65
Circle Druids
in the Iron
Kingdoms
The class and role described here
applies to the human druids of
the Circle Orboros. This is the
only organized group in western
Immoren referring to themselves
as druids. They have no bias
against other races, but they have
organized themselves around
humans who undergo a process
66
The Wilding
A tiny percentage of human
children undergo a confusing
time called the wilding. Most
ignorant laypersons mistake this
for madness or other problems as
a child begins to manifest strange
behavior, including: tearing off
ones clothes, running away from
home and into the forest in the
middle of the night, barking or
howling, or staring for hours
into the eyes of a nearby animal.
Most communities shun such
odd children, though others
may abandon them or, in extreme
cases (such as in certain Menite
communities), slay them for fear
of sorcery or a taint of the Wurm.
Druids of the Circle Orboros try
to anticipate this and intervene
whenever possible.
Senior druids are responsible
for anticipating these manifestations and dispatching one or
more warders to gather a wilding
child. In some cases parents feel
this a mercy and voluntarily offer
such a child into the druids care.
In other cases, druids must abduct
wilding children in secret. Druids
or families closely affiliated with
67
Class Skills
The druids class skills (and the key ability
for each skill) are Climb (Str), Concentration
(Con), Craft (Int), Creature Lore (Int),
Diplomacy (Cha), Handle Animal (Cha),
Intimidate (Cha), Heal (Wis), Knowledge
(arcana, geography, history, nature,
religion), Listen (Wis), Move Silently (Dex),
Ride (Dex), Rope Use (Dex), Spellcraft (Int),
Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (6 + Int
modifier) x 4
Class Features
Weapon and Armor Proficiencies:
Druids are proficient in light and medium
armor, but not shields. Druids are proficient
in club, greatclub, dagger, handaxe,
quarterstaff, shortbow, all spears, sling,
voulge, and one other martial weapon of
their choice.
Spells: A druid casts divine spells, which
are drawn from the druid spell list (below).
31
42
421
532
5321
5332
64321
64332
644321
644332
6544321
6544332
65544321
65544332
655544321
655544332
6555544321
6555544332
6555554433
6555554444
69
Paths of Power
Druids of the Circle Orboros have access to specialized paths of power
developed over several millennia of organized exploitation of natural power.
These paths are offshoot branches of the Paths of Orboros which require
additional prerequisites and training to unlock. Visit privateerpress.com/
noquarter and check the web extras for a document detailing some of these
paths of power available to qualified druids of the Circle Orboros.
70
Ex-druids
A druid who changes to a lawful alignment or
who deliberately violates the core precepts
of the natural god that is the source of their
power loses all spells and druid abilities (not
including weapon and armor proficiencies).
He cannot gain levels as a druid unless
he undergoes a significant rite of sacrifice
involving the permanent loss of a finger, toe,
or other appendage. A high ranking druid (one
with access to 7th level or higher spells) must
conduct a ceremony of reacceptance before
the druid regains his powers.
Druid
Spell List
71
Better
Why a Remix?
Privateer Press was founded with
a mission to create the highest
quality products possible. To
that end, we continually hone
our skills, tune our process, and
apply the lessons of our successes
as well as mistakes to make each
product we produce better than
the last. After almost four years
of making WARMACHINE,
we have learned quite a bit. And
while WARMACHINE is going
along just fine as one of the most
successful product lines released
in the game industry over the past
five years, we have a notion that
we could make it even better.
Most importantly, we want
to ensure that WARMACHINE
players enjoy the best possible play
environment. The play environment
72
The end result is a single, complete source for rules and any
necessary errata in one tome. No need to carry multiple
books. No need to tote along extra papers. The Prime Remix
and your stat cards are all you need to reference rules.
into a more clear, concise, and
balanced document that improves
an already very successful play
environment.
Whats different
about the Remix?
When you thumb through the
Remix, the first and most obvious
change youll notice is that we have
completely remastered the visuals.
We incorporated full color artwork,
Field Mechaniks
JACK MARSHAL (1) Thats right. Jack
Marshal, baby.
REPAIR [9] (ACTION) Warjacks no
longer forfeit their activation when repaired.
Sorscha
Icy Gaze Only affects enemy models
currently in Sorschas LOS and control area.
Battle Mechaniks
JACK MARSHAL (1) You think these guys
didnt get Jack Marshal too? Silly southerners.
REPAIR [7] (HACTION) The Motherlands
jacks also get to activate after repairs.
Repenter
FLAME THROWER
FIRE - Target model hit by the Flame Thrower
suffers Fire. Burn, heretic, burn.
73
Foundry, Forge,
& rucible
C
For thousands of years the blackclad druids of the Circle Orboros have drawn power from the
wild places. The druids continue to rely on their ancient methods and tools to fight the rising
tides of civilization. The druids are not alone in their ability to harness the spiritual power
of natural places and imbue potent items with that power. Dhunian worshipers in wilderness
regions have developed their own unique crafting and enchanting processes. The organized
trollkin kriels possess the most potent of these items.
Armor of
Orboros
+4
+3
-1
20%
Overseer Armor
30 ft./20 ft.
Weight
20 lbs.
Weapons of
Orboros
Druid Voulge
Two Handed Cost Dmg (S) Dmg (M) Critical Range Weight Type
Martial Weapon
Druid Voulge
15 gp 1d10
1d12
x3
10 lbs.
Slashing
or bludgeoning
Fang of Calder
Fang of Calder
Natural
Amulets and
Talismans
76
Rune Belt of
Margor
The trollkin of the Scarsfell
Forest in Khador crafted this
belt centuries ago to serve a great
hunter among the Margor kriel.
Constructed of thick leather and
covered with iron plates, the belt
has several large runes carved
into each plate of metal. The belt
grants a +5 competence bonus to
Hide, Move Silently, and Survival
checks while also increasing the
wearers base speed by 10 feet.
Faint transmutation; CL 5th;
Craft Wondrous Item, cats grace,
owls wisdom; Price
9,500 gp; Weight 8 lb.
Torch of the
Fell Caller
77
Inside The
Official
WARMACHINE
League
Report By Nathan Letsigner
How it Works
he 2007 WARMACHINE
league is divided into four
6-week seasons where players
challenge each other though a
series of games. A league is ideal
for a local community of players
of eight or more that can meet
regularly. Players divide up
into teams representing a single
faction and play opponents from
rival teams. A player scores
78
WARMACHINE
League Nights
For your games to count toward league
play you need to play them at your
League Venue. The Venue is the place
hosting the League, generally a hobby
store or game club.
A store sponsoring a League should have
League nights set aside specifically to
encourage League play.
How do I get
involved?
Preparing for
League Play
League Features:
The WARMACHINE League
makes use of rules found in
WARMACHINE: Prime Remix
like Attrition, warjack Bonding,
and interactive terrain. You also
use some great features only
found in the League format such
as Weather Effects, Bounties,
Boasts, Mercenary Options, and
custom scenarios. Lets take a
look at them:
Sample Weather
Effect: Blizzard
warmachine league
Bounties
Bounties are one of the most exciting
features of the WARMACHINE
league. A bounty is a challenging
goal that, if met in the game, will
net you bonus League Points even
if you lose the game. Each week
Privateer Press issues new bounties
to every faction against an opposing
faction. Moreover, your factions
bounty lasts the whole week so the
more you play the more bounties
you can capture and the more
bonus Points you can attain.
Boasts
Last night you said you could take
those Cygnarans with one arm
tied behind your back, fielding
only warjacks, and not even using
Weather Effects
Each week the weather changes
as you carve your bloody path
to victory. The grey skies and
cold winds of winter firmly grip
the battlefield in the first season.
Each week, before games are
played, the weeks Weather Effect
will be announced. All games that
week are affected by that weeks
Weather Effects. Dont want play
in the snow? If both players agree
then their armies can wait out the
79
warmachine league
Prizes
Every league ends with prizes going to the
winners. Participating in the whole league season
earns you recognition; after all you just fought a
war! How much and how well you fought gains
you greater rewards.
A League Patch For Every Year At War
The first time a player participates in a full
season of a WARMACHINE League he receives a
participation patch for that year. Every year has
its own design.
A League Patch For Every Season Survived
Every season comes with additional patches
added to the participation patch to complete that
years design. Only by participating in all four
season in a given year can you complete that
years entire design.
A Little Bling to Brag About Your
Achievements
At the end of the League players receive
achievement pins to add to their patch to mark
their accomplishments during the League. Its a
little bling to distinguish your valor and skill on
the battlefield.
Champion Pin
The player at the top of the Ladder at the end
of the League is the league champion and
receives a pin to prove it.
Winning Team Pin
At the end of the League, the League Points
scored by all players on a team are added
together. The team with the highest total
number of League Points wins. Each member
of the team receives a winning team pin.
Unstoppable Award Pin
The player who played the most games during
the season wins the Unstoppable Award pin
for his efforts.
Tactician Award Pin
The player who scored the most League
Points for Faction Bounties wins the Tactician
Award pin.
Additional Awards
League Organizers should work with their League
Venue to create additional awards for their
league members. Creating your own trophies for
the winning team is great and a common practice
for many gaming groups. Some teams even make
awards for MVP of their team. League Organizers
are known to award a new pair of dice to the
lowest player on the ladder.
The No Quarter
Trophy Challenge
Creating additional awards really personalizes your league. If your group makes a
custom trophy we want to know about it.
Your challenge: create a custom trophy for
your league and send the photo and info to
submissions@privateerpress.com with
the subject line No Quarter Trophy
Challenge. The staff of No Quarter will
select a winner at the end of the season and
award a special prize to the entire league!
80
Sample Boast
By the Numbers
The player making this boast loses the
game if he destroys his opponents last
warcaster before succeeding in the
primary victory condition outlined in
the scenario. If his opponent destroys
his own warcaster, the boasting player
wins normally.
warmachine league
Cryx
Yes
No
Yes
No
Cygnar
No
Yes
No
Yes
Khador
Yes
No
Yes
Yes
10
Deployment Zone
Protectorate
Yes
Yes
Yes
No
Forest
12
Forest
Hill
24
Forest
Description
Two rival forces battle for control of a hill in the middle
of a forest glen.
Forest
Special Rules
See the map. Place a 12 diameter hill in the center of
the table. Place four (4) 4 forests around the hill as
Deployment Zone
10
shown on the map.
A player scores Control Points by having more models
24
on the hill than his opponent. At the end of each players turn, a player with more models on the hill than his
opponent scores one (1) Control Point. A unit counts as one model for the purposes of calculating who has more
models on the hill. The first player to reach three (3) Control Points wins the game.
Set Up
Players take turns placing terrain until one player wishes to stop. The other player may then place one additional
piece. Each player must place a minimum of two (2) terrain features.
Beginning
Determine deployment and turn order with a standard starting roll. Players place their forces completely within
10 of the tables edge.
Victory Conditions
The first player to score three (3) Control Points scores a primary victory condition and wins the game.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won,
the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.
81
US
Nationals
Results
Interviews with the Top 5 Players as they Begin the Trail of Champions
Report By Nathan Letsigner
At Gen Con Indy this fall Privateer Press hosted the WARMACHINE: Steamroller National
Open. The first round series of 750 point metal grinding battles determined the eight players who
slugged it out over three rounds at 1000 points in the next days battle for the championship. With
glory comes fame and we interviewed the top 5 players for No Quarter Magazine in a segment we call
the Trail of Champions. In this installment we will look at the final championship match and talk to
the other champions as they begin their journey to next years competition.
US Nationals Results
Justin Herrings
Army List
Goreshade the Bastard
Warwitch Deneghra
Nightwretch x5
Skarlock x2
Pistol Wraith x4
Bile Thrall unit
Croes Cutthroats
Ogrun Bokur x2
Gorman Di Wulfe
Tartarus
US Nationals Results
84
David DC Carl:
Life is better with
Witchbarbs
David Carl began playing
WARMACHINE in the summer
of 2003 after Deneghra Dark
Seduced him in a demo. He claims
that the cinematic feel of the game
and the unique concept of the
warcaster and battlegroup brought
him in, but we think he is a sucker
for pretty girls with witchbarbs.
Active in the WARMACHINE
community, DC joined the Press
Gang and runs tournaments in the
St. Louis area. He also regularly
contributes to this magazine. Gen
Con is one of the few places that
our volunteers have a chance to
enter competitions. DC will share
his thoughts on army building
for WARMACHINE in a future
issue, but we spoke to him about it
and his plans for next year.
NQM: You have played at
every major WARMACHINE
tournament at Gen Con over
the last three years. Any tips for
new players looking to build a
successful competitive army?
DC: Balance is key balance
between warjacks and troops,
balance between anti-armor and
anti-infantry, balance between
ranged and melee, balance between
BA Sparks: Ready to
burn the opposition
BA traveled from Washington state
to compete in the US Nationals.
BA told us that he prefers jack
heavy Cryx armies supported by
troops. His battle report of both
days is available in the battle
report forum in the Community
section. We spoke to him about
his love a certain Satyxis pirate
captain and his plans for firing up
the competition next year.
NQM: I see you chose the epic
version of Skarre for your most
used list. She was released for
the first time the weekend of the
Nationals. How did adding her to
your list affect your play?
BA: Epic Skarre played like a
dream, not much more I could
ask for in a warcaster. Though
you need a little finesse to enable
her to dish out some offensive
spell damage. Her abilities and
support spells enhance your entire
army and not just her attacks, and
that goes a long way in my book.
Units many people consider fodder
to sneak in arc nodes suddenly
become exceptionally deadly and
harder to kill.
85
For
Faith
Valor
and
Alex Badion
The 16th Storm Knights division
Special Forces rules allow you a great
deal of additional tactical options.
Playing with three Stormclads or
three units of Stormblades (or both)
opens plenty of new doors for you to
exploit, and the extra field allowance
is the least of the benefits.
Both Field Promotion and
Insulation are most effectively used
with Stormguard. They are your lever
to move the world, and, if the correct
force is applied, they will every time.
The Stormguard sergeant is one of
the more dangerous unit leaders for
Cygnar. Not only does he have a
Warcasters
The list works amazingly well with
Lord Commander Stryker. Even without the Special Forces rules, Strykers
epic version blends beautifully with
the different parts of this army. That
said, the other warcaster choices from
the list can make this army perform
like a trained seal.
The 16th
Storm
Knights
Division
Insulation
87
5
3
Leader
2.5
The Umber
Guard
Kevin Clark
All Flameguard, all the time. What
more do you want? A Choir of
Menoth, thats what. They give us
the edge our faith deserves. All the
comments you see here assume that
you will bring at least one unit of
Choir of Menoth. Lets look at some
of what you can do with the glory of
this Special Forces list.
Warcaster Selection
Warcasters determine how an army
plays. All of the choices for this list
bring a lot of power, but my top two
warcaster choices for the Umber
Guard are:
FeoraThe Priestess of the Flame
first and foremost. Six focus means
that she usually has to carefully
balance handing it out to jacks and
using it herself. Jack Marshal lets
you bring a lot of jacks to the table
and give Feora all the focus she needs
to be a roving kill stick. I like her in
88
meleeunityourStormguardarestaring
down. However, this formation forces
your opponent to carefully consider
the order of their activations.
Standard
Bearer
Unit
Leader
Flameguard
Vanquisher
3/4
Vanquisher
Officer
Choir of Menoth
War
Priest
Warjack Selection
So many choices, so few points. Aint
that always the way? All Protectorate
jacks are fairly focus efficient and most
play well when marshaled, thanks to
the choir. Marshaled warjacks are not
the same beating they are with 3 focus
points on them, but this is as it should
be and the choir makes sure they still
hit plenty hard.
Troop Selection
Temple Flameguard: You know
them. You love them. Now they have
Jack Marshal. The possibilities are
huge. With a Preceptor they gain
Terror, so killing leaders with your
marshaled jack before charging with
the Flameguard can break whole
units. When you include the Unit
Attachment you can have 2 jacks
marshaled by the same unit (one on the
officer and one on the unit leader).
Flameguard Cleansers: The big
change here is Improved Armor. This
rule allows you to bring a lot more
of these boys to the table with less
fear of losing all your models due to
deviations. Again most every jack
will play nicely with the marshal in
this unit.
Think outside the box: do not
discount marshaling the Revenger or
Guardian, for example. The Umber
Guard allows for some very aggressive
play, so dont fear to run in and make
the hurt happen.
89
90
STaff Tacticts
Its called HORDES for a reason: lots and lots of minis
91
#1
ISSUE UT!
O
SOLD
ISSUE #2
SOLD OU
T
#3
ISSUE UT!
O
SOLD
Complete your
collection today!
ISSUE NO. 4 (limited quantity)
ISSUE NO. 6
ISSUE NO. 7
ISSUE NO.8
Issue No.9
BURIED
TREASURE
Unearthed by Nathan Letsinger
If you ever find yourself in Corvis, you can get a fresh pint and fresher scuttlebutt at an
inn by the name of the Buccaneer Bass. Located at www.buccaneerbass.com, four dedicated
players named Koen, Steven, Ralph, and Tom founded this fan-run unof-fish-al website of
fan submitted material in 2004 to provide resources for players and GMs of the Iron Kingdom
roleplaying game. I thought Id bring to light a few of the many gems they put on the site:
GMs at Buccaneerbass.com
Quad Divas
Not what you might think by the title, this netbook is
45 pages of shops and stalls found in Corvis famous
open market. Each entry details the shop owner and
what they sell or might to buy. This list was perfect
for when my players decide to role-play their trip to
any market, including Chasers Market in Five Fingers.
Besides a time saver for GMs, the list includes spot-on
local color, such as a gobber mechanic whose motto
seems to be I assure you, its supposed to do that and
a peg-legged pig as a logo for a local butcher.
Iron Kingdoms Compendium
94
Lunar Calendar
Does calculating the phases of Caens three moons leaving
you howling mad? If you are not a math-addled worshipper
of the Mistress of Numbers (look her up in the Compendium)
then you will enjoy the work saved with this reference of
the phases of the Chaser, the Temptress, and the Lady Muse.
I found it most useful as a GM to decide when to send
Thamarite assassins against the PCs, or as a PC, when to
travel through druid controlled forests.
Five Fingers
Contest at
Buccaneerbass.com
Conversion of a Cultist of
Cyriss with mechanoflail
On that day, young Timeck learned he was bound for a greater destiny.
Works in progress.
95
The
eck
oop
P D
Thats One...Big...Ball
K
Change is goodA preview of
HORDES: Evolution
Show
your factions
true colors
with
Formula P3
paint sets