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Unwavering rules of engagement

Wrath
Rules for Battle Engines

engines of wrath
A Battle Engine Battle Report
WARMACHINE: Wrath
Previews Continue
Devil In Iron
deathjack in the gavyn kyle files

TM
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Tickets on sale now!

Register before April 15th to receive early store access on the first day of the event, a special signed
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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 Manager:
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, Jason Nichols, Aeryn
Rudel
Playtest Coordinator: David “DC” Carl
On the Cover
Continuity Editor: Jason Soles Khador’s Gun Carriage by Andrea Uderzo

Graphic Design: Kris Aubin, Kim Goddard, Andrea Uderzo is a rising star in the game industry. He lives in Italy,
where he works as a freelance illustrator collaborating with several
Josh Manderville, Stuart Spengler
major game companies, including Privateer Press. Andrea loves to
Staff Writers: Simon Berman, Douglas Seacat collect books 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
••• Beware of Adam
Contributors: As many of you know, Adam
Kris Aubin, Simon Berman, Ed Bourelle, Norbert Johnson spends most of his
Brunhuber, David “DC” Carl, Daniel Corteza, Matt day as the customer service
representative for Privateer
DiPietro, Simon Foster, Brandon Hodgins, Jen Press. However, Adam has
Ikuta, Adam Johnson, Jason Martin, Piotr Mikians, another vital role to play here
Aeryn Rudel, John Salmond, Douglas Seacat, Will at Privateer Press HQ.
Shick, Tim Simpson, Jason Soles, Stuart Spengler Armed with a 60-pound voltaic
••• Cygnaran battle blade, Adam
stands ready to defend the
Illustrations: Privateer Press lobby from
Carlos Cabrera, Chippy, Eric Deschamps, Mariusz any and all intruders (he’s a
Gandzel, Imaginary Friends Studio, David Kuo, medium-based, 8-wound solo
with Cleave, Fearless, Reach,
Luke Mancini, Slawomir Maniak, Néstor Ossandón,
and Tough). Here we see
Miro Petrov, Michael Phillippi, Dave Rapoza, Karl Adam, blade in hand, poised
Richardson, Neil Roberts, Daniel Rudnicki, Brian to deal with an office supply
Snoddy, Andrea Uderzo, Franz Vohwinkel, Chris salesman who wouldn’t take no
Walton, Matt Wilson, Kieran Yanner for an answer.

All content copyright 2001 - 2011 Privateer Press, Inc. All rights reserved. Privateer Press®, Play Like You’ve Got a Pair, Iron Kingdoms, Immoren, The Witchfire Trilogy, Monsternomicon,
Five Fingers: Port of Deceit, Full Metal Fantasy, WARMACHINE®, Steam-Powered Miniatures Combat, WARMACHINE: Prime MKII, WARMACHINE: Escalation, WARMACHINE:
Apotheosis, WARMACHINE: Superiority, WARMACHINE: Legends, WARMACHINE: Wrath, Forces of WARMACHINE: Pirates of the Broken Coast, Forces of WARMACHINE:
Cryx, Forces of WARMACHINE: Cygnar, Forces of WARMACHINE: Khador, Forces of WARMACHINE: Mercenaries, Forces of WARMACHINE: Protectorate of Menoth, Forces
of WARMACHINE: Retribution of Scyrah, Cryx, Cygnar, Khador, Protectorate of Menoth, Pirates of the Broken Coast, Retribution of Scyrah, HORDES, Monstrous Miniatures
Combat, HORDES: Primal, HORDES: Evolution, HORDES: Metamorphosis, Forces of HORDES: Circle Orboros, Forces of HORDES: Legion of Everblight, Forces of HORDES:
Skorne, Forces of HORDES: Trollbloods, Circle Orboros, Legion of Everblight, Skorne, Trollblood, No Quarter Magazine, Formula P3, Formula P3 Hobby Series, BODGERS, Infernal
Contraption, Infernal Contraption 2: Sabotage!, Scrappers, GRIND, Monsterpocalypse®, G.U.A.R.D, Shadow Sun Syndicate, Planet Eaters, Martian Menace, Lords of Cthul, Terrasaurs,
Empire of the Apes, Elemental Champions, Subterran Uprising, Savage Swarm, Tritons, UberCorp International, Ashes to Ashes Coast to Coast, and Gamer Hooligan and all associated
logos are trademark property of Privateer Press, Inc. All other trademarks appearing are property of their respective owners. First printing Vol. 6, Issue 35: January 2011. Printed in the
USA. This magazine contains works of fiction, any resemblance to actual people, organizations, places, or events in those works of fiction are purely coincidental. Duplicating any portion
of the materials herein unless specifically addressed within the work or by written permission from Privateer Press is strictly prohibited. In the event that permissions are granted such
duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated
thereof. 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.
Opening Salvo
Bigger is Guts & Gears article on the Gun Carriage, giving you
the history of the mighty vehicle, tips on how to use it
on the table, and an expanded tutorial on how to paint
Better up a Gun Carriage of the 5th Border Legion.
The crowning glory of this battle engine issue is the
March is upon us here in Seattle, which means
rain—and lots of it. The ever-present gray skies Engines of Wrath Battle Report. Here creative director
can be a bit of a downer. Still, it’s easy enough Ed Bourelle and quartermaster Jen Ikuta square off
to escape the dreariness of inclement weather by with 50-point lists, each featuring a battle engine.
heading indoors, gathering around a 4´ x 4´table, In fact, Ed’s list includes two! Needless to say, this
and wrecking someone’s face in an engrossing game depiction of an epic confrontation between Khador and
of WARMACHINE. (I’ve been having quite a bit of the Retribution of Scyrah reveals quite a bit about how
success with my new Cygnar army.) battle engines perform in the field.

In addition, March marks the beginning of spring, This issue isn’t just about battle engines, though.
and traditionally, spring is about all things new and We’ve got plenty of great articles covering the gamut
the promise of good things to come. This issue of No of WARMACHINE and HORDES topics. Power
Quarter hits on that theme quite a bit, largely by giving Progression teaches you how to build a world-
you more previews of the upcoming WARMACHINE: conquering Legion of Everblight army; two new
Wrath (promise of good things to come) and revealing Theme Forces are revealed in Forces of Distinction;
the rules for the new battle engines (all things new). Gavyn Kyle delves into the dark history of the
Deathjack; and Terrain Building shows you how to
As you can probably tell by Andrea Uderzo’s stunning create fantastic Protectorate of Menoth buildings.
cover art depicting Khador’s mighty Gun Carriage, That’s just the tip of the iceberg in an issue brimming
the real stars of this issue are the battle engines. In with new and exciting content.
my estimation, battle engines are one instance where
bigger truly is better, and battle engines are currently So gird up, get ready, and make some space on your
the largest models in the game. That new 120 mm tabletop. The engines of Wrath are on their way.
base is a sight to behold on the battlefield, giving each
battle engine a tabletop presence like no other model
in the game. Aeryn Rudel
Excited about the battle engines yet? Good. Because
we don’t just give you a taste of battle engines in this
Editor-in-Chief
issue; we go whole hog and give you three in-depth
articles about WARMACHINE’s latest and greatest
creations.
The battle engine goodness kicks off with the latest
batch of WARMACHINE: Wrath previews, wherein the
stats for one of the battle engines are revealed in all
their army-shredding glory. We follow that up with a

2
table of contents

Wrath Rules: Battle Engines 10 WARMACHINE: Wrath Preview II 14


They’re big, bold, and badass! Get the first look at the rules for More previews of the exciting new models headed your way in
the awesome battle engines! WARMACHINE: Wrath, including Khador’s Gun Carriage

Power Progression: Legion 22 Forces of Distinction II 30


Spread blight across the land! Learn how to build an unstoppable All new tournament-legal Theme Forces for the Retribution of
Legion of Everblight army Scyrah and the Protectorate of Menoth

Guts & Gears: Gun Carriage 42 The Gavyn Kyle Files: Deathjack 54
Discover the centuries-spanning history of the powerful Gavyn Kyle delves into the dark history of the legendary
Khadoran battle engine necromechanikal terror

Battle Report: Engines of Wrath 62 Concept Carnage! 90


Khador and the Retribution of Scyrah square off in this battle- Another sneak peek at the art that inspired the awesome models
engine-fueled battle report of WARMACHINE: Wrath

Opening Salvo 2 Modeling & Painting: Picture Perfect 76


News from the Front 4 Terrain Building: Protectorate Terrain 80
New Releases 6 Overkill: WARMACHINE Damage 86
Studio Secrets: Alt. Color Schemes 36 Bodge Bin: Blighted Gators 92
Lock & Load Event Schedule 49 Player/Staff Gallery 93
Shattered Grounds: Thundercliff Peaks 50 Poop Deck 96
Painting Challenge 53

3
News from the Front
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: [email protected].

Foodmachine 2010 Recap By Norbert Brunhuber

T
he Privateer can see all the smiling faces, walls of cans, and even some
Press community amazing scratch-built trophies by following this link: http://
came out in picasaweb.google.com/togitleague
force to help those
in need through Project Orange
generous support of Orange has been chosen as the color of hunger awareness
the Foodmachine by major charities around the USA. How better for the
campaign against Privateer Press community to show off their solidarity by
hunger. Seventeen painting up some orange-themed miniatures? Seventeen
stores reported their contributors sent in photos of their models. Not only
events, with a total of was this a unique aspect of the cause, but orange looks
189 players battling it surprisingly good on a host of different model types.
out for charity. Thirteen To see all the contributions, just follow the link to the
different States were online album: http://picasaweb.google.com/45caliberidea/
represented, and results were sent in from Wales and OrangeCrush2010?feat=directlink
South Africa! Overall, the 2010 campaign generated
27,263 cans for donation to worthy local charities. That’s
a fantastic achievement!
Privateer Press graciously awarded custom vinyl banners
to the winners in each of the three tracked categories.
Congratulations to All Things Fun! in New Jersey for the
overall win and now home to the coveted Foodmachine
traveling trophy. Many events sent in photos, and you

HUNGER PANGS
Thought is already going into some tweaks for the 2011 edition
of Foodmachine. In particular, we’re looking for ways to
incorporate Project Orange Crush into the incentive system.
Please send all your suggestions to [email protected].
Meanwhile, have a great year playing games until we meet
again for Foodmachine 2011!

Top Overall Donations


• All Things Fun!, NJ – 8,877
• The Only Game in Town, NJ – 6,101
• Vault Comics and Games, PA – 4,056

Top Average Donations


• All Things Fun!, NJ – 444 cans/player
• Firestorm Games, Wales UK – 372 can/player
• Vault Comics and Games, PA – 369 cans/player

Highest Single Donation


• Charles Ansell, Vault Comics and Games, PA – 1,307
• Tom Philippi/Scott Egan (tied), All Things Fun!, NJ – 1,242
• Tom Hoffmann, The Only Game in Town, NJ – 1,020

4
news from the front

TEMPLECON 2011 By Simon Berman

O
n February 3rd through the 5th, more than
250 WARMACHINE and HORDES players
assembled at TempleCon in an unprecedented
gathering of gaming! Braving treacherous winter
weather to reach the frozen port of Providence, Rhode
Island, these dedicated men and women were joined by a
host of Press Gangers and Privateer staffers to kick off
the 2011 convention season.
The weekend started off with a panel discussion among
Privateer Press staff members Simon Berman, David
Carl, Jen Ikuta, Jason Martin and Jason Soles regarding

Following the Team Tournament, the first of the weekend’s


two Midnight Madness events began. Blood, Sweat, and
Tiers, as it was called, required all players to use at least the
first tier of a Theme Force when constructing their army.
The event lasted until dawn, and many of the weary players
moved on to their next event. Others opted to play in the
ongoing Iron Arena casual play that was available 24 hours
a day during the convention. Gorgeous scenario tables were
available for open gaming and were rarely empty, even in
the earliest hours of the morning!

WARMACHINE: Wrath. The panel was organized and


moderated by Sam Sedghi of GutsNGears fame. The
presentation began with a sneak preview of new art from
Wrath, including a first look at Mercenary warcaster,
Captain Damiano!
The panel ended, and the first of the non-stop tournaments
began! The over-capacity Team Tournament was the
first of the weekend, with teams from all over competing
against one another to determine Best Overall Team, Best
Faction Team (teams that all use the same faction), and Best
Themed Team (teams that used only fully painted armies).
As with all tournaments, the top players qualified for the
WARMACHINE and HORDES Championship later in
the weekend.

Still more tournaments followed, culminating in Sunday’s


Championship game! The top 16 players of the weekend’s
earlier events threw down in a hotly contested tournament.
At the end, only one victor could emerge. Congratulations
to Champion Jeremy Miller and his Legion of Everblight
army!
We can’t wait to return to TempleCon in 2012 for three
more days of some of the most intense Privateer gaming in
the world!

5
New releases

Retribution of Scyrah Dawnguard Destors


Sculptors: Ben Misenar & Brian Dugas
PIP 35024 • $99.99

Mercenary Ragman Circle Orboros Kaya the Wildborne Cryx Scavenger Bonejack
Sculptor: Edgar Ramos (variant) Sculptor: Brian Dugas
march

PIP 41087 • $10.99 Sculptor: Steve Saunders PIP 34078 • $13.99


PIP 72054 • $12.99

6
new releases
MARCH (continued)

PHOTO NOT AVAILABLE


AT PRESS TIME
Skorne Master Tormentor Trollblood Warlock Madrak Legion of Everblight Lylyth,
Morghoul (variant) Ironhide, Thornwood Chieftain Herald of Everblight (variant)
Sculptor: Brian Dugas (variant) Sculptor: Steve Saunders
PIP 74055 • $10.99 Sculptor: Benoit Cosse PIP 73055 • $11.99
PIP 71056 • $17.99

April April April


PHOTO NOT AVAILABLE

PHOTO NOT AVAILABLE

PHOTO NOT AVAILABLE


AT PRESS TIME

AT PRESS TIME

AT PRESS TIME
Retribution of Scyrah Heavy Protectorate of Menoth Circle Orboros Gorax
Rifle Team Flameguard Cleanser Officer (re-scuplt)
Sculptor: Brian Dugas Sculptor: Edgar Ramos Sculptor: Jason Hendricks
PIP 35038 • $19.99 PIP 32075 • $14.99 PIP 72055 • TBD

Cygnar Charger (plastic) Retribution of Scyrah Protectorate of Menoth


Sculptors: Jeff Wilhelm Dawnguard Destor Thane Repenter (plastic)
April

& Sean Bullough Sculptors: Ben Misenar & Brian Sculptors: Ben Saunders
PIP 31089 • $18.99 Dugas & Sean Bullough
PIP 35025 • $29.99 PIP 32084 • $18.99

7
new releases

Cryx Revenant Crew Rifleman


Sculptor: Steve Saunders
PIP 34081 • $5.99

Cygnar Arcane Tempest Gun Mages (re-sculpt)


Sculptor: Todd Harris
PIP 31086 • $34.99

April
PHOTO NOT AVAILABLE
AT PRESS TIME

Cryx Defiler Bonejacks (plastic)


Sculptor: Ben Misenar
PIP 34090 • $19.99

Retribution of Scyrah House Shyeel Artificer


Sculptor: Edgar Ramos
PIP 35041 • TBD

Khador Gun Carriage


Battle Engine
Sculptor: Sean Bullough
april

PIP 33077 • $84.99

8
®

The Monsterpocalypse battle miniatures game comes fully loaded with everything two players
need to get in on the monster-smashing action of Monsterpocalypse. Containing 36 highly
detailed, pre-painted plastic figures, the Monsterpocalypse battle miniatures game is the
perfect way to take control of power on an unimaginable scale!
REACH OUT AND CRUSH SOMEONE!
w w w.monsterpocalypse.com
©2001–2010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Monsterpocalypse®, and their logos are trademarks of Privateer Press.
TM
By David “DC” Carl
Art by Andrea Uderzo
In last month’s Wrath Rules, No Quarter previewed the new can target only models in its right field of fire. Weapons with
Ranking Officer models from WARMACHINE: Wrath. This location “–” can target models in either field of fire. If any part
time we will explore an even bigger new Wrath model type: of model’s base is in the middle of the battle engine’s front arc,
the battle engine. the battle engine can target it with any weapon.

Battle Engine Rules Targeting a Battle Engine


A battle engine never gains the DEF bonus from concealment,
From armored, horse-drawn carriages that predate warjacks
cover, or elevation.
to innovative marvels never before seen in the Iron Kingdoms,
the battle engines of WARMACHINE are powerful weapons Cloud Effects and Forest Terrain
of war. These giant machines require neither sorcerous control Cloud effects and forest terrain do not block line of sight to a
from an army’s warcaster nor battlefield guidance from its battle engine.
officers. Instead, a battle engine’s own commander, crew, or
consciousness guides it to rain down destruction upon
enemies bold or foolish enough to stand in its path.

Battle engines have their own model type: battle


engine. Battle engines are not warrior models.
Battle engines are independent models.

Battle engines are on huge bases (120 mm).

Huge Base
A huge-based model occupies the space from the bottom of its
base to a height of 5˝.

Facing & Line of Sight


A battle engine’s front arc is marked on it base. Its front arc
is further divided into two 90° fields of fire. These fields of
fire determine which models a battle engine can target with
its weapons depending on their location. Weapons located on
a battle engine’s left side (L) can target only models in its left
field of fire. Weapons located on a battle engine’s right side (R)

LOS and Targeting

Crusader

Revenger

Flameguard

The Flameguard unit is in the


Gun Carriage’s left field of
fire. The Revenger is in its
right field of fire. Part of the
Gun Carriage Crusader’s base is within the
middle of the Gun Carriage’s
front arc.

11
Targeting a Battle Massive
Engine in Melee A battle engine cannot be slammed, pushed, thrown, knocked
A model targeting a battle engine with a ranged or magic attack down, or made stationary.
does not suffer the target in melee attack roll penalty. If a
ranged or magic attack misses a battle engine in melee, that miss Pathfinder
is not rerolled against another model. It misses completely. Although the icon does not appear on their stat lines, all battle
engines have the Pathfinder advantage.
A battle engine can be targeted by combined ranged attacks
while it is in melee.
Serviceable
Friendly Faction models with the Repair ability can attempt to
Predeployment repair damaged battle engines. To attempt repairs, the model
Battle engines must be placed before normal deployment. If with Repair must be in base-to-base contact with the damaged
both players have models to predeploy, they predeploy their battle engine and make a skill check. If successful, remove d6
models in standard deployment order. damage points from the battle engine.

12
Engines of Destruction

Walking Walls
With 20 to 24 damage boxes and ARM stats from 18 to 20,
the WARMACHINE battle engines can take a lot more
punishment than even the toughest solos. Note this level of
survivability exceeds some warjacks but still falls short of the
sturdier warjacks in the game. Unlike warjacks, however,
battle engines do not have systems that can be crippled. Each
battle engine fights at full effectiveness until it is eliminated
entirely. Battle engines should be played aggressively but not
recklessly. They can take a few hits while continuously dishing
out damage, but a unit of models with Weapon Master can lay
a battle engine low just as it can a warjack.

The huge base size also means more enemy models can get
into melee range of a single battle engine, further enhancing
an opponent’s ability to combat an aggressively positioned
battle engine. Use expendable troops to block charge lanes
to a battle engine; its innate toughness allows it to shrug off
significant ranged firepower. The battle engine’s raw size is a
blessing as well as a limitation. That huge base can block line
of sight to warcasters or key support models. Even large-
based warcasters like the Harbinger or Terminus can be
hidden behind their respective battle engines, granting them
protection from most ranged and magic attacks.

Siege Engines
Battle engines are powerful offensive weapons in addition to
being useful defensive tools. While the exact nature of their
attacks varies considerably (from the wicked claws of the
Effective support often depends on effective positioning,
Wraith Engine to the long-ranged force blasts of the Arcantrik
something that can be a bit of a challenge with a model that
Force Generator), every one of the battle engines can put
has a 120-mm base. Plan ahead so that a battle engine does
some serious hurt on the opposing army.
not get stuck behind friendly models when it needs to activate
A canny opponent will use the predeployment rule to set up early in the turn to take advantage of its support abilities. With
the “wrong” models to face off against a battle engine, so don’t a bit of experience, effective battle engine support becomes as
hesitate to use the first turn of the game to run a battle engine second nature as making the most out of models like the Choir
into ideal position for the following turns. Once in position, a of Menoth or mechanic units.
supported battle engine can rain down destruction on its foes
Speaking of mechanics, these low-cost solos/units are a great
turn after turn.
start for supporting battle engines while they support the army
As with any non-warcaster WARMACHINE model, in return. Models with Repair can restore damage boxes to
remember that a battle engine is an expendable resource. battle engines, and there are plenty of good support spells,
Risking the loss of a battle engine is a far cry from risking feats, and abilities that will affect these “friendly models” even
the loss of a warcaster. The battle engines’ impressive board though they are neither warriors nor warjacks.
presence coupled with their potent combat capabilities mean
that many opponents may focus their attention on these Conclusion
models. Use the opening this provides to strike at the opposing
Battle engines are an exciting new tool for WARMACHINE
warcaster to win the game.
armies and pack a great deal of versatility. Make the most
of a battle engine’s offensive potential and support abilities,
Army Support
and keep an eye out for opportunities to take advantage of its
The battle engines all offer some degree of army support in
ability to block line of sight.
addition to their combat capabilities. This support ranges
from the Gun Carriage’s ability to hinder enemy mobility See Guts & Gears: Gun Carriage on page 42 for additional
with patches of rough terrain to the Vessel of Judgment’s tactical information on the Gun Carriage battle engine, and
suite of Holy Reliquary miracles that provides a variety of check out future issues of No Quarter Magazine for more battle
army-support effects depending on the situation at hand. engine previews.

13
®

Model
Previews
By David “DC” Carl and Aeryn Rudel
Art by David Kuo, Nestor Ossandon,
Miro Petrov, Michael Pillippi,
Daniel Rudnicki, Andrea Uderzo,
and Chris Walton

This article continues the


WARMACHINE: Wrath previews and
includes a look at some of the new
models for the Protectorate of Menoth,
Khador, Cryx, Retribution of Scyrah,
and Mercenaries factions.

The Khador Gun Carriage, the first of


the new battle engine model type, is
among these previews. For additional
information on the new battle engine
model type and the Gun Carriage in
particular, see Wrath Rules: Battle
Engines on page 10 and Guts & Gears:
Gun Carriage on page 42.

14
Khador cavalry battle engine
Gun Carriage
It is the ideal weapon of total war, for today’s battlefield requires the use of both speed
and decisive firepower.
—Supreme Kommandant Gurvaldt Irusk.

Tactical Tip GUN CARRIAGE


GUN CARRIAGE
Construct
Rear Attack – This does not enable this model to target models in its SPD STR MAT RAT DEF ARM CMD
back arc with charges. Power Attack Trample – This 7 12 6 5 10 20 10
model can make trample power
Heavy Cannon
attacks.
Gun Carriage Weapon Platform – This model L
RNG ROF AOE POW
12 1 4 14
A weapon platform that can deliver death and ruin to nearly any can make melee and ranged
Heavy Cannon
part of the battlefield, the Khador gun carriage is a rolling engine attacks in the same activation.
RNG ROF AOE POW
When this model makes its R 12 1 4 14
of destruction. Its dual cannons can blast apart enemy warjacks,
initial melee attacks or a power
shatter troop formations, or transform the earth into a crater- attack, it can also make its Military Rifle
scarred wasteland. Their resounding thunder often heralds initial ranged attacks. This RNG ROF AOE POW
— 10 1 — 11
Khadoran victory on the battlefield. Even without its mighty model can make ranged attacks
even while in melee. Mount
guns the massive machine can easily smash through enemy
POW
lines and trample foes beneath tons of iron and horseflesh. Heavy Cannon — 12
Crater – The AOE is rough

Using the Gun Carriage terrain and remains in play for Damage 22
one round. Field Allowance 2
One of the first things to note about the Gun Carriage is that Point Cost 9
MILITARy RIFLE HUGE Base
it is a cavalry model. This single word grants it numerous
Rear Attack – When declaring
additional abilities that are not available to other battle engines. and resolving attacks with this
Abilities like impact attacks, ride-by attacks, and the cavalry weapon, this model’s front arc extends to 360˚.
charge attack bonus supplement the Gun Carriage’s heavy
Mount
cannons and military rifle in impressive fashion. Knockdown – When a model is hit by an attack with this weapon, it is
knocked down.
The Gun Carriage’s Weapon Platform ability is fairly
straightforward but is another huge factor defining what a Gun Trampling Hooves – This model can charge and make charge attacks
with this weapon. During a combat action it did not make a charge
Carriage can do in one turn relative to comparable models. The
attack, this model can make one melee attack with this weapon.
Gun Carriage is at its finest when it can make impact attacks
against everything around that huge 120-mm base, make a
charge attack with the cavalry charge attack bonus, fire off a
pair of cannon shots, and then finish things off with a final
retort from a Winter Guardsman’s rifle.

15
Scavenger
Cryx Bonejack
It is the hunger of the grave given form.
—Lich Lord Asphyxious

SCAVENGER Scavenger
SCAVENGER
SPD STR MAT RAT DEF ARM CMD
Finisher – This model gains an The scavenger bonejack haunts the skies above Lord Toruk’s
additional die on damage rolls nightmare empire searching for the weak and injured. Swift

7 7 7 4 16 13 —
against damaged models.
Snapping Jaws and merciless, the scavenger descends upon its prey in a flurry
Flight – This model can
POW P+S of tattered wings and snapping jaws, bringing the final release
H 4 11 advance through terrain and
obstacles without penalty
of death to the enemies of Cryx.
DAMAGE and can advance through
1 2 3 4 5 6 obstructions and other models Using the Scavenger
if it has enough movement to
The “scavenger” namesake fits Cryx’s newest bonejack
move completely past them.
This model ignores intervening perfectly. This fast, flying bonejack deals additional damage to

models when declaring its wounded targets and can fly away from danger after tearing
charge target. apart its injured foes.
Sprint – At the end of this
To take best advantage of the Scavenger, pair it with other Cryx
model’s activation, if it destroyed
H C C C C M one or more enemy models with models that can lead the charge. Bane Thralls, for example, will
melee attacks this activation it take a healthy chunk out of an enemy’s hide and provide the
H H M M can make a full advance.
Dark Shroud ARM penalty to the target during the Scavenger’s
Field Allowance U attacks. Flight allows the nimble bonejack to bypass the Bane
Point Cost 4 Thralls both when striking out at its victim and also when
Medium Base flitting back behind the front lines.

16
Revenant Crew Rifleman
Cryx WEAPON Attachment
Still as death and with cold eyes unblinking, they have aim regrettably true, lads.
—Jan Herreo, bosun’s mate

Revenant Crew Rifleman Attachment [Revenant Crew


of the Atramentous] – This RIFLEMAN
The revenant crew rifleman carries a long rifle into battle, SPD STR MAT RAT DEF ARM CMD
attachment can be added
adding his own devastating long-range fire to the vicious to a Revenant Crew of the
6 6 5 4 13 12 7
combat capabilities of his undead brethren. When two or more Atramentous unit.
Long Rifle
riflemen work together, they can combine their ranged assault
RIFLEMAN RNG ROF AOE POW
14 1 — 10
into a single, lethal concerted attack. Combined Ranged Attack
Cutlass
Using the Revenant Crew Rifleman
Undead
POW P+S
Death Ties – If this model 3 9
The Revenant Crew Rifleman has the longest ranged attack is destroyed while in Field Allowance 2
threat range in the Cryxian arsenal. With SPD 6 and RNG 14, formation, return it to play
1 Rifleman 1
riflemen can shoot a full 4˝ further than Pistol Wraiths or Bloat at the beginning of your
Up to 2 Additional 1 ea
next Maintenance Phase.
Thralls and cost a mere 1 point each. Combine Revenant Crew Small Base
Place it within 3˝ of the
Riflemen with Captain Rengrave or with debuff spells like unit commander. If the unit
Crippling Grasp, Marked for Death, or Black Spot to enhance commander leaves play before
the accuracy of these long-range revenants. this model returns to play, then remove this model from play before
choosing a new unit commander.

Gang – When making a melee


attack targeting an enemy
model in melee range of
another model in this unit,
this model gains +2 to
melee attack and melee
damage rolls.

Point Blank – During its


activation, this model can
make melee attacks with
its ranged weapon, with a
1⁄2˝ melee range. Do not add
this model’s STR to damage rolls
made with ranged weapons. Charge
attacks made with ranged weapons
are not boosted.

Like the Revenant Crew of the


Atramentous unit, Revenant Riflemen
are extremely difficult to dispatch.
Until their leader is destroyed, these
undead pirates will return to battle
turn after turn.

17
Heavy Rifle Team
Retribution Houseguard Weapon Crew Unit
Before this weapon, even the strongest armor becomes simple vanity.
—Houseguard Issyr Falwyn Lys

Heavy Rifle Heavy Rifle Team


LEADER
SPD STR MAT RAT DEF ARM CMD
Armor Piercing – When The cannons used by the heavy rifle teams of the houseguard
calculating damage from this are deadly effective pieces of Iosan ordnance. The heavy rifle

4 4 5 5 13 13 8
weapon, halve the base ARM
HEAVY RIFLE stats of models hit that have
crews are adept at picking apart enemies from well across
RNG ROF AOE POW medium or larger bases. This the battlefield, and the heavy bolts fired by their cannons can
14 1 — 7 weapon gains +2 to damage rolls penetrate thick armor with appalling ease.
Sword against models with small bases.

3
POW P+S
7
Light Artillery – This weapon Using the Heavy Rifle Team
cannot be used to make attacks or
Numerous light artillery units have range or accuracy to rival
GRUNT special actions during activations
SPD STR MAT RAT DEF ARM CMD this model moves. This model the Heavy Rifle Team, but none have the Armor Piercing

4 4 5 5 13 13 8 cannot gain the aiming bonus rounds of these Houseguard cannons. Position Heavy Rifle
when attacking with this weapon Teams to fire upon enemy warjacks or warbeasts of moderate
Sword and cannot charge. If this model
POW P+S ARM, enemy cavalry units, or enemy battle engines. The Armor
attacks with this weapon during
3 7 Piercing ability allows them to dish out the same quantity of
its activation, it cannot attack
Field Allowance 2 with any other weapons damage as much heavier ordnance.
Leader & Grunt 2 that activation.
Leader Large Base These light artillery units work particularly well alongside
Grunt Small Base other Houseguard units since the Ranked Attacks ability allows
the artillery to fire right through the intervening infantry.

Range Finder – While B2B


with the Grunt in this unit,
this model gains +2 to
attack rolls with this
weapon.

18
House Shyeel Artificer
Retribution Battle Mage Solo
The most inscrutable forces of the natural world are weapons at our disposal.
—Artificer Vlyss

Tactical TipS ARTIFICER


ARTIFICER
Pathfinder
Magic Ability – Performing a Magic Ability special action or special SPD STR MAT RAT DEF ARM CMD
attack counts as casting a spell. Force Barrier – This model
5 9 7 4 12 17 9
gains +2 DEF against ranged
Polarity Field – Remember, if a model cannot be charged, it cannot be Power Gauntlet
attack rolls and does not suffer
slam power attacked. POW P+S
blast damage. 4 13
Beat Back – The attacking model can advance even if the enemy model
Magic Ability [6]
is destroyed by the attack. Damage 8
• Force Wall (HAction) – For Field Allowance 2
one round, while within 3˝ of
Point Cost 3
House Shyeel Artificer this model, friendly Faction
Medium Base
models gain Force Barrier.
The House Shyeel artificer harnesses the might of Iosan magic
• Magno Blast (HAttack) –
to blast foes with bolts of rending energy and restrict their
Magno Blast is a RNG 10, POW 13 magic attack. If the attack hits an
movement with walls of raw force. In addition, the artificer can enemy model, before resolving damage immediately push models
smash enemies in melee with his twin power gauntlets. within 2˝ of the model hit 1˝ directly away or directly toward the
model hit in the order you choose.

• Polarity Field (HAction) – For one round, this model cannot be


charged by a model beginning the charge in this model’s front arc.

Power Gauntlet
Magical Weapon

Beat Back – Immediately after a normal attack


with this weapon is resolved during this model’s
combat action, the enemy model hit can be pushed
1˝ directly away from the attacking model. After
the enemy model is pushed, the attacking model
can advance up to 1˝.

Using the House Shyeel Artificer


The House Shyeel Artificer is a solo with solid
survivability and damage output, as well as a
broad range of offensive and defensive utility.
For impressive offense, the Magno Blast spell can
draw enemies together making them vulnerable
to models like Stormfall Archers or Discordia, or
it can push enemies apart to open charge lanes or
bring an enemy warjack within reach.

When defense is key, the House Shyeel Artificer


can use the Polarity Field spell to enhance his
own survivability. He can also use Force Wall to
protect lightly-armored allies from AOE attacks
and enhance allies’ DEF values against direct-fire
ranged attacks.

19
Ragman
Mercenary Thamarite Character Solo
Death is feared only by those too weak to make it their servant.
—Lord Mylo di Northryne, “The Ragman”

RAGMAN
Mercenary – This model will
work for Cryx, Cygnar, and
Tactical Tip
SPD STR MAT RAT DEF ARM CMD Khador. Magic Ability – Performing a Magic Ability special action or special

6 5 6 4 14 12 9 attack counts as casting a spell.
Animosity [Morrowan] – This
WALKING STICK model cannot be included in an
POW P+S
army that includes one or more The new Death Field spell is the Ragman’s most powerful
3 8
models of the listed type.
asset, granting a broad range of models access to the amazing
Damage 5 RAGMAN Dark Shroud ability. Sacrificial Pawn also assists the Ragman in
Field Allowance C
Pathfinder surviving long enough to ensure plenty of enemy models feel
Point Cost 2
Small Base Magic Ability [7] the pain of his ARM debuff.
• Bone Shaker (HAttack) –
Bone Shaker is a RNG 8, POW 12 magic attack. When this spell boxes
a living or undead non-warcaster, non-warlock enemy warrior model,
you can immediately take control of the model and make a full advance
with the enemy model followed by a normal melee attack, then the
boxed model is removed from play. The boxed model cannot be
targeted by free strikes during this movement.

• Death Field (HAction) – This model gains Dark Shroud.


While within 3˝ of this model, friendly models also
gain Dark Shroud. Death Field lasts for one turn.
(While in the melee range of a model with Dark
Shroud, enemy models suffer –2 ARM.)

Sacrificial Pawn [living] – When this model is


directly hit by an enemy ranged attack, you can
choose to have one friendly, non-incorporeal
living model within 3˝ of this model directly
hit instead. That model is automatically hit and
suffers all damage and effects.

Walking Stick
Magical Weapon

Ragman
Once a Llaelese noble turned to the vile arts of
necromancy, the Thamarite called the Ragman has
been drawn to the battlefields of western Immoren
by the palpable odor of death. As he picks among the
dead for his unnatural purposes, his profane magic
lets him kill with a glance and animate his victims to
serve him.

Using the Ragman


The Ragman is a mercenary solo whose wanderer vibe
is more than just background story. From Commander
Adept Nemo to Fiona the Black, warcasters far and
wide can find uses for this necromancer’s unique
set of skills.

20
Flameguard Cleanser Officer
Protectorate Unit Attachment
Flame is not capricious; it merely flows to the silent rhythms of the Creator’s will.
—Preceptor Ryl Daja

Tactical Tip Attachment [Flameguard


OFFICER
Cleanser] – This attachment
Officer – Because this model is an Officer, when it is destroyed it does can be added to a Flameguard
SPD STR MAT RAT DEF ARM CMD
not replace a grunt in its unit. Instead either another Officer in the unit
5 5 6 6 12 14 8
Cleanser unit.
or the unit leader becomes the unit commander. This model can give Purifier
the Incinerate order. OFFICER RNG ROF AOE POW
Immunity: Fire SP 8 1 — 12

Flameguard Cleanser Officer Officer Purifier Blade


POW P+S
Bushwhack (Order) – During
The Flameguard Cleanser officer leads his men into the heart 3 8
this unit’s activation, affected
of battle on a tide of scourging flame. Under his command models make their combat Damage 5
the range and destructive potential of Cleanser purifiers are actions before their normal Field Allowance 1
greatly increased, and they gain the ability to lay down searing movement. Affected models
Point Cost 2
must make a full advance as
curtains of fire that incinerate all who dare oppose the will of Small Base
their normal movement this
the Creator. activation.

Scouring Flames – Once per game during its


Using the Flameguard Cleanser Officer unit’s activation, this model can use Scouring
The Flameguard Cleansers offer a variety of options when Flames. This activation, the base RNG of
Purifier weapons in this unit becomes SP 10
it comes to fiery death. Their Incinerate order grants the
and the base POW becomes 10.
effects of a CRA to allow them to damage high-ARM
Sheet of Fire (HAction) – Place a wall
targets, their spray attacks ignore most defensive template anywhere completely within 5˝ of
modifiers (and Stealth), and they never this model where it does not touch a model’s
accidentally damage models in their own base, an obstruction, or an obstacle. When a
model enters or ends its activation in the wall
area, it suffers an unboostable POW 12 fire
damage roll and the Fire continuous effect
. Models within the wall template gain
concealment. Sheet of Fire lasts for one round.

Purifier
Continuous Effect: Fire

Damage Type: Fire

unit.

The Cleanser officer does not change


the root functionality of the unit but
noticeably enhances its existing focus.
The Sheet of Fire action holds enemies
at bay until Purifier flamethrowers are
brought to bear, the Bushwhack order
allows Cleansers to clear out of the
way of their allies after making their
ranged attacks for the turn, and the
potent Scouring Flames ability is a huge
boost to the number of enemy models a
Cleanser unit can bathe in flame.

21
By Will Shick
Art by Carlos Cabrera, Karl Richardson, and Andre Uderzo

F
rom the frozen northern wastes, the Legion of Everblight supporting solos like the Blighted Nyss Shepherd and the
marches forth, intent on spreading their master’s draconic twisted Forsaken. In addition, the Legion has access to a whole
blight throughout the Iron Kingdoms. The Legion of range of troops that include cheap expendable units to choke
Everblight boasts some of the deadliest warbeasts in HORDES the enemy with sheer numbers to terrifying elite warriors who
and can field large numbers of them on the table thanks to slaughter all in their path.
However, in the end, the stars of the Legion of Everblight are the
dragonspawn, who best embody the ideals of agility, strength, and
surprising resilience that are Legion hallmarks. Add to this the
fact that dragons are just freaking cool, and there is little question
about the theme of this month’s Power Progression article.
Using the various tools available to the Legion of Everblight, I
will demonstrate how to build a warbeast-centric list that
effectively manages excess fury but doesn’t skimp on
warrior models. Since the Legion of Everblight is
short on multipurpose troops, this army will
use the strength of the greater whole
to overcome the weaknesses of its
various parts.
So prepare yourself
and embrace
the power of
a dragon!
Phase I: Battlegroup get a 2-point model that can cause some serious damage.
A pack of Rabid Shredders can bring down even heavy
The Legion of Everblight battlegroup is one of the best warbeasts with the right spell support.
starting points for any Legion player. It boasts four
Shredders and a terrifying Carnivean, one of the premier With the warbeasts in place, we need a warlock to lead
heavy warbeasts in the faction. Boasting three melee them. Although the standard battlegroup contains Lylyth,
attacks, a 10-inch, POW 14 spray, Assault, Pathfinder, and Herald of Everblight, I’ve decided to swap her out for
Eyeless Sight, it is easy to understand why this draconic Thagrosh, Prophet of Everblight. Thagrosh boasts a higher
behemoth weighs in at a hefty 11 points. Simply put, Fury stat, an absolutely morale-crushing feat, and a great
nothing can stand against the full onslaught of a Carnivean list of abilities and spells. He’s the perfect candidate to lead
short of a closed Devastator. a warbeast-heavy list with plenty of cheap support troops.

Thanks to Eyeless Sight and Pathfinder, only obstructions Thagrosh’s brings a couple of very potent abilities to the
can provide refuge from the Carnivean’s toothy maw. battlefield in Death Shroud and Attuned Spirit [Legion].
When charging, Assault provides a great way to thin out Death Shroud makes models within Thagrosh’s Command
enemy units and give the Carnivean an extra 3˝ of threat range much more durable in melee, and Attuned Spirit
range. This means it can hit enemies up to 19˝ away, and lets him cast one of his warbeast’s animi for free each turn.
with Eyeless Sight it can ignore most LOS restrictions. I particularly find Attuned Spirit to be one of the better
Last but certainly not least, the Carnivean’s Spiny Growth abilities found on Legion warlocks. It’s great for fury
animus can increase its ARM to 20 and dish out D3 points management and its utility increases each time you add a
of damage to any warbeast or warjack foolish enough to new warbeast to the warlock’s battlegroup.
attack it in melee. However, like most Legion warbeast
animi, Spiny Growth can target any friendly faction model,
meaning a warlock can use it on multiple warbeasts and
greatly increase the durability of his battlegroup.
Despite the overwhelming awe a Carnivean inspires, the
tiny Shredders prove lethality comes in 2-point increments.
The first ability of note is the Shredder’s excellent
animus. For a single fury, Tenacity gives a friendly
model +1 DEF and ARM. When combined with
the faction’s already high DEF, Tenacity can
make Legion models exceedingly hard
to hit. As a bonus, Tenacity is cheap,
allowing you to liberally apply across
your entire force. The Shredder’s
animus is the perfect alternative
to simply shedding excess fury
on your warlock for no gain.
Tenacity alone is worth taking
one Shredder in your force,
but remember when I
said lethality comes
in small packages?
While it may
not look like
it, Shredders
are more than
capable of taking
down all manner of
warbeasts and troops
thanks to their
Rabid ability.
When forced
to go Rabid, a
Shredder gains +2
SPD, Pathfinder,
and boosted attack
and damage rolls.
Add in a second fury for
an additional attack, and you
The prophet of Everblight also has a solid spell list that your own and force them to react. For example, place your
includes some great buff spells. Draconic Blessing grants Carnivean where your opponent will have to charge with
+2 STR and Terror to the target model/unit, and Fog one of his heavy warbeasts, at which point you can then
of War gives concealment to models within Thagrosh’s destroy their heavy with your carefully placed forces and
control area. Fog of War is especially suited to Legion return the destroyed Carnivean to the game with Dark
since Eyeless Sight allows your warbeasts to ignore Revival. Just remember you can’t return a model that has
concealment on enemy models. Other spells in Thagrosh’s been “removed from play,” so take care to protect your
list include Bad Blood, which causes an opposing warlock warbeasts from attacks featuring that ability.
to take damage from leaching and prevents that warlock
In smaller battlegroup games, use the Shredders to take
from transferring to the target warbeast or healing it; and
down light warbeasts with their Rabid ability and don’t be
Mutagenesis, which can be used to reposition Thagrosh
afraid to have them frenzy once engaged. Use Fog of War
into a more advantageous position. Finally, Obliteration,
to protect against magic and ranged attacks and Tenacity
although expensive, can potentially clear out whole swathes
and Spiny Growth to keep your warbeasts in top shape.
of lightly armored troops with POW 8 blast damage.
Draconic Blessing can make the Carnivean a perfect
Thagrosh’s feat Dark Revival may not look overtly engine of destruction, but don’t overlook its use on the
powerful at first glance when compared to other feats Shredders from time to time. Remember you can upkeep
in the game, but it is important to look at it outside of Draconic Blessing on one warbeast and then cast
a purely offensive perspective. Dark Revival allows it on another to get double use out of
Thagrosh to return one destroyed warbeast from his the bonus. Finally, remember,
battlegroup to play, and a canny player will set up Dark Revival allows you to
situations where he may trade one of his models for one of play the attrition game
his opponent’s in the hopes that his opponent’s loss will be with your opponent
more significant. However, this gambit is risky, especially and come out on top.
when talking about an 11-point Carnivean or a 9-point
Angelius. Dark Revival mitigates all that risk, essentially
allowing you to trade warbeast for warbeast with your
opponent at no real cost to you. When your opponent
knows he will come out behind in any one for one trade, it
forces him to play more conservatively, while you
can feel confident making aggressive moves.
Find positions where you can threaten
your opponent’s heavy warbeasts with

List 1: Battlegroup Thagrosh List

Point
Model Notes
Cost
Thagrosh, Prophet of Everblight -5
Carnivean 11
Shredders x4 2 each
Total 14

24
Phase II: 25 Points
With several games under our belt, it’s time to take our
two models out ahead of the rest of the unit. Sure, they
will likely be destroyed, but when properly placed, the
ensuing Vengeance move and attack is well worth the
battlegroup to the next level. There are two goals to loss. For added punch, you can cast Draconic Blessing on
achieve at this point. We want to add another heavy the Legionnaires to give their weapons P+S 12. Throw in
warbeast to increase our overall offensive potential and the bonuses from CMA and pairs of Legionnaires will be
to provide another valid target for Dark Revival. It’s attacking at effective MAT 8 and P+S 14.
also a good time to throw in a unit of troops to help with
board control and deal with or tie up opposing troops The Scythean can act as either a warbeast hunter or use its
and warbeasts. Starting with the fun stuff, I’ve chosen a Reach and 4 Fury to go after opposing units. This works
Scythean for our second heavy warbeast and dropped two especially well against units that have Defensive Line or
of the Shredders. At 9 points, the Scythean brings the stat Shield Wall abilities since they instinctively bunch up,
line of a Carnivean with two P+S 17 Reach attacks. Its giving the Scythean more potential targets to slaughter.
animus, appropriately named Slaughterhouse, not only
stops Tough it also removes the boxed model from play,
preventing the model from generating a soul token.
Blighted Nyss Legionnaires provide excellent rank-
List 2: 25-Point List
and-file troops at a low cost. While not as inherently
powerful as Blighted Ogrun Warmongers or Blighted
Nyss Swordsmen, the Legionnaires are no slouches on the Point
Model Notes
battlefield. Combined Melee Attack and Reach lets them Cost
coordinate strikes to take down high-DEF or high-ARM Thagrosh, Prophet of Everblight -5
targets, while Defensive Line gives them solid protection Carnivean 11
from blast damage and low-POW weapons. Finally, Scythean 9 NM
Vengeance punishes your opponent every time he destroys Shredders x2 2 each
a model in the unit. Blighted Nyss Legionnaires (Full) 6 NM
Use the Legionnaires’ Reach to block charge lanes with Total 25
the threat of free strikes, and don’t be afraid to put one or NM – New model for this point level/list

25
Phase III: 35 Points Lastly, a full unit of Blighted Nyss Grotesques adds more
numbers to the force. It may seem like the Grotesques
With 10 points to reach the 35-point level and more are meant to be front-line troops because of their Flight
warbeasts on the horizon, it’s a good time to add a ability, but I prefer to use them as the second line behind
Forsaken to help Thagrosh with fury management. I prefer the Legionnaires. The Legionnaires’ Reach means they can
to keep the Forsaken near the back of my force, letting it leave plenty of room for the Grotesques to swoop in and
slowly siphon excess fury until my opponent and I become finish any leftovers. You can also use this combo to protect
embroiled in combat. Then, after my opponent has run the Grotesques from ranged attacks, letting the Blighted
up his warbeasts’ fury, I move the Forsaken in and use Nyss Legionnaires with their higher ARM act as a wall
Blight Shroud. A POW 8 damage roll may not sound like the Grotesques can fly over. Just like the Legionnaires,
much, but when combined with 5 additional dice from a Grotesques are best when used in pairs to take advantage
fully loaded Dire Troll Mauler, for example, you can cause of Gang. Augmented with Draconic Blessing, they become
some serious damage. If nothing else, the simple threat effective MAT 7 and P+S 14.
of Blight Shroud can cause your opponent to play more
conservatively with his warbeasts.
A Harrier brings a fast, accurate threat thanks to its True List 3: 35-Point List
Strike animus. I particularly enjoy True Strike combined
with Attuned Spirit, as it gives Thagrosh an automatic
hit on his first attack for free! In addition, True Strike is
Point
great against high-DEF warlocks and warcasters because Model Notes
Cost
you get a guaranteed hit for the same cost as boosting the
Thagrosh, Prophet of Everblight -5
attack roll. Just remember that a model can be affected by
True Strike only once per turn. Carnivean 11
Harrier 2 NM
Scythean 9
Shredders x2 2 each
Blighted Nyss Legionnaires (Full) 6
Blighted Nyss Grotesques (Full) 6 NM
Forsaken 2 NM
Total 35
NM – New model for this point level/list

26
Boasting three P+S 17 attacks or three POW 14 spray
Phase IV: 50 Points attacks, Gunfighter, Regeneration, and FURY 4, it’s easy
With a good chunk of points to spend to reach the to see why Typhon tips the scale at 12 points. Although
50-point level, it’s decision time. The list already has a terrifying in combat, the healing capacity it brings under
good mix of heavy and lesser warbeasts already, and with Thagrosh’s command is often overlooked. Typhon’s
another HORDES army, I would be looking at filling out affinity lets it and Thagrosh heal 3 damage when Typhon
my units. Not so with the Legion. is forced to Regenerate, effectively providing 6 fury worth
of healing for a single point spent. In addition, Typhon’s
It is difficult to argue with the effectiveness of character
Excessive Healing animus—which Thagrosh can cast
warjacks and warbeasts. They pose a significant
on himself for free thanks to Attuned Spirit—combines
investment in points, but their myriad special abilities
with Death Shroud to skyrocket Thagrosh’s survivability
are worth every point spent. Typhon is no exception, and
against anything except a charge from the most powerful
since it is Thagrosh’s pride and joy, I would be remiss to
of foes. Finally, if Typhon does fall in battle, Dark Revival
exclude the mighty warbeast from my warbeast-centric
can bring it right back to the tabletop.
army.
With the addition of yet another heavy warbeast, its
time to upgrade the army’s ability to manage the loads of
List 4: 50-Point List fury it is sure to generate each turn. Another Forsaken
provides a good siphon for excess fury and extends
the threat range of Blight Shroud on the table. Finally,
Point a Blighted Nyss Shepherd provides some excellent
Model Notes
Cost warbeast control thanks to Beast Master, which allows
Thagrosh, Prophet of Everblight -5 it to force beasts within its command range. While this
Carnivean 11 army will rely primarily on the Shepherd’s Condition
Harrier 2 special action to remove excess fury, a well-timed
Scythean 9 Medicate can turn a wounded warbeast back into a
Shredders x2 2 each potent threat.
Typhon 12 NM Between Beast Master and Condition you can effectively
Blighted Nyss Legionnaires (Full) 6 have the Shepherd and a heavy warbeast form an
Blighted Nyss Grotesques (Full) 6 autonomous group without sacrificing the combat
Blighted Nyss Shepherd 1 NM effectiveness of the warbeast. Activate the warbeast first
Forsaken x2 2 each NM (1) to ensure you can move the Shepherd up and remove any
Total 50 fury the warbeast generates during its turn or else you
risk it frenzying during your next Control Phase.

27
Phase V: 100 Points Final 100-Point List
The 100-point level is a really fun point at the army-
building level. With double the points, you can
completely deviate from a set theme and create a
balanced army by building a force that is the polar Point
Model Notes
opposite of the existing one. As such, it would be Cost
perfectly acceptable to build the last 50 points around Thagrosh, Prophet of Everblight -5
Lylyth, Herald of Everblight and plenty of Blighted Nyss Carnivean 11
Archers, Striders, and Raptors with a few warbeasts that Harrier 2
excel at range. In this case, though, it is time to take our Scythean 9
dragonspawn army to a whole new level. Shredders x2 2 each
Enter Absylonia, Terror of Everblight. With a feat Typhon 12
that rivals Thagrosh’s for ruining your opponent’s Absylonia, Terror of Everblight -5 NM
day, formidable melee potential, and a great warbeast- Angelius 9 NM
Carnivean 11 NM
Nephilim Soldier x2 5 each NM
Raek 4 NM
Blighted Nyss Legionnaires (Full) 6
Blighted Nyss Grotesques (Full) 6
Blighted Nyss Shepherd x3 1 NM (2)
Blighted Ogrun Warmongers
8 NM
(Full)
Blighted Ogrun Warspears (Full) 8 NM
Forsaken x2 2 each
Warmonger War Chief 3 NM
Total 100
NM – New model for this point level/list

28
buffing spell list, she provides the perfect companion also be used to let the army spread out across the table
to our current warlock. Her spell Carnivore works without sacrificing its overall effectiveness.
well on both units and warbeasts and should be cast on
different targets accordingly. Other spells in Absylonia’s With 19 points left, it’s a good time to invest in some
list, such as Forced Evolution and Playing God, are all heavy-hitting, multi-wound infantry. Blighted Ogrun
about increasing the already awesome killing power of Warmongers can tear through enemy troops and Blighted
Absylonia’s warbeasts. Forced Evolution on an Angelius Ogrun Warspears provide a solid mix of ranged and
makes it DEF 16 with a P+S 16 Armor Piercing tail melee potential thanks to the Assault order. For added
strike! Or throw it on a Carnivean for a respectable punch against high-ARM targets, cast Draconic Blessing
DEF 13, two P+S 18 claw attacks, and a P+S 20 bite. on either or both units of Blighted Ogrun. Lastly, a
Playing God can be used to give extra threat range to Warmonger War Chief increases the attack rolls of both
any warbeast but is especially fun when combined with a Ogrun units thanks to Veteran Leader and helps mitigate
Raek to let it make double handed throw power attacks.
any damage the Warmongers may take from wayward
Since Resourceful allows Absylonia to upkeep spells on
Berserk attacks by providing Blood Drinker to friendly
models in her battlegroup for free, you’ll want to cast
Blighted Ogrun in its command range.
these spells early and keep them going the entire game.
As already stated, an Angelius is the perfect target for When fielding this force, I like to use the Blighted
Forced Evolution, but even without it, the warbeast Ogrun as a hard center with each warlock and his or her
combines high speed with a solid ranged attack and Flight. battlegroup on each flank. Both Thagrosh and Absylonia
Another Carnivean provides some heavy-hitting power for operate well independently and neither warlock’s feat
Absylonia’s battlegroup as well. A Raek not only gives a stacks with the other, making splitting them apart a
fun target for Playing God, but its Shadow Shift animus viable option. The Blighted Nyss Shepherds allow you to
lets it and Absylonia move about the battlefield without provide warbeast support to the center, and it is unlikely
fear of free strikes. Finally, two Nephilim Soldiers provide a warbeast will find itself outside its warlock’s control
more flying threats, and each sports an impressive melee range should the Shepherd be killed. Finally, the Blighted
attack and a high Threshold stat. Nyss Legionnaires and Grotesques can be used to
With so many new warbeasts, two more Shepherds support either the center or the flanks, depending on the
provide much-needed fury management. Again, they can scenario and composition of the opposing army.

Conclusion
Although not particularly numerous, the final list
is capable of absorbing a tremendous amount of
punishment. In addition, few foes can stand before this
army when its horde of dragonspawn comes crashing
down like a ton of scaly bricks. Between its warlocks’
spells, it can tear through even high-ARM opponents
with ease, and thanks to myriad healing abilities it can
take a licking without losing any of its effectiveness.
This list can weather the attrition game well, but you
need to be wary of concentrated fire. Only Thagrosh’s
feat can bring something back from the dead. Thus, your
capacity to win with this list centers on putting your
healing powers to good use. Present your opponent with
several threats at once and force him to choose between
eliminating one threat and leaving himself vulnerable
or going for the long shot and splitting his attacks
between multiple beasts. Either way, this army
gains a valuable advantage by ripping out
the opposing army’s biggest threats in
an unfair trade or by negating all
its previous effort through selective
healing.
Now, go forth and consume the
Iron Kingdoms for the glory
of Everblight!

29
NO Quarter Magazine: forces of distinction

By Simon Berman & Jason Soles


Art by Imaginary Friends Studio, Dave Rapoza, Andrea Uderzo, & Kieran Yanner
Theme Forces offer players the opportunity to play thematic armies that spotlight particular aspects of a warcaster’s character or
history. From time to time, Privateer Press will introduce new Theme Forces in the pages of No Quarter Magazine. These Theme
Forces are “fair game” upon publication and usable in our organized play events.

30
NO Quarter Magazine: forces of distinction

High Executioner Servath Reznik


Knocking on Heaven’s Door By Jason Soles
Warjacks: Protectorate non-character warjacks Solos: Vassal Mechaniks, Vassals of Menoth, Wracks,
Units: Choir of Menoth, Flameguard Cleansers, Kell Bailoch, Stannis Brocker
Deliverer units, Steelhead units Battle Engines: Vessels of Judgment

Tier 1 Tier 3
Requirements: The army can include only the models Requirements: The army includes two or more Vassal solos.
listed above.
Benefit: Friendly models/units can begin the game
Benefit: Deliverer Sunburst Crews gain Advance affected by Reznik’s upkeep spells. These spells and their
Deployment . targets must be declared before either player sets up
models. Reznik does not pay focus to upkeep these spells
Tier 2
during your first turn.
Requirements: The army includes one or more small-
based Steelhead units. Tier 4
Requirements: Reznik’s battlegroup includes three or
Benefit: Add one Attendant Priest unit attachment to each
more heavy warjacks.
Steelhead unit free of cost. This attachment does not count
toward FA restrictions. However, each unit can still only Benefit: Your deployment zone is extended 2˝ forward.
have one unit attachment.

A
s the mailed fist of the
Northern Crusade falls
upon eastern Llael, High
Executioner Servath Reznik
stands at the vanguard of the
Protectorate’s unprecedented
expansion. Hierarch Severius
has turned to him to carry the
word of Menoth across Llael and to
consolidate the gains of the Crusade.
In addition to rooting out and destroying
Khadoran forces wherever they are found,
Reznik has taken it upon himself to bring
countless Llaelese communities under the
Sul-Menite dominion, and he carries writs
of execution for those who have spoken
open defiance.
Settlements that think to decline Reznik’s
offer to submit to the Creator and choose
instead to hide behind their walls soon
learn the error of their ways. Reznik leads
a mighty army and can call upon terrible
weapons of war to devastate and destroy
any who oppose the will of Menoth. Once
its defenses are blasted to ruin, a defiant
town or village is at the mercy of the
Northern Crusade. As Protectorate forces
sweep into a town, resistance leaders are
wracked and the surviving citizenry are
presented with the option to convert to

31
NO Quarter Magazine: forces of distinction
the Menite faith. Those who refuse are cast out of their homes Should Reznik meet substantial
to be set upon by the brigands and darker things prowling the opposition or deem his force
Llaelese countryside. insufficient to surmount a given
obstacle, he can call upon the
In his Great Work, Reznik makes much use of Deliverers
hierarch to dispatch the
supported by the purifying fire of the Flameguard Cleansers.
Vessels of Judgment to
Reznik has found that Skyhammer rockets raining down on an
unleash the wrath of
unprepared town can have a disquieting effect on its inhabitants
their angry god.
without causing much permanent damage. Any settlement too
stubborn or well fortified to fall easily is subject to the mass
fire of Sunburst crews. The siege seldom lasts for long. After
the walls are penetrated, Cleansers sweep through the streets
rounding up the population and destroying any structures still
standing that are unlawful in the Creator’s eyes, such as temples
to false gods and other instruments of heathen bureaucracy.
The scope of this task has required the High Executioner to
call on greater manpower than the interdiction he leads. He has
supplemented his fighting force with considerable mercenary
support. The soldiers of fortune who accept such labor serve
joylessly, forced to endure the rigors of Sul-Menite discipline.
Distrusted for their shifting loyalties, even those mercenaries
of the faith are forced to endure the scrutinizing eyes and
draconian authority of the clergy. Though this arrangement
is as distasteful to the Protectorate as it is to the mercenaries
who serve them, the sheer scope of the conflict in eastern Llael
forces the Menites to sometimes look to unorthodox solutions in
carrying out their Crusade. The ranks of the Protectorate’s elite
fighting forces are too important and few in number to divert to
civilian pacification.

32
NO Quarter Magazine: forces of distinction

Dawnlord Vyros
The Dawn’s Talon by Simon Berman
Warjacks: Retribution non-character warjacks Solos: Arcanist solos, Dawnguard solos,
with Field Dependent Houseguard solos
Units: Small-based Dawnguard units, Houseguard units

Tier 1 Tier 3
Requirements: The army can include only the models Requirements: The army includes two or more units.
listed above.
Benefit: For every two units in the army, one heavy warjack
Benefit: Increase the FA of non-character Dawnguard units in Vyros’ battlegroup gains Advance Move. (Before the
and solos by 1. start of the game but after both players have deployed, a
model with Advance Move can make a full advance.).
Tier 2
Requirements: Vyros’ battlegroup includes two or more Tier 4
heavy warjacks. Requirements: The army includes at least four warjacks.

Benefit: Reduce the point cost of heavy warjacks in Vyros’ Benefit: Each warjack in Vyros’ battlegroup is
battlegroup by 1. automatically allocated 1 focus point at the start of your
first Control Phase. This focus is in addition to any points
Vyros allocates.

33
NO Quarter Magazine: forces of distinction

T
hough the Dawnguard serves all of Ios, it is has access to the elite soldiers of the Dawnguard. While it
unquestionably commanded by House Nyarr and would be politically dangerous for House Nyarr to utilize
serves the agendas of that house’s leaders. Dawnlord the Dawnguard as a private army, Dawnlord Vyros has long
Vyros has commanded the Dawnguard for decades, spanning kept a small number of handpicked units under his direct
two wars. Now that House Nyarr and the Dawnguard have command. These Invictors and Sentinels are supplemented by
thrown in their lot with the Retribution of Scyrah, Vyros has a small group of highly trained Nyarr houseguard, who exist
become one of the most powerful individuals of the Iosan primarily to legitimize Nyarr claims that they do not utilize the
nation. His operational control of Retribution forces is broad, Dawnguard as their personal army. Prior to the outbreak of the
but he maintains the same private guard that has civil war, this group was an honor guard, but in the face of Lord
served him since the War of the Houses. Ghyrrshyld’s crimes, Vyros swiftly came to rely upon them as
one of the most important assets under his command.
The leaders of the five great military
houses all maintain personal soldiery During the initial fighting at the outbreak of the War of the
drawn from the ranks of their Houses, Vyros relied heavily on the Dawnguard to carry out
own houseguards, but House attacks on the treacherous House Vyre and its allies, leaving the
Nyarr is unique in that it houseguard of Nyarr as a largely defensive force. However, as
NO Quarter Magazine: forces of distinction
the fighting spread to multiple Iosan cities, House Nyarr soon had no choice
but to more fully integrate its household soldiery with the Dawnguard
forces. Although the disparate fighting forces initially suffered from
traditional rivalries, close proximity and the dire nature of their cause led to
a natural bond developing between all units.
During the assault on the city of Issyr, Vyros personally led these combined
forces through the streets. Dawnguard and houseguard units fought with
an easy coordination, anticipating the Dawnlord’s orders and executed
a series of overlapping pincer movements against fortified Vyre
positions. Invictors and houseguard riflemen provided perfectly
timed fire to cover the advance of House Nyarr myrmidons and
heavy infantry. In the aftermath of the momentous battle, Vyros
commended the survivors, likening each of the encircling elements
of his forces in the battle of Issyr to the talons of the falcon’s claw.
The Dawn’s Talon, as Vyros’ personal assault force came to be
known, served with distinction throughout the rest of the War
of the Houses. They fought alongside the Dawnlord in his final
battle with Narcissar Gyrrshyld, a battle where many of their
number paid the ultimate price to finally
restore peace to Ios.
Only a few decades later, when
House Nyarr took up the
cause of the Retribution,
Vyros knew he would
once more have need
of the Dawn’s Talon.
The veterans of
that force are
some of the
finest warriors
produced by the Dawnguard and House
Nyarr in a generation. The Dawnlord
personally chooses new members of
this regiment, a significant honor that
many soldiers hope to receive.
The closely integrated elements
of houseguard and Dawnguard
are no less potent against the
Retribution’s foes than they
proved against House Vyre.
The Dawn’s Talon serves
wherever Vyros requires the
finest soldiers at his disposal.

35
Studio Secrets with Matt DiPietro

Alternate Color Schemes


When considering a color scheme for a particular faction, will be with color contrast. You want to avoid having two or
the comprehensive step-by-step painting guides in the Forces more bright, contrasting colors vying for control. It’s best to
of WARMACHINE and Forces of HORDES books are a great use a single bright color augmented with small amounts of a
place to start. You shouldn’t feel constrained by these official contrasting color to accent gems, eyes, and other small details.
paint schemes, though. Once you engage your imagination Various shades or grey, brown, cream, or metal should be used
and creativity, the possibilities become endless. In this to fill out the composition.
installment of Studio Secrets, we’ll be looking at some basic
rules and concepts that will help you come up with your own
Parent Color
The concept of parent color means using the standard color
striking color schemes. We’ll build off what we learned about
scheme on a single part of the model so it can be tied in with
underpainting in No Quarter #34 and put those new concepts
its faction. One of my favorite ways to use this concept is to
into practice by painting some models.
paint a warcaster, a warjack or two, and an infantry unit in an
Balance of Contrast alternate scheme. However, I paint one piece of the model (a
The first concept that you need to keep in mind when developing shoulder guard, a weapon, etc.) in the standard color scheme.
your own paint schemes is balance of contrast. The two most I can then integrate the models using the alternate color
important types of contrast are value (light/dark) contrast and scheme into my larger army painted in the standard scheme
color contrast. Considerations of value contrast usually have without having them look out of place! Essentially, parent
to do with the placement of shadows and highlights. Luckily, color lets you play around with alternate colors and still have a
with the underpainting method, our shadows and highlights force that looks unified on the table.
are conveniently placed for us. This means our main concern

Ol’ Rowdy 1
This alternative scheme for Ol’ Rowdy takes advantage of
the parent color concept. Its shoulder guard and gauntlet
are painted in the standard Cygnar Blue, while the rest
of its armor is painted black. There is very little color
contrast since the model is mostly monochromatic, but it
works because the dark blue is integrated into all parts of
the model, from the metals to the white swan.

Colors Used Coal Black


Formula P3 Black Primer Cold Steel
Formula P3 White Primer Cygnar Blue Base
Gray auto primer Exile Blue
Arcane Blue Frostbite
Armor Wash Molten Bronze
Carnal Pink Pig Iron

Step 1) Apply a three-tone underpainting to the model.


Start with a solid coat of Formula P3 Black Primer, spray
the upper portion of the model with grey auto primer,
and finish with a blast of P3 White Primer sprayed from
directly above
2 3

Step 2) Mix a paint wash using Cygnar Blue Base,


water, and a drop of Formula P3 Mixing Medium.
4
Apply this wash to the right shoulder and arm guard.
Apply this mixture evenly and avoid allowing the paint
to pool in the recesses.
Step 3) Mix Coal Black and Exile Blue into some
Armor Wash and apply this mixture evenly to the armor
plates, metal areas, and the blue areas. The blue and
underpainting should show through this layer, so keep it
fairly translucent.
Step 4) Apply Armor Wash to the armor plates. While
completing this step, leave the blue areas alone.
Step 5) Drybrush the boiler, hands, hammer, and other
metal areas with a coat of Cold Steel. You should see
some blue showing through the drybrushing.
Step 6) Drybrush the smoke stacks, face mask, and
remaining metal areas with a mixture of Molten Bronze
and Pig Iron.

5
6

37
Stu dio Sec rets -alt ern ate col or sch eme s

8
7

Step 7) Using a mixture of Frostbite and Carnal Pink, Step 8) Use Arcane Blue mixed with a drop of mixing
highlight the Cygnus and use the mixture to basecoat the medium to colorize the glowing areas.
glowing bits and eyes.

Gatorman Posse Colors Used


This member of the Gatorman Posse has been painted in Formula P3 Black Primer Cryx Bane Highlight
a more natural paint scheme but still takes advantage of Formula P3 White Primer Menoth White Base
color contrast to keep the model interesting. The tongue, Gray auto primer Midlund Flesh
rust, blood, and wood are all painted in muted shades of Armor Wash Red Ink
red, which contrasts nicely with the green that makes up Brown Ink Sulfuric Yellow
the majority of the model’s color scheme. Cold Steel Thamar Black
Cryx Bane Base Thornwood Green

1
2

Step 1) Apply a three-tone underpainting to the model. Step 2) Mix a wash using Thornwood Green, water, and
Start with a solid coat of Formula P3 Black Primer, spray a single drop of mixing medium. Apply an even coat of
the upper portion of the model with grey auto primer, and wash to the Gatorman’s scales while leaving the back plates
finish with a blast of Formula P3 White Primer sprayed unpainted. Make sure the underpainting is visible through
from directly above this coat of paint.

38
3
ne
of thinned-down Cryx Ba
Step 3) Apply a coating
n’s back plates.
Highlight to the Gatorma
Bane
h with a mixture of Cryx
Step 4) Wash all the fles
Base and Armor Wash.
Cold
tal areas with a layer of
Step 5) Drybrush the me d areas
bit messy since unpainte
Steel. Keep this layer a
will appear as rust later.
nd Flesh
with a mixture of Midlu
Step 6) Paint the tongue
t.
and Cryx Bane Highligh
ount of
Brown Ink and a small am
Step 7) Use a mixture of wit ha
wood and tint the metal
Thamar Black to paint the ton gue .
s mixture to darken up the
rusty look. Also, use thi

4
5

6
7

39
Studio Secrets-alternate color schemes

8 9

Step 8) Paint the eyes, teeth, and shells with a coat of Step 9) Tint the eyes and mouth with thinned Red Ink.
Menoth White Base mixed with Sulfuric Yellow.

Personalizing your own army in one of the most


rewarding parts of WARMACHINE and HORDES.
Whether you get your inspiration from history, popular
culture, or the pages of No Quarter Magazine, you’ll find
that a personalized color scheme can really make an army
feel more like your own. Under your signature banner,
your army will fight harder, your defeats will be fleeting,
and your victories glorious.

40
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TM Foam & bags are © 2010 Battle Foam, LLC. All Rights Reserved. Battle Foam, its logo and slogan are trademarks of Battle Foam, LLC.
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.

Gun Carriage By Aeryn Rudel & Douglas Seacat • Art by Eric Deschamps, Andrea Uderzo, & Chris Walton

T
hough they have undergone constant refinement, board and the mobility of the armored wagon. Nevertheless,
weapons like the Gun Carriage have been in use by these early gun carts proved effective and became a staple
Khadorans for centuries. In fact, Khador began to field of war among the nascent armies of the fledgling Iron
the earliest gun carriages during the later phases of the Kingdoms. As arms and armor improved over the years,
rebellion against the Orgoth. After the Army of Thunder warjacks became the battlefield standard for many nations,
was destroyed, knowledge of the weapons first invented in who then abandoned cart-based mobile artillery. Khador,
Llael spread throughout the region, and rebels in Khador however, continued to employ them, modifying them as
were among the first to succeed at translating smaller techniques for building more powerful but compact cannons
firearms into much larger and heavier cannons. These were refined.
weapons, while powerful, required a special degree of effort
The current Gun Carriage is a culmination of these
and logistics to maneuver on the field. Khador’s first massive
centuries of refinement and is a testament to Khador’s
cannons were hauled to the battlefield in great carts pulled
highly efficient engineering corps. The current incarnation
by powerful draft horses. Northern engineers were not
has changed little in the past fifty years but has seen a
content with the setup time required to unhitch and situate
number of smaller
these cannons or with the subsequent loss of mobility for
refinements. In
the artillery. They soon developed the means whereby such
particular, its
guns could remain fixed on more heavily reinforced carts,
armor has
with armored plating to protect their crew, and over time
incorporated
these took on the role of mobile artillery.
The earliest of these gun carts were crude and
dangerous. Forced to fight from dark, smoky
interiors, the crews were often rendered deaf by the
shattering noise of the cannons. A proper balance
had to be found between the caliber of cannon on

42
NO Quarter Magazine: GUTS & GEARS
metallurgical advances to make it lighter without sacrificing The current Gun Carriage rests on four stout wheels of
durability, its gun turrets have been improved to allow hardened iron. Records indicate some of the earliest armed
greater range of motion and therefore wider firing arcs, and carts used by Khador utilized iron-rimmed wooden wheels,
its suspension system has been gradually improved to allow which were far more vulnerable to fire and explosives. The iron
the carriage to reach greater speeds without loss of control. wheels on later versions are all but impervious to small arms
fire and can withstand indirect blasts from enemy artillery as
Though many of Khador’s enemies consider the armed
well as, if not better than, the armored hull of the vehicle.
carriage outdated and surpassed by other developments
of war, it remains a mainstay in the Khadoran military Due in large part to their intricate, independent suspension
even today. The relative scarcity of cortex materials has system, armed carts easily negotiate various types of terrain.
reinforced Khador’s desire to maintain options that combine This system has seen almost constant improvement over the
high mobility with firepower. While the Gun Carriage of last century. The current Gun Carriage can go anywhere its
today evolved in small steps over the centuries, it stands
as an entirely different weapon than what it once was,
transformed into a versatile, mobile, and incredibly deadly
weapon platform that complements and supports Khador’s
warjacks in the field.
The major components of the Gun Carriage are described
below, as well as how the machine developed through the
centuries to reach its present form.
Locomotion: Gun carts have long relied on teams of
horses to provide locomotion. Older and cruder gun carts
sometimes required teams of four or six horses to pull
them, but the improvements in the present model combined
with careful selection of horses has reduced this to a single
pair. The largest and most robust breeds of Umbrean and
Khardic draft horses are preferable, as they are bred for
strength and stamina; a single draft horse can pull a load
of two tons and still maintain a reasonable pace. A pair
working together can even pull the great weight of a Gun
Carriage at a full gallop when necessary.

43
NO Quarter Magazine: GUTS & GEARS
horses can pull it, and even the most challenging terrain can cartridges are simpler to load and take up far less room
do little to slow it once it reaches its full momentum. than the cumbersome and dangerous powder and shot of
older designs. As a result these cannons can be crewed by a
Steering Assembly: One issue addressed very early in the
single gunner each. Gun Carriages are equipped with high-
history of the gun cart is the importance of protecting the
explosive rounds ideal for dealing with infantry and tearing
driver. The first gun carts featured an open or partially
apart the earth with every blast.
armored cockpit, which allowed the driver room to
manipulate the reins controlling the horses but left him Each of the Gun Carriage’s cannons is set on a swivel mount
vulnerable to enemy sniper fire. inside an armored gun turret. Both gunner and cannon
are housed within this turret, and the gunner can aim his
The steering assembly of later gun carts allowed the driver
cannon in a 90° arc. The Gun Carriage can engage 180° of
to control the vehicle while enjoying the protection of the
the battlefield with both cannons, and a skilled crew can
machine’s armor. The driver is now completely surrounded
quickly orient the vehicle to bring destruction from nearly
by an armored cupola with view ports providing a
any angle, although care must be taken when firing at
360-degree field of vision. In addition, the reins used to
targets in the front arc nearest the horses. Carriage drivers
control the Umbrean draft horses pulling the vehicle are
are practiced in approaching a target in a zigzag pattern,
completely encased in an armored yoke and connected to
alternating angles of approach to afford each cannon crew a
a series of levers within the cabin. By simply pulling the
clear lane of fire.
correct lever, the driver can easily direct the horses’ speed
and direction. Crew: Older designs carried shot and powder for the
main gun in the cabin, greatly restricted the amount of
Armor: Since its inception, the gun cart has been heavily
crew space available. The current Gun Carriage stows the
armored. Increasing its overall efficiency over that of
cased ammunition for its cannons in a special compartment
earlier versions, recent adjustments in the shape of the Gun
beneath the main crew cabin, easily accessible by both
Carriage’s armor resulted in greater deflection of incoming
gunners. This has allowed for extra space as well as the
projectiles and artillery. The use of more refined steel
addition of a fourth crewmember.
alloys has allowed for lighter armor with the same level of
protection, reducing the load on the horses. The standard crew complement for the current Gun
Carriage consists of a commander, two gunners, and a
No expense has been spared to armor the draft horses
rifleman. The commander also functions as the main driver,
pulling the Gun Carriage. Each horse is fitted with barding
and the rifleman serves as both close-range defense and
on par with the heavy armor worn by the Karpathan
as a spotter. Equipped with a standard issue military rifle,
destriers ridden by the Drakhuns. This armor is perfectly
the spotter stands inside the rear hatch, partially exposed,
fitted, alchemically strengthened, and all-encompassing
during combat situations and calls out possible obstructions
enough to foil most types of small arms completely and can
and range for the crew. This helps increase the accuracy
withstand shrapnel from artillery fire. Coupled with the
of the cannons as well as deter enemy infantry armed with
incredible stamina and hardiness of the steeds, it ensures
grenades, mines, or other anti-armor weaponry.
enemies attacking the locomotive system of the Gun
Carriage find no easy target. During combat, the inside of a Gun Carriage becomes a
thunderous, smoky hellhole only the toughest soldiers can
Cannons: In past centuries the carts’ heavy cannons were
withstand. Crews are chosen carefully from the ranks of the
operated by a minimal crew due to the archaic firing
Winter Guard. Only those with the hardiest constitutions
mechanisms and the weight of the shells. This limited earlier
and mental fortitude make the cut.
gun carts to a single cannon or required they use a larger,
substantially slower carriage. By overcoming this hurdle The Khadoran Gun Carriage continues to make a significant
the present Gun Carriage has vastly improved the amount impact on the various military actions in which the empire is
of firepower it brings to the battlefield. The Gun Carriage currently engaged. Its power and effectiveness are testament
is fitted with two cannons that utilize a metal cartridge case to a long military tradition that has been forged and refined
containing both blasting powder and a projectile. These in the unforgiving crucible of war.

44
NO Quarter Magazine: GUTS & GEARS

Gun Carriage tactics By David “DC” Carl

W
ARMACHINE’s first battle engine model will Rifle threatens targets 20˝ from the Gun Carriage’s starting
soon be rumbling across game tables around the position. The Weapon Platform ability also allows the Gun
world, blasting apart the earth to rain down rocks Carriage to make its ranged attacks even while engaged by
and shrapnel upon its enemies or simply trampling them enemy models.
underfoot. This huge-based behemoth will require some
tactical adjustments on both sides of the gaming table. Horse-Drawn Destruction
Opponents will be quickly disillusioned if they assume the
Blasted Earth Gun Carriage is nothing more than mobile artillery. Sure,
The Gun Carriage’s most obvious asset is its pair of heavy the heavy cannons pack a punch, and the craters can be
cannons. With POW 14 and AOE 4, these guns are ideal an effective deterrent against melee-oriented foes. But
for blasting apart enemy formations. Models like Gun the effectiveness of a 120-mm-based cavalry model with
Mages or Striders are easy prey for the Motherland’s big Knockdown attacks should not be underestimated.
guns. Heavier targets are less prone to casualties from blast
Impact attacks are a great way for 50-mm cavalry models to
damage but will still take significant damage from direct
strike out at two or three models before making their charge
cannon hits. Remember to choose the Gun Carriage’s facing
attack. For a battle engine, it’s common to impact four, five,
wisely. Each cannon can only attack targets within its own
or even more models with a single impact attack run. The
firing arc, but models directly in front of the Gun Carriage
odds are slim that every impact attack will destroy a model,
are still vulnerable to a double dose of Khador’s iron rain.
however, so choose one of the impacted models as the
The cannons’ raw damage is their main selling point, but charge target. This guarantees that one failed impact attack
they also create great rifts in the earth to slow the enemy’s does not cause the Gun Carriage to fail the charge. Even if
advance. A pair of Gun Carriages backed by Widowmakers, the designated charge target dies, the Gun Carriage can still
Winter Guard Riflemen, or Winter Guard Rocketeers can make a mount attack and all its ranged attacks.
barrage enemies with withering fire while using rough
The trample option is not always going to be viable due to
terrain to hold them at bay.
base size, but it should not be forgotten either. Use a few
For army lists with a more aggressive game plan, the supporting ranged attacks to clear a landing zone for the
Gun Carriage has a deceptively impressive threat range. Gun Carriage to trample over masses of troops. As with
With SPD 7 and the ability to trample forward, the heavy charging, Weapon Platform means the Gun Carriage can
cannons have a 22˝ threat range, and even the Military still make all three ranged attacks.

Gun Carriage Support


Though the Gun Carriage is a versatile model that requires
little in terms of direct support, there are still plenty of
fun and powerful options available for making the most of
WARMACHINE’s first battle engine.
•T
 he common Boundless Charge spell is a great
enhancement for the Gun Carriage’s already-impressive
threat range. For even greater distance on battle engine
cavalry charges, Kommander Strakhov’s Iron Fist feat
allows a Gun Carriage to fire heavy cannon shells an
amazing 26” away from its starting position.
• Spells like Dark Prince Vlad’s Signs & Portents,
Dark Champion Vlad’s Hand of Fate, and Supreme
Kommandant Irusk’s Fire for Effect are great ways to
enhance the Gun Carriage’s damage output turn after
turn. Once per game, Forward Kommander Sorscha’s
Winter’s Chill feat or the Butcher’s Blood Frenzy feat
allows even more impressive destruction.
•A
 ccuracy buffs are another great tool for the Gun
Carriage. Zerkova’s Icy Grip and Harkevich’s Fortune
are both useful accuracy-support spells, but Kommander
Sorscha is the queen of accuracy buffs with Icy Gaze,
Freezing Grip, and Tempest all at her disposal.

45
NO Quarter Magazine: GUTS & GEARS

Painting the Gun Carriage


Gun Carriage of the 48th Assault Battalion By Stuart Spengler
Usually, a model is fully assembled prior to painting, but given the size of the Gun Carriage it is far
easier to tackle the painting in pieces. You should assemble the model using pins to hold the parts
together, which will make it easier to glue when you are done painting. The pins also provide a way
to grip the parts with pin vises.

Step 1–Base
Apply drybrushing, metallics, and base effects first rather than trying to work around areas you
have already painted. With the base completely free of model parts, it is a simple matter of
drybrushing and washing.
1) Drybrush the entire base with Battlefield Brown, then with Bootstrap Leather, and finally with
Hammerfall Khaki.
Armor Wash 2) Carefully pick out the rubble and stones with
Greatcoat Grey.
Battlefield Brown 3) Wash the stones and rubble with a thin wash
of Thamar Black.
Bloodstone 4) D rybrush the stones and rubble with Ironhull
Bootstrap Leather Grey, then with a 1:1 mix of Ironhull Grey and
Hammerfall Khaki, and finish with a 1:2 mix
Cold Steel of Ironhull Grey and Hammerfall Khaki.
5) Carefully pick out the gears with Cold Steel.
Ember Orange 6) W ash the gears twice with a thin wash of
Bloodstone. The second wash can be a
Flesh Wash little patchier to build up areas that are
Greatcoat Grey more corroded.
7) Wash the gears with a thin wash of
Hammerfall Khaki Ember Orange.
Ironhull Grey Colors Used:
Menoth White Highlight Dirt: Battlefield Brown, Bootstrap Leather,
Hammerfall Khaki
Molten Bronze Stone: Greatcoat Grey, Thamar Black,
Ironhull Grey, Hammerfall Khaki
Morrow White
Metal: Cold Steel, Bloodstone, Ember Orange
Ordic Olive
Quick Silver
Rhulic Gold Step 2–Chassis
By painting the chassis removed from the base, you can use a larger brush for speed and not have to
Thamar Black worry about stray strokes on the base. Painting the metal and green before applying a wash helps to
tie the colors together, making it appear as if everything has weathered in the same environment.
1) Paint the entire chassis with Cold Steel.
2) Paint all green areas with Ordic Olive. To create the effect of worn and chipped paint, use loose
paint coverage.
Colors Used: 3) Wash the entire chassis with a 1:1 mix of Armor Wash and Flesh Wash.
Metal: Cold Steel 4) Drybrush a quick highlight with Cold Steel to make some of the damage look fresher.
Green: Ordic Olive, 5) Highlight the green areas with Ordic Olive, then highlight the green edges and upper surfaces with
Menoth White Highlight a 1:1 mix of Ordic Olive and Menoth White Highlight, and finally highlight the green edges with a
Wash: Armor Wash, Flesh Wash 1:2 mix of Ordic Olive and Menoth White Highlight.

46
NO Quarter Magazine: GUTS & GEARS

Step 3–White
1) Paint Ironhull Grey in the areas you want to be white. The unit markings were painted neatly, while the lettering on the guns was a
bit messier to look as though it was hastily painted by hand.
2) Highlight the white areas with a 1:1 mix of Ironhull Grey and Menoth White Highlight.
3) Highlight the white areas with a 1:1:1 mix of Ironhull Grey, Menoth White Highlight, and Morrow White. The highlights don’t go all
the way to pure white, as the overall effect is that of a vehicle that has been used and worn.

Colors Used:
Ironhull Grey, Menoth White Highlight, Morrow White

Step 4–Gold
1) Paint the icons Molten Bronze.
2) Highlight the icons with Rhulic Gold.
3) Highlight the icons with a 1:1 mix of
Rhulic Gold and Quick Silver.
4) Wash the icons with a thin wash of
Bloodstone to tie the colors together.
This wash also adds a golden tint to the
silvery highlights.

Colors Used:
Molten Bronze, Rhulic Gold, Quick Silver,
Bloodstone

Step 5–Horses
It’s a good idea to paint the armor on the horses at the same time and in the same
style as the chassis. The horses are a good example of a piece that is easier to
paint separate from the assembled model. The horses’ legs are fairly prominent in
the finished model and could be tricky to paint effectively when attached to the
Gun Carriage.
1) Paint the skin and tail Thamar Black to cover up errant strokes from
previous steps.
2) Highlight the skin with Greatcoat Grey.
3) Highlight the skin with Ironhull Grey.
4) Wash the skin with a thin wash of Thamar Black to tie the colors back together.

Colors Used:
Thamar Black, Greatcoat Grey, Ironhull Grey

47
NO Quarter Magazine: GUTS & GEARS

Step 6–Wood & Other Stowage


The stowage on the back consists of multiple items and textures that can easily
become a mess of conflicting colors. Painting the entire area as a cohesive unit with
a limited palette of colors will help tie them together. Using the colors in different
ways will keep all the disparate parts from looking the same.
1) Paint the stowage Battlefield Brown.
2) Highlight with Bootstrap Brown, then Hammerfall Khaki, and finally Menoth
White Highlight. Some items don’t need further highlighting after Bootstrap Brown;
others can go a few more steps, all the way to Menoth White Highlight.
4) Wash the stowage with a thin wash of Thamar Black or Battlefield Brown. Some
objects receive different treatments. The crate gets two washes of Battlefield
Brown, while the canvas gets a wash of Thamar Black followed by a wash of
Battlefield Brown.

Colors Used:
Stowage: Thamar Black, Battlefield Brown, Menoth White Highlight, Hammerfall
Khaki, Bootstrap Brown

Gun Carriages of the 48th Assault Battalion


Painted in the signature olive green of the 5th Border Legion, the
gun carriages of the 48th Assault Battalion are frequently called into
action on the Khadoran/Llaelese border. Supporting Kodiak warjacks
and a variety of Man-O-War units, the gun carriages of the 48th
form the solid core of heavy armor divisions and are instrumental in
hammering the enemies of the empire into submission.

48
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S
hattered Grounds: Thundercliff Peaks takes place among the treacherous mountains and
mines of western Rhul. Amid these rocky crags and looming peaks, Rhul, the Legion
of Everblight, and the Retribution of Scyrah find themselves pitched in heated battle.
The attached cards replace their respective models for the course of the Thundercliff Peaks
league season. They are not legal cards for any event besides Thundercliff Peaks league
games. For more information on WARMACHINE and HORDES league play, go to
www.privateerpress.com/organized-play/leagues.
permission to photocopy for personal use only.
permission to photocopy for personal use only.
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No Quarter 35 Painting Challenge

SPOILS OF WAR
The spoils of war...
Captured warjacks repurposed...
Give your Mercenary
warjack a new faction!
You could win a $ 5 0 US s p e n d i n g
spree at the Privateer Press
Store (store.privateerpress.com)
and the adoration of
thousands as we publish
your model!

The new Theme Force for Koldun or the Protectorate of Menoth might use
Kommander Aleksandra Zerkova presented captured Mules. We want to see you take
in No Quarter #34 allows the Khadoran a Mercenary warjack and paint it up in
warcaster to make use of Vanguard warjacks another faction’s color scheme. Give your
as if they were Khadoran warjacks. We’d Mercenary warjack a new faction!
like to see more examples of that theme. If
Khador could capture and use Vanguards, Entries due by
05/ 1 / 11
Cygnar could possibly make use of Talons,

S ee t h e W i n n er of t h e I n k e d - u p C h alle n g e
53 fro m No Q u ar t er # 3 3 o n pa g e 9 5 !
Take a digital photo of your creation. Then, check out the rules and submission guidelines at: http://privateerpress.com/no-quarter/no-quarter-challenges
54
risk, these dossiers
Iron Kingdoms’ premier spy. Gathered at great expense and
Take a look inside the files and dossiers of Gavyn Kyle, the rs in WARMA CHINE and HORDES.
and motivat ions of importa nt characte
give a behind-the-scenes look at the histories

ryn Rudel
Transcribed by Ae ilson
M an ci ni , Br ia n Snoddy, & Matt W
l, Luke
Art by Mariusz Gandze

Deathjack
Although some believe it only a terrible legen
a trail that
d, the Deathjack leaves
is both well documented
very real corps es in its wake and
ing down any substantiated
and centuries old. However, track
this necro mech anika l horro r has been difficult, to
information on d, but solid
ng sight ings aboun
say the least. Descriptions of fleeti and use by Cryx
ding the Death jack’s origin s, desig n,
intelligence regar nts to wild
what is availa ble amou
is practically nonexistent. Most of ers, infernalists,
the madd ened ramb lings of necro manc
speculations and ks. Despi te all
h to survi ve its attac
and those rare few fortunate enoug s that hint at
able to uncov er a few inter estin g tidbit
this, I have been
service of Cryx.
when and how the Deathjack entered into the

—G.K.
tings
eathjack Sigh
D ocumented D t of all docume
nted
y exhaustive lis Although
Below is a fairl few centuries.
ja ck si gh tin gs over the last ce . Therefore
Death ar
mentatio n is sc
plentiful, docu sightings
sightings are ea rly
al tie s an d oth er specifics me
ntio ne d in
Recent Sightings
casu atio ns.
idered approxim Deathjack sightings in the last twenty years are much
should be co ns e described
nstrous machin
sk, Khador: A mo uld find
better documented. The following accounts contain
350 AR: Tverkut g pa rt y. I co
il in Ir on ” de stroys a loggin om before casualty information that may be regarded as accurate.
as a “D ev ck’s descriptio
n fr
ing the Deathja wa s 589 AR: Highgate, Cygnar: Mountain pass way station
nothing match sume the De ath ja ck
seems safe to as destroyed. Eight missing, presumed dead.
this date, so it
this time.
created around yed. There 592 AR: High Gulch (northeast of Caspia), Cygnar: Gobber
: Village destro
AR : Bl ac kr oo t Wo ods, Khador caravan massacred. Twelve reported dead.
355
su rvivors.
are only three yed while 592 AR: Khardov, Khador: The Deathjack is reportedly
ing boat destro
ngers, Ord: Fish
360 AR: Five Fi ven is ki lle d. captured. There is no physical evidence, so this report is
tire crew of ele likely fabricated.
docked. The en Cygnaran force
s,
k (ne ar He ng e Hold), Cygnar: in s
365 AR: Ra ma rc s near th e ru 595 AR: Kidlan (east of Berck), Ord: Ironhand mercenary
, battle pirate
de d by Ir on ha nd mercenaries for ce s. crew ambushed and slaughtered. Out of twenty-six men,
ai attacks both
The Deathjack
of Henge Hold. ked en route
only two survived.
nt caravan attac
, Cygnar: Mercha steamjacks 596 AR: Fellig, Cygnar: Brickfield Massacre. Outside
390 AR: Caspia ur de ad an d tw o
sp ia fr om Cl ockers Cove. Fo of military actions in support of Cryx, this remains
to Ca
destroyed. the Deathjack’s most devastating verified appearance.
acked. A
ollkin kriel att
rsh, Cygnar: Tr the Deathjack
Reports indicate 102 dead, 32 injured, and 16 missing.
425 AR: Fenn Ma ld s of f
me d Na rg ath the Scarred ho 598 AR: North of Imer, Protectorate of Menoth: Six
chieftain na rshes.
cape into the ma
his kriel to es
lo ng enough for acked
confirmed sightings in the area. None reported dead, but
veling bards att
AR : Me rin , Or d: Troupe of tra a number of
twelve persons reported missing.
470 rs go on to wr ite
The two su rvivo e still sung 599 AR: East of Ceryl, Cygnar: Merchant caravan
outside Merin. , many of wh ich ar
s fea tu rin g the Deathjack attacked. Twenty dead, leaving a single survivor.
so ng
today. llage attacked. 599 AR: Hills near Midfast, Ord: Neighboring trollkin
ar: Gatorman vi
ater Lake, Cygn ck, but nearly
510 AR: Blindw the De ath ja population wiped out. Exact casualties are unknown,
to rm en ma na ge to drive off but reports from the scene indicate upward of fifty
The ga in the process.
e slaughtered
half of them ar battle between
intact corpses.
stumble upon a
0 AR : Gl im me rwood: Hunters dr uid. The 601 AR: West of Fharin, Cygnar: Trollkin kith massacred. In
54 and an unname
d
, three argus, s were slain.
the Deathjack uids an d tw o ar gu all ten were slain, with a single trollkin listed as missing.
ca pe d hu nt er s report the dr
es ked while
ver barge attac
River, Llael: Ri ree crewmember
s
570 AR: Black en ge rs an d th
night. Ten pass
mo ored for the
are slain. 55
601 AR: Wyrmwall Mountains near Orven: Mining town Documented sightings of the Deathjack are common enough
destroyed, claiming the lives of forty-one miners. that I was able to compile a lengthy list of accounts of its
murderous activities over the centuries. Additionally, oral
601 AR: Cygnaran-Khadoran border (northwest of Corvis):
tales of the Deathjack abound; several of these accounts,
A company of Red Fist mercenaries hired to destroy the
passed from generation to generation, have even entered the
Deathjack are wiped out, with thirty members killed. My
mythology of certain peoples. These stories rarely mention
research indicates numerous mercenary companies have
the Deathjack by name, but the appearance and activities of
attempted to track and confront the Deathjack in the last
the monster described leave little doubt as to its identity.
twenty years. Most end up like the Red Fist.
603 AR: Marchfells: The mangled bodies of nearly a dozen Professor Viktor Pendrake, who has some interest in the
skorne warriors and a cyclops are found east of Fort Falk. Deathjack, supplied the following three tales. The events in
Their deaths are attributed to the Deathjack, which had these first two obviously happened well
been spotted in the area in the days prior to the attack. before those telling them were
born; the third is quite
604 AR: Bloodsto ne Marches: Idrian scouting party
. a bit more recent.
attacked north of Imer, leaving eight dead and two wounded
Interestingly, these
605 AR: Wyrmwall Mountains north of Highgate, Cygnar: stories come from all
Cygnaran forces discover the remains of Cryxian troops over the continent,
and bonejacks plus evidence of a powerful necromantic suggesting the
ritual. There are numerous unconfirmed sightings of the Deathjack has roamed
Deathjack in the area around this time, and I believe this far and wide across
is the location where the Deathjack was bound into the western Immoren
service of Cryx. over the
606 AR: Thornwo od Forest, Cygnar: Deathjack reported last two
destroyed by Cygnaran-hired mercenary Gorten Grundback and a half
at the Battle of the Temple of Garrodh. This marks the first centuries.
documented instance of the Deathjack cooperating directly
with Cryx. —G.K.
607 AR: Thornwo od Forest, Cygnar: The Deathjack aids
Cryxian forces in harrying the Cygnaran First Army as
it stages a fighting retreat from Northguard. This is the
first documented appearance of the Deathjack after its
alleged destruction at the hands of Gorten Grundback.
608 AR: Elsinberg: Cryxian forces wipe out two squads of
Winter Guard traveling between Elsinberg and Merywyn.
s.
The Deathjack is part of the attacking force. No survivor
s
Current Activity: The Deathjack has been spotted numerou
times among Cryxian forces staging raids in occupied
Llael, with sightings as recent as two weeks ago.

Koss ite villagers in the far northern reaches of Kha


dor tell a story of the Devil in Iron , a huge beas t mad
entirely of black iron with smoke for breath and a belly e
of green fire that wears the skulls of the damned upon
shoulders. In this tale, it appears the Deathjack has its
taken on the role of a harbinger of divine retributio
is descr ibed as drinking in the souls of the lost. Tho n, as it
se I inter view ed who knew of the tale were unfamili
the name “Deathjack” and saw the Devil in Iron as ar with
a minion of Thamar sent to collect the souls of the
Certain trollkin kriel s in the Fenn Marsh tell the wicked.
story of Nargath the Scar red, a great chie ftain who
defending his kriel from the Deathjack. In this story died
, the Deathjack is called the Black Rav ager and devo
the hear ts and souls of Dhunia’s greatest champion urs
s. Nargath battles the Black Rav ager alone, sacrificin
life and spirit so his kriel can escape its wrath. The g his
veracity of this story is certainly suspect, and I coul
no living relations of Nargath in the Fenn Marsh. d find
The story is so common in the area , however, that
cont ains some kernel of truth . it likely
By far the most interesting tale regarding the Deat
hjack is one I overh eard during my shor t-lived capt
among the skorne. The story tells of a horr ific machine ivity
encountered by skorne forces scouting along the easte
border of the Bloodstone Marches. The y called it the rn
Iron Sentinel and descr ibed it as a black iron creature
with claw s of steel and “a hear t made of the void itsel
f.” It slew a dozens skorne warr iors, pulling their souls
the void , before it was driven off. into

—P en dra ke
56
The origins of the Deathjack are shrouded in mystery. It The darkness in
appeared some two centuries ago, without any indication of
my cell
shudders and m
where it had come from or who had created it. There are, of oans . In the
course, rumors that the Deathjack is possessed of a malignant corners of my m
ind I see them.
intellect, an evil so great it must originate from beyond Caen. The y will come
Thus, some sages have speculated the machine may be in some soon to collect
wha t is theirs .
way linked to the otherworldly evil of the infernals and to Too soon! Too
those who consort with such beings. soon! Not wha
t I w as promised
Personally, I think there is little substance to this theory, Fleeting glimps .
es of things only
but I am not one to leave any stone unturned. Through one dimly illuminat
of my contacts at Bloodshore Island I was able to procure the ed. I w anted to
know more. I w
journal of an avowed infernalist who was held there before his anted to see. I
execution. These writings are truly the stuff of madness, and w anted to build
trying to follow them is both infuriating and deeply disturbing. the grea t, dark
engines those ac
However, I was able to piece together and make some sense of ross the w ater
the man’s ramblings. only vaguely gr
asp.
—G.K. But they w ould
not bring
me the book. T
There are pages of this and worse. Some things in the above he y promised.
passages are intriguing, however. By “great, dark engines The y said such
pleasing things
those across the water only vaguely grasp,” could he be whispers of assu ,
referring to Cryx and their helljacks? He also speaks of a ranc e in the
dark. Just give
book, and from what I can tell, it was this book—or the finding a little more.
of it—that led him to traffic with the infernals. Among the Just give us mor
ranting and depravity in the rest of the journal I found this e of you and
more of ev erythi
surprisingly lucid passage regarding it. ng and more
blood. Alw ay s m
ore blood. I
sw am in it , dran
k it down.
e Even as the scre
I must ha ve the book. Th aming filled my
uld be head with needle
presence promised it wo s, I cut and
ning cut and cut. I di
delivered within da ys of sig d wha t I w as
ve on ly ask ed, but they
our agreement, but I ha denied me. Stil
l
. deny me.
been giv en these few pages
bit s on
The hastily copied tid
not
crumbling parchment are
Bu t the
what I was promised. This Librum Mekanecrus apparently is of significant interest
ke
things the y hint to only ma in infernalist circles. From what I have been able to gather
form the few sages who study such things, it is an ancient
of the
me long for the secret s tome said to contain knowledge pertaining to infusing
each
Librum Mek anecrus more mechanika with power using ancient Orgoth rites. What Orgoth
ay my rites have to do with infernalism, I have no idea. Many of these
da y. Ha ve I signed aw same sages believe the Deathjack to be a product of the Librum
na
soul for nothing more tha Mekanecrus. It is a theory that is not without some merit, I
dr eamed
glimpse of what I ha ve suppose, though the whereabouts of the book are unknown.
ce
of for dec ades? The presen —G.K.
I see k
say s I will ha ve what
rities
soon, but I fear the autho
tie s
ma y discov er my activi
before I ha ve the book.

57
Although the first recorded sighting of the Deathjack is dated 350 AR, it is little more
than a vague description. What follows is an account dated 365 AR that details a skirmish
between mercenaries in the employ of Cygnar and a raiding party of pirates near the ruins
of Henge Hold. The battle was interrupted by the arrival of the Deathjack. The mercenaries
were members of the Ironhand Guild, and this event may be what began that group’s
lasting grudge against the terrible construct.
I find it interesting that the Deathjack was encountered near Henge Hold, a ruin with a
dark history that stretches back over a thousand years. It is associated with all manner
of evil, and its stones were even used by the invading Orgoth to build one of their first
strongholds. Although I have no evidence other than this ancient report, I wonder if the
Deathjack might have been drawn to Henge Hold and the evil associated with it like a moth
is drawn to a candle flame. Perhaps the dire construct’s origins lay in a similar area where
darkness and death holds sway.
—G.K.

To: Commander Garrett Denby


From: Captain Dayn Arkin ty. This is the
ed another pirate raiding par
We have encountered and destroy hed three years ago.
since our contract was establis
eighth raid I have dealt with g fro m the islands to
t these raids are originatin
I think it fairly obvious tha Coast, a well-know n hav en for pirates and other
mak e up the Bro ken
the wes t tha t ds has increased in
and organization of these rai
criminal scum. The frequency than simple greed and
der if perhaps there is more
the last five years, and I won
thirst for blood behind them. ates (from two
lt wit h thi s mor nin g consisted of three-dozen pir
The gro up I dea arms. We outnumbered
cut lass , pist ol, and a smattering of long
ship s) arm ed wit h n from the Ramarck
a pair of new warjacks on loa
the raiders, and I had with me jacks had them all
le chance, and my men and war
garrison. The raiders stood litt
but routed in short order. tle and did
in the first minutes of the bat
We took virtually no casualties cou ld dest roy the pir ates, however, a
my. Before we
considerable damage to the ene the rui ns of Henge
n came thundering down from
horrific, mechanikal abominatio
Hold. embled a warjack
any thi ng like thi s monstrosity. I suppose it res
I have nev er seen lunatic. It was inky
e-b ut onl y a warjack dreamed up by a
in out war d app ear anc tangible form. Its head
well have been darkness given
black, so black its hull may of its hull bore spikes
ling horns, and every inch
was crowned with a pair of cur stacks belched greeni sh fir e into the air, and
bed cha ins . Its gre at twi n
and bar
rescent light.
its entire body glowed with put raiders. It
battle between my men and the
The nightmare waded into the ribbons with its claws.
slashing men on both sides to
slaughtered indiscriminately, wit hin a few short seco nds . As I organized my
she d one of my war jack s
It also sma s.
raiders fled back to their ship
men to face this horror, the
the wicked iron claws
and alt hou gh many of them fell beneath
My men are bra ve, superior numbers and
ors fought on. Eventually, our
of this abomination, the surviv str uct away. It fled to
jack drove the horrific con
the might of our remaining war Henge Hold. With so man y wou nded, I did not
ard the rui ns of
the east , bac k tow dish construct. I fear
ing pir ate s or attempt to follow the fien
har ry the dep art r think what terrible
the monstrosity, and I shudde
we have not seen the last of
ufacture such an abomination.
minds could conceive and man

58
The Ironhand mercenary company has a long history with the Deathjack, and the great machine has entered into the lore of
their order. The Ironhands are specially trained to handle rogue steamjacks and other dangerous constructs, and hunting the
Deathjack has become something of a quest to many of their leaders. This animosity toward the Deathjack has been handed
down over the centuries from that first encounter over two hundred years ago, and some Ironhand chapter masters take it more
seriously than others. The order’s records indicate confrontation
with the Deathjack
on more than one
Date : Solesh 3rd, 584 AR occasion. As the
following report
To: Chapter Mas ter Ulther Korrag indicates, these
From : Cap tain Turjan Malk meetings usually
resulted in the
The rumors of the Deathjack near Ironhead were not just idle talk . We found trac deaths of dozens.
thing soon after we arrived and began searchin es of the —G.K.
g for it in the deeper rail tunnels within the
mountain. We found the mangled , withered
corpses of Rhulic miners and the shattered
wreckage of one of their steamjacks within the
first hour.
We pressed on deeper, finding more evidence of
the Deathjack’s passing: more destroyed
steamjacks and half a dozen slain Rhulfolk . We
continued on until the tunnel turned
shar ply. The Deathjack was waiting for us whe
n we rounded the corner.
We lost our Nomad in the first few seconds of
combat; the Deathjack tore it pieces like it was
made of paper. Then it fell on the rest of us, cutt
ing dow n my men with its great iron claws.
Their deaths were awful enough, but watchin
g that thing draw their souls from their bodies
and into the glow ing green hell of its innards
was the mos t horrifying sight I’ve ever seen .
I knew we stood no chance without the Nomad,
so I ordered a retreat. The dozen of us who
remained from our original force of thir ty men
pulled away, keeping the Deathjack at bay
with concentrated fire from our rifles and han
d cannons. The weapons seemed to have little
effect, and I have no doubt the Deathjack coul
d have slain us to a man , but it let us retreat.
Perhaps it was sated from the souls it had alre
ady devoured . I don’ t know, and I don’ t care ,
but hunting that thing is sheer folly. I don’ t give
a damn what the chap ter mas ter wants; he
can continue his bloody crusade on his own . I’m
finished chasing monsters in the dark .

59
Trying to find some rhyme or reason to the Deathjack’s movements is an exercise in futility. Its movements are erratic, and it
seems to appear at random all across the face of western Immoren. After the destruction of the Ironhand mercenary company
in 584 I closely followed its movements, trying to discern some pattern, but I could find nothing. To make matters worse, I
uncovered another mysterious element to the Deathjack’s roving.
When the Deathjack appears, it often strikes twice in the same region—but at distances far greater than might normally be
expected. For example, on Solesh 12th of 599 AR the Deathjack is documented as attacking a merchant caravan in Ceryl. Exactly
two days later, it wiped out a trollkin kriel in Midfast. That’s a distance of over two hundred and fifty miles across rough terrain.
It would take a fleet horse nearly three days to make that journey even if pushed hard. How did the Deathjack cross the same
distance in under thirty-six hours?
Another example: On Cinten 1st of 601 AR, the
Deathjack destroyed the Red Fist mercenary
company northwest of Corvis. Two days later,
it wiped out a mining town south of Ironhead.
Again, that’s a distance of over two hundred
miles the Deathjack traveled in two days, except
this time it managed to cross the Wyrmwall
Mountains in the same amount of time.
How does the Deathjack cross these vast
distances in such a short time?

Although the similarities in design may be


only superficial, Cryxian helljacks do resemble
the Deathjack in outward appearance.
This may be simple coincidence, especially
considering the Deathjack existed long
before the first helljack was seen on the
battlefields of western Immoren. But might
there be a darker connection? What if Cryxian
helljacks are based—even loosely—on the
Librum Mekanecrus? If the Deathjack is
indeed a product of the Librum Mekanecrus,
is it possible that some portion of Cryx’s
necromechanika is also based on the contents
of that blasphemous tome? I think no one can
say for certain, especially since the Librum
Mekanecrus itself may be nothing more than
a myth.
The following document, attained at great
cost, does support a link between the
Deathjack and some types of Cryxian
necromechanika. These designs, which come
directly from a Cryxian necrofactorium,
describe a type of helljack called a Seether. Of
particular interest is the means by which this
helljack sustains itself, a mechanism called a
“soul drive.” Of course, one does not have to
stretch the imagination too far to see some
link between the Seether’s soul drive and the
Deathjack’s own horrific practice of devouring
the souls of its victims.
—G.K.

60
After 605 AR, tracking the Deathjack’s movements becomes much easier. The seemingly random sightings disappear, and the
pattern of its appearances becomes precise and organized. The explanation for this is quite simple: it is at this point that the
Deathjack begins to serve the dark armies of Cryx.
Although a few scattered reports describe the Deathjack involved in Cryxian attacks in late 605 AR, the first major battle in
which it took part was the Battle of the Temple of Garrodh in the Thornwood Forest in 606. I have mentioned this battle in
several of my reports, but despite repeated examination it is difficult to determine precisely what transpired there. Whatever the
larger stakes of this clash, the renowned Rhulic mercenary Gorten Grundback apparently destroyed the Deathjack while aiding
Cygnaran forces under the command of Commander Adept Sebastien Nemo.
I contacted Gorten and asked him to recount his battle with the Deathjack. Always looking for an opportunity to tout the
effectiveness of Rhulic machinery and fighting prowess, he was quite willing to comply.
—G.K.

mighty Deathjack, eh? Well, even a


So, you want to know how I laid low the .
match for Rhulic strength and ingenuity
monster so terrible as the Deathjack is no spired, so I’ll spare you mos t of the
e tran
I’m sure you’re well aware of how the battl
just get to the juicy bits. Of course, we know the Deathjack
details and
is not so easily destroyed. It
sions, and I’ve wrecked my fair share of
I’ve battled with Cryx on a number of occa has reportedly been reduced to
put out when the Deathjack showed
helljacks. However, I’ll admit to being a little t scrap by the armies of Cygnar,
thing in tales told over a flagon. You don’ Khador, and the Protectorate of
up. Sure, everyone’s heard of the damn thra lls and start ripping
e of mechani Menoth on numerous occasions,
expect the myth itself to walk out of a hord only to appear again. Despite
Cygnarans into bite- sized bits.
being destroyed this way
quick and got to work. I don’t get paid
Obviously, I recovered from the shock right numerous times, its appearance
one of my old reliable Drillers with me, never changes. The manner of
to stand around and soil my armor. I had
it in to soften the Deathjack up a this mechanikal resurrection
as stout a ’jack as you could wish for. I sent
strosity would tear my expensive and is a complete mystery. One
bit, though I couldn’t help but fear the mon
though. It grabbed hold with its grappler would be tempted to assume
seasoned ’jack to bits. The Driller did its job,
thjack’s carapace with its drill. Those drills the necrotechs of Cryx simply
and set to work on cracking open the Dea rebuild the Deathjack each time
, so even though my poor Driller got
will chew through solid rock like it’s wet clay it is destroyed, but it has been
beating. Losing a ’jack like that makes a
torn apart, the Deathjack’s hull took a real cooperating with the Cryx for
, but I figured I’d be able to get Nemo to
big difference in the profit and loss columns only a short while. How was it
reimburse me eventually. repairing itself in the centuries
art Cygnaran boys, and then my own before this association?
Watching so much carnage to those stalw
ed, so I charged forward to exact a little As you would expect, the
Driller get torn apart, I got a bit aggravat
well, and the first blow from Forge Father Deathjack was “reborn” not
revenge. The Driller had done its work
eggshell, exposing its innards. My second long after Gorten Grundback
cracked the Deathjack’s carapace like an
t I assume the bloody thing uses as a destroyed it. It was seen again
blow smashed its boiler, furnace, and wha in 607 AR in the Thornwood
l—another casualty of dwarven battle
cortex. It went down like a pile of scrap meta as part of the Cryxian forces
ember if I got my full due back from
prowess. Come to think of it, I can’t rem harassing the Cygnaran First
paymaster a reminder.
Cygnar for all that. May have to send their Army as it retreated from
Northguard to Corvis.
—G.K.

My research on the Deathjack has been exhaustive, and although its origins still remain a mystery, I have what I think is a
credible theory as to when and where it began to cooperate with Cryx. I can state with some certainty that the Deathjack entered
the service of Cryx in the latter half of Solesh 605 AR, near the base of the Wyrmwall Mountains north of Highgate.
I arrived at this date and location based on the following evidence. First, there are numerous undocumented sightings of the
Deathjack in this area in early Solesh. Second—and most telling—Cygnar has no record of an engagement with Cryxian forces
during this time, yet the remains of bonejacks, thralls, and a single necrotech were found in the area. In addition, evidence of a
great necromantic ritual was found at the battle site.
I believe a Cryxian force, possibly led by one of their powerful lich lords, confronted the Deathjack and bound it into their service.
The particulars of such an undertaking are well beyond my knowledge, but it seems by far the most plausible explanation.
The Deathjack has haunted western Immoren for more than two hundred and fifty years, and it has always been a necromechanikal
horror of the first order. I shudder to think what it may become under the terrible influence of the lich lords. More frightening still
is what the Nightmare Empire may learn from the Deathjack and eventually implement in their abominable creations.
—G.K.

61
A Privateer Press WARMACHINE: Wrath Battle Report

By Ed Bourelle & Jen Ikuta • Art by Slawomir Maniak & Andrea Uderzo

E
veryone likes getting new toys. Working at the toy For our battle engine Battle Report, Privateer Press
factory doesn’t change that. With battle engines creative director Ed “The Beast” Bourelle and I fielded
marking the introduction of a new model type in 50-point armies so it would be easy to see how these new
WARMACHINE: Wrath, a lot of Privateer Press staffers 120 mm-based monstrosities interacted with existing
were eager to get their hands on them. In fact, we’re models. Ed is a tall guy who likes to smash things,
all pretty darn excited about the battle engines here at so Khador was a fitting choice for him. Kommander
Privateer Press HQ. Strakhov, who is known for his kommando-like prowess,
would lead Ed’s forces into battle. On my side of the
The first studio-painted battle engine we saw was Khador’s
table, it would be Dawnlord Vyros and a contingent of
Gun Carriage. It’s a thunderous, deceptively fast weapon
Dawnguard defending Ios’ border.
platform that can smash enemy formations with its heavy
guns or trample foes beneath tons of iron and horseflesh. Ed wanted to play the battle in deep snow and attempted
At the opposite end of the spectrum is the Retribution to further his agenda by sprinkling snow flock over
of Scyrah’s Arcantrik Force Generator. In contrast to the entire board. I politely declined, suggesting more
the bold lines of the Gun Carriage, the Arcantrik Force conventional terrain. He might look big and scary, but Ed
Generator is sleek and aerodynamic, looking for all the is a nice guy, and he didn’t strong-arm me into playing on
world like an elven doomsday weapon. a board with silly terrain rules. He did, however, vow to
smash my army. In the face.
—Jen

Iosan Ruins: The Iosan Ruins


were treated as obstructions.

Burnt Forest: This area was treated as rough


terrain that provided concealment but did not
block line of sight like a typical forest.

62
Scenario Rules
This game marked the fourth meeting
between Ed and me. Just like the other three
times, we opted for straight-up, kill-the-
caster carnage. Ed and I like to meet things
head-on, so why should it be any different on
the battlefield?
The Battlefield
Our skirmish takes place on the border
between occupied Llael and Ios. Khadoran
interlopers have attempted to establish a
forward operating base near some Iosan
ruins, an act of trespass that Dawnlord
Vyros Nyarr will not tolerate. Kommander
Oleg Strakhov leads a force of Assault
Kommandos, Widowmakers, Winter Guard
Riflemen, a Kodiak, his pet ’jack Torch, and
two Gun Carriages into elven lands. Vyros
brings the forces of the Dawnguard to bear
with Sentinels, Invictors, and Destors.
Utilizing resources from the other High
Houses, his force also includes Discordia,
a House Shyeel Magister, a Griffon light
myrmidon, an Arcanist, and an Arcantrik
Force Generator.
Although not a reenactment of the battle at
Fort Brunzig in Forces of WARMACHINE:
Retribution, our battle was still a meeting of
familiar foes. Vyros claimed victory in his last
encounter against Strakhov, but it was not
as decisive as he would have liked. My hope,
though, was the snow would be littered with
Khadoran corpses at the battle’s end.
– Jen
Forest: The trees were
treated as forests.

Fire Pit: Models passing through the


Fire Pit suffered Continuous Effect: Fire.

63
Retribution of Scyrah – Jen

M
y love of the Retribution of Scyrah is no secret. feed a focus point
I’ve been collecting and playing the faction since it to the Sentinels’
was released in 2009 at Gen Con. When No Quarter Griffon.
editor-in-chief Aeryn Rudel asked if I’d like to face Ed for a
With the
Battle Report, I jumped at the chance. When he asked if I’d
Arcantrik Force
like to include an Arcantrik Force Generator in my army, I
Generator being
couldn’t agree fast enough.
the product of
Battle engines bring a different kind of support to your several Iosan
army list. With the Arcantrik Force Generator, you’ve got High Houses,
a powerful mobile gun platform with some very useful (and I wanted to
fun) abilities. Iosan technology and design is fairly alien look beyond
compared to the rest of the Iron Kingdoms, which is part of House Nyarr
why I dig it. for my army
composition. Including a Magister gave me a solo with
Dawnlord Vyros is one of my favorite warcasters across all
solid melee attacks and some great magic abilities, and
the factions I play, so he was an easy choice when building
the thought of running Discordia with Vyros under Bird’s
my army. If the Dawnlord is in play, then so are Dawnguard
Eye was giggle-worthy. (“Do you have line of sight? Um,
Sentinels and Dawnguard Invictors. It seemed fitting to
yeah, always.”) Finally, a Chimera would provide an arc
include Dawnguard Destors, so they made the cut, too. I
node, which could come in handy in the end game if Ed’s
don’t play cavalry as much as I should, and the Destors
Khador didn’t smash the little myrmidon to bits.
bring a lot to the table—most notably Dual Shot and +2
ARM from Unyielding when engaging an enemy model.
The Arcanist was there to fix any damaged myrmidons or

V
G A
M
I

64
Model/Unit Points
V Dawnlord Vyros +6 warjack points
C Chimera 6

A
Di Discordia 10
Arcantrik Force Generator 10
D Dawnguard Destors (3) 7
I Dawnguard Invictors (6) 6
Dawnguard Invictor Officer & Standard 2
S Dawnguard Sentinels (6) 6
Dawnguard Sentinel Officer & Standard 2
G Griffon 4
A Arcanist 1
M House Shyeel Magister 2
Total 50

Di
C

65
Khador – Ed

K
hador was the first WARMACHINE faction that which is one of my
caught my eye. Although I eventually settled on Cryx favorite Khadoran
as my go-to faction, I’ve been a steady Khador player warjacks.
over the years. In fact, this is my second Battle Report
Along with
playing Khador against the Retribution of Scyrah. Since we
the Assault
wanted this Battle Report to cover battle engines, I went all-
Kommandos, I
in and took two gun carriages—the maximum I could field
selected a unit of
at this encounter level.
Widowmakers and
I chose Kommander Strakhov to lead the army because a minimum unit
he is a versatile warcaster who works well with a balance of Winter Guard
of warjacks, troopers, and battle engines. Sentry on a Rifle Corps to give
Gun Carriage would really make Jen think about what me plenty of long-
she moved into range during her turns, and Overrun and range options early
Superiority are fantastic for his battlegroup. To capitalize in the battle.
on Strakhov’s other abilities, I chose to use Torch and
Assault Kommandos with a full trio of Flame Throwers. To
round out Strakhov’s battlegroup, I went with a Kodiak,

GC

66
Model/Unit Points
S Kommander Strakhov +6 warjack points
K Kodiak 8
T Torch 10

GC
GC
Gun Carriage 9
Gun Carriage 9
A Assault Kommandos (Full) 8
F Assault Kommando Flame Throwers (3) 3
W Widowmakers 4
R Winter Guard Rifle Corps (6) 5
Total 50

T GC

F F F

67
Deployment
Khador – Ed
I set my Gun Carriages out first due to the Battle Engine battlegroup at the center and troopers to the right and left. I
pre-deployment rule. Gun Carriage No. 1 went slightly left made sure to place the Assault Kommandos in line to cross
of center to take a head-on approach. I placed Gun Carriage the fire pit since they had Immunity: Fire.
No. 2 on the far right hoping to make the best of its speed
The placement of the Widowmakers during advance
and ability to ignore rough terrain to sweep around the flank.
deployment would allow them to make a beeline to the
After giving Jen a moment to deploy her battle engine, forest in front of Jen’s forces, where she wouldn’t be able to
the rest of my deployment was fairly standard, with the strike on her first turn without over-committing.

Retribution of Scyrah – Jen


I won the roll but opted to go second. With the way terrain
was placed, I wanted to see where Ed pre-deployed his
two (two!!) Gun Carriages. I also wanted to make sure my
Destors could charge valiantly into battle with support from
the Sentinels and Invictors.
I put the Destors on the left flank with the Sentinels behind
them. The ’Jack-Marshaled Griffon was within command
range of the Sentinel officer in the front row with the
Magister. The Chimera and Discordia lined up behind them,
and Vyros tucked in behind his battlegroup. The Invictors
deployed in front of the Arcantrik Force Generator, as
I made sure to leave enough room for them when I pre-
deployed the battle engine.

68
Round 1
Khador – Ed
My first turns are fairly predictable—get up the field and my second turn. I also had the Winter Guard Rifle Corps
into my opponent’s face. With that in mind, I allocated 1 and Torch run ahead, followed by the Assault Kommandos
focus to Torch and kept the remaining 5 on Strakhov. who ran through the fire pit without fear.
As intended, I had the Widowmakers hoof it toward the On Strakhov’s activation, he used all his focus to cast Sentry
forest that separated Jen’s force from mine. From this on the un-activated Gun Carriage and Superiority on the
relatively safe location, they could easily move into the Kodiak before advancing. I then ran the remaining battle
protection of the forest on their next turn and still shoot. engine forward to a point where there was no way Sentry
My right hand Gun Carriage ran across part of the gully wasn’t going off unless Jen gave it a wide berth. Lastly, the
coming in from the edge of the board. With the Gun Kodiak ran into position without need of focus thanks to its
Carriage’s speed, I could easily be in a flanking position on Heavy Boiler.

Retribution of Scyrah – Jen


Ed spent his turn running his army forward. He put Sentry Showtime.
on Gun Carriage No. 1, which is something I should have
Having played with battle engines just a few times, I was
remembered but of course didn’t.
eager to see what kind of damage the Arcantrik Force
With Gun Carriage No. 1 so far forward, we were Generator could do to Gun Carriage No. 1. It could have
guaranteed to have ugly things happen in the top of Round stayed put, but a fight’s no fun if things get left behind. The
2, but I wanted to chip the paint on that battle engine. Put a Force Generator made a full advance, and I decided Blasted
bright red, horse-drawn vehicle in the middle of a battlefield Earth would be the best ammo type to pick for the opening
and it’s gonna get shot—at least it better! It was just a salvo. The Teleforce Cannon easily hit the Khadoran battle
matter of maximizing the amount of carnage I could deliver engine. The POW 16, AOE 4 shot tagged the Gun Carriage
during my turn. Vyros allocated 1 focus to Discordia and we for 7 points of damage. First blood was mine!
were ready to rock.
The Griffon advanced to the front lines and was targeted by
I really wanted to get the Destors into the thick of it. a Sentry shot from Gun Carriage No. 1. The shot missed,
The Khadorans must be punished and the Destors were but it left a 4˝ AOE of rough terrain in my ranks. The
ready to bring the pain. Sentinels ran behind the cavalry, rough terrain was annoying but not impossible to handle.
weapon master-y murder in their eyes with Gun Carriage Discordia ran and the Chimera advanced. I activated Vyros
No. 1 tantalizingly close. A successful drive check meant last, and he cast Inviolable Resolve on the Destors because
the Griffon got an extra full advance with Pronto. The ARM 19 cavalry is funny.
Magister advanced and the Invictors ran in the hopes of
I had a bad feeling about what Ed had in store for his turn.
having something to shoot during my second turn. The
Arcanist made a full advance.

69
Round 2
Khador – Ed
My Gun Carriage has a new paint job! smashed into Discordia, knocking some points off the Field
and leaving her in rough terrain. The second shot went into
In the maintenance phase, Strakhov upkept Superiority and
the Chimera, taking a good chunk out of its Field. The shot
allocated 1 focus to Torch, keeping the rest for himself.
also killed the nearby Arcanist and added even more rough
I needed to reduce the number of Weapon Masters terrain. As with the other Gun Carriage, the rifleman missed
that would be charging me next turn. First up, the his shot—apparently, it’s not easy to shoot from a battle
Widowmakers, handily shot down four Dawnguard engine that charges into a warjack and fires off two cannons.
Sentinels thanks to their Sniper ability. I trampled the He will need to adjust for a little more than Llaelese windage
flanking Gun Carriage forward to grab the extra 3˝ of in the future.
movement and fired off my two cannon shots at the Destors.
The first missed its mark but created some protective rough The Assault Kommandos marched forward into Shield Wall
terrain, and the second shot blew one of the riders and his and threw out a combination of strangle gas and carbine
mount to bits. The rifleman atop the carriage took a shot as rounds that amounted to a lot of hits but only 2 points of
well and missed by a large margin. The center Gun Carriage damage on the remaining Destors.
charged forward with the Griffon as its target. Since it Both warjacks ran into position for a potential charge next
has the Cavalry rule, I was able to make an impact attack turn, and the Rifle Corps followed suit on the left side.
against the neighboring Destor. Unfortunately, I missed the
Destor and the charge only managed to put 2 points onto Strakhov advance and cast Occultation on himself and
the Griffon’s Field, but it did knock the light myrmidon Sentry on the central Gun Carriage. It was time to absorb
down. But wait, I still had guns! The first cannon shot the Retribution charge.

70
Retribution of Scyrah – Jen
Ed used his Widowmakers to snipe four of my Sentinels. it to be, I needed Pathfinder. I activated Vyros first, cast
While I don’t like seeing Weapon Masters murdered with Mobility, and popped his feat. In a target-rich environment,
such ease, the prospect of Vengeance triggering during my I would be able to neutralize enough of Ed’s models to
turn was pretty amusing. I have to admit, there are moments allocate focus to Discordia and the Chimera.
when it’s fun to watch your own models get smashed, and
Like many Retribution players, I’ve been eager to put
this was one of them.
Destors on the board and see how well they destroy
Here’s a really good example of what’s known as the “my- things. They weathered the Assault Kommando storm
side-of-the-table” rule. If it’s on my side, it’s great. If it’s on like champs; now it was time for payback. With one
your side, I don’t like it, and I need to get rid of it as quickly Destor already burning, it really didn’t matter if the
as possible. The Gun Carriage can make impact attacks. second one burned—at least, not to me. Destor A led
It can trample. It can shoot even if it impacts or tramples. the charge, targeting an Assault Kommando in the front
Finally, it’s powerful Khadoran warhorses can pull the big row. Flame Thrower No. 1 found out what it means to
metal behemoth at SPD 7; they also kick really, really hard smile like a doughnut and ate a POW 10 hoof, blowing
and knock down anything they hit. up in a Fiery Blast for a 5” AOE. Destor A burned while
the mount made a second impact attack, sending Flame
There was a lot of rough terrain on the board when my turn
Thrower No. 2 to Urcaen. Sadly, the charge attack did
started. Thankfully, Vyros has a way to deal with it. The fire
no damage. Destor B ended a Kommando with an impact
didn’t go out on Destor B, and it took a point of damage.
attack, missed on the second impact, and then dropped
The remaining Sentinels used their Vengeance move to get
Flame Thrower No. 3 with the charge attack. The rest of
in position to charge Gun Carriage No. 1.
my army was relatively safe from fire for now. Thanks to
Playing Protectorate of Menoth—particularly Amon Ad- Perfect Execution, 1 focus went to Discordia courtesy of
Raza—has taught me the importance of proper order of the squished Kommando.
operations. In order for Discordia to get where I needed

71
Retribution of Scyrah – Jen

Now it was time to beat on Gun Carriage No. 1. The


Griffon stood up and attacked with its halberd, hitting
easily. I used the ’Jack Marshal ability to boost damage, and
with a mighty swing there was 8 points of damage on the
battle engine. Not bad from a 4-point light myrmidon. The
bad news: Sentry triggered again. Nothing died, but I was
left with yet another 4˝ AOE of rough terrain to deal with.
At least my warjacks had Pathfinder.
Gun Carriage No. 1 needed to go, plain and simple. I
couldn’t have Ed dropping 4˝ AOEs every turn on my army,
and the thought of it trampling up to my caster made me
queasy. With 15 points of damage marked off, a Sentinel
charge should be just enough to wreck it.
In the interest of full disclosure, Dawnguard Sentinels just
might be my favorite unit in the game. I own three units
of them and two unit attachments. Weapon Masters with
Reach, Defensive Line, a UA that grants Vengeance, and
the ability to ’Jack Marshal—I wasn’t surprised Ed killed over the rough terrain and set its sights on Strakhov. An
half of them the turn before. A quick drive check from the Assault Kommando was spared being hit by the Sonic Pulse
Sentinel officer got the Griffon to make a full advance, Cannon, but Ed’s caster wasn’t so lucky. A boosted attack
clearing a charge lane to the Gun Carriage. Sentinel No. roll ensured Discordia could hit DEF 15, and a boosted
1 did 3 points of damage, and then the officer avenged his POW 14 damage roll tagged Strakhov for 11 damage.
fallen Dawnguard brethren, cleaving the Gun Carriage
The Arcantrik Force Generator had a number of choice
for 7 points and reducing it to a giant pile of scrap metal.
targets in range. I wanted to move it forward to help
Discordia was allocated its second point of focus.
position it for the next turn. With Occultation on Strakhov,
Eager to get into the fray, the Invictors advanced and the juiciest target was within range, but couldn’t be targeted.
triggered Extended Fire. Two of them combined on a Winter That left Kodiak or Torch, and since I couldn’t target
Guard Rifleman, sending a third focus point to Discordia. A Strakhov, I went after his pet ’jack. The Arcantrik Force
five-man CRA against the Kodiak pinged it for 4 points. Generator has three different ammo types, and I opted for
Blasted Earth. Average rolls meant I’d be able to put a few
Just three models left to activate for my half of the round:
points on Torch with the Teleforce Cannon up to POW 16,
Discordia, the Arcantrik Force Generator, and the Chimera.
and I was happy to inflict 6 points. Blast damage from the 4”
I had done a lot of thinking about Discordia and Vyros
AOE didn’t damage the nearest Assault Kommando due to
before our matchup. A POW 14 SP 10 that ignores LOS
Shield Wall, and I couldn’t get past the Kodiak’s armor.
is pretty amusing, and it was time to put that theory into
practice. As it turns out, it makes opposing warcasters really, To end my turn, I advanced the Chimera, getting it into
really cranky. Thanks to Pathfinder, Discordia advanced position to arc spells into the bad guys.

72
Round 3
Khador – Ed
I had hoped my Sentry shot would create enough rough against Discordia left it severely wounded and put Vyros on
terrain to stop the oncoming Sentinels from charging, his face but failed to do collateral damage.
but their Vengeance move got them closer than I had
Torch charged in on the Chimera and did some serious
anticipated. I should have shot that damn officer. I was more
damage with the Rip Saw and Spiked Fist. Thanks to
saddened by the loss of the Gun Carriage than the crippling
Virtuoso and Gunfighter, I incinerated the Sentinel Officer
damage to my caster. That said, Discordia would pay.
with the Flamethrower (better late than never—goodbye
Kodiaks are probably my favorite Khadoran warjack. They Vengeance) and finished wrecking the Chimera by buying
are always rock stars in my games, and it should come another sustained attack with the Rip Saw.
as no surprise to anyone (Jen especially) that I upkept
Following the glorious brutality of the two heavy warjacks,
Superiority once again. One more focus on the Kodiak and
the Assault Kommandos failed to impress when executing
2 for Torch left Strakhov with 2 for himself.
the Assault & Battery order. The effects were minimal.
With that done, I opted to activate Strakhov right away. The I didn’t feel like anyone had been assaulted. No one was
warcaster advanced and unleashed his feat, Iron Fist. I had a battered. The Rifle Corps also failed to do much more than
partially formed plan that required Discordia to be closer to inflict a single point of damage on the Dawnguard Invictor
Vyros, so I hit the myrmidon with Battering Ram to push it Officer. I needed something big to cheer me up.
back 3˝. Before wrapping up his activation, Strakhov chucked
I activated the remaining Gun Carriage and trampled it
a cinder bomb into a nearby Destor but failed to do damage.
forward once more, positioning it so both fields of fire
The Kodiak then moved in, putting two solid hits on crossed Discordia’s base. Two cannon shots on the knocked
Discordia and triggering Chain Attack: Grab & Smash. I down warjack blew both its arms off and the rifleman
decided to do a two handed throw, hit Discordia, and after knocked out the myrmidon’s movement. To finish Discordia
winning the STR check, I boosted the attack roll to hit off, I moved the Widowmakers into position and sniped off
Vyros with the flying myrmidon. Boxcars on the damage the last 4 wounds. Vyros was now without myrmidons.

73
Retribution of Scyrah – Jen
Ed’s turn eliminated some of the tools in my toolbox, but Dawnlord’s head and aided in the destruction of Rahn’s pet
Vyros & Co. were far from out of the fight. I still had two myrmidon. A mighty swing of the great sword did 5 points
Destors, the battle engine, a Griffon, and a healthy number of damage, not a lot in the grand scheme of things but still
of Invictors. The Magister was untouched and Vyros was at satisfying. The Magister advanced and engaged Torch,
full health, though he was more than a little concerned about hitting with a Combo Smite.
the proximity of Gun Carriage No. 2 to his rear arc.
It was time to kill or be killed. Vyros faced the possibility of
Time to roll for fire. Destor A went out, Destor B was still being charged by Gun Carriage No. 2. Besides an impact
“feeling the burn” and took a point of damage. Vyros spent attack, two bombard shots, and a Rifleman shot, he’d be
1 focus to upkeep Inviolable Resolve and kept the rest. The knocked down and damaged. Factor in a Kodiak within
big question: How to kill Strakhov? striking distance and Torch too close for comfort, and my
chances for beating Ed again were severely hampered. Both
The thing about the Retribution is there’s a lot of that eye-
’jacks were engaged and relatively untouched; free strikes
for-an-eye revenge sort of vibe with the faction. Bearing that
would do little to stop them.
in mind, it was only right the Destors would seek revenge
against those who set them ablaze. One of my favorite unit I really wanted to see what else the Arcantrik Force
abilities is Dual Shot—stand still to get the aiming bonus Generator could do. Standing still to get the aiming bonus
and you get two shots with the lance cannon. Gunfighter would also grant it Range Booster, and +2 RNG is nice
meant the Destors were shooting the Assault Kommandos anyway you look at it (clearly a “my-side-of-the-table”
that had Assaulted and Battered them. At an effective RAT rule issue, as I know Ed disagreed). Strakhov was well
8, Destors A and B had no trouble hitting their targets. within range, and I opted to use Rapid Fire for the ammo
Without the extra armor from Shield Wall to save them, type. I rolled a 2 on my d3+1, so Strakhov would be facing
POW 12 shots blew four Kommandos out of their boots. three POW 14 shots. With an effective RAT 9 from the
Strakhov would be writing some letters home. aiming bonus, I needed to roll 6 or better on 2d6 to hit the
warcaster’s DEF 15.
Not wanting to be left out, the last Sentinel charged the
Kodiak—after all, the ’jack had chucked Discordia onto the First shot: On the mark. With Strakhov at ARM 16, there
was potential for a lot of damage from the battle engine’s
first shot. Strakhov was still smarting from being blasted
for 11 damage by Discordia back in Turn 2. Rolling an 8
would kill him, but I wasn’t that lucky. I rolled a 6 on 2d6.
Strakhov was still alive.
Second shot: This one didn’t just miss; it missed horribly.
Strakhov was still alive.
Third shot: This was to send the god slayers back to the
frozen north. More importantly, it would be my third victory
against Ed in four games. I rolled another 6 on 2d6, exactly
what I needed to hit. For damage, it came up a 5, one more
point than I needed for the caster kill. Strakhov was dead.
Doomsday weapon for the win!

74
Conclusion
Retribution of Scyrah – Jen
When I built my list, I was trying to get as close to a Vyros out and touch someone with Snipe and Range Booster.
Theme Force as I could because it’s an army with which I’m Casters like Garryth or Rahn can cast placement spells that
pretty familiar. What became apparent as I was packing up would extend the battle engine’s threat range.
my models after the game was how durable the Dawnguard
Even though my army faced two battle engines, I didn’t feel
are. Fielded with Vyros, Sentinels and Invictors have
that Ed’s army was overpowered or that I’d be overwhelmed
access to ARM 19 thanks to Defensive Line and Inviolable
because I had only fielded one. Honestly, I was more
Resolve. Destors can get to ARM 19 easily as well, and
concerned with the fact that I had a good record against Ed,
adding Inviolable Resolve to get them to ARM 21 makes me
and he’d be looking to even the score. It just means I’ll have to
smile just thinking about it.
stay on my toes for the next time he challenges me to a game!
I’m eager to include heavy cavalry models in more of my lists.
There’s something oddly liberating about fast-moving, hard-
hitting models that can secure a flank and force your opponent
to deal with them. Destors are fantastic because of their ability
Khador – Ed
to damage hard targets on the charge and deal with infantry Oh, yeah, there’s an Arcantrik Force Generator right there.
swarms that engage them. I had forgotten how enjoyable Dual
Shot was; coupled with Gunfighter, it’s fantastic. It was good game, but in hindsight I should have focused
less on insulting Vyros with a tossed warjack and more on
The battle engine performed how I expected it to: solid protecting Strakhov. Simply upkeeping Occultation instead
ranged support and crowd control abilities with Blasted of casting Battering Ram would likely have been enough, so
Earth and Rapid Fire. Yes, there is a third ammo type that long as I unleashed the Kodiak on Discordia in full force.
I didn’t use, and it’s definitely the kind of thing Retribution
players will appreciate. The “my-side-of-the-table” rule will One of the things I frequently underestimate is the armor
be in full effect. Range Booster is a neat ability, and it brings on all the Dawnguard units. The Gun Carriages throw out
good support to ranged myrmidons. In bigger games, I can big AOEs, but POW 7 blast damage isn’t enough to do the
see the merits of fielding two Arcantrik Force Generators. trick. Still, the rough terrain you can throw down can be
Many models in WARMACHINE and HORDES seem to a big benefit against an enemy lacking a way to ignore it. I
work well in pairs and battle engines are no different. should have taken a unit with a higher damage output like
Doom Reavers or Iron Fang Pikemen, just a little something
With Vyros leading my army, the Arcantrik Force to balance my force a bit more.
Generator filled a needed spot in a combined arms force. I
felt pretty good with a minimum unit of Invictors knowing The Gun Carriages performed well. There are so many
the battle engine could produce a decent amount of things they can do in a single activation, and I really want
firepower. At ARM 19, it could take a bit of a beating, and to try impact attacking some lighter cavalry models. As of
it had enough damage boxes to avoid the dreaded one shot, this game, I don’t have them in my personal Khador army,
one kill. although when I do, I guarantee I will have a pair. Certainly,
I will run them with Strakhov again, and I get giddy when
Thinking ahead to what I might field in the future, a caster I think about running them with other casters like the
like Ravyn can make the Arcantrik Force Generator reach Butcher or Vlad, The Dark Prince.

Retribution
W IN S !

75
i
t is often said that a picture is worth a thousand
words, so what better way to show off the fruits of
your painting labors than through a photograph?
Taking good photos of miniatures is not hard, despite
the fact most cameras are not intended for such small
subjects. With a few of the following tips, you can
improve your miniature photography skills and let your
painting speak for itself.
The following article is not intended for any particular
type of camera nor does it include specific camera
settings or instructions. The myriad combinations of
cameras and available space for photographic endeavors
make it almost impossible to prescribe a “perfect” way
to take your pictures. The following tips describe how to
take gallery or “glamour” shots. However, with a little
adaptation, they can also help you shoot on terrain.

PICTURE PERFECT By Stuart Spengler


NO Quarter Magazine: MODELING & PAINTING
NO Quarter Magazine: MODELING & PAINTING

Light
Perhaps the most important consideration when taking
pictures is to determine what light is available to you.
Generally, you want as much light as you can get. If the
best light is coming through a window, your photography
will be limited in both location and time of day. Unless
you have a severe lack of indoor lighting, good lighting
can be had with just a couple of desk lamps. Depending
on the lights you are using, you might want to remove
any diffusing shades from your lamps. Also, a higher-
watt bulb will create a brighter light, which can help
light your figure for a good shot. You want to have at
least two lights at around 45º on either side of what
you are shooting. That way, you will have good, even
lighting on your figure, and you won’t get harsh shadows
obscuring the details. Keep in mind you might have to
alter your set-up if the figure has especially deep areas,
like cloaks or the chest area on stooped-over poses. In
cases such as these, light the figure from underneath,
which might require you to lower the lights, raise the

NO Quarter Magazine: MODELING & PAINTING


figure, or get an additional light.

77
NO Quarter Magazine: MODELING & PAINTING

Backdrop
A good backdrop can be just as important as the lighting
for your photos. Ideally, a clean white, light blue, or grey
backdrop is better than something like a vibrant shade of
yellow or red. Since you have a large amount of light going
into the backdrop, it is reflected back to the camera tinted
by the color of the backdrop. That massive shift in color can
easily throw off your figure’s true colors. If your camera
has a white balance setting, you can use it to measure the
white value of the backdrop and lighting. As long as you
don’t radically change the lighting, backdrop, or distances
from which you are shooting, the camera will do the work
and ensure the colors stay accurate. Making a good backdrop
can be as easy as taping a sheet of blank paper to a wall
that allows it to droop in a J-shape. This shape is important,
as it eliminates a horizon line that might distract an auto-
focus. You may need to tape multiple sheets together to
accommodate the size of your figure, but you can get good
shots with this simple backdrop. Keep in mind you want
to use blank sheets of paper, as printing on the other side
could potentially show through, especially if you have large
amounts of light in your set-up.
NO Quarter Magazine: MODELING & PAINTING

The color of your backdrop can easily change the


overall color of your model.

Tripod & Timer


If you have a tripod for your camera, use it. Anything you
can do to make the camera more stable while you are taking
the shot can greatly increase the quality of your photos. If
you don’t have a tripod or the camera isn’t designed to use
one, a stack of books, a solid box, or anything that provides
a stable platform to shoot from can work.
If your camera has a timer or remote available, you should
use that as well. You want your camera to be as stationary
as possible when the shutter is open. With a remote, you can
take your shot without physically touching the camera. Due
to the scale of subject you are shooting, even small, subtle
shifts can make the end result blurry. If you have to touch
the camera when it takes the photo, pressing the shutter
in a slow, smooth motion is best. A good way to cut down
on unnecessary motion is to use the shooting technique of
pulling the trigger on the exhale or after you have fully
exhaled but before inhaling. The less motion you have in
your body the better your shots will come out.

78
NO Quarter Magazine: MODELING & PAINTING

Composition reduce the size of a large picture to a smaller one and have it still
turn out well. However, if your picture starts small, it will be stuck
Try and set the shot so the only thing the camera is shooting are your at the size it was taken.
figure(s) and the backdrop. Having extraneous filler can confuse an
auto-focus or color sensor and could potentially throw off color
balance. When you are setting up your shot, try and place your focus Experiment
as centrally as possible. If it is an overall shot of the entire figure,
the top and bottom of the figure should have a roughly equal amount If your camera has a macro setting, that’s a good place to start. The
of space between them and the edge of the frame. There should also macro mode is intended for shooting things closer than your average
be an equal amount of space on the left and right. candid portrait. Even without a specific mode, most point-and-shoot
cameras should pick up your subject and focus in on it. That is part of
If you are trying for a detail shot of a head or an extremity, place the reason why you want to shoot on the clean backdrop rather than
your focus on the subject as centrally as possible. The camera lens is whatever is handy. Since lower-end cameras weren’t designed for
designed to focus in the center rather than the edges. Sometimes you close-in shots, you want to do everything you can to trick the camera
can get odd distortions along the edges due to the way the lens bends into thinking it is taking a full-size picture rather than one of a
the light into the camera’s shutter. Also, try and have your subject fill miniature. Also, unless you are still shooting on film, don’t be afraid
as much of the area as possible. There will be limits on how close the to experiment and just shoot with different combinations of settings,
figure can get to the lens and still be in focus, but as big as you can distances, and lighting. It might take a little while to dial in the sweet
get should be the goal. Any empty space around your subject could spot for your camera’s focus, and even then, the setting you use for a
have been used to show more of your figure. If nothing else, you can single miniature may not work for a unit.

NO Quarter Magazine: MODELING & PAINTING

79
Protectorate Temple
By John Salmond

T his Menite temple is a great set piece for any table


and is a wonderful backdrop to a battle featuring
the Protectorate of Menoth. This tutorial will take you
through the process of building the temple step-by-
step so your own battles will be blessed by the grace of
Menoth and your enemies cleansed by his holy flames.
NO Quarter Magazine: Terrain building

What You’ll Need


Materials
1/4˝ foam core Formula P3 Super Glue
poster board Plastic half-domes
Basswood Pallet knife
Cardstock Sandpaper (220 grit)
Carving clay Sheet styrene
Cereal box Stickpins
Cutting board Two-part resin
Formula P3 Hobby Knife Two-part RTV
Formula P3 molding material
Mixing Medium White glue
Formula P3 Sculpting Set Wood filler putty

Formula P3 Paint
Arcane Blue  enoth White
M
Highlight
Beaten Purple
Morrow White
Bloodstone
Pig Iron
Bootstrap Leather
Rhulic Gold
Brass Balls
Sanguine Base
Brown Ink
Thamar Black
Cold Steel
Thrall Flesh
Menoth White Base

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NO Quarter Magazine: Terrain Building

ASSEMBLING THE BUILDINGS


1) Start by creating the blank structures of the three
buildings. Use foam core poster board for the base
construction. Cut the edges with a hobby knife and
use a metal ruler as a guide. After cutting the pieces
out, assemble them by adhering the pieces together
with white glue. Use stickpins to hold the pieces
together as the glue dries. Using stickpins is okay
because the exterior of the buildings will be covered
with wood filler putty to create a stucco-like texture.
2) To make the octagon-shaped towers of the building,
make a stencil of the size needed, and trace it on the
top of the structure where the tower will be. When
creating the octagon walls, it is important to bevel
the inside edges of the wall at a forty-five-degree
angle. Beveling the interior edge ensures the walls
fit together easily with tight joins on the outside. Use
the traced octagon to make sure your walls are in the
correct location. For the large metal portion of the
church roof, make sure you build an under-structure
to support the roof.

NO Quarter Magazine: Terrain building


3) Add the plastic domes to the top of the towers with
super glue.
4) Cut out the large metal portion of the church roof
from a cereal box and glue it in place
5) Now, cut holes for the remaining windows and
doors from the constructed buildings. Keep all of the
pieces that are cut out, as these will be needed later
1 for the windows and doors.
6) To create the building’s metal framing, cut out thin
strips of card about ¼” wide and glue the strips to
the building along the edges of the roof and corners.
Finish off the metal strips by adding rivets.

4 6
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NO Quarter Magazine: Terrain building
MASS PRODUCING THE WINDOWS
1) To create lots of detailed window frames, it is beneficial to After this, pour the remaining material over the parts until it is
make a mold and cast the frames in resin. Build the windows thick enough for the mold. A depth of about 1 inch deep should
using styrene strips. Assemble the pieces and glue them be sufficient. The silicone needs to dry over night.
directly onto a sheet of styrene card. This forms the bottom of
your mold box. It helps if you draw the pattern of the window 3) When the mold is complete, you can use a two-part resin to
on the sheet of styrene and use that as a guide when building cast multiple window frames.
the windows. 4) On the smaller building, glue the window frames to the cut-
2) After creating the window frames, use clay to make a out portion of the windows. Then, insert the window assembly
barrier around the edge. With the barrier complete, mix a back into the building and push it in flush with the exterior of
two-part silicone RTV molding material and pour it over the the building. Glue these pieces in place with super glue.
window parts. Pour a thin layer at first and then blow the 5) To create the frame for the main window on the large church, cut
material around to remove any bubbles that may have formed. out a strip of styrene and glue it in place with super glue.
NO Quarter Magazine: Terrain building

1 2

4 5

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NO Quarter Magazine: Terrain Building
DETAILING THE LARGE DOORS
Cut out the patterns for the large Menofixes from 1/8˝ sheet
styrene. Then, press the stencil into carving clay to make an
impression of the symbol. After that, use a carving tool with
a rounded end to dimple in some rivets on the impression.
Next, mix up some two-part resin and pour it into the clay
impression. After it dries, remove it from the clay and clean
up the resin casting.
Cut the Menofix piece down the center so you can glue one
half on either side of the door.

NO Quarter Magazine: Terrain building

PLASTER TEXTURE
Create the plaster texture on the walls by applying wood
filler putty and smoothing it out with a painting pallet
knife. It is important to keep the layer as thin as possible.
This can be done before the window strips are applied
to achieve a clean look. Applying the putty after the
details have been added is more difficult but creates the
appearance of a building that has had a façade added after
its construction.
After you have finished applying all of the putty, you need
to sand the putty lightly with 220-grit sandpaper. Make
sure you remove all the dust from the structures. The
building on the left has not been sanded.

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NO Quarter Magazine: Terrain building
PAINTING THE BUILDINGS
1) When applying the primer I prefer white, but you can also 5) Paint the metal trim with Pig Iron.
use black primer. The choice of primer dictates the method After painting the metal, apply Armor Wash just around the
of painting: drybrushing up from a dark undertone or using rivets to add some shading. Drybrush a mix of Bloodstone
more washes to shade the recessed areas. and Bootstrap Leather on to the metal parts to create rust.
Basecoat the buildings with Menoth White Base. Water the Highlight the rivets and some leading edges of the metal with
paint down just a bit so it goes on smoothly. This is important Cold Steel. To get a dramatic contrast between the windows
because it is easier to see brush strokes on large flat surfaces. and the walls, paint the windows on the church and tower
2) Next, apply a thin wash of 50/50 Brown Ink and water. with Thamar Black. Paint the inside of the smaller windows
After that, drybrush Menoth White Base back over the top of with thinned-down Thamar Black.
the buildings to reclaim the base color. 6) Paint the church domes and metal roof with a mix of
3) Drybrush Menoth White Highlight over the plaster areas. Rhulic Gold and Sanguine Base. Paint the domes on the small
Apply lightly at first and build it up if needed. The final step building and Towers with Brass Balls.
is to drybrush Morrow White on leading edges and areas you Use watered-down Thamar Black to create streaks that run
wish to highlight or add contrast. down the metal roof. Use vertical strokes to emulate the
4) Since people live in these buildings, they would be natural flow of water if it was poured on the roof.
maintained to a certain degree. Keep the weathering to a 7) In order to create the rusted patina look on the domes,
minimum. Weathering can be achieved by applying streaks of mix Thrall Flesh and Arcane Blue with some water and
watered-down grays and browns. Formula P3 Mixing Medium. Paint this on the brass domes
using the same technique as the black wash.
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1 2

3 4

5 6

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NO Quarter Magazine: Terrain building


9 10

8) Embellish the tops of the domes with Choir War Priest staff windows back into place from the inside of the building.
heads. Drill small holes into the center of the domes and The painted card windows will show through the black
superglue the part into place. window frames.
9) Draw the stained glass windows on card stock. Use a black 10) For the large doors, paint the deeper part with Rhulic
marker to draw the leading and then paint in the colored Gold. Paint the Menofix with Beaten Purple. Finally, apply a
glass with thinned down paint. watered down black wash over the entire door. Highlight the
Cut out the windows and use white glue to attach them Menofix on its rivets and leading edges with Beaten Purple,
to foam core cutouts from the windows. Then, press the lightened with a little Morrow White.

85
WARMACHINE DaMaGE POtENtIaL
BY TIM SIMPsON ARt bY CaRLOs CabRERa, CHIPPY, SLaWOMIR MaNIaK, NEIL RObERts, & FRaNZ VOHWINKEL

I
n the war-torn lands of western Immoren, the players of
WARMACHINE continuously battle to secure victory
for their beloved factions. However, these battles may not
MERcENaRIEs
always go the way a player intends. When all else fails, many RHULIc OvERKILL
of these games can come down to a single attack that can The Setup
turn the tide and completely change the dynamic of the game. Gorten Grundback, currently working for Khador, is engaged
When adding in all the potential ways to make that damage in a border skirmish against Cygnar. Having lost a Grundback
count, it only can lead to one thing: Overkill! Gunner to long arm shots from a pair of Hunters, a damaged
Ironclad has run into position for a game ending charge next
Overkill can appear in several different forms. Combined turn. Gorten is about to show Cygnar why they shouldn’t
Melee Attack and Combined Ranged Attack are two common underestimate Rhulic machinery.
abilities that create overkill. These abilities take the amount
of damage a unit can do to the next level, shredding enemies Models Needed
and swinging the balance of the game. Each faction, in its own • Gorten Grundback • Gorman di Wulf
way, can create a situation in which overkill can occur. •L ady Aiyana & Master Holt • Ghordson Driller
The Overkill
First, Gorten upkeeps
Strength of Granite on
his Ghordson Driller and
allocates 3 focus to the ’jack.
Then, Lady Aiyana moves
within range and targets the
Ironclad with Kiss of Lyliss,
which grants a +2 bonus to
damage rolls to any model
that attacks the Cygnaran
warjack. Gorman di Wulf,
who has been waiting in the
shadows, hits the Ironclad
with a rust grenade, lowering
its ARM by 2. Finally, the
Driller charges the Ironclad.
The combination of Strength
of Granite, Kiss of Lyliss,
and rust makes the Driller an
effective P+S 25 on its drill
attack. The expected value
of damage on the charge
is between 17-18 points.
Damaged earlier in the battle,
the Ironclad will be reduced
to a pile of scrap by the
charging Driller.

86
CRYX CYGNaR
OvERKILL DIRtY D StYLE REadY, AIM, OvERKILL
The Setup The Setup
Warwitch Deneghra has been fighting with the Trollbloods Major Markus “Siege” Brisbane has encountered a small
over some territory on the edge of the Thornwood Forest. scouting force from the Legion of Everblight while on his
Having seen Hoarluk Doomshaper, Rage of Dhunia, unleash way to reinforce Point Bourne. Taken by surprise, Siege lost
his Earthborn Dire Troll on her thralls and a helljack, his only heavy warjack. To deal with the immediate threat
Deneghra has decided to end the Earthborn in one fell swoop. of Typhon, Siege only needs his remaining units of Trencher
Infantry and the Black 13th Gun Mage Strike Team. Lylyth,
Models Needed
Shadow of Everblight has protected Typhon with Shadow
• Warwitch Deneghra
Pack, providing the great dragonspawn with Stealth
• Nightmare
• Gorman di Wulf Models Needed
• Ogrun Bokur • Major Markus “Siege” Brisbane
• Trencher Infantry
The Overkill
• Black 13th Gun Mage Strike Team
First, Deneghra allocates 3 focus to Nightmare, who has just
finished off his previous prey. When she activates, Deneghra The Overkill
uses her feat, The Withering, to inflict a -2 penalty to the Siege keeps all his focus, activates, makes a full advance, and
Earthborn’s ARM. She then casts Parasite on the Dire Troll, then uses his feat Breach. The next time any enemy model
lowering its ARM by another 3 points. Bane Lord Tartarus, takes damage while in Siege’s control area, its base ARM is
who was near the destroyed thralls, moves in to attack , and halved. Now, the Black 13th activate. Lynch moves up and
his Dark Shroud ability lowers the afflicted Earthborn Dire targets Typhon with Fire Beacon. Fire Beacon is a 5” AOE that
Troll’s Arm by another 2 points. Nightmare chooses the allows friendly models to ignore Camouflage, Stealth, and Cloud
Earthborn as it new prey, gaining +2 to damage rolls against it, Effects when targeting other models in the AOE. Lynch has
and spends 1 focus to charge laterally into the Dire Troll. With True Sight, allowing him to ignore concealment, Camouflage,
its attacks aided by all the debuffs affecting the Earthborn and Stealth, so this attack doesn’t auto miss. Fire Beacon doesn’t
(effective ARM 11) along with the prey bonus, Nightmare cause any damage, so Breach isn’t triggered. Now, the full
uses his Combo Strike special attack to hit the Earthborn at Trencher Infantry unit is able to move up and use Combined
an effective P+S 31. The expected value of damage on this Ranged Attack against Typhon. With all 15 Trenchers in range
charge is between 23-24 points of damage! Combined with Typhon will suffer a single shot at an effective POW 26. With
the damage Tartarus has inflicted, this single attack could be Typhon’s base ARM halved to 9, the Trenchers are already 17+
enough to destroy the Earthborn in a single damage roll. If not, on the damage roll and poised to take a huge chunk out of the
the extra 2 focus allocated to Nightmare will let it make short character warbeast even with a poor die roll.
work of the Dire Troll.

87
PROtEctORatE Of MENOtH
FaItHfUL OvERKILL
While transporting needed supplies to the Northern Crusade
High Allegiant Amon Ad-Raza and his battlegroup have been
ambushed by the Skorne. To keep the Skorne from coming
back and attacking this region again, Amon decides to teach
them a lesson by taking out the infamous cyclops , Molik Karn.
Supreme Archdomina Makeda has cast Leash on her favorite
warbeast, allowing him a greater threat range next turn.
Models Needed
• High Allegiant Amon Ad-Raza
• Scourge of Heresy
• 2 Dervishes
• 2 Devouts
• Choir of Menoth
The Overkill
Amon does not allocate any focus to his battlegroup, which
consists of Scourge of Heresy, two Dervishes, and two
Devouts. Amon activates and uses his feat Union, letting him
allocate focus to warjacks in his battlegroup for each focus
point he spends on a one for one basis. Amon then casts
Mobility to increase his battelgroup’s SPD by +2. Casting
Mobility nets him 2 focus that he allocates to Scourge of
Heresy. Amon then casts Synergy, which increases melee
attack and damage rolls by +1 for each other model that hits
an enemy model with a melee attack. He then allocates 1 more
closest enemy models, a unit of Praetorian Swordsmen. He
focus to Scourge of Heresy, giving it a total of 3, and then
kills the first one with Oblivion, triggering Synergy for +1.
allocates one focus to a Dervish. Now, Amon charges the
He then casts Convection, which destroys another Praetorian
Swordsman in melee with him. Convection lets Amon allocate
a single focus to a warjack in his battlegroup when he destroys
an enemy model; he gives it to the other Dervish. Finally, the
High Allegiant allocates the 2 focus he netted from casting
convection, giving one to each Devout.
Now that Amon is finished, the Choir activates and uses
Battle Hymn, catching all five warjacks within the 3” range.
Battle provides the affected warjacks with +2 to attack
and damage rolls for one turn. The first Dervish activates
and spends its focus to charge an exposed Paingiver Beast
Handler, killing it and increasing the Synergy bonus to
+2. The second Dervish activates and charges a nearby
Praetorian Swordsman, cutting down the skorne warrior
and increasing the Synergy bonus to +3. The first Devout
activates and charges another Swordsman, increasing the
Synergy bonus to +4. The remaining Devout was already in
melee, and uses its focus to destroy the Ancestral Guardian
it was fighting, increasing the Synergy bonus to +5. Now
Scourge of Heresy activates and spends 1 focus to charge
Molik Karn. Scourge of Heresy’s weapon, Punisher, has
the Purgation ability, which provides an additional attack
and damage die rolls against models with upkeep spell on
them. With the Battle Hymn bonus and the Synergy bonus,
Scourge of Heresy has a +7 to its damage roll, for an effective
P+S 25. With Molik Karn’s ARM 18, the expected value on
damage is 21 points. Assuming a good roll doesn’t kill the
‘beast outright, Scourge of Heresy’s Blazing Star will make
short work of Makeda’s pet.

88
REtRIbUtION Of ScYRaH
FORcE GENERatEd OvERKILL
Ravyn, the Eternal Light, is attacking a Khadoran fort in the
Retribution’s ongoing campaign. The Old Witch of Khador is
currently defending the fort and has come out to drive off the
attacking Iosans. Having used Gallows to bring Ravyn nearer
to her, the Old Witch is about to learn the true meaning of
Retribution.
Models Needed
• Ravyn, the Eternal Light
• Manticore
• Lady Aiyana & Master Holt
• Arcanist
The Overkill
Ravyn upkeeps Vortex of Destruction and allocates 3 focus
to her Manticore. Vortex of Destruction provides boosted
damage rolls for all friendly models that are fighting an enemy
model in Rayvn’s melee range. Lady Aiyana advances toward
Old Witch and casts Kiss of Lyliss to increase damage against
the Old Witch by +2. Now, an Arcanist moves up and uses
Concentrated Power on the Manticore, increasing its melee
damage by +2 for this turn. Rayvn activates and advances
into melee with the Old Witch. Finally, the Manticore
KHadOR activates and spends 1 focus to use Force Generator,
increasing its strength by +3 this turn. The myrmidon then
MassIvE OvERKILL walks up into melee with the Old Witch and uses its Combo
Patrolling near Leryn, Forward Kommander Sorscha is Strike special attack, allowing it to add its POW twice to the
ambushed by The Harbinger and her force of Protectorate damage roll. With all of these bonuses, the Manticore has an
troops. Sorscha needs to drive off The Harbinger before effective P+S 27 with boosted damage against the Old Witch.
Protectorate reinforcements show up. Assuming the Old Witch did not have any focus remaining,
the expected value for damage against her would be around
Models Needed 23-24 points of damage, more than enough to vanquish the
• Forward Kommander Sorscha enigmatic crone.
• Behemoth
• Eiryss, Mage Hunter of Ios
• Greylord Ternion
The Overkill
Sorscha allocates 3 focus to the Behemoth’s main cortex.
Next, a Greylord Ternion moves up and casts 3 Ice Cages
on the Harbinger’s remaining Devout, making it stationary.
Then, Eiryss, Mage Hunter of Ios moves up and hits the
Harbinger with a Disruptor Bolt, removing all 10 of her
focus. Since the Devout is stationary, it can’t use Shield Guard
to protect the Harbinger from the Disruptor Bolt. Now,
Sorscha advances, casts Boundless Charge on the Behemoth,
and uses her feat Winter’s Chill. All damage that exceeds
ARM against enemy models currently in her control area
is now doubled. Boundless Charge grants Behemoth +2˝ of
movement, Pathfinder, and allows the huge warjack to charge
without spending focus. The Behemoth activates, charges
the Protectorate warcaster, and hits with one of its mighty
fists. With Armor Piercing, the Harbinger’s base ARM 14 is
reduced to a meager 7. So that P+S 12 fist is already 5+ on
the damage roll. Add in the effect of Winter’s Chill and the
expected value of damage on this charge is between 30-32
points of damage, more than enough to send the Harbinger
back to the Creator.

89
By Kris Aubin • Art by Chris Walton and Andrea Uderzo

Lord Exhumator Scaverous was one of the strangest body, Scaverous is still large and imposing, especially
concepts to come out of WARMACHINE: Wrath. with that massive chained scythe. He also has a
Scaverous is a lich lord who searches for long lost number of mechanical arms mounted on his rib
knowledge and arcane secrets, so essentially we cage for snatching up anything he may come across
wanted a bizarre-looking crypt keeper. Scaverous while tomb raiding (skulls, souls, shiny objects,
needed to look like a lich lord yet a have a very etc.). In Scaverous’ chest cavity we can clearly see
distinctive form that set him apart from the existing the skulls of the unfortunate souls Scaverous has
Cryx warcasters. Although he has a hunched iron wrested from their tombs.

90
The Retribution has an all-new artillery team
equipped with a portable heavy sniper rifle. Since this
team is a Houseguard unit, we wanted to maintain
the Houseguard look and still make the team’s gear
representative of their role in the battlefield. The
look of the heavy rifle was drawn from the Ghost
Sniper’s arcane cannon, but scaled up and made to
look like it could do some heavy damage at long
range. The Rifle Team’s spotter is equipped with an
advanced elven range finder for judging distance and
other ballistic factors, as well as some extra ammo
bags. One challenge to this concept was making the
gun as large as we could while still allowing the sniper
and bipod legs to fit on the base.

The Flameguard Cleanser Officer is an awesome


new unit attachment for the Protectorate
Flameguard Cleansers. To make an officer out of
a grunt, we have to look at the key visual notes of
the model, such as armor, costume, weaponry, and
pose. Then we embellish and magnify those details
to make the figure stand out from the rest of the
models in its unit. The goal is to show the model’s
rank and experience while keeping it in the same
range of the standard grunt both thematically and
mechanically.

91
Got the bodger’s knack? Here are just a few parts from our
massive online catalog perfect for your next inspired creation.

Blighted Gatormen
Privateer staffers Adam Johnson and Will Schick once again show off their modeling and painting skills with this blighted
Gatorman Posse. Each gatorman has received Everblight’s “gift” and is festooned with horns, wings, and other spiky bits normally
seen on dragonspawn.

Raptor antler Absylonia right arm Epic Thagrosh horns


Grotesque leader right wing Carnivean right spikes
Warmonger 1 weapon x2

Grotesque leader left wing Carnivean left spikes Incubus right Nephilim pinions
arm Raek tail

GET THESE PARTS AND MORE AT


store.privateerpress.com
The Player Gallery Staff Gallery
Will Shick’s

Ever Purple

This force represents just a small portion of the draconic


horde I have collected since the release of HORDES in 2006.
Legion of Everblight is far and away my favorite faction for
HORDES. I love the look of their warbeasts, the way they
play on the table, and their background within the Iron
Kingdoms. Of course, my absolute favorite models from the
range have to be the Carniveans. Not only are these models
gorgeous, they are absolutely terrifying on the tabletop.

When it came to choosing a color scheme, I knew I wanted


to take the opportunity to work with a new color. After
much thought and deliberation, I decided to use purple and
a blue-black as the main colors for my Legion paint scheme.
I’ve always loved the richness and depth purple can bring
to a model, and I really feel it captures the sleek reptilian
feel of Legion warbeasts. It also makes a great lacquered
armor color thanks to its vibrancy. No matter what project
I am currently working on, my Legion of Everblight remains
one of my all time favorites. I look forward to adding plenty
more to the dragon’s host in 2011!

The Player Gallery 93


The Player Gallery
Extreme Titan Blues

Forsaking the standard Skorne red for a more civilized color, Brandon Hodgins’ Extreme Titan Gladiator
wouldn’t look too out of place next to an Ironclad or Cyclone warjack. However, this is not a Cygnaran pet
beast. Brandon assures me that despite his color choice, his Extreme Titan is 100% Skorne.

Weathered Warjacks
Piotr Mikians shows off his technical prowess with some awesome weathering effects on a Juggernaut, a
Mariner, and a unit of Bile Thralls. These models look like they’ve been to hell and back—in a good way!

94 The Player Gallery


The Player Gallery

InkedUp= Challenge
The Painting Challenge of No Quarter #33 was to show of your freehand skills and tat up your model like a
prison thug. We wanted to see tattoos of all different varieties adorning every square inch of skin your models
had to spare. Here are the incredible results!

Winner:
Daniel
Corteza
Daniel Corteza’s “Tatted Trollkin”
displays his freehand skills with some
awesome detail work on the broad
back of Borka’s Keg Carrier. This Keg
Carrier has the right idea in tattooing
a target on his back. That way,
enemies armed with ranged weapons
won’t be tempted to shoot his vitally
important burden—the beer!

Check out page 53 for the next


Painting Challenge and see if you can
paint like a pro!

Runner-up
“TRIBAL TROLL” by Simon Foster
Simon Foster’s went all-out with the tattoos on his entry, adorning this
Winter Troll and its whelp with awesome, spiraling tribal designs.

The Player Gallery 95


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Looking for a past issue of No Quarter Magazine? Most issues are available through our
online store at STORE.PRIVATEERPRESS.COM 1

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Fuel the Engines of War


JUNE 2011
www.privateerpress.com
©2001–2011 Privateer Press, Inc. All Rights Reserved. Privateer Press®, WARMACHINE®, WARMACHINE: Wrath, and their logos are trademarks of Privateer Press, Inc.
All information contained herein is forward-looking and therefore subject to change.

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