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ISSUE 01
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CONTENTS
04 ESCALATION TO WAR THE FIRE & THE FORGE
22 DEMONHEAD PASS COMPANY OF IRON
34 TOWER JUDGMENT HOSTILE TERRITORY
40 THE TRENCHER CID AFTER ACTION REPORT
48 TABLE READY IN 5 STEPS PAINTING & HOBBY
52 THE HAUNTING OF BLACKWELL HALL IRON KINGDOMS RPG
74 FORCES OF CYGNAR–THE TRENCHER CORPS THEME FORCE
THE FIRE & THE FORGE
Vol. 1: The Invasion of Llael, 604 AR
ESCALATION TO WAR by Douglas Seacat
“The Fire & the Forge” is a feature examining pivotal moments in the recent history of western Immoren and its groups battling for supremacy or survival. It is intended to allow newer readers to become familiar with what has come before and to serve as an engaging reminder to veteran readers.
E
scalation to War, the rst series in “The Fire & the Forge,” will be chronicled in six parts and goes back to the era of WARMACHINE: Escalation , covering a pivotal turning poi nt starting at the end of 604 AR and going through 605 AR. These conicts launched six brutal years of turmoil and war that reshaped the region and saw the rise of powerful competing factions. Escalation to War will include the Llaelese War and the onset of the Protectorate’s Great Crusade, as well as the start of Cryx’s mainland ambitions. It all began with an invasion of a vulnerable nation caught between rival superpowers.
WAR BEGINS In the nal weeks of 604 AR, Khador launched a three-pronged assault against its eastern neighbor, the kingdom of Llael. The attack on Llael’s western border was masterminded by t he brilliant Kommandant Gurvaldt Irusk, who sent his nation’s nest warcasters to overwhelm the garrisons at Laedry, Redwall
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Fortress, and Elsinberg. If these three vital positions could be seized, Irusk knew he could rapidly advance into the interior and gain an insurmountable advantage before Llael’s allies could gather sucient forces to stand against him. Llael had been a k ingdom long coveted by Khador—with wealth accumulated from its fertile soils and from its geographical position as a centralized market for trade. The Black River running t hrough its center served as the primary artery for goods exchanged between Rhul and Cygnar, and Llael’s markets had long benetted from trade with Ord and even Ios before their seclusion. Llael’s northern mountains near Rynyr are one of the Iron Kingdoms’ most abundant sources of the minerals required to make blasting powder, a vital military asset. The Order of the Golden Crucible—headquartered in the northeastern city of Leryn—had exploited these mines to become a powerful and wealthy organization famed for its premier alchemists.
The Khadoran High Kommand, at the behe st of Queen Ayn Vanar, intended to seize all of Llael’s many assets for their exclusive use. This was to be but the rst step in a longer campaign to restore Khadoran supremacy: to return the lands and strength it had boasted as the Khardic Empire before being broken apart by the Orgoth. The Khadorans believed they were ghting to reclaim what was theirs by right. By 604 AR, Llael suered from a troubled government. The rift between the poor and the wealthy had become vast, with scheming nobles living lives of excess while many of their citizens starved. The last king had died under mysterious circumstances nine years earlier and had not been replaced. While he sired a large number of sons and daughters—both legitimate and illegitimate—his heirs perished amid a series of assassinations and “mishaps.” Into this power vacuum rose Deyar Glabryn, Archduke of Southryne, who seized power as prime minister. Glabryn became preoccupied with internal politics, seemi ngly oblivious to the vul nerable state of his nation. The Llaelese Army suered years of neglect, their numbers diminishi ng as the treasur y reduced spending on salaries and armament. The men and women in uniform along Llael’s western border proved to be patriotic and determined soldiers, wil ling to
give their l ives to protect their homeland, even without the support of their nobles and the prime mi nister who led them. Llael increasingly looked to mercenaries to supplement its army while mak ing demands of Cygnar, its longstanding ally, for support. Llael’s major garri sons—particularly at Redwall Fortress—relied on the presence of a large number of Cygnaran soldiers to protect their border. On these walls, strong friendships were forged between the soldiers of both nations. Some of the Cygnarans stationed in Llael had brought their fami lies into the k ingdom and had come to view it as a second home. These defenders did not anticipate a Khadoran assault as the end of 604 AR neared. Conventional wis dom suggested that launching a military campaign at the onset of winter was the height of folly. Winter is a time when supply lines are dicult to sustain, and the weather favors the defender. Hundreds of years of tradition insisted the campaigning season should be after the thaw in the spring. Yet if there was any militar y force conditioned to endure the hardship of launching a war in winter, it was the Khadoran Army. When the rst mortars and ries red against Llaelese garrisons on Ashtoven 15th, the attack took everyone by surprise. The battles that followed would be shaped by and would inspire ongoing advances in military technology, forcing an evolution of tactics and
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strategies. This period also saw an alarming rise in the intensity of supernatural forces, including both profane and holier inuences. The Cygnaran Reconnaissance Service, arguably the most skilled and well-funded intelligence network in western Immoren, was caught o guard by the invasion of Llael. There were reasons for this failure. Scout General Bolden Rebald’s agents had, in fact, been following a number of interesting leads related to the movement of military forces inside Khador. When the conspiracy-minded Rebald and his senior ocers evaluated these facts, however, they came to the wrong conclusions. Signs pointed to the possibility that Great Prince Vladimir Tzepesci, an esteemed Umbrean warcaster, was gathering an army of his loyal retainers. He also appeared to be accumulating, in secret, an unprecedented number of old and unstable heavy warjacks, ones removed from the High Kommand’s active duty roster. These and other movements of armed forces inside Khador were evocative and noticed, but they were interpreted incorrectly. The conclusion seemed obvious to Rebald—Great Prince Tzepesci, whose line had once sat on the Khadoran throne and had long been a thorn in Queen Vanar’s side—was making a move to depose the queen. The notion of internal civil war between the Vanar dynasty and Tzepesci’s allies delighted the head of the CRS, and he concluded Cygnar need not worry about a threat from the north for some time to come. As the new year neared, CRS agents toasted the imminent turmoil in Khador’s capital…even as mortar shells began to fall on the defenders at Laedry.
THE TACTICIAN, THE SPY, AND THE BLACK PRINCE Just outside Laedry, northwestern Llael
F&F INTEL: UMBREANS Umbrey was an ancient kingdom once joined to the Khardic Empire. Its descendants, Umbreans, were divided between the newer nations of Khador and Llael. There remain familial ties and a shared culture between them, though some are proud Khadorans and others are patriotic Llaelese.
Kommandant Gurvaldt Irusk walked carefully through the dark tunnel, his gauntleted hand tracing along the stones of its wall. Night had fallen, and the overcast sky had shrouded the area in darkness, even beyond the old bridge beneath which the warcaster had found the passage to t he tomb where he would meet with his most cunning protégé. His adjutants had not wanted him to go alone, so far from his army, but he ignored their pleas and left them with his horse at the road. They had already taken too many risks of discovery. The outer graveyards of Laedry were uninviting and ominous, but patrols did sometimes roam the paths. The city itself was very near, its outer wall topped by occasional ickering torchlights. He stopped for a moment and listened; he felt condent no one had followed him. He wore his warcaster armor but had set its turbine to its lowest
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setting, giving forth the smallest wisps of smoke. The armor felt heavy on his frame without its eld empowered to lift its weight, but its joints had been oiled, and it t him like a second skin. He found the weight comforting. He rapped on the tomb door lightly twice, harder twice, and then once after a pause. It creaked open, revealing a dim orange light within, and a hand beckoned him in. “Kommandant, well met. Care for a c igar?” The man spoke in perfect Llaelese inected by a distinct eastern Umbrean accent. Irusk froze for a moment, as the voice was not familiar. The thought crossed his mind he might have been somehow betrayed or tricked into ambush. But then his eyes adjusted, and he saw a familiar smile. He walked into the small damp chamber and waved away the oered cigar. Standing before him was a well-built younger man in the armor of a Llaelese ocer. His short-cropped black hair and goatee, together with his larger frame, immediately suggested he was Umbrean. This was not uncommon among the western border forces; Llaelese Umbreans dominated their ocer corps, particularly in Laedry. Despite that, they were underpaid compared to their Rynnish counterparts. The insignia on his shoulder marked him as a Llaelese colonel. “We are in position,” he said, now i n Khadoran. Impressively, even his return to his native tongue maintained the Umbrean and Llaelese accent. He raised a match to light his own cigar, the ame revealing a self-satised expression and eyes Irusk knew well. “I await your go-ahead.” “You startled me,” Irusk said with a low chuckle. “A convincing accent. And disguise. You have a remarkable talent, Oleg Strak hov.” “Please, let’s not use that name here,” the ot her man said. “I’d prefer to stay i n character.” “Of course, Colonel ,” Irusk said. “Our forces are very nearly ready. Two or th ree days, and we begin. I need you to accomplish your mission just before we move. Can you get to Archduke Vladir ov by then? This will go much more smoothly if he were to disappear. Preferably by tomorrow, or the day after at the latest.” The Khadoran warcaster pretending to be a Llaelese colonel gave Irusk a steady look and then nodded, drawing on his cigar. “No problem. I will also remove a substantial number of his command sta. Chances are I will lose two-thirds or more of those I brought with me during my extraction. Unavoidable, given the timeframe. They are skilled, well trained. A costly loss.”
Invasion of Llael Battles Beginning Ashtoven 15th, 604 AR
BATTLE OF LAEDRY ATTACKERS: 3rd Division, 2nd Khadoran Army, led by Kommandant Irusk House Tzepesci Forces, led by Great Prince Tzepesci DEFENDERS: Laedry Garrison, Llaelese Army Thunderhelm Irregulars
BATTLE OF REDWALL FORTRESS ATTACKERS: 4th Division, 2nd Khadoran Army, led by Kommander Zoktavir DEFENDERS: Redwall Garrison, Llaelese Army Llaelese Brigade, 2nd Division, 1st Cygnaran Army
BATTLE OF ELSINBERG ATTACKERS: 2nd Division, 1st Army, led by Kommander Kratikoff DEFENDERS: Elsinberg Garrison, Llaelese Army Llaelese Regiment, 2nd Division, 1st Cygnaran Army
Khadoran Army Advance
Cygnaran Army Advance
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“As you say, unavoidable,” Irusk said without inch ing. “Should this operation succeed, each of their deaths will potentially save the lives of hundreds of their countrymen.” The other warcaster nodded, and his expression suggested he understood the stakes. In a lighter tone, he said, “If you will allow me to speak freely, Kommandant…” Irusk waved a hand. “Please do. We are alone.” “I have been thinking about it, and I am surprised you wish to eliminate Vladirov like this. He is a great general. A famous tactician. Not as esteemed as you, of course, but his books are also studied. I had thought you might wish to defeat his army conventionally in order to prove your superior ity. It would be a blow to the Llaelese morale.” Irusk shook his head. “It would do nothing but feed my pride. No. Vladirov is a man I respect too much to play games with. In this campaign, we must plan for the long haul. Every soldier we lose here is one who will not join us at Rynyr, at Riversmet, at the siege of Merywyn. If I can secure a swift victory by being underhanded, by cheating, then so be it. Vladirov is the only general in Llael worthy of the rank. Therefore, we remove him.” The younger warcaster chuckled morosely, gesturing with his cigar. “So, you respect him too much to give him a good death? Great Prince Tzepesci would not approve.”
“Tzepesci is not here to complain. Vladirov has earned a good death, but he will not get one at my hands.” “Very well. It shall be as you command.” Irusk shifted slightly. Strakhov would perform his task without any explanation, but then again, Irusk had spent considerable time molding him into the weapon he had become. He wanted Strakhov’s understanding. Irusk said, “The Umbreans are proud, even the eastern ones. If the archduke lived and escaped, they would rally to him. They would plague us, even after we took Laedry from them. His vanishing will hurt his army far more. No one will know how or why. It will sow seeds of paranoia and panic. When I give them a target to attack, one that seems easy, they will not hesitate as Vladirov would. They will expose themselves. I do not expect a bloodless victory here. But I will do everything i n my power to defeat them before they re a single shot.” “A solid plan. I will do my part.” Strakhov said this with a more genuine smile. “I intend to be away before the explosions begin. By that point I’ll have accomplished my task—or died trying. Here, share this with me.” He oered a bottle of Llaelese vyatka, an expensive one. Irusk hesitated but then took it and t ipped it back for a long swallow. “To fortune, and courage,” he said. “You have always had more than your fair share of both.” Strakhov did not sip his portion like a Llaelese noble and ocer but rather threw it back with the gusto one would expect of a brave son of the Motherland. They shared another look, and each nodded. They left the tomb and went their separate ways, passing through the wrought-iron fences of graveyards that would soon be more crowded with fre sh dead. —●— Flurries of snow fell from the sky, though winter’s full strength had yet to be felt. It might have been a particularly cold autumn day. There were no further incidents before Irusk returned to the main column, there to take his place among its van. The long military column stretched out behind him, making its slow but steady way through the foothills of what had once been Umbrey but was now the outskirts of northern Llael. It was an impressive force, their red, gold, and black armor leaving no illusions as to their identity, though the weather and cold had so far conspired to allow them to close on the city without attracting attention. This had also involved the hard work of Widowmaker snipers and manhunters working on the periphery of the army’s advance, spotting any potential patrols and working to either evade them or silence them.
The Rampant Stallion and Crossed Spears of Umbrey
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Despite the strength of the army accompanying him, including among them the peerless Iron Fangs, a sizable number of newly built arti llery pieces, and an impres sive arsenal of battle-ready warjacks, Irusk was being cautious. Timing was everything, and for this rst assault he intended that everything should fall in his favor—not just for this battle but for the other prongs of the invasion advancing on the border farther to the south.
A massive force of heavy armor and wall-breaking warjacks accompanied Kommander Zoktavir, better known as the Butcher of Khardov. This was t he axe and hammer that would shatter the st rongest fortication of Llael’s western border, Redwall Fortress. Irusk expected that fortress to be annihilated utterly, and he had dispatched the proper weapon to see it done. Laedry and Elsinberg were dierent—large and occupied cities, each with useful assets and with citizens who might be conquered and joined in time to Khador. Irusk had chosen to deal with Laedry personally, since the northern attacks were the most crucial to his long-term plans. Elsinberg, he left to the very capable Kommanders Kratiko and Harkevich with orders to take that town as intact as its defenders allowed them. When Laedry was seized, they would plunge onward to seize Rynyr and then, most important, Riversmet. Gaining control over the Black River would put them in a position of strategic supremacy for all subsequent conquests within Llael. They could prevent any smuggled supplies or goods from Rhul. They could advance across the river to move on Leryn, when they were ready to do so, and to pressure Merywyn itself, the capital of Llael, located downriver from Riversmet. So long as they could quickly seize Riversmet, the other prongs of Irusk’s attack might falter or be delayed and he should still come out ahead. The army marched on toward their assigned positions while he double-checked the maps in his command tent before directing his adjutants to pack them up and prepare to reposition. The bulk of the army would not yet close on Laedry; instead, they would stay back enough that their full strength would not be revealed, even when the city’s lookouts realized an enemy approached. His intelligence suggested the large mercenary force joined to the Llaelese Army defenders would be wary unless convinced of their numerical superiority. They were positioned at an encampment east of the city amid the hills. He needed to draw them forth. He double-checked the detailed city maps and written orders intended for his artillery crews. These were soon sent by runners. Irusk stepped out into the cold air for a walk, surveying the lay of the land, his mind lled with t he markers representing his soldiers and their positions. For a moment he was left alone, and he savored it, as he always did when battle neared. A solitary gure in dark armor broke from the tree line just south of his position and approached. Irusk frowned but felt no alarm. His power was at his ngertips and his warcaster armor was on him, its arcane turbine fueled and red. His warjacks were not far. Several of his senior ocers were also nearby, and he knew at least two squads of Widowmakers watched his position. They would not allow an assassin to get so close. The tingling sensation at the back of his head told him it was a warcaster who neared just moments before he recognized the distinctive and archaic armor worn by the other man. There were no smokestacks on his back; at his side were the sheathed blades passed down through his family l ine for generations. “Great Prince Tzepesci,” Irusk said. “This is a surprise.” He oered the man a slight bow, as was proper for someone of his station when speaking to one of the highest-ranking nobles
in Khador. But just enough. Irusk’s military rank put him at a higher echelon when it came to decisions of war, not that he’d expect the great prince to obey him. “Kommandant Irusk,” Vladimir Tzepesci said with a small smile, inclining his head a bit less than he should have. Irusk expected no less. Interactions with the great princes involved many layers of tricky protocol, and none more so than the controversial Umbrean standing before him. Many in the High Kommand and in the capital believed Tzepesci to be more than a loose cannon. They thought him a legitimate threat to the throne, a rival of the queen. Irusk did not consider it his place to dwell on such matters, though the great prince’s sudden presence here was unnerving. He had no doubt the man had his own forces with him nearby, yet Irusk’s own scouts had clearly seen no sign of them. “I believe the queen had requested you protect the border we share with Cygnar,” Irusk said. “She is a dangerous woman to defy, even for a prince.” “I do not defy her.” Vladimir’s eyes ared. “But she allows me some liberty interpreting my orders, so long as the interests of the Motherland are served. I will be where she wishes me to be, once we are nished.” “And what brings you here? Do you oer me some special wisdom pertinent to my campaign? Or did you intend to wish me good fortune? If so, it is appreciated.” Irusk inclined his head again, his smile only slightly sardonic. “Laedry belongs to the Umbreans. In time, I will unite them. Meanwhile, I will assist you in seizing this city, so long as it does not become rubble. Old Korska once stood not far f rom here. It was the eastern capital of the Khardic Empire. And it was razed and forgotten. Khador turned a deaf ear to the Umbreans, leaving them destitute. The Ryn did what the Khards would not—they rebuilt this city as Laedry, as a promise that in Llael they would always have a home. It is for thi s reason that half my people abandoned the Motherland. Destroying this place will only seal their resolve against us.” Irusk considered those words, trying to restrain the annoyance he felt at the prince’s assumptions and his scholarly tone as he lectured. “I do not intend a protracted siege. Nor is it my goal to raze Laedry. It will suer some inevitable collateral damage, but pains will be taken to seize it as quickly and as intact as possible. Its industry will serve the Motherland.” Vladimir stared at him intensely, perhaps trying to gauge his sincerity. Finally, he said, “That is good. With my help—a nd my warjacks—this outcome can be assured. Without my aid, you will be bogged down ghting in the streets. Inevitably, you will feel the need to resort to superior repower. I oer my help to avoid this. And once we are nished here, you and your troops can advance on Rynyr while I go to seize Riversmet. Our goals are aligned. If done quickly enough, I can hasten to Ravensgard to answer the queen’s orders, as promised.” There was a sound of rumbling engines and the crashing and snapping of trees and underbrush being torn apart. Behind the great prince, a number of hulking shadows emerged from the No Quarter PRIME
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trees, striding forward with postures of eagerness. Warjacks, more than a dozen of them, most with axes in each hand. A few had shields and swords; others had p ointed wedges in place of hands. Where the paint had not been scraped o, their armor was red, but each chassis bore the scars of battle in long gouges and hastily repaired rents and armored plates that did not quite match. One of the double axe-wielding machines directly behind the great prince glowered at Irusk with malevolent ferocity, its glowing eyes a balef ul red. It howled and shook an axe, and the kommandant saw chains dangled from it, including several with skulls attached, strung like trophies. Irusk was taken aback. They were mostly Berserkers but also a few Mad Dogs and Ragers, all old and largely outmoded warjack designs from previous centuries. None of them were widely used by the military. He held his ground and his tone was steady. “Such machines are highly unstable and dangerous. They might cause as much damage to you as to your enemy, if pushed.” “I know how to handle them.” Vladimir folded his arms and smiled as the deranged Berserker with the skulls came up beside him and stopped at his smallest gestu re, like a dog made to heel. “The mercenaries in Laedry fear them with just cause. They will have greater impact than the newer machines already at your disposal.” “How many did you bring?” Irusk asked, feeling growing disbelief as he realized there were yet more of them behind the others, obscured by the weather and the trees. “All of them,” the Umbrean warcaster said. “At least, al l those remaining that I could seize. I have spent long months acquiring them. They had been neglected—but no more.” “No one can control so many!” Irusk s aid, shocked. Yet, almost against his will, he was also impressed. No wonder the prince had been able to muster such an army in secret. These older chassis had been steadily abandoned, many of them given up for scrap. A few old military commanders saw them as an interesting curiosity, but their usage had fallen outside the normal supply lines, leaving them untracked and unchecked. If Vladimir actually had several dozen of them here, they might indeed make quite a dierence against the tenacious Thunderhelm Irregular mercenaries, a company noted for having an impressive stockpile of its own old but still battleready warjacks. “They listen to me,” Great Prince Tzepesci said, “and ght quite well without needing to be guided. They can be deployed in waves. Each serves the Motherland and is as willing to be sacriced for victory as the Motherland’s most courageous sons and daughters. They are patriotic, i n their own simple way.” Behind him, the machines shifted and stepped forward, several clapping their axes together as if they understood the Umbrean’s words. From the trees came men as well, mostly in black armor that was touched here and there with a hint of red. Umbreans, their ocers wearing the sigils of the Tzepesci family and of others loyal to him. Iron Fangs, both infantry and cavalry, plus squads of riemen. It was an impressive force, one that grew as Irusk watched. It was sobering to consider how easily the great prince 10
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had brought them here unseen. That he had all the Berserkers on display suggested his own supply lines, perhaps even the help of eastern Umbreans. Could he have moved such a force as easily into the heart of Khador? Was his army large enough to threaten the garrison at Korsk, depleted as it was while the armies marched into Llael? It seemed likely, Irusk thought. Yet this dark prince, whom the nobles feared, had not threatened the queen but had come to help Irusk instead. He had no illusions that Tzepesci would follow his orders, given how cavalier he was with the queen’s. He was a formidable warcaster, a master of unique sorceries. His presence here might just make all the dierence. Irusk stepped forward and oered a hand to the other warcaster. “Let us do this together.” Vladimir smiled and took his hand in a rm clasp. “Yes, let us show our enemies a new type of war—one the Iron Kingdoms has not seen before!”
AFTERMATH: LAEDRY The swift seizure of Ll ael’s northwestern city was an accomplishment of supreme strategic and tactical ingenuity. Irusk initiated a long-ranged bombardment of the outer walls by mortar and cannon, firing from an elevated position among the hills northwest of the city. His artillery was expertly coordinated to eliminate defensive batteries that would otherwise have been able to retaliate. Additional shells exploded in the streets of Laedry, creating panic and chaos. Industrial centers were avoided to focus on military barracks and government buildings that might have been useful to the defenders. A number of residences were also demolished, and hundreds of civilians were killed. Given the size of Laedry, these deaths were considered quite low in number. The Khadoran artillery battery was protected by a carefully chosen battalion of Winter Guard and Man-O-War soldiers. Their numbers were commensurate to represent a real threat to Laedry’s army garrison but inadequate to overwhelm the sizable mercenary force joined to the city’s defenders. It is unlikely the famous Lord General and Archduke Alreg Vladirov would have fallen for this gambit, but he and most of his senior staff had disappeared two days before the Khadoran attack, leaving their subordinates in disarray. They relied upon the expertise of Commander Jakob Scull of the Thunderhelm Irregulars, who was confident his force could drive off the Khadorans and eliminate the artillery battery in a show of overwhelming force. These efforts appeared to be successful initially. The 28th Assault Battalion of Khador’s 2nd Army withdrew before the disciplined and well-ordered Thunderhelm forces and their warjacks, forced to abandon most of their artillery pieces. However, the true strength of the attacking army was soon revealed when the mercenaries were encircled and subjected to an even more concentrated barrage of cannon and mortar fire. As their lines tattered and collapsed, they were set upon by the rest of Irusk’s 4th Assault Legion, which crushed them utterly. The remnants fled to Laedry and were soon set upon by Vladimir Tzepesci’s forces. A full Llaelese Army battalion and three Cygnaran companies put up a brave fight but were disordered. Lacking central leadership and thrown into disarray as the i nvaders came from multiple directions, the defenders were unable to establish a coherent defense. They briefly rallied at the government offices at the center of the city, but Tzepesci’s Berserkers annihilated the warjacks kept in reserve while Widowmaker snipers atop the rooftops prioritized anyone ranked sergeant or higher. Soon thereafter, what remained of the city’s leadership surrendered. Laedry’s walls and the archduke’s compound took down banners and flags showing the crown and stars of Llael to be replaced with the Khadoran Anvil.
THE BUTCHER’S BILL Redwall Fortress, western Llael Sergeant Jylle Ryvesh of the 13th Heavy Pistoleers stood in position alongside his brothers and sisters in arms, in a ready stance with his gleaming pistol in his right hand and resting steady atop his left arm. They were inside the Redwall Fortress courtyard, back from the main wall and prepared for what seemed an inevitable breach. His ears were already ringing from the continuous sound of rie and cannon re from atop the battlements. Bodies fallen from above were scattered across the open ground ahead of him. Those atop the wall were still ring valiantly at the approaching foe, but they had clearly already failed in keeping the enemy from closing. The gatehouse was still intact, but both its towers were shorn o, exploded in earlier re from Khadoran Destroyers. Smoke rose from the stout northern tower, though several of its cannons were still ring periodically. The number of infantry atop the battlements was less than it was, having endured constant withering re from those without. Few of the crenellations were intact, and the courtyard was littered with stone, blood, shattered ries, and other debris. They had thwarted the foe’s rst drive at the main gates, leaving the wreckage of warjacks piled up beyond, but this had come at a cost, including the fortress’ senior warcaster—Marshal Hayser d’Kiellion, who had bravely sallied forth alongside his battlegroup to confront the enemy vanguard. Though his eorts had taken a toll, the heavy armor of the Khadoran assault had been too much for him. Jylle’s position among the fortress’ inner defender s had not given him a direc t view of that clash, though rumor had soon spread. The marshal had negated and stalled the f ront line of heavy Khadoran warjacks and Man-O-War, but that was when a line of Shocktroopers had parted to let an a xe-wielding maniac thr ough. With a single heavy blow, the Khadoran giant had ended him. They said the strike had ru ined the man, almost cutting him in twain. The defenders had worked hard to barricade and block the gate, using their own wr eckage to hinder any approach, but the enemy was undeterred. Rather than continue against that blood-soaked and entrenched area, t hey went to the thick adjacent wall instead. Man-O-War Shocktroopers wit h shields as tall as a man anked speciali zed heavy warjacks with piston-rams for hands. These were followed by members of the Demolition Corps, each wielding a huge mechani kal maul, perfectly engi neered to shatter metal or stone. They had set against the great outer wall with the enthusiasm of mi ners following a gold vein. Jylle watched the wall shudder and shake, occasionally booming like some giant’s heartbeat. Two soldiers who had yet to abandon the top lost their balance and fell, screaming, to land with sickening thuds in the courtyard. One stared with unblinking eyes in Jylle’s direction as if beseeching him to run. Jylle gritted his teeth, sweat beading against his forehead, but stood rm. He was an elite heavy pistoleer, not some weakkneed town militia. His friends were to his right and his left, and he gave those nearest a reassuring look, nodding slightly.
His lieutenant was not far away, though the lieutenant’s own expression was less determined. He seemed to be very pale and was watching the shuddering wall with his mouth slightly open as if hypnotized. Redwall Fortress was as stout as they came—its walls of heavy stone reinforced with steel. The surface facing had been alchemically treated and soaked to add to its resilience, letti ng it shrug o explosive blasts. Yet all such measures had limits. Clearly, Jylle’s lieutenant felt t hose limits had been reached. In front of the line of pi stoleers were several rows of pikemen with their long weapons lowered and ready, veteran soldiers adorned in plated armor and steel helmets, rened in their purple tabards with gold trim. Pikes were admittedly a slightly outmoded weapon in the modern era but were still useful, especially i n close quarters. Were the wall to be breached, they could surge against anyone foolish enough to charge through the gap. Even a warjack could be crippled if enough sharp implements could hit vulnerable pipes or wedge steel points into exposed joints. Intermixed among the forward ranks were several platoons of Cygnaran trenchers, though many of those allies had already perished beyond the walls. Behi nd Jylle’s position and up along s everal elevated platforms were both Llaelese riemen and Cygnaran long gunners, all i n position and ready to deliver a torrent of bullets. Everything was still where Jylle stood, as though each of them waiting could barely remember to draw a breath, frozen with ngers on triggers and hands gripped upon weapons. Yet around them was chaos and shouting, the hustling of dozens of soldiers trying to heed the commands of their superiors. There was a great deal of movement up on the walls to either side of their position, as the defenders sought to nd some method to thwart the breach. They knew heavy armor could be penetrated in time. The men within Man- O-War rigs were mortal, made of esh, blood, and bone. They could be ratt led to death or wounded badly enough to withdraw. The Khadorans could not have a large enough army to continue the pace of this onslaught. The defenders only had to hold unti l word could reach Merywyn, and reinforcements were sent. It was already too late. With another booming thud the stones of the wall gave way at last and tumbled down. The smashing of metal against stone escalated, and giant hunks of rock came
The recently invented Khadoran mortar played a key role in Kommandant Irusk's invasion plans.
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ying back from the wall, instantly crushing to death a number of soldiers near the fore. Their sergeants shouted and the lines reformed, even as the dust began to clear amid the clangor. A wide V-shaped wedge was torn through the thick wall. And into that gap came a roaring sound, as of engines and wild beasts blended in some maddened combination. The Marauders came rst, ponderous Khadoran heavy warjack s with their wedge-shaped sts; they had likely done the majority of the work battering through the wall. Their armored plates were already pocked and riddled with the impact of countless bullets from the defenders above, and as soon as they stepped from the clearing dust, a new barrage from inside the courtyard impacted them. Jylle’s hearing was drowned out by the explosive reports. He could feel the thud as one after another fell, but they had withstood enough damage to allow the ManO-War Demolition Corps to close. They too were met with a barrage of re, enough to pierce through even their heavy armor to kill several, but the others reached the line of pikemen, and the melee was on. Jylle red over the heads of the men before him with his pistol, choosing his shots with careful expertise, aiming for the small slits in the Man-O-War helmets. In great smashing swings, the frost-rimed hammers obliterated anyone they hit, sometimes battering through two pikemen at once or sending a man at the fore crashing back through those behind him. There was a cadence to the re but with a slight lull as more of them reloaded, and it was into this slight pause that the Khadoran giant revealed himself. He followed behind two newer massive warjacks, hunched and growling, their postures akin to the bears after which they had been named. Their shovel-like armored sts battered the nearest defenders to bloody scraps of meat, similarly breaki ng through the pike hafts as if they were twigs. Kodiaks, sophisticated but brutal machines. They just cleared t he way for he who followed. The giant warcaster’s eyes were shining with their own light— lled with tangible arcane power as he let loose a roar that did not sound human. He seemed eight feet tall and as t hick and wide as an ogrun, his bald head gleaming with a strange sheen. The armor he wore seemed hardly less encumbering than what the Man-O-War troopers endured, but he moved with a swiftness that belied his size. Gripped in his oversized gauntleted hands was an axe that a warjack might have swung, a brutal and inelegant weapon with an edge that gleamed silver. He was a warcaster—but more. This was the Butcher of Khardov, a living monster. Khadoran brutality given esh. Behind him rushed a number of doom reavers, their horric fellblades in hand, chained to their wrists. An inhuman and throat-rending howling rose up from them that drowned out all other sounds. Jylle had fought in several battles and no less than four duels. He had faced certain death more than once. He liked to think he had nerves of steel, but now they failed him. He raised his pistol and felt startled to see his hand shaking badly. A dizziness had come over him, and he felt almost apart from his body, as if he were a puppet on strings. His bullet red, and despite his shaking, it should have hit tr ue, but the Butcher’s power eld ickered into brightness. The bul let was deected away. 12
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Then the giant and the doom reavers behind him were amid the men, like incarnations of slaughter. The warcaster’s great axe swung in terrible killing arcs. It did not slow for steel or bone but tore through both, leaving a wash of bloody gore behind it. His power eld became a glowing and shimmering dome around his person as incoming re failed to penetrate. Jylle saw a few holes open in the Butcher’s armor where individual bullets had landed. Blood oozed from a shoulder wound and another on his side, yet the maddened giant did not slow. He did not register a single injury. His mouth hung open, his scowl deep as if inscribed in his brow by a sculptor’s hand. Carnage lay about him, and there was a great deal of screaming and shouting, though it felt mued to Jylle’s already deadened hearing. Jylle holstered his pistol and drew his sword. There was nothing but empty air and piles of the dead between him and the Butcher. His brothers were at his side, and they too were screaming, trying to muster their courage to charge this monster. He did not need to look at them to k now their eyes were lled with fear. “Charge! Take him!” he yelled, forcing his terror into courage. He ran forward, his sword raised above him in both hands. They had chosen their moment well, or so t hey thought. The Butcher had just nished a sideways sweep and was extended, recovering from the eort. It seemed li ke a moment when he had left himself open. But then his head turned to face the charging pistoleers. His sm ile was horrible to behold. His teeth and lips were covered with blood. His eyes ared a nd runes formed around his body. The ground across which they r ushed lurched and was torn asunder. All was t hunder and explosion and pain before Jylle felt the wetness of the blood-drenched and muddy ground against his face. Darkness took hi m.
AFTERMATH: REDWALL FORTRESS There were very few firsthand accounts to provide details as to what transpired at the Battle of Redwall Fortress. This fight soon became known as the Massacre at Redwall, for the losses endured here by the defenders were tremendous. Kommander Orsus Zoktavir, known as the Butcher, led the attacking force and appeared to have been bent on obl iterating it utterly, along with those who defended its walls. Subsequent Khadoran military records confirmed the rumor that orders were to give no quarter here. When the terrified and surrounded soldiers inside the inner keep tried to surrender, Zoktavir set his warjacks and the Demolition Corps to demolishing the support walls, collapsing the keep upon itself. The only survivors were some few who fled earlier in the battle and had evaded any pursuit. They spoke of Zoktavir as an infernal fiend, an i mmortal terror. The most lucid of these survivors was later institutionalized for a variety of mental affli ctions. These tactics stood in stark contrast to the almost simultaneous attacks on both Laedry and Elsinberg, where surrender was accepted with aplomb, and prisoners were treated humanely. It seems quite clear that Kommandant Gurvaldt Irusk sought to demonstrate to the rest of the Llaelese the two possible fates awaiting them. They might hope to be treated fairly by their conquerors, by the civilized officers of the Motherland. But they might instead be confronted by the Butcher of Khardov, in which case only Morrow and Menoth could comfort their shorn souls.
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SMALL MERCIES West of Elsinberg, western Llael
F&F INTEL: MARCH OF THE DEAD Elsinberg is most famous for a recurring haunting that happens every year in autumn, when hundreds of spectral soldiers parade through the town as if marching to war. This unusual manifestation draws crowds of visitors seeking a glimpse of these doomed ghosts.
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Briey encamped in the unsettled region called the Willow Barrens west of Elsinberg, the three Khadoran kommanders gathered in the primary command tent. Though younger than the two men with her, it was Kommander Sorscha K ratiko who had command of the mission. The raven-haired warcaster showed no hesitation in directing the others, though she did give Kommanders Izak Harkevich and Negomir Tarovic due respect, given their lengthy service records and accomplishments. She said, “Gentlemen, do not be fooled by the apparent simplicity of our task. There are several ways this could go wrong.” Tarovic grunted. He was oldest of the three, a veteran campaigner who had long served the Motherland and had slowly risen to his position. His beard was grey and his body a bit soft, though still t for service. The man was not a warcaster, but his long experience leading the Winter Guard under his command recommended him. Sorscha had worked with Tarovic on several occasions and found him ecient and rel iable, if moody. With a sour expression, he eyed the maps spread before them.
“There will be no glory for us here,” he said. “Two warcasters is two too many. I could have handled this by myself.” “We could take our warjack s elsewhere, if you’d prefer,” said Harkevich mildly, his chest rising as he chuckled to himself. With his thick beard and ample girth, he took up more of the tent than the other two combined. Despite his friendly demeanor, he was also a proven warcaster noted for his numerous victories and unusual ease of control over large numbers of warjacks. “No,” said Tarovic with a shr ug, “I suppose si nce you are here, we might as well avail ourselves of your machines.” “Too bad we didn’t come months ago,” Harkevich said wistfully. “We missed the March of the Dead.” When Sorscha had rst been g iven command over Harkevich, she had thought there might be tension between them. I ndeed, she had asked Kommandant Irusk if it were even proper. Certainly by right of seniority, Harkevich should have been t he one in charge. Irusk i nsisted he wanted her to direct the attack. And then, to her surpri se, the older warcaster had taken it well. He seemed comfortable being one piece i n a larger mechanism. He had
established a quick rapport with Tarovic—the two had been sharing stories duri ng the march over cigars and uiske. “Militarily, Elsinberg stands no chance,” Sorscha said, giving a detailed assessment of the city’s garrisons on the map and the positions of various defenders, according to their most recent intelligence. “The reason we are all here is to make sure that they learn this swiftly and that they comprehend the folly of needless death. Kommandant Irusk made it quite clear he wants the city intact. That is its own complication, as it will severely limit our modes of engagement. Yet we will need to move swif tly into the interior afterward. We have not been given much time for this operation.” She assessed them both. “There is no margin of error.” Harkevich sighed. Sorscha looked at him sharply, expecting to see a look of disappointment. She knew a number of senior ocers who would have reacted this way. She blinked as she realized he was actually relieved. He saw her look, smiled, and said, “I have never enjoyed being the bully. I am glad not to partake i n slaughter.” She frowned at him. “Be prepared to be as intimidating as possible. They must be convinced resistance will be met with terrible consequences. This is no time for making friends.” He scratched one of his bushy eyebrows as he answered. “With all respect, Kommander, they will nd our ’jacks intimidating enough. Better if the civilians see our restraining hand and know there is a chance we might oer mercy, if they ask nicely.” Tarovic had been staring at the map. He pointed to a pair of large buildi ngs at the heart of town and looked up earnestly at Sorscha. “The Monastery of Ascendant Angellia and the adjoining library should not be touched. Not a whit. It is vital it remain unharmed.” The older kommander had clearly braced himsel f for argument, but Sorscha relented with a small but disarmi ng smile. “I have no intent of performing sacrilege. I am sure in time the Greylords will want to investigate the library. But by the time we reach it, most of the city’s defenders should have surrendered to us.” Harkevich said, “Temples and churches sometimes fall in war. There are no guarantees. Bombards are not entirely accurate, despite best intentions. Besides, what if some of our enemies take shelter there?”
Statue of "the Fighting Spirit of Umbrey" in Elsinberg's central town square
“This place holds the remains of the ascendant herself. She built the library with her own hands. It is very holy.” Tarovic was claspi ng his Morrowan symbol that dangled on a chain around his neck. Sorscha did not think he realized it. She knew him to be a pious ocer, more than was typical, even among those who attended services. Sorscha held up a hand between them. “Should any soldiers take shelter there, we will deal with that problem as we must. Otherwise, we will give those grounds a wide berth.” Harkevich nally nodded. “Well, I have no wish to wake up any ascendants. Besides, harming such a place would cement the resolve of any in the city who are pious to ght us to the death.” “Assuming the Llaelese are even capable of that much resolve. I have my doubts,” said Tarovic. “They are a cowardly people. Still, I’m glad we are in agreement. The library has stood for over a thousand years. I would not have its destruction on my conscience.”
F&F INTEL: ASCENDANTS In the Morrowan religion, both Morrow and his twin sister Thamar are served by a few saint-like ascended souls, each a hero of the faith who transcended into a powerful spiritual being prayed to and revered as an intermediary for their god. Those serving Thamar are called scions.
“Then let us be about this business,” Sorscha said. “We will attack at dawn and neutralize the hard targets as swiftly as possible. Harkevich from the north, I will enter from the west. Tarovic, you will proceed with your men to seize the central garrison after Harkevich has the gate. We have signal ares should anything transpire that requires our attention. Do not embarrass me in my rst major command, gentlemen.” She gave them a look, and saw their eyes crinkle with amusement at the acknowledgement of her youth. They returned respectful nods. —●— “I am surprised to see you so patiently enduring being shot at, Kommander Harkevich,” Sorscha said as she approached the outer wall of the headquarters of the Elsinberg Royal Fusiliers. The other warcaster was standing back from the main gate, his warjacks at the ready, one of them standing between him and the broken windows from which the occasional rie shot came. Several bullets bounced o the nearby wall and another o Black Ivan, his rumbling warjack. Near his foot, the are that had drawn her attention petered out, giving its last wisps of reddish-pink smoke. “These ones appear determined to die in battle, Kommander Kratiko.” Harkevich looked sad as he took another pu f rom his cigar. “We knew they’d be trouble. I have to admit, I admire them. They’re soft and pampered Llaelese, but they have grit. Not a single warjack, ring old-fashioned ries, and they still won’t surrender.” No Quarter PRIME
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In just two short days, they had swiftly neutralized the majority of the soldiers of Elsinberg. But in several places within the city, the defenders had fought with surprising tenacity, ignoring the orders of their already surrendered leaders. Sorscha found herself admiring the rank and le soldiers more than their so-called superiors. Especially Archduke Cherydwyn of Wessina. One of Tarovic’s rst targets had been his estate, where they had expected his household to put up at least a token defense. Instead, as soon as Khadoran boots stepped on his lawn, he had scrambled to surrender. It was soon clear his sway over the local military was limited, regardless of his title or standing in the capital. Pockets of resistance continued to ght despite the odds against them.
“A baroness,” Sorscha said thoughtfully. She turned back in the direction of the fusilier compound. “Yes, I suppose we should try to keep her al ive, if possible. Thank you, Tarovic.” Without waiting for a reply, she gathered her magic again, this time to accelerate her movements. She kept Frostfang behind her and drew her hand cannon in her right hand. An icy wind surrounded and blew through her, carrying her swiftly across the yard and up onto the porch in an instant. Those hunkered there seemed stunned by her sudden appearance from the midst of the inexplicable fog. Two of them had the well-drilled instincts to begin turn ing their ries in her direction.
“What are you waiting for?” she asked Harkev ich. “We need to secure this building, one way or another.”
Blazing bluish-white runes surrounded her in concentric rings, and a mystically powerful cold poured outward, freezing all of the fusiliers where they stood. Each was coated in a thin layer of constricting ice. It would not last long, but she did not need it to.
He jerked his head to indicate the open gate. “Tarovic went in to see if he could talk reason to them. He asked me to stay back. I think he’s going to get a bullet for his trouble.”
“You will surrender to me,” she said, speaking directly to the tall black-haired woman who had shot at and m issed Tarovic. “Or all of you will perish.”
Sorscha gritted her teeth and strode past, summoning her arcane power to cloak herself in shrouding fog while maintaining her armor’s power eld at its highest intensity. She moved swiftly through the exposed lane and past the side of the building to where a tense stando was taking place between two groups, each with rearms pointed at the other. Atop a ight of steps and taking partial cover behind the stone pillars of an ornate front porch were a number of royal fusiliers. Their ries were more like works of art than proper weapons, each engraved and decorated, their barrels so long they required crutch-like rie rests to steady them. Apparently leading them was a tall woman with long black hair and a erce expression, dressed in nery. She looked Umbrean to Sorscha’s eye.
Sorscha squeezed the trigger of her weapon, sending a heavy bullet through the head of the nearest frozen fusil ier, a very young man. Sorscha could see from the widening eyes and shock of the woman that the leader was watching him, even if she couldn’t move. Sorscha reloaded and red a second shot to kill the man to her left. Then they began to thaw.
Nearer to Sorscha were Tarovic and his Winter Guard escort, hunkered down amid the statuary and among the neatly trimmed and squared-o hedges. Tarovic had his rie pointed at the opposing leader, but he seemed reluctant to pull the trigger. Sorscha watched him lower his weapon, a strange look on his face. Clearly his adversary had no similar compunction as she red back at him, narrowly missing his head. Chips ew from the marble arm of the statue of a soldier he was behind. Then the two of them were occluded from one another as the fog Sorscha brought with her lled the space between them. “Kommander,” she said, startling him. “Is there a problem you need me to resolve?” Tarovic’s familiar scowl returned. “I’m trying to talk her into surrendering! She’s a baroness, they say. Stubborn, though, as are the rest of these idiots. We’re at a bit of a stalemate.”
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“Lay down your arms. Now!” Each face she saw was ashen and terried, and they hastened to drop their ries. The woman—the baroness—was calmer and retained her dignity, but she too let her rearm go. Sorscha did not exchange a word with her as she brought her prisoners back to Tarovic and delivered them into h is custody.
AFTERMATH: ELSINBERG Of the initial attacks along Llael’s major western garrisons, the victory at Elsinberg was the swiftest and least bloody, though more than three hundred Llaelese soldiers perished in the clash. The wisdom of seizing this city largely intact would prove itself in the coming weeks and years, as there was considerably less hostility to the occupiers in Elsinberg than was the case in other corners of the war-torn kingdom. Kommander Kratikoff was credited with the victory here, though she commended both her peers and recommended Negomir Tarovic to govern the occupied city. After the war, this became his focus, though until then he continued to actively lead invasion forces, performing admirably in the subsequent Siege of Merywyn. Baroness Rashel Ganelyn, better known as the “Willow Baroness,” remained in Elsinberg and argued often with Kommander Tarovic, all the while secretly supporting the eventual Llaelese Resistance. Most of the surviving Royal Fusiliers also joined the Resistance.
THE BELEAGUERED CYGNUS Things had not exactly been peaceful for Cygnar and the other nations of the Iron Kingdoms even before the invasion of Llael. Border conicts had been common—with clashes between Khador’s 5th Border Legion and Cygnar’s First Army taking place regularly along the Thornwood Forest. Such bloodshed was thought to be an inevitable consequence of longstanding grudges between nations. Yet to those governing the southern nations, the possibility of all-out war seemed remote, for they could see no prot in it. They were also distracted by other concerns. The year before, early in 603 AR, Cygnar saw one of its major cities assailed by i nvaders from across the eastern wastes— Corvis was briey occupied by hostile forces f rom eastern Immoren. An army of the Skorne Empire led by the exCygnaran King Vinter Raelthorne IV cross ed the Bloodstone Marches on a mis sion of conquest. Vinter hoped to seize this northeastern Cygnaran city and use it as a mustering point for further i ncursions into the Cygnaran interior, eventually intending to besiege Caspia. The fulllment of an old Morrowan prophecy prompted the rise of an army of the restless dead to drive t hese foreign invaders back into the wastes. The threat from Corvis was averted, though by the narrowest and strangest of margins. The western seaboard also experienced an escalation of raids and attacks by ships from the Cryxian Empire. To the east, the Protectorate of Menoth had shown every sign of arming itself for war. The Harbinger of Menoth emerged from a small village in the Protectorate near the end of 603 AR and went before the Synod. Soon proclaimed Hierarch Voyle’s personal advisor and conrmed to speak with Menoth’s voice, she endorsed the coming crusade, vowing to bring all humanity to the worship of the Lawgiver, by re and sword if need b e. Contact between the theocracy and the government of Cygnar, ostensibly its parent state, was increasingly strained as it became obvious the Sul-Menites were in agrant violation of agreements against maintaining a standing army. The stockpiles of weaponry accumulated by the theocracy were impossible to completely hide, as were its warjack foundries and the escalating numbers of citizens taking up arms as Temple Flameguard and Knights Exemplar. The Cygnaran crown and its intelligence arm were preoccupied by these alarming signs. Earlier in 604 AR, King Leto ordered his war council to present military proposals for proactive measures against both Cryx and the Protectorate, clearly intending to weigh the cost of ghting one or the other. Whether this might have turned into an actual plan of attack is unk nown, as the choice would soon be taken from him. All eyes turned north. Word of the simultaneous attack s along Llael’s western border soon reached Northguard, the closest major Cygnaran fortication, and from there it spread to other Cygnaran commanders and generals. This news shocked the upper command and jolted them into action. All who served the First Army in particular were eager to join the ght, as some had friends or brothers or sisters stationed at Redwall Fortress, Laedry, or elsewhere in Llael.
The Crown and Stars of Llael
King Leto Raelthorne had previously had some diculties with Llael during his reign, and he was never especially fond of Prime Minister Glabryn in particular. Still, he feared the potential consequences of a Khadoran victory and felt honor bound to live up to longstanding promises to this ally. The diculty of defending Llael immediately became a challenge of logistics as the army attempted a rapid redeployment, relying on Cygnar’s well-established railways as well as the vital river conduits connecting to Llael. The rst priority was to get the most capable and battle-ready of the nation’s veterans and military leaders into the ght, before it was too late for them to make a dierence. The only hope of buying the allies time to shore up their position rested with Cygnar’s seasoned and talented warcasters, together with battlegroups including the most advanced military hardware in the Iron Kingdoms. No Quarter PRIME
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THE FIRE & THE FORGE
ROUSED TO WAR Corvis, Cygnar Commander Adept Sebastian Nemo had been a round long enough to know that insistent knocking on his door late at night was never a good thing. On this occasion, he was glad he was not already asleep, as he had been kept up in his oce going over summaries of reports attached to the main garrison in Corvis. He felt considerably less glad after he talked to the visitor, a babbling mercenary who had apparently ridden from Laedry with urgent news. He had accompanied the king to Corvis from Caspia along with several members of his senior council, as King Leto was eager to check on the progress of fortifying the northern city and allocating a stronger garrison there after the unfortunate series of events more than a year before. The king had been speaking with the warmaster general about putting Nemo in charge of the new garrisons at Corvis, a matter he remained uncertain about. Much depended on whether he would be able to create a similarly expansive and elaborate laboratory here in Corvis as he had in Caspia. He had also been expecting he might be needed more by the Strategic Academy, to which hi s Caspian facilities were attached. It was a matter under negotiation. All of those thoughts had been scattered from his mind on hearing the harrowing story of one Cullyn Lopryssti of the Thunderhelm Irregulars. Or rather, the now former Thunderhelm Irregulars. He bade the mercenary to get some well-deserved rest and went to inform the king. He realized he had neglected to eat dinner. Then again, at his age he’d found his appetite wasn’t what it used to be. His mind was often more hungry than his belly. And now he couldn’t even imagine eating. —●—
Turpin looked morose, and Nemo noticed he had cupped in his right hand a large round-bottomed glass with a reddish-brown liquid at its bottom. He was staring into its depths with a deep frown. He had clearly already heard the news. “Can I have one of those as well?” Nemo asked and t hen proceeded to pour himself one from a ask oered by Turpin. “Thank you. I’d thought to bring you the news. I had a visit from a member of the Thunderhelm Irregulars who survived the attack on Laedry.” He told the others what he had heard. He saw the ki ng’s hands tighten on the edge of the table, but Rebald was not surprised. The king nodded to the scout general, who added what else he knew. Nemo felt his spirits sinking even further as he heard the details of the attacks on Redwall and Elsinberg as well. He could hardly contain himself. “All three at once? At the onset of winter? Unbelievable. Damn the reds! That takes some nerve. I didn’t think they were ready for anything like this.” “Casualty numbers are still being accumulated, of course,” Rebald said. “But I have it on good authority we lost nearly everyone stationed at Redwall. That was Zoktavir.” Nemo shook his head. “The Butcher,” he said under his breath. “That son of a bitch. Thamar tak e him.” “Elsinberg and Laedry fared better, from my reports. Though everything is relative.” “Is Elsinberg still besieged?” Nemo asked. “Any chance we can get to them in time?” It was Leto who answered, his voice betraying his anger. “Not besieged. Taken. I had hoped Laedry might hold out longer. What your mercenary described suggests a complete defeat.” “Irusk handled Laedry personally,” Rebald added, “together with Great Prince Tzepesci. I don’t have conrmation of who led at Elsinberg, but it might have been the Iron Wolf, Harkevich.”
When he ran into the captain of the Royal Guard, the man did something of a double take. “I was just about to come get you, Commander. Come with me.”
Nemo felt compelled to pull out and sit in a chair. He gripped its arms. “Redwall, you said? Wasn’t Commander Str yker there? And Haley with him . . .”
It seemed the king was already gathering several of his key personnel, which led Nemo to believe he was not the rst to hear of what had transpired with their northern ally. They gathered at the borrowed estate of one of Leto’s vassals, a location that had been loaned to the king during his visit. Nemo was not surprised to see Warmaster General Turpin was in the dining chamber before him, sitting in a large chair, while the king stood nearby. Both the king and warmaster looked slightly disheveled, indicating to Nemo that he was not the only one summoned hasti ly.
He fought against a sinking feeling. He would have thought himself immune to that brand of dread after so many years and so many friends lost in battle, but there it lurked, waiting.
He had barely walked into the chamber before Scout General Rebald came in behind him, looking more or less like his normal self with his lean frame and nondescript dark clothing. Nemo was fairly certain Cygnar’s spymaster didn’t bother sleeping. “Let’s get right to it,” Leto said without preamble. “We’re now at war with Khador. They’ve invaded Llael.”
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No Quarter PRIME
King Leto paled and looked sharply to Turpin. The warmaster general seemed to have been lost in his own thoughts, but he quickly collected himself, straightening in his chair. “What’s that? Coleman Stryker? No. He’d done a number of patrols together with forces out of Redwall but then returned to Northguard. I believe that’s where he is now, though I’d have to check with my clerks. As for Captain Haley, she might also be at Northguard or sent back to Highgate. I can’t recall. But not Redwall, no. Not there.” He said the last more rmly, as if convincing himself. “No warcasters of ours were lost in that ght, though a number of other good soldiers and ocers were. I’ll have the full list soon.”
Rebald turned to Leto. “This puts us in a very dicult position, Your Majesty. Such casualties demand a response, but—”
“Enough!” Leto said, his face red. “I will not have us sit idly by while our ally of the last three centuries is overrun.”
Leto glowered at the scout general, looking angrier than Nemo could remember seeing him in years. “Of course it demands a response! And we must give it at once!”
“Yes, Your Majesty,” Turpin said, though he did not look convinced or enthusiastic.
“Your Majesty, let’s not be hasty,” Rebald said, holding up a cautioning hand. Leto continued talking over him. “We need to get our forces on the move with whatever speed we can manage. We’ve already lost too many hours, too many days. If Llael’s western defenses collapsed that rapidly, things are going to become dire and quickly. We have to hope the decision to invade in winter will still hinder them, regardless of their preparations.” “We can’t hasten our forces into Llael i n winter!” Turpin said it perhaps more sharply than he intended, and he appeared to have startled himself. One did not speak like that to the king. He swallowed and lowered h is voice. “Forgive me, Your Majesty, but consider this carefu lly. With reason, not emotion. We do not have a proper assessment of the threat. Nor a good estimate of what it will take to try to counter it. The closest forces are at Northguard, but those soldiers are vital to the defense of our northern border. We’ll need to reallocate from Fort Falk, Point Bourne, Stonebridge, Corvis, possibly even Eastwall and Highgate. It’ll need to be staggered. That will take time.”
Leto tur ned on Rebald. “You said they’d be preoccupied by civil war. That Tzepesci was gathering an army to march on Korsk. Now we have the great prince marching into Laedry alongside Kommandant Gurvaldt Irusk. How is that possible?” Rebald’s face was impressively impassive. He calmly said, “Clearly, mistakes were made. We misread the facts. There are no certainties in my business.” “Clearly,” Leto said. He took a moment and stared between them as if slightly embarrassed by his outburst. He then turned to Nemo. “What’s your assessment, Commander?” Nemo frowned and looked down, his eyes narrowing as he focused on his hands, running scenarios through his mind. “We need to get as many warcasters as possible into Llael. You’ll need to start with the forces at Northguard. We’re lucky Stryker is still there. They’ll need to be wary of interference from Ravensgard, but Merywyn is close and in friendly hands. That can be our headquarters. We’ll want Lieutenant Caine with us, as well as Captain Kraye. Their expertise in covert operations will be vital. We will also require discretionary funds for mercenary support. Any we hire will be unavailable to Irusk.”
No Quarter PRIME
19
THE FIRE & THE FORGE
Turpin had focused on him and was clearly listening with his full attention. King Leto inclined his head and asked, “What else?” Nemo considered. “Irusk will strike for Riversmet as soon as he can. He’ll want to control the Black River. We’ll need to be sure they can’t cut it o from the south. Forces need to hasten up from here, Fort Falk, and anywhere else they can be spared. We’ll have to be sure to leave proper support at t he northern border, but it can be thin for a little while. The Thornwood is itself a powerful barrier, as was proven back in ve-eleven. Be sur e to get Lord General Duggan from Fellig. Have him coordinate with Stryker. No one knows the reds better than Duggan. They’ll need to march with as much ammunition and fuel as they can carry, as supply lines will be vulnerable.” Turpin nodded. “A solid assessment. I concur. I will do some juggling to keep the home garrisons intact. We will need to return to Caspia at once. We can’t have the king so far north.” Rebald said, “I’ll set things in motion.” His tone suggested he was less than enthusiastic about this direction, but he did not allow his feeli ngs to interfere with eciency. It was a trait Nemo admired. King Leto’s eyes lingered on Nemo’s face. The older warcaster cleared his throat and said, “If I can be of any service, Your Majesty, just say the word.” Leto gave a small but knowing smile. It reminded Nemo of when they were both younger. “I need you to go to Northguard, old friend.” Nemo felt his mouth go dr y, though he had felt it was coming. “Very well. I guess that means I won’t be staying here in Corvis or transit ioning to the Strategic Academy.”
F&F INTEL: WARCASTER RETIREMENT Many warcasters swear oaths binding them to the military for life. Retirement may happen when age takes a toll, but these rare assets are expected to contribute if possible, such as by training the next generation. They may be recalled to active service in times of war.
It wasn’t fear he felt, just weariness. Age and bonedeep weariness. He’d not been young during the Scharde Invasions, a war that had almost been the end of him. And that had been twenty years ago. Leto had been his general then—a young prince, not yet the king. They shared a look. Leto said, “Coordinate getting what you need to Northguard, then to Merywyn. Let Stryker take the active combat lead. I’ll leave it to you what you want to do after. If you think you can’t sustain the rigors of battle, I’ll respect that. We all w ill. But leave that decision until you get there and see the situation rsthand. I’d feel a lot better if you were taking point on th is for the generals, together with Commander Stryker. Your experience i s somethi ng we can’t replicate.” “Of course, Your Majesty,” Nemo said, ri sing. He gave his king a salute, just as he used to, his mouth quirking into a sardonic smile.
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No Quarter PRIME
“Enough of that,” Leto said, extending a ha nd, which the old warcaster took and clasped rmly. “Be safe. Preserve our men. As many as you can. Send my regards to Coleman Str yker. Tell hi m I’m counting on the both of you to boot the reds from Llael.” “We’ll do our best,” Nemo said, not feeling optimistic. He bowed and turned to leave. A member of the Royal Guard was waiting for him, and they took him to where his warcaster armor and weapons had been collected so he could arm up. —●— It was not such a long trek between Corvis and Northguard, and it was a route Nemo knew well, his duties having frequently required him to go from one corner of the kingdom to the other, often accompanying recently invented prototypes. The sight of him was a welcome one, as if he were a rich uncle on Giving Day. The stormsmiths who were the inheritors of his work and his peers in the voltaic sciences were always the most eager to see him and to hear of his latest discoveries. This time he was accompanied by a substantial military force, as formidable as their leaders were able to gather from the Corvis garrison without depleting it completely. Corvis would be receiving additional troops from Fort Falk and elsewhere, some of whom would also be sent north to join them. His force included a substantial outlay of heavy hardware, including a number of light and heavy warjacks, some fresh from the factory oors of the Cygnaran Ar mory. The onset of war would force the other garrisons to give up a great deal of their own hardware. Lord General Vincent Gollan of the Third Army had sent a number of requests after complaining of increased Cryxian activity. He would have to be disappointed yet again, though the leader of the Third Army knew how to make do with what he had. Times would be lean for Cygnar’s other armies i n the immediate future and perhaps longer. And where there was vulnerability, their enemies might strike. They made their way up the Black River by boarding a number of riverboats, including several purchased hastily from merchant organizations in Corvis. The one Nemo stood on still reeked of the caged chickens it had once held. The river owed along the edge of the dense Thornwood on one side, the outskirts of the Bloodstone Marches on t he other. Even moving as hastily as they could, the entire process still took several long days, during which Nemo was all too aware that horrible things might be happening in Llael. The cold of the onset of winter had begun. Temperatures dropped noticeably the farther north they went, maki ng Nemo’s bones ache.
War was a game for the young, not t he old, he mused. He had almost believed they would let him retire. He had almost believed he would accept it. But as the miles passed by under the churning of the steamship’s paddlewheel, his resolve hardened. Old instincts returned. He could not sit idly by while those he had mentored fought and d ied. Would he sit safely behind a high wall of a Cygnaran city, content to read the incoming reports, as he knew Warmaster Turpin must?
For a moment Nemo could not help but imagine hi s old protégé dead on Llaelese soil, st ruck down by the Butcher of Khardov. He took in Cygnar’s youngest commander with a critical eye. Not yet thirty, he mused, doing a quick calculation in his head. Coleman was twenty-nine. Extremely young for his position, arguably too young , he thought. King Leto had his reasons for advancing him up the chain. I’m still more than twice hi s age, Mor row help us!
No. He did not begrudge friends and peers who had stepped down, acknowledging their age, nding other roles to serve. Friends like Chancellor Birk Kinbrace, also a warcaster, who ran the Strategic Academy in Caspia. Kinbrace focused on training the next generation, a task that occupied a portion of Nemo’s time as well. But he had never felt right teaching a warcaster in a classroom. True learning happened in the eld, along the front lines or a threatened border. The last and shortest segment of any trip to Northguard was usually the worst—crossing a portion of the swampy Bloodsmeath Marsh to reach the towering fortress complex surrounded by its array of trenches and bunkers. This was one region where the onset of cold weather was a help rather than a hindrance, as it hardened the soil and made supply roads easier to maintain. Before he could even step o the boat, he was startled to see a sizable force gathering amid the trees along the eastern shore of the Black River. The military docks built into the broadest section of the river were choked with transport ships, already busily loading soldiers. He had imagined addressing Stryker in the halls of the castle, perhaps even given a chance to speak to his friend General Hagan Cathmore, Earl of Bloodsbane and Lord of Northgua rd. But, of course, word of their arrival would have been sent ahead, and it was by the Black River that the bulk of their army would be taken into Llael. Northguard already knew of the ghting in Llael. They needed to get as many boots and warjacks there as quickly as they could be spared. Among the dozens of knights in blue armor lined up and awaiting their call to board, Nemo saw a familiar face. He directed the captain to s et him ashore, and it did not take long before a small at-bottomed landing boat was s et in mot ion. As Nemo stepped onto the docks, Commander Coleman Stryker saw hi m approach. The younger man’s frowni ng face brightened into a sm ile. Nemo felt h is own heart lighten, though he kept his expression stern. Best not to show too much familiar ity while among other ocers and soldiers, though the truth was he sometimes t hought of the red-haired warcaster as akin to an adopted son. “Nemo!” Stryker exclaimed, striding up and seizing his hand with more than proper enthusiasm then slapping him on the shoulder with his other hand. The junior commander was taller than Nemo by almost half a foot and was broad of frame, particularly in his heavier warcaster armor. So much for decorum, Nemo thought.
“Easy, boy,” he said. “I’m not getting any younger. Good to see you. I worried you might be at Redwall.”
At the mention of the Llaelese fortress, Stryker’s face darkened. “I was just there a few weeks ago. I knew many of the soldiers and ocers there. Good people.” He swallowed and added, “Morrow forgive me, but I lef t Lieutenant Jayne Kates with t hem. Thought it’d be good if she forged relationships with our allies.” He stopped as his voice caught. Nemo felt his blood chill. Jayne Kates was one of their young journeymen, a promising young warcaster whom Kinbrace had spoken of highly. Cygnar couldn’t aord to lose anyone with the gift, but he did not let his feelings carry to his face. Instead, he said, “Don’t jump to any conclusions, Coleman. We don’t know what happened up there. She might have been on patrol elsewhere. We’ll nd out.” Stryker nodded and gritted his teeth. “We’ll repay the reds for this. There will be justice done. I swear it.” “There is no just ice in war, Coleman,” Nemo said, but then he gave a small smi le. “But we can try for victory. Come, let’s get underway. Kommandant Irusk is waiting, and we wouldn’t want to disappoint hi m.”
No Quarter PRIME
21
COMPANY OF IRON
DEMONHEAD PASS by Matt Goetz
Lt.
“He did, sir?” Keller asked, astoni shed. She hadn’t heard that the earl of the Cloutsdowns knew her by reputation.
The captain turned a map of the Cloutsdowns Province around so she could see it and tapped a gauntleted nger at a conuence of several roads. “Correct. It’s the main overland route between here, Ceryl, Orven, and damn-near all of western Cygnar. The caravans are complaining about farrow coming out of the mountains and making o with all their goods, and Earl Mosley has informed my superiors he wants something done about it. Major Trecklan delegated the task to me, and I a m in turn passing the responsibility on to you.”
“Of course not. But you can be damn sure he’ll know your name if his latest request isn’t full led to the letter and quicker than is physically possible. So, select teams from your platoon, get them geared up, and have the remainder report to me. You and your teams wil l head out at morning muster. When you reach Demonhead, Swift Sergeant Lukas of the Reconnaiss ance Service wil l update you with any new intel. The rest of us wil l be join ing your platoon as soon as we can gat her supplies for the long term.”
“You want me to establish a presence i n the wi lds and eliminate farrow,” Keller said, “so our company can watch over some frightened miners instead of joining the army’s advance on Merywyn.”
Keller saluted and moved to the door. Before she left, she turned back to the captain and said, “I want you to know that you’re wasting my talents, sir. I should be ghting, not playing exterminator to some farrow tribe so Earl Mosley can look good in front of the merchant guilds.”
Gwen Keller stared at her commanding ocer, Captain Vanway. “Demonhead Pass?”
“Try not to sound so disappointed. Don’t forget, the rest of the company will be joining you once you’re in place at Bryson Hill. Also, Mosley didn’t mention you by name, but he did talk at length about ‘the one with the gr enades’ when asking for this particular favor.”
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No Quarter PRIME
“I am aware. Now with your permission, lieutenant, I’m going to go back to being your commanding ocer and ignore that little breach of protocol.” Captain Vanway pointed to the door. “Enjoy the hike, Keller.”
—●—
—●—
Nearly a month later, Keller stood atop one of the foothills of the Watcher Peaks, staring up at the mountaintops. Greasy columns of smoke rose from the forests on a nearby peak.
It was a clever enough plan, Keller thought. Convincing the miners i n Breckton to send a caravan o to New Larkholm with the immediate threat of a farrow attack wasn’t easy, but her oer of a personal escort for anyone brave enough to do so did result i n a volunteer. Likely the man just wanted to escape the forthcoming violence of a far row attack and thought this was his best chance to do so.
“You think that’s her?” asked Sergeant Horas. The Storm Kn ight still had three broken ngers from their last encounter with the farrow champion called the Queen of Carnage. His other wounds were less visible but no less lingering. Horas made no secret of his desire for a rematch. “Who else? She’s been holed up ever si nce Bryson Hil l,” Keller said. After being assigned to the region, she and Agata had waged a war of skirmishes across the valleys and byways of the Watcher Peaks. Both had lost plenty of soldiers in the ghting, and unless the farrow madwoman was brought to heel, they would lose many more. “What’s our next move?” “Good question. Trying to ght her on her own terms is suicidal. She’s bound to have a new hideout somewhere in the mountains, and she knows the terrain better than we ever will.” “Too bad about the rangers,” Horas said. “They’d have been a help.” Keller nodded in agreement. “Would have. I’m sure more will come in ti me. But until then, we play the hand we’re dealt.” —●— Agata, the Queen of Carnage, sucked on her teeth and stared between the trees at the low hills to the west. Though they were distant, and despite the smoky cook res her band of brigands had lit on the mountainside, she could still smell the humans on those hills. Sour sweat and earthy leather mixed with oil and the tongue-numbing tang of electricity. The lightning knights were waiting. The knights had been a thorn in her side the entire raiding season. She and the human leader had clashed nearly a dozen times across the entire pass, neither one quite getting the upper hand over the other. She pointed one of her bladed gauntlets at the nearest brigand behind her, a mangy and aged sharpshooter named Moulthide. “How many warriors I got lef t?” Moulthide regarded her in silence. The quiet farrow was dierent from her previous second-in-command, Gorlick; he was calmer and less likely to rush o in the hope of winning her favor. One of his eyes was cataract blue and would not stop watering, leaving a glistening streak in the fur on half his face. After a prolonged silence he responded. “Not enough.”
Lt. Keller and the Storm Knights marched on either side of the wagon. Sgt. Horas and his own group were fanned out to the southern side of t he Twelve Day Road, while Keller and her knights stayed to the north, closer to the mountains. She had the mine caravan head out just before dusk, when the blue voltaic glow of her knights' storm glaives would be the most obvious. Now, the glowing cores of their blades cast long columns of shifting light and shadow on either side of the road. She began to dget with one of the storm grenades hanging at her belt. It was taking too long for Agata to take the bait. That’s when Private Nuse shouted in al arm. “Lieutenant, look! Back at Breckton!” She spun, snatching the gr enade from her hip and bringing her weapon into a guard position. The little mi ning town was distant but stil l visible; she could make out the shape of another wagon tearing down the Twelve Day Road in the opposite direction, west to where the road rose into the pass through the mountains. “Dammit. You idiot.” She realized whoever was eeing the town probably assumed Keller’s own caravan would distract Agata and give him a window to escape. The wagon eeing Breckton made it a good distance down the road when there was a ripple of gunre. Clouds of smoke rose from the rocky clis on the north side of the pass. The wagon’s horses screamed in pain and went down. The wagon smashed into their bodies and ipped over, hurtling the driver and his goods over a dozen yards through the air. Keller could barely make out the farrow that emerged from the clouds of smoke, screaming cries of victory as they threaded down from their vantage points for the overturned wagon. Among them was an unmistakable gure, taller and broader than the brigands who surrounded her. “Agata,” Keller hi ssed th rough clenched teeth. She tur ned to her knights and pointed at the dista nt farrow. “Storm Knights, to me!”
Agata snorted and snapped o a tree branch in frustration. “Get me more warriors. Drive ’em knights o, get that woman’s head on a stick.” “Get more spoils. Enough to make the Flintknife tribe bow to the queen. To buy thei r loyalty,” Moulthide countered. “Flintknife loyalty is cheap,” she snorted. The old farrow snied and shrugged. “So’s mine. Doesn’t mean I ght worse for it.” No Quarter PRIME
23
COMPANY OF IRON
SCENARIOS
DEMONHEAD PASS
Company of Iron is designed to be a narrative experience. The missions that come in the core scenario book each tell a story, and they can be played in a series to tell a bigger story. It can be a lot of fun when playing or creating your own scenarios to imagine how they form a bigger story. One of the most interesting aspects of writing a series of scenarios is creating ways for the results of a game to inuence the next game. While there are no ocial rules in Company of Iron that enable the results of one game to aect another, it is fairly easy to come up with small benets linked to the idea of a scenario.
Farrow raiders have been preying on the caravans going through Demonhead Pass in the Watcher Peaks of northwestern Cygnar. The sparsely populated region is home to many small communities, none of which are large enough to have standing garrisons. The area is also too far from any of the contested areas of western Immoren to have any sizable fortresses, but as luck would have it, a platoon of Stormblades is in New Larkholm, assisting in training maneuvers with the local forces. Cygnaran high command has dispatched the Stormblades to hunt the farrow down and make the area safe for civilian trac.
This series of new scenarios is based on the models included in the Company of Iron box, and the result of each scenario aects the following one. After you play these scenarios, you can use them as inspiration when creating your own scenarios to make winning a game grant the winner a benet in the next game.
The farrow tribe that is the target of the Stormblades is new to the area. These farrow have found that the lack of strong defenses makes the folk of the region easy victims for their raids. As a result, the farrow have grown fat and happy taking what they want when they want it, but all of that is about to change.
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No Quarter PRIME
COMPANY OF IRON SCENARIO 1
RUN THE JEWELS
by William “Oz” Schoonover
Agata stomped her hoof down on the human’s skull with a satisfying crack. Around her, several of the brigands were on their hands and hocks, scooping spilled gemstones into their sacks. Moulthide crouched by the ove rtur ned wago n, pointing his long rifle at the glow of the approaching Storm Knights. Without looking at her, he called back a warning. “We got less than a minute.” Without enough gemstones to show to the Flintknives, she might not convince their warriors to join her cause—and then she would have to kill them for that def iance. She would lose the chance to wipe out the human knight and her soldiers. Agata squealed and lashed out at the nearest unlucky brigand in frustration. “Not good enough. Work faster, runts!” The farrow hastened to comply, shoving fists full of diamonds and dirt into their sacks. When there were only a scattered few gems left in the dirt, Moulthide opened fire. His bullet caromed off plate armor—the knights were within his rifle range and would be upon them in moments. “Pick up what you got. Let’s get out of here,” Agata bellowed. She grabbed the largest sack of gemstones she could find and slung it over her shoulder. She hoped she would get a chance to beat the lead knight’s face into a pulp with it.
Gameplay Overview Raiders are attempting to escape with the spoils from an ambushed caravan. A force has been dispatched to intercept them and make sure they don’t return.
Setup In this scenario, one player is the attacker and the other is the defender. After terrain is placed but before the game begins, both players roll a die, rerolling any ties. The player who rolled higher chooses to attack or to defend. The defender begins the game with priority. The defender chooses a table edge and deploys their models completely within 2 of that table edge. ˝
After the defender deploys, the attacker divides their army into two forces with as even a number of models as possible. One of these forces is then split into two groups with as even a number of models as possible. One of each of these groups is deployed completely within 2 of each side of the table and completely within 8 of the table edge opposite of the defender’s models. ˝
Special Rules After deployment is complete, the defender assigns up to eight mission markers to their models. A model can carry a number of markers equal to its STR –4. Mission markers represent loot. A battle-ready model in contact with any number of mission markers can gain any number of those markers as long as no enemy model is within 1 of the marker. A model carrying two or more mission markers suers –1 MAT and –1 RAT. Mission markers cannot be passed, and a model cannot drop a mission marker voluntarily. ˝
After a model carrying a mission marker completes a movement in which it ran, roll a die for each mission marker it is carrying. If the result is 1 or 2, the model is knocked down. If a model carrying any number of mission markers fails a charge, it is automatically knocked down before its activation ends. While carrying a mission marker, models cannot be aected by special rules that prevent them from being knocked down and lose any special rules that prevent them from being knocked down. If a model with a mission marker is knock ed down or injured, the controlling player places the marker on the table in contact with the model’s base. If a model with a mission marker is destroyed or removed from play, the defender replaces the model with the mission marker. At the beginning of the second round, the attacker can deploy up to half of their remaining models completely within 2 of the sides of the table and completely within 8 of the table edge opposite of the defender’s deployment zone. At the beginning of the third round, the attacker can deploy the remainder of their models following the same restrictions. ˝
˝
Defender Scoring If a defender’s model with mission markers contacts the table edge opposite of the defender’s deployment zone, the model is removed from the table and the defender scores 2 points for each mission marker the model has.
Victory Conditions The game ends at the end of the f th round or when only one side has models in play. The attacker gains 1 point for each mission marker being carried by one of their models. The player with the most points at the end of the game wins.
˝
Attacker
Defender
Advance Deployment Limit
*
1
Ambush Limit
0
1
*All attacking models lose the Advance Deployment advantage in this scenario. No Quarter PRIME
25
COMPANY OF IRON SCENARIO 2
SEEK & DESTROY “Never send a knight to do a ranger’s work,” Lt. Keller muttered. She and her knights were fanned out, stalking forward through the woods. The steep incline, combined with her heavy armor, made each step laborious as she wove between trees. The mountainside was thick with black-barked pines, and somewhere among them Agata and her farrow were waiting for her. Ahead of the knights, Keller made out shapes moving in the dim light of early night. She raised a mailed st to signal her soldiers to halt. She and the other knights moved for the closest trees and boulders to take cover while she assessed the situation. Three farrow waited outside a small box canyon carved into the side of the mountain. One was seated and clumsily devouring the charred carcass of a wild grouse while the other two performed an approximatio n of sentry duty. If these three were here, no doubt more waited within the canyon. Possibly this was what she had been waiting so long to nd: Agata’s latest raiding camp. Keller gestured twice with her sword to get her Storm Knights to draw a line abreast of her. Horas moved to her right and lifted his visor so he could see better. “Take the second team west, near that deadfall,” Keller whispered. “When you see my signal, charge their ank.” “What’s the signal?” Horas asked. Keller lifted one of her grenades. Flipping her glaive around so she could see the controls set into the pommel, she began to tune the potential eect of the grenade. A galvanic blast eld would do nicely. “You’ll smell bacon.”
Gameplay Overview Having done its best to disrupt the most recent raiding party, the force tasked with defending this region turns its attention to nding the source of the raiders.
Setup The attacker and defender in this scenario are the same players as the previous scenario. The attacker begins the game with priority. If the attacker won the last scenario, that player draws one Command card at the beginni ng of the rst round of this game. After terrain has been set up, the defender chooses a table edge and must place two objective markers and a ag marker on the table. Any terrain that interferes with ag and objective placement should be moved the least amount possible to allow for the markers. The objective markers are placed 10 from the defender’s table edge and 6 from each side of the table. After the objectives are placed, divide the mission markers scored by the defender in the last scenario as evenly as possible and place them on each objective. If no mission markers were scored by the defender in the last scenario, place d3 mission markers on each objective. ˝
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No Quarter PRIME
by William “Oz” Schoonover
The ag marker is placed in t he center of the table. The dark side of the ag marker should be face up. Once the ag and objectives have been placed, the defender deploys their models completely within 5 of the defender’s table edge. After the defender deploys, the attacker deploys their models completely within 2 of the opposite table edge. ˝
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Attacker
Defender
Advance Deployment Limit
1
1
Ambush Limit
0
1
Special Rules Models in this scenar io can forfeit either their Normal Movement or their Combat Action to perform a mission action. When a defender’s model performs a mission action while in contact with an objective that has mission markers, and there are no enemy models in contact with the objective, the defender can remove one mission marker and draw one Command card. Only one card can be drawn in this way each round. When a model performs a mission action while in contact with the ag, ip the marker over. If the ag’s light side is face up at the beginning of a round, the attacker can draw one card. The attacker’s models can make melee attacks against objective markers as if they were models. Objectives have DEF 5 and ARM 16. If an objective with mission markers would suer damage from a melee attack, remove one mission marker in stead. If an objective without mission markers would take damage from a melee attack, remove the marker from play.
Victory Conditions The game ends at the end of the fth round, when both of the objective markers are removed from play, or when the attacker no longer has models in play. The attacker wins if both objective markers are removed from play. The defender wins if they have models on the table when the game ends and at least one objective marker is still in play or if all of the attacker's models have been destroyed or removed from play. The game ends in a draw at the end of the fth round if the defender has no models in play and at least one objective marker is still in play.
COMPANY OF IRON SCENARIO 3
PAYBACK
by William “Oz” Schoonover
Moulthide idly scratched at the crusty bandages that covered the stump of his left arm. The Queen of Carnage would have left any other onearmed brigand to die in the ruins of her camp, but the older farrow proved useful. He led her to a passage that emerged behind the human village, to a perfect place from which to launch her assault. The Queen of Carnage threw back her head and roared. Her brigands picked up her battle cry until it echoed o the Watcher Peaks. It was the sound of doom coming to the pathetic humans in the village below. Her snout and throat still burned from the soot of her ruined encampment. The lightning of the knights had clai med many, but she was not worried. The Flintknife tribespeople’s eyes sparkled when they saw the gems her scouts had oered them. She had more than enough warriors to secure her revenge. As the sound of the farrow war cry faded into faint echoes, a patch of blue light in the center of Breckton caught her eyes. Down in the hovels of the village, a knight in battered blue armor stood, her sword held in ready position. “She’s tryin’ to bait you again,” Moulthide said , matter-of-fact. Propping his rie against a rock with his remaining hand, he looked through the cracked lens of his scope. “Prolly got the rest of the knights waitin’ for you to come rushin’ in.” Agata snarled and scraped the blades of her gauntlets together, releasing a shower of sparks. “Good. They come to me. Easier to kill ’em.” Moulthide shrugged. “Y’know, you’re right at that.” Agata didn’t care. She left the wounded farrow behind, bounding down the rocky slope in great leaps. She hit the ground in a sprint and rushed for the woman in the town square, leaping forward and bringing both her blades up for a decisive blow.
Gameplay Overview Angered by the destruction of thei r base of operations, the raiders lash out at a nearby village, intent on causing as much mayhem as possible.
Setup The attacker and defender in this scenario are switched from the previous scenario. The attacker begins the game with priority.
Once terrain has been placed, the defender deploys their models completely within 8 of the defender’s table edge. After the defender deploys, the attacker deploys their models completely within 2 of the opposite table edge. The winner of the last scenario gains +2 of deployment range. ˝
˝
˝
Attacker
Defender
Advance Deployment Limit
0
1
Ambush Limit
0
1
Special Rules After deployment is complete, the attacker chooses eight of their deployed models to be given a mission marker. If the attacker has fewer than eight models deployed, multiple mission markers c an be assigned to the same model, but markers must be assigned as evenly as possible. Mission markers represent torches in this scenario. If an attacker’s battle-ready model contacts a mission marker, it gains the marker. The attacker’s models with mission markers can forfeit either their Normal Movement or their Combat Action to perform a mission action. When a model performs a mission action while wit hin 3 of a hut, place one of the mission markers from that model on the hut. ˝
At the end of every round, roll a d6 for each hut that has at least one mission marker on it and is not already set ablaze. If the roll is equal to or under the number of markers on the hut, it has bee n set ablaze. In this case, remove all of its mission markers.
Victory Conditions The game ends at the end of the fth round, when four huts are set ablaze, or when the attacker no longer has models in play. The attacker wins if four huts have been set ablaze by the end of the game. The defender wins if they have models on the table when the game ends at the end of the fth round or if all of the attacker's models have been destroyed or removed from play.
The game ends in a draw at the end of the fth round if the Before setting up terrain, the defender chooses a table edge and defender has no models in play and fewer than four huts have must place six obstructions, to represent village huts, completely been set ablaze. within 15 of that table edge. The huts cannot be placed within 3 of each other or a table edge. These obstructions should be no smaller than 3 x 3 but no larger than 5 x 5 . After the huts are placed, six more pieces of terrain are placed on the other half of the table. The remaining terrain cannot be place within 2 of another piece of terrain or a table edge. ˝
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˝
˝
˝
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27
COMPANY OF IRON
COMPANIES OF RENOWN While every Storm Knight company is esteemed and has a history of service, some are particularly noteworthy, either having performed with special distinction or having been attached to the service of specic highly placed Cygnaran nobles and ocers.
“Courage and Honor”
“Strike Like Lightning”
“Bringing the Thunder”
STORM KNIGHT STANDARD
STORM OF VENGEANCE
THE STORM DIVISION
Thousands of brave soldiers go to battle wearing the blue and gold of Cygnar’s army. The vast majority of Storm Knights clad in this standard military scheme take great pride in bearing its colors.
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The 4th Company of the 9th Division, once known as the Stormbound, fought alongside Lord Commander Coleman Stryker in the Thornwood Forest against a massive contingent of Cryxians in 609 AR. The sheer number of Cryxians present was not known during the initial onslaught, and the 4th Company was nearly eradicated during the rst assault. Worse, the souls of many fallen were siphoned away by foul Cryxian technology. The 4th now wears armor of funeral black in remembrance of the losses that day and as a pledge to eradicate Lich Lord Asphyxious.
The famous Storm Division ghts under the command of Lord General Coleman Stryker. Formerly the 6th Division of the First Army, these knights are now a unique element of Cygnar ’s ghting strength. The knights of the Storm Division are the most veteran, with many having fought at the forefront of Cygnar’s conict in multiple engagements as diverse as the Caspia-Sul War and the recent eorts to drive Khador out of Llael.
“Noble Deeds, Noble Hearts”
“Faithful and Brave”
“By Steel and Lightning”
THE BRAZEN HART
THUNDERBOLTS
THE BLACK SAINTS
The knights of the Brazen Hart comprise the personal honor guard of Duke Keilon Ebonhart IV, warmaster general of Cygnar and heir of the Northern Midlunds. Distinguished by the bronzeand-black armor of their master and ward, the knights of the honor guard are individually selected for their displays of bravery and virtuous actions done in service to Cygnar. Many of them are the sons and daughters of prominent noble families with ties to Duke Ebonhart, and service among the knights of the Brazen Hart is prestigious and desirable.
Stationed at the mountain stronghold of Fort Whiterock in the Upper Wyrmwall Mountains, the Thunderbolts keep watch over the snow-capped mountain fortress. These knights defend the fortress against a diverse array of threats—from angry mountain trolls and dragonspawn to gangs of wandering farrow and river pirates on the Banvick River.
The knights of the 12th Company have a dark reputation among their brethren. Many fought with the 4th Army in the attempted coup to overthrow King Leto Raelthorne. In order to create a special task force unlike any other company of Storm Knights, King Julius oered these men and women the chance to avoid imprisonment and redemption by joining the Storm Knights. At present, the 12th remains a part of the 4th Army, though they receive orders directly from Castle Raelthorne to perform tasks falling outside the normal purview of the Storm Knights.
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COMPANY OF IRON
INFAMOUS FARROW TRIBES The warlords and ghters of nearly every farrow tribe are prone to exaggerating their deeds and accomplishments, but some few have earned legitimate fame and infamy that reaches beyond their own villages, envied by other farrow and hated by their enemies.
“Will Work for Food”
“Glory Never Dies”
“Cheat to Win”
FARROW TRIBES
THE INVINCIBLE HORDE
BROKENTUSK TRIBE
Farrow tribes often eke out a living as wild mercenaries ghting for plunder. Most farrow wear a patchwork of leather and armor comprised of whatever can be scavenged or stolen. They are a diverse and varied people, though, and often forge unique identities as tribes or bands of violent brigands.
Garbed in black-enameled armor covered in serpentine white runes thought to grant protection, the large farrow warband known as the Invincible Horde marches from the hills surrounding the Castle of the Keys. The blight of Pyromalc has granted this aggressive tribe an unusual resilience and earned their warlord, Shattertongue, renown among his counterparts in other tribes.
Dwelling in the foothills of the Helmsreach Mountains, the Brokentusk tribe is a mangy pack of curs that prey along the fringes of New Larkholm and Orven. Known for being a ea-bitten mob of backstabbing raiders, the Brokentusks are strangely proud of their reputation. Their warriors believe that a life lacking the comforts some other farrow enjoy makes them tougher, and they deride other tribes that they perceive as soft as being “human-like.”
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“As a Storm in the Desert”
“Never Eaten”
“Triumph Through Plunder”
BRISTLEBACK RAIDERS
PADPORK TRIBE
THE GOLDEN HOOF
The raiders of the Bristleback tribe emerge from the ochre sands of the Bloodstone Marches wearing reddish rags that blend in well with the surrounding desert. Bristleback brigands often swathe themselves in draped rags to protect against the beating sun, but most have burned, peeling skin due to constant exposure on the desert ats. The Bristleback Raiders are known for launching assaults from the heart of great desert storms, using the blowing sand and grit to cover their approach. Protectorate encampments in the Erud Hills are their preferred target of choice, as the diamonds mined there can fetch a handsome reward.
Wearing leather armor turned green by layers of mold and algae, the Padpork farrow live on the northern rim of the Fenn Marsh. They are akin to the human swampies of t he Widower’s Wood, living on at-bottomed barges. Their fur often has spots of mildew growing in it, giving them a distinctive greenish tint. This layer of bitter funk also helps protect the Padporks from their rivals, the many gatormen of the swamp. The taste of it fouls the farrow’s meat, making them a gatorman’s last choice of a meal.
Laden with all manner of fancy baubles and trinkets, the Golden Hoof are a pack of gold-mad farrow that adorn themselves with jewelry gathered in dozens of raids. A warrior in their tribe proves merit and earns acclaim through exorbitant displays of wealth. Earrings, nose rings, and necklaces of gold coins are a visual testament to the raids a warrior has launched and the spoils gathered as a result. The most veteran warriors go so far as to have intricate patterns of gold inlaid into their tusks and hooves, working the trophies of war into their very bodies.
No Quarter PRIME
31
COMPANY OF IRON
TACTICS by James Arbuthnot
Company of Iron is a fast-paced way to experience brutal combat in the Iron Kingdoms. Taking command of an army in Company of Iron, however, requires a dierent mindset from that of leading the personal ghting force of a warcaster or warlock, as in WARMACHINE and HORDES. The primary adaptations you need to make as a commander here are in the selection of your Commander Upgrade and in the careful marshaling of your stock of Command cards. With that in mind, let’s take a closer look at our two premier Companies of Iron, Keller’s Stormblade army and Agata’s Brigand army.
KELLER’S STORMBLADES This Stormblade army excels i n melee combat but can have a dicult time weathering ranged attacks from a foe. To compensate for this, it is helpful to pick a Commander Upgrade card that lets you get the most out of your Command cards. Selecting the Master Strategist Commander Upgrade not only allows you to have two battle plans i n play, but it also allows you to cycle a less useful card in your hand out for a new one. Ultimately, taking advantage of your Command cards will allow you the exibility to outmaneuver your opponent on the battleeld. Further, your Stormblade Infantry Leader makes an excellent choice of commander. The extra boxes granted by your Commander Upgrade provide additional survivabilit y, and your Command cards naturally work alongside both the more powerful weapons and the Electrical Arc ability, which gives additional power and range to your other Stormblade Infantry. Stormblade Infantry represent the elite of the Cygnaran military and boast a wide variety of tactics. Strong armor makes them highly resistant to blast damage while their storm glaives cause devastating damage in melee combat. Given that Stormblade Infantry are capable of dismantling even the heaviest of warjacks and warbeasts in close combat, one of the keys to fully utilizing them is getting them into melee—in the end, this is where their abilities are the strongest. Command cards such as Deant Zeal (for additional ARM) or On the Double and Trailblazer (for additional movement options) are strong rst-round plays that let your troops get into position for devastating attacks on the following round. Combined Melee Attack allows Stormblades to gain even more accuracy and power if they focus on a single target, allowing them to tackle high defense and ar mor models without the need to expend multiple Command cards. Stormblade Infantry Storm Gunners are just as capable as Stormblade Infantry grunts but come with the added benet of a much longer range. When benetting from Electrical Arc, they boast a 12 -range gun t hat leverages a POW 14 damage roll. Follow-up attacks with other storm glaive blasts by Stormblade Infantry will also automatically hit a target struck by a storm thrower, heightening the added benet to spending valuable Command cards to boost attack rolls with them. A Storm Gunner can strike from far away, and paired with cards like High-Velocity Rounds, that gunner can provide a surprise ranged threat to a traditionally melee-based force. ˝
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Lieutenant Gwen Keller works best on her own, operating on a ank or in heavy terrain areas. Possessing the signature storm glaive, she also brings the advanced arsenal of storm grenades. She has a strong defensive ability in Force Barrier, which combines with strategic use of concealment or cover to take her defense against ranged attacks so high that even boosted attacks have a high likelihood of missing. Being a combat solo, she makes an excellent target for Command cards such as Overpressure Ammo that provide powerful single-target benets. Her training with her hig h-tech weaponry is second to none, and unli ke many grenade weapons, Gwen’s storm grenades do not have cumbersome restrictions, allowing her to make an attack with both of her grenades and her storm glaive blast in the same tur n. Combined with Quick Work, Gwen is capable of taking out multiple models in a single turn while leveraging the control abilities of her grenades. When you deploy, try to keep your Leader and Storm Gunner models relatively close together in order to use the extra range on the Storm Gunners to get the rst strike. Gwen has the exibility to deploy near other models or farther out on her own. Look for terrain that grants concealment or cover, make careful use of cards like Defensive Positioning, and plan to move into terrain that provides defense bonuses during the rst round of the game, all to force your opponent to expend as many Command cards as possible just attempting to damage you. Gwen’s defensive abilities make her an excellent choice for mission actions, given that she is less reliant on terrain to protect herself. Once your superior weaponry has earned you an advantage in the battle, you can turn your focus to scenario objectives in order to accomplish your mission.
Keller’s Stormblades Model/Unit
Points
Requisition
10
0
Stormblade Storm Gunner x3
6
0
Lieutenant Gwen Keller
4
0
Stormblade Infantry
Commander Stormblade Infantry Leader
Upgrade Master Strategist
AGATA’S BRIGANDS Agata's army focuses on having a lot of exible models on the table. Part of your force will be dedicated to holding o the enemy while the remainder work on the scenario. Mission Specialist not only gives you an extra mission action—letting you accomplish more in a single turn than normal—it also gives you +3 to your CMD stat, giving your com mander a wider range of inuence for unit benets and the abilities of Command cards such as Combined Eort. The Farrow Brigand Leader can take the best advantage of this, allowing him to spread the Hog Wild order to a larger area of the battleeld. The additional boxes also give some much-needed additional survivability to the Leader, helping preserve his special abilities for longer if he is preoccupied with combat. Farrow Brigands are jacks of all trades. With both moderately strong melee and ranged attacks and Dig In for defensive potential as well the special order Hog Wild, they provide a number of options every turn even without specic Command cards. Pathnder is an extremely useful ability that allows Brigands to take full advantage of forests and navigate rubble as they maneuver around the battleeld, easily able to take advantage of cards like On the Prowl. While the Brigands’ defensive stats are poor, Dig In allows them to have access to cover even when out in the open, though you forgo the ability to make any attacks if you do so. The strongest ability in the Brigands’ arsenal is Hog Wild. Staying within the command range of the Leader will allow a Farrow Brigand to make a ranged attack with a pig iron, followed by a charge or run. While this forces your models to group together more, the ability to launch two attacks in a single turn makes it far more likely that a Brigand will manage to successfully kill its target. While this generally leaves your model out in the open and vulnerable to counterattack, Tough lets you be more reckless than most infantry, giving you an extra chance to survive your casualty rolls. Agata, the Queen of Carnage functions best in melee combat, so your goal will be to get her up close and personal. Command cards such as Tactical Repositioning and Bodyguard let her move up the eld faster, an act that can surprise your opponent. While Agata lacks defensive abilities against ranged attacks, once in melee she is extremely dicult to take down due to Duelist and Riposte. These combine to force your opponent to expend Command cards to try to guarantee that attacks hit her because the cost of missing is too high to risk. True to
her name, Agata excels at causing carnage and taking targets completely out of the game. Having two melee attacks gives her an extremely high chance of killing a model she attacks, as even a successful casualty roll will allow her second attack to either automatically hit or to remove an injured model from the table outright. Taking advantage of her Side Step ability in combination with cards like Outmaneuver can also enable her to easily take down multiple models in a single activation. This army works best when its forces are deployed close together in order to give access to the powerful Hog Wild order. Terrain matters signicantly less in your battle plan, as Pathnder gives you the ability to cross rough terrain without penalty, and Dig In allows you to gain cover anywhere on the battleeld. Agata can be held back in reserve for later rounds or pushed out early in the game to draw your opponent’s attention. Using half of your army as a distraction lets you take advantage of Mission Specialist to accomplish the scenario goals while your opponent is too busy with the rest of your force. While you will doubtless take losses, you should be able to buy enough time to accomplish the mission. All that being said, it is important to keep in mind a few key tactics when using any Company of Iron force. While it is tempting to throw out Boosts, Rerolls, and more from your hand whenever possible because you rell your Command cards at the start of each round, a true master of Company of Iron will know when to hold a key card back for future turns. Having a vital card in reserve can easily make the dierence between triumph and disaster. Also, keep an eye on which of your opponent’s models have yet to activate, and focus your eorts on disabling those models to give you a tactical advantage, taking away future actions from your opponent. Keep in mind the tides of battle can shift suddenly, and always be ready to improvise. After all, no battle plan ever fully survives contact with the enemy.
g i s t t ra t R e e r S D E A Ma s C t E R U P G D N A M O M r ned f r om der ha s lea he flo w o f t ur c omman o f war , yo le t o quic kl y gau ge enem y’ s nt de u t e s A t r u f eat s. Ab o r e s pond t o t he t r ie s and de . r e t bot h vic to she i s al wa y s r ead y er un o f ec t c a bat tl e, s wit h t he p maneu ver
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Agata’s Brigands Model/Unit Farrow Brigands (Max) Agata, Queen of Carnage
Commander
Points
Requisition
15
0
5
0
MAG E NA L DA A D D I T IO
re s s, Inc. r i va tee r P © 2 0 1 7 P
F I R O N C O M PA N Y O
M i s si on S pe c i al i s C O MM A N D E t R U P G R A D E Y ou r c om m a n de r k no p l an s a nd e tt e r t p r e p a re c o n w s b ha n m o ti n t he m i s t h ow g e . t o a s s io n o b j E ve r y ec t iv e . P nc i e s th t i n g s he d o d a p re p ar a ti o n e s a dv a t oo l t o g e i n s k e y c e s s i t t he b e s t r e s s u s in ul t i n e , a g t he b e s t ve r y s it u at i o n .
Y o ur c o m mand e r g ai ns +3 C MD . Y o u g ai n +1 t o s ta r t in g r ol l s a r ol l i n g f o nd p ri or i r s ce n ar i o s id ty r o ll s and e s. w he n O nc e p er g a c an c h c o mmand me , y ou o os e a m e r’ s c o mm o d e l i n y o ur and r an g e p e rf o r m a mi . T he c ss i on mo d el c f o rf e i ti n d u g i ho se n g i ts N o ac ti on an ts ne xt ac r mal M o r in Al te r nat i ti v a t i on v e m w it h e nt o r C o ve l y , i f t he o ut m b s ce nar i o g at Ac t io o nc e e ac h n r . a r ou nt nd y ou s y ou no c an d i r er o ll an at ac ti o sc a r d any C mi ss i on ta c k o r d ns , om mand c ama g e r o y ou r c om mand ll m ar d t o e r’ s c om mand r ad e b y a f ri e nd ly mo a n d g el i n Y /o 6ur c e. o mmand r U pg rade 1 er g ai ns f Co m ma nde iv e ad di ti o nal d am a g e b ox e s .
Upgrade ADDI TI O N AL DA M AG E
Farrow Brigand Leader
Mission Specialist
© 20 1 7 P r i va te e r P re s s , I nc .
C OM P AN Y O F I RO N
C om ma nd er U pg r ad e 4 /6
No Quarter PRIME
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HOSTILE TERRITORY
TOWER JUDGMENT by Matt Goetz & Douglas Seacat
R
ising above the desolate sands of the Bloodstone Marches, Tower Judgment is a massive fortress of stone that serves as a physical reminder of the authority of the scrutator caste. Oppressive in its sheer size, the tower is both garrison and prison, extending the military might of the Protectorate of Menoth far beyond its cities. In the subterranean prisons that sprawl beneath it, important prisoners suer torture at the hands of veteran scr utators. Above, hosts of Temple Flameguard and Exemplar knights stand guard against any heathen armies that would imperil the Protectorate interior. Since its construction, Tower Judgment has played a prominent role in the defense of the Protectorate of Menoth, both physically and spiritually. The soldiers garrisoned there are a rst line of defense against invasion from the north, and the scrutators within root out corruption and heresy with branding irons and bladed instruments.
ARCHITECTURE The tower is a single spire of stone standing just over ve hundred feet tall. Several blocks of buildings surround the tower, extending into the Boar Hills to the west and spreading into the Bloodstone Marches to the north and east. The main tower and surrounding buildings are made of cut
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stone reinforced by iron beams. The large interior spaces put incredible strain on the structure, so eight massive buttresses help support its incredible weight. Each buttress also acts as a defensive structure and is home to faithful warriors. The oors within the main tower are large and vaulting, designed to be as much sacred spaces as practical areas for garrisons, storage, or other purposes. The majority of the tower’s interior is given over to barracks, dormitories for priests, and ceremonial spaces. Wards for the Temple Flameguard take up much of the lower levels, with shrines and wards for scrutators and their Exemplar protectors dominating much of the upper levels. The private chambers and shri ne of the tower’s overseer, presently Visgoth Enjorran Sollers, occupy the top level. These chambers are surrendered to the hierarch if he has reason to be in residence. While the interior garrisons were sucient to house the military presence at Tower Judgment in its earlier days, the importance of the tower as a fortress caused the number of warriors there to grow signi cantly. To accommodate a garrison of over fty thousand soldiers of the faith, a full complex of barracks and support buildings was constructed and expanded over a period of decades. Now the tower is a veritable city w ith several dozen temples, over a hundred barracks, and numerous armories, storehouses, and foundries.
Beneath Tower Judgment is a sprawling complex of tun nels and cells. Used to house criminals and heretics, these chambers are seldom lled but can imprison several thousand should the need arise. Often the unused cells are relegated to storage, which includes stockpiles of weaponry. The dungeons contain many dierent types of cells, from larger dormitories to lightless chambers barely larger than a human body. Amid these cell s are numerous elaborate torture c hambers. Several dozen scrutators are assigned to these chambers at any one time. Protected by a preferential caste of guards, the scrutators work both night and day to extract information from prisoners housed at Tower Judgment, and the sounds of t his torture can be heard echoing th roughout the lower levels of the building. All of these practices involve as much religious ceremony as they do pragmatic applications of pain. For this reason, shrines to the Creator can be found in close proximity to each torture chamber. Many of the instruments utilized for these tasks are considered holy relics, having been in the possession of revered scrutators who have since passed on.
HISTORY OF TOWER JUDGMENT The tower has stood as a reminder of the Protectorate’s might for over seventy years. Construction of the initial structure was completed in 540 AR during the reign of Hierarch Turgis, just ve years after the onset of his reign. The hierarch required a means to protect the northern border of his nation but also desired a place that could house enemies of the faith and where his fellow scrutators could gather information about corrupt persons within the Protectorate. Some of the underground aspects of this structure predate the tower—the rst cells and tunnels were excavated on the orders of Visgoth Dorvol Pholt in 524 AR during the struggles for power after the death of Hierarch Luctine. These would soon be greatly expanded. When Turgis put his plan in action, thousands of laborers toiled to quarry its stones from nearby hills and mountains. Much of the stone was acquired from the nearby Boar Hills, but several massive stones came from as far away as the Rotterhorn deeper in the desert. Dragged across the sands by teams of laborers and consecrated laborjacks, these stones became the foundation of the tower. Every surface was inscribed with passages of the Canon of the True Law, and hundreds of priests joined Hierarch Turgis in prayer as they were lowered into place. As construction began on the tower to expand its sprawling dungeons, teams also began working on secret bunkers in the nearby Boar Hills. At the time of this construction, the Protectorate was still subject to periodic inspections by the oppressive Cygnaran government to assure they were not breaching the terms of treaty imposed upon them, terms that disallowed a standing army. These bunkers allowed the Protectorate to stockpile warjacks away from the cities of Sul and Imer and were expanded in later decades by Hierarchs Ravonal and Voyle.
Construction of the tower was halted several times due to setbacks. Early during the construction, a prolonged sandstorm prevented progress for several months, and the workers who toiled to erect Tower Judgment were forced to labor at a dangerous rate to make up for lost time. Deaths from accidents and exhaustion were common in the early days of construction. In 538 AR, the upper spire of the tower collapsed under its own weight, crushing a portion of the western wall. While those stones were recovered and put to use in other buildings, expeditions into the Boar Hills and Bloodstone Marches for replacement stone had to be launched immediately in order to gain sucient resources to resume work. Despite these setbacks, construction of the tower was nished before 540 ended, due in large part to the number of zealous workers from nearby Sul and the conscription of Idrians as forced laborers. The construction of the tower was said to have played a large part in the swift conversion of the Idrians beyond Sulonmarch. Not only was it a terrifying testament to the Protectorate’s martial strength, but those Idrians who laid its stones did so in the presence of constant sermons and hymns to the Creator of Man. The elderly Turgis was said to have visited the tower often during the construction and adjusted his vision for it many times during the process, rening the structure in his mind’s eye and forcing the stonemasons to match his singular vision. When it was complete, the hierarch was said to have declared it a testament to the Creator of Man. His work was expanded upon by each of his successors, with the larger garrison complex instigated by Ravonal during his twelve-year reign, with additional facilities to support warjacks added by Hierarchs Voyle and Severius i n recent decades. Over these years, the importance of Tower Judgment has only increased. Its garrisons have protected the vital Menoth’s Fury reneries at Kregor Rock to the north. An increased need for local Protectorate warjacks caused the construction of the Factorium, a vast manufacturing center for the production of warjacks. Despite the expanded garrisons and facilities, the sheer number of workers and soldiers at the tower sometimes exceeds its capacity. A number of semi-per manent tents have been erected around and between the bu ildings of the tower complex to accommodate its more transitory personnel.
SITE OF HOLY EXCRUCIATION To the scrutators of t he Protectorate, Tower Judgment is a holy place, rivaled only by such ancient sites as Icthier. The interrogation of prisoners there has a sacred, ritual quality to it. The Sul-Menite’s dark protectors preserve the sanctity of their work in the underground prison through the religious act of torture. They do not revel in this aspect of their work but consider these acts inextricable to their purpose and the longterm survival of the theocracy. Forcing confessions from those who have been wayward is seen as a method of cleansing their souls and readying them for the Lawgiver.
No Quarter PRIME
35
HOSTILE TERRITORY
Those taken for interrogation are subjected to a ceremonial cycle of treatment, being excruciated, starved, questioned, then fed, healed, cared for, and given time for prayer and introspection before beginn ing the cycle again. It is common for those who break down amid this process to volunteer to be wracked on the hills beyond the tower, seeing this as a way to purge their transgressions. This will be allowed, given the scrutators are satised with the confessions and information attained.
Visgoth Sollers’ inuence has earned him many rivals, though Feora of the Flameguard Temple is no doubt the most inuential and dangerous. But while he maintains control of such a potent symbol of the scrutator order’s authority and the signicant garrison within it, few would dare oppose Sollers openly.
Tower Judgment is a gathering place for t he scrutator caste. Large assemblies of scrutators happen here often, and the scrutator in charge of Tower Judgment is always selected from members who stand in the highest esteem. Prior to his elevation to hierarch, Grand Scrutator Severius made frequent visits to Tower Judgment. The grand scrutator came not only to inspect the factories attached to the tower but also to personally interrogate prisoners for information vital to the war eort.
Tower Judgment continues to be a vital bastion of Protectorate military might. The foundries of the Factorium produce warjacks and colossals at a steady rate, and the interrogation of its political and religious prisoners continues apace.
Its current warden is Visgoth Enjorran Sollers, a powerful scrutator and one of the leaders of the Sulonmarch province, as well as a key voice on the Synod. Sollers was a rm supporter of Severius and of the Northern Crusade, which allowed him to advance his own agendas while Severius was hierarch. He was present for Severius’ nal moments and attended his funerary rites. Following the hierarch’s death, Sollers’ position is more uncertain, as the Synod is rumored to be divided over the best course of leadership. Sollers has prioritized mai ntaining the strength of Tower Judgment, knowing it to be vital to the theocracy’s defense, as was proven in the skorne attacks that led to Severius’ death. He perceives his role in the defense of the Protectorate as a sacred duty, both to the Sul-Menite p eople and to the Creator of Man.
CURRENT AFFAIRS
The tower’s role in defending the northern border of the theocracy has become increasingly important in the last few years. When the exiled Vinter Raelthorne IV returned from eastern Immoren, he brought with him the conquest-minded skorne race. For a time, the skorne were content to attack Vinter’s former nation of Cygnar, but when Vinter lost control of their armies, they lashed out across the Bloodstone Marches. As the skorne seek new conquests, attacks have become more frequent and far deadlier. So, too, has Tower Judgment’s signicance increased in its eorts against Cygnar. The tower acts as a perfect staging point for attacks across the Black River and to discourage Cygnaran forays into Protectorate territory. The size of its garrison has grown to be one of the largest within Protectorate territory. The tower is not unassailable, however. A recent attack by the skorne threatened the destruction of Tower Judgment and the death of all present. The timing of this attack worked to the skorne advantage, as the tower’s garrison had r ecently been reduced on the orders of the Priestess of the Flame. Lord Arbiter Hexeris, the foremost master of the skorne’s black magic called mortitheurgy, led a signicant cohort in an attempt to capture the tower. The energies of the place as a sacred site for interrogation and excruciation have created powerful mystical forces, most of them latent but that are very tangible to mortitheurges in particular. The appeal of this enormous mortitheurgical reservoir, as well as the strategic importance of the place, drew the skorne. Were it not for the timely arrival of Hierarch Severius, the tower and its defenders would have fallen to the skorne. Even still, victory there was not without consequences. The hierarch fell in battle, expending the last of his life in a potent display of Menoth’s blessing to drive back the would-be conquerors. Following this attack and subsequent ones deeper into Protectorate territory, the skorne have maintained a hostile presence in the region. Skorne warriors from Kortar Fastness at the Rotterhorn make frequent assaults on Tower Judgment. Whether these assaults are meant to whittle down the defenders there or to test its defenses are yet unknown to the Protectorate, but the skorne seem set on claimi ng the tower as their own. Its pious defenders stand resolutely against this, though the uncertain state of the Protectorate’s leadership troubles all who look to this tower to keep invaders at bay.
36
No Quarter PRIME
HOSTILE TERRITORY SCENARIO
NO MAN’S SIEGE
by Will Hungerford
No Quarter PRIME
37
HOSTILE TERRITORY
BATTLEFIELD ELEMENT RULES Mantlet
Spiked Barricade
MANTLET
2017 v1
WEAPON ATTACHMENT
ATTACHMENT – This
MANTLET SPD
0
STR MAT
0
MANTLET
—
RAT DEF ARM CMD
medium-based unit.
—
ESCORT
5
18
0
attachment can be added to a small- or
GIRDED – This model and friendly models B2B with it do not suffer blast damage. HAND CARRIED – This model is not a warri or model. It does not activate but can advance during its unit’s Normal Movement. When it advances, it can move up to 2 for each Grunt in this unit within 2 of it at the beginning of its unit’s activation. This model is automatically hit by melee attacks. It cannot become stationary or knocked down and never suffers Blind. ROADBLOCK – This model provides cover to friendly models as if i t were an obstacle. This model loses Roadblock while it is Incorporeal or knocked down. SHIELD GUARD – Once per round, when a friendly model is di rectly hit by a non-spray ranged attack during your opponent’s turn while within 3 of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is Incorporeal, knocked down, or stationary. ˝
˝
˝
This scenario uses the Spiked Barricade terrain feature, which is an array of defensive iron spikes or spears embedded in the ground. This terrain feature is a wall template-sized obstacle. When a warjack or warbeast model without Flight contacts a Spiked Barricade during a charge, slam, or trample power attack, its movement immediately ends. When a warrior model without Flight contacts a Spiked Barricade, it suers 1 point of damage.
DAMAGE
PC 2
FA U
Illus. by Néstor Ossandón © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
BUILDING A PROTECTORATE SPIKED BARRICADE By Dallas Kemp
A spiked barricade is a versatile terrain piece that can add some tactical variety to your games. Follow this simple guide to build your own or use it as inspiration to create a barricade of your own design. TOOLS & MATERIALS
1
Air-drying Clay or Epoxy Putty Basing Material Formula P3 Clippers Wall Template or Sheet Polystyrene White Glue Parts from Temple Flameguard Officer & Standard (PIP 32096): * 0279 B Temple Flameguard Officer & Standard Bearer UA flame spear x5 *These parts are available in the Privateer Press Online Store.
38
No Quarter PRIME
3
2
BUILDING A SKORNE MANTLET By Danny Samuels
Building your own mantlets for the “No Man’s Siege” scenario can bring an added touch of immersion and storytelling to your game. Follow this simple guide to build your own or use it as inspiration to create a mantlet of your own design. 1a
1b
TOOLS & MATERIALS 40 mm base Formula P3 Clippers Formula P3 Files Formula P3 Hobby Knife Formula P3 Pin Vise w/ .85 mm drill bit Formula P3 Super Glue Jeweler’s saw
2a
2b
Nail file or sandpaper Pencil Ruler Sheet polystyrene (thickness .020 and .040) Parts from Skorne Venator Catapult Crew (PIP 74030): * 3115 D Venator Catapult shield
2c
2d
* 3115 E Venator Catapult arm * 3115 F Venator Catapult end cap x2 *These parts are available in the Privateer Press Online Store.
2e
2f
3a
3b
3c
4a
No Quarter PRIME
39
AFTER ACTION REPORT
THE TRENCHER CID by Will Pagani
Trenchers have always been a popular choice for Cygnaran armies. Supplying a high-quality troop force with some powerful abilities like Dig In, Smoke Bomb, or Stealth has made this frontline option unique within the ranks of Cygnar. This article will explore some of the new options available for the Gravediggers theme force as well as review the evolution of a few already existing choices.
GRAVEDIGGERS THEME FORCE
T
he theme force for Trenchers allows mostly what you would think: Trenchers. Warjacks. Warcasters. All the goodies you could want! And the benets are quite potent in this theme force. Gravediggers being able to take f ree weapon crews, solos, and attachments opens up the list-building options within the theme. Further, Rise is very powerful as a benet when all of your infantry have Tough innately, and the bonus to the rstturn roll combines well with the many and varied Advance Deployment options allowed in Gravediggers. But there’s even more available to make this theme force roll with the best.
40
No Quarter PRIME
TRENCHER WARCASTER LIEUTENANT The Trencher Warcaster Lieutenant did not undergo many changes in the CID process, but don’t let that fool you—this guy will still make it into a lot of lists. In both Gravediggers and Heavy Metal, the Lieutenant controls both Grenadiers and Chargers quite eectively. With Fire Group, he keeps these ’jacks safe by allowing them to re from farther away. After his warjacks have been destroyed, it’s time for him to leave his foxhole and move up the board to supply support to his army in the form of Rift, a powerful attack spell that, in the proper situation, can really hinder enemy movement while the Lieutenant lays down covering re with his carbine.
COLONEL MARKUS “SIEGE” BRISBANE
COLONEL MARKUS “SIEGE” BRISBANE
2017 v1
CYGNAR WARCASTER
BRISBANE 2
BRISBANE 2 SPD STR MAT RAT DEF ARM CMD
5
8
7
6
14
18
9
Once per turn at any time during Brisbane’s activation, you can place a Rocket Turret anywhere completely within 3 of him unless he already has a Rocket Turret in play. The Rocket Turret cannot activate the tur n it is put into play. DESPERATE PACE [TRENCHER] ( HACTION) – RNG CMD. Target friendly Trencher unit. If the unit is in range, Trencher models in the unit gain +2 movement during their Normal Movement this turn. JUMP BACK – At the end of an activation in which this model made a successful charge, you can place this model anywhere completely within 5 of its current location and then its activation ends. ROCKET PACK – Once per activation at any time, this model can spend one focus point to be placed completely within 5 of its current location. This model cannot use Rocket Pack during an activation in which it charges. When this model uses Rocket Pack, the damage roll for its next melee attack during that activation is automatically boosted. ACTIVATE ROCKET TURRET –
˝
MAUL RNG
POW
P+S
2
7
15
˝
˝
˝
MAUL
FOCUS
RAM – When
an enemy model is hit by this weapon during this model’s Combat Action, it becomes knocked down and can be pushed 1 directly away from this model. If the model hit is pushed, this model can immediately advance 1 directly toward it.
6
˝
˝
DAMAGE
WJ +28
FA C
COLONEL MARKUS “SIEGE” BRISBANE SPELLS BATTERING RAM
COST
RNG
AOE
2
8
–
COLONEL MARKUS “SIEGE” BRISBANE
2017 v1
POW DUR 12
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
OFF
–
FEAT: PERFECT POSITION
YES
An enemy model hit by Battering Ram can b e pushed 3 directly away from the spell’s point of origin. ˝
FURY
2
6
–
–
UP
With a shouted order and the weaving of a spell, Col. Brisbane reshapes the eld of battle to his advantage. His warjacks plow through enemy lines on a tide of arcane force while his own soldiers exploit the gaps the ’jacks create to rush forward and take new ground.
NO
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers –1 DEF. HALLOWED AVENGER
2
6
–
–
UP
NO
Target friendly Faction warjack gains Righteous Vengeance. (If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5 of a model with Righteous Vengeance during the last round, during your Maintenance Phase the model with Righteous Vengeance can advance up to 3 and make one basic melee attack.) ˝
˝
HIGH GROUND
2
CTRL
4
–
UP
NO
Place a 4 AOE anywhere completely within the spellcaster’s control range. The AOE is a hill that remains in play as long as its upkeep is paid. ˝
RAZOR WALL
2
CTRL
WALL
–
UP
NO
Place the wall template anywhere completely within the spellcaster’s control range where it does not touch a model’s base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall template, it suffers 1 damage point.
Small- and medium-based friendly Faction warrior models currently in Brisbane’s control range immediately advance up to 3 and then gain Dig In. Warjacks in Brisbane’s battlegroup currently in his control range gain Bulldoze for one turn. (A model with Dig In gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged.) (When a model with Bulldoze is B2B with an enemy model during its Normal Movement, it can push that model up to 2 directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when a model makes a trample power attack.) ˝
COLONEL MARKUS “SIEGE” BRISBANE Siege has undergone quite a transformation in his second incarnation. His theme and suite of abilities changed from a ranged-focused warcaster who was designed to be the man who breached the walls of Sul into a frontline invasion force leader. In his new suit of armor, his mobility is unrivaled, his melee threat is substantial, and his support abilities in battle are varied and notable. He did not, however, begin the CID cycle this way. At the start of the cycle, Siege was powerful, but as we received more and more feedback on him, we realized he was not very much fun to play. Changes to how his rocket pack functions, coupled with some additions to his feat and spell list, really opened up this warcaster and made him a far more interesting support model.
˝
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ® , warcaster ® & warbeast are TM of Privateer Press, Inc.
ROCKET TURRET
2017 v1
CYGNAR SOLO
ROCKET TURRET
ROCKET TURRET SPD STR MAT RAT DEF ARM CMD
0
6
0
6
ROCKET TURRET
5
18
0
CIRCULAR VISION – Models
never gain a back strike bonus against
this model. COMPANION [COLONEL BRISBANE] – This
ROCKET RNG ROF AOE POW
12
1
4
14
model is included in any army that includes Colonel Markus “Siege” Brisbane. If Brisbane is destroyed or removed from play, remove this model from play. This model is part of Brisbane’s battlegroup. CREATED – This model does not begin the game in play. GUN PLATFORM – This model can make ranged attacks even while in melee. PACK IT UP – If this model is in play during your Maintenance Phase, you can remove it from play. SENTRY FIRE – Once per turn, w hen an enemy model advances into and ends its movement within 8 of this model, this model can immediately make one basic ranged attack targeting that model. TURRET – This model cannot advance except to change facing. This model cannot become knocked down or be pushed and is automatically hit by melee attacks. This model does not s uffer blast damage. ˝
ROCKET
HIGH-EXPLOSIVE – Blast
damage caused by this weapon is POW 10.
DAMAGE
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
No Quarter PRIME
41
AFTER ACTION REPORT
TRENCHER COM MANDO OFF ICER
2017 v1
CYGNAR COMMAND ATTACHMENT
ATTACHMENT [TRENCHER COMMANDOS] – This
OFFICER SPD STR MAT RAT DEF ARM CMD
6
6
8
7
13
13
9
attachment can be
added to a Trencher Commando unit. OFFICER ANATOMICAL PRECISION – When
TRENCHER COMMANDO OFFICER When a mission calls for stealth, the Commandos move in, and the Ocer is a new addition to this classic un it, granting it some powerful new abilities. Reposition [3 ] lets the Commandos clear a screen of infantry and then move out of the way of the rest of the force or ski rmish favorably with their carbines and Stealth against many other infantry units. Mission Objective al lows the Commandos to choose a target and gain +2 to hit and damage against it, allowing the Commandos to crack light ar mor with ease and mow down entire units w ith the Tactics: Quick Work special r ule. Finally, add in Scatter Gunner weapon attachments to taste. In the end, the Ocer underwent very few changes through the CID cycle, remaining a strong anti-infantry option.
TRENCHER CO MMANDO OFF ICER
GRENADE RNG ROF AOE POW
6
1
3
12
this model’s melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll. GRANTED: REPOSITION [3 ] – While this model is in formation, models in its unit gain Reposition [3 ]. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [3 ] can advance up to 3 , then its activation ends.) MISSION OBJECTIVE – Once per game at any time during its unit’s activation, this model can use Mission Objective. When it does, choose an enemy model/unit in this model’s LOS. This activation, models in this model’s unit gains +2 to attack and damage rolls against the chosen model/unit. TACTICS: QUICK WORK – Models in this unit gain Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved the model with Quick Work can make one basic ranged attack.) ˝
˝
˝
˝
CARBINE RNG ROF AOE POW
10
1
—
10
TRENCH KNIFE RNG
POW
P+S
0.5
3
9
GRENADE CUMBERSOME – This
model cannot attack with this weapon and with another weapon on the same activation.
˝
DAMAGE
PC 4
TRENCHER BLOCKHO USE
FA 2
2017 v1
CYGNAR STRUCTURE
SPD STR MAT RAT DEF ARM CMD
—
0
TRENCHER BLOCKHO USE BLOCKHOUSE
BLOCKHOUSE —
Illus. by Néstor Ossandón© Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
6
5
20
10
HEAVY CANNON RNG ROF AOE POW
15
1
4
15
—
FORWARD DEPLOYMENT – This
model can be deployed up to 6 beyond your deployment zone. GIRDED – This model and friendly models B2B with it do not suffer blast damage. REINFORCEMENTS [TRENCHER] – During your Maintenance Phase, return d3 small-based friendly destroyed Trencher Grunts to play. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model’s command range, in formation, and completely within 3 of another model in their unit. Returned Grunts must forfeit their Combat Actions the turn they are returned to play. TRENCH NETWORK – Immediately after placing this model during deployment, you can place up to two trench ter rain features on the table. These trench terrain features must be placed either in base contact with this model or in contact with a trench terrain feature that is in base contact with this model. These trench terrain features cannot be placed in contact with a non-trench te rrain feature. ˝
˝
HEAVY CANNON HIGH-EXPLOSIVE – Blast
damage caused by this weapon is POW 10. a direct hit against an enemy model, all models hi t become knocked down. QUAKE – On
L EF T F IE LD OF FIR E
R IGH T F IE LD OF FI RE
MILITARY RIFLE
MILITARY RIFLE
RNG ROF AOE POW
10
1
—
RNG ROF AOE POW
11
10
L
1
—
11
R
PC 14
DAMAGE
TRENCHER EX PRESS TEAM
FA 2
2017 v1
CYGNAR WEAPON CREW UNIT
SPD STR MAT RAT DEF ARM CMD
6
TRENCHER E XPRESS TEAM SPOTTER
SPOTTER
6
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
6
6
13
13
5
CARBINE RNG ROF AOE POW
10
1
— 10
Each affected model must make a full advance as its Normal Movement and perform the Dig In special action, then can make a normal ranged attack as its Combat Action. DIG IN (HACTION) – This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in. CAUTIOUS ADVANCE (ORDER) –
GUNNER DIG IN (HACTION) – TROLLKIN – This
TRENCH KNIFE RNG POW
P+S
0.5
9
3
RAEVHAN EXPRESS GUN
GUNNER
7
A model hit by this weapon loses Tough and cannot have damage removed from it for one round. RANGE FINDER – While B2B with the Spotter in this unit, this model gains boosted attack rolls with this weapon. THUNDERBOLT – Enemy models hit are pushed d3 directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. GRIEVOUS WOUNDS –
˝
SPD STR MAT RAT DEF ARM CMD
6
See above. model is a Trollkin model.
6
5
13
15
5
RAEVHAN EXPRESS GUN RNG ROF AOE POW
14
GUNNER’S DAMAGE
No Quarter PRIME
— 14
TRENCH KNIFE RNG POW
P+S
0.5
10
PC Spotter & Gunner
42
1
3
5
FA 2
Illus. by Néstor Ossandón© Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
TRENCHER CO MBAT ENGINEERS
TRENCHER CO MBAT ENGINEE RS
2017 v1
CYGNAR MECHANIK UNIT
LEADER & GRUNTS
LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD
6
6
6
6
13
13
6
CARBINE RNG ROF AOE POW
10
1
—
10
DIG IN ( HACTION) –
This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in. REPAIR [d3] ( HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 damage points from it. SABOTAGE (HACTION) – Target enemy warjack or battle engine B2B with this model suffers d3 damage points and cannot have damage removed from it for one round. When damaging a warjack, choose which column suffers the damage.
MONKEY WRENCH
PC
RNG
POW
P+S
0.5
2
8
Leader & 2 Grunts
5
TRENCHER WARCA STER LIEU TENANT
FA 3
Illus. by Andrea Uderzo © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
TRENCHER WARCA STER LIEU TENANT
2017 v1
CYGNAR SOLO
JOURNEYMAN WARCASTERCOST SPELLS
LIEUTENANT SPD STR MAT RAT DEF ARM CMD
6
6
6
6
14
14
7
2
RNG ROF AOE POW
1
—
10
RNG
AOE
SELF
CTRL
POW DUR –
TURN
OFF NO
While models in the spellcaster’s battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn. RIFT
CARBINE 10
FIRE GROUP
3
8
4
13
RND
YES
The AOE is rough terrain and remains in play for one round. LIEUTENANT
This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game. DIG IN ( HACTION) – This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in. BATTLEGROUP CONTROLLER –
MECHANIKAL TRENCH BLADE RNG
POW
P+S
0.5
5
11
MECHANIKAL TRENCH BLADE BRUTAL CHARGE –
FOCUS
This model gains +2 to charge attack damage rolls
with this weapon.
4
COMMANDER ANSON HITCH Hitch brings a huge bump in utility to any Gravedigger list that includes him, but many of his options changed throughout this CID cycle. Originally able to give Trenchers Reposition [2 ], Hitch led some rather industrious testers to nd a way to use this with the Trencher Infantry special rule Smoke Bomb, creating walls of clouds that opponents could not draw line of sight through. Swapping this ability out for Press the Advantage, which grants Swift Hunter, instead allowed Hitch an excellent ability to use on Trencher Commandos, Maxwell Finn, or even the Trencher Long Gunners. Target Priority, which grants Combined Arms, makes the Trencher Infantry and Trencher Long Gunners very accurate with their combined ranged attacks. With the theme force granting Rise and the Trencher units all having Tough, Tenacity provides a nice benet in the form of Feign Death, making the models that have successfully survived a hit via Tough the opportunity to avoid being gun ned down while they lay on the ground. ˝
DAMAGE
PC 4
COMMANDER ANSON HITCH
FA 1
2017 v1
CYGNAR TRENCHER SOLO
6
6
COMMANDER ANSON HITCH HITCH 1
HITCH 1 SPD STR
Illus. by Néstor Ossandón © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
MAT RAT DEF ARM CMD
7
6
13
13
10
HEAVY PISTOL RNG ROF AOE POW
8
1
—
12
This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn. • Press the AdvAntAge – RNG CMD. Target friendly Faction Trencher model/unit. If the model/unit is in range, it gains Swift Hunter. Press the Advantage lasts for one turn. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2 .) • tArget Priority – RNG CMD. Target friendly Faction Trencher unit. If the unit is in range, it gains Combined Arms. Target Priority lasts for one turn. (When a model with Combined Arms misses an attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.) • tenAcity – RNG 5. Target friendly Trencher model/unit. If the model/unit is in range, it gains Feign Death. (A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.) Foxhole Buddy – While B2B with a friendly model that is dug in, this model gains cover, does not suffer blast damage, and does not block LOS. tActiciAn [trencher] – While in this model’s command range, friendly Trencher models can ignore other friendly Trencher models when determining LOS. Friendly Trencher models can advance through other friendly Trencher models in this model’s command range if they have enough movement to move completely past them. BATTLE PLAN –
˝
SABRE RNG
POW
P+S
1
4
10
SABRE
BrutAl chArge – This
DAMAGE
model gains +2 to charge attack damage rolls
with this weapon. PC 4
FA C
Illus. by Néstor Ossandón © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
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AFTER ACTION REPORT
PATROL DOG
PATROL DOG
2017 v1
CYGNAR TRENCHER SOLO DOG
DOG SPD STR MAT RAT DEF ARM CMD
7
4
5
0
14
13
3
ANNOYANCE – Living
enemy models within 1 of this model suffer –1 to attack rolls. DODGE – This model can advance up to 2 immediately after an enemy attack that missed it is res olved unless it was missed while advancing. It cannot be targeted by free strikes during this movement. FOXHOLE BUDDY – While B2B with a friendly model that is dug in, this model gains cover, does not suffer blast damage, and does not block LOS. LEADERSHIP [TRENCHER] – While in this model’s command range, friendly Trencher models gain Dodge. NOISY (HACTION) – While within 8 of this model, enemy models lose Stealth . An enemy model making an attack targeting a friendly model within 5 of this model cannot gain a back strike bonus. Noisy lasts for one round. ˝
˝
BITE RNG
POW
P+S
0.5
3
7
˝
˝
BITE
CRITICAL KNOCKDOWN –
On a critical hit, the model hit becomes
knocked down.
TRENCHER LONG GUNNERS & OFFICER The re support of every Trencher platoon, the Long Gunners are among the most highly trained, well-armed, and most-feared units on the battleeld. Their rules look fairly basic, but they pack quite a punch with Combined Ranged Attack and Dual Shot. The Ocer grants Marksman, allowing his soldiers to choose the column they damage; combined with Grievous Wounds from the Express Team, this creates a very credible ranged threat that can destroy weapon systems and aspects with no chance to repair or heal them. Many debates in CID focused on the role of such models, specically as to whether they were costed appropriately and over what type of defensive abilities they should have. We ended up with the once-per-game ability Go to Ground (which provides Dig In for a single round) because many other tested options were simply too powerful and made the unit far too resilient to enemy re throughout the game.
PC 2
TRENCHER LONG GUNNE R OFFICE R
FA 1
2017 PRE
CYGNAR COMMAND ATTACHMENT
SPD STR MAT RAT DEF ARM CMD
6
TRENCHER LONG GUNNE R OFFICE R ATTACHMENT [TRENCHER LONG GUNNERS] – This
OFFICER 6
Illus. by Néstor Ossandón© Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
7
7
13
13
9
attachment can be
added to a Trencher Long Gunner unit. OFFICER
DUAL SHOT – If
REPEATING LONG GUN RNG ROF AOE POW
14
1
—
10
TRENCH KNIFE RNG
POW
P+S
0.5
3
9
this model uses its Normal Movement to aim, it can make one additional ranged attack this activation. GO TO GROUND – This model can use Go to Ground once per game at any time while in formation during its unit’s activation. For one round or until they move, are placed, or are engaged, models in this unit that are currently in formation gain cover, do not suffer blast damage, and do not block LOS. GRANTED: PRECISION FIRE – While this model is in formation, models in its unit can reroll ranged attack damage rolls. Each attack roll can be rerolled only once as a result of Precision Fire. TACTICS: MARKSMAN – When a model in this unit damages a warjack or warbeast with a ranged attack, choose which column or branch suffers the damage.
DAMAGE
PC 4
TRENCHER LONG GUNNE RS
FA 2
2017 v1
CYGNAR UNIT
SPD STR MAT RAT DEF ARM CMD
6
6
6
TRENCHER LONG GUNNE RS LEADER & GRUNTS
LEADER & GRUNTS 6
Illus. by Néstor Ossandón© Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
13
13
8
DUAL SHOT – If
this model uses its Normal Movement to aim, it can make one additional ranged attack this activation.
REPEATING LONG GUN RNG ROF AOE POW
14
1
—
10
TRENCH KNIFE
PC
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No Quarter PRIME
RNG
POW
P+S
0.5
3
9
Leader & 5 Grunts Leader & 9 Grunts
11 18
FA 2
Illus. by Néstor Ossandón© Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack ®, warcaster ® & warbeast are TM of Privateer Press, Inc.
TRIUMPH We couldn’t talk about Siege 2 without bringing up his trusty pal, Triumph. As an existing model, Triumph was modied to become a more appealing choice, especially in combination with its bonded warcaster, Siege. And speaking of this bond, replacing the old bond (which mimicked the spell Explosivo) and replacing it with boosted ranged attack damage rolls created a very nice synergy with Rapid Fire, a special rule introduced to Triumph in the new edition. Adding in Dual Attack allows Triumph more tactical exibility, and a slight point decrease makes it a truly delightful choice in any Siege-led army.
TRIUMPH Gained Dual Attack
Gained boosted ranged attack damage rolls when bonded to Siege
JEREMIAH KRAYE Kraye went through a major overhaul during this CID cycle. A completely new feat, an almost total rework of his spell list, and a few ability reworks rocketed this warcaster through a urry of playtest and discussion. His new signature spell, Horsepower, gives incredible threat ranges to his melee warjack options. With Admonition and Iron Horse granting Reposition [5 ], it’s very hard to pin down his battlegroup. Countermeasures really ties into his reconnaissance theme and is a very powerful spell for a warcaster who is susceptible to ranged assassinations. His new feat, Light ’Em Up, further increases the threat range of Kraye’s battlegroup by giving all weapons Beacon. The portion of the feat that grants Flare allows for some very interesting ranged list options and gives his army a way to ignore Stealth, essentially marking targets for the remainder of his force.
Decreased Point Cost
˝
PATROL DOG This scruy little fella is the mascot of every Trencher force. Bringing solid utility abilities, he helps support his allies by sning out the location of hidden enemies or by warning of incoming artillery blasts, allowing troops to deftly dodge out of the way. Patrol Dog started out with a much larger area of eect for all of his rules, but testers showed how this was not a reasonable thi ng for such a low-point model. But we wanted to keep him at 2 points, so reducing the eectiveness of his abilities allowed us to keep his point cost while retaining the avor and vision we had for the Patrol Dog from t he start.
TRENCHER EXPRESS TEAM One trollkin. One man. One very, very large gun. One much smaller g un. The Express Team’s concept is t hat of a mobile re support unit bringing utility to the eld. With its Raevhan Express Gun, it can provide many dierent eects that are not normally available within Trencher forces, such as the ability to push enemy models away, the option to cause Grievous Wounds, or even just a highly accu rate high-POW ranged attack. Entering CID, the Express Team was labeled as “bland and boring but eective.” Adding rules to it based on the feedback we received and tweaking the team’s point cost brought in Grievous Wounds, Pathnder, and Advance Deployment, givi ng the unit a solid range of eects and ensuring it’s always a useful one to have on your list.
TRENCHER COMBAT ENGINEERS The Combat Engineers keep the machines running. With Dig In and carbines, they are some of the most combat-oriented mechaniks in the game. After testing, people wanted to see a little more avor added to the unit, so Sabotage was included after the cycle had ended. This rule lets the Engineers potentially cripple the warjack that just trashed their most recent assignment!
TRENCHER BLOCKHOUSE As our rst structure, the Blockhouse was a very exciting addition to CID. It provides a solid anchor to many Gravedigger armies with a long-ranged, high-power attack with some potent special rules. Add in some nifty rules like Girded and Reinforcements [Trencher], and you’ve got a solid support piece to hide your warcaster behind while replenishing the ranks of Trencher units close by. Being a structure is cool and all, but what would Trenchers be without . . . trenches! The Blockhouse allows the player to build a Trench Network on the table, bringi ng additional terrain features wit h it. As the Trencher Blockhouse is FA: 2, this allows the player to bring up to four trenches in addition to any terrain that started on the table. When the CID cycle started, this rule allowed for three trenches per Blockhouse, but the developers as well as the players ended up believing this was simply too much additional terrain.
CONCLUSION That’s it for our rst real CID cycle for the new theme forces. Finding a place for every model that went into the process and creating a powerful, thematic, and well-focused theme force shows the exciting results we can achieve with the help of the community. With the direct implementation of community feedback and ideas, we can continue to enhance the game with a diverse set of options that are balanced, compelling, and most important, fun! No Quarter PRIME
45
PAINTING & HOBBY
TABLE READY IN 5 STEPS By Lyle Lowery
Playing with a fully painted army is simultaneously one of the most rewarding yet intimidating aspects of the WARMACHINE and HORDES hobby. It’s not hard to paint an army to tabletop standard—a level of quality that looks good on the table and at arm’s length. Here is a variety of styles that will help you get your army table ready in no time! MODELS Cygnar Stormclad by William Shick Protectorate Indictor by Luke Sheridan Khador Mad Dog by Lyle Lowery Cryx Seether by Lyle Lowery Retribution Hemera by Lyle Lowery Convergence Conservator by Dallas Kemp Trollbloods Dire Troll Mauler by Lyle Lowery Circle Shadowhorn Satyr by Lyle Lowery Legion Carnivean by Brendan Roy Skorne Aradus Sentinel by Luke Sheridan
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No Quarter PRIME
O
n these pages, you will nd some of the Privateer Press crew’s takes on the classic Faction colors. Some of the styles are streamlined approaches to the studio scheme, while others take the studio scheme as inspiration for a similar but personalized palette. For example, you’ll see how to use zenithal priming for fast and beautiful white armor, or how to use ink glazes over a silver basecoat to make a glossy showroom nish. Follow the instructions for your chosen Faction to ready your army for the table. But you might want to read through them all—you just might pick up a new tip or trick to incorporate into your own painting repertoire.
Once you’re nished painting, it’s time to base your model. You should base it to match the rest of your army, but if you haven’t picked a basing scheme yet, you can use the technique used for all of these models. Use white glue to attach sand or ballast to your base. When that is dry, wash it with Umbral Umber. Let that dry thoroughly and then drybrush it with Rucksack Tan and then a lighter application of Menoth White Highlight. Finally, use white glue to add patches of static grass. You’re table ready!
CYGNAR – STORMCLAD
PROTECTORATE OF MENOTH – INDICTOR
Step 1: Basecoat the whole model with Cold Steel.
Step 1: Basecoat the armor plates with Menoth White Base and the trim with Sanguine Base.
Step 2: Glaze the armor plates with 1:2 Blue Ink and Mixing Medium. Build up the color with several thin coats.
Step 2: Shade the armor plates with Bastion Grey and the trim with Exile Blue.
Step 3: Paint the cloth Cygnar Blue Base and the gold metals Rhulic Gold.
Step 3: Basecoat the bare metals with Pig Iron and Rhulic Gold.
Step 4: Wash the steel and blue cloth with Armor Wash and the gold areas with 4:2:1 Brown Ink, Umbral Umber, and Mixing Medium.
Step 4: Wash the silver metals with Armor Wash and the gold metals with Umbral Umber.
Step 5: Drybrush the silver metal with Cold Steel and the gold metal with Solid Gold. Highlight the blue cloth with 1:2 Cygnar Blue Base and Cygnar Blue Highlight.
Step 5: Highlight the trim with Sanguine Highlight, the silver metals with Cold Steel, and the gold metals with Solid Gold.
1
2
1
2
3
4
3
4
5
5
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47
PAINTING & HOBBY
KHADOR – MAD DOG
CRYX – SEETHER
Step 1: Drybrush the bare metals with Pig Iron and Molten Bronze.
Step 1: Paint the bare metals Pig Iron and Blighted Gold.
Step 2: Paint the armor plates Khador Red Base.
Step 2: Paint the armor Cryx Bane Highlight. Paint the bone spurs ’Jack Bone.
Step 3: Paint the trim Thamar Black. Shade the armor plates with Exile Blue. Wash the bare metals with Armor Wash.
Step 3: Shade the armor plates with thinned Cryx Bane Base. Wash the silver metals with Armor Wash and the gol d metals and bones with Umbral Umber.
Step 4: Highlight the armor plates with Khador Red Highlight, the black trim with Coal Black and Frostbite, and the gold metals with Rhulic Gold.
Step 4: Paint the vents Menoth White Highlight. Drybrush the bones with Menoth White Highlight.
Step 5: Paint the eyes and vents Heartfire. Glaze the armor and the corners of the eyes and vents with Red Ink.
Step 5: Glaze the vents with Yellow Ink. Glaze the corners of the vents with Green Ink.
1
2
1
2
3
4
3
4
5
48
5
No Quarter PRIME
RETRIBUTION OF SCYRAH – HEMERA
CONVERGENCE OF CYRISS – CONSERVATOR
Step 1: Prime white over black from a high angle, leaving some black showing in the shadows. This is called zenithal priming.
Step 1: Basecoat the entire model with Cold Steel. Paint the gold metals Brass Balls.
Step 2: Basecoat the bare metals with Thamar Black.
Step 2: Wash the silver metals with 2:1 Greatcoat Grey and Armor Wash. Wash the gold metals with 2:1 Thornwood Green and Brown Ink.
Step 3: Glaze the glowing areas with 1:1 Frostbite and Turquoise Ink.
Step 3: Wash the deepest shadows with Armor Wash.
Step 4: Paint the bare metals Cold Steel. Paint the tabard 1:1 Trollblood Base and Traitor Green.
Step 4: Paint the glowing areas Frostbite. Wash the area you just painted with 2:2:4 Arcane Blue, Mixing Medium, and water.
Step 5: Highlight the armor plates with Morrow White.
Step 5: Highlight the silver metals with Quick Silver and the gold metals with a mix of Brass Balls and Radiant Platinum.
1
2
1
2
3
4
3
4
5
5
No Quarter PRIME
49
PAINTING & HOBBY
TROLLBLOODS – DIRE TROLL MAULER
CIRCLE ORBOROS – SHADOWHORN SATYR
Step 1: Basecoat the skin with Trollblood Base, the growths, teeth, and cloth with Bootstrap Leather, the metal with Pig Iron, and the quills with Skorne Red.
Step 1: Drybrush the armor plates with Rhulic Gold. Step 2: Basecoat the skin with Beast Hide, the cloth with Bastion Grey, and the straps with Bootstrap Leather.
Step 2: Shade the skin with 1:1 Trollblood Base and Sanguine Base, the growths, teeth, and cloth with Umbral Umber, and the quills with Exile Blue.
Step 3: Wash the skin and straps with Umbral Umber and the cloth with Armor Wash.
Step 3: Highlight the skin with 1:1 Trollblood Base and Trollblood Highlight. Drybrush the skin rocks with Beast Hide and the quills with Khador Red Base.
Step 4: Drybrush the skin with 1:1 Beast Hide and Menoth White Highlight. Drybrush the horns and cloth with Trollblood Highlight.
Step 4: Paint the eyes Menoth White Highlight and the tongue and gums Sanguine Base.
Step 5: Glaze the recesses of the armor plates with water and a little Green Ink. Highlight the armor plates with Brass Balls.
Step 5: Highlight the teeth and nails with Menoth White Highlight.
1
2
1
2
3
4
3
4
5
50
5
No Quarter PRIME
LEGION OF EVERBLIGHT – CARNIVEAN
SKORNE – ARADUS SENTINEL
Step 1: Basecoat the skin with a 1:1:1 mix of Frostbite, Exile Blue, and Skorne Red. Basecoat the chitin with Gun Corps Brown.
Step 1: Basecoat the skin with Gun Corps Brown and the chitin with Bl oodstone. Define the edges of the muscles with Sanguine Base.
Step 2: Basecoat the bone areas with ’Jack Bone, the gums with Carnal Pink, and the tongue with Khardic Flesh.
Step 2: Shade the skin with Battlefield Brown and the chitin with Umbral Umber. Step 3: Basecoat the armor with Rhulic Gold.
Step 3: Drybrush the chitin with ’Jack Bone. Wash the gums and the tongue with Sanguine Base.
Step 4: Glaze the armor with Red Ink.
Step 4: Shade the chitin with Brown Ink and the skin with Exile Blue and Skorne Red. Shade the teeth and bones with Battlefield Brown.
Step 5: Highlight the skin with Rucksack Tan, the armor with Solid Gold, and the chitin with Sanguine Highlight.
Step 5: Highlight the bone with Menoth White Highlight and the skin with Morrow White. Shade the chitin with Umbral Umber and the gums with Sanguine Base.
1
2
1
2
3
4
3
4
5
5
No Quarter PRIME
51
IRON KINGDOMS RPG
THE HAUNTING OF BLACKWELL HALL by Josh Colón & Matt Goetz
52
No Quarter PRIME
Life as an agent for the Strangelight Workshop is a dangerous and complicated one. Using unpredictable technology, quick thinking, and sheer luck, these everyday men and women confront powerful supernatural entities of all types. Often this work is done without fully understanding such creatures’ abilities or motivations. Those who investigate and oppose these beings often receive little reward beyond the gratitude of those whose lives they’ve saved and recognition within their own strange organization. Those who fail are likely to lose their lives, to be remembered by only the teammates who survive them. he Haunting of Blackwell Hall is an adventure for new
T recruits to the Strangelight Workshop with 0 XP who have
decided to throw their lot in with t his unusual organi zation. The Workshop exists in multiple cities, but Blackwell Hall in Ceryl is its central headquarters and where its primar y eld team is located. This veteran team gets r st pick of case les and assigned t he most important tasks, but the work is dangerous and unpredictable. One or more backup team s are kept ready to handle lower priority cases and to learn the ropes. The PCs have earned a place as one such eld team, but they still have a great deal to prove. The leadership of t he Strangelight Workshop is an insular and secretive bunch, so the PCs have a ways to go if they’re going to one day be given the most interesting and rewarding jobs—or to be pr ivy to the strange agenda of the Strangelight Workshop and its enigmatic founder, Jacob Strathmoore.
ADVENTURE SYNOPSIS The adventure begins when the PCs, an up-and-coming team of Strangelight Workshop eld agents, are given a simple task by the organization’s premier eld team: bring the trapped spirit of a captured ghost to the tunnels below Blackwell Hall until the primary team returns f rom an urgent task. This is a menial, almost petty task, but someone has to do it. Naturally, it all goes wrong. The captured ghost escapes from its containment before the PCs can get it to the quartermaster (and thus wash their hands of it), and it ees into the walls of Blackwell Hall. The PCs need to discover where the spirit is hiding and do whatever they can to contain it before the spirit causes irreparable harm to Blackwell Hall, or worse, to their reputations. Making matters worse, several important and inuential members of the organization are still in the hall and will no doubt look down upon the PCs if they discover the escaped spirit. For a junior team, this can have far-reaching consequences, such as being split up and sent to far-ung operations or even kicked out of the organization. As the PCs pursue the ghost through Blackwell Hall, they learn the spirit was once a member of their own organization and is ghting to preserve the memories of its deceased teammates. The spirit creates Echoes of these lost companions, which haunt the rooms of Blackwell Hall that were special to them in life.
Each encounter the PCs have with the spirit eliminates one of its former companions from its memory, however, driving it to rage and madness. Once all the Echoes of its team are dispersed, the spirit descends into the boiler room of the manor in an attempt to obliterate Blackwell Hall and everyone within it.
PREPARING FOR THE ADVENTURE Make sure to download and read the free rules pdf at privateerpress.com/NQP1 to become familiar with the basic rules of the roleplaying game. Note the additional rules unique to games involving the Strangelight Workshop. These new rules begin on page 68. Take a look at the character sheets in the pdf so you are familiar with their dierent skills and abilities. The adventure will oer suggestions for which characters might excel in a situation, but the other players may wish to use their abilities in brilliant but unorthodox ways. Next, read the background of t he adventure’s only real enemy, the spirit of the caller Reeve Gabbot. Understanding the former Strangelight agent’s situation and motivations will help a great deal in depicting him during the course of the adventure. Similarly, the information on Blackwell Hall will give you a sense of the headquarters of the Strangelight Workshop.
REPUTATION Strangelight Workshop teams have a Reputation within the organization. The team’s Reputation score is adjusted by a number of different things during this adventure. If, at any point, the team’s Reputation score falls below 0, the team is in big, big trouble. If interaction with an NPC caused the reputation to fall below 0, that NPC informs Commander Banning Keller of the PCs’ actions. When the adventure is complete, Keller informs the PCs that their days with the Strangelight Workshop are over and shows them the door. If the PCs managed to recapture the spirit of Reeve Gabbot after falling below 0 Reputation and ask for a second chance, Keller reluctantly concedes that they’ve cleaned up after themselves and says he will consider giving them a chance to redeem themselves, which can lead to further adventures.
Baxter Roan (Investigator), Sydney Wright (Bouncer), Emmett Cohen (Mechanik), Evalyn di Mattys (Caller), and Dalton Thatcher (Jammer) standing outside Blackwell Hall
No Quarter PRIME
53
IRON KINGDOMS RPG
REEVE GABBOT
LAYOUT
In life, Reeve Gabbot was a gentle and empathetic man. Born with the ability to sense and talk to spirits that lingered on Caen, he had great diculty nding or keeping work. He had diculty distinguishing between the living and the dead and would often act irrationally because he was trying to help a lost spirit complete some unnished task. When the Strangelight Workshop discovered the talented young Gabbot, he was livi ng on the streets of Point Bourne as a beggar.
Blackwell Hall has two main wings: the east wing and the west wing. Within those wings are numerous labs, dormitories, storerooms, kitchens, parlors, and other chambers. The headquarters building is large enough and complex enough that even those with experience can still get lost among its numerous similar rooms.
Membership in the Strangelight Workshop changed his life. His fellow eld agents were his close friends, his family. His work gave him a clear purpose, allowing him to help lost spirits move on to the afterlife far better than he could hope to do alone. After witnessing the loss of his team and enduring his own death, the specter of Reeve Gabbot has gone insane and is hostile toward the Strangelight Workshop. It perceives the Workshop as directly responsible for the suering it and its companions suered. The specter is no longer fully Gabbot. In an eort to preserve the other obliterated members of its team, the specter takes on their appearances and personalities. It is almost as if the specter is trying to keep the team together by not acknowledging their absence. Confronting the specter with the truth of this incenses it and causes it to become even more violent. For more about the abilities of Reeve Gabbot’s ghost, see p. 73.
BLACKWELL HALL Blackwell Hall is an enormous mansion-turned-headquarters. Many of the original rooms have been repurposed to suit the needs of the Strangelight Workshop, such as luxurious bedrooms that have been converted into alchemical laboratories. The hall has many dozens of rooms, and few members of the organization are permitted within all of them. Several areas are restricted to only a handful of individuals, such as the armory and the archives. Others are accessible to only two persons: the Strangelight Workshop’s founder, Jacob Strathmoore, and h is second in command, Commander Banning Keller. The mansion has other unusual qualities that make it useful to the agenda of the Workshop. Blackwell Hall stands atop a deep and elaborate network of tunnels and subterranean chambers carved out by the Orgoth during the Occupation. Not only do these expand the Workshop’s storage capacity, but the tunnels have the ability to trap spirits within them, acting as a sort of inescapable labyrinth where spirits can be contained and prevented from passing to Urcaen until the Workshop is ready to move them along. The tunnels give the Workshop the ability to temporarily house captured spirits for study until the ghosts can be peacefully sent on to the afterlife.
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No Quarter PRIME
During the adventure, don’t worry overmuch about the specic layout of Blackwell Hall. Important encounter locations are listed, as are some of the nearby rooms. Assume the PCs are familiar enough with Blackwell Hall’s layout to get around. They have all spent a decent a mount of time here in the last several weeks, and places they haven’t visited yet are likely to be o limits to them anyway. They still may get turned around due to Blackwell Hall’s complexity, but basic navigation will not be a problem. If you need to quick ly generate a random room when the PCs are chasing ghosts, or if they decide to duck into a doorway to avoid the notice of some important NPC, roll 3d6 and consult the following table. Note that some rooms are unique and should only be used once during the adventure.
Room Generator
3d6 Roll
Result
3
Great Hall
4–6
Bedroom
7
Kitchen
8
Garden
9
Gymnasium
10
Parlor
11
Dining Room
12
Library
13 –14
Study
15–16
Bedroom
17
Quartermaster’s Office
18
Ballroom
Ballroom (Unique Room): This ornate ballroom in the west wing
is now used as a storage space and for Strangelight teams to prepare before heading out on assignment. It is cluttered with stacks of wooden crates containing food and similar supplies. Bedroom: Blackwell Hall has many dierent bedrooms. Most
are unoccupied, but a few are used as dormitories of Workshop members currently residing at Blackwell Hall.
Study: There are several small studies scattered throughout
Blackwell Hall. The various investigators for the Strangelight Workshop Workshop have taken t hem over as private oces where they can research topics relevant to an active case. Library (Unique Room): The multi-story library on the second
oor is home to a collection of books on the occult and other topics. During the adventure, there is a haunting in the library. Dining Room (Unique Room): The grand dining room in the
west wing could accommodate hundreds of guests, but now it rarely sees use. Someone recently used the long, baroque dining table to disassemble a piece of Strangelight technology and then left a few scattered spare parts behind. Parlor: There are a handful of small parlors in Blackwell Hall.
Commander Banning Keller Commander Keller is the head of the day-to-day operations of the Strangelight Workshop. He is the highest-ranking member PCs could conceivably meet, but meeting with him should be rare without considerable proven proven experience. He is often preoccupied with reviewing reports and organizing conclusions based on multiple cases, but he keeps his thoughts on these to himself. He is a stern and distant gure who seldom speaks and never engages in idle chitchat. Commander Keller spends most of his time in his private study upstairs. If a room is adjacent to a study, Keller may be drawn by any commotion.
Most are on the second oor between adjoining bedrooms.
Cronan Bailey, the Quartermaster
Great Hall (Unique Room): The great hall is attached to the
Gru and to the point, Cronan Bailey is the quartermaster of the Strangelight Workshop. He is responsible for t he management, maintenance, and a nd development of the Workshop’ Workshop’ss tech nology. nology. He views eld agents as expendable test subjects for his devices.
grand staircase, and its foyer is a frequent gathering place for members of the t he Strangelight Workshop. Mementos Mementos from cases past are stored in locked glass cases lining the walls, transforming it into a museum for the organization. Quartermaster’s Office (Unique Room): The quartermaster’s
oce and its attached armory are where the powerful and experimental devices used by the Strangelight Workshop are housed. The devices are kept under lock and key and are accessible only to Quartermaster Cronan Bailey and his assistant, Jennet Gainsbrook. Gymnasium (Unique Room): The gymnasium is a training space
where Strangelight Workshop eld agents drill in the use of their equipment as well as practice basic self-defense. During the adventure, there is a haunting in the gymnasium. Kitchen (Unique Room): The kitchen is large enough to prepare
a feast for hundreds, but it is mostly out of use. During the adventure, there is a haunting in the kitchen. Greenhouse (Unique Room): Attached to the south side of the
great hall, the greenhouse is a large enclosed space with walls of glass and lled with plants. During the adventure, there is a haunting in the greenhouse.
SIGNIFICANT NPCs During t he course of the adventure, the PCs are not the only members of the Strangelight Workshop Workshop present; many sen ior members of the Workshop go about about their own business wit hin Blackwell Hall. Should these senior members catch wind of the free spec ter, it will negatively negatively aect t he team’s team’s Reputation in the organization. Each NPC has a routine they undertake, underta ke, provided the PCs don’t interfere with them or draw their attention. If the PCs cause a commotion when an NPC is in a nearby area, the NPC may come to investigate, potentially aecting the team’s reputation.
Cronan Bailey spends the majority of his time in the quartermaster’s oce, though he is not there during the rst scene—the quartermaster steps out for a moment to grab food.
Jennet Gainsbrook, the Quartermaster’s assistant Depending on when t he PCs approach the storeroom, Bailey’s assistant Jennet may be working in his stead. Jennet is not as strict as her superior and much more likely to work on the PCs’ behalf, but doing so always comes comes with a catch.
Mathius Halebran, the Librarian Halebran curates the Strangelight Workshop’s records, libraries, and storehouses. Among the more controversial hires on sta, he is an open Thamarite and a methodical researcher. As librarian, Halebran spends the majority of his day in the archive attached to the library.
Sandrea Garsea, the Instructor Sandrea Garsea, a former Ordic military captain, is the Workshop’s chief instructor. She trains new recruits in basic procedures, the use of the organization’s most common pieces of equipment, and self-defense. While a great deal of learning is expected to take place on the job, Sandrea attempts to prepare recruits to survive their rst case. She is rough with new recruits and expects results. Some personnel enlisted to help the Workshop may not benet from her training at all if tasked with the simplest chores, such as carrying gear. Sandrea Garsea spends most of her time in a small study attached to the gymnasium.
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PART ONE: A SMALL SM ALL FA FAVOR Let the players get familiar with their characters and with one another’s. Let the team know they start the game with 3 Dread and d3 Reputation. Then, roll a d6 and con sult the table t able below to determine what the team is doing back at Blackwell Hall at this time. Let each player describe how their PCs respond to these circumstances.
d6 Roll
Result The team’s last investigation turned out to be a bust. A woman was convinced that the spirit of her recently killed husband was trying to communicate the identity of his
1
murderer. Turns out the old guy moved across town to be with his mistress and thought faking his death would be easier than splitting up with his wife. (Deduct 1 Reputation from the team.) The team helped clear a ’jack mechanik’s shop from a
2–3
4–5
6
particularly nasty gremlin infestation. He couldn’t offer much in the way of payment for the service, but he has offered to repair, free of charge, anything the PCs bring him. (Give the team the connection “Chief Mechanik,” which they may be able to use in later adventures.) The team’s last job was to clear a moaning spirit from crossroads south of Ceryl. The ghost wasn’t anything to be worried about—just the shade of a traveler who fell asleep on horseback and broke his neck when he toppled out of the saddle and hit the ground—but the frightened locals appreciate the team putting it to rest. (Give the team +1 Reputation.) The team’s last job was a doozy and a close call to boot. They had to break into an old Morrowan graveyard to put a pair of specters to rest. The specters came from feuding families. One hired the Workshop for help, and the other put the call out to the Church. The team was barely able to take a few spectrapgraphs and get the spirits moved on before a pair of nasty-looking priests showed up. (Give the team d3 Reputation.)
Once the team determines any results from their last job, the action begins. READ: The wide double doors of
Blackwell Hall are thrown open. They reveal ve living legends of the Workshop, the team led by Investigator Abigail Thorpe. Each one of them stands triumphant but bloodied, having just returned from a recent adventure. This team is the premier group of eld agents within the Strangelight Workshop. Make it clear to the players that earning the favor of this team all but guarantees increased fame in the Strangelight Workshop (in the form of increased Reputation), which in turn yields many other benets like increased access to special assignments and equipment.
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Blackwell Hall's great hall, featuring a sizable portrait of the Strangelight Workshop's founder, Jacob Strathmoore, with his wife and daughter
John Kincaid, the team’s team’s mechanik, mechanik , approaches the PCs with a frosted containment vessel in his arms, the sort that keeps powerful spirits trapped. The vessel is large, nearly the size of a rucksack, with metal bars mounted to the side for carrying. Kincaid puts it down before the PCs. Being careful not to get any of his blood on the PCs, he then wraps an arm over a PC’s shoulder and indicates the containment vessel. Kincaid describes the situation as follows. READ: “Getting hold of this guy was a
pain, let me tell you. Little guy just didn’t know when to give up the . . . uh, ghost. We’ve gotta get back out there and deal with the other half of this gig, though, so . . . here.” He slides it toward the closest PC and asks if they’d do him a big favor and take it down to Quartermaster Quarter master Bailey for storage.
INTERACTION If any of the PCs try to get additional information from Kincaid about the spirit, spir it, he looks ustered, as if he’s eager to get back outside and continue with his assignment. Clever roleplaying or a Negotiation roll against a target number of 11 causes Kincaid to hesitate. He can provide the following information: • The Workshop Workshop has been after this particu lar spirit for a while. Commander Keller himself gave them the job, which is unusual. • The spirit put up a hell of a ght—hence the wounds on Kincaid and the others. It has the ability to possess people and inanimate objects. • His team’s team’s caller, Elliot Foss, said there was something familiar about the spirit, but they were too busy trying to get it in the containment device to worry about it. If the PCs press Kincaid for information, he acts impressed with their inquisitiveness, granting the team +1 Reputation. In either case, he’s grateful and even apologizes a bit for imposing. He then says he’ll put a good word in for them and jogs back out to rejoin his team to ride o to another dangerous job. The PCs are left standing there holding the bag, though in this case the bag is a hazardous, experimental device designed to contain a powerful and dangerous ghost.
When the containment device is handed over, the Caller gets the sense of the vessel’s occupant. The spirit within is violent and angry but also confused. The Caller also detects strange Echoes, as if other voices are crying out to be heard but are lost beneath the insensible rage of the contained spirit. These are the Echoes of Gabbot’s former teammates.
STORY DEVELOPMENT Once the PCs have possession of the containment device, Commander Banning Keller emerges from his room and moves to the top of the grand staircase in the foyer. Keller asks the PCs if it was Thorpe’s team, and he accepts whatever ans wer they provide. Upon spotting the containment device, he becomes focused and instructs them to take it to the quartermaster’s oce im mediately. mediately. To do so, the team must travel from the front room of the hall through the vast foyer and past the large dining room and ballroom on the main oor to reach Quartermaster Cronan Bailey’s workshop workshop in t he basement. As the team travels, it is a good opportunity to have the PCs see or interact with some of the other senior members of the Strangelight Workshop. Mathius Halebran can bump into them in the hall as he returns to work after a quick bite to eat, for instance. It should be clear the PCs are not alone in Blackwell Hall, but almost everyone present commands a great deal more authority than they do.
These NPCs oer additional complications later on in the adventure as the PCs try to deal with the haunting. See the NPC descriptions in “Blackwell Hall” to get a sense of each NPC’s personality and behavior. While the t he PCs travel, Reeve Gabbot’s Gabbot’s ghost manages to, f rom within containment, unlock the physical locks attached to his soul cage. Gabbot’s spirit must posse ss whichever PC holds the device to do this. Secretly have the PC holding the device make a Willpower Wil lpower roll and roll for Gabbot. (The other players shouldn’t be privy to th is interaction.) If Gabbot’s roll is h igher, he manages to do so without the PC being any wiser. If the PC rolls higher, that PC feel a strange sensation, like blacking out for a few seconds, as Gabbot controls their body. None of the other PCs notice anything out of the ordinary during this exchange—Gabbot’s familiarity with the device combined with his powerful will allow him to perform the task swiftly. In any case, the PCs should be encouraged to make their way to the quartermaster’s oce and Part 2.
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PART TWO: CHECKING IN
Other PCs Examine the Device: Any PC can examine
The quartermaster’s oce is a small space with a locked receiving area behind a wire fence. Within it the PCs can see dozens of bizarre contraptions, the prototypes of the Strangelight Workshop. Behind the wire, instead of Cronan Bailey is his assistant Jennet Gainsbrook. The young woman is sitting on a stool in the armory section ipping through a broadsheet. She looks bored. She instructs the PCs to place any Workshop gear on the counter for check in. When they hand over the prototype containing Gabbot, Jennet takes one look at it and says, “All right. Checking in one empty containment unit?”
INVESTIGATION Jennet’s comment should immediately prompt a reaction from the PCs. There was a spirit in the vessel when they acquired it, and that was just a short walk down the hall from here. If the characters ask what she means, Jennet shows them the containment device. There is still some residual ectoplasm on the exterior of the device, but as far as Jennet can tell, there’s no ghost within. Jennet expresses her concern by saying, “This is really bad, you guys. You can’t just let a ghost roam free in Blackwell Hall. Think about our reputation.” The PCs are free to examine the device themselves. Every character can spot a few drips of ectoplasm on the outer housing without a roll. Caller Examines the Device: The Caller can spend a moment in
contact with the containment device and focus her attention. If she does, she realizes that the voices she heard from the device earlier are no longer present. The device i s completely empty. The Caller can make a PER roll against a target number of 10. If she succeeds, she can hear a faint echo of one of the voices from somewhere deep in Blackwell Hall.
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the containment device and make a PER roll to look for something out of the ordinary. The Mechanik is more familiar with Strangelight prototypes and can instead make an INT + Mechanikal Engineering roll. If the roll is 13 or higher, the PC realizes that the device’s physical locks are not in place. This prompts Jennet to comment on how unusual this is and that the physical locks can only be unlocked by someone familiar with the Strangelight Workshop’s own technology. If asked to clarify, she says, “Only a eld agent, or someone who used to be, can open these things.”
STORY DEVELOPMENT Once the PCs examine the device, Jennet mentions how bad it will be if the PCs don’t recover the ghost before anyone comes around asking for it. If the PCs are lucky, they’ll only get drummed out of the Strangelight Workshop and driven back to regular, menial jobs. Since she was in contact with the containment device, Jennet is worried her own boss will reprimand her as well. She tells the PCs to hang on to the device and oers to equip the team o the books—just this once—with ghost-hunting gear if they promise to round up the missing spirit and bring it back. She impresses upon them the importance of not getting caught and that time is of the essence. She then hands over a full complement of Strangelight Workshop gear (the gear on t he PCs’ sheets). She also hands over a single prototype , the Appariscope Gauntlet (see below). If the PCs ask for any additional technology, Jennet lets them know she has a device called the Autoquill. It’s useful for speaking with ghosts, allowing the user to autowrite what a spirit thinks or feels. The Autoquill is a prototype that costs the PCs 3 Reputation. During any haunting encounter, the bearer of the Autoquill can use it to transcribe the words of an Echo or of Gabbot without needing to make a roll. The Autoquill is useful even if an Echo has become hostile or been destroyed.
PART THREE: GHOST CHASERS The hunt for Gabbot makes up the bulk of the adventure. Gabbot’s fragmented spirit sinks into the structure of Blackwell Hall and spreads out like the roots of a tree. The construction of the mansion prevents him from accessing certain areas, such as the lower catacombs, but this does not concern him. Instead, Gabbot’s hauntings focus on rooms that were signicant to his teammates in life. A fragment of Gabbot’s attention is committed to each of these rooms. Until the PCs expunge Gabbot’s manifestations from each room, the spirit cannot be returned to containment or sent to Urcaen. In each haunted room § is one Echo of Gabbot’s former teammates. The PCs will not be able to see these Echoes unless they have a Strangelight projector powered on and their goggles in place. As they draw close to a haunted room § , the Caller will begin to feel a slight trace of the spirit ’s presence and hear faint, indistinct sounds of the Echo’s voice. The Echo of Gabbot’s teammate in each room is the focus of his power there, but Gabbot can also spread his attention to possess inanimate objects in the rooms. If the PCs manage to cause damage to the Echo in a room, it dissipates and causes all the animated objects to become inert again. Note that this can present its own challenges, such as an animated lit candelabra falling to the oor in a room full of scattered books and paper.
LOCATING THE SPIRITS Discovering which areas are haunted is the rst task the PCs must undertake. Fortu nately, the gear they’ve received gives them a great advantage. Methods the PCs can use to nd a haunting hot spot include the following: Call and Response: The Caller can put on her sensory
deprivation hood (ghost hood) and listen for the spirits. This is a full action, so she won’t be able to move around or perform other actions while doing so. For each turn the Caller spends listening for spirits, add 1 Dread to the Game Master’s pool. The Game Master should choose a haunting site from those listed below and roll 1d3, consulting the “Nearby” section of the haunting site to determine which room the Caller is drawn toward. This gives the PCs a general area of Blackwell Hall to investigate, though they will have to check rooms in the vicinity to locate the actual haunting site. Appariscope Gauntlet: The gauntlet is a special prototype that
improves on the standard Ghost Compass device. The needle on the Gauntlet climbs as proximity to a specter increases. The Gauntlet has a limited range, however, and requires the PCs to be in a room nearby the actual site of a haunting. Because it is a prototype, each time the Gauntlet is used, roll 2d6. If the number rolled is higher than the current Dread, the Gauntlet continues to function normally. If the number rolled
RANDOM HAUNTING FUN Blackwell Hall is large, and the PCs might not immediately discover an Echo haunting. Even if the PCs don’t discover one of the “real” haunting sites with an Echo present, feel free to have them encounter some oddities wherever they go. Gabbot’s spirit saturates the entire manor, and his violent resentment causes strange things to happen. Some options include: • As the PCs leave a room, they hear scraping noises behind them. Turning back, they see the furniture in the room stacked into a precarious tower. • A painting the PCs have seen a dozen times before has changed to depict the violent and bloody murder of the subjects in it. • A mirror on the wall shows anyone who looks in it as an old corpse with blood flowing from their eyes and mouth. • A clock in the room chimes once and then the hands spin backward. • Faces and hands seem to press at the wallpaper before vanishing. • The sound of dripping water is heard. If followed, it leads to a closet where a pool of blood on the floor appears to drip up to the ceiling. If the blood is touched, the closet door slams shut, and the liquid disappears. • A soft voice calls to the PCs, trying to draw them into a room. As they approach, the door slams in their faces, and the voice laughs as it fades down the hall.
is lower than the current Dread, the Gauntlet malfunctions and cannot be used until the Mechanik spends a full action trying to repair it and makes a successful Mechanikal Engineering roll against a target number of 14. Needle in a Haystack: The team can simply move from room to
room, sweeping each with a Strangelight projector, until they spot something unusual. This method is inecient, however, and the likeliest to draw attention to the PCs’ strange behavior. Feel free to have signicant NPCs show up as the PCs attempt this method and start asking some uncomfortable questions. If the Caller leads the rest of the group to one of the rooms with a haunting, add 1 Dread to the Game Master’s pool.
ECHOES Each Echo reects Gabbot’s memories of a single lost team member. They are projections of Gabbot’s impressive wi ll. In many ways, they are similar to shades—weak ghostlike manifestations of people. As such, these Echoes are v isible under Strangelight and register on other Strangelight Workshop devices. They are dierent from normal spirits, however. When they spot an Echo, have each character make an INT + Lore (supernatural) roll. On a result of 12 or higher, the character notices something o about the Echo, something that is unlike other spirits the PC has encountered before. The Caller can try to communicate with these Echoes, but when she does, she notices that they feel wrong, as if their voices are
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not in or of themselves. The Caller will be able to have certain conversations and gather hints from the Echoes that would not be discernable to anyone else, though these are reliant on proper use of the Caller’s gear.
Spectragraphs of Echoes One of the key roles of the Investigator is to capture images of spirits with a device called the lumitype. The images, spectragraphs, can oer insight into the nature and specic energy of a supernatural entity. If the Investigator captures lumitypes of Echoes haunting Blackwell Hall, the team discovers that the energy signature of all the Echoes share the same signature, because they are all eectively Gabbot.
Traces of Gabbot Because Gabbot is the only actual spirit haunting the manor, each haunted room will have a sign of him in it. While the Echo in each room should be the most obvious haunting—after all, Gabbot on some instinctual level wants his companions to be seen and remembered—Gabbot himself is much more cautious. He worked with the Strangelight Workshop for many years and knows it will attempt to trap him again or send him to Urcaen. He is not able to fully conceal himself, though. Traces of his spiritual essence will appear under Strangelight like threads of a spectral spider web. These threads link together all his Echoes, any objects he possesses, and Gabbot’s spectral form itself. Spotting these strands can lead the PCs to other haunted rooms. Gabbot lurks out of sight in most rooms as the PCs enter them. The Caller feels his presence, but he is not easily seen. He sinks into the oors or the walls and waits. But at least once during the adventure before confronting him, the PCs should see him peering over the shoulder of an Echo, looking directly at them. He is a thin man, a sad man, and he looks at the PCs with a combination of loathing and pity—loathing because they are living agents of the Strangelight Workshop, and pity because he expects their fates to some day match his own.
§ ARCHIVE AND LIBRARY READ: This circular library soars upward to a
skylight above. Each of its many oors contains hundreds of books ranging from folktales about grymkin to rsthand accounts on some of the most dangerous spirits ever encountered. Mathius Halebran, the librarian, works here, placing a small placard on the locked iron door to the archive to indicate his desire not to be disturbed. Blackwell Hall’s extensive library is a tall chamber split into multiple oors. Each oor is round and about 72 feet (12 ) in diameter. Upper oors have a 24-foot (4 ) balcony surrounding an open central space. The main oor and balconies have chairs, small tables, and other furniture scattered about them. ˝
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Books line all the walls from oor to ceiling, covering topics on a wide range of subjects. Books on supernatural creatures, folklore, and secret cults are clearly favorites. Attached to the main library is a restricted archive where detailed information about Strangelight Workshop members past and present is contained.
Nearby Rooms
d3
Result
1
Bedroom
2
Parlor
3
Study
Interaction with Mathius Halebran Halebran is quick to inform the PCs that he intends to get some work done transcribing records in the archive, and he tells them of his desire not to be disturbed. If the PCs ask him about anything strange in the library, he says, “It’s a bit cold. That’s to be expected with a bloody hundred-year old boiler in the basement.” Halebran excuses himself from further conversation and locks himself in the restricted archive attached to the library. Sucient noise will draw him out of the room. The amount of noise is up to the Game Master, but the sound of a bookshelf falling, furniture being destroyed, or similar are good examples. First time a loud noise occurs in the library: Halebran cracks
the door and reminds the PCs that a private library is still a library. If they don’t keep it down, he’ll ask Keller to revoke their research privileges. Second time a loud noise occurs in the library: Halebran shouts
through the door that the PCs are no longer welcome in his library. The PCs suer –1 Reputation, and any further noises cause him to emerge from the locked archive. If Halebran emerges and spots signs of the haunting, t he PCs need to distract hi m, come up with a convincing story, or otherwise get t he librarian to not immediately take note of their actions. Failure to do so results i n a furt her deduction of 1 Reputation.
Echo: Investigator Drake Rodder On the t hird oor of the l ibrary, an Echo of t he Investigator Drake Rodder pantomimes looking through the books and selecting a volume from the shelf. Drake’s Echo wears civil ian clothes, not the gear of a Strangelight Investigator, but bears the gruesome wound that killed him, a deep rip through his throat and chest. The Echo mutters to itself in a soft voice. Without the proper equipment, this voice sounds distant and indistinct. If the Caller wears the ghost hood, she can hear the Echo normally, and the Game Master adds 1 Dread to the pool. The Echo speaks with Gabbot’s voice about his deceased fr iend Drake Rodder.
The Caller can interact with the Echo by making a Rapport roll against a target number equal to the Echo’s current Willpower. If the roll fails, the Echo becomes increasingly angry, and after three failed attempts becomes hostile (see below). If the roll succeeds, the Echo communicates the following: • “Drake Rodder. Rodder. That man was always reading. Always looking for answers.” • “He didn’t didn’t have books about the thing that kil led us. They didn’t want us to know they were out there. Not yet.” • “If they let us see all the books, Drake would have found something. He would have saved us.” • “I wonder wonder if the librarian librari an wrote about us in that damned archive.” A character can make a PER roll against a target number of 12 to notice the book that the Echo of Rodder is trying to take o the shelf, a copy of History of Ordic Cults. The Investigator knows the book from previous studies, which is an examination of dangerous cults in rural Ord and their patterns of abductions and sacrices. If the PCs pick up the book, a handwritten note in the pages falls out, and the Game Master adds 1 Dread to the pool. Rodder’s Rodder’s Echo waits for the PCs to retrieve the t he note before fading back into Gabbot’s subconscious, satised t hat they’ve found what it wanted them to. Rodder wrote the note whi le studying about his team’s upcoming mission. It reads:
Books of Blood (Minor Dilemma): Every book in the library
begins begin s to bleed, making the shelves appear to weep with blood. Characters in the Library must make a Willpower roll against a target number of 14 or suer 1 point of Willpower damage.
Rewards The potential rewards for this scene include: Capturing the Echo’s image with a lumitype: +1 Reputation Did not disturb Halebran: +d3 Reputation
Development If the PCs have the name of any of the lost team members, they may consider asking Halebran if he knows anything about them. Halebran isn’t eager to hand over records fr om the archive, but a PC can attempt to persuade him by spending 1 Reputation and making a successful Negotiation roll against a target number of 12. If so, Halebran hands over a dossier on the lost team member(s). member(s). Each dossier includes details about the role of the lost team member, as well as minor personal information like place and date of birth and number of months they spent with the Strangelight Workshop. The dossiers are strangely minimalist and clinical, almost treating these people like replaceable equipment instead of individuals.
Keller says the abductions are cult related. Maybe one of the more nefarious Thamarite g roups is responsible? Talk Talk to Lorna about gett ing s peci al equipme equi pment nt f rom Bailey Bai ley..
The Echo is not initially hostile and wishes only to repeat its loop in the library. If, however, however, the PCs attempt any hostile host ile action, such as trying to force it to pass on or trying to capture it in the containment device, Gabbot becomes angry and makes the Echo attack.
Combat Encounter Antagonists: Echo, 6 Tarantulabras, 3 Flying Book Swarms
The various possessed objects spread out and attack the PCs, focusing on every character but the Caller. The Echo attempts to attack the Caller, repeating, “He was trying to nd a book that would help us. A book to keep us safe.”
Dilemmas During either the roleplaying or combat portion of the scene, the Game Master can spend Dread points from the pool to add one or more of the following dilemmas to the scene: Blue Light Special (Minor Dilemma): The gaslights change color
and unleash unsettling moans. Randomly, some of the lights dim or blaze brighter, adding moving shadows to the room. During Duri ng a combat encounter, this adds +1 DEF DEF to all antagonists in the room.
Autoquill prototype
The Caller can spend a quick action and mak e an opposed Willpower roll against Gabbot to remove this dilemma. No Quarter PRIME
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§ GREENHOUSE READ: This liminal space between the manor and the
wild yards outside is a strange st range place. There is still a clear sign of the beautiful greenhouse and garden it once was, now given over to wild growth, strange weeds, and dangerous plants. The near-jungle lling the huge glass house gives the air a hot, sweaty s weaty quality. The greenhouse is attached to the south side of Blackwell Hall. At over sixty feet (10 ) wide and 48 feet (8 ) deep, it is a mas sive space with a two-story ceiling enclosed by bronze and glass. The interior was once a manicured garden divided by rows of sculpted topiaries, but since the last senior gardener passed away away, these have been allowed to grow wild. Many of the roses and lilacs have been replaced with much more unusual plants useful in alchemy. ˝
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Nearby Rooms
d3
Result
1
Gre at Hall
2
Kitc hen
3
Ballroom
Echo: Mechanik Lorna Pynchon The greenhouse is haunted by an Echo of Lorna Pynchon, the team’s team’s Mechanik. In life, she enjoyed spending t ime among the plants, admiring how they grew as t hey desired and with a beauty distinct from the order or structure of machines. Her Echo shows sign of how she died: a deep blast mark on her chest that exposed her ribs and the black ti ssue of her organs beneath. Her Echo sits near a ros ebush, mechan me chan ically trying try ing to trim t he owers. owers. Lorna’s Lorna’s Echo mutters to its elf in a soft voice. Without the proper equipment, this voice sounds distant and indistinct. If the Caller wears the Ghost Hood, she can ca n hear the Echo normally, adding +1 Dread to the Game Master’s pool.
The Caller can interact with the Echo by making a Rapport roll against a target number equal to the Echo’s current Willpower. If the roll fails, the Echo becomes increasingly hostile and after three failed attempts becomes hostile (see below). If the roll succeeds, the Echo communicates the following: • “Lorna Pynchon loved loved this garden. I think she was the only one who did.” • “She was so clever. clever. If they had let her examine the device, it never would have failed.” • “She trusted her life to their tools.” The Investigator can make a Forensic Science roll against a target number of 11 to spot something unusual u nusual about Lorna’s wound; on a successful roll, the Game Master adds 1 Dread to the pool. The blast that killed her originated close to her skin, almost as i f it were on her body. If the Investigator mentions this, the Mechanik realizes that it must have been a piece of Strangelight tech: Mechaniks often wear such devices on straps or harnesses to keep them close at hand, and certain devices are known to suer catastrophic failure. The Echo is not initially hostile and wishes only to repeat its loop in t he greenhouse. If, however, the PCs attempt any hostile action, such as try ing to force it to pass on or to capture it in the containment device, Gabbot grows grows angry and makes the Echo attack.
Combat Encounter Antagonists: Echo, 4 Hedge Monsters
The various possessed objects spread out and attack the PCs, focusing on every character but the Caller. The Echo attempts to attack the Caller repeating, “She thought she could trust their tools. But their tool is what killed her.”
Dilemmas During either the roleplaying or combat portion of the scene, the Game Master can spend Dread points from the pool to add one or more of the following dilemmas to the scene: Keep Off the Grass (Minor Dilemma): Ivy creepers and thorny
vines snake out to grab a random PC each round. While the PC is grabbed, they suer –1 die on AGL rolls. The Bouncer or Jammer can spend a full action and make a STR roll against a target number of 12 to remove this dilemma. Shouldn’t Throw Stones (Major Dilemma): Glass panels
overhead shatter into fragments, raining down at the PCs. Every PC in the greenhouse must make an AGL roll against a target of 10. If the roll succeeds, the PC manages to dodge the falling glass with only minor cuts. If the roll fails, the PC suers d3+1 damage points and 1 p oint of Willpower damage.
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Capturing the Echo’s image with a lumitype: +1 Reputation
§ GYMNASIU GYMNASIUM M READ: This large space looks
like it was built by knocking down the walls of several adjoining adjoining rooms. Faded mats cover the wooden oors, oors , and the walls are lined with various traini t raining ng dummies, from normal human mannequins to large and monstrous shapes. The gymnasium is a large room built by knocki ng down the interior walls of a dozen smaller rooms. At over 66 feet wide (11 (11 ) and nearly a hundred (16 ) feet deep, it is among the largest single rooms in Blackwell Hall. The gym nasium is where members of t he Strangelight Workshop train to operate in the eld. There are multiple types of train ing dummies here, as well as exercise equipment, mockups of Strangelight technology, technology, standing Strangelight projectors, and even a modest ring range. Sandrea Garsea, the Workshop’s Workshop’s chief instructor, oversees the gymnasiu m. She spends much of her time in an adjoining oce. oce. ˝
˝
Interaction Interaction with Sandrea Garsea When the PCs approach the gymnasium, Garsea pokes her head out of her private study. If they’re carrying full Strangelight gear, she might raise an eyebrow and ask if they’re trying to get a little o-hours training in. A positive response earns her approval and +1 Reputation. Garsea is busy evaluating dossiers on new recruits, but says that she’d be happy to join them in the gymnasium, asking them to wait for fteen minutes. Let the PCs know once they encounter the Echo in the gymnasium that they have 10 game rounds before the fteen minutes is up. If Garsea enters the gymnasium and spots signs of the haunting, the PCs need to d istract her, come up with a convincing story, or otherwise get the instructor to not immediately take note about their actions. Failure to do so results in a further deduction of d3 Reputation. Garsea is an a n eager instructor, inst ructor, however, however, and can easily be distracted by a PC approaching her and asking for suggestions on how to i mprove form in combat.
The Caller can interact with the Echo by making a Rapport roll against a target number equal to the Echo’s current Willpower. If the roll fails, the Echo becomes increasingly angry, and after three failed attempts becomes hostile (see below). If the roll succeeds, the Echo communicates the following: • “Dalen Malvo trained every day he was here. He was the most prepared of us all.” • “What was the point of it all? So many sit-ups, pull-ups, running. For what?” • “They made us train here, but they hid so much. much. So much of what mattered.” • “I miss you, friend. You gave gave your life for me. I’m sorry I didn’t survive. sur vive.”” PCs who observe the spirit going through the motions of its combat routine can make mak e a PER + Unarmed Combat roll to recognize the ghting style, adding an additional 1 Dread to the Game Master’s pool on a successful roll. It is the style of a bouncer trying try ing to ward o attacks attacks from fr om multiple angles. If the Bouncer notices this, she can discern that the Echo isn’t merely drilling. This is an actual ght in which the bouncer was trying to ght o multiple opponents that were fast, erce, and deadly. deadly. The Echo is not initially hostile and wishes only to repeat its loop in t he gym nasium. If, however, however, the PCs attempt any hostile action, such as try ing to force it to pass on or to capture it in t he containment device, Gabbot grows angry and makes the Echo attack.
Combat Encounter Antagonists: Echo, 5 Possessed Training Dummies
The various possessed objects spread out and attack the PCs, focusing on every c haracter but the Caller. The Echo attempts to attack the Caller, repeating, “He gave his life for me. But I still d ied.” ied.”
Dilemmas
Nearby Rooms
d3
Malvo’s Malvo’s Echo mutters to its elf in i n a soft voice. Without the proper equipment, this voice sounds distant and indistinct. If the Caller wears the ghost hood, she can hear the Echo normally while adding +1 Dread to the Game Master’s pool.
Result
1
Ballroom
2
Parlor
3
Study
Echo: Bouncer Dalen Malvo The Bouncer Dalen Malvo enjoyed spending time in the gymnasium, sparring with the trainer or fellow Strangelight agents. His Echo goes through the motions of such a sparring session, though his broken neck gives the spectacle a grisly air. The Echo moves from one training area to the next, running through the motions of a full day’s worth of drills.
During either the roleplaying or combat encounter, the Game Master can spend Dread points from the pool to add one or more of the following dilemmas to the scene: Mat Versus DEF (Minor Dilemma): One of the padded wrestling
mats on the oor comes alive, bucking and thrashing. Make a single melee attack against every PC in the gymnasium at MAT 6. If an attack hits a PC, that character is knocked down.
Rewards The potential rewards for this scene include: Capturing the Echo’s image with a lumitype: +1 Reputation Didn’t draw Sandrea Garsea’s attention: +d3 Reputation No Quarter PRIME
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§ KITCHEN AND PANTRY READ: Blackwell Hall’s large kitchen has
The Caller can interact with the Echo by making a Rapport roll against a target number equal to the Echo’s current Willpower. If the roll fails, the Echo becomes increasingly angry, and after three failed attempts becomes hostile (see below).
seen better days. The long prep tables are each cluttered with crust y dishes and unwashed knives. The room is full to bursting If the roll succeeds, the Echo communicates the following: with all manner of dried goods and other non-perishable • “Morgan Beaumont, I miss you. You turned us all i nto a family.” food. On the back wall, a wide iron stove lls the room • “You were my protector. At least you tried to be.” with warmth from a bed of coals. The kitchen and pantry are attached to the impressive dining hall in the east wing. Large enough for a sta of dozens to prepare meals for hundreds of guests, much of the space is given over to emergency storage. Most teams prepare their own meals here, and the Strangelight Workshop has few people on sta to clean up after them, so the knives, plates, and forks tend to pile up in enormous stacks.
• “They said the suit would protect you. Nothing could protect you from that thing.” The Echo is not initially hostile and wishes only to repeat its loop in the kitchen. If the PCs attempt any hostile action, such as trying to force it to pass on or to capture it in the containment device, Gabbot grows angry and makes the Echo attack.
Combat Encounter
Nearby Rooms
d3
Result
Antagonists: Echo, 4 Food Piles
1
Dining Hall
2
Great Hall
3
Parlor
The various possessed objects spread out and attack the PCs, focusing on every c haracter but the Caller. The Echo attempts to attack the Caller, repeating, “All their words were l ies. We still d ied.”
Echo: Jammer Morgan Beaumont
Dilemmas
Jammer Morgan Beaumont spent a great deal of his time in the kitchens. The heavyset jammer not only enjoyed eating, but was fond of preparing meals for his companions. Beaumont believed that a good meal made the team closer and more of a family. Gabbot’s Echo of him is in a loop of preparing one of those meals. The Echo moves from station to station in the kitchen, chopping, stirring, and plating up a phantom meal.
During either the roleplaying or combat encounter, the Game Master can spend Dread points from the pool to add one or more of the following dilemmas to the scene:
Beaumont’s Echo mutters to itself in a soft voice. Without the proper equipment this voice sounds distant and indistinct. If the Caller wears the Ghost Hood, she can hear the Echo normally, while adding +1 Dread to the Game Master’s pool.
Should Have Done the Dishes (Minor Dilemma): Plates and
knives from the stacks of lthy dishes begin to hurl themselves violently around the room. At the start of each character’s activation, roll a d6. On a 1, that c haracter must make an AGL roll against a target number of 10 or suer a POW 8 damage roll from a ying plate, pot, or knife. Fire Hazard (Major Dilemma): The doors of the large oven slam
open and a column of ame leaps out, targeting a random PC. The PC must make an AGL roll against a target number of 12. If the roll succeeds, the character suers a POW 8 re damage roll. If the roll fails, the characters suers a POW 12 re damage roll and the Fire continuous eect. By spending a full action and ma king a Craft (metalworking) roll against a target number of 10, the Mechanik can jam the o ven door shut, preventing it f rom opening to remove the dilemma.
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PART FOUR: THE GHOST OF REEVE GABBOT Once the PCs have discovered and dealt with each of the Echoes in Blackwell Hall, the ghost of Reeve Gabbot appears. His spirit wears the ghost hood of a Caller. Gabbot keeps at a distance and tries to get the PCs to follow him to the great hall. Gabbot appears in the great hall next to a wall covered with portraits of Strangelight Workshop teams, past and present. He stands pointing to the portrait of Gabbot’s own team as they appeared in life.
1. THE ANGRY GHOST If the PCs dealt with the Echoes peacefully, Gabbot is angry, but his wrath is not directed at the PCs. Gabbot’s ghost points to each of his teammates in turn. His ghost repeats statements the Echoes said in their encounters. If the PCs ask him what happened, Gabbot’s posture changes. He seems less hostile and more defeated. The portrait changes to reect the mortal wounds suered by each member on Gabbot’s team. Reluctantly, the ghost speak s, though only t he Caller can understand his words. The other PCs will only get a general sense of the spirit’s emotions—a mixture of fear, anger, and loss. As the ghost touches the portrait, a dark shape, like a massive black centipede, stains the wall around the image. A PC can make an INT + Lore (supernatural) roll against a target number of 14 to recognize the image: it is the shape of a soul stalker, a dangerous kind of infernal beast. If one of the PCs has the Autoquill in hi s or her possession, that PC feels compelled to start writing and can t ranscribe Gabbot’s message—if the character doesn’t have a notebook handy, likely the PC wil l begin wr iting on the walls, a table, or his or her own arm. • Commander Keller sent his team to deal with a cult without realizing the danger. • When they confronted the cultists, they were not prepared to face the infernal creature under the cult’s control. The Workshop is often reticent to share its secrets, even with its own eld agents. • Gabbot wanted to return to Blackwell Hall and felt compelled to kill innocent people to lure the Strangelight Workshop into capturing him. • He wants the people most responsible for the death of himself and his friends to pay. If that means destroying Blackwell Hall and everyone in it, so be it. If instead the PCs fought the majority of the Echoes, Gabbot will be more unstable and furious. The destruct ion of the Echoes has ripped from him most of the memories of his companions. His
A Caller's Sensory Deprivation Hood (commonly referred to as a Ghost Hood)
ghost points to each of the teammates in turn, angrily asking, “Why are they with me?” The Caller might be able to intuit what happened by making a Rapport roll. On a result of 10 or higher, the character notices how tattered and frayed Gabbot’s mind is from the PCs’ own actions and comprehends that Gabbot’s memories are aected. The portrait changes to reect the mortal wounds suered by each member on Gabbot’s team. Gabbot’s ghost becomes even angrier, transforming into a strange and tortured thing. His ghost hood warps to become the faces of each deceased team member while the spirit shouts, “Who are we?” The spirit begins to rise, causing a storm of debris to whirl around the great hall. In this instance, PCs may still have a chance to reason with Gabbot’s ghost, but it will not be easy. They will need to have collected the dossiers on each of Gabbot’s teammates from Mathius Halebran, as the spirit no longer remembers anything about them.
Interaction The PCs have a chance to avoid conict with Gabbot’s ghost. There are many dierent ways to reason with the spirit, so entertain any reasonable approach the PCs take with Gabbot. They might bring up the names and roles of its lost companions and try to get the ghost to recall the happier memories Gabbot has of them. They might talk about how everyone in the Strangelight Workshop understands the danger of the work and assumes some responsibility for their own fate.
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For each reasonable argument or plan a PC attempts, have that PC make a contested Willpower roll against Gabbot. The Game Master can spend 1 Dread to boost Gabbot’s roll. Each PC should be allowed to attempt a si ngle plan. If the PC wins the roll, Gabbot suers d3 points of Willpower damage. If Gabbot’s Willpower is reduced to 0, the spirit becomes calm and takes on a less gruesome appearance. Each time Gabbot suers Willpower damage, the Game Master may spend 2 Dread to have him lash out at the PCs, changing his visage in horric ways that can rattle even the staunchest operatives to their core. When a Game Master spends Dread in this way, each PC makes a contested Willpower roll against Gabbot. PCs who fail suer d3 points of Willpower damage. Once Gabbot’s Willpower is reduced to 0, the PCs can c hoose to either urge Gabbot’s spirit on to Urcaen or attempt to capture his spirit in the containment device. If they choose to send Gabbot’s spirit on, go to “2. Gabbot’s Reward.” If they trap it instead, go to “3. Gabbot Imprisoned.” If the PCs fail to calm Gabbot’s spirit, it utters one last shriek of rage and dives through the oor of the great hall. Almost immediately, the radiators in the hall begin to vent boiling clouds of steam, as Gabbot’s spirit possesses the ancient boiler in the basement. Go to “4: The Thing i n the Basement.”
2. GABBOT’S REWARD Once the PCs have calmed Gabbot’s ghost, they can attempt to make it pass from Caen to Urcaen. To do so, the Caller must spend a full action and make a contested Rapport roll against Gabbot. If the roll fails, nothing happens, as Gabbot resists. If the Caller succeeds, Gabbot suers damage equal to the dierence in the rolls as his calmed spirit begins to pass from the world. When Gabbot no longer has vital ity, he moves on, vanishing in a ash of light. Any eects of his haunting immediately cease. Note that this does not repair any damage that might have occurred during the course of the adventure. The adventure ends with the PCs having performed an act of kindness for the tortured spirit but failing to do what they were asked. It will take some time before anyone else in the Workshop realizes the spirit has vanished. This may lead to some interesting challenges later on in the PCs’ careers, but until that time, they won’t have to deal with major consequences—provided they didn’t burn anything down along the way.
Rewards +1 Reputation, +3 XP
3. GABBOT IMPRISONED Once the PCs have calmed Gabbot’s ghost, they can attempt to recapture it i n the containment device. To do so, the Caller must spend a ful l action and make a contested Willpower roll against Gabbot to keep the spirit in place. If the roll fai ls, Gabbot is free to dive into the boiler as if t he PCs failed to calm him i n the rst place (see “4. The Thing in the Basement”). If the roll succeeds, Gabbot is held in place. The Jammer can attempt to force his spirit into the containment device by making a melee attack followed by a STR roll contested by Gabbot’s current Willpower. If the Jammer wi ns, Gabbot’s spirit is forced into the device. If the roll fails, the Jammer can try again on his next turn. The adventure eectively ends with the PCs having performed their jobs, perhaps ignoring the torment a fellow member of the Strangelight Workshop was forced to endure. If they return Gabbot’s trapped spirit to the quartermaster’s oce, Cronan Bailey will take possession of the device without question. He might raise an eyebrow in the future and ask what took them so damn long in getting the spirit to him, but that will be the end of it. This may lead to some interesting challenges later on in the PCs’ careers. Down in the tunnels beneath Blackwell Hall, trapped in the labyrinth with other angry ghosts, the spirit of Reeve Gabbot waits, plotting. If it manages to escape from the maze, its full fury will be directed at the PCs, and it may well manage to bring other spir its along with it to help exact its revenge.
An advanced Portable Lumitype, a device that captures images on metal spectragraph plates that are sensitive to Strangelight; includes a miniature Strangelight Projector
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Rewards +6 Reputation, +1 XP
4. THE THING IN THE BASEMENT Dilemmas Once Gabbot’s spirit descends into the basement and the heaters begin to spew steam, the PCs should have no problem determining where he has gone. The path to the basement is clear, and the PCs will not encounter any of their fellow Strangelight Workshop agents en r oute. The doorway leading to the boiler room and basement level is a heavy iron slab. Few people ever come down here, and none of the gas lamps in the stairwell function—they have become tarantulabras that join Gabbot in the ght later. The stairs lead to a basement and utility area, nearly 120 feet (20 ) to a side. The boiler itself should be housed in a claustrophobic side room o this main area, but when the PCs arrive, they discover that is no longer the case. ˝
There is only one dilemma that matters in this encounter: Gabbot building enough pressure to detonate the boiler. Under Pressure (Major Dilemma): To use this dilemma,
Gabbot needs to spend a full action and the full pool of Dread available to the Game Master. Once Gabbot does so, hi s boiler body becomes stationary. If the PCs do not destroy his body before the end of the next round, he detonates, blowing up the boiler. Characters still in the basement when he detonates suer a boosted POW 20 damage roll, and a signicant portion of Blackwell Hall goes up in a cloud of steam and debris. The extent of this damage is up to the Game Master, but it is a large and robust mansion. Having a giant hole torn through its middle requiring extensive repairs may suce, especially if the players are forced to help rebuild it.
READ: The basement’s large open central space
has If Gabbot detonates, his spirit is weakened to the point that he numerous side chambers, including the door to the boiler can no longer act. Upon their return, Abigail Thorpe’s team recapture his spirit and throw it into the labyrinth of tunnels room—or where it used to stand. Through the clouds of below the damaged Blackwell Hall. steam now lling the basement level, you see a massive Should this occur, the PCs are dropped to 0 Reputation. Their hole in the wall there. Then, you hear a sound like giant membership in the Strangelight Workshop is in danger. Only metal feet clanging in the darkness and see slats of re helping to repair the damage they caused and then being sent glowing like a hungry mouth in the darkness. on a risky venture (in the form of an unpleasant and dangerous case assignment in the future) will prevent them from being The boiler, possessed by Gabbot, descends from the basement blacklisted or exiled to some remote and unpleasant branch oce. ceiling. It is shaped like an enormous metal spider, with crooked metal struts for legs and glinting arrays of steam gauges Resolution for eyes. The boiler’s rebox is the spider’s mouth, its doors hungrily apping like pedipalps. Gabbot trembles with rage, Once the PCs have defeated Gabbot, they have a choice to make. and the PCs can hear the steady whine of pressure building They can either help his damaged spirit make the journey inside the boiler-spider’s main tank. from Caen to Urcaen, or they can recapture his spirit with the containment device and deliver it to the quartermaster. There is no bargaining with Gabbot once he’s in this state. The PCs must weaken his spirit to drive it out of its metal body. In the rst case, see “2. Gabbot’s Reward.” In the latter, see “3.
Combat Encounter
Gabbot Imprisoned.”
Antagonists: Gabbot the Spider, 6 Tarantulabras
Gabbot and his legion of spidery candelabras spread out and attack. The smaller spiders attack in the rst wave while Gabbot hangs back to build pressure. He hopes to explode the boiler and destroy as much of Blackwell Hall as he can. Each destroyed Tarantulabra adds d3 Dread points to the pool. Once the PCs destroy the Tarantulabras, Gabbot attacks in a series of hit-and-runs using a slam attack. He slams the closest target before skittering back onto a wall or the ceiling of the basement, trying to stay out of reach. Gabbot cannot resist the urge to attack t he PCs, however, particularly those who goad him or are separated from their companions.
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NEW RULES REPUTATION The Strangelight Workshop is an insular organization with many secrets, and only members with proven loyalty and worthiness are given the highest-priority cases and learn the Workshop’s deeper secrets. Teams with greater reputation are aorded more respect, which translates to access to new prototypes, documents on the esoteric studies, and assignments to the most fascinating—albeit most dangerous—cases. In game, a team of characters has a collective Reputation score. It is a measure of how well respected the team is by the organization and acts as a resource in the game. Dierent actions can aect this score positively and negatively. When the PCs perform actions that align with the goals of the Workshop, their Reputation goes up. When they do things against the rules or that impair operations, it goes down. Starting teams begin the game with a Reputation of 1. The following are ways a team might gain or lose Reputation. The amount of Reputation gained or lost should be within reason for the severity of the action, from 1-3.
Negative Reputation Modifiers • Allowing civilians to be killed • Death of one or more team members • Loss or theft of Strangelight gear or allowing Strangelight gear or technological secrets to fall into the wrong hands (any outsiders are considered the wrong hands) • Failure to solve cases • Flagrant disregard of Strangelight Workshop procedures or failure to collect evidence • Extorting money from clients beyond agreed fees • Allegations of meddling with black magic • Destruction of public or private property or buildings (in a way that connects blame to the Strangelight Workshop) • Damage to or destruction of Strangelight Workshop buildings or facilities
Positive Reputation Modifiers • Solving cases and dealing with supernatural entities • Maintaining copious notes and records at the conclusion of a case to be delivered to Blackwell Hall • Signicant discoveries and recovery of new evidence • Successful use of a new prototype • Conrming unconrmed information (e.g., nding evidence that supports existing theories) • Making useful new contacts or attracting new clients
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Using Reputation Reputation can be used in several ways. First is as a kind of currency. The PCs can lean on their reputations to convince the stingy quartermasters of the Workshop to allow them access to special gear. Loss of Reputation in this context indicates the team “using up” goodwill to call in favors. This is not detrimental to their standing but represents the need to work to restore inuence. Reputation can also be used in Social encounters with fellow Strangelight Workshop members. A character can spend a point of Reputation to reroll a failed social roll or to boost a social roll made against a fellow member of the Workshop, whether or not the character is trained in the skill. At the Game Master’s discretion, other actions may require the expenditure of one or more points of Reputation.
Low Reputation Scores If a team of PCs ever goes below 0 Reputation, it is i n trouble. There is no limit to how deep in the hole a team can dig itself, so negative Reputation scores are poss ible. When a team goes below 0 Reputation, it is on the verge of being kicked out. For redemption, the team may need to take on dangerous or unpleasant tasks. In some cases, a negative Reputation may represent being indebted to a higher-ranking member of the organization; while they may not face expulsion, they have no inuence and must do precisely as ordered. The more negative the PCs’ Reputation, the worse o t hey become. At –5 Reputation, the team will li kely be booted from the Workshop or be on probation with limited access, only able to contact whomever they are indebted to. At –10 Reputation and below, things get even worse. The PCs are seen as enemies of the Workshop. Violence is possible should they encounter active members, who will at the minimum shun them. In addition, Workshop’s leaders wil l go out of their way to discredit the team and tarnish reputations with other aliated groups, such as universities, secret societies, and even religious groups. Teams with such a black mark may nd it dicult to gain employment anywhere, though this may make them appealing for recruitment by enemies of the Workshop.
DREAD In Strangelight Workshop RPG games, Game Masters have a new tool to add both narrative and mechanical tension to a scene: Dread. As players work to investigate the supernatural, they generate Dread points that the GM can use to add Complications to the scene or to increase the diculty of combat or skill encounters. Each time a Player Character succeeds at a task, whether through a successful roll or careful roleplaying, the Game Master places a token to represent a Dread point on the table in plain view. During play, a Game Master can spend Dread to add Complications, a variety of unforeseen obstacles for the players to overcome. These Complications can range fr om
narrative setbacks (called Dilemmas) to a scene, increased target numbers for skill checks, allowing enemy NPCs to reroll attack or damage rolls, and many other possibilities listed below.
Dread Cost
Complication Description
1
Cause a piece of equipment to malfunction. This can require a PC to spend a quick action unfixing a jammed mechanism or a full action to reattach a component.
1
Al low an NPC to r er oll all dic e o f o ne r oll .
1
In cr eas e t he t ar ge t n umb er of a t as k by +1.
1
Force a player to deal with a minor environmental hazard.
2
Allow an NPC to make an additional full advance at the end of any character’s turn.
2
Add a minor Dilemma to a scene.
Dread Maximum
2
Activate a minor Dilemma in a scene.
Easy
3 Dread per number of players
2
Cause a piece of equipment to shut off for a full round (or a full minute).
Average
4 Dread per number of players
3
Add a major Dilemma to a scene.
Hard
5 Dread per number of players
3
Activate a major Dilemma in a scene.
Insanity
6 Dread per number of players 3
Add an additional die to a single player’s roll. That player must discard the highest die in the result.
3
Allow an NPC to take an action at the start of another character’s turn.
The GM has both a limit to how much Dread they can store at a time, based on the diculty he prefers, and a minimum that they generate if the PCs are stuck (or if the players are being too timid). This range of Dread is determined by how dicult the GM wants to make the adventure. The minimum number of Dread is equal to the number of PCs. The Game Master replenishes spent Dread, up to the minimum number, at the start of a new scene.
Difficulty
For example: in an adventure with ve players and an Average diculty, a GM may store a maximum of 20 points of Dread, and the minimum for that adventure is 5. The following is a list of potential Complications and associated Dread costs. This list is neither prohibitive nor comprehensive. The Game Master is at liberty to create all sorts of Complications for their own adventures.
5 Varies
Allow an NPC to activate a second time during the game round once all other characters have activated. Activate a creature’s Dread ability. A creature can use only one Dread ability each activation.
Dilemmas Dilemmas are complications the Game Master can add to a single scene. To introduce a Dilemma to a scene, at the start of a round the Game Master spends a Dread amount equal to the severity of the problem. Typically, minor Dilemmas cost 2 Dread points while major Dilemmas cost 3. Dilemmas add tension, complications, or drama by being additional sources of potential danger. Often, it is best to allow players to use their wits to overcome these setbacks or to trigger the worst-case scenarios on their own. Sometimes it can be more fun to turn up the heat. At any time any of the PCs are in the vicinity of a Dilemma, the Game Master can choose to trigger it at the beginning of a round. Unless otherwise stated, the Dread cost to trigger a Dilemma is the same amount to add it to the scene. Example: In The Haunting of Blackwell Hall, the PCs battle Hedge Monsters and an Echo in the Greenhouse. The Game Master spends 3 Dread to add th e “Shouldn’t Thro w Sto nes” Dilemma to the scene, informing the PCs that an errant strike from a Hedge Monster hi ts the wal l and sends a cra ck running up to the glass ceiling. From that point on, at the beginning of a round, the Game Master can spend 3 Dread to cause shards of glass to fall from above, forcing the PCs to dodge out of the way or be sliced to ribbons. After triggering the Dilemma, it is resolved and cannot be used again.
Strangelight Projector with attached lens wheel
Once a Dilemma has been triggered, it cannot be triggered again in that location. No Quarter PRIME
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Dormant Abilities
Breaking Point
In addition to their standard special rules and abilities, certain creatures have Dread abilities. These abilities can only be triggered by spending Dread and are often more powerful than the creature’s standard abilities, though some are unique or add narrative components similar to Dilemmas.
A character’s breaking point represents the character losing control and reverting to instinctive behavior. When a character reaches their breaking point, reset the character’s Willpower score to normal and determine the character’s behavior based on the character’s calling (see below).
Avoiding Dread Complications If the Game Master introduces a Complication to a scene, before any PC activates, the players can decide to avoid the Complication. To do so, every PC must immediately spend 1 feat point and describe what action they are taking to evade the Complication. If one or more PCs do not have a feat point to contribute, the Complication proceeds as normal. Otherwise, the Complication is avoided and the Dread points are returned to the Game Master’s pool. The Game Master can accept PC descriptions about what happened or create an alternative.
WILLPOWER IN STRANGELIGHT WORKSHOP For those working for the Strangelight Workshop, dangers to mind and spirit are just as common as dangers to the body. Field agents must confront strange and terrifying things, and they often bear mental scars. To reect this, Willpower has a larger role in Strangelight Workshop games than the traditional Iron Kingdoms Full Metal Fantasy Roleplaying Game.
After a character acts according to their breaking point, the character can make a Willpower roll against a target number of 14. If the roll succeeds, the character can act normally during their next activation. Otherwise, the character spends their next activation acting on their breaking point. A player can choose act normally by spending 1 feat point. There are multiple dierent breaking points, each based on the quality that drew the character to work with the Strangelight Workshop in the rst place, their calling. Further breaking points will be covered in future installments of the Strangelight Workshop RPG. In The Haunting of Blackwell Hall, the breaking points of the characters are: Baxter Roan (Pantomath): As a pantomath, Baxter Roan has an
obsessive need to know everything. When he hits his breaking point, he must spend his activation observing and taking notes, spectragraphs, or otherwise recording his observations. This may include moving to a better vantage. Sydney Wright (Vendetta): Sydney has a vendetta against the
supernatural. When she hits her breaking point, she must spend her action trying to attack a supernatural creature with the highest available EP value.
Willpower Points
Emmett Cohen (Survivor): As a survivor, Emmett Cohen will
Each character has a number of Willpower points equal to their Willpower score. This is the character’s mental fortitude and ability to withstand madness brought on by horrifying things or by the powers of supernatural entities.
Evalyn di Mattys (Doomsayer): As a doomsayer, Evalyn di
Losing Willpower Points When a game eect says so, or at t he Game Master’s discretion, a character may lose 1 or more points of Willpower, representing their mind fraying as they struggle to comprehend horric or impossible things. Losing Willpower points reduces the character’s total Willpower score until they can recover lost Willpower (see “Regaining Lost Willpower). When a character loses a Willpower point, the character is terried or stunned by whatever caused the loss. The character must forfeit either movement or action during their next activation.
If a character’s Willpower reaches 0, they have reached their Breaking Point.
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save his own skin no matter the cost. When he hits his breaking point, he must spend his activation trying to ee or hide from any supernatural entities. Mattys is obsessed with having her companions—or anyone else—listen to her. When she hits her breaking point, she must spend her activation trying to convince another character that she is right, either about her assessment of the situation or about a course of action to address it. Dalton Thatcher (Thrill Seeker): As a thrill seeker, Dalton
Thatcher needs to take physical risks. When he hits his breaking point, he must end his activation closer to a source of potential danger than he began it.
Regaining Lost Willpower There are multiple ways to regain lost Willpower points. The rst is to spend a short time away from the supernatural. For every full hour spent resting or recovering, a character regains d3 lost Willpower points. Alternative methods to regain lost Willpower include Evayln di Mattys’ Reinforce Will ability and Baxter Roan’s Logical Explanation ability. Other methods to regain Willpower will be covered in future installments.
ANTAGONISTS The Haunting of Blackwell Hall uses the following antagonists.
PAPER CUT MAT
POW
6
TARANTULABRA
[EP:2]
Small Possessed Object
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
4
6
4
5
4
2
0
—
3
13
CMD RANGE
0
CANDLESTICK MAT
*
Targets hit by this weapon suffer d3 damage.
Skills None
Controlled by the spirit of Gabbot, the gas lanterns and chandeliers of Blackwell Hall come alive like squeaking, creaking metal spiders with too many legs tipped by sputtering flames.
INITIATIVE
*
P+S SPECIAL
DEFENSE
14
WILLPOWER
4
ARMOR
10
VITALITY
6
Abilities Swarm – A book swarm is composed of dozens of individual volumes.
The book swarm is immune to free strikes and has the Circular Vision ability. A character attacking the swarm rolls one less die on non-AOE or non-spray attack damage rolls. Flying – This creature can y. It can advance through other characters
if it has enough movement to move completely past them. This creature ignores intervening characters when declaring a charge target. An eect that would knock this creature down causes it to fall out of the air. Engulf [Cost: 1 Dread] – The swarm encircles a single target, slashing at
POW
6
4
the target’s esh. The book swarm makes d3+1 attacks against a target if it attacks th is activation.
P+S SPECIAL 8
This weapon causes fire damage. On a critical hit the target suffers the Fire continuous effect.
TRAINING DUMMY
[EP:3]
Small Possessed Construct
Skills
Armed with clubs and javelins, these featureless wooden mannequins normally take the punishment. Animated by ghostly will, now it is their turn to dish it out.
Detection [5], Sneak [7]
Abilities Dodge – When this character is missed by an enemy attack, it can
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
immediately advance up to twelve feet (2 ) after the attack is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
6
5
6
4
5
3
0
—
3 6
˝
Spider Walk – This character can move at normal speed on walls or
ceilings. Anything that would knock t his character down causes it to fall o a surface it is walking across. Immolate [Cost: 1 Dread] – The tarantulabra bursts into blue ames that
spread in a wide area before aring out. This character is immediately removed from play. Any character within six feet (1 ) of this character suers the Fire continuous eect.
INITIATIVE
13
CMD RANGE
0
[EP:1]
Medium Possessed Object Swarm Be careful, the books are flying off the shelves—literally! Animated by ghos tly forc e, this fl ock of flut ter ing hard bac ks acts like a bunc h of angr y crows.
12
WILLPOWER
ARMOR
14
VITALITY
10
JAVELIN
˝
BOOK SWARM
DEFENSE
RAT
RNG
AOE
5
6
—
TRAINING WEAPON MAT POW 7
3
POW SPECIAL 9
Thrown – Modifiers to this character’s STR also affect the POW of this weapon.
P+S SPECIAL 9
Blunt Force – A character incapacitated by this weapon is knocked out. This weapon has a range of six feet (1 ). ˝
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
3
5
2
4
4
1
0
—
4
WILLPOWER
3
INITIATIVE
13
CMD RANGE
0
DEFENSE ARMOR
13 6
VITALITY
Skills Detection [5], Sneak [6]
10
No Quarter PRIME
71
IRON KINGDOMS RPG
Abilities Hard Body – When this character suers damage, reduce the damage it
suers by 2, to a minimum of 1. Inanimate Object – While the t raining dummy remains still, it appears to
be an inani mate object. Ragdoll Whirlwind [Cost: 2 Dread] – The traini ng dummy moves forward,
its upper body spinning in place as it lashes out. The dummy makes a full advance. It can make a single attack against any character in melee range during any part of the advance.
HEDGE MONSTER
[EP:4]
Medium Possessed Plant The untended hedges of Blackwell Hall’s greenhouse used to look like panth ers, eagle s, a nd othe r im pres sive cre atur es. Now the y mostly loo k li ke big bushes. Possessed by the power of a ghost, however, they look like big bushes that move.
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
7
6
5
3
5
1
0
—
2 7
INITIATIVE
13
CMD RANGE
0
THORN LASH MAT 7
DEFENSE
11
WILLPOWER
ARMOR
14
VITALITY
FOOD PILES
[EP:4]
Small Possessed Object These gobber-sized piles of trash are made up of all the half-finished and forg otte n mea ls to litte r the ref use bins of Blac kwe ll Hall ’s kitch en. Too mushy to identif y individual meals, they are a clea r sign that the Strangelight Workshop needs to hire a new janitor.
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
8
4
6
2
4
1
0
—
3
WILLPOWER
8
INITIATIVE
11
CMD RANGE
0
ARMOR
FOODOPOD MAT
POW
P+S SPECIAL
6
4
DEFENSE
10
10
9 16
VITALITY
14
Nauseating – A living character hit by this weapon must either spend 1 feat point or make a PHY roll against a target number of 12. If the roll succeeds, nothing happens. If the roll fails, the character must forfeit either movement or action on their next activation.
Skills
POW
Detecti on [6], Sneak [4]
P+S SPECIAL
3
8
This weapon has a range of six feet (1 )
Abilities
˝
Cloud of Flies – Characters within six feet (1 ) of this creature suer –1 ˝
Skills Detection [4], Sneak [5]
Abilities
to attack rolls. Gooey – The creature’s body is a boneless, sticky mass. It can alter its shape
to a limited degree and t in areas normally to small to accommodate it, though it moves as if in rough terrain in those areas.
Camouflage – The creature gains an additional +2 DEF when benetting
Second Helping [Cost: 2 Dread] – When this creature is disabled, it
from concealment or cover.
instead splits into two smaller, weaker versions of itself. Place another Food Pile anywhere in base contact with the original creature. The new Food Pile begins play with 5 vitality and activates on the original creature’s initiative.
In the Green – While this creature remains motionless in an area of plant
life, it gains boosted Sneak rolls. Put Down Roots [Cost: 1 Dread] – For one turn, this creature can forfeit
movement to regain d3+1 lost vitality points at the start of its next activation. If it is forced to move by a push, slam, or other eect, it does not regain lost vitality.
ECHOES
[EP:8]
Small Undead Ghostly memories of friends now dead, Echoes are all the Reeve Gabbot’s spirit has left. Each one is stripped of color and life and goes through a loop of the things it did in life.
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No Quarter PRIME
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
6
6
6
5
5
6
0
—
4
INITIATIVE
6
DEFENSE
14
WILLPOWER
6
CMD RANGE
0
ARMOR
12
VITALITY
12
Reeve Gabbot's presence ripples through the walls.
TOUCH OF THE GRAVE MAT POW P+S SPECIAL 7
3
9
A living character hit by this attack suffers 1 point of Willpower damage.
Skills Detection [6], Sneak [7]
Abilities Incorporeal – This character can move through rough terrain, solid
objects, and other characters. Blessed weapons aect it normally. Spells and magical weapons can damage it but roll one fewer die on damage rolls. Invisible – Unless Strangelight illuminates this creature, it is not visible
to the naked eye. Echo – Though not truly undead, this character is manifested by an
undead creature’s pathos and power. It is treated as Undead for the purpose of any rules that reference the undead creature type. Grim Visage [Cost: 3 Dread] – The countenance of the spirit becomes
ghastly. It may display the wounds that ki lled it, appear as a rott ing corpse, or conjure any other sort of terrifying manife station. Any living characters who can see the spirit must make a contested Willpower roll against it. If the spirit wins, the character suers 1 point of Willpower damage. For each character damaged in t his way, add 1 Dread to the pool.
GABBOT THE SPIDER
[EP:9]
Large Possessed Construct/Undead Some people are afraid of spiders. Wh at they should be more afraid of is an insane ghost possessing a piece of industrial heating equipment that moves like a spider. Gabbot transforms into this creature by inhabiting Blackwell Hall’s main boiler, an ancient iron vessel supported on metal girders and fed by burning coal. Under Gabbot’s control, it transforms into a multi-ton metal spider able to supernaturally skitter on the walls and ceiling of the basement.
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
12
5
8
4
5
5
5
—
4
INITIATIVE
14
CMD RANGE
7
DEFENSE
12
WILLPOWER
14
ARMOR
16
VITALITY
24
CLAWS MAT
POW
7
3
P+S SPECIAL 11
Critical Knockdown – On a critical hit with this weapon, the target is knocked down.
Skills
SMOG BELCH RAT —
Command [7], Detection [7], Sneak [3]
RNG
AOE
6
3
POW SPECIAL —
Place a 3˝ AOE anywhere completely within this character’s LOS and this weapon’s range. The AOE is a cloud effect that remains in play for one round.
Abilities Pathfinder – The character can move over rough terrain without penalty. Spider Slam – This character can perform slam attacks. Spider Walk – This character can move at normal speed on walls or
ceilings. Anything that would knock t his character down causes it to fall o a surface it is walking across. Dance the Tarantulabra [Cost: 2 Dread] – Gabbot’s giant body taps a metal
foot on the wall, summoning additional creatures to the ght. Add two tarantulabras to the encounter at the beginning of the next game round. Under Pressure [Cost: Full Dread] – See p. 67 for details.
No Quarter PRIME
73
THEME FORCE
FORCES OF CYGNAR:
THE TRENCHER CORPS by Matt Goetz & Douglas Seacat
M
ore than any other ghting force, it is the Trencher Corps that represents the backbone of the Cygnaran Army. Drawn primarily from among the common folk across the kingdom, trenchers are forged in basic training into leatherchewing, hard-as-nails, boots-on-the-ground soldiers who are more than willing to spit in death’s eye. They hold their heads high even in the company of their nation’s elite troops, having earned the respect of all for their courage, tenacity, and heroism. Trenchers confront the enemy on the front lines protected by little more than their ries, their training, and a thin wall of dispersing smoke, whether they are charging ahead
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No Quarter PRIME
to seize vital positions or hunkering down among improvised fortications to hold until reinforcements arrive. Their motto is “rst to battle, last to withdraw” for a reas on. Trenchers are expected to endure without complaint in hostile conditions, including being dug in for days in the rain and mud, starving from compromised supply lines, harassed by incessant artillery re, and facing the looming threat of being overrun and left to bleed to death far from home. All trenchers know they must rely on the men and women next to them to survive. Staying alive also requires trenchers to respond with alacrity to the orders of their sergeant and ranking ocers.
It does not take long for a trencher recruit to become seasoned, as they do not sit idle even in times of supposed peace. Trenchers do not serve at secure interior garrisons but instead are deployed to protect war-torn borders and to seize ground from the enemy. In times of conict, it is the tens of thousands of trenchers who bear the brunt of keeping Cygnar safe against the depravities of its numerous enemies. Gear is a vital extension of every trencher, and they know every aspect of their kit as well as their own hands and feet. Trenchers have evolved over time, preserving their basic function while diversifying their expertise, and they now serve as a well-tuned,
self-contained army within the Cygnaran armed forces. While the basic trencher infantryman is essentially an army of one, able to fulll a wide variety of roles, they are doubly formidable when ghting as a group. Together with their comrades in arms, there is no enemy they cannot tackle. Among the trencher ranks are dedicated riemen, stealthy commandos capable of covert missions, expert artillery crews and gunners, accurate snipers, and experienced ocers and warcasters trained to optimize their mutual capabilities through advanced tactics.
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THEME FORCE
ORIGINS The trenchers have their origins in the reign of Vinter Raelthorne II, during his reform of the Cygnaran Army. The king authorized the impressment of able-bodied prisoners into a corps of frontline soldiers that would be sent into battle rst in the hope that they would mitigate casualties suered by the regular army in high-risk engagements. The rst ragtag groups of soldiers were a mix of conscripts and volunteers drawn from hardened prisoners and disgraced troops with little hope of regaining their freedom. The gear issued to them was cheap and ill-tting, chosen primarily to avoid straining the treasury. They were oered the chance to earn a full pardon through meritorious service, which in this case would require them to risk almost certain death in battle. This arrangement gave a second chance to many who otherwise faced certain execution or a lifetime behind bars. The experiment succeeded beyond expectations, but it would take time before these prisoner companies became true trenchers.
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No Quarter PRIME
The former prisoners initially selected for this program underwent intensive and brutal training that built discipline through constant drills, grueling physical conditioning, and harsh punishments for any transgressions. This training regimen was designed mainly to instill obedience in individuals notorious for insubordination, but it also resulted in tough and eective soldiers ready to face anything on the battleeld. This was a contrast to Cygnar’s regular rie corps, who had passed through relatively easy training focused on instilli ng ordinary military discipline and the proper use of t heir rearms. While these riemen were useful in the aggregate, they were far from the skilled infantry Cygnar would eventually be known for. The training, ruggedness, and uninching resolve of the prisoner soldiers would make all the dierence. The early battles fought by these men and women took place along the northern border against Khador. Their sacrices went largely unmarked until an unexpected victory made a lasting impression. A company of conscript infantry had
been sent to hold a remote border village near Fellig—essentially a suicide mission, as these soldiers were deployed directly in the path of a Khadoran advance. The only expectation was that they would slow the enemy before being overrun. Two weeks later, rangers ar rived to nd the town still held by the surviving conscripts. Though half-starved and out of ammunition, the company had fended o multiple Khadoran assaults, including a harrowing night raid. The troops had used picks and shovels taken from the locals to dig an extensive network of trenches and berms around the village. These defenses proved key to their survival, as did a courageous and desperate nal charge that forced the Khadorans to withdraw. They halted the advance, and the trenchers were born. In the years that followed, the Trencher Corps would become a vital arm of the Cygnaran Army. During the reign of Vinter III their recruitment program was greatly expanded to accept regular volunteer enlistment and to allow for commissioned ocers who entered service as trenchers. Vinter IV, Leto, and most recently King Julius each further expanded the corps, and they now make up the majority of Cygnar’s infantry. Trenchers have proven their worth and utility in every major conict since their inception. The general estimation of their capabilities was tremendously bolstered during the Scharde Invasions of 584– 588 AR, which involved coastal patrols and subsequent grueling attacks on the outer islands held by the Cryxian Empire. These conicts revealed the weaknesses of pure concentrated repower as represented by long gunners, as these soldiers could be outanked, closed upon, and eliminated by swift Cryxian forces. Trencher tactics proved decisive in seizing and securing landing zones and pushing deeper into enemy territory, working alongside other Cygnaran Army and Navy forces. Trenchers had similarly vital roles in the Llaelese War and its aftermath, as well as the multiple contentious conicts within the Thornwood in 607–610 AR. They also served ably in the earlier Caspia-Sul War; though that conict is remembered more for the actions of the nation’s Storm Knights, hundreds of brave trenchers also lost their lives in the intense street-to-street ghting. For several decades, joining the trenchers required passing an arduous physical screening that allowed only exceptionally tall, strong, and t soldiers into the service—those capable of enduring the brutal training to come. In recent years, however,
the emphasis has shifted to conditioning a broader array of soldiers to a similar level of tness. Aspiring trenchers are expected to be physically stalwart but need not be at the peak of physical prowess to enter the ranks, so long as they can achieve adequate performance with training. A broader range of acceptable heights has allowed the corps to be more inclusive, also allowing more women to successfully volunteer and serve. Their kit has been improved and standardized over the years, though trencher gear remains cost-eective and rugged, eschewing nicky mechanika. Modern trenchers have been divided into broad but distinct roles, each with its own focus. Regardless of their role in the organization, each trencher is expected to be a well-rounded and versatile soldier capable of independent thinking and adapting to multiple tasks.
Trenchers of the 47th Company fighting to hold the flank against Khador in the Second Thornwood War
No Quarter PRIME
77
THEME FORCE
TRAINING Trenchers have one of the most rigorous training programs of any line infantry in the Iron Kingdoms; their training is extensive even by Cygnaran standards. Recruits are shipped to one of many training grounds for an accelerated twelve-week program. Each duchy houses at least one such training ground, typically attached to a major fortication, with those at Point Bourne and Stonebridge in the Western Midlunds, Highgate in Southpoint, Northguard in the Northforest, and Eastwall in Caspia being the largest and most prestigious. Friendly rivalries exist among the various training camps and within the units training at a single facility. The corps encourages such competition as a means of pushing recruits to excel. As an institution, the Trencher Corps highly values combat experience. More so than in any other branch of the Cygnaran military, ocers are promoted from within after working their way up through the non-commissioned ranks. Those doing so are still expected to attend a short but intensive course at either the Point Bourne or the Caspian branch of the Strategic Academy, depending on where they are l ikely to be stationed upon receiving their commissions. For trenchers, Strategic Academy training focuses less on subjects like history or philosophy and more on leadership, tactics, and military planning. It is not uncommon for those promoted to ocer after serving as sergeants to defer attendance at the Strategic Academy entirely so long as t hey demonstrate proven competence through their service in the eld. This means freshly commissioned trencher ocers are often less educated than those in other branches but are also more likely to have invaluable eld experience and rsthand knowledge of life on the battleeld. Trencher basic training is a combination of strength building, fundamental tactics, and marksmanship, along with combat engineering designed to teach every recruit the essentials of trench construction. This regimen is reinforced through intense drills developed to improve physical and mental endurance. Drill instructors push recruits with a nonstop routine of long marches, runs, and arduous physical labor such as moving earth and stones. The goal is to transform even the scrawniest of recruits into toughened kil ling machines. Field training include rie drills while under duress and melee combat instruction with the trench knife and bayonet. Recruits who show special aptitude in marksmanship may receive additional training as snipers, artillerists, or chain gunners, while those with exceptional physical prowess and high marks in eld skills and melee combat may be considered to join the elite commandos. Trenchers with technical aptitude and aboveaverage mental acumen might be slated for combat engi neer roles. These specializations each involve more in-depth and focused training. Trollkin and ogrun recruits are likely to be selected for special weapon support roles, which also entail specialized training.
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No Quarter PRIME
Recruits train while wearing full battle kit, with no exceptions for illness or minor injuries. They are often sleep-deprived, expected to drill in inclement weather, and forced to train for prolonged periods with no rest or provisions. In the past, training-related deaths were not uncommon, particularly in the early days of the trenchers as penal conscripts. While such losses are rare in the modern era thanks to the vigilance of training sergeants, rumors persist to terrify new recruits. Recruits are broken into discrete squads for the duration of training to encourage teamwork and lter out poor candidates. A training squad is evaluated by the performance of its lowestperforming member. Recruits must work together to help these weak links improve; failing that, such persons are forced to drop out through peer pressure. Soldiers who wash out of training are encouraged to transfer to other military branches, including vital support roles without which the army cannot function. Washouts are not disdained or discouraged by their former squads or instructors; rather, the Trencher Corps recognizes and respects the patriotic impulse that drove them to enlist in the rst place.
GOBBERS AND THE CORPS No gobbers presently serve as trenchers, as they lack certain required physical attributes—most notably, height and mass. There are, however, many gobbers who serve the Trencher Corps in noncombat support roles. Patriotic gobbers are encouraged to aid the trenchers as army cooks, mechaniks, or supply clerks, and particularly in munitions roles. Gobbers have long been acknowledged for their invaluable aptitude for hand-packing ammunition and other aspects of ordnance assembly. To meet the demands of active war, the Cygnaran Army employs mobile munitions f actory caravans that can encamp relatively close to the front lines and help resupply active companies with both ammunition and grenades.
TACTICS The fundamental tactical doctrine of the trenchers has long been to capture and hold key ground. In the changing face of war and the Trencher Corps’ evolving role in the army, new tactics are always being tested. Trenchers serve as the backbone of Cygnar’s infantry, and they stand ready to adapt to the everchanging needs of war. At the outset of a conict, a trencher company takes control of a strategically valuable position and digs in, constructing earthworks fortications and expanding its trench line to meet up with those of other companies. Together they hold the line against the enemy long enough for the full force of the Cygnaran military to come to bear. Once the trenchers have established a bulkhead, they begin advancing the line forward, claiming new ground to entrench and extend existing lines. Alternating between defensive holding actions and strong oensive pushes allows the corps to dominate the battleeld. Even as the majority of a trencher company might move ahead to a new position, a skeleton crew
Elements of a Trench Complex
CommunicationTrench
Parados
Parapet
Wire Obstacle
Dugout with Munitions Cache
Blockhouse Interior Sapper's Tunnel Beneath No Man's Land
may be left behind. A small number of trenchers manning chain guns or cannons, supported by snipers and protected by barbed wire, can do considerable damage against foes trying to ank the main assault. During an advance, specialists such as commandos supported by ogrun trench busters will target enemy emplacements, clearing them of soldiers to claim them in turn. If the enemy holds no such emplacements, or if there are insucient friendly forces to maintain control once they are captured, commandos will be sent to strike at key strategic assets like artillery positions, coal depots, supply trains, and warjack repair depots. Enemy assets that cannot be seized and claimed are destroyed. As the battle progresses, trenchers further secure their positions with xed support elements like chain guns and cannon teams, and where tactically viable they begin construction of more permanent fortications. The trenchworks that protect vital assets like Point Bourne and Northguard are dotted with defensive blockhouses, where trenchers stationed for extended
periods can weather enemy assaults. Built under the supervision of combat engineers in the lulls between ghting, blockhouses help the trenchers maintain control over key assets and create lethal choke points where the enemy is trapped in overlapping elds of re. Over time these bunkers become part of the Cygnaran Army’s greater supply network as a chain of heavily defended positions reaching the front lines. In the modern day, trencher tactical doctrine is undergoing a gradual process of renement to suit Cygnar’s military needs. Additional commandos are being trained up to support larger oensives, and the choice to train some trenchers as dedicated long gunners provides the corps adequate re support to be self-sucient, freed from reliance on other service branches. This doctrinal shift is attributable in part to certain key leaders, including ocers like the notoriously aggressive Commander Anson Hitch, who advocate for a swift and merciless approach to crushing the enemy.
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THEME FORCE
TRENCHES & DEFENSIVE EMPLACEMENTS The home of the trenchers is in the d irt and mud. Creating earthen fortications is central to thei r function and is one of the rst things dr illed into new recruits. Any individual who cannot bear the strai n of heavy digging cannot be a trencher. The rst trenches were little better t han ditches shielded by an earthen berm, but as the corps developed and the value of the fortications was seen in repeated battles, a more sophisticated discipline of earthen engineer ing arose to create more advanced trenchworks. Trenchers work in teams to establish their trenches. Under ideal conditions, entire companies digging together are able to excavate nearly three hundred yards of trench in a single day, with single platoons devoted to creating t wenty yards of trench apiece. Yet often the trenchers must dig while under re. The strategy for doing so is for squads to break into two-person teams who, as the trenchers put it, “dig their own grave.” Alternating as required, one soldier provides cover re while the other digs a shallow foxhole, which is then enlarged into a deeper trench. Once the required depth is reached, each
team saps out to connect to the one closest to it. When a squad establishes a line, it then works to connect to the two closest squads, and digging continues until the trenchers establish a fortied network. The trenching process is greatly aided by warjacks like the Grenadier that can readily perform the basic task of breaking the earth. Grenadiers can break even compact soil far faster than any soldier and can easily remove large rocks, allowing trenchers to simply excavate the line behind it. A trenchworks, once established, constantly undergoes a process of expansion, reinforcement, and renement. Combat engineers reinforce trenches as necessary to prevent the walls from collapsing. They construct both the parapet, which is a dirt or sandbag wall facing the enemy, and the parados, a similar wall to the rear to protect against shell fragments from shells falling behind the trench. When possible, engineers also string barbed wire ahead of the front line and bui ld up ring positions for chain gun and cannon crews. While the engineers work, teams of trenchers sap lines back toward already held territory to establish a second line and eventually a third. The rst, or front line, trench is a series of re bays connected by zigzagged or stepped lanes, which mitigate the blast of a shell falling in the trench and prevent any enemies in the trenches from having clear lines of sight. Smaller
channels called saps extend forward from the front line into the no man’s land between Cygnaran trenches and the enemy position. These saps serve as locations for small squads of commandos to muster for counter-oensives, as listening posts, and as protection for snipers and ’jack stokers.
safe from enemy re. These communications channels are often built in a deliberately meandering fashion to impede an enemy unit from swiftly moving from the front lines to the rear. These trenches can quickly become a bewildering maze to those who are not living in them day to day.
Running behind the rst trench is a long support trench. The support trench is a second line of defense should the enemy overrun the front line and contains supply and ammunition storage, rst aid stations, and the mess area. Blockhouses are often built on the support trench to provide girded re bays and supporting re in the event the enemy overruns the front line.
Every line of trenches is dotted with numerous dugouts. Near the front, these are often just reinforced holes in the trench walls where soldiers can shelter from bombard or mortar re and sleep in limited comfort. Farther back, however, they can be rather elaborate underground rooms. Sometimes, such as in the defenses around Point Bourne, Northguard, and Fort Falk, these dugouts are even reinforced with concrete and can be several layers deep. Ammunition stores are often placed in these deepest chambers for security and to safeguard against potential unintended explosions.
The rearmost line of trenches is the reserve line. The reserve line is a mustering point for reinforcements at a safe distance from the front line. It is home to soldiers who are rotated away from the front following prolonged confrontations or who have endured signicant injuries. The reserve line is also home to the command structure of a deployment, as well as often being the site of heavier artillery, ’jack repair depots, and other critical assets too valuable to be kept at the forward lines. One such asset is communications—often in the form of swift runners who can convey an ocer’s orders to the troops. Communication saps link all three lines to allow movement
Such emplacements are home to trenchers for weeks or months at a time. Over time they are modied to suit the personal tastes and needs of the men who live within them. Trenchers have a tradition of naming their trench networks, often with glib names li ke “New Caspia” or “Castle Raelthorne.” A common tradition is for the battalion’s major to send a wooden sign with the trenchwork’s name to the commanding ocer on site, to be hung proudly over the ocer’s own dugout.
THEME FORCE
LIFE AS A TRENCHER Daily life as a trencher in wartime is one of alternating combat exhilaration, stoic misery, and mind-numbing boredom. These soldiers live for weeks on end in muddy trenches, eating soggy hardtack and drinking watered-down rum, sometimes while enduring a constant barrage of enemy gunre and artillery. When not taking re, they are expected to perform endless backbreaking labor to improve their defenses, all t he while maintaining military discipline. Yet amid the screaming shells passing overhead, water-logged boots below, and ever-present fear and hunger, there is also a great deal of pride. Trenchers on the front lines are hardened to this life, and some of them come to embrace it, savoring the small pleasures and building an unbreakable rapport with their comrades in arms. Frontline duty under re is not intended to be long-term, and senior ocers endeavor to rotate tired s oldiers out and replace them with fresher ones when possible. Those taken o the front lines may be garrisoned at one of Cygnar’s many cities and fortications, where they perform routine patrols and aid in the construction and maintenance of defensive structures. While on campaign, trenchers are moved to active fronts to establish strongholds and claim ground. Although trencher battalions are meant to be rotated regularly to prevent battle fatigue, they must be ready to hold positions for as long as the situation necessitates, often with limited replenishment of supplies, relief units, or reinforcements. There are times when commanders rely on veteran companies to stay put well past ordinary limits while withdrawing less seasoned soldiers to refresh their brittle morale. This, too, is a matter of pride, particularly in companies like the 95th Trencher Company, also known as the Northguard Gravediggers. Soldiers in this company do not expect a reprieve unless it is earned by taking a bullet and being carried away on a stretcher. On the front lines, soldiers tend to have rmly established routines. Sleep comes in short stints, often only four hours at a stretch, and any breakfast or coee must be quickly acquired and gulped down. Following morning inspection,
every trencher is assigned to defending the forward position, expanding trenchworks, lling sandbags, or maintaining the battalion’s weaponry. In the few hours of free time trenc hers have each day, they are prone to letter writing, swapping stories, gambling, and similar diversions. Often members of dierent squads gamble for one another’s personal possessions, rum rations, or cigars rather than for coin. Such comforts are worth more than gold on the front lines. Skilled gamblers are heroes among their own units, as they can acquire much-desired materials for their fellows. Sti penalties exist for ocers who gamble with enlisted men, though on long campaigns this prohibition is often overlooked. The frontline role of trenchers often puts them in harsh conditions that they must endure with little more than the kit they carry with them wherever they go. When supply lines are working as they should, trenchers receive a relatively generous share of rations compared to other units due to the strenuous physical labor required of them. Supply lines are often interrupted in times of war, however, and every trencher stands ready to either improvise meals through foraging or go without food. Savvy veterans commonly squirrel away spare rations, as well as any treats that will not spoil, for emergencies. Disruption of supply lines can aect other necessities as well. At any given time, a certain proportion of a company will have holes in their boots and worn or even missing socks. When soldiers have been on the march or holding remote positions for extended periods, everything they own will be patchwork and repaired. Some trenchers “will” a comfortable pair of boots or a warm coat to a squadmate in the event of their death, but otherwise such possessions are sacrosanct, and the corps has a strict policy of sending them home with the fallen out of respect for the soldier. Theft of a fellow trencher’s possessions is almost unheard of, though this courtesy is not always extended to fallen members of other service branches. Knowing of the importance of small creature comforts, supply sergeants often make contacts with locals in a region to secure needed goods, including specic luxuries to distribute to the men at regular intervals to maintain morale. Such items as boxes of reliable matches, weatherproof containers to store letters from home, and writing implements are highly prized. Correspondence is important to the corps. Not everyone is capable of writing letters home or reading letters from loved ones, so platoons often gather at night to hear their letters read aloud, and those able to write are tasked with scribing messages on behalf of their fellow soldiers. Cygnaran Reconnaissance Service ocers screen letters both to and from the front, and certain phrases or even whole sections may be redacted if they contain details of time and place that could put the company at risk if intercepted. As trenchers press forward deeper into enemy territory, they may relinquish built-up defensive positions to members of other service branches that follow behind their advance. The most fortied of trencher positions might come to serve as eld command stations for commanding ocers needing to be nearer the action but back from the front line. In such cases,
Standard smoke grenades
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the trenchers frequently leave behind signs of their passing for fellow soldiers to discover, in the form of mocking grati dug into trench walls or mild pranks such as harmless smoke charges rigged to the doors of latrines. Experienced ocers know these acts of “vandalism” serve as a relief valve for combat stress and are willing to overlook them. The constant stress of life on the front leads to a strong esprit de corps. Lasting bonds are common, signied and solidied through nicknames, tattoos of company emblems, and the like. The trenchers consider themselves the best and toughest troops in the Cygnaran military—a point which is hard to contest. Once away from the eld of battle, however, many trenchers have been known to carry their wars home with them, becoming sour and quick to violence. The corps keeps an eye on veterans after they leave the service and encourages them to put their experience to good use, often as members of local militias
or city watches. Many retired trenchers stand ready to return to duty if required, and companies of these “veteran reserves” have been called upon to don the uniform again on several occasions, including during the recent civil war. Anyone who survives a tour of enlistment becomes part of the greater brotherhood of trenchers, which extends far beyond the battleeld. Regional and social dierences are erased by the hardships they endure. Squadmates take it upon themselves to ensure the dog tags and commendations of fallen comrades are returned to their families, along with any unsent letters. Families of veterans are extended the full support of the trenchers in times of hardship, and few former trenchers are buried without a full complement of their battalion’s members paying their respects at the graveside. It is a standing tradition among many trenchers for a veteran’s former unit to dig his grave for him, often with the deceased’s own shovel.
Trencher express team taking a shot of opportunity while their squadmates seize some much-needed R&R
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THEME FORCE
TRENCHER UNITS TRENCHER INFANTRY The men and women of the trencher infantry comprise the toughened core of the Cygnaran Army’s enlisted soldiers. They are at the fore of most Cygnaran advances and are expected to seize enemy ground and then lock it down. Stationed across sprawling trench lines and hastily dug emplacements, they endure withering enemy re while buying time for the rest of the army to arrive and consolidate their gains. The standard trencher weapon is a heavy militar y rie with an attached bayonet, supplemented by smoke g renades to obscu re the soldiers’ advance. Armored in hardened leather reinforced with steel, they are well-protected from the shrapnel of artil lery blasts but rely on improvised fortications to survive direct enemy re. Trenchers march to battle bu rdened by heavy packs lled with the rest of t heir kit, which includes a bedroll, an ent renching tool, eld rations, extra ammunition, and other supplies. Trencher infantry represent the majority of the corps and trace their origins back to the rst prisoner conscripts. In the modern army, they are a well-respected tradition boasting countless decorated heroes among their ranks—and among the honored roster of those killed in action. While some entry requirements have been relaxed in recent years to bolster their numbers, their grueling traini ng turns every trencher into a resilient and rugged soldier. Most trenchers begin service with the infantry or among the long gunners, and those who distinguish themselves may be assigned additional training for special duties. Soldiers showing superior skill with a rie can seek to qualify as snipers, who receive high-quality scoped ries. Trencher infantry units are supported by grenadiers outtted with rie-propelled explosive grenades designed to break up massed enemy ranks.
TRENCHER COMMANDOS Trencher commandos serve as covert operations specialists, trained to move unseen while closing on the enemy for the kill. Honed by years of warfare in some of the most brutal ghting in all of the Iron Kingdoms, these “best of the best” are singled out for intense special training in a variety of advanced skills, including inltration, covert action, and knife ghting. They are instructed both by senior commandos and by veteran instructors of the CRS, and standards for joining the trencher commandos are considerably more stringent than for the regular infantry, requiring recruits with above-average stamina, reexes, and a capacity for ruthless pragmatism. Adept at studying the terrain and making optimal use of their surroundings, commandos are trained to be more missionfocused than inexibly obedient and are given considerable operational discretion. Trencher commandos may be called upon to operate behind enemy lines and are adept at neutralizing advance threats, whether that means crawling across a no man’s land to
eliminate enemy sentries or appearing out of nowhere to take down units in key positions. They can clear even substantial fortications with coordinated grenade attacks, wreaking deadly havoc among artillery batteries, advance command posts, and other critical positions. At other times a squad may spend weeks deep in enemy territory, where they disrupt supply trains, sabotage rail tracks, and generally cause hell with the enemy’s logistics and morale. All commandos are trained in the use of knives, carbines, and grenades as well as powerful scatterguns. On any given operation, a portion of these soldiers will be outtted with these heavy guns, which are particularly useful when attacking entrenched enemies. In a synchronized eort, the bulk of the commandos will overrun the position and cut down sentries up close while the scattergunners re into concentrations of the enemy. The blasts of grapeshot are remarkably lethal in such close connes, leaving few survivors.
TRENCHER LONG GUNNERS Cygnar has elded riemen as a vital part of its armies since the Rebellion. The eectiveness of these forces only increased with the development of advanced repeating long ries, which rely on reloadable revolving ammo wheels for a signicantly higher rate of re. For decades long gunners were one of Cygnar’s two primary infantry services and fought closely alongside their counterparts in the trenchers. Now, however, the days of the long gunners as an independent infantry force are nearing their end. Since Julius became king, it was decided that traditional long gunners could benet from training alongside trenchers, and newly outtted long gunner companies have been established within the Trencher Corps. Although trencher long gunners receive the usual training in knife ghting and survival, their kit reects the added weight of their primary weapon and its ammunition, and they are not outtted with grenades, shovels, and certain other items of standard trencher gear. As a result, these soldiers sacrice some exibility in order to deliver sustained and concentrated repower in battle. Trencher Helmet of the Northguard Gravediggers
THEME FORCE
MODELS Victoria Haley 1 Captain Warcaster PIP 31096
2 Thorn Light Warjack PIP 31054
3 Grenadier Light Warjack PIP 31044 Infantry 4 Trencher Unit w/ Attachments PIP 31105 Infantry 5 Trencher Officer & Sniper Command Attachment PIP 31047
6
5
Trencher Long Gunners Unit w/ Attachment PIP 31133
Anson Hitch 7 Commander Solo PIP 31132 Warcaster Lieutenant 8 Trencher Solo
6
PIP 31134 Dog 9 Patrol Solo
4 10
PIP 31139 Buster 10 Trench Solo PIP 31110 4
6
3
1
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4
4
5
6
6 6
6 4
4
7
6 6
6
6 8
6
6
2
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THEME FORCE
TRENCHER SUPPORT, ARTILLERY & SPECIAL WEAPONS While most trenchers serve in one of the primary infantr y roles, many serve in a variety of support roles. This support includes the t rencher’s own combat engineers, who both maintain any warjacks attached to their platoons and help coordinate the constr uction of more involved defensive structures such as blockhouses. Light cannons and rapid-ring chain guns contribute heavy re support to facilitate the advance of trencher companies into enemy territory and aid in holding their defensive emplacements against enemy onslaughts. Chain guns are operated by crews of two—a gunner who res the weapon and an ammo feeder who keeps it well supplied with lead— while cannons require three-man crews. In a given crew, all members must be able to perform all roles and frequently alternate responsibilities. These re crews work closely together to position their artillery where ordered, to deliver accurate repower where it is most needed, and to prevent the capture or destruction of these valuable assets. The vast majority of trenchers are human, but a small number of patriotic Cygnaran trollkin and ogrun also serve among them. Increasingly, the army has been developing customized gear well suited to the unique qualities of these races, allowing them to better ght in support of their peers. Ogrun are ideally suited to serve as trench busters, specialists equipped with heavy armor and weaponry that would quickly overburden most humans. Akin to mobile armored artillery, trench busters cover the advance of other trenchers in the eld.
With shields as heavy as they are broad and grenade launchers with enough kick to dislocate a human shoulder, these brave souls cross no man’s land under a hail of gunre to obscure the enemy’s view with explosive smoke bombs. Trollkin have many traits that make them ideal trenchers, particularly their legendary endurance and resilience to injury. Human trenchers require extensive conditioning and intense regular exercise to achieve the level of tness that trollkin possess without eort. Being larger and stronger also helps trollkin bear rearms that would otherwise be unwieldy and dicult to reposition in the eld, such as the cannon-like rie employed by the gunner in a trencher express team. This weapon was originally built to hunt the enormous Raevhan bualo and was traditionally red from a xed position, but the trollkin nd them no more onerous than a large rie. To achieve maximum eectiveness, express team gunners rely on their spotter partners—specialists trained in gauging winds and zeroing in on vital targets at a distance. Not every trencher stands on just two legs. Among the most appreciated “special weapons” that can be att ached to a platoon is a well-trained patrol dog. These canine soldiers go through their own rigorous training and assist trencher infantry in several ways, lending their keen senses and loyalty to a unit. Highly valued for their alertness, these dogs are also more than capable of defending their human masters by harrying the foe and even tearing out an enemy’s throat if need be. Several breeds have been successfully uti lized by the trenchers, with trainers prioritizing intelligence, responsiveness, awareness of surroundings, and a calm temperament under pressure.
Trencher Chain Gun
Major Markus "Siege" Brisbane, Cygnaran warcaster, and battlegroup
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THEME FORCE
MODELS Markus “Siege” Brisbane 1 Colonel Warcaster PIP 31131
2 Triumph Heavy Warjack PIP 31083
3 Defender Heavy Warjack PIP 31062
4
Infantry 4 Trencher Unit w/ Attachments
7
PIP 31105 Infantry 5 Trencher Officer & Sniper Command Attachment PIP 31047
7 7
Chain Gun Crew 6 Trencher Weapon Crew Unit
4
PIP 31026
4
Cannon Crew 7 Trencher Weapon Crew Unit
6 5
PIP 31058
8
6
Patrol Dog Solo PIP 31139
9 12
Jeremiah Kraye 9 Captain Warcaster
10 12
PIP 31052
10 Sentinel Light Warjack PIP 31088
11
Minuteman Light Warjack PIP 31075
12 Rangers Unit PIP 31046
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12
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12
8
4 4
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Jonas Murdoch 13 Captain Command Attachment PIP 31079 Commandos 14 Trencher Unit
16 14
17
PIP 31064
11
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14
Commando Officer 15 Trencher Command Attachment PIP 31138 Commando 16 Trencher Scattergunner Weapon Attachment PIP 31066
12 13 18
15
Maxwell Finn 17 Captain Solo PIP 31040 Master Gunner 18 Trencher Solo PIP 31067
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THEME FORCE
HEROES OF THE TRENCHERS
COLONEL MARKUS “SIEGE” BRISBANE He is the one warcaster trenchers gladly call their own. Colonel Markus Brisbane is the most decorated and universally respected of Cygnar’s veteran battle mages, a pure soldier through and through. He has never shrunk from danger or responsibility and has earned a reputation for pragmatism and absolute dedication to the army.
INTEL: MARKUS BRISBANE
Add’l. Rockets
PROMOTION HISTORY Sergeant
583 AR
Lieutenant
583 AR
Captain
585 AR
Major
597 AR
Colonel
Rocket-Powered Jump Pack
Birth Year, Place:
565 AR,Ceryl
Entered Cygnaran Military Service:
582 AR w/ the Trencher Corps, 565th Trencher Company (Fort Balton)
Superior Officer
Lord General Stryker
Brisbane has fought for three different kings, rising through the ranks slowly and reluctantly, for he sees his proper place as being in the muddy trenches alongside his comrades in arms. Markus Brisbane’s list of accomplishments is lengthy, including breaching the walls of Sul at the outset of the Caspia-Sul War. In his three decades of service, he has served in all four of Cygnar’s armies and fought in every quarter of the realm.
609 AR
Mechanika Maul w/ Extended Haft
Siege is one of the only men to survive a strike from the Butcher of Khardov, a blow which destroyed Havoc, his trusty hammer. He replaced it with a powerful mechanikal maul equipped with an extended haft.
Arcantrik Turbine
After he was attacked by Orsus Zoktavir, Brisbane became the first casualty in the resumption of hostilities between Khador and Cygnar in 609 AR, followed by a brief stint as a prisoner of war. After his rescue, without waiti ng for his wounds to heal, Brisbane rejoined King Leto to fight in the Second Cygnaran Civil War, overseeing the artillery batteries in the final Battle at Fharin against the forces of Vinter Raelthorne IV. No sooner had this war ended than Siege marched north to join the ongoing fighting against Khador, and it was during this conflict that he was promoted to colonel.
Centurion IV Heavy Warcaster Armor
Handle
Brisbane is his nation’s foremost expert on the application of force to achieve military objectives, and to such ends he has employed a number of advanced weapons. Brisbane is also an undisputed master of erecting formidable defenses to protect his own forces and, conversely, rapidly tearing down the fortifications of his enemies. Siege’s professionalism and his implacability under fire make him a hero that all soldiers in Cygnar aspire to emulate. Serving alongside Siege is considered by many to be the best training that seasoned trenchers can experience, as his every action and order is a valuable lesson in how best to di smantle and demolish the foe.
Storage for Extra Rockets Armies Served
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Rocket Turret
Collapsible legs w/ Armored Skirting
The Cygnaran Armory recently worked with Siege in the fabrication of an experimental piece of remote field artillery, an immobile turret cannon he can control similarly to the weapons of his warjacks.
HEROES OF THE TRENCHERS
COMMANDER ANSON HITCH As stern and uncompromising a commander as they come in the Cygnaran Army, Anson Hitch has so thoroughly internalized the trencher creed that it might as well be the air he breathes. His ingrained habit of putting everything on the line and following his conscience has gained him few friends in the halls of power but has earned the respect of those who share his values.
INTEL: ANSON HITCH Birth Year, Place:
562 AR, Fisherbrook
Entered Cygnaran Military Service:
578 AR w/ the Trencher Corps, 77th Trencher Company (Point Bourne)
“You will ght to your last breath,
PROMOTION HISTORY
The First Army The Northern Army
take no prisoners
Sergeant
581 AR
Lieutenant
584 AR
Captain
591 AR
Major
599 AR
Colonel
604 AR
Commander
607 AR
and relinquish no ground.” Senior Officer Military Cap
— Commander Hitch From his beginning as a trencher infantryman out of Point Bourne, Anson Hitch has made a name for himself in numerous campaigns. A deserved reputation for belligerence and insubordination has slowed his rise as an officer, but he eventually earned patrons among the higher command, most notably the equally pragmatic and gruff Lord General Olan Duggan, who saw his personality traits as an asset rather than a detriment. It was in the service of such superiors that Hitch would achieve higher ranks and put his mark on the shape of the Trencher Corps. As a commander in the First Army, he has earned the grudging respect "Regulation of the generals.
Though considered eminently professional and capable, Hitch is not a likable man. He has a gruff demeanor and a proven willingness to speak his mind regardless of the consequences. He always gets results, and he has the deep admiration of his subordinate officers as well as the soldiers he leads. As a true trencher, he is always ready to join his troops in the mud and on the front lines. He does not tolerate cowardice in his brigade or indecisiveness in his officers—or in himself. Soldiers under his command are expected to fight to their last breath and press ever forward, taking no prisoners and relinquishing no ground.
Moustache"
Service Medals
13th Brigade of The First Army
Saber
Heavy Pistol
Regulation Trencher Overcoat w/ Chainmail Underlayer
Commander Hitch’s aggressive tactics put his brigade among those first deployed to major offensive actions in the north. He was active in the Llaelese War, helped defend Point Bourne against Khadoran and Cryxian assaults, and joined in all the major Cygnaran campaigns in the Thornwood. When the Cygnaran Army advanced against Khador in Llael, he led the 13th Brigade in support of the rest of the First during Lord General Stryker’s campaign to liberate Llael.
Hitch is experienced in leading mixed forces, but his brigade is comprised almost entirely of trenchers—proof of the fact that his corps is an army unto itself. He has little fondness for the knightly orders of Cygnar, seeing them as too concerned with outmoded ideals to grasp the necessities of war. On multiple occasions Hitch has found himself at odds with members of the Cygnaran nobility for reprimanding their knighted sons and daughters.
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THEME FORCE
HEROES OF THE TRENCHERS
CAPTAIN MAXWELL FINN High Ranking Kill Tally Maxwell Finn is a fearless veteran of countless engagements. His scar-riddled skin serves as a reminder that the best officers lead from the front. Finn charges forward to seize key strategic positions ahead of his troops, and his soldiers push themselves to emulate his example.
The skulls marked on Finn’s left shoulder designate Khadoran officers above the rank of kapitan that he has personally killed. This includes two kovniks and one kommander. He is eager to add more.
Hearthblend Brand Ordic Cigar
PROMOTION HISTORY Corporal
594 AR
Sergeant
597 AR
Staff Sergeant
600 AR
Master Sergeant
604 AR
Lieutenant
Captain
Mini Slugger
Northguard Gravediggers
(skipped)
605 AR
Bracer
Where Finn ghts, the trenchers follow: to hell or to glory, whichever comes rst.
Maxwell Finn joined the trenchers as soon as he was able an d there was never any doubt Finn would be a lifer. He was assigned to Northguard and attached to the prestigious 95th Trencher Company, more widely known as the “Northguard Gravediggers,” where he served for nearly a decade before he rose to the rank of master sergeant. He further distinguished himself fighting with the 95th in key engagements after Khador’s invasion of Llael.
Finn earned his officer commission after the withdrawal from Llael, when several young soldiers were separated from the main column after a miscommunication. He personally went to track them down and found the squad taking sniper fire from a pair of Widowmakers. With half the unit slain and the others under cover, Finn took
Brass-and-Canvas Ammunition Belt
INTEL: MAXWELL FINN
matters into his own hands. He detached his trencher knife from his rifle and stalked the Widowmakers one after the other, taking a bullet in his shoulder before bringing down the second one. Then he led the survivors the five miles back to their column, bleeding the entire way. He would not allow his wounds to b e treated until his soldiers were safe.
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The fighting at Northguard further cemented Finn’s reputation among the trenchers as “the toughest bastard alive.” Most of his company were killed in the battle, and he was knocked unconscious and listed among the missing. When he
“the toughest bastard alive” regained consciousness and realized that the front had moved south, putting him behind enemy lines, he wasted no time in finding the other survivors. The story of how he and the ragged group of trenchers rejoined the Cygnaran Army at Point Bourne became the stuff of legend.
Birth Year, Place:
578 AR, Point Bourne
Entered Cygnaran Military Service:
594 AR w/ the Trencher Corps, 95th Trencher Company (Northguard)
In one early battle against Khador, Finn tore loose an old fixed-emplacement mini-slugger—a precursor to the chain gun that was too cumbersome to be carried by most men—and charged forward, spraying the enemy with bullets.
HEROES OF THE TRENCHERS
CAPTAIN JONAS MURDOCH Dangerous times bring difficult choices. Few in the Cygnaran Army know that better than Captain Jonas Murdoch. Leading the fiercest mercenaries available for hire, Captain Murdoch ensures victory behind enemy lines—at any cost.
Bullet
Captain Murdoch’s special role served Cygnar well in the brief period of fighting that followed the nation’s ill-advised alliance with Khador in 609 AR. Khador’s fracture of the truce could not have come at a worse time for Cygnar, which was still recovering from losses at Point Bourne and in the Thornwood as well as the upheaval of a short civil war and the disaster of dragons fighting above the Wyrmwall Mountains. Captain Murdoch’s Trauma Kit mercenary forces provided a critical service in helping bolster the nation’s defense.
Thatcher Trench Carbine
His small army of mercenaries were promised amounts of coin that Murdoch had no Ass't. Coinage authority to offer. Many were also promised (For Bribes) pardons for various crimes, as a number of the companies under Murdoch were little better than highwaymen. Were King Leto still on the throne, Murdoch would likely have been imprisoned on Bloodshore Island for his disregard of protocol.
On one occasion he took a shot to the head, and his position was captured by the Khadorans; his superiors quite reasonably assumed him dead. They learned not to give up so easily after he escaped from the prison camp and returned to hi s company, seemingly unaffected by the bullet he claims is still rattling around in his skull.
It is a rare soldier who serves almost thirty years as a trencher, and this grizzled veteran has earned a deep respect tinged by fear. Murdoch is legendary both for being unflappable even in the midst of a firestorm and for his stubborn refusal to die.
“Gutter” Customized (Not Regulation) Trench Knife
PROMOTION HISTORY 6x Mag. Field Glasses
Corporal
584 AR
Sergeant
588 AR
Staff Sergeant
593 AR
Lieutenant
603 AR
Captain
After a lengthy career leading Cygnaran soldiers, Murdoch was asked by the lord general of the Fi rst Army to bolster Cygnaran numbers by finding veteran mercenaries to be transformed into irregular fighting forces. These handpicked teams of sell-swords bring with them an unusual assortment of skills, honed by Murdoch to carry out the bloodiest and most dangerous missions.
INTEL: JONAS MURDOCH Birth Year, Place:
565 AR, Fellig
Entered Cygnaran Military Service:
583 AR w/ the Trencher Corps (Commandos), 9th Trencher Company (Deepwood Tower)
Fortunately for him, the chaos of civil war and calamity made it easy for his unconventional actions to go unpunished. A number of mercenary branches have been embittered by his bookkeeping methods, though Murdoch chose carefully who would get paid and who would not. There are dark alleyways in Five Fingers and other cities where Murdoch is wary to walk alone.
606 AR
Despite the disapproval of his superiors, Murdoch managed to hamstring Khador’s soldiers time and again, and enemy dead were often left piled on the sides of roads through the forest to further erode Khadoran morale. Murdoch is proud of his reputation for getting the job done.
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THEME FORCE
HALLS OF HONOR Several highly decorated trenchers have become legendary for their deeds. These outstanding Cygnaran warriors are often pointed to by training sergeants as examples of what all recruits should strive to emulate.
Sgt. Sera “Glory” Holloway
Lt. Darbin Hathcock
Sergeant Holloway is a decorated sniper of the 94th Trencher Company, 58th Battalion. As a corporal she fought at the battle of Merywyn and distinguished herself as a counter-sniper, battling with and defeating Widowmaker marksmen on two separate occasions to earn the rank of sergeant. She is credited with two hundred kills, including no less than fteen Widowmakers.
Darbin Hathcock and his platoon of trenchers hold the distinction of being the rst soldiers to land on Cryxian soil during the Cygnaran retaliation to the Scharde Invasions. Despite coming under heavy re from massed helljacks and bile thralls, Lt. Hathcock’s platoon and his trenchers were able to establish a strong beachhead on the hellish Scarba Island and held their position against waves of mechanithralls and worse.
At the Battle of Northguard, as Cygnaran forces withdrew from the battleeld, Holloway remained after her unit fell back to the muster point to watch over the 95th Northg uard Gravediggers. She downed Khadoran ocers as well as numerous assault kommandos armed with amethrowers. Her eorts prevented the kommandos from ushing the 95th out of their positions long enough for medical teams to evacuate the majority of injured soldiers.
SUPERIOR DEFENSE
MARKSMAN
Thanks to the covering re Hathcock’s platoon provided, Cygnar seized the island and used it as a staging point for subsequent operations against Blackrock. Hathcock was severely injured early in the landing, but he was taken o the eld only when his superiors nally realized he was delirious from fever. Hathcock returned to battle as soon as his fever broke and participated in the nal push against the necrofactoriums on Blackrock.
JOINT SERVICE
COMMENDATION
Khur Firebreak
Lt. William Raddick
Though he began as a private in a supply un it, the ogrun who would be known as Khur Firebreak disting uished himsel f during the early days of the trenchers. Duri ng a border clash involving an incur sion of Protectorate forces, his platoon was nearly wiped out and faced an assault by hundreds of a ngry zealots. Rather than retreating, Khur r ushed toward the enemy hauling a wagon lled with ordnance, shouting invectives against the Sul-Menite faith. He was able to bring his payload into the heart of the Protectorate lines despite having been hit by multiple rebombs. When the ordnance he carr ied exploded, it wiped out nearly two-thirds of the enemy’s infantry. Khur was posthumously awarded the Star of Valor.
Lt. William Raddick has a storied career with the 87th Trencher Company out of Point Bourne. As a commando, Raddick operated extensively in the southern Thornwood Forest during its occupation by the Khadorans after the fall of Northguard. He and his platoon eradicated numerous resupply points in the forest, leaving Winter Guard at the north ban k of the Dragon’s Tongue River choked o from supplies. He is best known for leading a successful covert operation early in 608 AR against Khadoran Fort Two, also called “Karchev’s Rest.” Raddick’s commandos annihilated the crew of fteen mortars and ten eld guns. His team then joined with the warcaster Captain Kara Sloan to obliterate the fortress before it could be completed.
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NOTABLE AFFILIATES, PAST & PRESENT There are a number of well-known warcasters who began their careers as trenchers or who are otherwise aliated with the corps. Included among these famous and powerful individuals are some who have since left the Cygnaran Army—or left Cygnar entirely, adding their might to rival factions. Nonetheless, these warcasters have been strongly marked, and in some cases dened, by their time ghting alongside the trenchers. While Markus “Siege” Brisbane may be the most celebrated warcaster linked to the corps, several others are worthy of note.
THE LADY OF DEEPWOOD The Lady of Deepwood is a cannon that has earned fame and even a certain reverence among the trenchers. This storied piece of field artillery has served Cygnar longer than the trenchers themselves, having initially taken the field at the end of the First Thornwood War. At the founding of the corps, a number of cannons were added to the trenchers’ arsenal as close-support artillery. The Lady was one of these, and she was deployed in countless border skirmishes out of Deepwood Tower before the fall of that fort in the spring of 605 AR. She has been retrofitted and refurbished so extensively that no remaining piece of the cannon is original, but to the trenchers The Lady retains the reputation—and impressive number of kills—she has earned over a nearly hundred-year span.
Jeremiah Kraye Captain Jeremiah Kraye is the most prominent warcaster who openly serves the Cygnaran Reconnaissance Service. Though not a trencher, he is part of a longstanding tradition of cooperation and mutual service between CRS rangers and the Trencher Corps. Trenchers frequently serve as the primary manpower in larger CRS eorts, and there are longstanding training operations with the rangers and commandos in particular. While scouting and securing Cygnar’s borders, Captain Kraye has been closely involved in countless covert missions in which trenchers have played a key role. He has developed close ties to veteran trencher commando ocers, particularly among the First and Second Armies.
Victoria Haley Among Cygnar’s greatest arcane powerhouses, Victoria Haley has made no secret of her preference for trenchers over soldiers from other Cygnaran service branches. Their tactics, training, and battle doctrines have proved to be perfectly suited to Haley’s partiality for rapid and aggressive deployments. The evolution of the warcaster’s powers that earned her the arcane rank of “prime” enables her to literally be in multiple places at once. Augmented by her powerful spells that can manipulate time itself, her chosen trenchers reach a pinnacle of eectiveness well beyond what they could accomplish on their own, either protected from retaliation by a temporal bubble or accelerated to augment their killing eectiveness.
Asheth Magnus Asheth Magnus has rejoined the military after a lengthy period of being branded a traitor and enemy of the state. Before becoming involved on the wrong side of the Lion’s Coup and, fourteen years later, helping to place King Julius on the throne, Magnus was a member of “The King’s Own,” the 23rd Assault Recon Company—an elite mixed force predominantly composed of trencher infantry and commandos serving King Vinter IV. These trenchers were involved in brutal attacks behind enemy lines inside Khador. Magnus is a brilliant strategist known for unconventional tactics that have become the hallmark of Cygnar’s trencher commandos. He still prefers to rely on trenchers and also retai ns extensive mercenary contacts. As a good number of veteran trenchers fought against Magnus during his mercenary period, often losing friends to him, he remains a controversial gure among the corps.
Gunnbjorn Captain Gunnbjorn is the most prominent trollkin to have ever served as a trencher. While Gunnbjorn is technically a deserter from the Cygnaran Army, the military has not had much success enforcing penalties on this formidable warlock. He is now rmly aliated with the United Kriels and has brought what he learned of military organization and discipline to their armed forces. Gunnbjorn left Cygnar after being ordered to take punitive actions against his own people, though it is said he still has friends in blue, most notably Jeremiah Kraye.
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COMPANIES OF RENOWN While every trencher company thinks itself a legend and is proud of its stories, some few are known across western Immoren. Several of these companies are considered among the best of the best, with favored standing among the commanding ocers.
“Without a Trace”
“Penance through Pain”
“Against All Odds”
THE GHOST DOGS
THE CASPIAN JAILBIRDS
THE FURIOUS FIRST
15TH TRENCHER COMPANY, 18TH INFANTRY BATTALION
87TH TRENCHER COMPANY, 12TH INFANTRY BATTALION
1ST TRENCHER COMPANY, 35TH INFANTRY BATTALION
The trenchers of the 15th are a distinguished group of soldiers garrisoned at Fellig. For nearly three years Fellig was cut o from the rest of Cygnar while the Khadorans held the Thornwood, forcing the Ghost Dogs to stretch their supplies and personnel to the limit in numerous stealthy nighttime raids and hit-and-run engagements.
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The men and women of the 87th hold to one of the earliest traditions of the corps: with few exceptions, they are all penal conscripts. Many of them had served as trenchers in other companies and were given the option to either join the 87th or do a tour behind bars.
The 1st Trencher Company has a long and storied past, having been attached to more than one army over the decades. Now a part of the 35th Infantry Battalion stationed at Westwatch, they help protect Cygnar’s vulnerable coast from Cryxian and pirate landings. The Furious First often supports the marines of the Third Fleet and receives cross-training to serve aboard landing vessels striking at the islands of the Broken Coast.
“Now You See Me”
“Dug In to Stay”
“Last and First”
THE BLACKWATCH
THE NORTHGUARD GRAVEDIGGERS
THE DEAD-SET
113TH TRENCHER COMPANY, 6TH INFANTRY BATTALION
The 113th is a distinguished company of trenchers from Corvis that has fought in repeated engagements against Cryx deep in the Thornwood. Due to the rugged terrain they protect, they train closely with the CRS, with many having served as rangers prior to joining. Members of the Blackwatch have sworn never to withdraw from the enemy if noncombatants are in peril.
95TH TRENCHER COMPANY, 58TH INFANTRY BATTALION
The 95th Trencher Company serves on the front line of Cygnar’s northern theater and boasts the longest and most storied history of battle against Khador among the entire corps. Serving with the Gravediggers is a point of intense pride, and they are the example against which all other trenchers must be measured.
22ND TRENCHER COMPANY, 15TH INFANTRY BATTALION
Stationed at Fort Falk, the 22nd holds the distinction of being in one of the last battalions to be driven from Llael by the Khadoran Invasion and the rst to hold ground in Occupied Llael following the most recent battle at Riversmet. It has become a common tradition of the DeadSet to carry mementos of their fallen Llaelese allies in battle as reminders of the sacri ces of the kingdom’s defenders against the Khadoran menace.
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THEME FORCE
PAINTING TRENCHERS PAULDRONS SWATCH KEY B: BASE S: SHADE
LEATHER
B: CYGNAR BLUE BASE
S: BATTLEFIELD BROWN
S: EXILE BLUE
S: UMBRAL UMBER
H: CYGNAR BLUE HIGHLIGHT
B: HAMMERFALL KHAKI
H: HIGHLIGHT
ARMOR
STEEL
B: RHULIC GOLD
B: PIG IRON
S: UMBRAL UMBER
S: ARMOR WASH
H: SOLID GOLD
H: COLD STEEL
TRENCH COAT
BRITCHES
B: BOOTSTRAP LEATHER
B: BLOOD TRACKER BROWN
S: BROWN INK + THAMAR BLACK
S: UMBRAL UMBER
H: BEAST HIDE
H: BOOTSTRAP LEATHER
BOOTS
ARM/LEG WRAPS
INFANTRY
B: IRONHULL GREY
B: HAMMERFALL KHAKI
S: THAMAR BLACK
S: BATTLEFIELD BROWN
H: BASTION GREY
SKIN TONE VARIANTS
TRENCHER COMMANDOS
Add character and realism to your units by painting different models in a unit with variety of skin tones. Use photo reference and experiment to create a unique unit for your force.
Elite soldiers who specialize in covert operations, trencher commandos are outfitted in different colors from other trenchers to reflect their status and need for stealth. They feature a more muted palette.
FAIR SKIN
ARMOR
WARM SKIN
B: MIDLUND FLESH + RYN FLESH S: CASPIAN FLESH WASH H: RYN FLESH
STUBBLE Add five-o'clock shadow to your mini by mixing Midlund Flesh and Bastion Grey with water. Apply in multiple thin coats on the chin, jaw, and upper lip. To create a more dramatic stubble effect, mix Thornwood Green and Midlund Flesh and glaze in the deepest recesses.
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H: JACK BONE
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B: MIDLUND FLESH
DARK SKIN B: IDRIAN FLESH
TRENCH COAT
BRITCHES
B: BRASS BALLS
B: BASTION GREY
B: BOOTSTRAP LEATHER S: BROWN INK + THAMAR BLACK
S: KOSSITE FLESH WASH
S: UMBRAL UMBER
S: MOLTEN BRONZE
S: IRONHULL GREY
H: RYN FLESH
H: KHARDIC FLESH
H: RADIANT PLATINUM
H: TROLLBLOOD HIGHLIGHT
H: BEAST HIDE
BATTLE SCARS Many models have wicked scars to reflect their rough nature. Thin Red Ink with water in a 1:5 ratio and lightly glaze the scar area after the skin is fully painted. This will give your models the battle hardened look of a veteran.
COMPANIES OF RENOWN
THE GHOST DOGS ARMOR: PIG IRON + THAMAR BLACK PAULDRON: CRYX BANE BASE LEATHER: BATTLEFIELD BROWN
THE BLACKWATCH ARMOR: BRASS BALLS
THE FURIOUS FIRST ARMOR: MOLTEN BRONZE PAULDRON: KHADOR RED BASE TRENCH COAT: EXILE BLUE
THE NORTHGUARD GRAVEDIGGERS
CAMO LIGHT: TRAITOR GREEN
ARMOR: COLD STEEL
CAMO DARK: THORNWOOD GREEN
PAULDRON: CYGNAR BLUE BASE
LEATHER: BOOTSTRAP LEATHER
LEATHER: BASTION GREY TRENCH COAT: IRONHULL GREY
THE CASPIAN JAILBIRDS
THE DEAD-SET
ARMOR: PIG IRON
ARMOR: BRASS BALLS
PAULDRON: KHADOR RED HIGHLIGHT
PAULDRON: GRAVE DIGGER DENIM + UNDERBELLY BLUE
TRENCH COAT: GRAVE DIGGER DENIM
TRENCH COAT: EXILE BLUE
PANTS: EXILE BLUE
STRUCTURES MUD AND GRIME To add drama and the sense of use to your models, Mix and equal amount of Battlefield Brown and Exile Blue together with lots of water. Glaze this onto the low areas of structures or coats of your miniatures. Increase the effect by doing an additional pass with thin Umbral Umber. Additionally, try some Thornwood Green on concrete to add some moss on buildings and structures.
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TRENCHER WEAPONS & EQUIPMENT Trenchers have always relied on simple, rugged gear that can be produced quickly and inexpensively, in contrast to the highly specialized and complicated equipment employed by groups such as the Storm Knights or Arcane Tempest gun mages. The quality of a trencher’s basic kit is solid, typically drawi ng upon uncomplicated but proven principles, and some aspects of trenchers’ gear have not changed since the corps began.
Because trenchers and their gear must be able to endur e extreme condition s for prolonged periods, durability is valued above any other quality. Ries preferred by most trenchers are those with simi larly proven reliability, and they would rather stick with a wellworn but familiar rie than “upgrade” to one whose qualities are untested by time. A weapon unable to function af ter
spending days or weeks in the mud, rain, or sleet is useless to the Trencher Corps, as are those that require frequent or intensive maintenance. This sort of prioritization can be found in every category of the gear preferred by the trenchers, although s everal weapon innovations have been adopted, if reluctantly, when t hose technologies have proven themselves quickly.
Trench Knife Bedroll
Deck of cards
Rope
Mess Kit
Ammunition
Letters from Mom
Entrenching Shovel
Canteen
Smoke Grenade
ARMOR & BATTLE DRESS The armor adapted by the trenchers is an evolved compromise between protection, ease of movement, and the need to live inside the armor continuously for long stretches of time. Trenchers wear their heaviest armor on the upper portions of their bodies, as those areas are most vulnerable to enemy re while entrenched. This protection includes a heavy helmet, 102
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layered shoulder armor, breastplate, and armguard s. The trencher’s lower body is more lightly armored, with metal knee plates and a skirt of chain built into a heavily padded greatcoat—more important for the warmth it provides in cold, wet weather than for its negligible protection from rearms. The thick hood worn beneath the helmet can be buckled to shield the soldier’s face in these same conditions.
PERSONAL EQUIPMENT Each trencher carries a f ty-pound pack intended to make the soldier as self-sucient as possible in t he eld. The standard loadout includes tinned rations and hardtack, water, a mess kit, bedroll, oilcloth, am munition, and an entrenching shovel. The shovel is used to create earthworks, to dig graves and latrines, and as a backup melee weapon. Many trenchers sharpen the edge of their shovel to make it deadlier.
Bannfield Model 603 Service Rifle Prior to the development of the Ban neld Model 603, trenchers used a variety of heavyweight ries made by dierent Cygnaran gunwerks under contract with the Cygnaran Armory. Now, however, nearly every trencher carries a Banneld. Named for one of the most respected gunsmiths at the Cygnaran Armory, the Banneld line of rearms is primarily manufactured by the Armory itself, but several outside contractors produce smaller numbers to meet military demands and expedite outtting farung garrisons like Northguard, Fort Balton, and Westwatch. As the main battle rie of the trencher corps must be utilitarian, the Banneld is a proven reliable piece of military hardware. The basic conguration was xed for decades, with only minor modications made over time to rene the design. Firing a .30 caliber rie cartr idge, this rie balances range and stopping power. While it lacks the range or ammunition capacity of the repeating rie, it can weather extended campaigns in unfavorable conditions and endure seemingly endless cycles of ring and reloading without jamming. Other ries evaluated for this role suered an unacceptable rate of mechanical failures as mud and grit stuck
Bannfield Model 603 Service Rifle
Bannfield Model 603SV Sniper Variant
Bannfield Model 603 with Grenade
Bannfield Model 607LG Repeating Rifle
Bannfield Model 515 Smoothbore
Raevhan Express
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THEME FORCE
their forgelocks or fouled their barrels. The weapon is thicker and heavier than the military ries of other nations, which helps it stand up against the abuses common in t he trenches, such as being employed as an improvised club. A locking ring on the underside of the barrel crown is designed to accommodate the standard-issue trench knife. Trenchers were never outtted with swords, considered too bulky and cumbersome when crawling through tight spaces, and over time trenchers have come to take pride in their versatile trench knives. Attached to a rie, these blades have the reach of a spear and can deliver a powerful impact on the charge. In close quarters the knife can be removed and wielded by hand, and most veteran trenchers become quite skilled as knife-ghters. The trench knife is also a vital multipurpose tool, deemed as useful for a wide variety of tasks as the ubiquitous shovel.
Bannfield Model 603SV Sniper Variant The Banneld Model 603SV is the sniper variant of the standard rie and is issued to trencher sharpshooters after they pass advanced marksmanship testing. The sniper variant is machined to more exacting specications, has a longer barrel, and replaces the standard open sights with a long eye relief scope.
Bannfield Model 603C Manufactured in Ceryl under the supervision of Master Alchemist Lyesse Pylus, the 603C is considered by some soldiers to be superior to the standard-issue 603. Its supporters point to the model’s improved breech lock, which they claim allows for faster and smoother reloads. Having been produced in limited quantity, the 603C is highly prized by those who have managed to acquire one.
Bannfield Model 607LG Repeating Rifle Created for trencher long gunners, the 607LG features a rotating ammunition wheel integrated with the rugged Banneld aesthetic. While it is not as reliable as the 603, trenchers insist the 607LG is faster to reload and more durable than the long ries employed by their non-trencher counterparts.
Smoke Grenades The smoke grenades used by trenchers are simple devices that contain a pair of normally inert alchemical substances which, when mixed, produce a heavy volume of obscuring haze to cover advances on the enemy. Trencher infantry are issued three smoke grenades as part of their standard equipment. Sergeants and ocers often carry colored smoke grenades as well, which can be used to signal other units and mark priority targets. Trencher smoke grenades are an adaptation of the earliest gobber-produced smoke pots. Earlier models called hazers were too large to be thrown and would be activated at trencher forward positions when prevailing winds favored an assault on the enemy. Gobbers are still an important part of smoke grenade production in Cygnaran armories thanks to their familiarity with the techniques required to create the volume and density of smoke demanded by the trencher corps.
Rifle Grenades Used as a support weapon by infantry squads, rie grenades have a longer eective range than their thrown counterparts. Developed by demolition engineers, rie grenades use negrain blast ing powder for their explosive payload. A receiver locked to the end of a Banneld rie barrel holds the grenade, which is propelled with a standard rie cartridge. When red, the cartridge impacts a primer on the base of the grenade to ignite its propellant, launching the projectile. Most grenades are anti-personnel fragmentation devices, though the Cygnaran Armory has also experimented with other payloads such as incendiary and smoke, with mixed results.
Scatterguns Issued in limited numbers primarily to trencher commando units, scatterguns are eective in clearing the enemy’s advance positions. These weapons re a payload of grapeshot, the same ammunition used to clear the decks of naval vessels. Trencher scatterguns are open choke, causing a wide dispersal of shot but limiting the eective range to approximately twenty yards. Several dierent models of scattergun are in circulation, but the most widely used is the Banneld Model 515 Smoothbore made by the Cygnaran Armory.
Thatcher Trench Carbine Thatcher Trench Carbines are shorter overall than the Banneld ries and are the standard-issue weapon of the trencher commando corps. They are also issued to trenchers in some support roles, such as combat engineers and supply teams, where a standard rie would be cumbersome. The Thatcher has a compact ammo wheel wit h a ve-round capacity, usefu l for prolonged reghts and quick actions where reloading during combat is unrealistic. Despite its shorter barrel, it boasts a respectable eective range, sacricing only some of its accuracy at longer distances. The carbine uses the same cartridge as the Banneld rie, allowing ammunition to be shared between infantry and commando units.
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Cinder Bomber
Breech-loading Cannon
WARJACKS Most trencher companies are allocated two to four light warjacks or, less commonly, a single heavy warjack. The light ’jacks most often deployed with trenchers are Chargers, Grenadiers, and Sentinels; the most common heavies are Defenders and Cyclones. Grenadiers were specically designed to be deployed with trencher squads, equipped with a reloading mechanism that benets from trained infantry assistance. Some trenchers consider such warjacks almost as full members of their company, giving them nicknames based on their personalities.
ARTILLERY & SUPPORT WEAPONS Trenchers employ numerous ty pes of artiller y and heavy squad-support weapons. One of the most extensively used is the chain g un, a multi-barreled, belt-fed, portable support weapon. A two-person crew operates the chain gun, each capable of alternating roles—a gunner who aims and res the weapon and a loader who supplies ammo and manages the feed. The chain gun is used to suppress enemy infantry a nd lay down covering re in support of an infantry advance. To provide re support for advancing trencher forces and to attack hard targets like warjacks and xed positions, trenchers employ a powerful breechloading cannon. This eld cannon is usually hauled to the front by a draft horse or a ’jack, but it can be broken down and hauled manually by a three-person team when necessary. Trencher cannons have ried barrels and re shaped projectiles to increase both accuracy and power at longer range, making them superior to traditional smoothbore naval cannons ring round shot. The corps also uses several other portable support weapons, most famously the heavy cinder bomber and the Raevhan Express rie. Both are too large to be easily carried by most human trenchers and are therefore more often seen in the hands of trollkin and ogrun soldiers. The cinder bomber is an indirect-re weapon that launches incendiary shells to burn
defenders out of fortied positions and leave behind obscuring clouds of smoke. The Raevhan Express is a break-action double-barreled rie adapted from the heavy ries used to hunt the enormous Raevhan bualo, and its immense caliber makes it extremely unwieldy in human hands. From the beginning, trencher recruiters searched for trollkin with proven marksmanship aptitude to handle these guns, taking advantage of their strength and endurance. As an added benet, a trollkin’s natural regenerative abilities mitigate potential damage caused by the weapon’s punishing recoil, which can quickly cripple a human operator on repeated ring.
A company’s captain, as well as the chief engineer and certain ski lled lieutenants and squad sergeants, will learn to marshal the company’s warjacks. There is always the looming possibility that the company ’jacks suddenly needed elsewhere might be reissued to warcasters in the eld. The loss of a warjack is taken nearly as gravely as the loss of a fellow soldier, however, and callous or careless warcasters may nd themselves at odds with trencher companies whose warjacks they have “casually thrown away.”
Trencher reloading a Grenadier warjack
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COMPANY OF IRON
Dallas Kemp's Filthy Five face off against James Arbuthnot's Grave Makers in a training exercise at a wilderness fort
REQUISITION COSTS This table gives the requisition costs of the new Trencher models useable in Company of Iron games. The cost for units with a minimum streng th and a maximum strength is divided by a slash, w ith the rst number corr espondi ng to minimu m cost of the unit and the second number corresponding to the maximum cost. Tables for all Factions are updated as new models are released and can be found at privateerpress.com/rules.
New Trencher Models Solos Commander Anson Hitch
0
Patrol Dog
-1
Units
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Requisition
Trencher Combat Engineers
0
Trencher Express Team
-1
Trencher Long Gunners
-1/-2
Attachments
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Requisition
Requisition
Trencher Commando Officer
-1
Trencher Long Gunner Officer
0
GAME RULES
Crumbling Building
STATE OF WAR: TRENCHERS Trenchers ght anywhere Cygnar requires them to, but in short order the battleelds they occupy become shell-cratered arenas of churned mud and choking clouds of powder smoke. The no man’s land between trencher earthworks and enemy lines is often lled with tangled nests of barbed wire, ruined structures, hulls of destroyed warjacks, and wounded soldiers screaming for aid. For those ready to test their mettle, the terrain features described in this section provide a variety of highly thematic terrain options to use in any game of WARMACHINE and HORDES set on a bitterly contested battleeld. The scenarios found on pages 108–110 indicate the exact quantity of thematic terrain to use for each scenario. When not using one of these scenarios, discuss with your opponent how many pieces of thematic terrain you wish to add to your table.
Tent While on the march and before a trench network can be established, trenchers often bivouac in simple oilcloth tents. While these tents are lightweight and do little to keep out the elements, they are better than sleeping in the open amid the rain and mud. Effect/Rules: A Tent terrain feature is an obstacle that grants
concealment and should be no larger than 2 × 2 . If a medium based or larger model contacts a Tent, immediately remove the Tent from the table. Three tents count as one ter rain feature when placing terrain, and tents should be placed within 5 of each other. ˝
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In urban areas, constant cannon and mortar re reduces many buildings to precarious heaps of bricks on the verge of collapse. Caution must be taken around such buildings, as a single errant rocket or grenade can be enough to make them collapse. Effect/Rules: A Crumbling Building terrain feature is an
obstruction and should be no larger than 5 × 5 . A Crumbling Building has DEF 5, ARM 16, and 30 damage boxes and can be targeted, attacked, and damaged as i f it were a huge-based model. Continuous eects on a Crumbling Building do not expire and are resolved during each player’s Maintenance Phase. When the last damage box is marked, the building collapses and models within 3 of it are knocked down. After a Crumbling Building collapses, replace it with a rubble terrain feature. ˝
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Deep Mud Huge warjacks, marching infantry, and artillery bombardment can quickly turn a battleeld into a morass of sucking mud. Soldiers can move through it with some dicult y, but heavier warjacks and warbeasts can become stuck in and rendered barely mobile. Effect/Rules: A Deep Mud terrain feature is rough terrain and
should be no larger than 3 × 3 . Deep Mud provides concealment to small-based models completely within it. When a mediumor large-based warjack or warbeast begins its activation within Deep Mud, the active player rolls a d6. On a roll of 1, the model suers –4 SPD and cannot run or charge for one round. ˝
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´Jack Trap
Trencher combat engineers string miles of barbed wire to maintain control of the battleeld. Barbed wire eectively slows down enemy infantry and funnels them into the kill zones of cannons and chain guns.
Warjacks and warbeasts are not as mobile as infantry. To prevent them from overrunning vital points on the battleeld, modern armies employ “’jack traps”—typically crossed timbers, cement blocks, or other bulky structu res designed to stop warjacks, warbeasts, and other large attackers in thei r tracks. Built of heavy and durable materials, ’jack traps can be negotiated by infantry with relative ease but impede the progress of anything larger.
Effect/Rules: A Barbed Wire terrain feature is rough terrain
Effect/Rules: A ´Jack Trap terrain feature is dicult terrain and
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Barbed Wire
and should be no larger than 4 × 0.75 (standard wall template size). Barbed Wire provides concealment as if it were an obstacle. When a model enters or ends its activation withi n Barbed Wire, it suers 1 damage point. ˝
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Wandering Mist Many trencher battles occur i n foggy conditions or on battleelds choked by rolling clouds of blasting powder smoke. Caught by the winds, such clouds roll across the battleeld and make it almost impossible to spot the enemy until they are upon you. Effect/Rules: A Wandering Mist terrain feature is a cloud eect
represented by a 3 , 4 , or 5 AOE template. Starting at the end of the second player's rst turn, at the end of each player’s turn roll a d6 for each Wandering Mist terrai n feature i n play. On a roll of 1 or 2, the Wandering Mist is caught by the wind and deviates d6 in a direction determined by the deviation template. Direction 4 on the deviation template should point toward the rear edge of the active player’s deployment zone. ˝
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should be no larger than 3 × 3 . Non-small-based models without Ghostly, Flight , or Incorporeal cannot enter a ´Jack Trap. Small-based models treat ´Jack Traps as rubble terrain features. ˝
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TRENCHER SCENARIOS The men and women of the Trencher Corps operate i n many dierent theaters of war. Since their inception, they have served as the preferred Cygnaran vanguard. Holding crucial ground against a litany of dierent foes with no guarantee of reinforcement or resupply, these brave soldiers ght and die to maintain the safety of Cygnar and the kingdom’s allies. No matter the terrain or territory, trenchers pave the way to victory for their brothers and sisters in arms. Without these soldiers, uninching and tough as nails, Cygnar would surely crumble in the face of its many foes. On the following pages are three exciting narrative scenarios that allow players to experience the cold reality of trench warfare across several dierent battleelds in Western Immoren. No Quarter PRIME
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TRENCHER SCENARIO 1
COASTAL ASSAULT
by Will Pagani
TRENCHER SCENARIO 2
TRENCHES AT NORTHGUARD
by Will Pagani
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TRENCHER SCENARIO 3
URBAN AMBUSH
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by Will Pagani
Cygnar Theme Force
GRAVEDIGGERS Trenchers are men and women of grit found at the forefront of every battleeld. The rst on the eld and the last to leave, it is the trenchers’ duty to form the vanguard of Cygnar’s military might and seize the battleeld against all opposition. Trenchers dig in and hold the line, proud to spill their blood for their countrymen and seeing the battleeld as the only proper gravesite.
ARM Y COMPOSI TION An army made using this theme force can include only the following Cygnar models: • Cygnar warcasters
• Ranger models/units
• Non-character warjacks
• Trencher models/units
• Triumph
SPECIAL RULES • This army can also include one Mercenary solo and one Mercenary unit that will work for Cygnar. These models/units can be included even if they have the Partisan [Cygnar] special rule. Mercenary units in this army can include attachments. • For every full 20 points of Ranger or Trencher models/units in this army, you can add one Trencher weapon crew unit, Trencher command attachment, or Cygnar solo to the army, free of cost. Free models/units do not count toward the total point value of Ranger or Trencher models/units in the army when calculating this bonus. • Trencher warrior models in this army gain Rise. (If a model with Rise is knocked down at the beginning of your Maintenance Phase, it stands up.) • You gain +1 to your starting roll for the game.