Warmachine - Legends
Warmachine - Legends
Warmachine - Legends
Play WARMACHINE
against
TM
ISBN: 978-1-933362-28-1
PIP 1015
$34.99
PIP 1015
www.privateerpress.com
Credits
Brian Snoddy
Matt Wilson
Matt Wilson
Bryan Cutler
Matt Wilson
Jason Soles
Kris Aubin
Rob Stoddard
Erik Yaple
Douglas Seacat
Jason Soles
Kevin Clark
Bryan Cutler
Jason Soles
Rob Stoddard
Christopher Bodan
Matt Wilson
Carlos Cabrera
Eric Deschamps
Emrah Elmasli
Marek Okon
Lucio Parillo
Karl Richardson
Andrea Uderzo
Eva Widermann
Kieran Yanner
Chris Walton
Matt Wilson
Steve Angeles
Kris Aubin
Kim Goddard
Josh Manderville
Daniel Gelon
Ron Kruzie
Gregory Clavilier
Jeff Grace
Mauro Gnani
Todd Harris
Jason Hendricks
Bobby Jackson
Werner Klocke
Olivier Lafitte
Aragorn Marks
Stefan Nieheus
Edgar Ramos
Jose Roig
Ben Saunders
Steve Saunders
Jeff Wilhelm
Amy Brehm
Matt DiPietro
Ron Kruzie
Quentin Smith
Rob Hawkins
Steve Angeles
Sherry Yeary
Marky Erhardt
Erik Breidenstein
Christopher Frye
Adam Johnson
Bobby Stickel
Nathan Letsinger
Brent Waldher
Eric Cagle
Rob Hawkins
Dan Brandt
Mark Christensen
Kelly Yeager
Douglas Colton
Trey Bindewald
Alex Chobot
Joel Falkenhagen
Miluo Hsu
Matt Hutchiens
Del Ivanov
Joe Lee
Greg Lincoln
Craig Lowry
Mike McIntosh
Ben Tracy
Clint Whiteside
Nathan Letsinger
James Kerr
Peter Goublomme
Eric Lakin
David Ray
Peter Goublomme
Brian Putnam
Gilles Reynaud
John Simon
Donald Sullivan
Kevin Clark
Alex Badion
Christopher Bodan
Erik Breidenstein
Brandon Burton
Alex Chobot
Christopher Frye
Rob Hawkins
Delian Ivanov
Brad Lannon
Nathan Letsinger
Doug the Seacat
Brent Waldher
Chris Walton
Andrew Brandt
Carl Brannon
Hugh Brown
David Carl
Jessica Carl
David Dauterive
Eric Ernewein
Seth Ferris
Christian Fontaine
Brian Grist
Chad Huffman
Peter Jenisch
Nick Kendall
David Lyons
Geoffrey Long
Rob Miles
Derek Osborne
Adam Poirier
Adam Rosenblum
Timothy Simpson
David W. Sininger
Donald Sullivan
Mark Thomas
Dan Webber
Christopher Bodan
Dan Brandt
Erik Breidenstein
Eric Cagel
Kevin Clark
Matt DiPietro
Marky Erhardt
Rob Hawkins
Douglas Seacat
Jason Soles
Rob Stoddard
Brent Waldher
Chris Walton
Table of Contents
The Price of Redemption Part One . 6
New Rules . . . . . . . . . . . . . . . 22
Cygnar . . . . . . . . . . . . . . . . . 24
General Adept Sebastian Nemo
28
Captain Jeremiah Kraye
30
Thorn 32
Ol Rowdy
34
Black 13th Gun Mage Strike Team
36
Trencher Cannon Crew
38
Arcane Tempest Gun Mage Officer
39
Squire 40
Sword Knight Officer & Standard Bearer
41
Captain Arlan Strangewayes
42
Major Katherine Laddermore
44
Precursor Knights
46
Precursor Knight Officer & Standard Bearer
47
Cygnar Gallery
48
Protectorate of Menoth . . . . . .
52
Hierarch Severius
56
High Executioner Servath Reznik
58
Blessing of Vengeance
60
Fire of Salvation
62
Visgoth Juviah Rhoven & Honor Guard
64
Exempar Bastions
66
Hierophant 67
Allegiant of the Order of the Fist
68
Vassal of Menoth
69
High Exemplar Gravus
70
Idrian Skirmishers
72
Idrian Skirmisher Chieftain & Guide
73
Protectorate Gallery
74
Khador . . . . . . . . . . . . . . . . . 78
Supreme Kommandant Irusk
82
Koldun Kommander Aleksandra Zerkova
84
Beast-09 86
Drago 88
Cryx . . . . . . . . . . . . . . . . . . 106
Goreshade the Cursed
110
Master Necrotech Mortenebra
112
Deryliss 114
Cankerworm 116
Nightmare 118
Bloodgorgers 120
Revenant Cannon Crew
121
The Withershadow Combine
122
Blackbanes Ghost Raiders
124
Darragh Wrathe
126
General Gerlak Slaughterborn
128
Cephalyx Slaver & Drudge Mind Slaves
130
Cephalyx Overlords
131
Cryx Gallery
132
Mercenaries . . . . . . . . . . . . . 136
Horgenhold Forge Guard
Steelhead Heavy Cavalry
Anastasia di Bray
Stannis Brocker
Eiryss, Angel of Retribution
Orin Midwinter, Rogue Inquisitor
Thor Steinhammer
Mercenary Gallery
140
141
142
144
146
148
150
152
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Foreword
True Legends never die.
- Origin unknown
5
PAGE
unde
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You are a c
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Sun Tzu?
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ick ass.
Go forth and k
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5
10
She nearly fled, but a hand clasped her arm and pulled
her back. She reached for the short skinning blade
strapped to her thigh before she locked eyes with the
man. She paused. While neither Nyss nor human, she
could instantly telldespite his concealed featuresthat
he more closely resembled the former than the latter.
He took her to an enclosed table surrounded by a thick
curtain and unwrapped his face. His shaved head and
rugged features struck her as strange, similar to the Nyss
and yet distinctly different. Several thick scars, the marks
of many battles, crisscrossed his face. She knew him as
Iosan, the distant kin of the Nyss, and undoubtedly the
man the hermit spoke of.
I am Fes Elyssar. Your incautious inquiries make my
mission here more difficult. Why do you seek me?
She got quickly to the point. I was told to find the
woman you call the Angel of Vengeance. The words felt
awkward to her tongue, for she spoke the Shyr language
haltingly, and she feared she did not get them quite right.
She who hunts those born to power. She must come
here, quickly. She must bear witness to our plight.
The scarred elf tapped slender fingers on the table and
scrutinized her closely. That can be arranged, but first
I must know more. Who are you, and what has brought
you here?
11
12
13
faith, the pillar of his life, not at this final hour. The fact
that he yet lived must have meaning.
He looked toward the light of Stasikov Palace and
somehow found the strength to stand. He felt the world
sway, and dizziness almost overcame him. Leaning so that
gravity helped his steps, he staggered forward. Help,
he tried to shout, but it emerged as a whisper. He wove
almost sideways and trailed blood as he went. He focused
on Morrows light and tried to feel its warmth in his
14
15
16
17
18
19
20
energy that filled the air with sudden light. Darius ejected
his half-jacks and sent them ahead to dig in and prepare
to explode. Fall back toward better ground! Get to the
rock wall! He directed his men and jacks toward the
relative shelter of a tumbled wall they had passed on the
road, the shattered remnants of some abandoned fort.
He waited for Krayes horse and their soldiers to get past
the line. Hope you didnt expect to reach Northguard
without some action. His warjacks lined up ahead of him
as a rumbling wall of steel.
Kraye offered the hint of a smile as he reloaded his
carbine, slammed its breech shut, and sighted down the
barrel at the approaching horde. Thats presuming we
reach Northguard at all. He looked out to where the
forest seemed almost to seethe with hostility. I wont
wager on our chances just now.
Darius triggered his mines and savored the sight of
Cryxian black steel raining down amid the blasted
landscape. The undead assault never slowed.
Kraye fired again into the darkness, and a shadowy
form pitched over into the muck. I do believe were
outnumbered.
The mechanik gave Kraye a sour look. You think? They
had no more time for words as both of them braced to
endure the onslaught.
21
NEW RULES
Affinities
Allies
Cohorts
Some models grant abilities to other models of a certain
type in the same army. Models that gain abilities from
a Cohort rule retain them even after the model that
granted these abilities is destroyed or removed from play.
22
Epic Solos
Warcaster Attachments
Imprints
Some warjacks have Imprints representing a partial
awakening of the warjacks cortex. A warjack with an
Imprint may activate the Imprint at anytime during its
activation by spending one focus point. A warjack cannot
use its Imprint while its cortex system is disabled.
Light Cavalry
Some cavalry models are designated as Light Cavalry.
They follow all normal Cavalry rules with the following
alterations. A light cavalry model may move up to its
current SPD in inches after completing its combat action.
A light cavalry model cannot be targeted by free strikes. A
light cavalry model cannot make Ride-By Attacks and does
not make impact attacks. A light cavalry model may make
initial attacks with its mount. When making additional
attacks, a light cavalry model may use its mount.
Tactics
Tactics are abilities granted to units by some Unit
Attachments. The unit retains these abilities even after
the model that confers them is destroyed or removed
from play.
23
Cygnar
Blackness. Momentary interruptions
of haze and pain. Each time his mind
struggled to the surface he felt like
a drowning man seeking air. At first
these moments of consciousness felt like
disconnected bubbles of time.
Coleman Strykers first memory after his clash
with Feora was awakening with his face pressed against
steel, dizzy enough to vomit if he had had anything in his
stomach. He watched with a horrible vertigo as the ground
passed below him and slowly realized Rowdy was carrying
him. Blood dripped into his eyes while smoke choked his nose
and lungs. Around him he heard the sound of roaring fire,
crackling wood, and screams of confusion. He recognized
gunfire and shouting as the world faded.
Regret. Stryker opened his eyes to the last face he could have
hoped to see and immediately wished that he could return to
the numb embrace of darkness. He had to acknowledge at last
that indeed General Adept Sebastian Nemo sat by the bed,
and guilt welled within Strykers chest. Nemo? His tone
sounded disbelieving. Now I know I must be dying.
That was the rumor. Nemo sighed. They misled me.
Traveled all this way, riding on trains not even meant to carry
people, not good for a man of my age or condition, and now
they say you might make it through after all. Looks like I
could have stayed at Northguard.
Itd probably be better if the rumor was true. Strykers
words provoked a racking cough.
Nemos expression turned stony. Death in the face of despair
is surrender, a cowards escape. I expected better from you.
Stryker winced at his mentors words. You are right; dying
would not set anything right.
Nemo paused for a time. We have both known soldiers
turned meek while laid low who returned to their customary
bluster when recovered. I need to know that this turn is
genuine.
I will make no excuses. I have done terrible things. The
words came slowly, with labored breathing.
Thats true. And youre the only one who can fix them.
Strykers eyes conveyed the pain of the crumbling of a
mental wall he had erected to harden himself. How can I
fix anything? Ive dishonored my countrymen, my king, my
station, myself...you. I have no honor left.
Honor is not a shield, Coleman. It does not protect you.
25
26
Word has it Hierarch Voyle has arrived from Imer with all of
the forces once kept back to guard their capital.
Voyle is here? Stryker forgot his weariness.
Dargule shrugged. No one has seen him. I expect he is
at the temple in Sul, but Visgoth Rhoven is here, fighting
alongside Grand Exemplar Kreoss and the Protector of
Flame. Word of the hierarchs arrival sent the zealots into
a maddened frenzy. They broke the containment of the
courtyard and began to seize gatehouses along the inner
walls. They have laid siege to the Strategic Academy. Castle
Raelthorne is still safe. This reassurance sounded hollow.
Likely I should not have told you even this much.
The lord commander could feel every muscle in his body
aching. His back burned in constant agony, but his mind
filled with images of Menites rampaging through Caspia. He
gritted his teeth and looked at his armor again. He asked,
Can you help me put this on? The priest shook his head at
Strykers stubborn resolve but acquiesced.
Now, Stryker asked, already feeling better as the voltaic coils
charged to life, where is my sword?
27
the strength to lift a weapon and his warjacks heed his call,
Sebastian Nemo will never quit the battlefield.
Some of the men complain that Nemos temper has turned
more acerbic in recent months, a feat hard to credit.
Whatever his temperament, the generals mind remains at
its peak. No one can match Nemos deep and fundamental
understanding of warjacks and the voltaic technologies
empowering Cygnars greatest weapons. His schematics
race decades ahead of peers content to slowly refine older
technologies. Sebastian Nemos intellectual leaps have
created new power sources and provided unanticipated
innovations in warjack cortex and weapons technology. The
most brilliant minds of other nations continually struggle
even to understand Nemos simplest creations as his genius
moves on to the next level of invention.
Many of Nemos fighting techniques and tactics evolved
from the period when he served as a respected warcaster
leading a brigade of the Third Army against the Cryxian
menace during the reign of Vinter IV. Nemo learned to
wrestle with an elusive enemy capable of striking anywhere,
and these tactics served him well when he aided Prince Leto
in overthrowing his tyrannical brother. Recent years have
seen Nemo on the northern front, and the battles
against Khador have prompted him to rethink his
tactics. Accustomed as an inventor to tearing
28
War does not allow men like Sebastian Nemo long rest. The
War Council returned him to active duty just in time for the
now famous Relief of Northguard. Nemo reminded the weary
defenders and confidant attackers just what impact Cygnaran
jacks could deliver. Without Nemos iron giants and his ability
to push them past their normal limits, the fortress would have
fallen months earlier.
Focus 7
5 4 5 5 14 16
Galvanic Bolt
RNG ROF AOE POW
10 1 13
SPELL
UP
OFF
Energizer
*
Self CTRL
Nemo spends one to three focus points when this spell is cast. Models in his
battlegroup currently in his control area may immediately move up to 1 for each
focus point spent. Energizer may be cast once per turn.
Force Field
3
Self CTRL
-
X
Nemo does not suffer blast or collateral damage and cannot be knocked down.
When an enemy AOE ranged attack deviates from a point in Nemos control
area, after the deviation distance has been rolled Nemos controller chooses the
direction the AOE deviates.
Lightning Shroud 2
6
-
-
X
When target friendly Cygnar model directly hits a warjack with an attack, the
model hit suffers Disruption. When the affected model hits an enemy model
with a normal melee attack, lightning arcs to and automatically hits the nearest
enemy model within 4. That model suffers an unboostable POW 10 damage
roll. A warjack suffering Disruption loses any unused focus points and cannot be
allocated focus points or channel spells for one round.
Polarity Shield 2
6
-
-
X
This spell targets a friendly model/unit. A model affected by Polarity Shield
cannot be targeted by charges or slam power attacks made by a model that began
its normal movement in the affected models front arc.
Pulse Lightning 3
10
-
11
A model hit by Pulse Lightning suffers d3 damage rolls.
System Bypass
3
8
-
-
X
Target warjack in Nemos battlegroup does not suffer the effects of disabled
systems. The affected warjack is not disabled until four or more of its systems are
disabled. When cast on a disabled warjack that has lost three systems, the warjack
is no longer considered disabled.
Voltaic Strike 3
8
-
14
X
Models within 1 of target enemy warjack suffer a damage roll equal to the
warjacks current STR. Models damaged by Voltaic Strike suffer -2 SPD for
one round.
Cmd 9
Fulger
SPECIAL POW P+S
Reach 7 11
Damage
Field Allowance
Victory Points
Point Cost
Base Size
14
C
5
84
Small
Nemo
Arcane Amplifier - Nemo gains +1 STR for each unspent focus point on him.
Automatic Regenerator - At the beginning of his controllers Control Phase,
Nemo removes d3 damage points.
Cohort: Expert Forecasters - Stormsmiths included in an army with Nemo
have Stormcall [9] and gain +2 on Stormcall damage rolls.
Focus Matrix - Nemo can allocate focus points during his activation.
Additionally, once per turn during Nemos activation, his controller may remove
focus points from warjacks in his battlegroup in his control area and place them
on Nemo. Nemo cannot exceed his current FOC stat in focus points as a result of
Focus Matrix.
Remote Activation - Nemo may forfeit his action to reactivate one inert
friendly Cygnar warjack in his control area.
Warjack Bond - One warjack, which can be a unique warjack, in Nemos
battlegroup may begin the game bonded to him. Nemo can allocate up to 5 focus
points to this warjack. When Nemo suffers damage from an enemy attack while his
bonded warjack is in his control area, immediately after the attack has been resolved,
the warjack may move up to its current SPD in inches.
Galvanic Bolt
Tractor Field - A warjack directly hit by Galvanic Bolt cannot move and suffers -4
DEF. While within 3 of the affected warjack, warjacks cannot run, charge, or slam
and can only move directly toward the affected warjack. Tractor Field lasts for one
round.
Fulger
Reach - 2 melee range.
29
30
Tactical Tips
When Kraye makes a Ride-By attack, he can cast a spell before
moving or after completing his movement, but he cannot cast a spell
during the Ride-By.
SPELL
COST RNG
AOE POW
UP
OFF
Arcane Barrage 3
8
3
13
X
Models/units hit suffer -2 CMD and cannot run, charge, or perform special
attacks for one round.
Easy Rider
3
Self CTRL
Friendly Cygnar models/units currently in Krayes control area ignore movement
penalties from, and may charge and slam across, rough terrain and obstacles
during their activations. Easy Rider lasts for one turn.
Full Tilt
2
6
-
-
X
Target warjack in Krayes battlegroup doubles its SPD during its normal
movement. The affected warjack cannot make ranged attacks.
Guided Fire
2
Self CTRL
-
Models in Krayes battlegroup currently in his control area gain boosted ranged
attack rolls. Guided Fire lasts for one turn.
Hot Pursuit
2
8
-
-
X
X
Immediately after target enemy model/unit ends its normal movement, a model
in Krayes battlegroup in his control area may move up to its current SPD in
inches.
Mage Sight
2
CTRL
5
-
Place a 5 AOE completely within Krayes control area. Models in Krayes
battlegroup ignore forests and cloud effects when drawing LOS to models in the
AOE and ignore Camouflage, cloud effects, concealment, cover, Invisibility, and
Stealth when making ranged and magic attacks targeting models in the AOE.
This spell lasts for one turn. This spell may be cast once per turn.
Focus 6
Feat: Horsepower
Jeremiah Kraye can send forth a wave of charged energy to
the warjacks around him that infuses them with his own
predilection for mobility and grants toppled jacks the strength
to stand. They follow Krayes lead in a thunderous assault
across the battlefield that grinds anything caught in their path
into the mud.
Friendly knocked down Cygnar warjacks
currently in Krayes control area may
immediately stand up. Friendly Cygnar
warjacks currently in Krayes control area may
immediately turn to face any direction. Affected
warjacks may charge at SPD+5 without
spending focus during their activations this turn.
Melee attack rolls made by affected warjacks are
boosted. Horsepower lasts for one turn.
Kraye
Expert Rider - Kraye cannot be knocked down.
Cmd 8
8 6 6 6 14 17
Radcliffe Carbine
RNG ROF AOE POW
13 2 11
Bitter End
SPECIAL POW P+S
Multi 6 12
Mount
SPECIAL POW P+S
10
Damage
Field Allowance
Victory Points
Point Cost
Base Size
18
C
5
87
Large
Bitter End
Brutal Charge - Kraye gains +2 to Bitter End charge attack damage rolls.
Parry - Kraye cannot be targeted by free strikes.
31
THORN
Thorn is not just a machine. It is an extension of my will. You can borrow it, but I will require your right leg as collateral.
Major Victoria Haley to Lassiter Polk of the Cygnaran Armory
32
Thorn
Affinity (Haley): Combat Channeling Haley can channel spells through Thorn while
Thorn is engaged.
Arc Node - Thorn may channel spells.
Disengage - Anytime other than its activation
that an enemy melee attack misses Thorn,
Thorn may move up to 2. During this
movement, Thorn cannot be targeted by free
strikes.
Imprint: Clarity - During its activation,
Thorn may spend one focus point to use
Clarity on an enemy model within 8. Thorns
controlling warcaster ignores intervening
models, Invisibility, and Stealth when making
magic attacks against the affected model. Clarity
lasts for one turn.
Reaction Drive - Once per turn, immediately
after Thorns controlling warcaster casts a spell
channeled through Thorn, Thorn may move up
to its current SPD in inches.
Disruptor Spear
Disruption - Warjacks hit by the Disruptor
Spear suffer disruption. A warjack suffering
disruption loses any unused focus points and
cannot be allocated focus points or channel
spells for one round.
18
L
Shock Shield
SPECIAL POW P+S
Shock Field 1 9
Disruptor Spear
SPECIAL POW P+S
Multi 5 13
1
Field Allowance
Victory Points
Point Cost
Base Size
C
3
93
Medium
Shock Shield
Shock Field - If Thorn hits a warjack with the Shock Shield, or if
a warjack hits Thorn with a melee weapon and its Shock Shield is
not disabled by the attack, its opponent takes one damage point to its
first available Cortex system box. When Thorn attacks with the Shock
Shield, mark this damage before rolling damage.
33
ol rowdy
That jack of Strykers is as stubborn as a mule, but it puts up one hell of a fight.
Captain Dominick Darius
34
Ol Rowdy
Affinity (Stryker): Protective - When
Stryker is screened by Ol Rowdy, Stryker gains
an additional +2 DEF from magic and ranged
attacks. Attacks that ignore screening also ignore
this bonus. While in base-to-base contact with
Ol Rowdy, Stryker gains +2 DEF versus melee
attacks and cannot be knocked down. While in
base-to-base contact with Stryker, Ol Rowdy
does not move when slammed.
Counter Charge - Ol Rowdy may charge an
enemy model that ends its normal movement
within 6 and LOS of Ol Rowdy. Resolve this
charge immediately after the enemy model
completes its movement. If Ol Rowdy makes
a counter charge, it cannot make another
until after its controllers next turn. Ol Rowdy
cannot make a counter charge while engaged.
Dynamic Capacitor - When Ol Rowdy
suffers damage, its controller chooses which
column takes the damage.
Gung Ho - While in its controlling warcasters
control area, Ol Rowdy may charge or slam
an enemy model in its controlling warcasters
control area without spending a focus point.
20
L
Open Fist
SPECIAL POW P+S
Buckler 0 11
1
L
L
Field Allowance
Victory Points
Point Cost
Base Size
C
4
121
Large
Open Fist
Buckler - The Buckler grants +1 to Ol Rowdys ARM. This bonus
does not apply to damage originating in the models back arc.
Tactical Tips
Counter Charge: Rowdy does not spend a focus point to use
Counter Charge.
Critical Quake: Rowdys controller chooses if all models are
knocked down or if no models are knocked down. Its all or nothing.
35
36
Lynch
Fire Beacon (HAttack) - Fire Beacon is a RNG 12,
AOE 5 ranged attack. Models hit suffer no damage.
The Fire Beacon AOE remains in play for one round.
While within the AOE, models lose all benefits from
Camouflage, cloud effects, concealment, cover,
Invisibility, and Stealth.
Leader
Pre-Emptive Fire (Order) - When a model in this unit
is targeted by an enemy ranged attack, before the range is
measured, one model in this unit that received this order
and has LOS to the attacker may immediately make a
ranged attack targeting the attacker. Pre-Emptive Fire
lasts for one round.
Ryan
Lynch
Cmd 9
6 4 5 8 15 12
Ryan & Watts
Cmd 7
6 4 5 7 15 12
Magelock Pistol
RNG ROF AOE POW
12 1 10
L
R
Lynchs
Damage
8
5
5
C
2
77
Small
Watts
Clandestine - While Watts is in play, models in this unit gain Prowl. While
within a terrain feature that provides concealment, the AOE of a spell providing
concealment, or the AOE of a cloud effect, a model with Prowl gains Stealth.
Attacks against a model with Stealth from greater than 5 away automatically miss.
If a model with Stealth is greater than 5 away from an attacker, it does not count
as an intervening model.
Unit
Chain Fire - Models in this unit gain a cumulative +1 to ranged attack
damage rolls for each direct hit on an enemy model made by a model in this
unit this turn. Apply this bonus after resolving each attack. This bonus lasts for
one turn.
Gunfighter - A model with Gunfighter has a melee range of 12. It may make
Magelock Pistol attacks targeting models in its melee range. These attacks do not
suffer the normal attack roll penalty for targeting a model in melee and cannot hit
another combatant if they miss their intended targets. A model with this ability does
not gain an aiming bonus when targeting models in its melee range. A model with
this ability may perform free strikes with Magelock Pistols. A model with this ability
may charge and make his initial attacks but does not make a charge attack.
Arcane Effect - Each time a Magelock Pistol is used to make a ranged attack,
choose one of the following effects:
Tactical Tips
Fire Beacon: You cannot choose an Arcane Effect when
making a Fire Beacon special attack.
Pre-Emptive Fire: If the enemy model is destroyed, its
attack is not resolved.
Chain Fire: Remember, if Ryans Mage Storm chain attack
hits, it counts as a Chain Fire direct hit.
37
Put some cannons on that hill today, and I guarantee you well own it next winter.
Captain Maxwell Finn of the 95th Trencher Company to his lieutenants
Gunner
Cmd 8 Crewman
2 6 6 5 13 13
Crewman
Cmd 8
6 6 6 5 13 13
Cannon
RNG ROF AOE POW
15 1 3 13
Military Rifle
RNG ROF AOE POW
10 1 11
Hand Weapon
SPECIAL POW P+S
2 8
Field Allowance
2
Victory Points
1
Gunner and 2 Crewmen
32
Gunners Base Size
Large
Crewmans Base Size
Small
Unit
Dig In (HAction) - Models in this unit may
dig a hasty battle position into the ground,
gaining cover (+4 DEF) and +4 ARM. A dug
in model remains dug in until he moves or is
engaged. A model cannot dig into solid rock or
man-made constructions. Models in this unit
may begin the game dug in.
Rushed Deployment - The Cannon Crew
may advance deploy, but if it does so it cannot
activate the first round of the game. If the
Cannon Crew advance deploys, place models
in the unit after normal deployment, up to 12
beyond the established deployment zone.
38
It is not enough to be quick or accurate. Your weapon must be guided by your will alone.
Arcane Tempest Captain Larstin Jorimy
As battles intrude on Cygnaran soil, the Militant Order of the
Arcane Tempest has stepped up to answer their nations call.
Officers lead handpicked teams of war-honed gun mages to
prove that no greater masters of gun sorcery exist in Immoren
than these veterans of the Arcane Tempest. Bringing a wellrounded arsenal of arcane abilities together with deadly
accurate magelock pistol fire, such captains and their teams
are highly prized for their versatile fire support.
The Militant Order has expended considerable resources
to requisition warjacks for these veteran teams. Research
has demonstrated that experienced gun mages can prepare
warjack ammunition to transmit arcane energy with the
same techniques used to create rune bullets, and the Arcane
Tempest has trained a number of its officers to master this
process. Channeling this power through warjack weaponry
requires a sufficiently accomplished officer in close proximity
to the jack. Since warjack armament is not constructed from
the same alloy as magelocks, firing rune-carved ammunition
damages the jacks weaponry. A single battle usually does not
render such weapons ineffective, however, and the benefits can
mean the difference between victory and defeat.
Captain
Captain
Cmd 9
6 4 6 8 15 12
Magelock Pistol
RNG ROF AOE POW
12 1 10
Sword
SPECIAL POW P+S
3 7
Damage
Field Allowance
Victory Points
Point Cost
Base Size
5
1
+1
27
Small
Magelock Pistol
Arcane Effect - See Arcane Tempest Gun Mage card for description.
Tactical Tips
Arcane Inferno: If the Captain is still in play, he is the leader
of the unit.
Black Penny: Models in this unit still cannot make combined
ranged attacks into melee.
Ricochet: A combined ranged attack bonus only applies to the
first attack.
39
Squire
Squire
Cmd
6 3 4 1 14 14
Damage
Accumulator Circles
Field Allowance
Victory Points
Point Cost
Base Size
5
1
1
18
Small
Squire
Arcane Realignment - While within 5 of
the Squire, the Squires warcaster may re-roll
one failed magic attack roll each turn. A roll
may only be re-rolled once due to Arcane
Realignment.
Arcane Repeater - While within 5 of the
Squire, the Squires warcasters control area is
extended by 2.
40
Tactical Tips
Reserve Accumulator: This allows the warcaster to exceed
his current FOC in focus points.
Let me awaken in Urcaen with my sword in hand. Let the Beast beware my coming, for I am armed eternal in life and in
death.
Part of the Vow of Steel sworn by sword knight officers
Sword Knight majors carry forward the proud tradition of
their order and prove that some methods of waging war never
become obsolete. Such warriors fight unrestrained by reliance
on charged accumulators, storm chambers, or mechanikally
insulated armor and require nothing but a stout shield, a
sharp blade, and their amazing skill. No man wearing the
Cygnus can compare with these senior knights ability to
coordinate precise and devastating strikes that tear apart
rushing warjacks or hulking warbeasts with surpassing ease.
Their heroic legacy has assured their orders immortality in
the annals of Cygnaran warfare.
Most Sword Knight companies serve alongside other heavy
infantry, but several battalions in each army remain composed
solely of Sword Knights and lead by a major boasting decades
of decorated service to the crown. The men holding this
esteemed rank descend from the noble blood of the ruling
families comprising the Royal Assembly. Some are in household
service to the dukes and earls controlling Cygnars provinces.
Sword Knight officers own lands even now threatened by
Cygnars enemies, and their desire to preserve their legacy for
their own heirs motivates them as much
as honor and duty. Years of
experience fighting and
leading knights
has given
Major
Major
Cmd 9
6 6 8 4 13 14
SPD STR MAT RAT DEF ARM
6 6 6 4 13 14
Battle Blade
SPECIAL POW P+S
4 10
L
Majors Damage
Field Allowance
Victory Points
Point
R Cost
Base Size
5
1
+1
27
Small
Standard Bearer
Defensive Line - See Sword Knight card for description.
Practiced Maneuvers - Once per game during the units activation
the Standard Bearer may use Practiced Maneuvers. Models in this
unit ignore other models in this unit and friendly Cygnar warjacks
when drawing LOS and can move through other models in this unit
and friendly Cygnar warjacks if they have enough movement to move
completely past the models bases. Practiced Maneuvers lasts for one
turn.
Unit Standard - Models in the Standard Bearers unit do not flee
while the Standard Bearer remains in play. If the Standard Bearer is
destroyed or removed from play, a Knight in this unit within 1 can
take the Standard Bearers place immediately and become the new
Standard Bearer. Remove the Knight from the table and replace it with
the Standard Bearer model. Effects, spells, and animi on the
replaced Knight are applied to the Standard Bearer
model. Effects, spells, and animi on the destroyed
Standard Bearer expire. If the Standard Bearer is
not replaced, the unit must immediately pass a
command check or flee.
41
42
Strangewayes
Arcane Mechanik - As a special action,
Strangewayes may cast one of the following
spells on a friendly Cygnar warjack within 5 of
him during his activation.
Arcane Reinforcement HAction) Attacks made by the affected warjack can
damage models only affected by magic
attacks. The affected warjack may charge
incorporeal models. Ranged attacks made
by the affected warjack may be considered
magic attacks but use the warjacks
RAT to resolve the attack rolls. Arcane
Reinforcement lasts for one turn.
Stangewayes
Cmd 8
5 7 5 5 12 16
Voltiac Gauntlet
RNG ROF AOE POW
SP 1 10
Fixer
SPECIAL POW P+S
Multi 5 12
Damage
L
Field Allowance
Victory Points
Point Cost
R Size
Base
8
C
1
32
Small
Voltaic Gauntlet
Disruption - A warjack hit by Voltaic Gauntlet suffers disruption. A
warjack suffering disruption loses any unused focus points and cannot be
allocated focus points or channel spells for one round.
Fixer
Reach - 2 melee range.
System Lock - When a warjack is hit by Fixer, Strangewayes
controller chooses one of the warjacks systems to be locked. That system
suffers the effects of being disabled for one round. The warjack may not
be disabled as a result of System Lock.
43
44
Laddermore
Assault - As part of a charge, after moving
but before performing her combat action,
Laddermore may Assault. When making
an Assault, Laddermore makes a single
ranged attack targeting the model charged.
Laddermore is not considered to be in melee
when making the Assault ranged attack, nor
is the target considered to be in melee with
Laddermore. If the target is not in melee
range after moving, Laddermore must still
make the Assault ranged attack before her
activation ends. Laddermore cannot target
a model with which she was in melee at the
start of her activation with an Assault ranged
attack.
Commander - Laddermore has a command
range equal to her CMD in inches. Friendly
Cygnar models/units in her command range
may use Laddermores CMD when making
command checks. Laddermore may rally and
give orders to friendly Cygnar models in her
command range.
Laddermore
Cmd 9
8/6 6 8 6 13 17/14
Voltaic Accelerator
RNG ROF AOE POW
6 1 12
Voltaic Lance
SPECIAL POW P+S
Multi 8 14
Mount
SPECIAL POW P+S
10
Mounted Laddermores Damage
8
Dismounted Laddermores Damage 5
Field Allowance
C
Victory Points
2
Point Cost
59
Mounted Base Size
Large
Dismounted Base Size Small
Dragoon - While mounted, Laddermore has base SPD 8 and base ARM
17. Dismounted, Laddermore has base SPD 6 and base ARM 14.
Electro Charger - While within 5 of Laddermore, friendly Storm
Lance models gain +2 RNG on Electro Bolt Attacks. When an affected
model hits a model with an Electro Lance attack, lightning arcs to and
automatically hits the nearest enemy model within 4. That model
suffers a POW 10 damage roll.
Fearless - Laddermore never flees.
Field Marshal - Friendly Storm Lance models in Laddermores
command range, including Laddermore, ignore friendly Storm Lance
models when drawing LOS and can move through other friendly Storm
Lance models if they have enough movement to move completely past
the other models bases.
Voltaic Accelerator
Kinetic Discharge - While mounted, Laddermore gains +2 RNG
and POW on Voltaic Accelerator attacks when she moves during her
activation. Kinetic Discharge lasts for one round.
Lightning Generator - When a model is hit, lightning arcs from
the model hit to d3 additional enemy models. The lightning arcs and
automatically hits the nearest enemy model within 4 of the last model
hit, but it cannot strike the same model more than once. Each additional
model hit suffers a POW 10 damage roll.
Voltaic Lance
Mounted Charge - While mounted, Laddermore gains +2 to Voltaic
Lance charge attack damage rolls.
Lightning Generator - See Voltaic Accelerator above for description.
Reach - 2 melee range
Tactical Tips
Kinetic Discharge: This bonus does not apply to Lightning
Generator damage rolls because Lightning Generator damage rolls
are not Voltaic Accelerator damage rolls.
45
precursor knights
cygnar morrowan ally unit
Chaplain
Cmd 9 Ally
6 6 8 4 13 14
Knight
Cmd 7
6 6 7 4 13 14
Blessed Mace
SPECIAL POW P+S
Multi 6 12
Chaplain
Leader
Unit
Fearless - Precursor Knights never flee.
Healing Touch (HAction) - Remove one damage point from a
friendly living warrior model in base-to-base contact with the Precursor
Knight.
Spell Ward - A Precursor Knight cannot be targeted by spells, friendly
or enemy.
Blessed Mace
Balefire - Blessed Mace attacks gain an additional damage die against
undead models.
Blessed - The Blessed Mace may damage models only affected by
magic attacks. When making a Blessed Mace attack, ignore spell effects
that add to the targets ARM or DEF. A Precursor Knight may charge
incorporeal models.
Knock Back - Enemy models hit by a Blessed Mace may be be pushed
1 directly away from the attacking model immediately after resolving the
damage roll. The attacking model may then move up to 1.
46
A wise leader loves peace but does not shirk from war. He serves as an example of righteousness to guide his men in battle and
fears not death.
Enkheiridion, Morrowan canto 5, 17:3
Precursor Knights blur the line between priest and knight.
These stalwart holy warriors defend Cygnar and the
Morrowan Church against numerous reprehensible enemies.
This potent combination of holy and martial disciplines
reaches its ultimate expression in the renowned Morrowan
battle-chaplains. Pious leaders who carry forth the example of
the martial ascendants, these warrior-priests march to war by
the bidding of the primarch preaching the word of their god.
They swear their lives to preserve the souls and bodies of their
comrades from the rapacious clutches of Cryxian horrors, to
grant the injured surcease from pain, and to crush and drive
the wicked from Caen, never more to trouble the innocent.
Any who think Morrowans meek lose this misapprehension
upon confronting the Precursors and their tireless battle
chaplains on the field. These leaders of the faith have
taken it upon their shoulders to earn peace by conducting
honorable war. By the protection of Ascendant Katrena,
those who fall in battle near these warriors will find their way
in peace to Morrows domain. Before battle, the chaplains
Battle Chaplain
6 6 7 4 13 14
6 6 8 4 13 14
Standard Bearer Cmd 7
SPD STR MAT RAT DEF ARM
Blessed Mace
SPECIAL POW P+S
Multi 6 12
L
Battle Chaplains Damage 5
Field Allowance
1
Victory Points
+1
Point
31
R Cost
Base Size
Small
Standard Bearer
Holy Standard - Undead models in melee with a model in this unit
that is in a skirmish formation group with the Standard Bearer roll one
less die on damage rolls.
Unit Abilities - The Standard Bearer has Precursor Knight unit
abilities.
Unit Standard - If the Standard Bearer is destroyed or removed from
play, a Knight in this unit within 1 can take the Standard Bearers
place immediately and become the new Standard Bearer. Remove the
trooper model from the table and replace it with the Standard Bearer
model. Effects, spells, and animi on the replaced trooper are applied to
the Standard Bearer model. Effects, spells, and animi on the destroyed
Standard Bearer expire.
bless their banners and infuse them with the prayers of the
gathered Precursors. The elevated and gleaming Radiance of
Morrow pains the walking dead and saps away their strength.
Standing shield to shield beneath these inspiring banners, the
Precursors do not shirk from waging war even against other
Morrowans. By invoking the name of their god their blows
resound with the weight of holy power.
47
Cygnar
Ol Rowdy
Unique Heavy Warjack
48
Precursor Knights
Unit
49
Cygnar
50
51
PROTECTORATE of menoth
While normally adept at concealing
her emotions, the young Ryn woman
named Anastasia di Bray appeared
obviously uncomfortable in the company
of Grand Scrutator Severius. She had hoped to
convey her report through an intermediary, but he had
summoned her directly. She stood before him now with her
cheeks flushed and her eyes averted. In the silence she felt
an irrational fear that her heart was beating so hard that the
scrutator could hear it.
She found it almost impossible to look directly at Severius,
although she could not have explained precisely why. It felt
as though a heat poured from him, and even with her eyes
averted she had a sense of light. There was no actual glow,
and yet she felt as though there must be. Ever since Severius
had invoked the words of power and fire had erupted from
the Covenant on the bloodied fields before Leryn, something
had changed in the scrutators presence. Anastasia found it
inexplicably terrifying.
His voice also sounded deeper and more resonant than she
remembered. Tell me what you have learned.
Anastasia was not timid or easily awed by self-important men
in high position. She tried to remind herself of this, but her
voice betrayed her and quavered when she spoke. T-they
have omitted it from their service records, but I am reasonably
c-certain that both Magzeiv Akina Kazanovo and Magziev
Kasia Zevschenzo were raised as Menites. Confirming this
was easier with Akina. The Kazanovo family has belonged to
the Old Faith as long as anyone can remember.
And Kasia?
Anastasia felt compelled to close her eyes and discovered
this helped as she fell into a familiar cadence while reciting
facts. There is little record of the religious affiliation of the
Zevschenzo family, but I did discover Kasias parents lived in
a primarily Menite village south of Great Zerutsk. She has
had almost no contact with her family in the years since she
joined the Greylords Covenant; they have shunned her, in
fact. There has been no reconciliation despite her record of
service to the Khadoran Army. Yesterday I learned from a
servant who cleans her quarters that she keeps a Menofix in a
small private shrine consistent with the Old Faith.
Thank you. Your services have been adequate. You may
collect your payment from Preceptor Kantis Loron and
leave. The grand scrutator waved a gauntleted hand, and
Anastasia gratefully fled the tent.
53
54
55
HIERARCH severius
Death and destruction are not our purpose. We require only submission to the Creator, but those who refuse to bow will burn.
Hierarch Severius to his new northern congregation
56
Focus 8
Tactical Tips
5 5 4 6 14 14
SPELL
Cmd 9
Reign of Fire
RNG ROF AOE POW
8 1 10
Staff of Authority
SPECIAL POW P+S
Multi 8 13
Damage
Field Allowance
Victory Points
Point Cost
Base Size
16
C
5
92
Small
Severius
Absolute Authority - Severius may issue any number of orders during his
activation and may issue any order to a unit that its original leader or officer could
issue.
Admonisher - When Severius directly hits an enemy model with a melee or ranged
attack, the d3 nearest enemy models within 5 of the enemy model hit suffer a POW
10 damage roll.
Presence of the Creator - Severius command range is equal to twice his
current CMD in inches. Enemy models in Severius command range suffer -2
CMD.
Warjack Bond - One non-unique warjack in Severius battlegroup may begin
the game bonded to him. Severius may allocate one additional focus point to
the warjack. Once per turn when the warjack is directly hit by an attack, it
may immediately spend one focus point to suffer no damage or effects from the
attack.
Reign of Fire
Spiritual Channeling - Reign of Fire may be channeled through an arc node like
a spell.
Staff of Authority
Reach - 2 melee range.
Scourge of the Lawgiver - Add +1 to Staff of Authority damage rolls for each
fury point on the model hit.
57
58
Tactical Tips
Excruciator: The Wracks do not have focus when they are put
in play.
Firestarter: If the model hit by Firestarter is in base-to-base
contact with a friendly model not suffering Fire, the model hit does
not move. If the model is in base-to-base contact with two or more
models not suffering Fire, randomly determine which model is set
on Fire.
SPELL
COST RNG
AOE POW
UP
OFF
Brand of Heresy 2
8
-
-
X
X
Target enemy model/unit becomes Branded. Models in Rezniks battlegroup
gain boosted attack and damage rolls against Branded models.
Firestarter
1
8
-
-
X
Nothing happens if the model hit cannot be affected by Fire. Otherwise, target
enemy model suffers Fire. When a non-warcaster/warlock warrior model is hit,
it immediately moves 3 directly toward the nearest enemy model that is not
suffering Fire, stopping short if it contacts an obstruction or another model.
When the hit model contacts another enemy model, that model also suffers Fire.
Fire is a continuous effect that sets the target ablaze. A model on fire suffers a
POW 12 damage roll each turn during its controllers Maintenance Phase until
the fire expires on a d6 roll of 1 or 2. Fire effects are alchemical substances or
magical in nature and are not affected by water.
Hate Monger
2
Self
-
-
Reznik gains +3 STR and may make d3 initial melee attacks during his combat
action. While in melee, Reznik gains +2 ARM. Hate Monger lasts for one round.
Perdition
2
10
-
10
X
When an enemy model is damaged by Perdition, immediately after the attack
has been resolved one model in Rezniks battlegroup may move up to its current
SPD in inches. The model cannot end this movement farther from the nearest
enemy model than it began.
Witch Hammer 3
8
3
13
X
Models hit by Witch Hammer cannot give or receive orders or cast spells for
one round.
Zealots Rage
2
6
-
-
X
Target model in Rezniks battlegroup can charge or slam at SPD +5 without
spending a focus point. During its activation, the affected model ignores
movement penalties from, and may charge and slam across, rough terrain and
obstacles.
Focus 6
Cmd 7
5 7 7 4 14 17
Confessor
SPECIAL POW P+S
Multi 7 14
Damage
Field Allowance
Victory Points
Point Cost
Base Size
17
C
5
70
Medium
Reznik
Excruciator - Once per turn during Rezniks activation when he destroys a living
enemy warrior model with a melee attack, after the attack has been resolved, his
controller may place a Wrack into play within 3 of Reznik. There must be room for the
Wracks base.
Exorcist - Melee attacks made by Reznik can damage models only affected by magic
attacks. Reznik may charge incorporeal models.
Terror - Enemy models/units in melee range of Reznik and enemy models/units with
Reznik in their melee range must pass a command check or flee.
Witch Hound - When a model in Rezniks battlegroup in his control area is hit by an
enemy magic attack, immediately after the attack is resolved one model in his battlegroup
in his control area may move up to its current SPD in inches and make one normal
attack.
Confessor
Purgation - Reznik gains an additional die on Confessor attack and damage rolls
against a model with an animus or enemy upkeep spell on it.
Reach - 2 melee range.
59
BLESSING OF VENGEaNCE
Pity and mercy are gifts reserved for those of faith making forgivable mistakes. Those who violate the True Law earn only righteous
vengeance.
Grand Scrutator Severius during the anointing of the Blessing of Vengeance
60
Blessing of Vengeance
Affinity (Severius): Attuned - Once per
turn when Severius channels a spell through
Blessing of Vengeance, Severius gains +2 to the
damage rolls.
Arc Node - Blessing of Vengeance may
channel spells.
Fired Up - Once per turn, when an enemy
model ends its normal movement in Blessing
of Vengeances melee range, Blessing of
Vengeance may immediately make one normal
melee attack against that model. Blessing of
Vengeance gains +2 to the attack roll and
boosted damage for this attack.
Imprint: Preactive Strike - Blessing of
Vengeance may spend one focus point to make its
combat action before its normal movement this
activation. It cannot run, charge, or slam during
its activation this turn.
Halberd
Powerful Charge - When making a charge
attack with the Halberd, Blessing of Vengeance
gains +2 to its attack rolls.
Reach - 2 melee range.
19
L
Halberd
SPECIAL POW P+S
Multi 4 13
1
Field Allowance
Victory Points
Point Cost
Base Size
C
3
88
Medium
61
FIRE of Salvation
The Fire of Salvation can manifest as either a blaze within the soul of the faithful or as a punitive flame turned on the heretic.
Hierarch Luctine on the importance of crusade
62
Fire of Salvation
Affinity (Kreoss): Spiritual Conduit While Fire of Salvation is in Kreoss control
area, Kreoss can target it with upkeep spells
regardless of range or LOS, and enemy models
cannot upkeep spells on Fire of Salvation.
Kreoss can upkeep a spell on Fire of Salvation
without spending a focus point.
Glyphs of Reprisal - When Fire of Salvation
is directly hit by an enemy magic attack, the
attacking model suffers d3 damage points after
the attack has been resolved. The attacking
model suffers this damage even if Fire of
Salvation is destroyed by the attack.
Imprint: Holy Fervor - During its activation,
Fire of Salvation may spend one focus point
to gain boosted melee attack rolls and when
it destroys an enemy model with one of its
melee weapons, it may immediately make one
additional melee attack. Holy Fervor expires at
the end of Fire of Salvations activation.
Relentless - Fire of Salvation is not disabled
until four or more of its systems are disabled.
Open Fist
SPECIAL POW P+S
0 11
Absolver
SPECIAL POW P+S
Multi 7 18
1
L
L
Field Allowance
Victory Points
Point Cost
Base Size
C
4
113
Large
Absolver
Fire - Target model hit suffers Fire. Fire is a continuous effect that sets
the target ablaze. A model on fire suffers a POW 12 damage roll each
turn during its controllers Maintenance Phase until the fire expires on
a d6 roll of 1 or 2. Fire effects are alchemical substances or magical in
nature and are not affected by water.
Dispel - Upkeep spells on target model/unit immediately expire when
hit by Absolver.
Tactical Tips
Glyphs of Reprisal: If an attack that directly hits the Fire of
Salvation is considered a magic attack, the attacker suffers the damage.
Holy Fervor: The Fire of Salvation does not receive additional
attacks after trampling.
63
64
Rhoven
Commander - Rhoven has a command
range equal to his CMD in inches. Friendly
Protectorate models/units in his command
range may use Rhovens CMD when making
command checks. Rhoven may rally and give
orders to friendly Protectorate models in his
command range.
Creators Mercy - While Rhoven is in play,
when a living enemy warrior model suffers
sufficient damage to be destroyed as a result
of an attack made by a model in this unit, the
enemy model must make a command check
using its base CMD. If the check fails, the
model is removed from play and Rhovens
controller may add a non-leader trooper model
to a friendly Deliverer, Holy Zealot, or Temple
Flameguard unit within 10 of the attacking
model. The model must be placed in formation
and may activate normally this turn.
Rhoven
Cmd 9
5 6 6 4 12 15
Gius & Cassian
Cmd 7
5 6 8 4 12 15
Staff of Sulon
SPECIAL POW P+S
Multi 6 12
L
Consecrated Halberd
SPECIAL POW P+S
Multi 5 11
R
Rhovens
Damage
Guis Damage
Cassians Damage
Field Allowance
Victory Points
Point Cost
Base Size
5
8
8
C
2
71
Small
Leader
Menoths Sight (HAction) - While in Rhovens command range,
enemy models lose Incorporeal, Invisibility, and Stealth. Menoths Sight
lasts for one round.
Sanctuary (HAction) - Continuous effects, animi, and enemy upkeep
spells on friendly Protectorate models currently in Rhovens command
range expire. While in Rhovens command range, friendly models/units
cannot be affected by continuous effects, animi, or targeted by enemy
upkeep spells. Sanctuary lasts for one round.
Unit
Crusaders Blessing - A model in this unit gains a cumulative +3
ARM bonus for each other model in this unit with which it is in base-tobase contact.
Fearless - Models in this unit never flee.
65
exemplar bastions
Protectorate Exemplar Unit
Warder
Cmd 9 Warder
Leader
4 7 8 4 11 17 Unit
Fearless - An Exemplar Bastion never flees.
Knight
Cmd 7
4 7 7 4 11 17
Bastion Glaive
SPECIAL POW P+S
Reach 4 11
Warders Damage
8
Knights Damage
5
Field Allowance
1
Victory Points
3
Leader and 2 Troops
66
Up to 2 Additional Troops 20ea
Base Size
Medium
Hold Strong - A model in this unit in baseto-base contact with another model in this unit
cannot be knocked down.
Sanguine Bond - When a model in this unit
suffers damage from an enemy attack, the
Bastions controller may assign the damage
points to one or more other models in the unit,
dividing them at his discretion. A model cannot
be assigned more damage points than it has
wounds remaining.
Vital Force - When a model in this unit hits
with a melee attack, add the number of marked
damage boxes the attacking model currently
has to the damage roll.
Weapon Master - An Exemplar Bastion rolls
an additional die on his melee damage rolls.
Bastion Glaive
66
HIEROPHANT
Tactical Tips
Extension of Will: This does not modify the range of a spell.
Hierophant
Extension of Will - While within 3 of the
Hierophant, the Hierophants warcaster may
target friendly Protectorate models in his control
area with spells regardless of LOS.
Fearless - The Hierophant never flees.
Field Transfer - While in base-to-base
contact with his warcaster, the Hierophant gains
+1 ARM for each focus point on the warcaster.
Harmonious Exaltation (HAction) - The
Hierophant can make a Harmonious Exaltation
special action while within 3 of his warcaster.
Once during this activation, the warcaster
spends one less focus point to cast one spell.
Hierophant
Cmd 7
5 4 5 3 13 12
Staff
SPECIAL POW P+S
Reach 3 7
Damage
Field Allowance
Victory Points
Point Cost
Base Size
5
1
1
19
Small
Staff
Reach - 2 melee range.
67
If I do not allow you to strike me, you cannot. Will is stronger than flesh.
Garrick Voyle speaking to the first allegiants
Allegiant
Cmd 9 Allegiant
6 7 7 4 15 12
Punching Gauntlet
SPECIAL POW P+S
2 9
68
vassal of menoth
Protectorate Solo
Chain my arms, but you cannot shackle my mind. I loan you my power, but I refuse to pray to your god.
Vassal Dominigo Marshall, former member of the Ordic Fraternal Order
Creating the Vassals of Menoth constituted one of the most
significant pragmatic measures Garrick Voyle initiated to
modernize the Protectorates army. The Synod granted the
wizards and arcane mechaniks of the Vassals the sole sanction
to pollute their souls with arcane energies in order to create
and maintain the machines of modern war. The clergy never
entirely trusts the Vassals, due to their immersion in profane
forces, and watches them constantly. Foreign-born wizards
liberated to serve the Creator constructing warjack cortexes
and lending them power in battle comprise many of the
most talented Vassals. These pampered slaves and prisoners
receive certain luxuries but remain guarded lest they slip their
restraints to flee to their homelands. Even native-born Vassals
suffer these restraints though they daily prove themselves
fervent believers.
Vassal
Vassal
Cmd 6
Damage
Field Allowance
Victory Points
Point Cost
Base Size
6 4 5 3 13 13
5
1
1
19
Small
Magic Ability
As a special attack or action, the Vassal may cast one
L of the following
spells during his activation. Determine the success of a magic attack
by rolling 2d6 and adding the Vassals Magic Ability score of 7. If
the roll equals or exceeds the targets DEF, the attack hits. The Vassal
cannot make additional attacks after making a magic
R attack.
Ancillary Attack (HAction) - Target friendly Protectorate
warjack within 5 immediately makes one normal melee or ranged
attack.
Arcane Bolt (HAttack) - Arcane Bolt is a RNG 12, POW 11
magic attack.
Enliven (HAction) - Anytime other than its activation that
target friendly Protectorate warjack within 5 suffers damage from
an enemy attack, if it is not stationary, it may immediately move up
to its SPD in inches, then this spell expires. The warjack cannot be
targeted by freestrikes during this movement. Enliven lasts for one
round.
69
70
Gravus
Commander - Gravus has a command
range equal to his CMD in inches. Friendly
Protectorate models/units in his command
range may use Gravus CMD when making
command checks. Gravus may rally and give
orders to friendly Protectorate models in his
command range.
Dragoon - While mounted, Gravus has base
SPD 8 and base ARM 17. Dismounted, Gravus
has base SPD 5 and base ARM 15.
Fearless - Gravus never flees.
Grim Resolve - Gravus gains a resolve token
for each friendly Exemplar model destroyed or
removed from play by an enemy attack within
his command range. Gravus may have up to
five resolve tokens at any time. Gravus may
spend resolve tokens during his activation for
additional attacks or to boost attack or damage
rolls.
Gravus
Cmd 9
8/5 5 8 4 12 17/15
L
Reverence
SPECIAL POW P+S
Multi 6 11
Mount
SPECIAL POW P+S
10
Reverence
Blessed - Reverence may damage models only affected by magic attacks.
When making a Reverence attack, ignore spell effects that add to the targets
ARM or DEF. Gravus may charge incorporeal models.
Chain Weapon - Reverence ignores shields and Shield Wall.
Reach - 2 melee range.
Tactical Tips
Requiems Prayer: Take note that Gravus can perform more
than one prayer per turn.
71
idrian skirmishers
Protectorate Idrian Ally Unit
Walk alone into the sands where the nomads dwell. Only if you return alive will you earn my respect.
Amon Ad-Raza to a Sulese priest
Rhaz
Cmd 8
Ally
6 6 7 6 14 12
Rhaz
Nomad
Cmd 6
6 6 6 5 14 12
Rifle
RNG ROF AOE POW
12 1 10
L
Kopis
SPECIAL POW P+S
Brutal Charge 4 10
Field Allowance
2
R
Victory Points
2
Leader and 5 Troops
70
Up to 4 Additional Troops 11ea
Base Size
Small
Unit
Advance Deployment - Place the Idrian
Skirmishers after normal deployment, up to
12 beyond the established deployment zone.
Kopis
Brutal Charge - An Idrian Skirmisher gains +2 to Kopis charge
attack damage rolls.
72
Do not forget that Menoth was the first great hunter, tracking the spoor of the Devourer Wurm across the skies.
Retek Sabukhari, Guide of the Palm Shroud Oasis tribe
Only a man who has won many victories and possesses
great force of will can hope to unite multiple rhaz under his
leadership. Such a leader can use these greater numbers and
his followers ambitions to carve a sovereign region among
the borderlands and defend it against his rivals. These great
chieftains lead skirmishers in coordinated ambushes and
timed assaults. Each chieftain must win his rank through
combat rather than birth. Ultimately skirmishers have little
use for history or lineage beyond the deeds of heroes, the
spoils of battle, and the victories each recounts around the
campfire.
The support of a knowledgeable guide is key to the successful
attacks that support a chieftains position. These desert guides
have learned the skills to follow an enemy back to his lair
and to find the perfect ground to lay an ambush. Some say
the greatest guides have an almost intuitive ability to predict
the coming weather and senses so keen they can translate
the slightest trembling of the sands underfoot into a precise
count of an approaching army. Pious Menites sometimes feel
Chieftain
Assault & Battery (Order) - Every Idrian
Skirmisher who receives this order may make
one ranged attack, after which he must charge
or run. The ranged attack is made before
declaring a charge target.
Intercept (Order) - See Idrian Skirmishers
for description.
Chieftain
6 6 8 7 14 12
Guide
Cmd 6
6 6 6 5 14 12
Rifle
RNG ROF AOE POW
12 1 10
Cmd 9
Kopis
SPECIAL POW P+S
Brutal Charge 4 10
Second Kopis
SPECIAL POW P+S
Brutal Charge 4 10
Chieftains Damage
Field Allowance
Victory Points
Point Cost
Base Size
5
1
+1
40
Small
Guide
Go To Ground - Once per game during his units activation, the
Guide may use Go To Ground. Models in this unit gain cover (+4 DEF)
and +4 ARM. An Idrian Skirmisher loses the benefits of Go To Ground
if he moves or is engaged. Go To Ground lasts for one round.
Huntsman - After deployment and before the first players turn,
the Idrian Skirmishers controller declares an enemy model/unit to
be the units prey. While the Guide is in play, models in this unit gain
Huntsman. A model with Huntsman beginning its activation within 10
of the prey gains +2 of movement and +2 to attack and damage rolls
against their prey. When the prey has been destroyed or removed from
play, the Idrian Skirmishers controller may immediately select another
model/unit as their prey.
Unit Abilities - The Guide has Idrian Skirmisher unit abilities.
Kopis
Brutal Charge - An Idrian Skirmisher gains +2 to Kopis charge
attack damage rolls.
73
PROTECTORATE OF MENOTH
Hierarch Severius
Epic Warcaster
Hierophant
Warcaster Attachment
74
Vassal of Menoth
Solo
Fire of Salvation
Unique Heavy Warjack
Idrian Skirmishers
Unit
75
PROTECTORATE OF MENOTH
76
77
KHADOR
The clock was ticking. Irusk knew it as
soon as his forces moved into the killing
range of Northguards main cannons. He
had a limited time to execute a five-prong attack
on the outer redoubts surrounding Northguard and
protecting its network of trenches. All of his previous efforts
led to this.
As soon as the assault began his mortars became vulnerable
to the cannons in the great fortress, which roared thunder and
hurled death amid the muddy fields. The odds guaranteed at
least one and possibly two of these attacks would falter and
require additional waves. Irusk watched Assault Kommandos
surge through the smoke to attack the outer trenches, and he
sent Destroyers forward to lend fire to the assault. The powerful
fortress guns raked the jacks with armor-rending blasts.
The Cygnarans relied on the overlapping cover from their outer
fortifications to support the trenches and could not allow these
positions to fall. Furthermore, the defenders knew the danger of
circumvallation. If Irusk gained control of the redoubts, he could
use them as a fortified line to shield his men while he pressed
the attack. Nemo would soon feel compelled to challenge the
Khadorans with sufficient force to break the assaults, Irusk knew.
He was, in fact, counting on it.
The chaos of a command post, of senior officers shouting
orders and coordinating incoming messages while subordinates
frantically updated the map with tokens representing the
shifting tides of the battle, surrounded Irusk. The clamor of
rifle and cannon fire made communication difficult, yet Irusk
watched with a serene expression as if listening to an orchestral
arrangement.
Maintain pressure on the western face, he instructed an
older kommandant, whose face shone slick with sweat as he
listened to the appalling casualty reports from the brutal enemy
shelling in that quarter. Major Victoria Haley, the Northguard
Gravediggers, and veteran long gunners from Cygnars First
Army held the center there supported by Grenadiers, Sentinels,
and several Defenders. Haleys Lancers stalked those trenches to
extend her power deep into the attacking forces.
Irusk looked up sharply as he heard one kommander conferring
with a messenger. The kommander spoke so the room could
hear. General Nemo is out, moving to support the southeastern
position with the Northern Thunder storm knights and at least a
dozen heavy warjacks. They are coming up behind the occupied
trenches there. Subordinates hastened to adjust the map
markers.
Irusk had everyones full attention, though he spoke at first to
himself. Nemo must expect reinforcements from the river. He
nodded as the final piece of a vast mosaic clicked into place in
his mind. Forward Kommander Kratikoff. She looked up to
him, her body tense. Move against the western approach. Let
Major Haley see you when you strike her line. Push as hard as
you can until you receive my signal, then withdraw south toward
Nemos position. When you withdraw, have a portion of your
flank move north. Time it to appear to be a rout.
What if I actually break her line? Sorscha asked, her eyes
flashing with confidence.
No, you must withdraw. If you see the chance to neutralize
Major Haley quickly, do so. But if the chance does not come,
withdraw on my signal. It is imperative. Go. She seemed
disappointed at these instructions but saluted and left. The white
Juggernaut called Beast idling outside the kommand tent moved
to follow her. The tent rocked from a nearby explosion, and dirt
sprayed onto its canvas. Several of the markers shifted from the
close impact.
Irusk spoke to Kommander Kigir Villislovski of the 1st Border
Legion as if nothing had happened. Send my compliments to
Kommander Karchev, and tell him to move as quickly as possible
along the river to attack the southeastern fortification. He will
find General Nemo there. Have the Widowmakers currently
covering the northern mortars advance and concentrate fire on
Nemos storm knights. Tell Kovnik Grigorovich the trench line
on the flank of the Northern Thunder must fall, no matter the
cost. I have faith in the Unbreakable 111th. The kommander
saluted and left.
Kovnik Markov. The veteran Iron Fang Uhlan stood to
attention. Now is the time. Take your Iron Fangs and strike
between Nemo and the trenches, here. Irusk indicated a
sweeping line between Northguard and the southeastern redoubt.
This will be a difficult position. Flank Nemo on the right with
Uhlans while your pikemen sweep left. You will suffer enfilade
rifle fire from these trenches, and the cannons will have an angle
on you from the heights. Instruct the Greylords to cover you as
much as possible with fog and snow.
Markovs face remained stoic, but his voice betrayed his
confidence. We will persevere, supreme kommandant.
This all rests on you, my old friend. Irusks demeanor softened
and he clapped the kovnik on the shoulder. We must convince
Northguard that Nemo is cut off. You will receive the brunt of
their retaliation. Wait for my signal to break free and come to the
western advance. I warn you, it may not come in time.
Markov saluted. I understand, sir. The 29th will hold. He
strode quickly from the tent to mount his steed and rejoin the
29th Assault Battalion, a core element of Irusks favored 4th
Assault Legion. As Markov rode away, the supreme kommandant
watched and knew that most likely his old friend and comrade
would die in the next few hours. Such was war.
79
80
coming and going, the gate is always open. That powder is your
target. Ten times the usual pay for those who live.
81
One man has stood for decades at the forefront of the Khadoran
Army as perhaps the greatest military genius born in an age and
an example all soldiers strive to emulate. The High Kommand
has named Gurvaldt Irusk the Empires perfect officer. His
accomplishments impress warriors of all creeds and nations. His
treatises on battle and war top required reading lists in military
academies across the Iron Kingdoms, including the capital of
Khadors traditional enemy. He exercises absolute control over
men in the chaos of battle and the uncertainties of war. For
all this, however, his elevation to Supreme Kommandant
brought a reminder of recent defeat and cemented his
resolve to redeem himself in the eyes of his sovereign.
Irusks successes have never satisfied him. He remains
critical of any plan and willing to find ways to refine
his techniques, yet even this habit of frank selfappraisal did not prepare him for the scathing words
of his empress after his initial failure to capture
Northguard. Her indictment shamed him more than
he had ever felt in his lengthy military career. He took
a short leave and returned to his neglected family
home north of the capital. Here he realized that
the accusation of wasting the lives of his men
troubled him most. As an officer, he had learned
to measure lives as a resource. He had reduced
his countrymen to abstract quantities of force
and valued them too little.
Uncertain how best to reclaim his honor,
Gurvaldt Irusk considered falling on his
sword, a rare act still considered a brave death
for a failed solider. He found a well-worn
cavalry saber among the neglected relics
of his fathers military careera lifelong
officer noted for his quiet humility and
deeply-held kinship with his brothers
in armsand this brought to mind
forgotten lessons from his gruff sire. A
summons from the empress forestalled
Irusks hand. The last thing he expected
when he answered this call was that she
would promote him to the rank of
Supreme Kommandant. All through
the ceremony, her eyes bored into
his with a message that required no
words.
82
Tactical Tips
Crowd Control: Attack rolls are based on Irusks LOS.
Total Obedience: Irusk does not gain Tough from Total
Obedience because he is not within his own command range.
SPELL
UP OFF
Artifice of Deviation 3
CTRL
5
Place a 5 AOE template anywhere completely within Irusks control area.
During their activations while in the AOE, friendly models ignore movement
penalties from, and may charge and slam across, rough terrain, obstacles and
may move through obstructions and other models if it has enough movement to
move completely past the obstruction or models base. Enemy models treat the
AOE as rough terrain. Artifice of Deviation lasts for one round.
Battle Lust
3
6
-
Target warrior model/unit becomes Fearless and rolls an additional damage die
on melee attacks for one round. Fearless models never flee.
Blitzkrieg
3
Self CTRL
-
Models in Irusks battlegroup currently in his control area may charge or slam
without spending a focus point. Affected models charge or slam at SPD +5.
Blitzkrieg lasts for one turn.
Crowd Control
3
CTRL
3
10
X
Place a 3 AOE anywhere in Irusks line of sight completely in his control area.
Irusk then targets each model in the AOE with a magic attack in an order
chosen by Irusks controller. Irusk gains a cumulative +1 bonus on these Crowd
Control attack and damage rolls for each model destroyed by this casting of
Crowd Control. Completely resolve each attack individually and apply the
targets special rules immediately as each attack is resolved. When making Crowd
Control attack rolls, Irusk ignores Invisibility and Stealth.
Fire For Effect
3
6
-
-
X
Target friendly Khador models first ranged attack roll each activation is
automatically boosted. If this ranged attack is an AOE attack, its blast damage
rolls are boosted.
Grind
3
10
-
14
X
Target warjack damaged by Grind takes one additional damage point to its first
available Movement system box. Mark this damage after marking the normal
damage from Grind.
Tactical Supremacy 2
6
-
-
X
Target friendly model/unit may move up to 3 after all friendly models have
completed their activations.
Focus 7
Cmd 10
6 6 7 6 15 15
Hand Cannon
RNG ROF AOE POW
12 1 12
Endgame
SPECIAL POW P+S
Critical 7 13
17
C
5
80
Small
Irusk
Absolute Authority - Irusk may issue any number of orders during his activation
and may issue any order to a unit that its original leader or officer could issue.
Martial Discipline - While in Irusks command range friendly living Khador small
and medium-based warrior models, including Irusk, benefit from Martial Discipline. A
model benefiting from Martial Discipline may ignore friendly Khador warrior models
when drawing LOS. During its activation, an affected model may move through other
friendly Khador warrior models in Irusks command range if it has enough movement
to move completely past the models base. Affected models may make melee attacks
through other friendly Khador warrior models in Irusks command range.
Total Obedience - While in Irusks command range, friendly Khador warrior
models gain Tough. When a model with Tough suffers sufficient damage to be
destroyed, its controller rolls a d6. On a 5 or 6, the model is knocked down instead
of being destroyed. If the model is not destroyed, it is reduced to one wound.
Warjack Bond - One non-unique warjack in Irusks battlegroup may begin the game
bonded to him. Irusk may allocate one additional focus point to the warjack. The
warjack cannot be knocked down.
Endgame
Critical Decapitation - On a critical hit, damage exceeding the targets ARM
is doubled. A model suffering sufficient damage to be destroyed cannot make a
Tough roll. When this attack destroys an enemy model, friendly Khador models
currently in Irusks command range gain an additional die on melee attack rolls
this turn.
83
84
Tactical Tips
Lens of Tarvodh: Spells with a RNG of Self, SP, or Ctrl are not
affected.
Orgoth Seal: Reduce the RNG of the attack before checking to see
if the attack is in range.
Force Blast: Roll separately to see how far each model is moved.
SPELL
COST RNG
AOE POW
UP
OFF
Banishing Ward 2
6
-
-
X
*
Enemy upkeep spells on target model/unit hit expire. Affected models cannot be
targeted by spells or animi by models other than this spells caster. When this spell
targets an enemy model, it is an offensive spell and requires a magic attack roll.
Force Blast
2
Self
*
10
Models within 1 of Zerkova suffer a POW 10 blast damage roll. Zerkova may
increase the radius of Force Blast by spending focus points, adding +1 per focus
point spent. Enemy models damaged by Force Blast are pushed d6 directly away
from Zerkova in an order determined by her controller.
Frost Storm
3
10
4
12
X
X
The Frost Storm AOE is a cloud effect that remains in play as long as its upkeep
is paid. While in the AOE, enemy models suffer -2 to attack rolls.
Icy Grip
3
8
-
-
X
X
Target enemy warrior model/unit suffers -2 DEF and cannot run or perform
special attacks. If an affected model does not end its normal movement at least 1
from where it began its normal movement, it suffers d3 damage points.
Razor Wind
2
10
-
A blade of wind slices through the target model.
12
Sigil of Doom
3
6
-
-
X
Target enemy non-warcaster/non-warlock warrior model/unit must make a
command check. If the roll fails, Zerkovas controller takes control of the affected
models. Affected models immediately charge and may make one normal attack.
After resolving all charges, Sigil of Doom expires. Sigil of Doom may be cast
once per turn.
Watcher
3
6
-
When an enemy model ends its normal movement within 6 of Zerkova, target
warjack in her battlegroup may immediately move up to its SPD in inches and
make one normal melee or ranged attack with boosted attack and damage rolls
targeting the enemy model. After resolving the attack, this spell expires. Watcher
lasts for one round.
Focus 7
Zerkova
Field Officer - An additional Greylord unit
may be fielded over normal Field Allowance
limitations if Zerkova is included in the army.
Cmd 9
6 5 6 5 15 15
Rod of Whispers
RNG ROF AOE POW
6 1 12
Quietus
SPECIAL POW P+S
Stall 6 11
Damage
Field Allowance
Victory Points
Point Cost
Base Size
16
C
5
70
Small
Arcane Artifacts
Each time Zerkova casts a spell, she may choose one of the following abilities. Each
ability may only be used once per activation.
Focus Sphere - The cost of the spell is reduced by one.
Ghost Stone - When casting the spell, Zerkovas front arc extends 360,
she can target a model in her control area regardless of LOS, and she ignores
Invisibility and Stealth.
Lens of Tarvodh - The spell gains +3 RNG.
Rod of Whispers
Soul Lash - After completing a combat action in which she destroyed one or
more enemy models with melee attacks, Zerkova may make one Rod of Whispers
attack if she is not engaged. Add +1 RNG and POW for each enemy model
Zerkova destroyed with a melee attack during this activation.
Quietus
Stall - Target warjack hit by Quietus suffers Stall. Stall is a continuous effect that
reduces the warjacks current SPD to 1 and DEF to 7. Stall expires in the models
controllers Maintenance Phase on a d6 roll of 1 or 2.
85
BEAST-09
I have had many warjacks. In time they all fall, and I send the wreckage away. This one, this Beast, is not like the rest. This
one I will keep.
Forward Kommander Sorscha Kratikoff
86
Beast-09
Affinity (Sorscha): Eager - While Beast-09
is in Sorschas control area, Beast-09 can re-roll
failed charge and slam attack rolls. Attack rolls
may only be re-rolled once due to Eager.
Brute Force - Beast-09 gains an additional die
on head-butt, slam, and trample damage rolls.
Open Fist
SPECIAL POW P+S
0 12
Ice breaker
SPECIAL POW P+S
Multi 7 19
HD
Head Spike
SPECIAL POW P+S
2 14
Ice Breaker
Critical Freeze - On a critical hit, target
model becomes stationary for one round.
Reach - 2 melee range.
L
L
Field Allowance
Victory Points
Point Cost
Base Size
C
5
126
Large
87
DRAGO
War is cruel, and we who master it know our hearts are savage. That machine fights with the spirit of our people.
Vladimir Tzepesci
88
Drago
Affinity (Vladimir): Familiarity - While
Drago is in Vladimirs control area, Dragos
controller may choose not to make Unstable
rolls. When Drago is in Vladimirs control area
and makes an attack, roll an additional die on
attack and damage rolls. Discard the lowest die
in each roll.
Berserk Frenzy - Drago may charge without
spending a focus point. Each time Drago
successfully hits a target during its activation, it
gains a cumulative +1 to its attack and damage
rolls for all subsequent attacks that turn.
Chain Attack Bloodbath - If Drago
has both arm systems functional and hits the
same target with both of its initial Executioner
Axe attacks during the same activation, after
resolving the attacks it may immediately
make an additional melee attack against every
model in its melee range without spending a
focus point. Completely resolve each attack
individually and apply the targets special
rules immediately as each attack is resolved. A
model is ineligible to be hit if it has a special
rule preventing it from being targeted or if the
attackers line of sight is completely blocked by
terrain.
Executioner Axe
SPECIAL POW P+S
Critical 6 17
Executioner Axe
SPECIAL POW P+S
Critical 6 17
L
L
Field Allowance
Victory Points
Point Cost
Base Size
C
4
105
Large
Executioner Axes
Critical Amputation - On a critical hit, each arm and weapon
system that takes damage is automatically disabled. After marking
regular damage, those systems that took damage have their remaining
system boxes marked as well.
89
90
Volkov
Coordinated Strike - While Volkov is in play,
models in this unit gain Coordinated Strike.
Models with this ability ignore friendly Iron
Fang models when drawing LOS. During its
activation, a model with this ability can move
through other friendly Iron Fang models if it
has enough movement to move completely past
the models bases. Models with this ability can
make melee attacks through other friendly Iron
Fang models.
Unit
Leader
Kolsk
Got Your Back - While Kolsk is in play, models
in this unit cannot be knocked down.
Volkov
Cmd 9
6 7 8 4 13 14
6 7 8 4 13 14
Great Axe
SPECIAL POW P+S
Multi 5 12
Volkovs Damage
Kolsks Damage
L
Yarovichs Damage
Field Allowance
Victory Points
R Cost
Point
Base Size
8
8
8
C
2
76
Small
Yarovich
Alert - While Yarovich is in play, models in this unit have no back arc,
their front arcs extend 360, and when determining LOS, they ignore
cloud effects and forests.
Battle Brothers - A model in this unit in base-to-base contact with one
or more models in this unit gains +2 DEF and ARM.
Fearless - A model in this unit never flees.
Overwhelm - When two or more models in this unit hit the same model
with melee attacks during the same activation, the model hit loses its
initial attacks and cannot make special attacks during its next activation.
If all three models in this unit hit the same model with melee attacks
during the same activation, that model is also knocked down.
Precision Strike - When a model in this unit damages a warjack with
a melee attack, the attacking models controller chooses which column
takes the damage.
Tough - When a model in this unit suffers sufficient damage to be
destroyed, its controller rolls a d6. On a 5 or 6, the model is knocked
down instead of being destroyed. If the model is not destroyed, it is
reduced to one wound.
Weapon Master - A model in this unit rolls an additional die on its
melee damage rolls.
Great Axe
Back Swing (HAttack) - The model may immediately make two Great
Axe attacks.
Reach - 2 melee range.
91
WAR
dog
khador warcaster attachment
Morrow preserve us from the hound that befriends the Butcher of Khardov.
Unnamed sergeant watching Orsus feed raw meat to his war dog
War Dog
7 7 6 1 14 13
Bite
SPECIAL POW P+S
4 11
Damage
Field Allowance
Victory Points
Point Cost
Base Size
8
1
1
18
Small
92
Tactical Tips
Scent: Scent allows the War Dog to make a counter charge even if
the target is not in its LOS.
KOLDUN
Lord
khador greylord solo
Southerners equate knowledge to a flame, but in the north we know ice preserves secrets against times withering touch.
Koldun Lord Volkh Lazar
Grim masters of elemental cold, Koldun Lords have icy stares
that seem to freeze the blood of those who meet their gaze.
These masters of axe and spell represent the true battlewizard ideal of the Covenant and command tremendous
respect from their peers, who hope one day to join their
number.
Khadoran jacks generally accompany Greylords of this
stature in battle as both weapons and bodyguards. The
Koldun Lords are precious to the Motherland, both for the
power they wield and the vast repertoire of occult lore they
possess. These warjacks move by the Lords will to intercept
a blow or spell hurled against the Greylord and serve
better than any shield or protector. Indeed, many Koldun
Lords once spent time mastering the secret arts of cortex
construction and know better than most how to instill superior
combat performance in warjacks.
Koldun Lords often obscure themselves and their protectors
in a mist filled with churning snow capable of freezing solid
any foolish enough to approach too closely. So too do they
instill the blade or cannon of their jacks with a chilling
mystical rime that even the fleshless dead can feel.
Koldun Lord
Koldun Lord
Cmd 9
6 6 6 4 14 14
Frost Axe
SPECIAL POW P+S
6 12
Damage
Field Allowance
Victory Points
Point Cost
L Size
Base
5
1
1
30
Small
Magic Ability
As a special attack or action, the Koldun Lord may
cast one of the following spells during his activation.
Determine the success of a magic attack by rolling 2d6
and adding the Koldun Lords Magic Ability score of 8. If
the roll equals or exceeds the targets DEF, the attack hits.
The Koldun Lord cannot make additional attacks after
making a magic attack.
Freezing Mist (HAction) - The Koldun Lord and
warjacks he controls currently in his marshalling range gain
concealment. Enemy models ending their activations within 2
of the Koldun Lord become stationary for one round. Freezing
Mists lasts for one round.
Frost Bite (HAttack) - Frost Bite is a POW 12 spray attack.
Ice Cage (HAttack) - Target model within 10 suffers
a cumulative 2 DEF for one turn to a minimum of DEF
5. Apply this penalty before any other DEF modifiers. If a
model is hit with three or more Ice Cage attacks in the same
turn, it becomes stationary for one round.
93
FENRIS
He is a living nightmare. Send him to haunt our foes rather than menacing our own sons and daughters.
Koldun Fedor Rachlavsky of the Greylords Prikaz
94
Fenris
Fenris
Cmd 8
Fellblade
SPECIAL POW P+S
Multi 6 13
Fellblade
SPECIAL POW P+S
Multi 6 13
8/6 7 8 4 13 16/14
Mount
SPECIAL POW P+S
12
Fellblades
Berserk - Every time Fenris destroys another model with a Fellblade
attack, he must immediately make one Fellblade attack against another
model in his melee range, friendly or enemy.
Spell Ward - Fenris cannot be targeted by spells.
Reach - 2 melee range.
Tactical Tips
Tough: Do not make a Tough roll when Fenris Mounted damages
boxes are filled and he becomes Dismounted.
Spell Ward: Spell effects that do not target Fenris can still affect
him.
battle has ended to tear flesh from the bodies of the slain, this
ghoulish repast the only sustenance it seems to require.
95
KOVNIK MARKOV
Some men are stone, solid but brittle. Others are wood, bending in the wind but snapping under pressure. Markov is steel; the
steel which makes the finest swords.
Supreme Kommandant Gurvaldt Irusk
96
Markov
Markov
Concussion Lance
SPECIAL POW P+S
Multi 10 16
Short Spear
SPECIAL POW P+S
Close 4 10
Cmd 9
8 6 8 4 13 18
Mount
SPECIAL POW P+S
Critical 12
Damage
R Allowance
Field
Victory Points
Point Cost
Base Size
10
C
1
48
Large
Concussion Lance
Blast - Center a 4 AOE on a model directly hit by the Concussion
Lance. Models in the AOE other than the model directly hit suffer a
POW 10 blast damage roll. On a critical hit, models in the AOE are
knocked down. Markov is not affected by Blast.
Lance - The Concussion Lance may only be used to make charge
attacks. If Markov has charged at least 3, his Concussion Lance has 2
melee range until the end of his activation.
Short Spear
Close Combat - Markov may not make an initial attack with the Short
Spear during an activation in which he charged at least 3.
Mount
Critical Knockdown - On a critical hit, target model is knocked down.
97
98
This man loves his Motherland with fierce devotion and sees
no contradiction between his patriotism and scornful disdain
for the law.
Many Khadoran families consider it nothing short of criminal
that Yuri walks the world as a free man. They would gladly
put an end to him if they could. The widows and orphans he
has created take no comfort from Yuris insistence that he has
never killed a man who did not earn it. Yuri does not kill from
Yuri
Advance Deployment - Place Yuri after
normal deployment, up to 12 beyond the
established deployment zone.
Camouflage - Yuri gains an additional +2 DEF
when benefiting from concealment or cover.
Cohort: Tree Walker - Kossite Woodsmen
and Manhunters in an army with Yuri gain
Tree Walker.
Fearless - Yuri never flees.
Field Officer - An additional Manhunter solo
may be fielded over normal Field Allowance
limitations if Yuri is included in the army.
Yuri
Cmd 9
6 8 8 4 14 14
Great Axe
SPECIAL POW P+S
Reach 5 13
Damage
Field Allowance
Victory Points
Point Cost
L
Base Size
8
C
1
32
Small
Flying Steel - Yuri may make d3 initial attacks with the Great Axe
R
during his activation.
Pathfinder - During his activation, Yuri ignores movement penalties
from, and may charge across, rough terrain and obstacles.
Stealth - Attacks against Yuri from greater than 5 away automatically
miss. If Yuri is greater than 5 away from an attacker, he does not count
as an intervening model.
Tree Walker - Yuris LOS is never blocked by forests. While within a
forest, Yuri gains +2 DEF against melee attacks and may move through
obstructions and other models if he has enough movement to move
completely past the obstructions or the models bases.
Weapon Master - Yuri rolls an additional die on his melee damage rolls.
Great Axe
Reach - 2 melee range.
99
KAYAZy
ASSASSINS
Khador Kayazy ally UNIT
They march to war with us because they have the ruthless will to do what the enemy will not.
Kommandant Yegoruv Ilyevich, 1st Division, 1st Army, to a subordinate
Capo
Cmd 8
6 6 8 4 14 11
Blademan
Cmd 6
6 6 7 4 14 11
Assassin Blade
SPECIAL POW P+S
4 10
Field Allowance
2
Victory Points
2
Leader and 5 Troops
64
Up to 4 Additional Troops 10 ea
Base Size
Small
Ally
Kayazy Assassins are Khador models that will
work for mercenary contracts that include
mercenaries that will work for Khador.
Capo
Leader
Unit
Parry - A Kayazy Assassin cannot be targeted
by free strikes.
Riposte - When a Kayazy Assassin is the
target of an enemy melee attack that misses,
he may immediately make a melee attack
targeting the attacking model if it is within his
melee range.
100
KAYAZyKhador
ASSASSIN
UNDERBOSS
Kayazy assassin ally UNIT ATTACHMENT
He finds killing is so easy I think it requires more effort for him to let a man who crosses him live.
Capo Georgi Barayev
Some say the ruthless underbosses who lead handpicked
teams of assassins hold the true power among the killers
employed by the kayazy. These criminal commanders achieve
their status only after cutthroat competition among the Korsk
gangs. Beyond being deadly with a blade, an underboss
must demonstrate intelligence, patience, and the ability to
accumulate and preserve wealth. Surviving long enough to
enjoy ones accumulated blood money is an accomplishment
in itself, but no underboss can become soft, as his underlings
stand ready to replace him at any sign of weakness. The
kayazy often set rival underbosses against one another in
underworld shifts of alliances and betrayals.
Underboss
Underboss
Cmd 9
6 6 8 4 14 11
Assassin Blade
SPECIAL POW P+S
4 10
Assassin Blade
SPECIAL POW P+S
4 10
Damage
L
Field Allowance
Kill Stroke - Once per game during this units
Victory Points
activation, the Underboss may use Kill Stroke.
This activation, models in the unit may move
Point Cost
through other models if they have enough
R Size
Base
movement to move completely past the models
bases, and they ignore intervening models when declaring charges.
8
1
+1
29
Small
Killer Rep - While the Underboss is in play models in his unit never
flee.
Officer - The Underboss is the unit leader.
Tactics: Duelist - Models in this unit gain Duelist. A model with
Duelist gains +2 DEF against melee attacks.
Tough - When the Underboss suffers sufficient damage to be destroyed,
his controller rolls a d6. On a 5 or 6, the Underboss is knocked down
instead of being destroyed. If the Underboss is not destroyed, he is
reduced to one wound.
Unit Abilities - The Underboss has Kayazy Assassin unit abilities.
101
KHADOR
Koldun Kommander Aleksandra Zerkova
Warcaster
Fenris
Dragoon Solo
102
Kayazy Assassins
Ally Unit
Drago
Unique Heavy Warjack
Beast-09
Unique Heavy Warjack
103
KHADOR
104
105
CRYX
Blood pooled thick between the corpses
and cobblestone on the streets outside
the Katrinksa Cathedral. The eldritch
Goreshade felt the growing imperative to
quickly finish his tasks within, yet he did not rush
as he hacked off the heads of the slain Precursor Knights
one by one. Even in death the bodies of these holy knights
who died resolutely defending sanctified ground carried the
stink of their god. Such remains could not be defiled easily
or without consequence, but Goreshade was a master of the
deepest arts of blasphemy.
The Vicarate Council of Korsk called this cathedral home,
and Goreshade had carefully selected his time to strike after
watching the cathedral patiently from the shadows. Tonight,
some obligation had summoned the entire council and their
guardians to the nearby Stasikov Palace. The Precursor
Knights had proven an unexpected complication. Goreshade
did not understand why this southern order had stood guard
with the citys leading priests elsewhere, but it seemed the
only sign that the foolish Morrowans had any inkling of the
importance of what had fallen into their grasp. The knights
had caused him an unfortunate delay, but he intended to
make use of their presence.
He gathered the decapitated heads into a pile. He found
even the touch of their sanctified blood on his unliving hands
unpleasant. He invoked the words of a rite intended to break
the holy threshold of the cathedral. Great cathedrals like
these were anathema to the dead so long as their holy fonts
remained inviolate, but Goreshade knew means around such
defenses. While the faithful liked to believe their god watched
over them constantly, wards like these sprang from mortal
prayers. He had repeatedly dispensed with similar protections
through the strength of his eldritch will while penetrating the
Protectorate of Menoths holy places.
When his rite reached its terminus he took the head of the
battle chaplain and set it upon the threshold where the large
doors swung open. He placed the head upright facing inward,
then pulled back the lids of its eyes and spoke words in a
guttural, forgotten language. Green light fired in the eyes
and burned the fleshy orbs to cinders. He stepped into the
main hall and pushed his way through an invisible barrier.
A sensation like liquid fire washed over him. He ignored this
temporary discomfort.
The holy aura of this place did not feel as strong as he had
expected. Something of far greater sanctity had recently
compromised it. For two thousand years these grounds had
provided a gathering place for the worship of countless pious
thousands, yet now an alien presence overshadowed millennia
of prayer. Goreshade could sense this presence below, where
these foolish humans had brought the vault of a frozen but still
living elven god.
107
108
but halfway through, he felt the air thicken and the slash
slowed. Halfway again his arms seemed to move with almost
painful deliberation, yet he still felt the sharp edge could bite.
With Voass only a few inches from the gods neck, Goreshade
felt as though he pushed the blade through solid stone. Each
time he divided the distance in half his speed also halved, and
Goreshade saw at this rate the blade would never reach its
destination. Futile anger built in him as he heard shouts in the
corridors and the stomping of boots. His fight with the vaults
guardians had weakened him; it would not take much to
destroy him. I will master your sword, Goreshade promised.
The next time we meet it will end your life.
Tearing his eyes away and holding the gods sword tight in his
grasp, Goreshade cloaked himself in shadows and fled.
109
110
Tactical Tips
Reanimator: You cannot return models to a unit that has been
completely destroyed.
Spectral Curse: This means that models can move through the
affected unit, but the unit cannot move through other models. We
told you Goreshade was a bastard.
SPELL
COST RNG
AOE POW
UP
OFF
Abyssal Gate
3
8
-
12
X
When an enemy model is damaged by Abyssal Gate, Goreshades controller
may immediately place the damaged model anywhere completely within 3 of
its current location, choosing its facing. There must be enough space to place
the models base.
Hex Blast
3
10
3
13
Enemy upkeep spells on model/unit directly hit by Hex Blast expire.
Phantom Hunter 2
6
-
-
X
Target friendly model can declare charges, slams, and ranged and magic attacks
without LOS. The affected model ignores cloud effects, cover, concealment,
obstructions, and screening when making attacks.
Psychic Vampire 3
Self CTRL
-
X
After an enemy model casts a spell or uses an animus within Goreshades control
area, it suffers one damage point and Goreshade removes one damage point.
Warbeasts forced to use an animus suffer this damage to the first available Spirit
circle.
Shadowmancer 3
Self CTRL
Models in Goreshades battlegroup currently in his control area gain Dark
Shroud and Stealth. Enemy models within the melee range of a model with
Dark Shroud suffer -2 ARM. Attacks against a model with Stealth from greater
than 5 away automatically miss. If a model with Stealth is greater than 5 away
from an attacker, it does not count as an intervening model. Shadowmancer lasts
for one round.
Spectral Curse 2
8
-
-
X
*
Target model/unit cannot make free strikes. A model may move through an
affected model if it has enough movement to move completely past its base.
When this spell targets an enemy model, it is an offensive spell and requires a
magic attack roll.
Sudden Death
2
6
-
-
X
When an enemy model ends its normal movement within 6 and LOS of
an unengaged model in target friendly Cryx unit, a model in the unit may
immediately charge the enemy model. If a model makes a charge as a result of
Sudden Death, it is removed from play immediately after the charge has been
resolved. A model charging due to Sudden Death ignores formation.
Feat: Reanimator
Focus 7
Cmd 8
Goreshade
Elite Cadre - Bane Thrall units included in an army with Goreshade gain +1
MAT, RAT, and CMD. Each time a friendly Bane Thrall destroys a living enemy
warrior model while in Goreshades control area, its controller may add a nonleader model to the Bane Thralls unit. Models cannot activate the turn they are
put in play. The model must be placed completely within Goreshades control
area and in formation.
Siphon - During his controllers Control Phase before focus is allocated,
Goreshade may drain up to either three focus points or three wound points from
one friendly warcaster in his control area and add them to his current total.
Goreshade cannot siphon more wound points than he has lost.
Terror - Enemy models/units in melee range of Goreshade and enemy models/
units with Goreshade in their melee range must pass a command check or flee.
Undead - Goreshade is not a living model and never flees.
Voass
Critical Brittle as Ice - On a critical hit, damage that exceeds the targets ARM
is doubled.
Reach - 2 melee range.
Winters Wrath (HAttack) - When Goreshade makes a Winters Wrath attack,
before making the attack roll, he must pass a command check using his base
CMD. If the roll fails, Goreshade becomes stationary for one round. If the roll
succeeds, Goreshade makes a Voass attack. If the attacks hits, roll an additional
damage die. If the attack destroys a model, models other than Goreshade within
2 of the model destroyed become stationary for one round.
111
112
Tactical Tips
Terminal Velocity: Note that this movement is in addition to
extra movement gained from charging or slamming
SPELL
UP
OFF
Death Race
2
6
-
When target model in Mortenebras battlegroup destroys one or more enemy
models with an attack, one model in Mortenebras battlegroup in her control
area may immediately move up to its current SPD in inches. Death Race then
expires. Death Race lasts for one turn. Death Race may be cast once per turn.
Doom Spiral
2
8
-
12
X
When Doom Spiral damages a warjack, the warjacks controlling warcaster
suffers d3 damage points.
Jump Start
2
Self CTRL
-
Models in Mortenebras battlegroup currently in her control area may
immediately change their facing. Affected models that are stationary are no
longer stationary. Affected models that are knocked down immediately stand up.
Sacral Ward
2
6
-
-
X
Target model in Mortenebras battlegroup gains Sacral Ward. When the affected
model is directly hit by an enemy ranged attack, its controller may select a
friendly non-incorporeal undead model in its front arc and within 3 of it to be
directly hit instead. Sacral Ward then expires. The selected model becomes the
target and is hit automatically.
Spectral Steel 3
6
-
-
X
Target warjack in Mortenebras battlegroup gains +2 ARM and Ghostly. A
model with Ghostly may move and charge through any terrain and obstacles
without penalty. A model with Ghostly may move through obstructions if it
has enough movement to move completely past the obstruction. A model with
Ghostly cannot be targeted by free strikes.
Terminal Velocity 4
Self CTRL
-
Warjacks in Mortenebras battlegroup currently in her control area can charge or
perform power attacks without spending focus. When an affected model attacks
a living model with a melee attack, its attack rolls are boosted. When an affected
model targets a living model with a charge or slam, it gains +2 of movement.
Terminal Velocity lasts for one turn.
Void Gate
4
10
4
13
X
X
The Void Gate AOE stays on the table as long as upkeep is paid. While in the AOE,
enemy models cannot channel spells, be allocated focus, or be forced.
Feat: Recalibration
Master Necrotech Mortenebra is a virtuoso of the twisted
occult science that gave rise to the war machines of Cryx. By
extending her power she can impart mechanical perfection
upon her entire army to refine their attacks and maximize their
killing efficiency. Though some would protest that the walking
dead need no encouragement for slaughter, Mortenebra
contends there is always room for improvement.
Friendly Cryx models currently in Mortenebras
control area may re-roll attack and damage rolls.
Each roll may be re-rolled once as a result of
Recalibration. Recalibration lasts for one turn.
Mortenebra
Cohort: Pit Crew - Necrotechs in an army with
Mortenebra gain Repair [8].
Interface - While in base-to-base contact with
Mortenebra, a warjack in her battlegroup can
spend focus points that are on Mortenebra.
Focus 7
Cmd 8
6 7 6 4 15 16
Scavenger
SPECIAL POW P+S
Reach 5 12
Scavenger
SPECIAL POW P+S
Reach 5 12
Damage
Field Allowance
Victory Points
Point Cost
Base Size
16
C
5
92
Medium
Necromantik - Once per turn during her activation when Mortenebra gains a soul
token after destroying a living enemy model with a melee attack, immediately after the
attack has been resolved she may spend the soul token to cast a spell with a focus cost
of three or less without spending any focus points.
Pathfinder - During her activation, Mortenebra ignores movement penalties from,
and may charge across, rough terrain and obstacles.
Repair [10] (HAction) - Mortenebra may attempt repairs on any friendly Cryx
warjack that has been damaged or disabled. To attempt repairs, Mortenebra must be
in base-to-base contact with the damaged warjack or disabled wreck marker and make
a skill check. If successful, roll a d6 and remove that number of damage points from
anywhere on the warjacks damage grid.
Soul Cages - Mortenebra gains a soul token for every living model destroyed within
2. During her controllers next Control Phase, replace each soul token with a focus
point.
Spider Legs - Mortenebra cannot be knocked down.
Terror - Enemy models/units in melee range of Mortenebra and enemy models/
units with Mortenebra in their melee range must pass a command check or flee.
Undead - Mortenebra is not a living model and never flees.
Scavengers
Reach - 2 melee range.
113
DERYLISS
out. Only a fear of her growing power prevented them
from assassinating her. They came to regret their cowardice.
While they banished her from their inner sanctum, the
cult proved incautious regarding its defensive measures.
Unbeknownst to them, Mortenebra retained loyal minions
within the organization, and these agents conspired against
their superiors. When the cult first succeeded in transferring
a priest into a clockwork body, Mortenebra returned in force.
She deactivated the guardians, slew all who opposed her,
seized the clockwork priest as her captive, and fled to Cryx.
Exploiting information gleaned from her examination and
interrogation of Lorvetus, Mortenebra presented herself and
her captive to the lords of Blackwater and offered everything
she knew in exchange for asylum. The priest screamed curses
at her as necrotechs laid bare his inner mechanisms. She
listened to its abuse with clinical disdain and remembered
the way her own servitors had dissected Lorvetus. She had
already begun the gradual process of readying herself
to become an iron lich, and she soon acquired
the additional lore she required to complete this
transformation.
Mortenebra is now entirely a creature of Cryx,
her past almost forgotten. She views her new
form as vastly superior to any vessel constructed
by the cult of the machine goddess, and she
has fully embraced the worship of Lord Toruk.
Mortenebra has adapted the precepts of her
former cult to the principles of necrotechnology
and implemented their secretive cell structure
with her cabal among the Scharde Isles. Her
specialized knowledge and singular machine
empathy give her unique insight into Cryxian necrohorrors. She has turned her perfectionism to the
machines she fabricates and controls. Mortenebra can
literally meld her mind in perfect synchronization with
the helljacks at her command. The perfect transfer of
arcane energy to her constructs is beyond the ken of lesser
warcasters. This synergy becomes absolute and terrifying
as her army moves as one extension of her unfathomably
complex mind.
114
Deryliss
Deryliss
Cmd 8
Point Cost
115
CANKERWORM
It made unholy congress with a Defender and then started firing shells at us from clear across the river!
Trencher survivor of the most recent sighting of the Cankerworm
116
Cankerworm
Ablation - When Cankerworm rolls damage
against a medium or large-based model
suffering Corrosion, the targets ARM stat
is halved when calculating damage. Effects
that further modify ARM are not reduced.
Cankerworm gains +2 on damage rolls against
small-based models suffering Corrosion.
Advance Deployment - Place Cankerworm
after normal deployment, up to 12 beyond the
established deployment zone.
Bite
SPECIAL POW P+S
3 10
Replicator
SPECIAL POW P+S
Adapt 5 12
Field Allowance
Victory Points
Point Cost
Base Size
C
2
75
Medium
Replicator
Adapt - When Cankerworm makes a Salvage special action, its
controller may choose to adapt the Replicator. When adapted, the
Replicator gains the abilities of one of the totalled or disabled warjacks
arm weapon systems. When adapted, the Replicator becomes the type
of weapon adapted, melee or ranged, and uses the RNG, ROF, AOE,
and POW of the adapted weapon. When the Replicator adapts a new
weapon, it loses the stats and abilities of the last weapon. Replace
references to the warjack, faction, and weapon with references to
Cankerworm, Cryx, and Replicator, respectively.
Tactical Tips
Weakness: Weakness affects ranged and magic attack damage rolls
too.
Meat Grinder: There is no limit to the number of focus points
Cankerworm can gain from Meat Grinder.
Replicate: The Cankerworm can gain +2 ARM if it adapts a
shield. The Cankerworm cannot replicate a one shot weapon and
fire it if the weapon has already fired this game.
117
NIGHTMARE
Bound in iron and death; annihilation, I give you form.
Wraith Witch Deneghra
118
Nightmare
Affinity (Deneghra): Black Veil - While
Nightmare is in Deneghras control area,
Nightmare gains Stealth.
Death Tracker - After deployment and before
the first players turn, Nightmares controller
declares an enemy model/unit to be its prey.
When Nightmares prey moves during the preys
activation, immediately after the model/unit
completes its activation Nightmare may move up
to its current SPD in inches. Nightmare cannot
end this movement farther from its prey than it
began. If Nightmares prey is a unit, it cannot
end this movement farther from the closest model
in the unit than Nightmare began. Nightmare
gains +2 to attack and damage rolls against
its prey. When the prey has been destroyed or
removed from play, Nightmares controller may
immediately select another enemy model/unit to
be its prey.
Imprint: Ghostly - During its activation,
Nightmare may spend one focus point to gain
Ghostly for one turn. A model with Ghostly
may move, charge, and slam through any
terrain and obstacles without penalty during
its activation. A model with Ghostly may move
through obstructions if it has enough movement
to move completely past the obstruction. A
model with Ghostly cannot be targeted by free
strikes.
Wicked Claw
SPECIAL POW P+S
Multi 5 15
Wicked Claw
SPECIAL POW P+S
Multi 5 15
HD
Tusks
SPECIAL POW P+S
Tusks 2 12
L
L
Field Allowance
Victory Points
Point Cost
Base Size
C
4
121
Large
Wicked Claws
Combo Strike (HAttack) - Nightmare may make Wicked Claw
attacks separately, or it can make a special attack to strike with both
Claws simultaneously. Make one attack roll for the Combo Strike. Add
Nightmares STR once and the POW of both Wicked Claws to the
damage roll.
Fists - Each of Nightmares Wicked Claws has the abilities of an Open
Fist.
Reach - 2 melee range.
Tusks
Tusks - In addition to providing an extra weapon for attacks,
Nightmares Tusks give it +2 POW for head-butt attacks.
119
bloodgorgers
cryx blighted trollkin unit
No man shall drink the blood of another. The taste brings madness.
Attributed to Priest-King Golivant
Kithkar
Cmd 8 Kithkar
5 7 7 4 12 15
Gorger
Cmd 6
5 7 6 4 12 15
Large Hand Weapon
SPECIAL POW P+S
4 11
Small Hand Weapon
SPECIAL POW P+S
2 9
Blood Marks
Field Allowance
2
Victory Points
2
Leader and 5 Troops
78
Up to 4 Additional Troops 12 ea
Base Size
Medium
Unit
Blood Drinkers - When a Bloodgorger
destroys a living enemy model, mark a Blood
Mark on his units card. Bloodgorgers gain the
following abilities while they have at least the
stated number of marked Blood Marks.
Blood Trance (2 Marks) - Affected
Bloodgorgers pass their tough rolls on rolls of
4, 5, or 6.
Gore Fueled (4 Marks) - Affected
Bloodgorgers gain +2 SPD and an
additional die on melee attack damage rolls.
Slaughterhouse (8 Marks) When a Bloodgorger destroys an enemy
model with an attack during his activation,
immediately after the attack has been resolved, he may move up to 3.
A Bloodgorger cannot end this movement out of formation or cause
other models in this unit to no longer be in formation.
120
The murderous Bloodgorgers hail from a kriel of blackhearted savages brought to violent frenzy by the taste and
smell of blood. They find no greater joy in life than charging
into battle to maim and rend their enemies before feasting on
the warm flesh while the fresh blood steams in the air. Toruks
blight has blessed these trollkin with pronounced spurs and
curving horns in their flesh, added to their muscled bulk, and
in all ways enhanced their ability to commit atrocity. They
lead charges to spark terror and rout, thrown away by their
masters as fodder for the carnage of war. They embrace this
role with reckless enthusiasm and spend their short, brutal
lives bathed in gore.
This ghastly band gave rise to the terrifying General Gerlak
Slaughterborn. The twisted monsters that join this kriel see
him as akin to a god or at least the trollkin hand of Toruk.
Only the most depraved and aggressive blighted trollkin join
this company, a dubious honor. The unchecked abandon with
which these trollkin slaughter is almost unprecedented.
Bloodgorgers sometimes carve off the faces of their foes
and carry them as grisly trophies. Sometimes, with the
enemy maimed but still alive to watch, a Bloodgorger slowly
consumes the victims fingers and hands with obvious
pleasure. This sickening feasting does more than terrify, it
brings the power of sacrifice and blood. The Bloodgorgers
have only a crude, yet no less effective, understanding of these
rites compared to the satyxis reaver witches or the Tharn.
By feasting on the butchered, Bloodgorgers become nearly
invincible and move fiendishly from one victim to the next.
Perhaps the Bloodgorgers only mercy lies in the fact that their
raids rarely ever leave any victims alive to suffer the memories
of wanton cruelty and endless hunger for flesh.
Crewman
Targeting (HAction) - The Gunner gains a
cumulative +1 RAT when attacking with the
Ghost Cannon for one round. The Crewman
must be in base-to-base contact with the Gunner
and not be engaged to use Targeting.
Gunner
Cmd 6
2 6 5 4 13 12
Crewman
Cmd 6
Unit
Undead - Models in this unit are not living
models and never flee.
Weapon Crew - The Revenant Cannon Crew
is made up of a Gunner and 2 Crewmen. The
Gunner is mounted on a large base with the
Ghost Cannon. The Gunner is treated as a
small-based model rather than a large-based
model. A weapon crew cannot run or charge.
The Gunner gains +2 of movement per
Crewman with which he begins his activation
in base-to-base contact. When the Gunner is
destroyed or removed from play, a Crewman
within 1 can take the destroyed Gunners place
immediately and become the new Gunner.
Remove the crewman from the table instead of
the Gunner. Any effects, spells, or animi on the
destroyed Gunner expire. Any effects, spells, or
animi on the removed Crewman are applied to
the new Gunner.
6 6 5 4 13 12
Ghost Cannon
RNG ROF AOE POW
14 1 3 14
L
Necrotite Pistol
RNG ROF AOE POW
8 1 10
Cutlass
SPECIAL POW P+S
3 9
Field Allowance
2
Victory Points
1
Gunner and 2 Crewmen
32
Gunners Base Size
Large
Crewmans Base Size
Small
Necrotite Pistol
Critical Wasting - On a critical
hit, target model suffers an additional
damage point.
121
122
tales must have some truth, as the Thamarite cabal called the
Shroud has declared Admonia an enemy of their faith. They
eagerly seek her destruction in the hope of recovering lost relics.
The first recorded sighting of Maelovus occurred on the Sand
Narrows during an outbreak of brackriver plague. While his
purpose there remains unclear, locals record witnessing him
reaping souls along this length of shore so often that they
began to make offerings to him as a manifestation of death and
devastation. In the hopes of assuaging the powers of darkness,
one village sacrificed an entire generation of their children in
his name, yet this bought no relief. Crude and broken statues
bearing his likeness still rest in certain recessed crevices below
the dark cliffs in this region.
These two antediluvian horrors founded the Withershadow
Combine to investigate Orgoth occult practices yet unknown to
Cryx. Tremulus joined the Combine seven decades later after a
long tenure overseeing Cryxs charnel pits. He had grown weary
of the company of necrotechs and become fascinated with the
Maelovus
Shadowborne - While Maelovus is in play,
models in this unit gain Shadowborne and Stealth.
During its activation, a model with Shadowborne
ignores movement penalties from, and may charge
across, rough terrain and obstacles. An affected
model may move through other models if it has
enough movement to move completely past the
models bases and cannot be targeted by free
strikes. Attacks against a model with Stealth from
greater than 5 away automatically miss. If a
model with Stealth is greater than 5 away from
an attacker, it does not count as an intervening
model.
Leader
Unit
Black Arts - A friendly Cryx warcaster with one
or more models in this unit in his control area can
upkeep one spell without spending a focus point.
Maelovus
Cmd 9
6 7 7 4 14 16
6 7 6 4 14 16
Lich Claws
SPECIAL POW P+S
6 13
L
Maelovus
Damage
Admonias Damage
Tremulus Damage
Field
R Allowance
Victory Points
Point Cost
Base Size
8
5
5
C
2
70
Small
Magic Ability
As a special attack or action, a Combine model may cast one of the following
spells during its activation. Determine the success of a magic attack by rolling 2d6
and adding the models Magic Ability score of 7. If the roll equals or exceeds the
targets DEF, the attack hits. A Combine model cannot make additional attacks
after making a magic attack.
Dark Fire (HAttack) - Dark Fire is a RNG 10, POW 12 magic attack.
The attacking model gains the soul token for a living model destroyed by
Dark Fire regardless of its or any other models location in relation to the
model destroyed.
Puppet Master (HAction or HAttack) [Tremulus Only] - Puppet
Master is a RNG 10 spell. When this spell targets an enemy model/unit,
it is a magic attack. The Combines controller may make one affected
model/unit re-roll one or more dice rolled for a command check, attack,
or damage roll, then Puppet Master expires. The Combines controller
chooses which dice are re-rolled. Puppet Master lasts for one round.
Unbinding (HAction) [Admonia Only] - Enemy upkeep spells within
5 of Admonia expire. A spellcaster suffers d3 damage points for each
spell he controlled that expired as a result of Unbinding.
123
124
Blackbane
Blackbane
Leader
Second Wind - Remove all damage from
Blackbane when he destroys a living enemy
model.
Unit
Cmd 8
6 6 7 4 13 12
Pirate
Cmd 6
6 6 5 4 13 12
Cutlass
SPECIAL POW P+S
4 10
L
Blackbanes
Damage
5
Field Allowance
C
Victory Points
2
Leader and 5 Troops
67
Up to 4 Additional Troops 9 ea
Base Size
Small
125
darragh wrathe
Few know the meaning of true devotion, for their allegiance ends with the grave. In a thousand years, Toruk will remain my
master.
Darragh Wrathe
126
Wrathe
Wrathe
Necro-Scythe
SPECIAL POW P+S
Reach 6 13
Cmd 9
8/6 7 7 4 14 17/15
Mount
SPECIAL POW P+S
12
Mounted Wrathes Damage 8
Dismounted Wrathes Damage 5
Field Allowance
C
Victory Points
2
Point Cost
67
Mounted Base Size
Large
Dismounted Base Size Small
Necrotheurgy
Wrathe may cast one of the following spells during his activation.
Determine the success of a magic attack by rolling 2d6 and adding
Wrathes Necrotheurgy score of 7. If the roll equals or exceeds the
targets DEF, the attack succeeds.
Beyond Death - Living enemy models currently in Wrathes
command range suffer -2 to damage rolls. Beyond Death lasts for one
round.
Hellfire - Hellfire is a RNG 10, POW 14 magic attack. Model/units
damaged by Hellfire must pass a command check or flee.
Death Ride - Death Ride may only be cast after Wrathe ends
his normal movement. Friendly undead Cryx models currently in
Wrathes command range may immediately move up to 1.
Necro-Scythe
Reach - 2 melee range.
127
128
Slaughterborn
Blood Glutton - When Slaughterborn
destroys a living enemy model, mark a Blood
Mark on his card. Slaughterborn gains +1 STR
and ARM for each Mark marked.
Butchery - At the end of Slaughterborns
controllers turn, after all friendly models/
units have activated, each friendly Bloodgorger
unit in Slaughterborns command range with 8
marked Blood Marks may remove all its Blood
Marks to activate again once.
Slaughterborn
Cmd 9
5 8 8 4 12 17
Great Axe
SPECIAL POW P+S
Reach 5 13
Damage
Blood Marks
Field Allowance
Victory Points
L
Point Cost
Base Size
10
C
1
36
Medium
Great Axe
Reach - 2 melee range.
His most recent brush with death proved narrower than most.
Slaughterborn and his blighted forces assaulted Cygnars
impregnable fortress city of Highgate. This massive attack
distracted that nations defenders long enough for Terminus
129
6 6 6 4 14 13
Drudge
Cmd 3
5 8 5 2 11 15
Prosthetic Blades
SPECIAL POW P+S
5 11
Drudge Weapon
SPECIAL POW P+S
5 13
Cephalyx Slavers Damage 5
Field Allowance
2
Victory Points
2
Leader and 5 Troops
67
Up to 4 Additional Troops 9ea
Base Size
Small
Cephalyx Slaver
Anatomical Precision - If a Cephalyx
Slavers melee damage roll fails to exceed target
living models ARM, the target automatically
suffers one damage point.
Fearless - A Cephalyx Slaver never flees.
Floating - During its activation, the Cephalyx
Slaver ignores movement penalties from rough
terrain and obstacles.
Flying Steel - The Cephalyx Slaver may
make d3 initial attacks with its Prosthetic Blades
each activation.
Leader
Mental Static (HAction) - Target enemy
model/unit within 8 of the Cephalyx Slaver
cannot give or receive orders for one round.
130
cephalyx overlords
cryx cephalyx ally unit
When beset by other horrors, a man can take small comfort knowing his mind is inviolate. The cephalyx strip even this away.
Enumerator Hyle Bryant of the Cult of Cyriss
As little as surface dwellers know of the cephalyx, even less
lore exists regarding their cruel overlords. These dark beings
project an alien menace as they hover out of the shadows
and send lesser cephalyx scurrying on enigmatic errands.
That overminds occupy a leadership position within the
subterranean culture of the cephalyx seems clear, although
the nature of their bizarre hierarchy remains as mysterious as
their means of communication. With bulbous and extended
heads protected by smooth shells of metal and pierced by
multiple glowing eyes, overminds appear even more inhuman
than their slaver counterparts. Few overminds have been killed
and none have been captured intact, so no man knows how
much is flesh and how much is machine beneath their leather
exteriors.
An overmind always appears with an escort of two
subordinates. As they drift near, humans feel a strangely
painful sensation in their minds that builds in intensity. This
shrieking sets teeth on edge and metes out sharp barbs of
agony any time a person tries to concentrate. By some effort
of will, the overmind and its escorts can briefly enslave lesser
intelligences. Those who have survived this manipulation
Ally
The Cephalyx Overlords are Cryx models that
can be included in mercenary contracts that
specify them as eligible participants.
Overmind
Leader
Unit
Anatomical Precision - If a Cephalyx
Overlords melee damage roll fails to exceed
target living models ARM, the target
automatically suffers one damage point.
Black Operations - When a model in this
unit destroys a living enemy warrior model
with a melee attack, the Cephalyx Overlords
controller may add a Drudge model to a
friendly Cephalyx Mind Slaver & Drudge unit
within 8 of the Cephalyx Overlord. The model
must be placed in formation and may activate
normally this turn.
Overmind
Cmd 9
6 6 7 6 14 13
Cephalyx
Cmd 7
6 6 6 5 14 13
Psychic Assault
RNG ROF AOE POW
SP 1 12
L
Prosthetic Blades
SPECIAL POW P+S
5 11
R Allowance
Field
Victory Points
Leader and 2 Troops
Base Size
1
2
52
Small
Psychic Assault
Sense Mind - A Cephalyx Overlord does not require LOS to make
a Psychic Assault attack. When making a Psychic Assault attack, the
Cephalyx Overlord ignores concealment, cover, cloud effects, Invisibility,
Stealth and terrain.
131
cryx
Master Necrotech
Mortenebra & Deryliss
Warcaster and Solo
Darragh Wrathe
Dragoon Solo
132
Cephalyx Overlords
Ally Unit
Withershadow Combine
Character Unit
Cankerworm
Unique Bonejack
133
cryx
134
135
MERCENARIES
Asheth Magnus almost palpable
impatience and seething animosity
betrayed his dark mood. He sat hunched
at the improvised table in the crude tent and
flipped through several worn and rough-edged
maps. His left hand tapped on the surface of the topmost
map while his brooding glare kept returning to the tent flap.
The close, crowded confines of the tent interior sweltered,
the heat made worse by the presence of several large men
including most prominently Magnus himself, the hulking
trollkin Greygore Boomhowler, and Stannis Brocker in his
heavy armor. No one seemed inclined to speak out of turn
and break the uncomfortable silence.
At last the tent curtain opened and Jarok Croe stepped inside
without any sign of contrition for his tardiness. He smiled
affably at Boomhowler and Brocker, but did a double take at
the sight of Magnus. Thin red lines from some peculiar sort
of injury riddled the warcasters face. It looked as if someone
with a particularly sharp knife had repeatedly carved Magnus
face in neat parallel lines. Though healing well, the wounds
would leave a lattice of scars. Purplish bruises marked his chin
and upper neck. What happened to you? Croes concern
sounded almost sincere.
Shut up and sit down. Magnus pointed to a battered
crate of military supplies marked with a Cygnus. We
dont have much time, and this operation will require tight
coordination.
Brocker gave Croe a leering nod as the assassin pulled up
next to him. Magnus is explaining how hes going to pay us a
pittance to besiege Eastwall with a bushel of rusty spears and
a few empty rifles.
Of course, Croe nodded gamely, his voice thick with
sarcasm. Sounds perfectly reasonable. Besieging invincible
fortresses is my specialty. Please carry on.
The most important thing to remember, Magnus voice
silenced the rest of them, his tone such that even Croe
quieted, is that this will be a bluff. I am not expecting you to
conquer Eastwall. I am well aware of your limitations. He
looked directly at Croe as he said this and the assassin shifted
uncomfortably on the crate. I only require that Eastwall feel
threatened and remain distracted. We are buying time.
All of the men looked grim and more than a little skeptical
except for Stannis Brocker, who seemed almost jovial. With
each passing word the large mans humor seemed to grow.
Ah, to see the look on their faces when they learn they got
penned in by a few hundred sell-swords.
Croe asked, Am I to understand by your use of the term we
that you will be joining us?
No, I will be going into Caspia. Magnus told him with an
137
138
139
In seven centuries only the Orgoth tested our defenses. If others fear to come to us, we will go to them. March on, lest peace
devour our fortunes before we bring our hammers to bear.
Forge Marshal Galtar Brunderson
Captain
Cmd 9 Mercenary
4 6 7 4 10 16
Hammerer
Cmd 7
4 6 6 4 10 16
Mechanikal Warhammer
SPECIAL POW P+S
Multi 5 11
Field Allowance
2
Victory Points
2
Leader and 5 Troops
52
Up to 4 Additional Troops
8ea
Base Size
Small
Captain
Leader
Unit
Defensive Line - Models in this unit in tight
formation gain +2 ARM.
Ranked Attack - A Horgenhold Forge
Guard may make melee attacks through
intervening models in the same unit.
Teamwork - Models in this unit gain +2
to attack rolls when making a melee attack
targeting an enemy model in melee range of
another model in this unit.
Mechanikal Warhammer
Critical Slam - On a critical hit, instead of rolling damage normally, a
Horgenhold Forge Guard may slam the target model d6 directly away
from him. The model suffers a damage roll equal to the Forge Guards
current STR plus the POW of his Mechanikal Warhammer. If the
slammed model collides with another model with an equal or smallersized base, that model suffers a collateral damage roll equal to the Forge
Guards current STR.
Reach - 2 melee range.
140
Steelheads never give up the chase once joined. Ride hard, if you value your life!
One Cygnaran Army courier to another, after identifying their pursuers.
The larger branches of the Steelhead Mercenary Company
often include hardened horsemen who provide the speed
and power of heavy cavalry at a reasonable price. Hiring
such professionals costs a fair amount more than acquiring
the services of Steelhead infantry, but employers desiring
the crushing impact they deliver consider these horsemen a
bargain. The cavalrymen have earned the respect of their
peers and a reputation as tough veterans who seek out the
greatest risk because it brings them the best pay. These
pragmatic sell-swords readily kill for coin and have no interest
in the larger reasons or implications of their battles. While
some citizens in war-torn areas accuse them of banditry and
looting, Steelhead officers insist their men are professionals
who only take the normal liberties expected of any redblooded soldier in a time of war.
The Steelheads have no one preferred breed of horse and
gladly make use of any steed available and amenable to
training. Some ride the swift, leaner horses bred near Carre
Dova in Ord; others prefer the desert steeds raised among
the Idrians; while the hardy, strong Midlund breeds found
in northern Cygnar also commonly appear. Regardless of
mount, members of this flexible fighting force carry cavalry
axes and a cheaply provisioned but deadly blunderbuss.
Mercenary
Sergeant
Sergeant
Assault (Order) - Every model in this unit
that received this order must either charge or
run. As part of a charge, after moving but before
performing its combat action, each model in this
unit that received this order must, if possible,
make a single ranged attack targeting the model
charged. Assaulting models are not considered
to be in melee when resolving the Assault ranged
attacks, nor are the targets of those attacks
considered to be in melee with the assaulting
models. If the target is not in melee range after
moving, the Assault ranged attack must still be
made before the modelss activation ends. An
assaulting model cannot target a model with
which it was in melee at the start of its activation
with the Assault ranged attack.
Leader
Unit
Flank - When a model in this unit makes a
melee attack against an enemy model that is
within the melee range of a friendly Steelhead
Halberdier, the attacking model gains +2 to
melee attack rolls and rolls an additional damage
die.
Cmd 8
8 6 6 6 13 16
Horseman
Cmd 6
8 6 5 5 13 16
Blunderbuss
RNG ROF AOE POW
8 1 12
Cavalry Axe
SPECIAL POW P+S
Multi 5 11
Mount
SPECIAL POW P+S
10
Sergeants Damage
10
Horsemans Damage
8
Field Allowance
1
Victory Points
3
Leader and 2 Troops
74
Up to 2 Additional Troops 23ea
Base Size
Large
Cavalry Axe
Back Swing (HAttack) - The model may
immediately make two Cavalry Axe attacks.
Brutal Charge - Steelhead Heavy Cavalry gain
+2 to Cavalry Axe charge attack damage rolls.
Reach - 2 melee range.
141
ANASTASIA di BRAY
The fates of nations hang in the balance of arms and secrecy.
Llaelese proverb
142
Mercenary
Di Bray
Di Bray
Acrobatics - Di Bray may move through
other models if she has enough movement to
move completely past the models bases. Di
Bray cannot be targeted by free strikes. Di Bray
ignores intervening models when declaring a
charge.
Advanced Move - Before the start of the
game, after both players have deployed, di Bray
may move up to her current SPD in inches.
Counter Insurgency - Enemy models with
Advance Deployment cannot be deployed
within 7 of di Bray.
Cmd 8
7 5 6 6 14 12
L
Throwing Knives
RNG ROF AOE POW
6 1 2
Sword
SPECIAL POW P+S
3 8
L
Damage
Field Allowance
Victory Points
Point Cost
R
Base Size
5
C
1
23
Small
Throwing Knives
Thrown - Add di Brays current STR to the POW of her Throwing
Knife attacks.
Tactical Tips
Deep Deployment: Place di Bray during normal deployment.
Wondering why the ability mentions Advance Deployment when
di Bray doesnt actually have the ability? Check out the Highborn
Covenant rules.
143
Many soldiers do not relish battle. They see their grim work
as a necessary expedient to preserve the peace or to shield
those lacking strength of arms. Stannis Brocker is not one
of those men. He has spent long decades earning coin by
dealing death and misfortune to others without regret. This
hardened man makes no apology for his brutal profession and
greets news of strife abroad as the promise of good business
to come. Brocker feels naked without his heavy plate armor
over his thick torso. He does not know, nor care to learn,
how to live without earning fresh bruises and scars riding
into the fray while raising his weighty sword high to strike
those his employers pay him to kill. He cares nothing for the
reasons behind any specific conflict; the whys
and wherefores will not help him cleave
or command men, so he has no use
for them. He is, in some ways, the
epitome of the mercenary ideal:
apolitical, effectively amoral, and
interested only in battle and coin.
Brocker has outlasted most who
live the hard mercenary life. He
has endured until his age has
144
Mercenary
Brocker
Brocker
Commander - Brocker has a command
range equal to his CMD in inches. Friendly
Mercenary models/units in his command
range may use Brockers CMD when making
command checks. Brocker may rally and give
orders to friendly Mercenary models in his
command range.
Field Promotion - Once per activation,
Brocker may promote a Halberdier in a friendly
Steelhead Halberdier unit that has had its
Sergeant destroyed or removed from play. That
Halberdier must be in Brockers command
range. Replace the promoted model with a
Sergeant model. Effects, spells, or animi on the
replaced Halberdier are applied to the new
Sergeant.
Cmd 9
8 6 7 5 13 17
L
Hand Cannon
RNG ROF AOE POW
12 1 12
Thrasher
SPECIAL POW P+S
Multi 5 11
Mount
SPECIAL POW P+S
10
Damage
R
Field Allowance
Victory Points
Point Cost
Base Size
10
C
1
37
Large
Thrasher
Brutal Charge - Brocker gains +2 to Thrasher charge attack damage
rolls.
Critical Brutal Damage - On a critical hit, roll an additional
damage die.
Reach - 2 melee range.
145
146
Mercenary
Eiryss
Eiryss
Advance Deployment - Place Eiryss after
normal deployment, up to 12 beyond the
established deployment zone.
Arcane Hunter - A model hit by an attack
made by Eiryss loses all focus points. When
Eiryss damages a warjack with an attack, the
warjack suffers disruption. A warjack suffering
disruption cannot be allocated focus points or
channel spells for one round.
Camouflage - Eiryss gains an additional +2
DEF when benefiting from concealment or
cover.
Fearless - Eiryss never flees.
Pathfinder - During her activation, Eiryss
ignores movement penalties from, and may
charge across, rough terrain and obstacles.
Cmd 9
7 4 6 9 16 12
L
Crossbow
RNG ROF AOE POW
12 1 12
Bayonet
SPECIAL POW P+S
2 6
Saber
SPECIAL POW P+S
3 7
Damage
R
Field Allowance
Victory Points
Point Cost
Base Size
5
C
1
38
Small
Crossbow
Unravel - Enemy upkeep spells on a model/unit hit immediately expire
and the controlling spellcaster suffers d3 damage points.
Tactical Tips
Whiplash: If you are considering targeting Eiryss with an offensive
spell, read her rules completely. Twice.
Eiryss forges the path ahead of her peoples rising anger, ever
at the forefront as the herald of the coming storm. The years
ahead may see Eiryss remembered as the match that ignited
an unseen inferno. Such a conflagration as follows her will
leave no nation of western Immoren unscathed.
147
148
Mercenary
Midwinter
Minion
Orin Midwinter will only work for the Skorne.
Midwinter
Arcane Executioner - Midwinter gains
an additional die on damage rolls against an
enemy model with an upkeep spell on it.
Magic Ability
Cmd 8
6 4 6 4 14 12
Void Staff
SPECIAL POW P+S
Multi 5 9
R
Damage
Field Allowance
Victory Points
Point Cost
L
Base Size
5
C
1
24
Small
Void Staff
Energy Vacuum - Midwinter gains one power token when an enemy
model within 12 inches of him casts a spell. Midwinter may spend
power tokens for additional attacks or to boost attack or damage rolls.
Midwinter can have up to 3 power tokens at any time.
Reach - 2 melee range.
Tactical Tips
Null Magic: Dont forget that Null Magic affects friendly models
too.
149
thor steinhammer
He and his wrench are worth more than a company of hired guns.
Captain Sam MacHorne
150
Mercenary
Steinhammer will not work for Cryx or the
Protectorate.
Steinhammer
Steinhammer
Cmd 9
5 6 6 5 12 14
Blowtorch
RNG ROF AOE POW
4 1 12
Torch
SPECIAL POW P+S
Multi 12 12
Wrench
SPECIAL POW P+S
2 8
Damage
R
Field Allowance
Victory Points
Point Cost
Base Size
5
C
1
26
Small
Blowtorch
Fire - A model hit by the Blowtorch suffers Fire. Fire is a continuous
effect that sets the model ablaze. A model on fire suffers a POW 12
damage roll each turn during its controllers Maintenance Phase until the
fire expires on a d6 roll of 1 or 2. Fire effects are alchemical substances
or magical in nature and are not affected by water.
Torch
Fire
Flame - Do not add Steinhammers STR to Torch attack damage rolls.
151
MERCenaries
152
Thor Steinhammer
Solo
153
154
It seemed to take far too long, but they fought their way
up the slope and eventually reached the southeastern
entrance to the castle. Pitched fighting raged over
numerous areas of the outbuildings as pockets of
defenders battled the steadily swelling ranks of the
Khadorans. Man-O-War Demolishers with massive
hammers steadily widened the breach as Winter Guard
and Iron Fangs rushed inward between them.
155
156
157
158
159
160
161
162
163
164
Brisbane seethed but did not to let his men see anything
except calm. He had just received word of the situation
at the fourth gate. He kept running over plans to
extract his troops from fighting this column of knights,
but everything hinged on his still unanswered calls for
Captain Caines forces to join him.
Bastion knights came marching around the corner in a
crushing wall of heavy armor. The air erupted with the
sharp crack of rifle fire and the deep boom of Defender
cannons. Stormguard braced for impact.
Siege extended his hand and clenched his fist. His power
rent the cobblestones at the center of the bastions
line. Huge chunks of masonry shattered into their
midst and littered the street with uprooted stone. The
bastions weathered the blast but it slowed them enough
for another withering volley of rifle fire. The knights
marched through the torn street, and bloodshed began
in earnest.
Siege moved into a gap where a glaive had cut down one
of his men and brought his great hammer Havoc around
in a brutal blow. The shattered Bastion went flying back
through the knights pressing behind him.
His temper got the better of him. Where the hell is
Caine? He cursed. I will strangle that man with my own
two hands.
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They ran into Halstead and the 21st Battalion, and the
combined force moved toward the docks to regroup.
They all knew that their withdrawal conceded another
gatehouse to the Menites. The morale of the men
had fallen low as word of the hierarchs power spread.
The fear Stryker saw even on the faces of his veteran
Stormblades alarmed him.
Lord commander, Katherine Laddermore called. The
stench of the docks lingered in the air behind the smell
of blood and fire. She dismounted and carefully eased
the king down from her steed. Stryker crossed to her and
helped support the monarch down to a sitting position.
She said in an urgent whisper, I dont think his wound
is closing. Leto looked very pale and dazed, and the
wound continued to bleed freely.
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