Sie sind auf Seite 1von 118

CREDITS

WARMACHINE
created and designed by
Matthew D. Wilson

Lead Designer,
WARMACHINE

Writing & Continuity Manager

Brian Dugas
Doug Hamilton
Michael Jenkins
Ben Misenar

Douglas Seacat

Jason Soles

Additional Sculpting

Designer, Reckoning

Javier Garcia Urea

David Carl

Studio Modeler

Project Director

James A. Thomas

Bryan Cutler

Additional Modeling

Creative Director

Stephen Scott

Ed Bourelle

Miniature Painters

Lead Writer

Matt DiPietro
Geordie Hicks

Douglas Seacat

Editor
Dan Henderson

Video Producer
Tony Konichek

Publications Manager
Aeryn Rudel

No Quarter EIC
Michael G. Ryan

No Quarter Assistant
Michael Sanbeg

Director of Operations

Studio Administration
Assistant

Jason Martin

Charles Foster III

Mark Christensen

Hobby Manager & Terrain

Technical Director

Stuart Spengler

Kelly Yeager

Matt Goetz
Lyle Lowery
William Shick

Hobby & Terrain Specialist

Packing/Shipping Manager

Michael Archer

Joe Lee

Continuity

Photography

Vendor Coordinator

Matt Ferbrache

Geoffrey Konkel

Project Manager

Metal Casting Supervisor

Shona Fahland

Marcus Rodriguez

Licensing & Contract Manager

Resin Casting Supervisor

Brent Waldher

Scott Paschall

President

Lead Quality Control

Sherry Yeary

Cody Ellis

Chief Creative Officer

Production

Matthew D. Wilson

Oren Ashkenazi
Ryan Baldonado
Nelson Baltzo
Felisha Bolzenthal
Thomas Cawby
Johan Cea
Henry Chac
Bryan Dasalla
Alfonso Falco
Joel Falkenhagen
Maddie Gill
Trevor Hancock
Mike Harshbarger
Bryan Klemm
Mark Lawson
Chris Lester
David Lima
Clayton Links
Keith Loree
Christopher Matthews
Bryan McClaflin
Chris McLeroy
Antonio Mora
Phuong Nguyen
Antwan Porter
Sam Rattanavong
Erik Reiersen
John Roth
Rob Seamount
Jesse Sterland
Tu Thanh
Chris Tiemeyer

Writing
Matt DiPietro
Geordie Hicks
Zach Parker

Additional Writing

Douglas Seacat
Jason Soles

Editorial Manager
Darla Kennerud

Graphic Design Director


Josh Manderville

Graphic Design & Layout


Richard Anderson
Bryan Cutler
Shona Fahland
Matt Ferbrache
Laine Garrett
Josh Manderville

Art Director
Mike Vaillancourt

Cover Illustration
Andrea Uderzo

Illustrations
Carlos Cabrera
Oscar Cafaro
Johan Grenier
Kory Lynn Hubbell
Nick Kay
Raphael Lbke
Marco Mazzoni
Nstor Ossandn
Andrea Uderzo

Lead Concept Artist

Director of Business &


Branding Development
William Shick

Executive Assistant
Michelle Horton

Marketing Manager
Lyle Lowery

Web/IT Professional
Micah Scott Ralston

Convention Coordinator
Michael Plummer

Marketing Coordinator
Simon Berman

Organized Play & Volunteer


Coordinator
William Hungerford

Quartermaster Assistant

Nick Kay

Dianne Ferrer

Concept Illustrations

Retail Support and


Development Specialist

Roberto Cirillo
Andrea Uderzo
Mike Vaillancourt
Chris Walton

Studio Director
Ron Kruzie

Staff Sculptors

Charles Agel

Customer Service
Adam Johnson

Customer Support
Justin Cottom
Gabriel Waluconis

Production Director

Ben Tracy
Dara Vann
Matt Warren
Michele Wheeler

Development Manager
David Carl

Roleplaying Game Producer


Matt Goetz

Game Developer
William Schoonover

Playtest Coordinator
Jack Coleman

Infernals
Peter Gaublomme
Travis Marg
John Morin
Gilles Reynaud
D. Anthony Robinson
Donald Sullivan

Internal Playtesters
Ed Bourelle
David Carl
Leo Carson
Johan Cea
Jack Coleman
Cody Ellis
Bill French
Charles Foster
William Hungerford
Tony Konichek
Lyle Lowery
Bryan Maclaflin
Michael Plummer
Erik Reierson
William Schoonover
William Shick
Jason Soles
Jacob Stanley
Gabe Waluconis
Matt Warren

External Playtesters
Andrew Allen
Alice Bettoli
Jonathan Boggs
Cody Brown
Corey Brown
Andrew Hartland
Kristin Hartland
Jake Hoffman
Tom Hoffmann
Federico Ingrosso
Stu Liming
James Moreland
Shane Phillipi
Thomas Phillipi
Andrew Ready
Owen Rehrauer
Josh Saulter
Tim Simpson

Proofreading
David Carl
Dan Henderson
Darla Kennerud
William Shick

THE NEXT BIG THING


Bigger is better. That was the mantra we held to when we
unleashed colossals upon WARMACHINE tabletops across
the world three years ago. Since that time these massive
weapons of war have irrevocably changed the way battles
are fought. The modern colossals have forced commanders
to adapt new tactics and strategies, both when employing
their factions own colossals and when fighting against
their enemys ultimate weapons of war.
Even as Immoren itself still trembles from the impact of
these first mighty constructs, the foundries and factories of
the Iron Kingdoms prepare to deliver the next generation
of colossals to the war-torn battlefields, each nation
hoping that their innovations will provide them the muchneeded edge to finally wrest total victory from their foes.
These new colossals, outfitted and armed with the latest
advancements in weaponry and technology their factions
have access to, certainly demand attentionbut they are
far from the only new weapons tabletop generals can call
on to aid them in their fight for supremacy.

Reckoning introduces powerful new character warjacks


for some of the most recognizable warcasters, including
Cygnars Allister Caine and Khadors infamous Orsus
Zoktavir. New troops and heroes also heed the call to battle
and add their formidable strength and skills to the armies
of western Immoren as the struggle between the living and
the dead comes to a dramatic and explosive climax.
New warcasters, colossals, and character warjacks provide
faction commanders with plenty of shiny new toys, but
Mercenaries are by no means left out in the cold! The
Talion Charter mercenary contract receives some longawaited reinforcements, the Searforge contract gains the
first Mercenary battle engine, and the Puppet Masters
contract introduces a deadly new Cephalyx warcaster.
Whether you fight for wealth or ambition, for the survival
of Immoren or to lay waste to all beneath your gaze, the
time for restraint is over. Roll out the big guns. It is time
for Reckoning!

TABLE OF CONTENTS
DEEPER OBLIGATIONS, PART ONE . . . . . . 4

RETRIBUTION OF SCYRAH. . . . . . . . . . . . . 64

THEME FORCES & CEPHALYX RULES . . 17

MERCENARIES . . . . . . . . . . . . . . . . . . . . . . . . . . 74

CYGNAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

MODEL GALLERY . . . . . . . . . . . . . . . . . . . . . . . .92

PROTECTORATE OF MENOTH . . . . . . . . . 34

PAINTING GUIDE . . . . . . . . . . . . . . . . . . . . . . . . 96

KHADOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

DEEPER OBLIGATIONS, PART TWO . . 104

CRYX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Visit: www.privateerpress.com
Privateer Press, Inc., 1705 136th Pl. NE, Ste. 120 Bellevue, WA 98005
Tel (425) 643-5900 Fax (425) 643-5902
For online customer service, email frontdesk@privateerpress.com
This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All Rights Reserved. All trademarks herein
including Privateer Press, Iron Kingdoms, Full Metal Fantasy, Immoren, WARMACHINE, Forces of WARMACHINE, Steam-Powered Miniatures Combat, Convergence of
Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES,
Monstrous Miniatures Combat, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Formula P3, Formula P3 Hobby Series, and all
associated logos are property of Privateer Press, Inc. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part
of this publication may be stored in any retrieval system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the
materials herein, unless specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. In the event that permissions are
granted, such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein
or preserve all marks associated therewith. If you steal our copyrighted material, Haley's experience has taught us that the transgressions of Past You will ensure there
is no Future You. We trust her judgment; she's been through a lot.
First printing: February 2015. Printed in China.

WARMACHINE: Reckoning . . . . . . . . . . . . . . . ISBN: 978-1-939480-47-7 . . . . . . . . . . . . PIP 1060


WARMACHINE: Reckoning Hardcover . . . . . ISBN: 978-1-939480-48-4 . . . . . . . . . . . . PIP 1061

DEEPER OBLIGATIONS
PART ONE

THE THORNWOOD NECROFACTORIUM,


EARLY 609 AR

Kommander Oleg Strakhov sat on his haunches keeping


watch on the entrance, glad to be free for the moment of
the oppressive drudge helmet that he had been wearing
for the weeksor was it months?since he first infiltrated
the Cryxian base. He had lost all track of the passage of
time amid his desperate bid to find and rescue Kommander
Karchev. Time meant little below the earth with no sun
or moons to mark its passage, and Strakhov had quickly
given up trying to track it.
He had been back to see Karchev several times since
discovering his location within the necrofactorium. When
the great kommander was lucid enough to speak to him,
he would ask Strakhov to kill him so that he could not be
made into a weapon against the Motherland. Each time
Strakhov had refused or deflected the request, asserting
that he would find a way to free Karchev and return him to
the fight against Khadors enemies. The promises sounded
increasingly empty to Strakhovs ears. Karchev was clearly
deteriorating, the torments inflicted upon him by his
captors eroding even his legendary iron will.
Strakhovs own mind had begun to fray under the pressures
of remaining unseen in the bowels of the Cryxian base for so
long. He had forgotten the taste of real food, subsisting on
the vile substance employed to nourish cephalyx drudges.
His apparent impotency to rescue Karchev from the torments
that were slowly breaking the kommander was far worse
than any deprivations, though. His own darkest moment
had come when he found Karchev, fresh from some new and
horrific interrogation, raving incoherently and with wild
eyes, incapable of recognizing him. Strakhov had almost
drawn his blade to end the kommanders suffering. As his
hand had tightened on its grip, his resolve had returned, as if
the familiar feel of the hilt had reignited the fire within him
that had been smothered by the necrofactoriums darkness.
The next time he had visited, Karchev had been his usual
stoic self, his mind intact, though weary beyond belief.
Kommander, I need your assistance, a gruff voice hissed,
breaking him from his thoughts.
Of course, Alexi, Strakhov said in a similarly low tone,
trying to keep his voice from carrying. He stood and made
his way to his fellow Khadoran, carefully picking his way
through the scattered scrap piles of the necrofactoriums
mechanical salvage area.
Strakhov had discovered this place shortly before he had
found Karchev. At the time he had dismissed it as useless; it
had appeared to contain only the worst of the wreckage Cryx

had scavenged from the battlefield. Most of its piles held


little more than shredded scrap. All the better pieces had
been claimed by necrotechs and taken to their laboratories.
Following his last visit with Karchev, Strakhov had
returned here, desperate to find somethinganything
that could help him make Karchevs life-sustaining
equipment mobile. He had determined that the undead
used a systematic approach to sifting through the scrap.
Intact cortexes were prioritized and taken away, but among
those that were rejected he sensed several of Khadoran
manufacture that still had a spark of internal functionality.
Strakhov was able to steal the best of these before they
could be broken down and reclaimed.
His limited mechanikal aptitude was another barrier, and
it was this that had prompted him to seek help. He had
entered the necrofactorium alone. During his explorations
he had come upon chambers where recently captured
prisoners underwent the horrific surgery that transformed
them into mindless drudges to serve the cephalyx. Among
these prisoners had been his unfortunate countrymen,
including battle mechaniks waylaid in the last engagement.
I need you to maneuver this piston here, Alexi said,
motioning with the steel clamp that had replaced his hand.
None of the rest of us have the necessary delicate touch,
thanks to our captors. Alexi spat into the cold earth at the
mention of the cephalyx.
You have made do. As true soldiers of the Motherland,
Strakhov said. He forced himself not to think about the
fate of the men he hadnt saved. It had been difficult to
stand by as his countrymen, and even the Cygnarans,
were cut apart, violated and transformed into mindless
abominations. Hed had little choice, of course; trying
to save them all would only have led to his deathand
Karchevs. So he had waited and watched, until he saw
Alexis small group of mechaniks.
It had taken all his skill to liberate them without alerting
the entire base. Unlike with the mindless thralls or
drudges, the death of a cephalyx, even a minor one, would
not go unnoticed. It was an unavoidable risk. He had been
unable to intervene until after the cephalyx had begun
many of the external modifications to the men. In order to
throw off the rest of the base as long as possible, Strakhov
had staged the scene to appear as if several prisoners had
broken loose and killed the overseeing cephalyx before
being torn apart by drudges. He had not relished killing
his own countrymen, but those chosen had been suffering
and were slated for a fate worse than death. It had been
imperative that the scene be as authentic as possible.

He swore their sacrifice would be honored once he had


succeeded in liberating Karchev.

This connective tubing will probably leak, and many of the


parts are damaged. Anyway, Alexi, its ready for its cortex.

He was depending on the hope that the cephalyx cared so


little about individual humans they would not notice the
deception. This meant he was trying to conceal an entire
group from the inhabitants of the lower tunnels. The clock
was ticking. They would be noticed eventually.

Did you pick one out, Kommander? Alexi motioned to


the three cortexes Strakhov had selected. Each had severe
dents from direct impacts, and one had been partially
flattened.

Now youll need to bend these back into position here,


but be careful you dont crumple the piston itself, Alexi
instructed.
Strakhov did as he was told while Alexi and another
mechanik named Vadim use their mechanical appendages
to secure the hydraulic array in place.
You can let go now, Alexi said.
Strakhov released the piston and stepped away. He winced
at the sight of the slapdash nature of the thing. Youre
sure you can get this machine operational?
Alexi scowled, exaggerating the heavy lines in his sallow
face. Depends on what you mean by operational. The
legs are misaligned and the steam engine has faulty
relief valves, which could lead to a boiler explosion. Im
confident we can get this kuchka to move, however, and so
get Kommander Karchev out of this place.
Strakhov nodded, though looking at the thing along with
the ragged band of survivors he had his doubts. He had
saved their lives, but they were scarred, mentally as well
as physically. The horror they had endured combined with
the strain of scurrying about the base had left its mark:
they moved more like mice avoiding a housecat than
soldiers of the Motherland. Normally he would never
have tolerated such weakness, but he knew he must rely
on these men, for they had skills he lacked. He recognized
their tenuous mental state and had made it a point to
bolster their shattered spirits in whatever way he could.
He said, Once we make our move, well have precious
little time before the alarm is raised.
We were lucky to find a chassis with so little boiler
damage, Lazlo interjected, speaking quickly and with
enthusiasm. The scrawny youths harrowing experiences
had clearly not extinguished his energetic personality.
Doubly so that it was on one of the new Grolars. The
sheer power possible from its boiler array will give you
plenty of speed.
Youll just need to watch your fuel, Vadim added from
his place atop the warjacks chassis. His face, damaged
by the cephalyx, had been hastily bandaged, and he
struggled to speak clearly. Theres a full load taken from
the other wrecks, but that wont last long if you push it.

Strakhov pointed to the one on the left. That one.


Lazlo looked skeptical. That one by far has the worst
wear. Are you sure, Kommander?
My mother told me once, the prettiest girls rarely make
the best wives, Strakhov said flatly.
A light of amusement entered Lazlos eye. A strange
lesson, Kommander.
My mother was not an attractive woman. Strakhovs face
showed no humor as he fixed his gaze on the mechanik.
Alexi chuckled. But clearly she was a smart one.
Strakhov nodded. The brightest I have ever known.

SUDDENLY A MUFFLED
BOOM ECHOED THROUGH
THE CHAMBER WALLS, AND
STRAKHOV FELT THE FLOOR OF
THE ROOM VIBRATE.

Stop chit-chatting with the kommander, Vadim growled


from atop the jack where its access hatch had been opened
wide. Get his cortex up here! My ass is getting numb.
Lazlo looked between Strakhov and the delicate but heavy
cortex, then down at his own handsone a cauterized
stump, the other an oversized metal gauntlet. Um,
Kommander . . . ?
Strakhov patted Lazlo on the shoulder once and went
over to pick up his chosen cortex. Alexi followed.
Suddenly a muffled boom echoed through the chamber
walls, and Strakhov felt the floor of the room vibrate
from the activation of heavy machinery in the heart of
the necrofactorium. He stopped and listened as his hand
instinctively went to his blade. The walls had come alive
with a vibrating hum. He thought he heard more muffled
noises. Explosions? Gunfire?
What is it? Vadim hissed, his eyes darting around
nervously.
Strakhov held up a hand for silence as he strained to listen.
It was difficult to discern over the new sounds of the
machinery, but he was certain he heard distant explosions.

DEEPER OBLIGATIONS, PART ONE


Above, he said, an excited edge to his voice, our
comrades have commenced a new attack. He turned and
looked to Alexi. We will never get a better chance than this.
Our enemies will be distracted. We have to move, now!
The group worked quickly, Alexi overseeing Vadim and
Strakhovs installation of the cortex while Lazlo stoked the
warjacks boiler. When the final conduits were connected,
Strakhov felt the dull pulse of the warjacks damaged
consciousness surging to life. Though its mind was clearly
impaired, there was an impulse still there: a need to serve.
Strakhov gave a sharp nod. Lets get Kommander
Karchev.
SOUTHWESTERN THORNWOOD, TWO
WEEKS EARLIER

The dark-haired woman rode in an enclosed wagon that


looked like any of the many others comprising the long
resupply column. It was ahead of several wagons hauling
inert warjacks and behind a number of iron-banded and
barred wagons resembling prisoner transports. These
displayed the sigils of the Greylords Covenant and
contained dozens of doom reavers. Regular soldiers were
already descending from the front wagons and being
swiftly assigned to tents among the forest encampment
by ranking officers. These were reinforcements brought
in to fill the ranks of war-ravaged kompanies. Grim-faced
arcanists in fur hats and coats assembled outside the doom
reaver transports, awaiting orders. The doom reavers
themselves would be offloaded and bivouacked under
Greylord supervision, assigned to isolated tents. Through
the wagons slatted window, she observed Obavnik
Kommander Zerkova, who had led the convoys military
escort, disembark from one of the forward wagons to give
the ranking Greylord officers their orders.

SHE SET HER LIPS AND FACED


HIM SQUARELY, SEEING BEFORE
HER ONE OF THE GREATEST
ENEMIES OF HER PEOPLE.

The army encampment was bustling with activity, and not


only among those wearing the uniforms of the Motherland.
A portion of the encampment was dominated by soldiers
attired in blue, gold, and whiteCygnarans, who watched
the arrival of the Khadoran reinforcements warily. A single
hooded form stepping down from one unmarked wagon
was easy to overlook.
Those with an attentive eye might have noted something
significant was happening at the largest command tent,

adjacent to the new arrivals. This was a place set aside for
meetings between officers of the two allied armies. More
soldiers than usual were posted around its perimeter,
among them several Man-O-Wars and elite Iron Fangs from
highly decorated units. Also present were heavily armored
Cygnaran knights, both Stormblades and Stormguard, and
though their voltaic weapons were dormant at the moment,
a blue glow simmered within each. Some of the knights
wore armor that gleamed silver, bereft of the typical blue.
Several warjacks rumbled at either end of the tent,
their numbers divided exactly between Cygnaran and
Khadoran machines. She noted that this precise parity
continued among the tents watchful guardians, which
included among them a battle-seasoned warcaster from
each side. Every man standing guard around the tent was
tense and wary.
Before she stepped down from the wagon the slim woman
had been stopped by a hesitant sound from another
passenger, a much older man sitting partially in the
shadows. Though aged, he retained a robust frame and
there was an alert gleam to his eyes when the light caught
them. You are certain you do not want me to join you?
I am sure, she said firmly, though her eyes offered
the barest smile. We will speak afterward. You worry
overmuch.
Of course I do, he said with a sigh. He spoke in that rare
tone reserved for when he wished her to think of him as
family. But you have heard my warnings already. I will not
tire you with their repetition.
Good, she said. She knew all too well the risks she was
taking, yet she also knew how vital it was to be here. I am
nowhere safer than here with my officers, my countrymen.
His look suggested he could think of several more secure
locations, but he held his tongue.
As she approached the opening of the tent, she saw, as she
had requested, the hulking presence of a certain warcaster.
He stood leaning part of his weight against his great axe, the
butt of its shaft set into the soil. Sensing movement, he turned
to face her with a scowl. She pulled back her hood, revealing
her face. On her brow was the simplest of her crowns. The
nearest guards immediately turned to her, removed their
helmets, and bowed deeply. An expression of wonderment
crossed the face of Orsus Zoktavir before he, too, bowed,
lowering himself as far as his thick armor would allow. She
inclined her head slightly to him and laid a hand on his
shoulder as she walked past him and into the tent.
It was a large space, intended to accommodate dozens of
officers together with their accompanying clerks and aides
as well as a large table and several desks. The furniture had

been pushed back to clear the center, where only a pair of


chairs remained. The tent was empty of occupants except
for a single figure standing at the other side of the cleared
area, adjacent to one of the chairs. He was thin and narrow of
shoulder, though not as short as she had been led to believe.
He wore attire that resembled a military uniform, such as
those worn by nobles when they wished to demonstrate their
former service, his chest festooned with a variety of medals.
Something about his bearing and attire struck her as funereal.
She stepped forward into the light cast by the oil-fed lanterns,
and they stared at one another for several long seconds, each
feeling the tension. She saw that his black hair included grey and
that his face was lined and looked weary, though he possessed
a certain dignity. She set her lips and faced him squarely, seeing
before her one of the greatest enemies of her people. There was
no etiquette for this occasion. They had never met, and this
meeting had been arranged in secrecy. No translators were
present; she knew the Cygnaran tongue and suspected he knew
Khadoran. His erudition was well known.

She waited, allowing him to speak first. She would let him
decide if this was courtesy or insult. It felt as though they both
stood on a precipice, staring into a chasm of unknown depths.
At last he broke the silence. Empress Ayn Vanar, it is my
great honor to greet you. I offer hospitality and welcome. I am
pleased you accepted my unorthodox invitation, and I am also
glad you arrived safely. He spoke in passable Khadoran, but
in his southern accent the words sounded like profanity. She
noted that he did not use the royal "we."
She gave a small inclination of her head. King Leto
Raelthorne, she said. We are pleased you are enjoying our
hospitality in what was until recently a place of contention. We
acknowledge the courage you demonstrate in accepting the
risk of coming here for a discussion. We could respond with
nothing less. After a brief pause she said, We ask that you
use your native tongue, so you may more easily speak your
mind. We will understand you. Do you require a translator?
That will not be necessary, Your Majesty. I know your
tongue well enough. He spoke in Cygnaran, as requested.
The language was not pleasing to her ear, but she preferred

DEEPER OBLIGATIONS, PART ONE


it to hearing a southerner speak Khadoran. He added, Let
us speak without unnecessary formality.
She stepped forward a pace and he did the same,
allowing them to address one another more comfortably
and discreetly. She kept her expression carefully blank,
revealing none of her loathing. Once she would have
thought the only way she would ever stand so close to
this man was with him in irons, her prisoner, begging for
mercy. A pleasing image.
Yes, she said. Let us not waste time on idle pleasantries.
He indicated the field chairs. Would you like to sit?
I prefer to stand, she said. We both know why we are
here: to discuss the strange alliance our armies entered
into unbidden.
He nodded, pensive. After a pause, he said, We find
ourselves in an unusual circumstance, one that has never
arisen between our two nations.

WHEREAS YOU SEEK CONQUEST,


CRYX SEEKS ANNIHILATION AND
ETERNAL ENSLAVEMENT.

army not cracked its walls and invaded its streets. Despite
this, I do not hold you to blame for what transpired
at Cryx's hands. We have been at war for a long time.
Khadors objectives were military ones, and I believe your
forces would have treated the civilians with honor. But
whereas you seek conquest, Cryx seeks annihilation and
eternal enslavement. Those who fall to the lich lords cannot
even find peace in death. Your men saw terrible things in
the streets of Point Bournepure evil, unadulterated by
politics or mortal ambition. Your officers reacted as any
sane person would have. The living must stand against the
undead. So was this alliance born, as a means to counter
the darkness. I see this as a moment of clarity and sanity.
Ayn was not unmoved, though her face did not show it.
She could not help but imagine the same fate afflicting her
people. Cryx had stretched its skeletal claws north before.
Port Vladovar had suffered under its assault. Its horrors
had even defiled her own cathedral in Korsk. Still, this
was no time for compassion. She said, War is harsh and
innocents suffer. You hold me to blame for the deaths of
thousands of your countrymen: in Llael, at Northguard,
in Point Bourne. Neither can I forget the spilled blood of
countless sons and daughters of the Motherland slain as a
result of your commands. It would be foolish to pretend
to be friends.
I do not seek your friendship, Leto said. But our path
and cause are for the moment aligned.

She said, You should know, before all else, that I did not
consent to ally. Given the circumstances it is clear that
neither did you. Those who made this bargain might be
deemed guilty of treason and could be executed in both
our nations. It is only the extraordinary circumstances and
the supreme kommandants value to me that forestalled
my hand. I am still weighing whether I should proclaim
this alliance null and void.
His eyes widened. He replied carefully, While it is true
that I was also taken by surprise by this arrangement,
my commanding officers have my utmost confidence. I
understand the reasons they chose as they did. The enemy
we face makes other enmities seem paltry. If Cryx prevails,
all suffer.
Ayns lips compressed. She did not consider the claims of
the Khadoran Empire and twelve centuries of grievances
paltry. She said, It was natural for your generals to beg for
help. None can fault them. Your city was in flames, your
citizens slaughtered. Your army was not strong enough to
protect them. It must have been difficult for your generals
to ask aid of those they blamed for their suffering.
Letos expression darkened. Yes, he said softly. Point
Bourne would not have been vulnerable to Cryx had your

So you are decided that you wish to extend this alliance,


even knowing it will not end the bitter enmity between our
people? It gave her some satisfaction to see the pained
look in his face at her blunt speech.
Leto continued in a measured tone, There are deep
grievances between our peoples, ones not easily put aside.
I still think it worth the attempt. If afterward a resumption
of war is needed to resolve them, I will accept that. But
not now. Not today, or tomorrow, or any day Cryx holds
a portion of the mainland. We should agree to a period of
extended cooperation terminating only when Cryx is driven
from these lands. We can resume our discussion then.
Ayn narrowed her eyes. She said, What do we gain from
this cooperation? Certainly Cryx is terrible. We have
fought them before and will again. I am uncertain if it is
to our benefit to tie our fate to yours. We should discuss
real terms. In any negotiation there is a stronger and a
weaker party. The weaker must compromise and satisfy
the stronger.
At last she had broken his calm demeanor; she saw anger
flash in his eyes for the first time. Terms? This is not a
peace negotiation. We are not surrendering. The issue is
whether we can save thousands of lives by cooperating

to eliminate a threat that faces your nation as much as it


does mine.
She found it reassuring to see a break in the serene veneer
he preferred. She said, Those are noble sentiments, but
it is misleading to suggest Cryx is as much a threat to us
as they are to you. They dwell off your western shores,
and ours are only rarely troubled. Now that we are aware
of the extent of the problem in the Thornwood, it will be
dealt with.
The recent defeat of our combined armies suggests
otherwise, Leto said. You do not have the luxury of time
to assemble a greater army here. We know this enemy. They
are deeply entrenched. If not extracted now, they will only
extend their hold. For the moment we have an advantage,
won at great cost: we have learned the disposition of the
enemy. We have found their heart. Give them time to adapt,
and their vulnerability will vanish. They can recover more
swiftly than we can. Combining our forces now is the only
way to ensure we can root Cryx out before it becomes
impossible. This foe relies on fear and hesitation. He
spoke with rising energy and conviction.
Near the end, however, she saw him open his mouth to
say something else before he apparently thought better
of it. What was he withholding? His hesitation called to
mind reports from her spies regarding a recent clash in
Ordic territory along the Dragons Tongue River, west
of Point Bourne. Something significant had transpired
there, she was sure; the Cygnarans eagerness to resume
the fight in the Thornwood had followed immediately
thereafter. She also knew many Cygnaran nobles were
increasingly restless, almost defiant. The southerners
were near the breaking point, which made her loath to do
anything to bolster them.
Balanced against this was the recent and unexpected
visit from the Old Witch. More than anything else, it had
been this that had convinced her to risk her life to travel
to this forsaken place. The ancient crone had delivered
dire pronouncements regarding Cryx. She had said that
Ayn would regret ignoring the Thornwood. The annals
of Khardic and Khadoran sovereigns contained proof
of tragic calamities befalling those who disregarded
Zevanna Agha.
Did you feel that? King Leto asked abruptly. She frowned
and realized there was a growing vibration underfoot.
Each of them stepped back, but before they could even
raise a voice to shout an alarm the ground tore open with
a rumble and creatures of blackened steel ripped through
the earth to crawl up from below. Ayn stumbled briefly
as she stepped back. She was scrambling to right herself
when something heavy landed in front of her, one of its

forelegs piercing the ground where she had just stood. Its
hunkering form was fronted by a freakish gaping mouth
filled with long bleached teeth, and along its lower jaw
gleamed a pair of hooked metal mandibles.
The outer wall of the tent tore open in a half-dozen places
as the guardians stationed around the perimeter reacted
to the disturbance. Even as the bonejack lunged for the
empress, an Iron Fang moved to interpose himself. He
gave a choked cry as the creature hooked into his torso,
piercing his lower breastplate and driving upward into his
chest cavity. An Iron Fang kovnik put himself before her
next, driving the machine back with his axe.
A smaller, more spindly bonejack with a skeletal head
leapt at Leto, and he narrowly evaded, stepping to the
side. It shattered a table behind him, its sharpened foreleg
piercing the outer wall of the tent, before it whirled back
around, hissing through its open jaws. Then that side of
the tent was torn and more defenders poured in.
There was a roar and Ayn was pulled back as Orsus
Zoktavir strode past, his face red and livid. His great axe
was drawn back to strike. He pushed past the kovnik and
with a single great blow cut through the Helldiver, which
split apart with a shriek of protesting metal. The air of the
tent quickly became rank with necrotite as the machines
fuel reserves spilled across the ground. Orsus paid no
heed, giving a bellow and striking at the next Cryxian
thing in reach.
The entire tent was in uproar, and Ayn found herself being
ushered back and away as Khadoran soldiers converged.
Leto had a sword in hand, perhaps given him by one of his
men, and he drove its point through the skull of the Stalker
that had sought to skewer him. Undeterred, the machine
struck again as Leto moved aside. Then he, too, was pulled
back and surrounded by armored soldiers. Moving quickly
to the fore was Lord General Stryker, whose warcaster
armor filled the tents interior with sharp blue light and a
buzzing sound like angry bees.
Spectral forms continued to pour from the hole below the
tent, unnatural figures that seemed half shadow, attired
in strangely archaic armor and wielding long bladed
polearms. They struck down several of the nearest soldiers
before they were hacked apart. A cordon of Man-O-War
shocktroopers surrounded Ayn, shields locked tightly
together as they moved her back.
Wait! she commanded, refusing to be pulled entirely
away.
The nearby encampment had been thrown into tumult by
the attack and the air was filled with shouts, cries, and
barked orders. She saw Zoktavir annihilate another dark
machine and then turn without thinking toward Lord

DEEPER OBLIGATIONS, PART ONE


General Stryker, who had closed from the other direction.
Zoktavir snarled and drew back his axe, seeing only a
hated enemy. The looming form of an Ironclad came up
behind Stryker, its hammer raised.
Orsus! Ayn yelled sharply through the chaos. He checked
his swing, preventing it from making its deadly arc. Though
Strykers warjack seemed to have sensed the threat, the
man himself realized his peril only when he saw the huge
axe stop. His power field hummed and glowed brightly, but
it likely would not have saved him. The thought entered
Ayns mind that if not for the larger threat of Asphyxious
she would have remained silent. The moment passed, and
the two warcasters returned to annihilating the last banes
and bonejacks erupting from below.
Ayn heard shouting outside and realized there was more
fighting beyond the tent. Clearly more than one hole had
opened to unleash Cryxian horrors. She saw Aleksandra
Zerkova, flanked by her reaver guards, engaged on the
other side near where their wagons had arrived. What of
Blaustavya? She felt relief to see him with his own escort
at a safe distance. Armed Cygnarans were converging on
additional shadowy forms to the south, where their own
tents were clustered.
Despite the initial clamor, it was not long before the
fighting ended. Cryx had not sent a force large enough to
threaten the armies themselves; assassination had clearly
been their goal. The Cryxians elsewhere had been intended
to sow confusion while those in the main tent murdered
the sovereigns. Her protectors had been swift, however,
as had Letos.
She realized her hands were trembling, more from
adrenaline than fear. She took hold of the Morrowan
pendant she carried, together with the icon of Ascendant
Katrena, and offered a brief prayer. She allowed herself
only a moment before putting it away, composing herself
before the eyes of her soldiers.
Thank you for your actions, she said to the shocktroopers.
Attend me. She motioned for them to step back. They
stayed near as she circled the annihilated command tent.
Additional soldiers and officers as well as several other
warcasters and their jacks had closed on the area, though
discipline held and the senior officers were taking matters
in hand. Supreme Kommandant Irusk was among the
arrivals, ordering the tunnels from which the foe had
emerged to be scoured and collapsed.
He saw her and strode forward, taking a moment to bow
deeply. Your Majesty, you are unharmed? We should take
you somewhere more secure. Behind him Great Vizier
Blaustavya also neared, flanked by his escort. His eyes
warmed at the sight of her safe and whole.

10

No, she said. Where is King Leto?


She accumulated a larger escort of watchful officers as
she made her way to where the Cygnaran sovereign was
similarly protected. He had been pulled back from the
command tent toward his own army, but his guardians
parted respectfully at the approach of the Khadorans. The
soldiers of each side seemed less wary of one another now
after being reminded of their mutual foea sentiment Ayn
could appreciate.
Your casualties? she asked. She felt her heart still racing
and knew she was not entirely calm.
Fortunately few, he said, though we dont have a full
tally. Yours?
She looked to Irusk and he said, The same. There were
losses. It could have been much worse. He stopped
abruptly, perhaps aware of the extreme understatement.
Frowning, Leto said, I am at a loss as to how they knew
to strike where they did. We undertook great precautions
arranging this meeting.
As did we, said Ayn. The matter will be investigated.
She sent a look to Blaustavya, whose expression was grim.
He gave a small nod; the guilty party would be punished.
She turned back to Leto and squared her shoulders,
taking a deep breath. Then she said, Regarding the
matter we were discussing: you were right. I should not
have suggested otherwise. A hush fell all around them,
particularly among her contingent, none of whom had
ever witnessed an admission of this sort from the empress.
She said, Let us put an end to Cryx, together, now.
King Letos eyes shone with a blend of relief and conviction.
He nodded and said, Together we will see it done.

Later, in a hastily improvised command tent, Supreme


Kommandant Irusk stood with Lord General Stryker
discussing the plan Irusk had worked out among his
senior officers. The two strove to arrange for the proper
coordination required between their separate armies. Irusk
felt tense, distracted by the aftermath of the attack on the
sovereigns. He sought to focus on the maps and sketches
of forest geography arrayed before him.
Among the soldiers of the two kingdoms the attack had
created temporary solidarity. Irusk had seen several
Winter Guard mingling with Cygnaran trenchers, enough
to make him wonder at the state of general discipline, but
he left the task of reprimanding such individuals to his
sergeants and junior officers. In this tent there was no such
camaraderie.

Irusk suspected he and Stryker shared some thoughts


in common, such as how mad it had been to allow their
sovereigns to meet here, in the Thornwood. Of course,
they could never have expected Cryx to find a way to
attack so precisely. But each also had experience with the
stubborn resolve of a monarch set on a course of action.
Their respective rulers had chosen to meet despite all
warnings and objections.
You have a plan to neutralize Cryxs advantages? Stryker
asked, folding his arms.
We do, Irusk affirmed. We put the best minds of the
Greylords Covenant to the task. They have analyzed
this fortress and its mystical workings. The lich lords
necromancy is based on Orgoth principles, which our
arcanists understand very well.
No doubt, Stryker said, with narrowed eyes.
Irusk ignored the implied condemnation. Now that
we better apprehend their defenses, we can attack with
greater effectiveness. We intend to approach deliberately,
laying down extensive fire on their fixed positions as we
encircle the perimeter.
We will lend our own cannons to that effort, Stryker
noted.
Irusk nodded. He continued, I intend to shell the area for
several days before we begin our main approach. Naturally
the enemy will attack our artillery positions, but we will
advance in formations to protect them. The Cryxians
have extensive underground facilities, so shelling will
accomplish only so muchits purpose will be primarily
to allow us to seize the perimeter with limited losses. Once
we control the surrounding ground, we can approach the
tower more systematically.
What of the fortress itself? Its supernatural defenses are
formidable.
Its strongest protections rely on fresh souls. It is
absolutely vital we limit initial casualties. Every death
in proximity of the fortress outer spires will make them
stronger. He tapped a sketch showing the known layout
of Cryxs outer defenses.
Stryker said, The power wielded by those emplacements
behaved similarly to voltaic energy. Our stormsmiths
described it as necromantic lightning.
That fits. Irusk nodded. Some of the external structures
of the complex serve as conduits for this power. He
traced those areas on the sketch. Before we allow our
armies to close on the main tower, we need to disable these
necromantic spires.

There are dozens of them, Stryker said.


The Greylords theorize we can disable the system by a
focused two-pronged attack, Irusk noted. We will send
one special vanguard here, to destroy this building we
believe serves as a surface conduit to the southern spires. I
have a force picked for this, comprised primarily of doom
reavers and warjacks. Those should be immune to the
necromantic defenses. Kommander Orsus Zoktavir will
lead them. Their deaths will still empower the complex,
but that cannot be avoided. We will use as few as we can.
Simultaneously, I need you to bring a concentration of
voltaic weaponry here. He pointed to a portion of the
complex on the opposite side. If we can deliver a great
surge of voltaic energy into the system at this northern
conduit not long after the southern one is destroyed, the
connections between the spires should overload, perhaps
even harming the central fortress itself.

THEIR RESPECTIVE RULERS


HAD CHOSEN TO MEET
DESPITE ALL WARNINGS AND
OBJECTIONS.

This is the recommendation of your Greylords? Stryker


asked, clearly skeptical.
Yes. Their theories are sound, I believe. It will be risky.
After a moment the Cygnaran warcaster nodded. While
we reserve our strength the entire Cryxian army will seek
to slaughter those sent forward.
True, Irusk said. I will go over detailed plans to divert
the foe and provide covering fire to the forward elements.
With just the numbers we have gathered, even the recent
reinforcements, I would not hold our chances of success
very high. But we will not be alone. A messenger has
brought word of additional forces from the north. I am
working to time their arrival to coincide with our main
assault.
Stryker frowned.
Merywyn?

He

asked,

Reinforcements

from

Irusk offered a tight smile. Not directly. From Umbrey


and Leryn. When the lord general shot him a sharp look,
Irusk added, Great Prince Tzepesci brings his vassals.
With them comes Hierarch Severius and his Northern
Crusade. He saw the blood drain from the Cygnarans
face. Severius was persuaded by the great prince to lend
his strength against Cryx.

11

DEEPER OBLIGATIONS, PART ONE


THE THORNWOOD
NECROFACTORIUM

On
receiving
the
news,
Asphyxious hissed his displeasure
and lashed out, scraping long
rents along the nearest wall with
his clawed fingers. He slammed
his sword Daimonion into the
metal workbench in front of him,
hewing the bench in twain. The
pistol wraith who had reported
to him cowered and backed away,
though neither such efforts nor its
insubstantial state would save it
from the lich lords wrath.
Deneghra stood nearby, arms
folded, unperturbed. She spoke to
the pistol wraith, saying, You may
go. It fled with alacrity, clearly
glad to escape the temper of its
lord. Deneghra eyed Asphyxious
and saw how anger roiled
from him like a tangible thing,
manifested through the power that
flowed effortlessly through and
around his metal form. I can find
something else for you to destroy,
if that is your desire. She knew
being sarcastic was a risk when he
was in a temper, but he continued
to rage heedless of her remark.

You cant trust Severius, Stryker said vehemently. He


will use this to his advantage.
Irusk clenched his jaw. All I require of the Menites
is to arrive and to fight. Great Prince Tzepesci assures
me they are ready to do that much. I will entrust
nothing more complicated to them; they will serve as a
distraction. Without their numbers, Cryx would quickly
overwhelm us.
Perhaps, Stryker said. He was clearly troubled.
The most vital aspects of this plan fall to your people and
mine, Lord General.
Stryker nodded and said, If your people do their part, we
will do ours.

12

Failure! He paced, his hands


glowing with power. The deaths
of the human leaders would have
left their armiestheir entire
nationsoverwhelmed by grief
and thrown into anger, despair, and confusion. It would
have given us time. Time that is increasingly scarce.
Yes, I heard the report, she said. You actually believed
the attempt would succeed? I thought it more likely a
gambit to provoke or divert them.
I do not comprehend the difficulty in obliterating a pair of
insignificant mortals. They wither and die at the slightest
touch.
These particular insignificant mortals are the rulers
of powerful nations, Deneghra said. Each protected
by large and vigilant armies, each led by formidable
individuals who have thwarted us before. You should
have sent me. I would have seen it done.

He turned to face her. His glowing eye appraised her and


his metal hand clenched. No. There is much yet to attend
to that requires thy attention and thine alone. With the
intelligence we possessed, the measures enacted should
have sufficed.
It was a chance worth taking, Deneghra allowed.
But I admit I had reservations about the source of your
intelligence.
The information given us was accurate, Asphyxious
retorted. An opportunity such as this will never come
again. Perhaps I erred in not sending thee.
Deneghra considered the depths of Asphyxious
aggravation. It was unlike him to place so much stock in
any one plan, particularly one assembled in such haste.
She knew it was because of the thought of losing this
necrofactorium complex. That was a blow he did not
take lightly; even an immortal did not readily abandon
decades of labor. Had this gambit paid off, perhaps they
could have found another solution. Adding to the tension
was another recent report relating the fall of Terminus
at the Black River, a fact Asphyxious might once have
welcomed. But much had been risked on the recovery of
the athanc, and there would be consequences for failing
the Dragonfather. Deneghra hoped only Venethrax would
be held responsible.
However grave the situation with the athanc, they could
not afford for Asphyxious to be diverted. The noose was
tightening. Assassination is always a gamble, Deneghra
said. Regardless, now we need to focus on our next
move. She knew he did not want to hear it. We should
prepare to leave this place, and quickly.
No. Not yet. His eye flared. The cephalyx hive needs
to be secured, their deepest tunnels sealed. We cannot
surrender the necrofactorium until I am certain they will be
undisturbed, for they are essential to my future endeavors.
Nothing has changed, except the span of time left us. We
must defend this place, keep our enemies at bay. Only
when the hive is secure can we consider withdrawal.
Very well, she said. I will be ready for them.

Strakhov let out a string of quiet curses as he peered


down the corridor leading to where Karchev was being
held. Whatever was happening on the surface had put
the Cryxian base into a frenzy of activity. Though that
had allowed Strakhov and his men the liberty to move
unimpeded, their luck had run out. The corridor was
filled with drudges; their hulking forms stood eerily still
as their cephalyx master floated among them, its wicked

steel prostheses clicking and scraping as it adjusted their


weaponry.
Strakhov took a moment to consider his course of action.
There were other pathways to Karchevs cell, but none
were closeand more importantly, none of them could
accommodate the bulk of the Khadoran warjack vital to
his plan. This corridor was his only option.
He made his way back to his motley team, who waited in
a nearby corridor. Strakhov had used his obscuring magic
to mask the presence of his makeshift warjack, as it posed
the largest threat of exposing them. He let that spell fade
now and conjured new runes about the machines frame
to imbue it with increased speed and accuracy. He hoped
this would be enough to offset its awkward movements.
Its heavily battered cortex was a significant concern;
though it had been responsive so long as he controlled
it directly, if left to its own devices the machine seemed
incapable of walking a straight line, instead stumbling
into the corridor walls.

THEIR CEPHALYX MASTER


FLOATED AMONG THEM, ITS
WICKED STEEL PROSTHESES
CLICKING AND SCRAPING.

Strakhov made a quick assessment of the men around


the jack. Alexis expression remained sullen, but his eyes
showed resolve and strength. He had proven worthy of
his rank. Vadims bandaged face showed his fear. His eyes
darted at every noise and his body was tense. Strakhov
expected him to spring back like a startled cat at any
second. Lazlo looked like he was trying to make himself
as small and inconspicuous as possible. In all, it was far
from the squad Strakhov wanted at his back in a vicious
close quarters fight.
He pointed at the men in turn. Alexi, you are with me and
the jack. Lazlo and Vadim, you two will follow behind. It
will be safest there if we run into trouble. Years of covert
operations had taken away any twinge the lie might have
given his conscience. Strakhov had learned long ago that
morality often stood in the way of completing a mission.
As the group approached the corridor, he leaned in close to
Alexi and spoke in a low voice. When the fighting starts,
stay close to me and do exactly as I tell you. Understood?
Alexi looked at him for a long moment and then nodded.
Strakhov unslung his riot gun and readied it. He moved
decisively around the corner, letting combat reflexes

13

DEEPER OBLIGATIONS, PART ONE


honed over decades of service take over. In the span of
a breath he snapped off three shots, the explosion of the
heavy powder loads booming like thunder in the confined
corridor. Strakhov had hoped the element of surprise
would allow him to drop the mind slaver quickly, but
through some unnatural awareness several drudges
instead placed themselves in front of his shots. The impact
of the bullets threw them back to collapse and bleed out
in silence.
He sent his will into the jack and then yanked Alexi tight
against the wall mere seconds before the warjacks boiler
screamed and the machine rushed by, inches from their
pressed forms. The warjack crashed into the hallway,
Strakhov using its bulk to crush drudges beneath its
iron onslaught. He pushed Alexi forward in the wake of
the warjacks rampage. He felt a rush of euphoria as he
directed the warjack and threw himself into battle. The
liberation of combat dispelled the oppression of so long
spent skulking in this wretched place.

STRAKHOV HAD LEARNED


LONG AGO THAT MORALITY
OFTEN STOOD IN THE WAY OF
COMPLETING A MISSION.

Stowing his riot gun, Strakhov drew his trench sword


and began cutting a path through the drudges, doing his
best to keep himself and the protection of his power field
between the drudges and Alexi. He spared one glance
back to make sure Alexi was following and caught sight
of Lazlo and Vadim. He felt a moment of pride as he saw
them cast off their terror and shout a battle cry as they
charged their enemies, swinging crudely improvised clubs
pulled from the salvage room. They disappeared behind a
wave of drudges. They had found their courage in the end.
Strakhov urged the warjack forward, having to direct it
more closely than he would an undamaged machine. He
imagined he could sense something akin to rage within its
shattered mind as it avenged itself on drudges. Through
its eyes, Strakhov saw the cephalyx slaver make a hasty
retreat, disappearing down a side corridor.
With all guiding influence gone, the movement of the
drudges slowed and their attacks became more erratic. In
minutes the corridor was awash in the blood and black
ichor of cephalyx creations. Strakhov turned to Alexi, who
was scanning the mass of bodies for Lazlo and Vadim.
He placed a gauntleted hand on the mechaniks shoulder.
We must press on. It is only a matter of time now before
the cephalyx brings an even greater force. Alexi spared

14

another moment of futile searching before dropping


his head. They will be remembered for their service,
Strakhov said before urging the jack forward.
It took only minutes to reach the chamber where Karchev
was being held. As his eyes met those of the legendary
kommander, Strakhov felt a rush of panic. Karchev looked
even worse than last time he had been here. The kommander
hung limply within the life-sustaining contraption that
held him. His eyes were dull, and his head drooped. For a
moment Strakhov feared they were too late.
Suddenly Karchevs deep voice grumbled through a dry
and cracked throat. So you have returned, Kommander.
Strakhov felt a surge of relief as Karchevs head rose and
the iron returned to his eyes. I barely believed it when I
sensed a Khadoran cortex nearby. I assumed it was a trick.
No trick, Kommander, Strakhov said. Liberation!
Karchev fixed his eyes on Alexi, who stood mute, staring
in awe at the famed kommander. I assume I have you to
thank for this machine? the warcaster asked.
Y Yes, Kommander, Alexi stammered. I apologize it
is not much to look at.
It moves. That is enough, Karchev said.
Strakhov turned to face the mechanik. We must be
gone before the Cryxians muster a response. I need you
to remove the kommander and attach his life support
systems to the jacks engine.
Alexis eyes went wide. I dont know the first thing about
such systems! he protested.
A large explosion boomed somewhere overhead, causing
the chamber to shake. Strakhovs stare remained steady on
the Khadoran mechanik. You had better learn. Quickly.

Orsus Zoktavir realized he had been eager for this, had


been thirsting for it like a man left without water for days. A
grin split his face as he waded into battle with Lola in hand,
his two argus rushing ahead. Fanned out to either side of
them were dozens of doom reavers, their Orgoth weapons
readied, each reaver overtaken by destructive enthusiasm
as his dark blades chanted litanies into his mind. Nearer
to Orsus, his warjacks ran as quickly as heavy Khadoran
armor could move, a mobile barrier to intercept the arcane
death hurled their way. Behind them the air was rent by
the sound of rifle and artillery fire, followed by explosions
ahead. The conduit that was his target lay less than sixty
yards before him and off to his rightbut past the mob of
thralls and necrotite-belching machines.

An acrid stench filled his nostrils, and he choked on the


sulfur and ash that filled the air. The muddy ground was
treacherous, yet he had no trouble finding purchasehe
was rushing toward the enemy, and the ground always
favored him in battle. His mind was filled with the barking
of his argus and the susurrations of the fell blades around
him. They made the perfect cadence within which to
deliver obliteration.
The heavy blades of the doom reavers swung into motion
as they reached the wall of thralls. They hacked through
the walking dead even as the rune-covered thralls began
to raise their giant fists to retaliate. Helljacks and bonejacks
loomed behind the forward ranks, unleashed from the
blackened fortress at the center of the green-glowing spires.
Flickering emerald energy surged across the talon-like
spires surrounding the structure, flashing in time to the
surging clouds above. Green fire lashed out from the spires
like whips, each dispersing just before reaching a doom
reaver. It was as though the chanting of the gaping mouths
along the sides of their Orgoth blades was disrupting the
balefire before it could land.
Orsus felt nearly alone amid a field of undeath. Other than the
doom reavers, which were offered as sacrifices to the mission,
his army was not at his side; they had remained behind. The
soldiers were afraid of balefire and did not want to risk their
souls. He understood this fear, though he himself felt only a
familiar blend of rage and joy.
The soldiers of the Motherland were providing what support
they could by indirect fire. Destroyers and mortars sent shells
arcing high into the air to come shrieking down in thunderous
explosions amid the enemy ranks. The rest of the army
would close after he had done his part. He could hear the
clash of battle elsewhere as Sorscha, Zerkova, Irusk, and the
various Cygnaran battlegroups directed their forces against
Cryxians that had been drawn out to the wider perimeter.
None were willing to close on the fortress. By going where
the others would not, Orsus had drawn the Cryxians to him
like hornets swarming from their nest.
Several doom reavers on his left were washed with caustic bile.
They staggered as their flesh was melted through, and then
their bodies dissolved into steaming sludge. Their souls were
wrenched from their dying bodies, howling and gibbering as
they were collected by the nearest spire. He directed one of
his Juggernauts to trample through those bile thralls, which
exploded wetly underfoot.
A Slayer loped forward between the ranks of thralls
ahead, unleashing an unholy howl of steam as it came
at him, flanked by Deathrippers. His eyes burned with
power and his axe lit afire with blue light. He sounded
a short note on his war horn and the argus leapt together
to confront the bonejack on the left, their fangs flashing in

the light. It was a nimble machine, snapping with its own


necromechanikally augmented jaws. It sidestepped the
first argus but not the twin heads of the second, which was
maddened and empowered by the Butchers rage. Their
teeth tore through metal plates and ripped the bonejacks
head from its body, shaking it to send pieces flying.
The Slayer came for him, swiping its claws, but his axe
crashed into its torso first. The impact drove through the
armored ribcage to lodge deep into the helljacks cortex.
He yanked the weapon free amid a spray of sparks and
greenish ichor even as the Slayers left arm clawed at
him, its metal talons skidding across his power field. He
hacked into its armpit, shearing through its shoulder and
arm to the torso, then scrambled to the side as the helljack
toppled. The second Deathripper launched itself to snap
down on his armored left forearm. He yanked it free as
the metal began to buckle and pinch his skin. A backswing
with Lola sent the machine tumbling, skittering on its
small legs to right itself. The pair of argus were upon it in
a moment and ended its twitching movements.
More helljacks were coming and he directed his warjacks
into them, letting their weight and momentum drive the
Cryxians back. At his urging the two Devastators opened
their armored shells to deliver an explosive barrage,
obliterating both the jacks and the thralls nearest them.
Ruin, the new machine delivered to him by Zerkova,
waded into the battle as if it were another frenzied
berserker, its enormous mace glowing with power akin to
the necromantic gleam illuminating the helljacks and the
spires around him. He could feel the chanting of the relics
attached to its arms ringing within his mind.
The red haze threatened his vision, like blood seeping into
his eyes. Orsus clenched his teeth and held madness at
bay. The chorus of voices from the fell blades reached a
crescendo around him as Fenris charged past astride his
demented steed, one accursed blade in each hand.
He was close enough to the main tower to see a figure at
the apex, standing on a platform and surrounded by a
runic halo. This was Lich Lord Asphyxious, who seemed
capable of guiding the attacking forces from a great
distance, no doubt aided by the talon-like spires. The lich
lords dark intelligence gleamed behind the fiendish eyes
of the Cryxian helljacks. Orsus wanted to surrender to
the rising tide of violence and drive onward to confront
Asphyxious. Nothing would please him more than to see
the lich lord hacked into a bent and twisted heapbut he
had a different purpose.
Another squad of bile thralls closed from his left flank.
Galloping soulhunters circled around the right side.
Those that came too far forward fell under fire from the
Khadorans behind Zoktavir. He could sense cortexes in

15

DEEPER OBLIGATIONS, PART ONE


motion and knew a freshly delivered Victor colossal and
the Behemoth were marching forward, directed by Irusk
and Sorscha respectively, each lending firepower against
the foe. Shells dug deep craters where they struck, and
the twisted, horselike bodies of two soulhunters were torn
apart in one forceful blast.
Ahead rose an enormous machine with long tentacle-like
arms. It could only be one of the Cryxian colossals he had
been told ofa Kraken. It moved with surprising speed
on insectoid legs as its long tendrils snaked out to seize
one doom reaver after another. Orsus gave a battle cry, his
vision entirely crimson, and gripped Lola in both hands.
He charged the colossal while runes surrounded him to
empower his straining leg muscles. Ruin and his battered
Juggernaut came with him. He set his Devastators to reload
and fire their grenade launchers again, hoping to clear the
flanks. He paid no mind to the doom reavers, leaving them
to be shepherded by Fenris. Each would inflict a toll before
he fell. A number of flying bonejacks peeled off from the
heights of the central tower and sped to intercept.

NOTHING WOULD PLEASE HIM


MORE THAN TO SEE THE
LICH LORD HACKED INTO A
BENT AND TWISTED HEAP.

One of the extended tentacles of the colossal struck


for him like a metal serpent and crashed against the
brightened hemisphere of his power field. He lashed
out with a sweep of his axe with contemptuous ease,
as if he were slapping the hand of a giant. Lola cleaved
through the machinery at the end of the limb, sending
pieces of metal flying. Another of the Krakens tendrils
struck his Juggernaut, wrapped it in its coils, and sent
the warjack hurtling away through the air until it crashed
and tumbled end-over-end. The Cryxian colossals belly
cannon spat sharpened steel at him, and he snarled as a
piece tore through the armor at his waist. Consumed by
anger and drenched in adrenaline, he felt no pain.
Ruin reached the larger machine and struck a powerful
blow, tearing through and buckling the metal on one
of its forward legs. The argus at Orsus left veered off
to intercept a brute thrall coming for him. He hardly
noticed, his focus entirely on the Cryxian colossal. Ruins
shattering of its front left leg had caused it to wobble, and
it leaned forward as its great gears churned and it worked
to recover its balance.
A ring of runes surrounded Orsus as his magic poured
through him. He leapt through the air, axe raised above his

16

head, and then brought it down. The power he channeled


blazed along his arms, his entire body become a projectile
with Lola at the fore. The axe blade parted steel with a
whine when he struck and then fell downward, all his
weight upon Lolas haft as the blade carved a gash almost
ten feet long down the front of the colossal. He tumbled
under an awkward retaliatory strike from its remaining
tendrils claw. Another blow of his axe exploded through
metal and shattered the innards of the machine. Alongside
him, his warjacks battered it repeatedly. It toppled,
swayed, and fell in a resounding crash.
Other helljacks would be coming. He had kept one of his
Marauders in reserve, following behind. He sent it forward
now to obliterate the conduit. As it got up to speed, he
reached forth his left hand, which was surrounded by
gleaming arcane runes, and then clenched his fist. With
all his will he unleashed an eruption of rending energy
into the target, creating an explosion that momentarily
deafened him and caused the ground to buckle. A portion
of the stone and metal foundation blasted free, and a hail
of debris littered the area. His power field ebbed.
The Marauder hit a moment later, driving its steampowered ram pistons into the structure. Orsus sent what
power he had left into the machine, urging it to batter
the building and its necromantic machinery to oblivion.
Greenish power wrapped around the warjack and erupted
outward from the building. Then there was a keening
sound that ended in a tremendous fountain of sparks, and
a number of the nearest fortress spires suddenly darkened,
no longer fueled by the energy that normally fed them.
He had done his part. Now there was only to survive long
enough for his army to reach him. He saw more bonejacks
and helljacks clambering toward him across the torn,
pocked ground. He raised his hunting horn to deliver a
single long, sustained note.
For a moment the red haze before his eyes receded and his
memories returned to him, filling him with pain and grief.
He clenched his fists and felt Lolas haft within them, and
then he looked to the horde of onrushing enemies. Setting
his stance, he adjusted his grip on the axe and whispered,
Ill be with you soon, my love. But not yet.

THEME FORCES AND CEPHALYX RULES


CEPHALYX
WARCASTERS
Cephalyx warcasters do not control battlegroups of
warjacks. Instead they control forces of surgically altered,
mechanically enhanced giants colloquially known as
monstrosities.

CEPHALYX WARCASTER
SPECIAL RULES
Cephalyx warcasters can control only monstrosities and
cannot control warjacks. A Cephalyx warcaster can allocate
focus points to monstrosities in his battlegroup as if they
were warjacks. A Cephalyx warcasters warjack points can
be used on monstrosities even though they are not warjacks.
In addition to their other special rules as warcasters,
Cephalyx warcasters have the following special rule:

MONSTROSITY DAMAGE KEY


On a monstrositys damage grid, the following letters
represent the monstrositys systems:
B: Brain
L: Left arm weapons system
R: Right arm weapons system
H: Head weapons system
M: Movement
A monstrosity with a crippled brain (B system) loses
any focus points on it and cannot be allocated focus
points. It cannot spend focus points for any reason.
Monstrosities with crippled left arms, right arms, heads,
or movement suffer the same penalties as warjacks do
(see WARMACHINE: Prime Mk II ).

HEALING

At any time during its activation, this model can spend focus
points to heal damage a monstrosity in its battlegroup that is
in its control area has suffered. For each focus point spent this
way, remove 1 damage point.

MONSTROSITIES
Monstrosities are classified according to base size a light
monstrosity has a medium base (40 mm), and a heavy
monstrosity has a large base (50 mm). Even though it is
assigned to a specific battlegroup, each monstrosity is an
independent model.

MONSTROSITY
SPECIAL RULES
Monstrosities are not warjacks and do not have a cortex.
Monstrosities can be controlled only by Cephalyx warcasters.
Monstrosities are living models.
Monstrosities are so utterly dominated by their Cephalyx
masters that they lack even the rudimentary capacity for
free will required to form bonds.
Additionally, monstrosities have the following special rules:

BRAIN

This model can be allocated focus. This model can have no


more than 3 focus points at any time as a result of allocation.
This limit does not apply to focus gained by means other
than allocation.
Unless otherwise stated, this model can spend focus only
during its activation.
FOCUS: ADDITIONAL ATTACK

This model can spend focus to make additional melee or


ranged attacks as part of its combat action. It can make one
additional attack for each focus point spent.
FOCUS: BOOST

This model can spend 1 focus point to boost any of its attack
rolls or damage rolls during its activation. Add an extra die
to the boosted roll. Boosting must be declared before rolling
any dice for the roll.
FOCUS: SHAKE

During your Control Phase after allocating focus, if this model


is knocked down it can spend 1 focus point to stand up.

Monstrosities have damage grids like warjacks.

During your Control Phase after allocating focus, if this


model is stationary it can spend 1 focus point to cause the
stationary status to expire.

DESTROYED MONSTROSITY

MONSTROSITY POWER ATTACKS

When a destroyed monstrosity is removed from the table it


is not replaced with a wreck marker.

This model can make power attacks. When a monstrosity


performs a power attack or a model performs a power attack
against a monstrosity, follow the WARMACHINE: Prime
rules as if the monstrosity were a warjack. All monstrosities
can make the slam, head-butt, and push power attacks.
Heavy monstrosities can make the trample power attack.

DAMAGE GRID

FEARLESS

Though it does not appear on their stat lines, all monstrosities


have the Fearless advantage.

17

THEME FORCES
Monstrosities with at least one non-crippled weapon with
the Open Fist weapon quality can make headlock/weapon
lock and throw power attacks. Monstrosities with two noncrippled weapons with the Open Fist weapon quality can
make double-hand throw power attacks.
CEPHALYX WARCASTER
DESTRUCTION

If a Cephalyx warcaster is destroyed or removed from the


table, the monstrosities in his battlegroup become inert like
warjacks and can be reactivated like warjacks.

MERCENARY
CONTRACT
To field a Cephalyx army, you must choose either the
Cephalyx contract or a Theme Force. The contract and
Theme Forces include rules for building the army. In
addition to the guidelines presented in a contract or
Theme Force, Cephalyx armies follow all the normal army
composition rules.

PUPPET MASTERS
ARMY COMPOSITION

An army constructed under the Puppet Masters contract


can include Cephalyx models/units. Additionally, the
army can include up to one non-Cephalyx Mercenary
unit if that unit includes a Cephalyx Dominator UA.
Increase the FA of Cephalyx Mind Slaver
units by +1.

Drudge

Increase the FA of Cephalyx Overlord units by 1.


SPECIAL RULES

Units that include Cephalyx Dominator UAs gain


.
Advance Deployment
The army can also include Bloat Thrall, Machine Wraith,
and Pistol Wraith solos. These solos are considered to be
friendly Mercenary models instead of Cryx models.

The complete rules for Theme Forces can be found in


WARMACHINE: Prime Mk II. The complete rules for
contracts can be found in Forces of WARMACHINE:
Mercenaries.

MAJOR PRIME VICTORIA HALEY


STRANDS OF FATE

WARJACKS:
Cygnar non-character warjacks, Thorn

UNITS: Field Mechaniks, Long Gunner Infantry,


Trencher units
SOLOS: Journeyman Warcaster, Trencher solos

TIER 1

TIER 3

Requirements: The army can include only the models listed


above.

Requirements: The army includes one or more Trencher


Commando units.

You can begin the game with Haley Past and/or


Haley Future in play. For each model in this unit in play at
the start of the game you can redeploy one model/unit after
both players have deployed but before the first players first
turn. The redeployed models must be placed on the table in
a location they could have been deployed initially.

Units in the army gain Prowl during the first round


while
of the game. (Models with Prowl gain Stealth
within terrain that provides concealment, the AOE of a spell
that provides concealment, or the AOE of a cloud effect.)
TIER 4

TIER 2

Requirements: Haleys battlegroup include two or more


advantage.
warjacks with the Arc Node

Requirements: The army includes three or more Trencher


units.

During your first turn of the game, models in


Haleys battlegroup gain +2 SPD.

Reduce the cost of Trencher units by 1.

Permission is hereby granted to create reproductions of this page for personal, non-commercial use only.

18

ANSON DURST, ROCK OF THE FAITH


DEFENDERS OF THE WALL
WARJACKS:
Protectorate non-character warjacks

UNITS: Choirs of Menoth, Paladin units, Temple


Flameguard
SOLOS: Paladin solos, Temple Flameguard solos,
Vassal solos

TIER 1

TIER 3

Requirements: The army can include only the models listed


above.

Requirements: The army includes High Paladin Dartan Vilmon.

For each unit in the army, increase the FA of Paladin of


the Order of the Wall solos by 1.

Paladin solos gain Advance Move. (Before the start


of the game but after both players have deployed, a model
with Advance Move can make a full advance.)

TIER 2

TIER 4

Requirements: The army includes one or more Temple


Flameguard units.

Requirements: The army includes two or more warjacks with


advantage.
the Shield

Add a unit attachment to one Temple Flameguard


unit free of cost. This unit attachment ignores FA
restrictions.

advantage are
Warjacks with the Shield
automatically allocated 1 focus point during your first
Control Phase of the game.

OBAVNIK
KOMMANDER ZERKOVA & REAVER GUARD
WINTERS WIND
WARJACKS:
Khador non-character warjacks

UNITS: Doom Reaver units, Greylord units,


Winter Guard units
SOLOS: Doom Reaver solos, Greylord solos

TIER 1

TIER 3

Requirements: The army can include only the models listed


above.

Requirements: The army includes Koldun Kapitan


Valachev, and his unit includes at least one other model
with Magic Ability.

The army can include up to one Mercenary unit if


that unit includes Koldun Kapitan Valachev.

You gain +1 on your starting roll for the game.

TIER 2

TIER 4

Requirements: The army includes two or more Greylord


units.

Requirements: The army includes two or more warjacks.

For each Greylord unit in the army, one warjack


gains Advanced Move. (Before the start of the game but
after both players have deployed, a model with Advance
Move can make a full advance.)

For every two warjacks in the army, add one Koldun


Lord solo to the army free of cost. This solo does not count
toward FA restrictions.

Permission is hereby granted to create reproductions of this page for personal, non-commercial use only.

19

THEME FORCES

DENEGHRA, THE SOUL WEAVER


WEFT OF SOULS

WARJACKS:
Cryx non-character warjacks, Deathjack,
Malice, Nightmare

UNITS: Bane Riders, Mechanithralls, Soulhunters, The


Withershadow Combine
SOLOS: Pistol Wraiths, Skarlock Thrall, Soul Trapper
BATTLE ENGINE: Wraith Engine

TIER 1

TIER 3

Requirements: The army can include only the models listed


above.

Requirements: The army includes three or more solos.

Increase the FA of Soulhunter units by 1.


TIER 2
Requirements: The army includes one or more cavalry
units.
You gain +1 on your starting roll for the game.

Solos in the army gain Advance Deployment

TIER 4
Requirements: The army includes two or more warjacks
with Soul Drive.
Reduce the point cost of warjacks with Soul Drive
by 1.

THYRON, SWORD OF TRUTH


RUSH OF BATTLE

WARJACKS:
Retribution non-character myrmidons

UNITS Houseguard units, Mage Hunter Infiltrators,


Stormfall Archers
SOLOS: Arcanists, Ghost Snipers, Houseguard solos,
Soulless solos, Narn Mage Hunter of Ios, Sylys Wyshnalyrr

TIER 1
Requirements: The army can include only the models listed
above.
Solos gain Advance Deployment

TIER 3
Requirements: The army includes one or more Mage
Hunter Infiltrators units.
You gain +1 on your starting roll for the game.

TIER 2
Requirements: The army includes two or more Houseguard
Halberdier units.

TIER 4
Requirements: The army includes three or more light
warjacks.

Add a unit attachment to one Houseguard


Halberdier unit free of cost. This unit attachment ignores
FA restrictions.

Friendly models/units can begin the game affected


by Thyrons upkeep spells. These spells and their targets
must be declared before either player sets up models.
Thyron does not pay focus to upkeep these spells during
your first turn.

Permission is hereby granted to create reproductions of this page for personal, non-commercial use only.

20

COGNIFEX CYPHON

OPPRESSION OVERWHELMING
WARJACKS:
Mercenary non-character
monstrosities

UNITS: Mercenary Drudge units


SOLOS: Mercenary Cephalyx solos

TIER 1

TIER 3

Requirements: The army can include only the models listed


above.

Requirements: Cyphons battlegroup includes three or


more monstrosities.

Cephalyx Mind Bender

Drudges units become

FA U.
TIER 2
Requirements: The army includes two or more Cephalyx
Agitators.
Drudges in the army gain 2 SPD during your first
turn of the game.

Monstrosities in Cyphons battlegroup gain


Advance Move. (Before the start of the game but after both
players have deployed, a model with Advance Move can
make a full advance.)
TIER 4
Requirements: The army includes two or more Cephalyx
Mind Bender Drudges units.
Add a minimum-sized Cephalyx Mind Slaver
Drudges unit to the army free of cost.

EXULON TH EXUS
WILL OF DARKNESS
WARJACKS:
Mercenary non-character
monstrosities
TIER 1
Requirements: The army can include only the models listed
above.
Cephalyx Overlords become FA U. Additionally,
the army can include up to one non-Cephalyx Mercenary
unit if that unit includes a Cephalyx Dominator UA.
TIER 2
Requirements: The army includes one or more Cephalyx
Mind Slaver Drudge units.
Cephalyx Mind Slaver
Drudge units gain
Ambush. (You can choose not to deploy a unit with Ambush
at the start of the game. If it is not deployed normally, you
can put it into play at the end of any of your Control Phases

UNITS: Cephalyx units


SOLOS: Cephalyx solos

after your first turn. When you do, choose any table edge
except the back of your opponents deployment zone. Place
the unit with Ambush within 3 of the chosen table edge.)
TIER 3
Requirements: The army includes four or more units.
Add a Cephalyx Agitator solo to the army free of
cost. This solo does not count toward FA restrictions.
TIER 4
Requirements: The army includes two or more Cephalyx
Overlord units.
Increase the FA of Cephalyx Dominators by 1. The army
can include up to one additional non-Cephalyx Mercenary unit
if that unit includes a Cephalyx Dominator UA.

Permission is hereby granted to create reproductions of this page for personal, non-commercial use only.

21

22

THREADS OF FATE
POINT BOURNE INFIRMARY, 609 AR

Victoria Haley clenched and unclenched her right fist. She


watched intently as her fingers folded toward her palm and
straightened again. Much had changed since her death and
restoration, but the re-creation of the limb she had lost so
long ago held her attention above all else. She had become
accustomed to her metal prosthetic, and the feel of flesh on flesh
was oddly foreign.
At the foot of her bed, her new storm chamber powered armor
stood upon an armor rack. General Nemo had completed the
suit during her illness in hopes of raising her spirits with the
promise of continued service as a warcaster, though she had
not believed that would happen. Now she was glad he had
taken the time to craft the suit. Its presence, and the insignia on
the right shoulder that marked her as a major, confirmed her
continuing place in Cygnars ranks.
She and Nemo had discussed much after her unexpected
restoration. The relic Strykers forces had recovered from the
Cryxian column, the current state of the alliance with Khador
these events were pieces of the same puzzle. Nemo had left
Point Bourne the previous day to rendezvous with the armies
gathering in the southern Thornwood for a second possible
assault against Asphyxious, and she yearned to join them.
A soft knock sounded on the door, and Vigilant Peer Carrick
Dolan stepped into the room. Dolan was the Church of Morrows
foremost expert on supernatural afflictions and poisons, and
despite Haleys protests that the debilitating poison she had
carried within her no longer plagued her body, he continued to
pester her. He did so on Nemos orders, as she well knew.
Still feeling right as Caspian rain? Dolan asked.
Never better, Haley replied.
Dolan chewed his lower lip and narrowed his eyes, looking her
over. I still cant understand it, he said after a moment. He
shook his head. Id like to run a few more tests and keep an eye
on you for a while longer.
More tests? Haley asked, indignant. Theres a war on, if you
hadnt noticed.
Major Haley, the fact that you survived the poison is
remarkable; I dont mind saying you surprised us all. But
though I appreciate your contributions to the war effort, the war
is not my primary concern. The well-being of my patients is.
She sighed and waved him on, and he went about his
examination. She knew he would find no sign of the poison
or its effects. In truth, Haley accepted these intrusions because
they gave her an opportunity to conduct an examination of
her own.

As she had done half a dozen times before, Haley relaxed


her mind as well as her eyes and focused her attention on
Dolan. A slender, ethereal thread glowing gold seemed
to materialize from Dolans chest and floated there as he
worked. She knew he couldnt see it. For a moment the
glowing strand faded, and Haley redoubled her efforts.
The thread brightened and revealed more of itself, weaving
from Dolan to the doorway and the hall beyond. There it
split in two, one part leading left and the other right. Even
through the thick stone walls she could see the luminous
strands branching again at other junctions.
Dolan finished and said something about rest before heading
to the door. Haley nodded absently. As he spoke, the thread
leading to the right faded, together with all its branches. A
choice had been made, extinguishing a series of possibilities.
Dolan turned left, closing the door behind him.
Haley slid from the bed and crossed to the window. Dolan
wouldnt be back soon; none of his threads led in her direction.
Outside, the damage wrought by the invading Khadorans and
Cryxians lingered over Point Bourne like a pall. Displaced
citizens and soldiers roamed the streets, collecting bricks in
wheelbarrows and hauling supplies alongside laborjacks.
Haley focused on the thin strands of energy flowing from
the people toiling below. Gradually, the threads came into
existence, first hundreds and then thousands viewed through
the foundations of buildings in the same way she had seen
Dolans threads. She swayed momentarily and held the
window frame for support as the multitude of decision lines
washed over her.
Great spools of threads wove about churches and the makeshift
field hospitals housing the injured. She let most of them go to
focus on oneher ownwhich wound through the streets,
though not in the direction she had imagined it would.
South? Haley asked aloud. She had expected to be drawn
north, toward the Thornwood. She focused harder, gripping
the windowsill. Her thread was faint and very difficult to
follow, but she saw it, pulled taut like wire and strained to the
breaking point as it stretched off to the Wyrmwall Mountains.
She gasped to see a roaring black vortex there that swallowed
the mountain tops some presence far beyond any mortal fate.
Her thread vanished into its dark heart, a prospect she found
terrifying but also alluring. Something pulled at her mind,
drawing her there. When she turned away, under her relief lay
an undeniable certainty.
She turned to the armor that until her restoration she had
expected to never wear and reached for it with her mind,
effortlessly lifting it into the air. By the time anyone came to
check on her, she would be long gone.

23

MAJOR PRIME VICTORIA HALEY


There are times, and they are exceedingly rare, when someone emerges to redefine the limits of what is
and what is not possible. Major Haley has shattered everything we thought we knew.
Artificer General Sebastian Nemo

HALEY PRIME

SPD STR MAT RAT DEF ARM CMD

16 14

HAND CANNON
RNG ROF AOE POW

12

12

ECHO
POW

P+S

12

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
SMALL BASE

8
15
C
+3

FEAT: ARCANE
SINGULARITY
Victoria Haleys mastery of
time and space has served to
refine er see in l infini e
s i l po en i l r in
on what has been, what is, and
what will be, Haley summons
a maelstrom of arcane power.

Take control of target enemy non-character warjack that has a functional


cortex. You can make a full advance with the warjack and can then make
one normal attack, then Domination expires. Domination can be cast only
once per turn.

The models in this unit


currently in this models
control area gain
2 FOCUS for one turn
and immediately gain
2 focus points.

TACTICAL SUPREMACY

HALEY PRIME
This model can cast any spell cast by another
model in its unit this activation as if that spell were one of
its own.
At any time during its units activation, this
model can spend 2 focus points to add either Haley Past
or Haley Future to this unit if that model is not already in
play. Place that model within 2 of Haley Prime. The placed
model enters play with a number of focus points equal to its
FOCUS. The placed model cannot activate this turn.
When this model replenishes its focus points, this model can
receive 2 fewer focus points for Haley Past and or 2 fewer
focus points for Haley Future. If this model does not receive
2 fewer focus points for another model in this unit, remove
that model from play.
This unit is made up of Haley Prime, Haley
Past, and Haley Future. However, only Haley Prime begins the
game in play.

ECHO

A model in this models front arc suffers


2 on charge, slam power attack, and impact attack rolls
against this model.

Despite humble beginnings and a tragic childhood, Victoria


Haley has risen through the ranks of the Cygnaran Army to
become one of the most formidable warcasters the nation has
ever seenand perhaps one of the most potent arcanists in all
recorded history. Her inexplicable and unique control over the
flow of time has continued to develop in recent years, though
it was only with her recent brush with death that the nature of
her power became fully apparent. Bending the fabric of time
to suit her needs, Major Prime Victoria Haley draws upon the
past and present to outpace, outmaneuver, and outfight the
foes of Cygnar.

24

Enemy upkeep spells and animi on the model unit directly hit by
Repudiate immediately expire. An enemy model maintaining an upkeep
spell that expired as a result of Repudiate suffers d3 damage points.
Target friendly model unit can advance up to 3 after all models have
ended their activations on your turn.
While within 5 of a model in this unit, friendly models gain 2 DEF and
enemy models suffer 2 DEF. Temporal Flux lasts for one round.

TACTICAL TIPS
DOMINATION You cannot spend focus points on the affected
warjack.
REPUDIATE Because they expire immediately, upkeep spells and
animi that had an effect when the model unit was hit or damaged
will have no effect.
TIME WALKER You can put both other Haleys in play during the
same turn.

The young warcasters bright future took a dark twist when,


during an attempt to save the life of her friend and mentor
Sebastian Nemo, the blade of a Cryxian assassin meant for
him found her instead. The blade was coated with a poison
designed to neutralize an arcanists magic, and the alchemical
solution thrived on the font of her power, threatening to strip it
from her permanently. The loss of her arcane potential and her
warcaster abilities precipitated a loss of identity for the woman
who had come to be defined by them. This proved one of the
hardest trials of Haleys life, particularly when this affliction
was determined to be both incurable and eventually fatal.
With time growing short, Haley began to listen to the whispers
of the Convergence of Cyriss, a cult of machine worshipers
with the ability to house living consciousness in artificial
bodiesto grant immortality, of a sort. The Convergence
offered to transfer her mind and soul into such a body,
anticipating her eventual conversion to their beliefs. Haley
found that she could not overlook her deeper philosophical
concerns, though. Ultimately, she rejected the machine cults
offer, choosing to retain her humanity even though it would
bring about her own demise. She sought to compose herself to
face death on her own terms.
Haleys time came soon after. As her soul departed her body
and before it could pass into Urcaenher essence reconnected
with the source of her power, and this awakened her to her

25

HALEY PAST

HALEY PAST

SPD STR MAT RAT DEF ARM CMD

16 14

TELEKINETIC STRIKE
POW

P+S

10

This model
gains an additional die on
its damage rolls.

This
model is not a warcaster
FOCUS
4
but has the following
DAMAGE
5
warcaster special rules
FIELD ALLOWANCE
C
Control Area, Focus
Manipulation, Power Field,
SMALL BASE
and Spellcaster. During
your Control Phase, this
model can allocate focus points to warjacks in Haley Primes
battlegroup that are in her control area. This model can channel
spells through warjacks in Haley Primes battlegroup with the
arc node advantage that are in her control area.

TELEKINETIC STRIKE

After determining the point of impact for this attack, roll deviation for an
additional 3 AOE from that point. Models in that AOE are hit and suffer a
POW 6 blast damage roll.
Instead of suffering a normal damage roll, a non-incorporeal model Force
Hammer hits is slammed d6 directly away from the spells point of origin
regardless of its base size and suffers a POW 12 damage roll. Collateral
damage from this slam is POW 12.

TACTICAL TIP
FORCE HAMMER Incorporeal models are not slammed. They just
suffer a damage roll.

full, unfettered potential. She experienced a moment of arcane


enlightenment and the threads of fate revealed themselves to
her, extending as an infinite web both forward and backward
in time. In this instant of clarity Haley seized these threads
and manipulated them, summoning into the present echoes of
herself from the past and future. By connecting with her own
essence she was able to summon a reflection of her former self
and make it tangible, restoring her body. This not only erased
the ravages of the poison but made her body whole, restoring
the arm she had lost years before. Her soul rejoined her body
and she awoke, alive and changed, intimately aware of the
fabric of reality around her.
She retains the ability to manipulate the streams of
time and can conjure manifestations of her past and
future selves to fight at her side. From her past, a
willful and reckless youth strides onto the field
with unabashed confidence, a reminder of a time
when Haleys arcane potential had just emerged.
This echo lacks the self-control to regulate her
power, which surges forth explosively. Still angry
from the death of her parents and rebelling against
the suppression of her powers by those in charge
of the Morrowan abbey that sought to raise her, the
younger Victoria Haley embodies the defiant
streak still present in the warcaster today.
The future echo yields a side of her she
does not fully understand or recognize, an
enigma possessed of wisdom and insight
earned from many years of warfare and
having confronted the consequences of
wielding her vast powers. She is a daunting
affirmation of the fact that the depth of
Haleys power remains unplumbed. How
far into the future this echo travels from
is unclear, but her mere presence has
disturbing cosmological implications
regarding the nature of fate and free will.

26

HALEY FUTURE
Target friendly model unit gains Ghostly for one turn. (A model with
Ghostly can advance through terrain and obstacles without penalty and
can advance through obstructions if it has enough movement to move
completely past them. An affected model cannot be targeted by free
strikes.)
Return one destroyed friendly Faction Grunt to play with one unmarked
damage box. It must be placed in this models control area in formation
and within 3 of another model in its unit.

Though these manifestations do not speak, when both are


summoned each of the three intuitively knows the pending
actions of the others, allowing them to act in concert. Among
them they have access to a diverse arcane arsenal collected
from across the span of Haleys past and future lives. In a
flurry of martial and magical prowess, the trio unleashes a
tempest of power on their foes, exploiting the fabric of time to
achieve unprecedented levels of coordinated destruction.

HALEY FUTURE

SPD STR MAT RAT DEF ARM CMD

6
While this model is in
play, models in this unit
gain True Sight. (A model
with True Sight ignores
concealment, Camouflage,
and Stealth.)

16 14

PHASE BOLT
RNG ROF AOE POW

10

FOCUS
DAMAGE
FIELD ALLOWANCE
SMALL BASE

13

4
5
C

This
model is not a warcaster but
has the following warcaster
special rules Control Area,
Focus Manipulation, Power Field, and Spellcaster. During your
Control Phase, this model can allocate focus points to warjacks in
Haley Primes battlegroup that are in her control area. This model
can channel spells through warjacks in Haley Primes battlegroup
with the arc node advantage that are in her control area.

PHASE BOLT

TACTICAL TIP
REVIVE Remember, the Grunt can activate normally with its unit
this turn. If all models in the Grunts unit have been destroyed,
it cannot be placed within 3 of a model in its unit and therefore
cannot return to play.

Haleys ability to manipulate the flow of time is unprecedented.


Even Cygnars finest minds cannot begin to grasp the
fundamental principles at work. The exceptional nature of her
powers has prompted the Strategic Academyon Artificer
General Nemos recommendationto grant Haley the arcane
rank of Prime. This prestigious rank is awarded only to those
operating well beyond the capability and power of other
arcanists; only a few individuals have achieved it in the
armys entire history.
Since her restoration, Haley is glad to return to the
front lines in order to wield her powers in support
of her nation and those she holds dear. Through the
threads of fate now visible to her, she sees threats
on the horizon that may prove cataclysmic, and
she knows she must fight to bring a ray of hope to
her people. With her renewed abilities, Major Prime
Haley is resolved to meet whatever dangers lie ahead
for Cygnar with confidence and conviction.

27

DYNAMO
Dynamos got plenty of quirks, to be surebut with a cannon like that, Ill take quirky any day!
Storm Chaser Caitlin Finch

HEIGHT/WEIGHT: 123 / 6.5 TONS

DYNAMO

ARMAMENT: FIRESTORM CANNON (LEFT ARM), BATTLE SPEAR (RIGHT ARM)

SPD STR MAT RAT DEF ARM CMD

11

12 18

FIRESTORM CANNON
RNG ROF AOE POW

10

12

BATTLE SPEAR
R

POW

P+S

16

DAMAGE

L
L

FIELD ALLOWANCE
POINT COST
LARGE BASE

C
10

While
in Nemos control area,
Dynamo can reroll missed
attack rolls from weapons
with Damage Type
Electricity
. Attack rolls
can be rerolled only once as
a result of this affinity.
Each
time this model hits an
enemy model with a
melee or ranged attack
during its activation, it
gains a cumulative 1 to
each of its subsequent
damage rolls against that
model that activation.
Friendly models B2B
with this model gain
Immunity Electricity

This
model can be included in
Nemos theme forces. It can
also be bonded to Nemo.

FIRESTORM CANNON
Make an attack with this weapon. On
a hit, after resolving the attack this model can immediately
make one additional attack with this weapon targeting the
last model hit or another model within 2 of the last model hit,
ignoring ROF. This model can make up to four attacks during
its activation as a result of Multi-Fire.

BATTLE SPEAR
A model in this models front arc suffers 2 on
charge, slam power attack, and impact attack rolls against
this model.

Armed with an experimental cannon fed by the energies of


its storm chamber, the Dynamo unleashes sustained voltaic
pulses, each discharge more potent than the last. This brilliant
stream of destruction can focus fire on hard targets or scatter
shots to gun down infantry in quick succession. The telltale
whine of this cannon charging is enough to rally faltering lines
and send enemies diving for cover.
The concept for the Firestorm cannon first occurred to Nemo
after completing the Thunderhead, when he was eager to
create another warjack deriving its power from an integrated
storm chamber. He was convinced there was a way to
prevent it from exploding under combat stresses without

28

FUEL LOAD/BURN USAGE: NONE (ELECTRICALLY POWERED)


INITIAL SERVICE DATE: UNKNOWN; REBUILT AS A STORMCLAD 597 AR, REBUILT/REFITTED AS
DYNAMO 608 AR
CORTEX MANUFACTURER: FRATERNAL ORDER OF WIZARDRY
ORIG. CHASSIS DESIGN: SEBASTIAN NEMO

TACTICAL TIPS
MULTI-FIRE Multi-Fire ignores ROF but does not ignore RNG.
Additional attacks against targets beyond this weapons range will
automatically miss.
SPECIAL ISSUE This only gives the warjack the potential to bond to
the warcaster. It does not automatically add a bond.

resorting to components that were difficult to manufacture


and therefore expensive. It occurred to him that the proper
weapon might itself channel and store excess energy,
essentially serving akin to a pressure valve.
Nemo avoided the expense of fabricating new prototypes
by requisitioning severely damaged machines from the war
front and working on the project in his spare hours. The
initial cortexes he subjected to his hardware succumbed to
overload and either had their memories wiped or suffered
cataclysmic failure outright.
The solution came from a battle-scarred cortex recovered from
a highly decorated Stormclad that had been battered to scrap in
the Caspia-Sul War. For unknown reasons, this veteran cortex
proved resistant to the tempestuous environment created by the
storm chamber, and it was uniquely suited to regulating galvanic
energies. After months of experimenting with new methods to
insulate both the cortex and the chassis from building energies,
he attached the Firestorm and braced for the worst. Dynamo took
to its weaponry with enthusiasm, effortlessly stabilizing energy
levels by releasing blasts of electrical energy from the cannon.
Since receiving the Firestorm, Dynamo has displayed an
impulsive eagerness that belies the age of its cortex. Those
who observe the warjack describe it as hyperactive, which
seems appropriate given its power source. It has developed a
strong attachment to Nemo, who insists his own preference
for this machine is a result of its independence from coal
and regular supply lines, but the many hours he invested
in restoring it to functionality likely play a part. Dynamo
remains a finicky machine in need of the fine tuning only
Nemo can provide, though these efforts have proven well
worth it. Dynamo unleashes a fury of galvanic energies
on Cygnars foes and has become the favored battlefield
companion of the nations senior warcaster.

29

ACE
This ones got some mischief in it.
Chief Mechanik Ewan Liefer

ACE

ACE

SPD STR MAT RAT DEF ARM CMD

14 15

RUNE SHOT CANNON


L

RNG ROF AOE POW

14

12

BATTLE AXE
POW

P+S

11

The model hit does not block LOS this turn.


Enemy models hit are pushed d3 directly away from the attacking model. On a
critical hit, the enemy model is knocked down after being pushed.
If this attack directly hits, choose a model within 4 of the model hit. The chosen
model suffers an unboostable POW 10 magic damage roll. The point of origin for this damage is
the model hit.

DAMAGE

When Ace makes a normal Rune Shot Cannon attack while it is in Caines control
area, choose one of the following Rune Shot abilities

Once per game during its activation, this model can use Infiltrate. This model gains
Stealth
. While its controlling warcaster is B2B with this model, that warcaster also gains Stealth
Infiltrate lasts for one round.

This model can be included in Caines theme forces. It can also be bonded to

L
L

Caine.

FIELD ALLOWANCE
POINT COST
MEDIUM BASE

This model ignores concealment, Camouflage, and Stealth.

RUNE SHOT CANNON


C
7

Designed in secret by the Cygnaran Armory to carry out


covert operations for the Cygnaran Reconnaissance Service,
Ace was built as a one-of-a-kind prototype. The machine
integrated an experimental mechanikal device intended to
camouflage the warjack, rendering it almost invisible in the
field. Some elements of the chassis, including the ability
to negotiate forests with relative ease, would influence the
Hunter design eight years later.
Though the original chassis of the jack was destroyed during
an operation in Llael in 596 AR, Allister Caine was able to
recover Aces cortex. With the backing of the CRS, Caine
saw the jack rebuilt with several modifications, including
a runeshot cannon capable of enduring the force of spellcharged ammunition. Though Aces infiltration system was
replicated, the field it generates is temporary and unstable,
and the machinery must be repaired after each use. Since
the warjacks reconstruction, Caine has relied on it during
a number of CRS missions requiring an abundance of both
discretion and firepower.
HEIGHT/WEIGHT: 85 / 2.8 TONS
ARMAMENT: RUNE SHOT CANNON (LEFT ARM), BATTLE AXE (RIGHT ARM)
FUEL LOAD/BURN USAGE: 400 LBS / 8.5 HRS GENERAL, 90 MINS COMBAT
INITIAL SERVICE DATE: ORIGINAL PROTOTYPE 595 AR, REBUILT 607 AR
CORTEX MANUFACTURER: CYGNARAN ARMORY
ORIG. CHASSIS DESIGN: CYGNARAN ARMORY

30

TACTICAL TIP
SPECIAL ISSUE This only gives the warjack the potential to bond to
the warcaster. It does not automatically add a bond.

TRENCH BUSTER

CYGNAR OGRUN TRENCHER SOLO

When going over the top to rush the enemy, you want a trench buster in the lead every time.
Those ogrun are worth their weight in bullets.
Captain Maxwell Finn

TRENCH BUSTER

As part of a charge, after moving but before making


its charge attack, this model can make one ranged attack
targeting the model charged unless they were in melee with
each other at the start of this models activation. When resolving
an Assault ranged attack, the attacking model does not suffer
the target in melee penalty. If the target is not in melee range
after moving, this model must still make the Assault ranged
attack before its activation ends.
When this model makes a melee attack
against an enemy model within the melee range of a friendly
model of the type indicated, this model gains 2 to attack rolls
and gains an additional damage die.

This model does


not suffer blast damage.
Friendly models B2B with it
do not suffer blast damage.

TRENCH BUSTER

SPD STR MAT RAT DEF ARM CMD

13 17

CINDER BOMBER
RNG ROF AOE POW

10
When
attacking with this weapon,
this model can ignore
intervening models except
those within 1 of the target.
This weapons AOE
is a cloud effect that remains
in play for one round.

14

BAYONET
POW

P+S

13

ASSAULT SHIELD
POW

P+S

11

DAMAGE
FIELD ALLOWANCE
POINT COST
MEDIUM BASE

8
2
3

TACTICAL TIP
ASSAULT The assaulting model ignores the target
in melee penalty even if is not in melee range of its
charge target after moving.

Valued for their size, strength, and courage,


ogrun make natural trenchers. Those who enlist
bypass the customary physical screening process
to begin immediate training for one of several ogrunspecific roles, the most famed being the trench busters. Akin
to mobile artillery, trench busters cover the advance of other
trenchers in the field. With shields as heavy as they are broad
and grenade launchers with enough kick to dislocate a
human shoulder, these brave souls cross no mans
land under a hail of gunfire to obscure the
enemys view with explosive smoke bombs.
Trench busters wade into the fight to skewer
foes with bayonets while using their massive
shields to protect allies from incoming mortar and
bombard fire.
Ogrun trench busters make the safety of their fellow
trenchers their personal responsibility, their pride as
warriors compelling them to volunteer for the most difficult
assignments and remain on the battlefield past the endurance
of all others. Ogrun loyalty is such that their comrades quickly
abandon any uncertainty about serving alongside a towering
wall of armored muscle. ust as young ogrun bokurs often vow
lifelong service to a korune, ogrun trench busters bond with
their assigned company and are never transferred. Trench
busters record the legacy of their company in tattoos and
frequently retold stories. Such an ogrun has a more accurate
account of a companys recent history on his skin than exists
in any history book. On the battlefield and off, trench busters
embody trencher pride.

31

HURRICANE

CYGNAR COLOSSAL
Howling wind, sheets of rain, and sky-splitting thunderafter fighting alongside the Hurricane I find
those things reassuring.
Trencher Sergeant Klaus Maverly

HURRICANE

HURRICANE

HEIGHT/WEIGHT: 28 / 60 TONS
ARMAMENT: DUAL STORM EMITTERS (LEFT AND RIGHT CHASSIS), DUAL CANNONS (LEFT AND
RIGHT CHASSIS), TWIN SHOCK FISTS (LEFT AND RIGHT ARMS)

SPD STR MAT RAT DEF ARM CMD

17

10 19

STORM EMITTER
RNG ROF AOE POW

12

16

STORM EMITTER
RNG ROF AOE POW

12

16

CANNON
RNG ROF AOE POW

14

13

CANNON
RNG ROF AOE POW

14

13

SHOCK FIST
L

POW

P+S

20

POW

P+S

20

FIELD ALLOWANCE
POINT COST
HUGE BASE

CORTEX MANUFACTURER: CYGNARAN ARMORY/FRATERNAL ORDER OF WIZARDRY


ORIG. CHASSIS DESIGN: CYGNARAN ARMORY

STORM EMITTER
Enemy
models hit are pushed d6
directly away from the
attacking model.

SHOCK FIST

2
18

LEFT DAMAGE

INITIAL SERVICE DATE: 608 AR

When
a warjack is hit by this
weapon, it suffers 1 damage
point to its first available
Cortex system box.

SHOCK FIST
R

FUEL LOAD/BURN USAGE: 1,650 LBS / 10 HRS GENERAL, 110 MINS COMBAT

Models
activating within 10 of
this model lose Flight for
one round.

RIGHT DAMAGE

Flashes of lightning and echoing thunder herald the


Hurricane as it arrives to battle like a tempest. Torrential
rain and driving winds swirl about the colossals towering
form, and both man and beast take cover at its approach.
The vortexes of wind it generates can force away even the
heaviest of warjacks, sliding them easily over muddied
ground. Its arc node flashes like a beacon in the heart
of the downpour, channeling one blistering spell after
another to extend the power of Cygnars warcasters across
the battlefield. Infantry and machines are smashed into
streaks of gore or heaps of smoldering metal beneath
the Hurricanes fists as each strike issues its own clap of
thunder to punctuate the storm.

32

TACTICAL TIP
CORTEX DAMAGE Because this damage is caused by the effect
when the model is hit, mark it before making the damage roll.

Though production of the Stormwall was slowed by


numerous setbacks and spools of red tape, that machines
creation smoothed the way for the Hurricane, whose design
was finalized even before the first Stormwall strode from
the assembly line. Cygnars engineers were able to use the
same factories to construct the Hurricane immediately after
the initial run of Stormwalls was completed. A streamlined
assembly process cut production times on the Hurricane to
nearly half that of the Stormwall despite its complex design.
In addition, Sebastian Nemos role as artificer general
helped accelerate progress on the project, as the Cygnaran
Armory could immediately act on his directives rather than
having to wait for budgetary approval.
Influenced by clashes involving strong warjack support in
the north, including the recent setbacks in the Thornwood,
the designers of the Hurricane set out to craft a colossal
with the capability to stop the heaviest enemies in their
tracks. Hardware, conduits, and insulating framework
surrounding the Stormwalls lighting pods were repurposed
to house several new systems to this end. The most extensive
divergent system is a pair of storm emitters set into the
shoulders of the Hurricanes chassis. Applying technology
wielded by stormsmiths on a scale previously unseen,
these devices generate potent, localized storms capable of
driving back the stoutest opponents with focused winds
while lashing them with streaks of lightning. Similarly, the
Hurricanes fists include subtle adjustments to the routing
of voltaic energies to render them particularly useful in
damaging the cortexes of any warjacks tough enough to
survive direct strikes, diminishing their ability to retaliate.
For Cygnar, this new colossal marks not just another
engineering triumph but a beacon of hope for a nation so
often beset on all sides. For Cygnarans, the distant rumble of
its thunder represents the infinite power of storms wielded
against those who would do their people harm.

33

34

BEARING WITNESS
CENTRAL THORNWOOD, NEAR THE
CENTRAL NECROFACTORIUM

The rhythmic sound of mortar fire grew louder as the combined


force of the Northern Crusade and the Umbrean army neared
the valley where the Cryxian stronghold was under assault.
Upon the approach, the Umbrean cavalry had spread to the
right while Menite vengers went left to climb the hills and gain
the superior vantage. From there, they would be able to charge
down to join the fray when ordered. The long column of infantry
had proceeded through a narrow entrance to the valley.
Severius rode atop a palanquin resembling a golden throne,
resplendent in his scrutator mask, warcaster armor, and
gleaming vestments. Although a lifetime of service had taken
its toll on his body, the hierarch took pleasure in spending
his twilight years crusading in the name of the Creator. High
Exemplar Kreoss rode on his right, and several Protectorate
warjacks strode alongside. On his left rode the Umbrean
Vladimir Tzepesci; the great princes warjacks were with his
soldiers at a distance.
Vile things have long flourished in this dark forest,
Vladimir said, speaking serviceable Sulese. We thought we
had uprooted the corruption. Clearly we were mistaken.
Severius said, The light of the Creator shines brightest in
the darkest places. We will cleanse these lands with faith
and resolve.
I am not certain you have taken a proper measure of our foe.
The faithful have faced Cryx before. We will force them
back. The palanquin dipped slightly as its bearers struggled
against the tangle of roots.
I thought the same when I discovered their foothold here
years ago. The concentration of their strength is greater than
you imagine. The prince faced forward as he spoke, eyes
scanning the thick trees. Severius admired his vigilance. It
was a shame the man was a heretic, carrying the tainted
blood of his line and dancing on the puppet strings of the Old
Witch. With the proper guidance and willingness to forsake
his legacy he might have made a good Menite.

Vladimir nodded, focusing his gaze elsewhere. I saw more


than enough, yes. I only regret I could not cleanse this place
fully. I would not rely on reports, especially given the recent
information. I feel this time is different.
Since starting south to join the forces amassing in the
Thornwood, the great prince had done what he could
to maintain communication with Khadors supreme
kommandant, Irusk, to coordinate their movements for the
coming engagement. The plan outlined a joint effort with the
Cygnarans, calling upon Severius and Vladimir to launch an
assault from the north at his signal. Although the hierarch
had said nothing, such orders were of no consequence to the
forces of the crusade. Perhaps the Cygnarans were content to
follow the commands of their northern rivals, but Severius
would assess the situation upon his arrival.
Another round of mortar fire sounded, and the crackle of
rifles carried on the wind. The battlefield lay just ahead.
Let us see what it is we face, Severius said.
The sound of war became deafening as they passed the last few
blackened trees and he beheld the scene before them. Severius
stood on his palanquin, his scalp tightening as a chill played
along his spine. Below lay a valley of death, within which
nothing natural remainednot grass, nor trees, nor the trickle
of streams. The stench of decay and necrotite choked the air.
Dozens of enormous spires jutted from the ruined earth,
with masses of the dead swarming like insects beneath their
towering forms. Brilliant green light streaked from these
spires to lash the hills, drawing the hierarchs gaze to the
embattled forces there. Each blast tore agonized screams
from trenchers and Winter Guard alike as it snuffed out their
lives and snatched their souls to be fed to the necrofactorium,
the promise of Urcaen lost to them forever. In the depths of
this valley dwelled certain ruination.

So many thought, including our kommandants as well as


Cygnaran commanders. We underestimated the enemy.
Such evil must be seen firsthand to be fully comprehended.

Severius felt the spiritual void before him and ice flowed
through his veins. It was one thing to know how Cryx abused
the souls of the fallen but another to see depravity on such a
scale with his own eyes. Every soul torn from flesh here was
stolen from the Creator. Yet amid his horror shone a flicker
of hope looking upon the desperate battle, he understood
a way Cryxs gluttony for souls might eventually be turned
against them. Such a course would require great sacrifice, but
the lich lords of Cryx would suffer a blow from which they
would not soon recover. Menoth had led him to this precipice
so he might observe something only his eyes could see.

I also read of your significant role in the events surrounding


the temple. The hierarchs words carried an edge, for it was
Vladimir who had struck down the Harbinger at the height
of the conflict.

Menoth give me strength, intoned the hierarch. He gripped


his staff, feeling a familiar fire kindle within his breast despite
his age. In that moment he felt not despair but steadfast resolve.
He did not fear death, so long as his life served the Creator.

I read the reports of the Battle of the Temple Garrodh,


Severius said. The Cryxian armies there were all but
destroyed, swallowed by the earth.

35

ANSON DURST, ROCK OF THE FAITH

PROTECTORATE PALADIN WARCASTER


Let our enemies come, for the Rock of the Faith stands in their way.
High Paladin Dartan Vilmon

DURST
SPD STR MAT RAT DEF ARM CMD

13 18

10

RECOMPENSE
POW

P+S

15

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
MEDIUM BASE

6
19
C
+6

FEAT: BASTION
OF FAITH
Through unwavering belief in
the might of the Lawbringer,
Anson Durst instills his own
resolve in the very fabric of
his warjacks, giving rise to an
unshakable wall. When his
forces close with the enemy,
it is behind the shield of faith
e s n fir

While in Dursts control


area, warjacks in Dursts
battlegroup gain 5 ARM.
When a friendly Faction warrior model in Dursts control
area is directly hit by an attack during your opponents turn
while B2B with a warjack in Dursts battlegroup, you can
choose to have the warjack directly hit instead. The warjack is
automatically hit and suffers all damage and effects. Bastion of
Faith lasts for one round.

SPELLS
COST RNG AOE POW UP OFF
BOUNDLESS CHARGE 2
6

NO NO
During its activation, target friendly model can charge without spending
when it
focus or being forced and gains 2 movement and Pathfinder
charges. Boundless Charge lasts for one turn.

CLEANSING FIRE

Cleansing Fire causes fire damage


.
the Fire continuous effect

DEFLECTION

14

NO YES

. On a critical hit, models hit suffer

SELF CTRL

NO NO

While in this models control area, friendly Faction warrior models gain
2 ARM against ranged and magic attack damage rolls. Deflection lasts
for one round.

HALLOWED AVENGER 2

YES NO

When an enemy attack destroys or removes from play one or more


friendly Faction models within 5 of target warjack in this models
battlegroup, after the attack is resolved the affected warjack can charge an
enemy model, then Hallowed Avenger expires.

WALL OF STEEL

SELF CTRL

YES NO

While in this models control area and B2B with one or more models in
this models battlegroup, models in this models battlegroup cannot be
knocked down and gain 2 DEF.

DURST
Rampart Guardian Stance During its activation, this model
can forfeit its movement or action to gain Cornerstone for one
round. (A model with Cornerstone cannot be knocked down,
placed, pushed, or made stationary, and friendly models B2B
with a model with Cornerstone cannot be knocked down,
placed, pushed, or made stationary.)

Already remarked for his size and strength, Durst was


recruited into the Order of the Wall at the age of ten. He
endured training that had been perfected to forge youths
into unyielding guardians of the faith. He took readily to
combat training, but his mighty temper nearly undid him.

Retaliatory Strike When this model is hit by a melee attack


made by an enemy model during your opponents turn, after
the attack is resolved this model can immediately make one
normal melee attack against that model. This model can make
one Retaliatory Strike per turn.

When a rage-fueled scuffle at the age of twelve resulted


in him killing another boy, the tragic event scarred Durst
deeply. Shame drove him to an intense commitment to the
paladin code. He still seeks to atone for the stain on his soul,
finding solace in the discipline of his order and employing
his strength to protect others.

RECOMPENSE
Magical Weapon
Reach
Weapon Master
Eruption of Ash If a model is boxed by an attack made with
this weapon, center a 3 AOE cloud effect on the boxed model
and then remove that model from play. The AOE remains in
play for one round. Enemy models in the AOE when it was put
in play are hit and suffer a POW 12 fire damage roll
. Enemy
models entering or ending their activation in the AOE suffer
a POW 12 fire damage roll
. Eruption of Ash damage rolls
cannot be boosted.

TACTICAL TIP
BOUNDLESS CHARGE Modifiers to movement apply only to a
models normal movement.

Anson Durst is the rock on which the enemies of the


Protectorate break, a bulwark to the faithful who weathers
tides of violence to keep blameless Menites safe. Though he
has no interest in the theosophical ruminations occupying
some of his brothers, none can question his devotion to the
paladin creed.
36

His soldiers life guarding the Protectorates border at


a northern garrison was changed drastically by the late
discovery of his warcaster gift. He was thrust into the role
of military leader during the onset of the Cygnaran invasion
of Sul. Durst earned his epithet fighting as part of a force
of Temple Flameguard and paladins to repel wave after
wave of invading soldiers. As the war raged on, countless
times he used his powers to prevent harm to his men. His
machines advance in tight formation alongside his soldiers,
ready to receive blows intended for them.
Though committed to his oaths, Anson Durst is first and
foremost a military asset of the Protectorate. His main desire
is to stand between the faithful and their enemies, but the
Great Crusade requires him to obey priests who sometimes
see him as a weapon with which to crush the faithless. Ever
true to his faith and his paladin oath, he continually seeks to
find balance between his duty as a warcaster and remaining
true to his code.

37

PURIFIER

PROTECTORATE LIGHT WARJACK


The road to redemption is paved with the ashes of disbelief.
Vice Scrutator Vindictus

PURIFIER

PURIFIER
SPD STR MAT RAT DEF ARM CMD

13 16

IMMOLATOR
L

POW

P+S

13

IMMOLATOR
R

POW

P+S

13

Flametrail When this


model advances into B2B
contact with an enemy
model during its activation,
the enemy model suffers the
Fire continuous effect
.
Overtake When this
model destroys one or more
enemy warrior models with
a normal melee attack, after
the attack is resolved this
model can immediately
advance up to 1 .

DAMAGE

Immunity: Fire

IMMOLATOR
L
L

FIELD ALLOWANCE
POINT COST
MEDIUM BASE

U
5

Chain Attack: Combustion


If this model hits the same
model with both its initial
attacks with this weapon,
after resolving the attacks
it can immediately make
one additional melee attack
against that model. If the
additional attack hits,
models within 2 of this
model suffer a POW 12 fire
damage roll
and the
Fire continuous effect
.

Chain Weapon This attack ignores the Buckler and


Shield weapon qualities and Shield Wall.

Crafted as a literal interpretation


of the most wrathful passages in the
Canon of the True Law, the Purifier
possesses a singular drive to eradicate
unbelief through the cleansing fires of
the Creator. In battle the jack rushes
enemy formations with startling speed,
brutally whipping its flails through the
opposition in comets of ash and flame
that streak around the machines form as it
darts and dives. Wherever blows from these
weapons land, the air fills with the sharp
crack of bone and the tortured screams of men
as the force of impact drives their charred and
broken bodies into the earth beneath them.
A trail of flaming footprints marks the Purifiers
passing, and any opponents it encounters that
were not crushed under the weight of its flails soon
meet a cleansing death. Roaring fires conjured by
the holy passages inscribed upon the chassis of the
Purifier carry out this duty, quickly devouring one
unbeliever after another in a feast of sizzling flesh.
38

HEIGHT/WEIGHT: 87 / 3.9 TONS


ARMAMENT: IMMOLATOR (RIGHT AND LEFT ARMS)
FUEL LOAD/BURN USAGE: 390 LBS / 7 HRS GENERAL, 75 MINS COMBAT
INITIAL SERVICE DATE: 599 AR
CORTEX MANUFACTURER: VASSALS OF MENOTH
ORIG. CHASSIS DESIGN: SUL-MENITE ARTIFICERS

HAND OF JUDGMENT

PROTECTORATE CHARACTER HEAVY WARJACK


Let the fires of your resolve burn a path to victory.
Visgoth Ark Razek

HAND OF JUDGMENT
Immunity: Fire
While in Feoras control area,
this model gains boosted ranged attack rolls.
Blazing Wrath This model can charge without
spending focus or being forced if its charge
target is suffering the Fire continuous effect
.
Fuel for the Flames When a model suffers
a Fire damage roll
while within 5 of this
model, add 2 to the roll.
This model can be
included in Feoras theme forces. It can also be
bonded to Feora.

IMMOLATOR CANNON
Continuous Effect: Fire
Damage Type: Fire

HAND OF JUDGMENT
SPD STR MAT RAT DEF ARM CMD

11

10 19

IMMOLATOR CANNON

FLAME OF TRUTH
Critical Fire

Reach
Flame Burst When this model boxes an
enemy model with this weapon, enemy
models within 1 of the boxed model suffer
the Fire continuous effect
.

RNG ROF AOE POW

SP 8 1

14

FLAME OF TRUTH
R

POW

P+S

18

DAMAGE

TACTICAL TIP
SPECIAL ISSUE This only gives the warjack the potential to bond to the warcaster.
It does not automatically add a bond.

L
L

HEIGHT/WEIGHT: 12/ 8.5 TONS


ARMAMENT: IMMOLATOR CANNON (LEFT ARM), FLAME OF TRUTH (RIGHT ARM)
FUEL LOAD/BURN USAGE: 837 LBS / 6 HRS GENERAL, 60 MINS COMBAT
INITIAL SERVICE DATE: 607 AR

FIELD ALLOWANCE
POINT COST
LARGE BASE

C
10

CORTEX MANUFACTURER: VASSALS OF MENOTH


ORIG. CHASSIS DESIGN: SUL-MENITE ARTIFICERS

Hand of udgment exists for a


single purpose to execute the will
of Feora, Priestess and Protector of
the Flame. Through her station and
her influence with Visgoth Ark Razek,
overseer of the Sul-Menite Artificers,
Feora commissioned Hand of
udgment as a testament to her
political and martial authority.
The sacred magic that radiates
from the machines chassis
stokes even the smallest flames
into roaring fires, turning the
stream of its flamethrower
into a firestorm. During its
short term of service, Hand of
udgment has demonstrated a
dangerous temper only Feora
can keep in check. Wherever
the warcaster treads, Hand
of udgment follows, eager to
slip its leash to destroy those
who displease its master.

39

REVELATOR

PROTECTORATE COLOSSAL
There can be no escape from the fires of judgment.
Vice Scrutator Vindictus

REVELATOR
SPD STR MAT RAT DEF ARM CMD

17

19

CONFLAGRATOR
L

RNG ROF AOE POW

10

15

CONFLAGRATOR
R

RNG ROF AOE POW

10

15

14

12

RNG ROF AOE POW

14

12

FIST
L

POW

P+S

20

POW

P+S

20

FIST
R

ARMAMENT: DUAL CONFLAGRATORS (LEFT AND RIGHT CHASSIS), DUAL LIGHT BRINGERS (LEFT
AND RIGHT CHASSIS)

Damage Type: Fire

RNG ROF AOE POW

LIGHT BRINGER
R

HEIGHT/WEIGHT: 34 / 75 TONS

Feretory This model


ignores concealment,
Camouflage, and Stealth.
Additionally, this models
weapons gain Magical
Weapon
. While its S
system is disabled, this
model loses the benefits of
Feretory.

CONFLAGRATOR

LIGHT BRINGER
L

REVELATOR

FIELD ALLOWANCE
POINT COST
HUGE BASE

Burning Earth On a
direct hit against an enemy
model, this attacks AOE
remains in play for one
round. Models entering or
ending their activations in
the AOE suffer a POW 12
fire damage roll
and the
Fire continuous effect
.

LIGHT BRINGER
2
19

Damage Type: Fire


Radiance A model hit
by this weapon loses
Camouflage and Stealth for
one round.

FIST
Open Fist

LEFT DAMAGE

RIGHT DAMAGE

To face the Revelator is to be stripped of pretense and


laid bare before the fires of judgment. In its presence the
flames of an angry god refuse to wane, persisting to cleanse
the world. The screams of the guilty serve as its litanies,
the crackle and hiss of their flesh an enduring choir.
For those who have turned aside from the Creator, this
colossal represents the inevitable termination of tragic and
misguided lives.

40

FUEL LOAD/BURN USAGE: 1,984 LBS / 6 HRS GENERAL, 50 MINS COMBAT


INITIAL SERVICE DATE: 608 AR
CORTEX MANUFACTURER: VASSALS OF MENOTH
ORIG. CHASSIS DESIGN: SUL-MENITE ARTIFICERS, FOUNDRY OF THE SACRED FLAME

The Protectorate has once again shouldered the burdens


demanded by its faith to outpace the industry of larger
nations through sheer will and determination. Forged in
the fires of faith and empowered by some of the nations
holiest relics, the fires of this new colossal burn brightly.
Each Revelator contains a feretory within which is sealed a
precious fragment of the shattered altar recovered from the
first great temple of Calacia, where Priest-King Valent of
Thrace brought the words of the Creator to his congregation.
Previously the remnants of that altar had been preserved
within the Great Temple of the Creator in Sul. The visgoths
decided such relics would be better employed in active
service, bringing their holy power to the front line of the
crusade through these towering machines. ust as the
udicator harnessed the holiness of sacred remains, the
Revelator harvests the concentrated faith and sanctity of
ancient artifacts to spectacular effect.
Through the holy power accumulated in its feretory, the
Revelator renders all heathen attempts at concealment
futile. The pious believe this power is a gift from heroes
of the faith watching from Urcaen. Hidden foes seen by a
Revelator can be revealed to Menoths crusaders through
a pair of Light Bringer cannons; any that survive direct fire
are emblazoned with holy illumination, marking them for
destruction. Each of these blessed cannons is painstakingly
engraved and then anointed with hundreds of hours
of intensive prayer by novice and initiate priests led by
those who supervise the cleansing of all mechanika that is
produced by the Sul-Menite Artificers.
Once transgressors have fallen beneath its all-seeing
gaze, the Revelator unleashes the fury of its Conflagrator
cannons, each firing ordnance containing refined Menoths
Fury. Before being encased in the ammunition, the volatile
substance is treated with a thickening agent, allowing it to
burn for longer periods of time once set alight. Enemies of
the true faith who meet the colossal in battle are awestruck
at the sight of its holy wraththough such enemies persist
as little more than ashes on the wind.

41

PYRRHUS, FLAMEGUARD HERO

PROTECTORATE TEMPLE FLAMEGUARD CHARACTER SOLO


Only by faith and strength can this shattered world be remade.
Pyrrhus

PYRRHUS

PYRRHUS
SPD STR MAT RAT DEF ARM CMD

15 15

FLAME SPEAR
POW

P+S

12
P+S

DAMAGE
FIELD ALLOWANCE
POINT COST
SMALL BASE

BEAT BACK The attacking model can advance even if the enemy
model is destroyed by the attack.

Fearless
Tough

SHIELD
POW

TACTICAL TIP

Commander

5
C
3

Impenetrable Shield
While this model is B2B
with one or more friendly
Temple Flameguard
models, it does not suffer
damage from non-magical
melee or ranged attacks.

Friendly
Temple Flameguard models
activating while in this
models command range gain Relentless Charge that activation.
Rapid Strike This model can make one additional melee
attack each combat action.
Relentless Charge This model gains Pathfinder
activations it charges.

during

Unyielding While engaging an enemy model, this model


gains 2 ARM.

FLAME SPEAR
Reach

Urcaen. He developed his own rigorous training regimen


in preparation for enlistment in the Flameguard, pushing
his limits and toning his physique and reflexes day by day.
When finally of age to apply for service with the Flameguard,
Pyrrhus ably passed every examination. He had committed
every doctrine and procedure to memory long before, and the
physical trials paled in comparison to those of his own design.
His focus only increased upon his acceptance. He spent his
little free time sparring, sacrificing any relationships he might
have had beyond the walls of the temple. His single-minded
dedication impressed and daunted peers and superiors alike,
giving him a reputation for arrogance exceeded only by his
skill. Those who realized his potential saw past his abrasive
personality to recognize the heart of a true Menite warrior.
In record time, Pyrrhus earned a promotion to Arms Master,
but his superiors opted not to immediately grant him a
command of his own; rather, he was assigned to train others
in the use of spear and shield.

Weapon Master
Set Defense A model in this models front arc suffers 2 on
charge, slam power attack, and impact attack rolls against this
model.

SHIELD
Weapon Master
Beat Back Immediately after a normal attack with this weapon
is resolved during this models combat action, the enemy model
hit can be pushed 1 directly away from the attacking model.
After the enemy model is pushed, the attacking model can
advance up to 1 .

Pyrrhus is more than the epitome of a Flameguard; he


represents a pinnacle of Menite devotion and service. With
movements honed through years of training, he charges
forward to decimate opponents, taking everything while
giving nothing in return. His mastery of his weapons
extends well beyond that of any of his peers, and his faith in
the Creator gives him extraordinary confidence in himself
as a conduit for the wrath of Menoth.
From the day the boy Pyrrhus decided his true purpose
lay not in this life but in service to the Creator in the next,
he dedicated himself to self-improvement. He needed to
become the ultimate mortal soldier if he were to eventually
bring triumph to Menoth in the eternal War of Souls in

42

He made an unforgiving instructor, expecting of others the


superlative performance he demanded of himself. While
unsuited to training raw recruitsseveral of whom were
broken by his regimenhe proved adept at forging the
worthiest into hardened soldiers. He finally received his
first taste of war with the invasion of Sul. Allowed to lead
a small group of his former top pupils, Pyrrhus joined the
defense of the Great Temple and distinguished himself
against the Cygnarans, ending the lives of over a dozen and
keeping his own soldiers intact. This performance saw him
promoted to the rank of Preceptor and assigned to lead a
portion of the vanguard in the counterassault on Caspia.
Pyrrhus exemplary service in dangerous campaigns and
border patrols since that war prompted his promotion to
Captain. He now serves at the forefront of the Great Crusade
alongside his unit. Time and again, the Menite has been a
shining example to his subordinates and his commendable
faith and martial prowess promise more heroic feats to come.

43

44

UNTAMABLE
SOUTHWESTERN THORNWOOD,
COMBINED ARMY ENCAMPMENT

Orsus Zoktavir clapped a massive hand to the closer of the


argus twin heads and smoothed its fur before cinching the
next strap of its armor. As he let go, the argus gave a bite to
his forearm and shook its head. This might have dislocated
the shoulder of a lesser man, but the Butcher of Khardov only
wrapped his free arm around the other head and applied
pressure until the first relented.
While the rest of the camp bristled with preparations for the
upcoming battle, the corner Orsus and his men occupied
remained relatively quiet. Dozens of masked doom reavers
stood scattered around him. Fenris stood nearest, obscured
by the shadow of his nightmare steed. Orsus brooded, the
lingering anger over the recent attempt on Empress Vanars
life first in his thoughts. He could not entirely dispel the icy
feeling of dread that had filled his veins when he heard the
sounds of violence within the tent where she was meeting the
Cygnaran king.
Orsus Zoktavir, said an authoritative feminine voice
behind him. He turned to find Kommander Aleksandra
Zerkova, flanked by a pair of reaver guards. The weapons
they bore were clearly of Orgoth origin. His eye was drawn
to an unknown warjack behind them, which emitted a low
rumble as exhaust rolled from its smokestacks.
Kommander Zerkova. Hed had little interaction with the
warcaster, but even among the secretive and manipulative
Greylords, Zerkova carried a particularly sinister reputation.
The insignia on her tabard indicated a promotion to Obavnik,
one of the highest ranks within the Covenant.
She took in the lay of the camp with her good eye, the other
being scarred over by some past trauma. I come bearing
a gift from Khardov, Zerkova said. Her gaze returned to
him. Orsus felt as though she were mentally dissecting
him. The argus behind him growled, and the other came
alongside, sensing his unease. Zerkova merely indicated the
warjack rumbling behind her. The high obavnik arbiter has
granted you use of this machine in the coming battle. It is
one of a kind.
Suspicious, Orsus frowned but stepped closer and looked the
jack over. Its chassis resembled existing designs, but the relics
attached to it were another matter. One fist gripped a huge
blackened mace, and the armored plate along the back of the
other fist had been shaped from an ornate Orgoth buckler
and glowed with sinister power. Orgoth runes marked both
artifacts as well as other ornaments affixed to the machine
and the metal plates bolted to the cowling around its head.
He thought he could hear indistinct whispers and felt a
strong desire to connect with its cortex.

Does your high obavnik often give gifts? Orsus gave


Zerkova a sideways glance.
After a pause she said, Its name is Ruin. It has proven . . .
difficult to control. It crushed its controller during a field test
outside Khardov and would heed no commands. Several
Greylords were likewise killed before it ran out of fuel.
Zerkova nodded to the argus and then Fenris. Given your
affinity for the untamable, the Covenant has deemed you
suitable to test its use in battle. Place your hand on the chassis.
I will relinquish my hold, though you must be quick to seize
the cortex. Ruin will not remain idle if left to its own devices.
Orsus ran a hand over the warjack. He felt a strange rapport
with the machine and its seething anger. Ruin, he said. A
good name. Why not claim it for yourself?
She gave him a tight smile. Orders are orders.
Orsus felt Zerkova surrender her bond to the cortex. Almost
immediately the warjack hunkered and raised its arms to
readiness. It pulled back its mace, but the arm froze as Orsus
plunged his mind into its cortex, swiftly delivering the code
images to seize control. He had done this countless times, but
this felt very different. Whispers suddenly flooded his mind, as
though he were surrounded by a legion of ghosts. For a moment
it was as if his mind were not his own. Rage filled him and
he felt a strong urge to seize the haft of his axe. He restrained
himself with effort, gritting his teeth to force the voices to quiet.
You see? Zerkova asked softly. Only the strongest
warcasters can endure it.
He asked, You will fight alongside me in the assault? It was
clear she desired the machine. She hoped to see him perish so
she could reclaim it. He intended to see her disappointed, to
master this machine.
She frowned. As much as I would enjoy joining you in
seizing the necrofactorium and plumbing its depths, I have
other duties. I am to stay at Empress Vanars side.
Orsus flinched as if struck. Once again he saw the empress
stumbling as a death-fueled construct lunged at her. That
he hadnt been chosen to oversee her safety opened an old
wound in his mind. What? Why? The words sounded
more hostile than he had intended.
Zerkova looked to Ruin and back. There are times we must
obey and play the role given us. Her tone was cold and
suggested a meaning he did not apprehend. Of course she
must obey the empress. To do otherwise was unthinkable.
Without another word, the obavnik turned and walked away,
her reaver guards following. A strong wind pulled at her coat
and the scattered tents. Orsus barely heard its howl over the
whispers filling his mind.
45

OBAVNIK KOMMANDER ZERKOVA & REAVER GUARD


It is remarkable what one can achieve when freed from the limitations of mediocre minds and superstition.
Aleksandra Zerkova

ZERKOVA
SPD STR MAT RAT DEF ARM CMD

15 15

ORGOTH BLADE
POW

P+S

12

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
SMALL BASE

7
16
C
+4

FEAT: ARCANE
CONVERGENCE
Drawing upon a lifetime
spent gathering forbidden
knowledge, Aleksandra
Zerkova summons a torrent of
raw arcane power for her allies
to seize upon and shape.

Each friendly Faction


model currently in
Zerkovas control area
can immediately cast one
spell without spending
focus, performing a special
action, or performing a special attack.

ZERKOVA

Enemy upkeep spells on target friendly model/unit expire. Affected


models cannot be targeted by enemy spells or animi.
A model hit by Dissolution Bolt cannot channel spells for one round.
Hoarfrost causes cold damage
. On a critical hit, models in the AOE
.
become stationary for one round unless they have Immunity: Cold
While in this models control area, friendly Faction models gain an
additional die on their magic attack rolls this turn.
Remove one friendly living Faction model in this models control area
from play to allocate 1 focus point to each warjack in this models
battlegroup that is currently in its control area. Sacrificial Lamb can be cast
only once per turn.

Immunity: Cold
This model is a Greylord model.
Friendly Greylord models/units in
this models command range never flee and immediately rally.
This model cannot be targeted by enemy spells.
If this model is disabled by an enemy attack,
you can choose a non-disabled model in this unit within 3 of
this model to be destroyed. If another model is destroyed as a
result of Self-Sacrifice, this model heals 1 damage point.
This unit is made up of Zerkova and 2 Reaver
Guards.

ORGOTH BLADE
When making an attack with this weapon, ignore
spell effects that add to a models ARM or DEF.

Through a combination of fearsome reputation, ruthless


tactics, and intimate knowledge of the occult, Aleksandra
Zerkova has scaled the ranks of the Greylords Covenant
faster than any might have believed possible. Elusive in the
extreme, the warcaster has vanished for months on end with
little to no explanation, each time returning with yet more
artifacts and tomes of forgotten lore to add to her collection.
Her willingness to utilize any knowledge available has made
her increasingly dangerous. For Zerkova, military protocols
and conventional morality are weaknesses to exploit rather
than principles to be followed. She plays a dangerous game
as she pursues even the darkest of the forbidden dark arts,
but time and again she has proven to be a master of the
occult as well as in espionage.
Recently Zerkova was involved in the secret seizure and
investigation of a powerful Nyss relic recovered from
Korsk. Unknowingly she had taken into her possession

46

This model can channel spells through target friendly model as if it were a
.
model in this models battlegroup with Arc Node

TACTICAL TIPS
DISSOLUTION BOLT Channeling a spell includes casting a spell
through a channeler as well as being the channeler.
SACRIFICIAL LAMB A warjack cannot exceed normal focus allocation
limits as a result of Sacrificial Lamb.

a vault containing the frozen Iosan god Nyssor, a find of


enormous significance. Her studies were cut short by Iosan
strikes on two hidden Greylord facilities deep in Khador.
Desperate, Zerkova ultimately entered into an unsanctioned
collaboration with the unliving elven warcaster Goreshade
in a failed attempt to recover the frozen Nyss vault, which
was secured by the Retribution of Scyrah and returned to
Ios. Despite the outcome, Zerkova herself considers the
endeavor well worth the risk, which demonstrates the
lengths she is willing to go for knowledgeeven to the point
of provoking hostilities with foreign powers without regard
for the plans of the empire or the desires of her superiors.
Even considering the significant autonomy Greylords are
ordinarily allowed, Zerkova has gone well beyond her
purview, taking advantage of hidden budgets and loopholes
in the bureaucracy to maintain her operations.
Despite increased scrutiny from organizations responsible
for internal security, such as the Greylords own Prikaz
Chancellery, Zerkova has continued to consolidate her
position, establishing undisclosed bases of operation
throughout Khador and occupied Llael. While Prikaz agents
have dogged her footsteps for years, on the trail of budgetary
irregularities, Zerkovas intricate and deeply rooted network
of informants has kept her several paces ahead.

47

REAVER GUARD
SPD STR MAT RAT DEF ARM CMD

6
When this model
destroys one or more
models with a melee attack
during its combat action,
immediately after the attack
is resolved it must make
one additional melee attack
against another model in its
melee range.

13 15

FELL AXE
POW

P+S

12

DAMAGE
SMALL BASE

When an enemy model advances and ends


its movement within 6 of this model and in its LOS, this model
can immediately charge it. If it does, it cannot make another
counter charge until after your next turn. This model cannot
make a counter charge while engaged.
This model is a Doom Reaver model.
This model cannot be targeted by enemy spells.
This model does not have to make Berserk attacks.

FELL AXE

TACTICAL TIP
COUNTER CHARGE A Counter Charge is not a models combat
action, so Berserk will not trigger.

Her disregard for protocol has earned her the ire of a


number of prominent obavniks, several of whom have
sought to use their authority to halt her operations. Zerkova
has been aided by the support of High Obavnik Arbiter
Vasily Dmitrilosk, the head of the Greylords Covenant. The

high obavnik clearly finds Zerkovas research invaluable


and prizes her successes above the questionable nature of
her methods. He, too, seeks to empower the Motherland
by delving into dark mysteries. In response to concerns
regarding Zerkovas disregard for the chain of command,
the High Obavnik promoted the warcaster to the rank
of Obavnik, shielding her from interference within the
order. Now she is beyond the reach of all but a handful of
peoplemost particularly Great Vizier Blaustavya, whose
agents have their eye on her. Zerkova has recently earned
the confidence of the empress herself, though, once again
proving her capability of anticipating the moves of those
who would oppose her.
As her reputation has grown, so has the degree of fear
she inspires in her fellow Greylords. More than a few of
Zerkovas detractors have disappeared without a trace,
and those who were once highly vocal in their assertions
of wrongdoing have grown strangely quiet. It has not gone
unnoticed that many of her subordinates have also met
untimely ends. Nevertheless, those who desire to plumb the
mysteries of the occult continue to seek her patronage and
serve her with zealous devotion.
With her promotion, Zerkovas quest for power has
only gained momentum. Those elements of her private
collection once kept behind closed doors are now on
public display. From forbidden relics to an entourage of
guardians enslaved to her will, her open display of occult
power has overshadowed the reputation of her ancestors.
Recent events have turned her gaze toward the depths of
the Thornwood. Conflicts in the region are secondary to her
interest in the Orgoth and Morrdhic ruins and the massive
Cryx necrofactorium built beneath the forest floor, where a
wealth of knowledge awaits.

REAVER GUARD CONCEPT ART

48

MAD DOG
The key to mastering a mad dog is to keep it on a short leashand know when to let go.
Kommander Oleg Strakhov

MAD DOG
This model can run or charge without spending focus or being forced.
This model gains an additional die on trample attack rolls and can make trample power
attacks without spending focus.

MAD DOG

SPD STR MAT RAT DEF ARM CMD

TACTICAL TIP
UNSTABLE Do not replace this model with a wreck marker.

HEIGHT/WEIGHT: 1011 / 8.4 TONS


ARMAMENT: HAMMER SPIKE (LEFT AND RIGHT ARMS)
FUEL LOAD/BURN USAGE: 715 LBS / 5 HRS GENERAL, 55 MINS COMBAT
INITIAL SERVICE DATE: 460 AR
CORTEX MANUFACTURER: GREYLORDS COVENANT
ORIG. CHASSIS DESIGN: KHADORAN MECHANIKS ASSEMBLY

11 18

HAMMER SPIKE

At the start of its activation, this model can spend 1 focus point to use uryRigged. This model gains 2 SPD this activation. At the end of this activation, it suffers 1 damage
point to its first available Movement system box. This model cannot use ury-Rigged if its Movement
system is crippled. ury-Rigged can be used only once per activation.
At the end of any activation in which this model spent 1 or more focus points, roll a d6.
If the roll is equal to or less than the number of focus points spent, this model explodes and models
within 3 of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.

11

POW

P+S

14

HAMMER SPIKE
R

POW

P+S

14

DAMAGE

A veritable battering ram


of steel, the Mad Dog
is the bane of enemy
infantry facing Khador
L
R
in the field. Among the
oldest Khadoran warjacks
L L M C R R
still in service, the Mad
M M
C
Dog was designed for
the sole purpose of
FIELD ALLOWANCE
U
smashing its way through
POINT COST
5
LARGE BASE
enemy
formations.
The machine is
fitted with a modified steam engine built to
produce the enormous pressure required
to propel this brawler headlong into
the enemy. Despite the wear and
tear these warjacks suffer in battle,
some few have been maintained
and are still capable of moving
with alarming speed. They barrel
onward heedless of resistance
to tread on the broken bodies
of enemies caught beneath their
hulking frames. Once in the fray,
the Mad Dog employs its spiked
gauntlets with vicious enthusiasm, crushing anything
within reach. The havoc it wreaks amid the enemy is enough
to break even the most disciplined battle line, allowing the
warjacks comrades in arms to dispatch any survivors.
Few Mad Dogs remain wholly functional, but some
kommanders are quite partial to their use nevertheless.
Over the course of a lengthy term of service, these heavy
warjacks have become increasingly unstable; both their
cortexes and their modified propulsion systems have
degraded to the point of unpredictability, making psychotic
rampages and explosive overloads all but inevitable.

49

RAGER
Nothing keeps a man alive like a wall of Khadoran steel.
Korporal Miloslav Zhabin

RAGER

RAGER

This model can run or charge without spending focus or being forced.

SPD STR MAT RAT DEF ARM CMD

11

11 18

SHIELD CANNON
RNG ROF AOE POW

15

At the end of any activation in which this model spent 1 or more focus points, roll a d6.
If the roll is equal to or less than the number of focus points spent, this model explodes and models
within 3 of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.

SHIELD
L

POW

P+S

12

SHIELD

GLADIUS
R

POW

P+S

15

Once per round, when a friendly model is directly hit by a ranged attack during your
opponents turn while within 2 of this model, you can choose to have this model directly hit instead.
This model is automatically hit and suffers all damage and effects. This model cannot use Shield
Guard if it is incorporeal, knocked down, or stationary.

DAMAGE

While not as prone to the


violent outbursts as some
other aging machines in
the Khadoran arsenal, the
Rager is inclined toward
fierce overprotectiveness
and will throw itself
L
R
upon any perceived
L L M C R R
threat
to
its
M M
C
master
without
hesitation. It is
FIELD ALLOWANCE
U
for this reason
POINT COST
6
that
many
LARGE BASE
of Khadors
warcasters,
particularly veterans, still find a place for the
aging warjack in their battlegroups, though
they keep the machine at arms length given its
increasing tendency toward destructive overloads. The
Rager was designed with a heavy shield cannon of the sort
used by Man-O-War shock troopers, lending the jack the
means for a strong defense without depriving it of a second
weapon. Rather than hacking into the enemy with reckless
abandon, the Rager employs a more measured fighting
style, making careful use of its sword and shield.
1

While few Ragers remain in service today, they continue


to demonstrate the same steadfast resolve and loyalty as
when they first set foot on the field of battle. That they
endure is a testament to the strength and resilience of
Khadoran engineering.
HEIGHT/WEIGHT: 1011 / 8.4 TONS
ARMAMENT: SHIELD CANNON (LEFT ARM), GLADIUS (RIGHT ARM)
FUEL LOAD/BURN USAGE: 715 LBS / 5 HRS GENERAL, 55 MINS COMBAT
INITIAL SERVICE DATE: 463 AR, REFITTED WITH SHIELD CANNON 522 AR
CORTEX MANUFACTURER: GREYLORDS COVENANT
ORIG. CHASSIS DESIGN: KHADORAN MECHANIKS ASSEMBLY

50

TACTICAL TIP
UNSTABLE Do not replace this model with a wreck marker.

RUIN
To place a deranged weapon in the hands of a deranged man is surely madness.
Forward Kommander Sorscha Kratikoff

While in Zoktavirs
control area, Ruin gains Boundless Charge.
(During its activation, a model with Boundless
Charge can charge without spending focus
or being forced and gains +2 movement and
Pathfinder
when it charges.)

soul tokens at a time. During its activation,


this model can spend soul tokens to gain
additional attacks or to boost attack or
damage rolls at one token per attack or boost.

RUIN

SPD STR MAT RAT DEF ARM CMD

12

This model gains one soul token


when a living enemy model is destroyed
within 2 of it. This model can have up to three

When this weapon hits a model/


unit, upkeep spells on that model/unit
immediately expire.

DISPEL Because they expire immediately, upkeep spells that had an


effect when the model was hit or damaged will have no effect.
ORGOTH SEAL The attacking model does not suffer damage if the
model with Orgoth Seal is no longer in play after the attack is resolved.
SPECIAL ISSUE This only gives the warjack the potential to bond to the
warcaster. It does not automatically add a bond.

obavnik ordered Ruins


transfer to Orsus Zoktavir, a
man with a proven affinity
with doom reavers, in
an attempt to exploit the
weapons for the Motherland
whatever the cost.

POW

P+S

16

POW

P+S

18

DAMAGE

TACTICAL TIPS

10 20

BLACK IRON MACE

ARMORED FIST
BLACK IRON MACE

ARMORED FIST

This model can be


included in Zoktavirs theme forces. It can
also be bonded to Zoktavir.

When a model targets this model


with an offensive spell, the spell suffers 3 RNG.
If a model directly hits this model with an
offensive spell, after the attack is resolved the
attacking model suffers d6 damage points.

L
L

FIELD ALLOWANCE
POINT COST
LARGE BASE

C
10

HEIGHT/WEIGHT: 119 / 12 TONS


ARMAMENT: ARMORED FIST (LEFT ARM), TORAZARDS BLACK IRON MACE (RIGHT ARM)
FUEL LOAD/BURN USAGE: 990 LBS / 6 HRS GENERAL, 70 MINS COMBAT
INITIAL SERVICE DATE: 558 AR, REFITTED 608 AR
CORTEX MANUFACTURER: GREYLORDS COVENANT
ORIG. CHASSIS DESIGN: KHADORAN MECHANIKS ASSEMBLY

Ruin is a blend of engineering and black magic, an unsettling


fusion that has resulted in a malevolently aware machine. The
Greylords Covenant consider this a great accomplishment, but
others wonder if it is a triumph of madness over reason.
For years Greylords scoured ruins for answers to the dark
riddles of the Orgoth. Greylord Obavnik Rolonovik of Khardov
eventually unearthed a vast burial chamber housing the
remains of the terrible Orgoth Torazard, a hulking giant of a
warlord. The enormous relics buried with him thrummed
with a willful hunger to harvest souls. Together with High
Obavnik Dmitrilosk, Rolonovik initiated a secret occult
experiment to harness the power of these items and weld
them to a warjack. Employing Orgoth runes to bridge the gap
between the cortex and this weaponry circumvented the need
for them to be wielded by mortal hands. The artifacts whisper
incomprehensibly into the warjacks cortex.
Maintaining control of this jack requires warcaster supervision,
preferably by one with a mind inured to such voices. The high

51

VICTOR
KHADOR COLOSSAL
War is the mother of industry.
Khadoran Mechaniks Assembly proverb

VICTOR

VICTOR
SPD STR MAT RAT DEF ARM CMD

18

20

SIEGE MORTAR
S

RNG ROF AOE POW

20

15

Each time
this model makes a normal
Siege Mortar attack, choose
one of the following
abilities:
The AOE is
rough terrain and remains
in play for one round.

AUTOCANNON
L

RNG ROF AOE POW

10

12

Models hit by this


attack suffer 2 DEF for
one round.

AUTOCANNON
R

RNG ROF AOE POW

10

12

This attack
causes fire damage
,
and models hit suffer the
.
Fire continuous effect

FIST
L

POW

P+S

22

POW

P+S

22

FIST
R

FIELD ALLOWANCE
POINT COST
HUGE BASE

SIEGE MORTAR
2
18

When
attacking with this weapon,
this model can ignore
intervening models except
those within 1 of the target.
This model

suffers 4 to attack rolls with this weapon.


Attacks made with this weapon cannot
target any model within 6 of it.
Make d3 ranged attacks targeting a primary
target and any number of secondary targets within 2 of the first
target. Ignore intervening models when declaring secondary
targets. A secondary target cannot be targeted by more attacks
than the primary target. Auto Fire counts as one attack for ROF.
This model gains an additional die on attack rolls
with this weapon against models with Flight.

FIST
LEFT DAMAGE

RIGHT DAMAGE

TACTICAL TIP
AUTO FIRE These attacks are simultaneous. Attacks against targets
beyond this weapons range will automatically miss.

HEIGHT/WEIGHT: 31 / 102 TONS


ARMAMENT: SIEGE MORTAR (INTEGRAL), DUAL AUTOCANNONS (LEFT AND RIGHT CHASSIS)
FUEL LOAD/BURN USAGE: 3,150 LBS / 6 HRS GENERAL, 45 MINS COMBAT
INITIAL SERVICE DATE: 608 AR
CORTEX MANUFACTURER: GREYLORDS COVENANT
ORIG. CHASSIS DESIGN: KHADORAN MECHANIKS ASSEMBLY

Through the scream of shells arcing overhead and the ceaseless


rattle of autocannon fire, the Victor brings a culmination of
Khadors finest engineering against the enemy. Beneath the
might of the colossals versatile siege mortar, fortifications
are reduced to rubble, infantry is erased, and warjacks are
turned to smoldering heaps of scrap.
A number of brilliant young innovators at the Khadoran
Mechaniks Assembly laid plans for the Victor during the
production of the Conquest, which was intended to serve
as a framework for the Motherlands future colossals, each
with distinct weaponry and different roles on the battlefield.
The Victors ambitious engineers sought to create a multi-use
heavy artillery platform capable of neutralizing all manner
of high-priority and hard targets. The concept of a complex
loading system capable of feeding multiple types of shells
into a high-caliber siege mortar would ultimately become the
backbone of the Victors design.
The Victors primary weapon stands as the largest piece of field
ordnance ever joined to a cortex. Additional supports were
welded to the colossals interior to accommodate the significant
weight and recoil of the weapon, and a series of massive gears
and cranks serve to adjust trajectory. A sophisticated multitrack loading mechanism occupies a large portion of the chassis
and feeds one of three distinct types of ammunition into the
siege mortar as needed, requiring only that the cortex make
a selection according to the needs of its warcaster. Similarly
complex systems augment the Victors dual autocannons. Belted
ammunition manufactured on a large scale ensures continuous
fire without long reload times, while a heat-dispersing cowling
and a water-circulation cooling system prevent the jack from
overheating during sustained use.
While the old guard among the Assembly dismiss the Victor
as overly complicated and worry it will require prohibitive
maintenance, most see it as a step forward in Khadoran
engineering. The advances developed during its production
are expected to lead to future innovations in armament for
the empire.

52

53

54

UNFORESEEN CIRCUMSTANCES
IOS, NORTHEAST OF SHYRR

The hooves of undead mounts battered the forest floor in a


swift yet silent gait as the ethereal forms barreled through
trees and undergrowth to carry their riders ever deeper
into Ios. Goreshade had set out from Eversael two days
earlier with a host of eldritch and banes riding at his back.
His circuitous route to the capital had swung them north
and west in hopes of avoiding undue attention, but even
proceeding with caution they had still needed to actively
evade far-reaching patrols. That they were not alone in their
incursion, however, was soon apparent.
They discovered the smoldering ruins of a village late in the
first day. Near midday on the second, they spotted several
columns of smoke rising into the sky far to the north. Here and
there, the thralls riding at the northernmost limits of the group
came upon tracks of both men and beasts.
Warriors from across the sands, Goreshade said as they
reined in their mounts in the forest outside a village. He
had diverted their course to inspect the source of smoke
nearby, and now they watched through the trees as pale,
armored soldiers in red and gold torched the remaining
structures and clapped survivors in irons. Thick chains ran
from one set of wrists to the next, and the steady crack of
whips forced the prisoners into orderly lines. Although
Goreshades knowledge of the marauders was secondhand,
he recognized them as skornethe same vicious race that
had pursued his people in their exodus from Lyoss after the
destruction of the Bridge of Worlds.
An invasion! Where are the Dawnguard? Lothvyn asked
from Goreshades side. Despite his initial hostility, the former
Silowuyr nobles disposition had changed considerably after
he had been bested beneath the ruins of Eversael. Thus far,
the eldritch had proven himself knowledgeable of the areas
comings and goings despite his exile, and Goreshade felt no
regret at sparing his existence.
Hiding, Goreshade said, his voice heavy with disdain for
the self-righteous knights of House Nyarr who traditionally
protected this region. His gaze lingered over the column of
Iosans being led from the village, youths and even some few
children among them. Cowering behind their walls while
those who depend on them fall prey to barbarians. His race
had grown weak in his absence, and the thought of the oncegreat people falling to outside aggression goaded him deeply.
They stay comfortable in their strongholds, abandoning the
rest to ruin, Lothvyn said.
Hearing this from a fallen member of House Silowuyr, whose
members dedicated themselves purely to the defense of Shyrr,
grated on Goreshade. What of you? he snapped. How many
centuries did you spend hiding in Eversael before I came to

drag you out kicking and screaming? He looked to each


eldritch in turn. The Dawnguard are short-sighted imbeciles.
But yousome of the greatest minds of your time!you have
no excuse for years of cowardly inaction.
The words hit their mark. Lothvyn hissed and looked toward
the village, drawing his weapon, and several other eldritch
followed suit. We will prove our resolve, he said.
No! Goreshade said sharply. At least, not yet. We must
know more. This force is but a raiding party.
Once the last of the skorne and their captives had departed
the village, Goreshade urged his steed from among the trees.
Lothvyn and the other eldritch followed, Suneater and his
bane thralls trailing behind. Black smoke swirled around
them before billowing into the sky in a fountain of ash. A
roof collapsed with a crash, and a cloud of sparks rose from
beneath it to flare and die. Tracks lay thick upon the ground.
Goreshade said, This group is too feeble to have made it
through the border on their own. From the smoke, it is clear
they intended to attract attention, though to what end?
We will be spotted ourselves if we are not careful, Lothvyn
said.
Goreshade guided his mount around the roaring remains of
the village, taking in the gruesome details. Here and there
limbs and heads lay on the ground near the Iosan bodies
they had been severed from, including some hands still
gripping the hilts of blades. There were no skorne corpses;
if the attackers had suffered casualties, they had taken away
the fallen. Goreshades eyes narrowed. Too many questions
remained. The fact that this force was connected to an army
was all but certain.
His mind turned to the capital and its defenses. In all his
planning, dealing with Shyrrs defendersmost notably
House Silowuyrhad been least clear in his mind. The
presence of the skorne so near opened up a number of
possibilities.
We will follow these raiders and discover their intentions,
Goreshade said.
What of the capital? Lothvyn asked.
This will help prepare the way. Send word to our forces
beyond the border to make ready. We may need to seize an
opportunity at short notice.
Goreshade gripped the hilt of Voass, feeling the thrum of
power from the blade. Never had he been so close to achieving
his goals. Although the presence of the skorne was unexpected,
he felt confident he could accommodate for them in his plans.
If Ios must burn before it could be saved, so be it.
55

DENEG H RA, THE SOU L WEA VER


The darkness she commands echoes those forces within her soul.
The Witch Coven of Garlghast

FEAT: HELL GATE

DENEGHRA

SPD STR MAT RAT DEF ARM CMD

15 16

VENOMOUS BREATH
RNG ROF AOE POW

SP 8 1

10

MALEFACTOR

POW

P+S

13

BARBED TAIL
POW

12

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
HUGE BASE

7
18
C
+4

Deneghras grasp on the


thread between life and death
has given rise to powers
most terrible during her
service to the Nightmare
Empire. Drawing upon the
well of imprisoned souls at
her disposal, the Cryxian
warcaster descends on the
living with a deluge of power
to fuel her blistering spells.

Target friendly Faction model gains 2 DEF and Poltergeist. (When an


enemy model misses a model with Poltergeist with an attack, immediately
after the attack is resolved you can choose to push the enemy model d3
directly away from the model with Poltergeist.)

Deneghra immediately
gains seven soul tokens.

Target enemy model unit suffers 2 DEF and ARM and cannot be healed.
Mortality lasts for one round.

DENEGHRA

Models hit by Scourge are knocked down.

Undead

Cull Soul This model


gains one soul token for
each living enemy model
destroyed within 2 of it.
When this model replenishes its focus during your next Control
Phase, replace each soul token on it with 1 focus point.
Flight This model can advance through terrain and obstacles
without penalty and can advance through ructions and other
models if it has enough movement to move completely past
them. This model ignores intervening models when declaring
its charge target.
Soul Mastery Anytime during its activation, this model can
spend soul tokens for the following effects. Each use of a Soul
Mastery effect costs one soul token.
This model can cast a spell with COST 3 or
less without spending focus.
Choose a warjack in this models
battlegroup that is in its CMD range. The warjack is allocated
up to 3 focus points.
Soul Weaver During its activation, this model can choose a
friendly model in its CMD range with Body Count, Cull Soul,
Soul Collector, or Soul Taker. Remove any number of soul
tokens from the chosen model and place one soul token on this
model for each token removed.

Thousands have suffered and died because of the warwitch


Deneghra. Thousands more will fall before her in the days
to come. As Cryxs legions sweep across western Immoren,
she stands ready to enact the will of her master, Asphyxious.
Deneghra has served the lich lord as his most potent and
loyal retainer, continually impressing her master with her

56

Target friendly model unit gains Ghostly for one turn. (A model with
Ghostly can advance through terrain and obstacles without penalty and
can advance through obstructions if it has enough movement to move
completely past them. An affected model cannot be targeted by free
strikes.)

TACTICAL TIPS
CULL SOUL A model can have more focus points than its FOCUS
as a result of Cull Soul.
SCOURGE This means every model in the AOE is knocked down,
friendly and enemy alike.
SOUL WEAVER You can use Soul Weaver any number of times each
activation.

cunning and her command of the arcane gift she possesses.


She manipulates the armies of her enemies into attacking
where she desires and outmaneuvers them with her own
forces. Her actions have put events in motion that shape the
fate of nations.
In the time since her death and reanimation she has
plumbed the depths of her necromantic powers, gaining
profound insight into and power over mortal souls. In
her wake the world of the living is left blackened and
exanimate. Deneghra manipulates the souls of the dead
with consummate skill, using their power for her own
designs. Those slain in her presence are forbidden passage
into Urcaen, their souls left twisting in her grasp and used
as a weapon to destroy her enemies. Such is her mastery
that she can send these tormented spirits to empower the
machines at her command or tear their essence apart to
weave a torrent of withering magic.
Many of Lich Lord Asphyxious gains can be laid directly
at Deneghras feet. No obstacle, not even death, has stayed
her from achieving her masters wishes. In pursuing his
goals, she has amassed power and influence. From out of
his shadow, she has risen in prominence to become the Soul
Weaver, a black queen of the Nightmare Empire. Atop her
nightmarish mount, Deneghra blots out the sun, casting a
long shadow over those destined to die by her command.

57

BARATHRUM
Within Barathrum rages a soul that howls and thrashes at its restraints, but against the iron will of
Lich Lord Terminus it has no choice but to obey.
Master Necrotech Mortenebra

TACTICAL TIPS

BARATHRUM

SPD STR MAT RAT DEF ARM CMD

10

13 17

TALON
POW

P+S

17

TALON
POW

P+S

17

TUSKS
POW

P+S

12

DAMAGE

L
L

FIELD ALLOWANCE
POINT COST
LARGE BASE

Terror
Counter Charge When
an enemy model advances
and ends its movement
within 6 of this model
and in its LOS, this model
can immediately charge it.
If it does, it cannot make
another counter charge
until after your next turn.
This model cannot make
a counter charge while
engaged.

SOUL DRIVE A warjack cannot exceed normal focus allocation


limits as a result of Soul Drive.

Dig In (
This
model gains cover, does not
suffer blast damage, and
does not block LOS. The
model remains dug in until
it moves, is placed, or is
engaged. The model cannot
dig into solid rock or manmade constructions. This
model can begin the game
dug in.

ORIG. CHASSIS DESIGN: UNKNOWN

C
10

During
this models activation,
immediately after resolving
an attack in which it boxed
a living enemy model, this
model can use Drag Below. The boxed model is removed from
play and this model can immediately make a full advance and
then perform a Dig In special action, then its activation ends.
Soul Drive This model is allocated 1 additional focus point
during your Control Phase.
This model can be included in
Terminuss theme forces. It can also be bonded to Terminus.
If this weapon damages a warjack that is part of a
battlegroup, its controller suffers 1 damage point.

Among Master Necrotech Verrik Kurrs final and most


unusual fabrications, Barathrum is a mechanized terror
born from the nightmares of a lunatic. The machine was
crafted at the height of Kurrs brilliance even as he began his
descent into madness and exploits similar necrotechnology
as was employed in the Seether. Its soul drive is of a similar
design as that of its predecessor, and the tormented souls
that fuel this device lend it the same unpredictable ferocity.
Barathrums form is distinct, however, with great scooping
talons that enable it to burrow into the earth and emerge
elsewhere with terrifying alacrity.

58

DRAG BELOW Because the boxed model is removed from play


before being destroyed, it does not generate a soul or corpse token.

SPECIAL ISSUE This only gives the warjack the potential to bond to
the warcaster. It does not automatically add a bond.

HEIGHT/WEIGHT: 12 / 6.5 TONS


ARMAMENT: TALON (LEFT AND RIGHT ARMS), TUSKS (HEAD)
FUEL LOAD/BURN USAGE: 99 LBS NECROTITE, 265 LBS COAL / 12 HRS GENERAL, 2 HRS COMBAT
INITIAL SERVICE DATE: UNKNOWN
CORTEX MANUFACTURER: MASTER NECROTECH VERRIK KURR

Lich Lord Terminus took an interest in this helljack after


Kurrs disappearance and claimed it as his own. Likely he
was intrigued by the helljacks unusual intellect and will. In
the years since, the lich lord has spent considerable effort
to bend the crazed machine to his will. Barathrum has
slowly developed a measure of restraintor perhaps more
accurately, fear and respectfor its master.
Through the application of the lich lords undeniable resolve,
the helljack has learned the arts of patience and subterfuge.
No longer does the machines cortex constantly submit to
the incessant rage of its soul drive. Instead, the helljack
burrows with its massive talons to await the footfalls of the
living. Once its prey is within reach, Barathrum explodes
from the ground in a shower of soil and black iron amid
a cloud of necrotite fumes to seize its victims and drag
them screaming beneath the earth to a premature burial.
Few things are as demoralizing to the infantry of the Iron
Kingdoms as seeing a string of comrades swallowed by the
very ground on which they tread.
The rage-fueled viciousness of the spirits trapped within
the helljacks soul drive has only grown more terrible
in its time under Terminus command. Once Barathrum
is let loose to rampage, this maleficence reasserts itself.
Committing to slaughter with reckless abandon, the jack
cleaves men in two with its shoveled hands and impales
others on its tusks. When it ultimately plunges out of
sight, it is often with yet another victim in towa trophy
sentenced to a horrific death.

59

SEPULCHER
We shall reduce their lands to fields of slaughter and reap what we sow.
Lich Lord Terminus

SEPULCHER

SEPULCHER

SPD STR MAT RAT DEF ARM CMD

15

10 19

DESOLATOR
RNG ROF AOE POW

13

13

SPIKER
RNG ROF AOE POW

11

13

SPIKER
RNG ROF AOE POW

11

13

HARVESTER
L

POW

P+S

18

This model
gains one corpse token each
time a Mechanithrall or
living model is destroyed
within 5 of it.

HARVESTER
R

POW

P+S

18

This model
ignores the effects of deep
and shallow water and can
move through them without
penalty. While completely
in deep water, it cannot
be targeted by ranged or
magic attacks and can
make attacks only against
other models in deep water.
While completely in deep
water, this model does not
block LOS.

Once per
turn during its activation,
you can remove corpse
tokens from this model to
add models to a friendly
Mechanithrall unit. You can
remove up to three corpse tokens to add one Grunt per token
removed, or you can remove three corpse tokens to add one
Brute Thrall. Added models must be placed in formation and
within 3 of this model.

FIELD ALLOWANCE
POINT COST
HUGE BASE

2
18

LEFT DAMAGE

RIGHT DAMAGE

TACTICAL TIPS
AMPHIBIOUS This model can attack other models that are in deep water.
BODY SNATCHER Remember that if more than one model is eligible
to collect a corpse token, the closest model collects the token.
PULL Any distance means as much as necessary, not any
distance the player chooses.

HEIGHT/WEIGHT: 27 / 85 TONS
ARMAMENT: DESOLATOR (INTEGRAL), DUAL SPIKERS (LEFT AND RIGHT ARMS), TWIN
HARVESTERS (LEFT AND RIGHT ARMS)
FUEL LOAD/BURN USAGE: UNKNOWN
INITIAL SERVICE DATE: UNKNOWN
CORTEX MANUFACTURER: UNKNOWN

When attacking with this weapon, this model can


ignore intervening models except those within 1 of the target.
On a critical hit, living models hit have their
base DEF reduced to 7 and cannot run or charge for one round.
Gain 1 to damage rolls with this weapon against
models with medium bases and 2 to damage rolls against
models with large or huge bases.
When declaring and resolving attacks with this weapon,
this model can target and draw line of sight to models in its field
of fire or its back arc.

This weapon has a 4 melee range during this


models activation.
This attack ignores the Buckler and Shield
weapon qualities and Shield Wall.
Pull If this weapon hits an enemy model with an equal or
smaller base, immediately after the attack is resolved the hit
model can be pushed any distance directly toward this model.

60

ORIG. CHASSIS DESIGN: UNKNOWN

The Sepulcher brings the horrors of Cryxian industry to the


doorsteps of western Immoren in the form of an armored
necromantic factory. With a rapidity unbefitting a machine
of its size, it lashes out with its harvesters to seize any
within reach to subject them to a horrific fate. The surgical
implements comprising its mandibles twitch in anticipation
of converting its victims into cannon fodder to be unleashed
in the wars of the Nightmare Empire.
Long kept back as part of the Cryxian reserves, the
Sepulcher has recently proven to be a weapon of
prodigious and terrifying industriousness. The colossal
roams the battlefield in search of fresh materials that can
be stitched together to produce a never-ending supply of
necromechanikally enhanced thralls. It lumbers forward
with a mechanical hiss in search of victims, pausing only
to open fire on formidable threats with a diabolical array of
powerful weaponry. A smear of mud and guts constantly
coats the underbelly of the nightmare machine, and the
smell of viscera hails its arrival as clearly as the billowing
smoke of its necrotite engines. A direct result of Cryxs
expanding war effort, the Sepulcher reveals to enemies a
hint of the nightmarish war to come.

61

SHRIKE
Once you hear its horrific shriek, its too late for anything but prayer.
Temple Flameguard Mordecai Penthorne

HEIGHT/WEIGHT: 64 / 1.5 TONS

SHRIKE

SPD STR MAT RAT DEF ARM CMD

16 13

VICIOUS BEAK
H

POW

P+S

11

WING BLADES

POW

P+S

11

DAMAGE

FIELD ALLOWANCE
POINT COST
MEDIUM BASE

While making
a trample power attack, this
model ignores free strikes
and does not stop when
it contacts a model with a
medium or larger base, an
obstacle, or an obstruction.
This model makes trample
attacks against models
regardless of their base size.
Flight This model can
advance through terrain
and obstacles without
penalty and can advance
through obstructions and
other models if it has
enough movement to move
completely past them. This
model ignores intervening
models when declaring its
charge target.

U
4

This model can make


trample power attacks.

This
model can add this weapons POW to its trample power attack
damage rolls.

The Shrike soars against the weight of its great temperedsteel wings by virtue of the roaring fires of its necrotite
engine and the dark spells woven into its frame. Following
the predatory instincts instilled in its cortex, the Shrike
surveys the field of battle from aloft before plunging into
the formations of the living to scythe through the ranks with
its bladed wings. Limbs are shorn off, torsos are sliced in
two, and a splattering of gore covers those lucky enough
to survive its initial attack. With each pass the Shrike
emits a soul-chilling shriek that is soon echoed by
the tormented cries of the wounded and dying.
Enemies would do well not to underestimate
the devastation these swift bonejacks can
cause, for the malicious machines can
wreak a surprising amount of destruction
for their size. Moreover, the appearance
of Shrikes is often a precursor to a larger
Cryxian force. The bonejacks harry those
enemies attempting to take shelter behind
battlements, slashing through soldiers who
think themselves safe and sending the heads
and limbs of defenders toppling from walls.

62

ARMAMENT: VICIOUS BEAK (HEAD), WING BLADES (NONE)


FUEL LOAD/BURN USAGE: 35 LBS NECROTITE, 61 LBS COAL / 18 HRS GENERAL, 3 HRS COMBAT
INITIAL SERVICE DATE: UKNOWN
CORTEX MANUFACTURER: UNKNOWN
ORIG. CHASSIS DESIGN: UNKNOWN

By the time the primary army of undead arrives, chaos has


already been sown among the living, making victory all
the easier.

SOUL TRAPPER
No life is sacred, no soul out of reach.
Iron Lich Tremulus

TACTICAL TIP
SOUL TRANSFER This does not allow you to exceed the maximum
number of soul tokens the target model can have.

Every soul that escapes the Nightmare Empire in its battles


is seen as a wasted opportunity. Unsatisfied with this
inefficiency, the lich lords tasked the Cryxian necromancers
to devise a thrall that shared the insatiable hunger of its
masters. They answered with the soul trapper.

Undead

SOUL TRAPPER

SPD STR MAT RAT DEF ARM CMD

5 4 5 3 11 12 5
This
model gains one soul token
MECHANO-CLAW
when a living enemy model
POW
P+S
is destroyed within 10 of
4
8
it. This model can have up
FIELD ALLOWANCE
3
to three soul tokens at a
2 SOUL TRAPPERS
1
time. During its activation,
this model can spend soul
SMALL BASE
tokens to gain additional
attacks or to boost attack or
damage rolls at one token per attack or boost.
RNG 5. Target friendly Faction
model with Body Count, Cull Soul, Soul Collector, or Soul
Taker. If the model is in range, remove any number of soul
tokens from this model and place one soul token on the
friendly model for each token removed.

Drawn to the dying, the soul trapper stalks the


front lines with both eagerness and desperation.
Its arms continually wrest souls of the recently
departed from the air, limbs darting here and
there like the workings of a manic threshing
machine. It crams its stolen harvest into
prepared chambers akin to soul cages
within its body, where they await
transference to other, mightier entities.
The mere sight of the thrall is enough to
unnerve most infantry, as the implications of
its presence are all too clear.
The runes carved upon the undead flesh
within the soul trappers carapace imbue the
creation with an incessant need to gather as
many souls as possible, seeking to ease a hunger
that will never relent. Once souls have been claimed,
the thralls ill-gotten gains are ultimately seized by
its superiors, leaving nothing but a renewed sense of
emptiness and starvation. It is said the screams of the
souls transferred through the creations chest can be
heard echoing from its ribcage long after they have
gone, though few mortals have ever gotten close
enough to hear. Despite making most decisions
based purely on its hunger for fresh souls, the soul
trapper possesses intelligence greater than that
of most thralls, which makes it self-sufficient
and all the more dangerous.

63

64

MARCHING ORDERS
IOS, EAST OF THE GATE OF MISTS

Two dozen of House Ellowuyrs finest swordsmen traveled an


ill-used path through the northern reaches of the Mistbough.
Each was committed to the rites and traditions of their house,
which bound them to their blades, to their fighting discipline,
and to one another. Foreign invaders had brought war to Ios,
and their blood stirred. Boasts and promises conveyed their
excitement and apprehension alike.
Ive heard of new invasions north of the capital, said Rayl,
the youngest of the volunteers. Rumor has it the village
of Yren was enslaved and Shynl burned. Im surprised we
arent marching there.
The main skorne army threatens Iryss from the south,
coming through the Twilight Gate, sneered Fynar, a
bladesman of the first mark. That is where we go. Leave the
north to the dogs of Nyarr. The loss of those villages is their
shame, not ours.
Rayl reflected that these incursions were a mark against all
the great military houses but only said, I wonder which
coalition houses well be fighting alongside.
Worried? asked Melyna, to his left. She walked with a
nonchalant stride, her blade balanced across her thin shoulders.
Rayl shrugged. Curious. What about you?
No. We have him. Melyna nodded toward Thyron at the head
of the column. He loomed over the other warriors, his cape
and ornate helmet suggesting his noble standing, with a pair
of large, graceful myrmidons in Ellowuyr colors flanking him.
The nobles skill with the blade combined with his warcaster
talent and leadership made him a unique asset. Rayl had
seen the issyr best several adept opponents simultaneously,
demonstrating flawless technique and blinding speed.
The path turned and they reached a clearing occupied only
by the ruins of a watchtower. From here the trail split, one
strand heading west to Iryss while the other disappeared
deeper into the Mistbough. Thyron raised a hand and
brought the column to a halt. He climbed atop the remains of
a low wall and looked out over the gathered Ellowuyr elite.
My brothers and sisters, I hold each of you in tremendous
regard for volunteering to join me. Before we proceed, I need
to clarify our situation.
As you know, our nation faces an invasion for the first time
in history. We must draw upon every resource, employ every
tactic. Consul Brysor is limited by the political realities of
the Consulate Court, and the majority of the warriors of our
house have been ordered to remain at Aeryth Ellowuyr to
guard the interior. That is not what I intend. It is in times like
these when a trusted few must serve in the consuls stead,

walking a path he cannot. Know that he is glad we are here,


though he cannot openly acknowledge this.
I march not to fight the enemy alone, nor to join the Homeguard
Coalition. Rather I have chosen to join those who we called our
rivals House Shyeel, House Vyreeven the Dawnguard of
House Nyarr. A murmur rippled through the warriors; each
of those houses was allied to the Retribution of Scyrah. Thyron
continued, This is not a temporary measure, nor is the choice
based solely on the enemy incursions. I have chosen to aid the
Retribution by any means necessary. The rest of our house may
never follow, though I am not alone in my thinking.
Silence hung over the soldiers. Rayl looked at the bewildered
faces around him. He knew individual nobles of some the
lesser houses had similarly gone over to the radical sect,
taking their liegemen. But they were House Ellowuyr, held to
a higher standard. Conflicting emotions tightened his chest.
He had never heard the Retribution spoken of with anything
but scorn and loathing. That Thyron embraced their cause
was beyond shocking, yet it also made him wonder if his
own presumptions had been wrong.
I know your loyalty, but I do not order you to join me. This
decision is yours alone, and you are free to turn back. I would
only say that some threats must be confronted to avoid a
greater disaster. Blood spared on the front will be exacted
tenfold from the innocent in our cities. Beyond this foe, our
enemies are myriad. They would be glad to see us extinct. Let
us stand for our house among those who already bleed for Ios,
accepting risks refused by those bound by tradition. I will go
on alone, if need be.
The issyrs stern gaze moved from one swordsman to the
next. A part of Rayl longed to return to his house, but another
ached to take up arms against their foes. He was not alone
in having marveled at the return of Nyssor and enviously
watched the triumphant procession of Incissar Vyros of the
Dawnguard. The Retribution did not seem loathsome. How
could a group so committed to the preservation of Ios deserve
censure? He knew what he must do.
Before he could speak, a voice cried out, Allegiance to you,
Issyr! Rayl turned to see Melyna with a fist pressed against
the ceremonial knife fitted to her shoulder.
Allegiance to you, Issyr! Rayl shouted, placing a fist over
his own shoulder. He exchanged looks with Melyna and
Fynar, seeing his excitement reflected in their eyes. One by
one those around him took up the cry.
Very well, Thyron said, smiling at last. Let us show the
Retribution the true steel of Ios. We bring them the sword of
Ellowuyr!

65

THYRON, SWORD OF TRUTH


RETRIBUTION WARCASTER

Advance without relenting. Strike without error. Kill without remorse.

THYRON
SPD STR MAT RAT DEF ARM CMD

15 16

REMEMBRANCE
POW

P+S

13

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
MEDIUM BASE

6
18
C
+5

FEAT: BLADES OF
VENGEANCE

SPELLS
ASSAIL

In a blur of precise maneuvers


Thyron positions body and
l e i pr i e ui i
Intense concentration elevates
his swordsmanship to new
heights, inspiring those around
him to push beyond their own
limitations and hack through
e ene

GROUND ZERO

Thyron and friendly Faction


models beginning their
activations in Thyrons
control area gain an additional die on melee attack rolls and
Side Step. (When a model with Side Step hits an enemy model
with an initial melee attack or a melee special attack that is not a
power attack, it can advance up to 2 after the attack is resolved.
A model with Side Step cannot be targeted by free strikes during
this movement.)

Lyslan, Sword Master of Aeryth Ellowuy

COST RNG AOE POW UP OFF


3
6

YES NO

Target friendly Faction warjack can charge or make slam or trample power
attacks without spending focus. The warjack gains 2 movement when it
charges or makes a slam or trample power attack. Models slammed by the
warjack are moved 2 .

SELF

13

NO NO

Center a 5 AOE on this model. Each other model in the AOE is hit and
suffers a POW 13 damage roll. Each enemy model damaged by Ground
Zero is pushed d6 directly away from this model in the order you choose.

ONSLAUGHT

SELF CTRL

YES NO

Friendly Faction models beginning a charge in this models control area


during the charge.
gain Pathfinder

SPELLPIERCER

SELF CTRL

NO NO

While within this models control area, friendly Faction models units
and Blessed. Spellpiercer lasts for one
weapons gain Magical Weapon
round. (When making an attack with a weapon with Blessed, ignore spell
effects that add to a models ARM or DEF.)

STORM RAGER

YES NO

Target friendly Faction warrior model gains 2 STR, MAT, and ARM and
cannot be targeted by combined ranged attacks or combined melee attacks.

THYRON
Blade Shield This model gains 2 DEF against ranged attack
rolls.
Field Marshal [Cleave] Models in this models battlegroup
gain Cleave. (When a model with Cleave destroys one or
more enemy models with a melee attack during its activation,
immediately after the attack is resolved the model can make one
additional melee attack. The model can gain only one additional
attack from Cleave each activation.)

ASSAIL Modifiers to movement apply only to a models normal


movement.
FIELD MARSHAL This includes this model.
GROUND ZERO Roll separately for each model pushed.

Riposte When this model is missed by an enemy melee attack,


immediately after the attack is resolved it can make one normal
melee attack against the attacking model.

through its direct and ritualized techniques he has honed his


resolve and his mind as keenly as his sword.

REMEMBRANCE

The prospect of House Ellowuyr joining the armies of the


Retribution is deeply significant for both its military and
its symbolic implications. As yet the house has not agreed
to fully commit itself to the cause, sending Thyron and a
small cohort under his command to test the waters. Thyron
petitioned Consul Brysol Ellowuyr to send him to gain
better understanding of the turmoil beyond its borders.
Skorne incursions have demonstrated the security of the
nation is not as inviolate as they had believed. oining their
strength to the Retributions is part of a concerted effort to
defend the future of their people.

Magical Weapon
Reach
Weapon Master

A master of House Ellowuyrs unique swordfighting


discipline, Thyron matches stillness with blurring speed.
He can cut bullets out of the air and return to a ready stance
faster than the eye can track. The massive blade he carries is
perfectly balanced, allowing him to change the direction of
a swing mid-stroke even as it tears through an enemy. He is
a tempest of sharpened steel, a paragon of Ellowuyrs art of
war. Thyrons voice carries with it the weight of his house,
strengthened by the power of his warcaster gifts.
Thyron is known among the nobles of House Ellowuyr to cut
swift and deep to the heart off the battlefield as well as on it;
he is not one to waste his breath on platitudes or meaningless
speculation. He has given his life to the art of the blade, and

66

TACTICAL TIPS

Thyrons approach to war is tempered by a lifetime spent


steeped in the ancient traditions of his house. He understands
the importance of seizing the initiative in battle, but he does
so without leaving himself overcommitted or vulnerable.
Instead he stages quick bouts and feints with myrmidons
and soldiers to draw out his opponents strength. When he
perceives weakness in the enemy line, he guides his army
like a sword thrust directly at the enemys heart, slicing
through their ranks with unrelenting force.

67

MOROS

RETRIBUTION CHARACTER LIGHT MYRMIDON


In this myrmidon, we have succeeded in distilling the qualities that make the Blade of Retribution a
peerless killer: cunning, stealth, and a fearless unpredictability.

Keldeacon Synvas Uithuyr, at the presentation of Moros

MOROS

MOROS
SPD STR MAT RAT DEF ARM CMD

12 16

DEATH SHADOW

RNG ROF AOE POW

12

BLADE
L

POW

P+S

13

BLADE
R

POW

P+S

13

FIELD DAMAGE
FIELD ALLOWANCE
POINT COST
MEDIUM BASE

While
Moros is in Garryths
control area, it gains
Apparition. (During your
Control Phase, place
models with Apparition
anywhere completely
within 2 of their current
locations. Only models in
formation can be placed.)
Duelist This model
gains 2 DEF against
melee attack rolls.

DAMAGE

Stealth

Field Dependent While


its Field Generator system
is crippled, this model loses
Stealth and cannot make
Death Shadow attacks.
This model can be included
in Garryths theme forces.
It can also be bonded to
Garryth.

6
C
6

DEATH SHADOW
Magical Weapon

A living model
hit by this weapon has its
base DEF reduced to 7 and
cannot run or charge. Paralysis lasts for one round.

BLADE
Grievous Wounds When a model is hit by this weapon, for
one round it loses Tough, cannot heal or be healed, and cannot
transfer damage.

In Moros, the newly recruited artificers of the Retribution


have crafted a mechanized assassin. Through the use
of advanced arcanika and a cortex imprinted with a
predilection for the hunt, the light myrmidon exists for
the sole purpose of running down targets perceived as
unreachable and neutralizing them with precision strikes
from its curved blades.
Commissioned for Garryth, Blade of Retribution by the
command of the Nine Voices, Moros marks one of the
earliest and largest projects undertaken by the Retribution
of Scyrahs own recent assemblage of artificers. As the
numbers of the Retribution have grown, so too have their
manufacturing capabilities, though the operation remains
small and deals primarily with modifications of existing
myrmidon designs, particularly for use by warcasters.

68

TACTICAL TIP
SPECIAL ISSUE This only gives the warjack the potential to bond to
the warcaster. It does not automatically add a bond.

HEIGHT/WEIGHT: 91 / 2.4 TONS


ARMAMENT: DEATH SHADOW, BLADES (LEFT AND RIGHT)
PEAK OPERATIONAL DURATION: 2 HRS
ARTIFICER: SYVASH ARTIFICERS

Such specialized projects represent the Retributions


determination to avoid overreliance on House Shyeel for its
myrmidons.
Extensive experimentation among these artificers
eventually yielded an energy field unlike any before it.
By pushing the principles of the Chimeras power field
beyond mere blurring and fading of the myrmidons
form, the Retribution achieved a field capable of rendering
Moros invisible to the naked eye. Whether in the dense
Iosan forests or the open plains beyond, Moros traverses
the maelstrom of conflict undetected, its agile form little
more than a shimmering mirage against the backdrop
of war. In addition to shrouding Moros in obscurity, the
field can be manipulated to lash out at the myrmidons
quarry, stunning potential victims in preparation for a
double-bladed strike from the shadows. For many of the
Retributions enemies, the low hum of Moros energy field
is the last sound ever heard.
With each aspect of its design fashioned to complement
Garryths ruthless tactics, Moros serves as the only true
companion for a soldier who needs none. Whether
launching ambushes in concert or overwhelming the
most well-guarded of enemy warcasters, the pair has
redefined the possibilities for assassinations during
both skirmishes and large-scale battles. Time spent with
Garryth has seen the myrmidon develop a strong sense of
timing, intuitively waiting for the moment when its prey
is most vulnerable before striking to kill. As the pair has
faced enemies with far greater numbers than their own,
it has become their priority to strike down commanding
officers and warcasters at the onset of every engagement,
neutralizing the command structure and then vanishing
from sight. The combined efforts of Moros and Garryth
have contributed to decisive victories as a direct result of
severing the enemys chain of command.

69

HELIOS

RETRIBUTION COLOSSAL MYRMIDON


The enemy will move when we say they move, attack where we say they attack.

Adeptis Rahn of House Shyeel

HELIOS

HELIOS

TACTICAL TIP

SPD STR MAT RAT DEF ARM CMD

16

10 19

TRACTOR BEAM
RNG ROF AOE POW

12

INFERNO FIST
POW

P+S

20

Force Barrier This model


gains
2 DEF against
ranged attack rolls and does
not suffer blast damage.

INFERNO FIST
POW

P+S

20

FIELD DAMAGE
FIELD ALLOWANCE
POINT COST
HUGE BASE

Field Dependent While


its Field Generator system
is crippled, this model loses
Force Barrier and Force Gate
and cannot make Tractor
Beam attacks.

12
2
17

Force Gate During its


activation, this model can
spend focus to gain abilities.
It gains one ability per focus
point spent. Force Gate
abilities last for one round.

Allocate 1 focus point to each friendly


myrmidon within 3 of this model. A myrmidon can be allocated
only 1 focus point per round as a result of Broadcast Power.
This model gains 2 DEF and Poltergeist.
(When an enemy model misses a model with Poltergeist with
an attack, immediately after the attack is resolved you can
choose to push the enemy model d3 directly away from the
model with Poltergeist.)
When this model is hit with a melee attack,
after the attack is resolved the attacking model is pushed 1
directly away from this model.
Virtuoso This model can make melee and ranged attacks during
the same combat action. When this model makes its initial attacks,
it can make both its initial ranged and melee attacks.

TRACTOR BEAM
Force Grip An enemy model hit by this weapon can be pushed
up to 3 in any direction.
Rapid Shot [3] This model can make 3 initial attacks with this
weapon during its combat action, ignoring ROF.

INFERNO FIST
Continuous Effect: Fire
Open Fist
Flame Burst When this model boxes an enemy model with this
weapon, enemy models within 1 of the boxed model suffer the
Fire continuous effect
.

LEFT DAMAGE

70

RIGHT DAMAGE

BROADCAST POWER A warjack cannot exceed normal focus


allocation limits as a result of Broadcast Power.

HEIGHT/WEIGHT: 306 / 66 TONS


ARMAMENT: TRACTOR BEAM (INTEGRAL), TWIN INFERNO FISTS (LEFT AND RIGHT ARMS)
PEAK OPERATIONAL DURATION: 45 MINS COMBAT
ARTIFICER: HOUSE SHYEEL

Built to accommodate the largest field generator ever housed


within a myrmidon, the Helios reshapes battlefields. The
monumental forces it wields push and pull opponents wherever
it chooses in a frightening display of power. Warjacks leave
great gouges in the earth as it effortlessly drags their bulk yards
at a time, turning them into roadblocks or drawing them close
to batter them with its massive fists. Potent force barriers halt
advances, and any who manage to close find themselves repelled
with pulses of blue-white light or engulfed in flames of the same
hue, the flesh flayed from their bones.
House Shyeel has ever tempered offensive power with
manipulation and battlefield control. It was with this philosophy
and the memory of the bloody War of the Houses that their
artificers set out to create a colossal intended for their exclusive
use. Unlike most of their designs, which they offered to
other houses or to the Homeguard Coalition, the Helios was
initially kept secret in case their house ever needed to defend
themselves in any similar conflicts. Since linking their fortunes
to the Retribution, they have contributed some few of these great
machines to the cause.
The Helios tremendous field generator is powered through a
combination of power cells and an experimental arcane condenser
augmented to absorb ambient energies more efficiently
although the energy drain is so great the machine cannot sustain
itself in battle as long as most myrmidons. When the Helios is
charged to full strength, the energy in the air around it becomes
palpable, and mere proximity can make teeth rattle. This field
generation informs the remainder of the colossals design. A
potent tractor beam replaces all other offensive weaponry,
trading firepower for kinetic influence and granting the colossals
controller strategic advantages through the repositioning of
enemies. Helios can also supercharge nearby myrmidons via
manipulations of its field. With such support, even a small group
of myrmidons can make short work of larger forces.
Since the colossals inception, the vast majority of its use has been
nothing more than field tests. With new threats intruding into Ios,
House Shyeel has placed the Helios in the hands of the Retribution
in an effort to both take the fight abroad and protect borders at
home. Thus, despite its creation as a deterrent to violence, the
Helios now aids the blades of the Retribution in cutting ever deeper.

71

HOUSE VYRE ELECTROMANCERS


RETRIBUTION UNIT

Our fingertips crackle with the portent of destruction, and before our eyes flicker apparitions of ruin.

Master Electromancer Ellynara of House Vyre

LEADER & GRUNTS

LEADER & GRUNTS


SPD STR MAT RAT DEF ARM CMD

13 12

INDUCER BOLT
RNG ROF AOE POW

10

12

STORM INDUCER
POW

P+S

11

FIELD ALLOWANCE
LEADER & 2 GRUNTS
SMALL BASE

2
4

Each time
this model makes a normal
ranged attack, choose one
of the following abilities
When a
warjack is hit with this
weapon, it suffers a
cumulative 1 penalty to
its focus allocation limit
for one round. Models
that are immune to
Disruption are immune
to Energy Leak.

When a model is hit with this weapon,


lightning arcs from that model to d3 consecutive additional
models. The lightning arcs to the nearest model it has not
already arced to within 4 of the last model it arced to, ignoring
this model. Each model the lightning arcs to suffers a POW 10
electrical damage roll
.
When a model is hit with this weapon, it suffers
d3 damage rolls instead of one.

INDUCER BOLT
Magical Weapon

STORM INDUCER
Magical Weapon
Reach
Cortex Damage When
a warjack is hit by this
weapon, it suffers 1 damage
point to its first available
Cortex system box.

72

TACTICAL TIPS
CORTEX DAMAGE Because this damage is caused by the effect
when the model is hit, mark it before making the damage roll.
LIGHTNING GENERATOR The lightning still arcs to models with
Immunity Electricity, it just cannot damage them. Damage from
Lightning Generator strikes is not considered to have come from a
hit or by a melee or ranged attack.
PULSE FIRE The damage rolls from Pulse Fire are simultaneous.

Not content to stand idly by as their myrmidons march to war


beside the battle mages of House Shyeel, House Vyre has recently
deployed its own seasoned electromancers to aid the Retributions
efforts abroad. Arcanists trained for years under the tutelage of
House Vyres most accomplished battle mages in the manipulation
of voltaic forces, the electromancers dispatched to fight for the
cause have done much to further the houses bid for redemption.
They are accompanied by the omnipresent hum and crackle of
sophisticated arcanikal devices, the smell of burning ozone a
constant companion. The voltaic energies forced through their
staves lash the battlefield with manipulated storms that
arc deadly electrical surges from one target to the
next. Warjacks collapse beneath overloaded
systems, and scores of infantry fry where
they stand, hearts seizing under the
current surging through their bodies.
For centuries the electromancers
have remained within the borders
of Ios; now, with the threats of the
wide world closing in, they march
against the nations foes.

SOULLESS VOIDTRACER

RETRIBUTION MAGE HUNTER SOLO

We shall hone each and every resource at our disposal into an instrument of war.
Victory demands nothing less.
Keldeacon Synvas Uithuyr

TACTICAL TIP
SPELL WARD This model is shielded from friendly and enemy
spells alike.

VOIDTRACER
Fearless
Stealth
Arcane Vacuum When
a model in this models
command range is targeted
by an enemy spell, before
the spell is resolved the
enemy spellcaster takes d3
damage points.

VOIDTRACER
SPD STR MAT RAT DEF ARM CMD

13 13

TWO-HANDED SWORD
POW

P+S

12

FIELD ALLOWANCE
POINT COST
SMALL BASE

2
1

Soulless This model does


not generate a soul token when it is destroyed.
Spell Ward This model cannot be targeted by spells.

TWO-HANDED SWORD
Magical Weapon
Reach

Though the majority of soulless taken in by the Retribution live


out brief lives as anti-magic escorts for the groups soldiers,
a select few who prove particularly malleable and receptive
during initial evaluations receive additional training for
specialized roles. Among these are the voidtracers, skilled
but expendable mage hunters who often are sent to support
mage hunter infiltrators and other Retribution forces in
neutralizing their assigned targets. A voidtracer knows his
own value is less than that of his peers and is trained to
sacrifice himself for the success of the mission.
Voidtracers are relentlessly drilled alongside the other mage
hunters of Ios to teach them to fight with muscle memory
rather than skill or instinct. Over time the capacity to act with
greater autonomy emerges through the memorization of
complex contingencies. This ability to operate independently
has proven useful to Retribution commanders even as it
provides relief to those soldiers who prefer to distance
themselves from the soulless altogether. Without fear of
death, voidtracers fight ably alongside other Retribution
forces to clear the way to their target with swift, reflexive
swordplay. Their conditioning also allows them a stronger
connection to the soulless ability to redirect arcane forces.
Voidtracers not only absorb arcane energies employed by the
mages they hunt but also reflect it back to the spellcaster in a
focused impulse, creating a deadly feedback surge.
The majority of the Retributions soldiers continue to view
the soulless with indifference if not contempt, but few deny
the advantages the voidtracers provide. The true value of
these highly trained warriors is becoming ever more evident
as time and again they offer their lives in place of others.

73

74

EARLY DEPARTURES
CEPHALYX TUNNELS BELOW THE
THORNWOOD NECROFACTORIUM

Cognifex Cyphon cocked his head and listened as another


explosion sounded far above him. From his place within
the sanitation chamber linking cephalyx and Cryxian levels
of the hive, the cognifex could sense mental and emotional
emanations from both human armies above and the cephalyx
remaining in the upper levels. Fear and doubt radiated from the
invading forces. In contrast, members of the hive demonstrated
heightened urgency and awareness, but those thoughts
were efficient and focused. A good number of lower-ranking
cephalyx had gathered their drudges to contribute to the fight
above. Behind Cyphon, a pair of warden monstrosities stood in
silent vigilance.
Already the exulons had retreated deeper underground, and
persistent queries from remaining cephalyx petitioned his
mind, many disregarding the etiquette for such communication
in favor of expedience. Contingencies had been set in place
for this very threat, but the assault on the necrofactorium was
early by several weeks, and what was to have been a calculated
withdrawal now contained a greater number of variables. What
aggravated Cyphon the most was that Thexus had left to attend
to some urgent matter with the hives northernmost holdings,
which forced Cyphon to coordinate matters on the exulons
behalf. The descent of the remaining exulons deeper into the
hive to avoid the unpleasant prospect of speaking with their
Cryxian allies only amplified his discomfort with the situation.
A series of metallic clacking sounds issued from the opposite
end of the chamber, and Master Necrotech Mortenebra entered
the room with a pair of helljacks flanking her fabricated form. A
sense of revulsion washed over Cyphon at the sight of her. He
possessed no strong biases against Cryxians, but Mortenebra
had once been a disciple of the Maiden of Gears, and the taint
of the association remainedher necromechanikal body was
not so different from those used by the Convergence of Cyriss.
Even so, he was here on orders from the exulons to assess the
situation and pressure their allies.
uery Entity Asphyxious projected distant date for attack
by externals. Explain discrepancy.
As soon as he sent this
mental message, Cyphon sensed it had not connected. This was
not unexpected; other cephalyx had reported that the minds
of the sentient undead were not reachablea puzzle he might
return to, when time allowed.
Though he loathed communicating through his artificial
vocalizer, he saw little choice in the matter. Assault disrupts
predetermined agenda, Cyphon said aloud. Continued
existence of the hive is in jeopardy.
The hive will be secured, Mortenebra said. Another explosion
rained flecks of debris from the ceiling, and the necrotechs

limbs clattered as they moved to compensate for the vibrations.


No more than the upper levels will be lost to the mortals.
Upper levels contain projects of import, he said.
Mortenebra nodded. I, too, have work housed nearby,
she said. If we act quickly, some of these projects may be
saved. Doing so will require a diversion. The drudges and
monstrosities created since the last battle should suffice. I have
been instructed by Lich Lord Asphyxious to remain with the
hive and assist with any complications.
Immediately Cyphons mind factored in these potential losses
against the gains they had seen from the alliance with the
undead. The inefficiency from faulty planning hovered at the
edge of acceptable limits, yet the survival of the hive outweighed
any other considerations. The commitment of an irreplaceable
asset like Mortenebra at least signified the lich lord did not plan
to entirely abandon them.
Submit alternative action plan, Cyphon said. The clamor
above was growing steadily louder, and even now, a dozen
cephalyx telepathically pressed him for information.
A not inconsequential number of thralls have been sent to
assist your drudges in finishing the closure of the tunnels. We
must buy them time to complete their task.
Current resources are insufficient to stall the advance, Cyphon
replied. Cryxian retreat implies a low probability of success.
The warcaster appeared unfazed. We must prod the enemy
and draw them to tunnels of our choosing, which we will
collapse upon them. They will suffer casualties. By granting
them victory on our terms, we shall direct their investigations
away from tunnels yet to be sealed.
At considerable cost.
There is no other way to preserve the experiments and protect
the hive, Mortenebra said. The losses are acceptable. Delay
will only increase inefficiency. Consider also the resources and
data that might be collected on such an excursion.
Behind Cyphon, the monstrosities shifted in their mindless
fashion. It had been some time since he had seen such creations
in action. A venture to the surface would have benefits, such
as the potential to capture an isolated Greylord or wounded
warcaster and submit them to surgical and telepathic scrutiny.
Conflict brought the risk of discovery, but it brought the means
for discovery as well.
Alternative plan accepted, the cognifex said.
Cyphon issued mental commands to half a dozen subordinates
to organize the requisite force while another portion of his mind
ran through a list of current and future projects and prioritized the
various types of captives each required. The list was long indeed.
75

COGNI
FEX CYPHON
MERCENARY CEPHALYX WARCASTER
A mind is a maze, the essence of truth at the center. Let others wander the twisting byways. I remove
the walls altogether.
Cognifex Cyphon

CYPHON
SPD STR MAT RAT DEF ARM CMD

13 17

MIND WIPE
RNG ROF AOE POW

SP 10 1

10

PINCER EMBRACE
POW

P+S

12

FEAT:
ADRENALINE RUSH
With a mental command,
o ni ex p on oo s
e o ies o is ul in
ons rosi ies i
n in usion
o r
ren line propellin
e or r o e r e ene
o pie es e en s eir o n
o ies su er ene
e s r in

Monstrosities in Cyphons
battlegroup that are currently
in his control area can gain
3 SPD, STR, and ARM
for one round. Those that
do suffer 1 damage to each
column on their damage
grids at the end of their activation this turn.

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
MEDIUM BASE

7
18
C
+6

Mercenary This model will work for Cryx.


Selective This model can be included only in Mercenary
Contract armies that list Cephalyx as possible members.

CYPHON
When this model casts a spell and is the
point of origin for the spell, you can destroy a friendly drudge
in its command range. If you do, the spell gains +5 RNG.
When this model is directly hit
by an enemy ranged attack, you can choose to have one friendly,
non-incorporeal Monstrosity model within 3 of this model
directly hit instead. That model is automatically hit and suffers
all damage and effects.
This model cannot be knocked down.

MIND WIPE
Silencer A model directly hit by this weapon cannot cast
spells for one round.

Cyphon is the premier cognifex of the Thornwood cephalyx


hive, devoted to the systematic dismantling of intractable
minds. Risen from the chthonic tunnels beneath the forest,
Cyphon floats silently through the trees, a telepathic
predator seeking its quarry. Any who fall into the grasp of
his clacking array of metal limbs are methodically dissected
layer by layer. He carefully notes as bodily systems fail
under the strain of his tests and telepathically samples the
flavor of his subjects terror and pain. The unique nature of
each individuals suffering serves to inform and precisely
attune the suite of tools he plies in his work.
He uses these patterns of pain and fear extracted from the
dying to leverage a subjects brain open. Subjects forced
to endure Cyphons art are reduced to hollow-eyed shells,

76

SPELLS
AFFLICTION

COST RNG AOE POW UP OFF


3
8

YES YES

When a damage roll resulting from a direct hit fails to exceed the ARM
of the target enemy model/unit, the affected model hit suffers 1 damage
point.

BREATH STEALER

10

NO YES

Target model/unit suffers 2 SPD and DEF for one round. Breath Stealer
can be cast only once per turn.

EMPATHIC OVERLOAD 3

12

NO YES

Models hit by Empathic Overload suffer a POW 12 damage roll. When


Empathic Overload targets a friendly model, it automatically hits.

GALLOWS

10

13

NO YES

When an enemy model is hit by this attack, it can be pushed d6 directly


toward Gallows point of origin.

ONSLAUGHT

SELF CTRL

YES NO

Friendly Faction models beginning a charge in this models control area


during the charge.
gain Pathfinder

PERSEVERANCE

YES NO

Target friendly Faction model unit gains 2 ARM, cannot be pushed, and
cannot be moved by a slam or throw.

TACTICAL TIP
GALLOWS This means the model is moved before it suffers
damage.

their minds destroyed by unrelenting waves of suffering.


Once Cyphons work is done, his subjects are worthless
even as material for the basest drudges, so they are
rendered down for nutrition. By this point the cognifex has
absorbed the entirety of the subjects intellect to examine its
thought patterns in minute detail so that he may apply this
data to his overarching study of thought itself. Ultimately
he seeks to develop a telepathic key whereby even the most
resilient and protected minds will be compelled to open at
his lightest touch.
Cognifexes typically operate within the cloistered and
antiseptic cells of a cephalyx hive, far from the surface
and physical danger, but Cyphons work does not afford
him such luxury. He must pursue his arts aboveground,
adding new insights extracted from the dying or snatching
up targets designated as critical resources to endure more
extensive telepathic interrogations.
To preserve the sterility and security he requires, Cyphon
travels the surface cocooned in a black shell of his own
design. Its many insectoid limbs are tipped with surgical
blades and manipulators as useful for his investigations as
for keeping him shielded from the omnipresent dangers of
battle. Commanding a force of drudges and monstrosities,
Cyphon sweeps through the ranks of potential subjects,
constantly probing for anyone who might hold secrets
useful either to his hive or to his own work.

77

EXULON
THEXUS
MERCENARY CEPHALYX WARCASTER
A mind which will not bend will be shattered.
Exulon Thexus

THEXUS
SPD STR MAT RAT DEF ARM CMD

14 14

10

PROSTHETIC BLADES
POW

P+S

FOCUS
DAMAGE
FIELD ALLOWANCE
WARJACK POINTS
MEDIUM BASE

8
15
C
+5

FEAT:
TELEKINETIC TIDE

SPELLS

e en l po ers o Exulon
exus re s n ne rl
inex us i le n
rou
them he can reach into the
orl o sei e ol o is
ene ies n
nipul e e
ill r ns or e in o ere
pie es on
e o r
is
ene ies re elpless o resis
e i e o is r ne i

While in this models control area, friendly models gain 2 DEF and ARM
against ranged attacks. Deceleration lasts for one round.

Push each enemy nonwarlock, non-warcaster


model currently in Thexus control area 2 in any direction.
Mercenary This model will work for Cryx.
Selective This model can be included only in Mercenary
Contract armies that list Cephalyx as possible members.

THEXUS

COST RNG AOE POW UP OFF

DECELERATION
HEX BLAST

When this model is directly hit


by an enemy ranged attack, you can choose to have one friendly,
non-incorporeal Monstrosity model within 3 of this model
directly hit instead. That model is automatically hit and suffers
all damage and effects.
Spell Driver When this model casts a spell, it can channel
the spell through another model in its battlegroup that is in
its control area. Once a spell is cast this way, the model it was
channeled through suffers d3+1 damage points.

Possessed of the most crushingly powerful intellect of his


kind, Exulon Thexus is an unconventional member of the
cephalyx elite. He has arisen to lead his hive and has restored
them to greatness by entering into an unprecedented
alliance with Cryx. Thexus is both uncompromising and
pragmatically efficient, quite willing to send his minions to
their destruction to further his long-reaching plans.
His refusal to accept the limitations of the flesh drove the
exulon to indulge in radical methods to surpass them.
Though all exulons augment their brains to magnify their
psychic powers, Thexus has gone far beyond his peers,
enduring dangerous and excruciating procedures to expand
his brain mass. The power he wields has given him a
ravenous hunger that drives him to consume the psyches of
his foes. Nothing gives him more satisfaction than rending
and absorbing lesser minds to feed his own. After he has
siphoned their thoughts and memories, he casts aside the
empty living husks to be transformed into drudges.

78

SELF CTRL
10

13

NO NO
NO YES

Enemy upkeep spells and animi on the model/unit directly hit by Hex
Blast immediately expire.

INFLUENCE

10

NO YES

Take control of target enemy non-warcaster, non-warlock warrior model.


The model immediately makes one normal melee attack, then Influence
expires.

PSYCHO SURGERY

SELF CTRL

NO NO

Each model in this models battlegroup currently in its control area


immediately heals d3 + 1 damage points. This spell can only be cast once
per turn.

RAMPAGER

10

NO YES

Take control of target enemy non-character warbeast. You can make one
full advance with the warbeast and can then make one normal attack with
it, then Rampager expires. While the warbeast is affected by Rampager,
it cannot be forced and you cannot use its animus. Rampager can be cast
only once per turn.

TELEKINESIS
While one or more enemy models
are in this models command range, models in this models
battlegroup can run or charge without spending focus.

NO

Place target model completely within 2 of its current location. When


Telekinesis targets an enemy model, it is an offensive spell and requires a
magic attack roll. A model can be affected by Telekinesis only once per turn.

TACTICAL TIPS
HEX BLAST Because they expire immediately, upkeep spells and
animi that had an effect when the model/unit was hit or damaged
will have no effect.
RAMPAGER You cannot free strike a model you control.

Having existed for over four hundred years, Thexus has


shrewdly negotiated the politics of his kind, dominating
mental inferiors and manipulating his rivals in order
to surpass or destroy them. Now Thexus feels he has
augmented his brain as far as he can through customary
means; he intends to be the first of his kind to achieve
transcendence into a creature of pure thought. He pursues
this without regard for the small-minded taboos of his peers.
Thexus sees within the Convergence of Cyriss a possible
key to the first gate barring his way, and he engages this
enemy with driven persistence.
Though Thexus does not hesitate to join battle personally,
he is protective of his mortality. He prefers to observe from
a distance, allowing subordinates and monstrosities to clash
while he manipulates mental tethers to arrange for victory.
He plucks pieces of the enemys battle plan from the minds
of its living soldiers and can focus on a dozen simultaneous
events to orchestrate a perfect outcome. Thought is raw
power to Thexus, and his intellect is so terrible his mere
presence on the battlefield causes his enemies mental pain.
Those who fall directly under the lens of his telepathic
scrutiny are torn apart by waves of pure psychic force.

79

SUBDUER
MERCENARY CEPHALYX HEAVY MONSTROSITY
We require new flesh. Our greatest living tools will bring it to us.
Fleshforger Lexulus

SUBDUER

SUBDUER
SPD STR MAT RAT DEF ARM CMD

10

10 17

NET LAUNCHER
L

RNG ROF AOE POW

IMPALING BLADE
R

POW

P+S

16

DAMAGE

FIELD ALLOWANCE
POINT COST
LARGE BASE

U
7

Eyeless Sight

NET LAUNCHER
Catch If this weapon
directly hits an enemy
model with an equal or
smaller base, immediately
after the attack is resolved
the model directly hit can
be pushed any distance
directly toward this model.
After the model directly
hit is moved, this model
can make one normal
melee attack against it.
After resolving this melee
attack, this model can make
additional melee attacks
during its combat action.
Quake On a direct hit
against an enemy model,
all models hit are knocked
down.

Massive
insensate
creations that tower
over humans, monstrosities are masterfully crafted
fusions of meat, bone, and metal. Chosen from those
who have fallen into the clutches of the cephalyx, the
subjects doomed to undergo the grueling process
of transformation are selected for their physical
stamina and mental malleability. These
procedures, which represent an investment
of weeks of work, are among the most
complex surgeries the cephalyx perform
on outsiders. Organs are cut free from
flesh and bathed in alchemical growth
solutions before being reintroduced to
a radically expanded body cavity. Flesh
is pumped with alchemical mixtures
that foster rapid tissue development
and increased bone mass and density.
The final monstrosity is several times
the mass of the original subject, its skin
and bones toughened to endure extreme
punishment. Sensory organs are carved
away and the monstrositys brain attuned to
a psycho-spectrum, allowing it to perceive its
surroundings free of the limitations of the flesh.
Few monstrosities use this superlative vision
better than the subduer. Perceiving the battlefield as
overlapping waves of psychic emanation, a subduer

80

TACTICAL TIP
CATCH Any distance means as much as necessary, not any
distance the player chooses.

eyelessly tracks those trying to slip beyond the grasp of its


masters, following their movements silently from behind its
solid helmet. Its massive net launcher allows it to capture
these victims from a distance. When fired, the weighted net
slices through the air to envelop targets in a mesh of taut
steel and drag them screaming back to their fate. Captives
the cephalyx deem suitable for experimentation are secured,
while those found wanting are efficiently eliminated with a
single, whistling slash of the subduers bladed arm.

WARDEN

MERCENARY CEPHALYX HEAVY MONSTROSITY


The weapons of our enemies are inconsequential as long as our protectors stand.
Agitator Hrekon

TACTICAL TIP
FOLLOW UP This model stops moving if it contacts another model.
This model does not advance if the model slammed is destroyed
by the attack.

The monstrosities known as wardens are a concession by


the cephalyx to the frailty of their own atrophied bodies.
Crafted to react quickly to any attack and inured to even
catastrophic injury, a warden instinctively places itself in
harms way to shield its makers. Muscles like corded steel
soak up bullets and cannon fire, and hardened plates of
armor can withstand the fists of a heavy warjack. After
enduring a blow, the warden retaliates with its vise-like
clamps and brutal strikes of its metal-plated head.
A wardens defensive actions are purely the product of
insidious biological manipulation. The cephalyx artfully
reconfigure the architecture of a wardens mind, enabling

WARDEN
Eyeless Sight
When this
model slams an enemy
model, immediately after
the slam is resolved this
model can advance directly
toward the slammed
model up to the distance
the slammed model was
moved.
This model
can make slam power
attacks without spending
focus or being forced.
Models slammed by this
model are moved an
additional 2 .

WARDEN
SPD STR MAT RAT DEF ARM CMD

10

10 17

HEAD PLATE
H

POW

P+S

14

MECHA FIST
L

POW

P+S

14

MECHA FIST
R

POW

P+S

14

DAMAGE

Once per
round, when a friendly
model is directly hit by a
ranged attack during your
opponents turn while
L L M B R R
within 2 of this model,
L M M B B R
you can choose to have
this model directly hit
instead. This model is
FIELD ALLOWANCE
U
automatically hit
POINT COST
6
and suffers all
LARGE BASE
damage and
effects.
This model cannot use Shield Guard if
it is incorporeal, knocked down, or
stationary.

HEAD PLATE
Buckler
This model can
add this weapons POW to
its head-butt and slam power
attack damage rolls.

MECHA FIST
Open Fist

it to perceive the world


through a suite of new
senses beyond anything
as crude as sight or
sound. In addition, the
monstrositys
reflexes
are
rewired.
Autonomic
responses that once helped the subject avoid pain instead
compel it to hurl itself into the path of attacks meant for a
cephalyx. When a warden suffers too much damage to easily
repair, its makers discard it like a scalpel that has lost its edge.

81

WRECKER
MERCENARY CEPHALYX HEAVY MONSTROSITY
Such purity of purpose is a sight to behold, repugnant as its form might be.
Axis, the Harmonic Enforcer

WRECKER

WRECKER
SPD STR MAT RAT DEF ARM CMD

10

10 17

BALL & CHAIN


L

POW

P+S

17

POW

P+S

17

Beat Back Immediately


after a normal attack with
this weapon is resolved
during this models
combat action, the enemy
model hit can be pushed
1 directly away from the
attacking model. After the
enemy model is pushed,
the attacking model can
advance up to 1 .

DAMAGE

FIELD ALLOWANCE
POINT COST
LARGE BASE

BALL & CHAIN


Reach

BALL & CHAIN


R

Eyeless Sight

U
7

If this model hits the same


target with both its initial
attacks with this weapon,
after resolving the attacks
it can immediately make
one melee attack with this
weapon against each model
in its LOS that is in this
weapons melee range.

This
attack ignores the Buckler
and Shield weapon qualities and Shield Wall.

82

TACTICAL TIPS
BEAT BACK The attacking model can advance even if the enemy
model is destroyed by the attack.
CHAIN ATTACK: BLOODBATH A model with a crippled weapon
system cannot use it to make chain attacks or special attacks,
including power attacks.

When a straightforward application of brute force is needed,


the cephalyx turn to the wrecker, a monstrosity created to
topple fortifications and mow through ranks of the toughest
resistance an enemy can offer. Wreckers are purpose-built
to deal punishing blows and do it well, especially when
buttressed by an agitator.
Whipping its two flail-like limbs at high speed, a wrecker
carves through massed enemies and rips through the hulls
of heavy warjacks. Everything within reach is flattened and
torn apart by the cruel weapons it swings. Whirling blades
are mounted in the reinforced heads of its flails, magnifying
the damage dealt with each strike. The ear-splitting, highpitched shriek the blades produce when carving through
heavy armor is enough to send weak-willed soldiers
running, and the sight of a comrade crushed and ripped
asunder by them causes even the stouthearted to tremble.

CEPHALYX MIND BENDER & DRUDGES


MERCENARY UNIT

The mind is a weapon. Thought is sharper than any blade, more explosive than any ordnance.
Mind Bender Glaxosk

TACTICAL TIP
MAGIC ABILITY Performing a Magic Ability special action or
special attack counts as casting a spell.

Some cephalyx cabals obsessively work at the leading


edge of their particular field of cephalomek to refine their
techniques. One such group, known as mind benders,
focuses on pure psychic might. After reshaping their minds
through augmentative surgery, mind benders are capable
of unleashing mind-destroying waves of psychokinetic
force through specially conditioned and modified drudges.
They spur these drudges forward with psychic prods of
alchemically supplemented adrenaline until the drudges
stand among the enemy, then broadcast their power
through their charges. Drudges used this way are burned
out instantly, their minds rendered empty husks in a flash
of blinding light.
Mind benders hold a privileged position among the
cephalyx. They possess greater mental strength than
cephalyx of lesser castes, and their specialized work allows
them the leisure to concentrate on projects of their own
choosing. Except when the overlords call them to battle,
they spend their lives within cloistered operating theaters,
devoted to the development and refinement of their unique
drudges, permitted to focus on their esoteric studies in
endless pursuit of mental expansion.

Selective This unit can be


included only in Mercenary
Contract armies that list
Cephalyx as possible
members.

MIND BENDER
SPD STR MAT RAT DEF ARM CMD

14 13

PROSTHETIC MANIPULATORS

MIND BENDER
Fearless

4
POW

P+S

DRUDGE GRUNTS
SPD STR MAT RAT DEF ARM CMD

11 15

BATTERING FISTS
RNG 6. Target Drudge
grunt gains 4 MAT and
STR and can immediately
advance 4 . Adrenal Flood
lasts for one turn.

POW

P+S

12

OFFICERS DAMAGE
FIELD ALLOWANCE
BENDER & 5 DRUDGE GRUNTS
BENDER & 9 DRUDGE GRUNTS
SMALL BASE

5
2
4
6

Center a 4 AOE on this


model or a grunt the spell is channeled through. Other models
in the AOE suffer a POW 12 magical damage roll.
Psychic Assault is a RNG SP 8
magic attack. This attack ignores LOS. Models hit suffer a
POW 12 damage roll.
This model can channel spells through
grunts in this unit that are in formation. When it does, you can
choose up to two more of those grunts and cast the spell once
through each, even if the channeler is engaged. Grunts in this
unit that channel a spell this way are then removed from play.
When this model is directly
hit by an enemy ranged attack, you can choose to have one
friendly, non-incorporeal Drudge Grunt model within 3 of this
model directly hit instead. That model is automatically hit and
suffers all damage and effects.

DRUDGE GRUNTS
Eyeless Sight
Fearless

83

CEPHALYX
DOMINATOR
MERCENARY UNIT ATTACHMENT
When the mercenaries turned on us it wasnt treachery. I saw in their eyes they were unable
to stop themselves. Their bodies were no longer their own.
Trencher Captain Maywell

DOMINATOR
SPD STR MAT RAT DEF ARM CMD

14 13

PROSTHETIC BLADES
POW

P+S

11

DAMAGE
FIELD ALLOWANCE
POINT COST
SMALL BASE

5
1
1

This attachment can


be added to a small- or
medium-based nonCephalyx Mercenary unit.
Selective This unit
attachment can be included
only in Mercenary Contract
armies that list Cephalyx as
possible members.

DOMINATOR

When this models melee damage roll


fails to exceed the ARM of the living model hit, that
model suffers 1 damage point.
While this model is in play,
models in its unit gain Fearless .
While this model is in play,
models in its unit gain Tough .
Linchpin When this model is destroyed or removed
from play, other models in this unit lose Fearless for one
round and immediately flee.
This model is a Ranking Officer. While this
model is in play, models in its unit are Mercenary Cephalyx
models instead of Mercenary models.
When this model is
directly hit by an enemy ranged attack, you can choose to have
one friendly, non-incorporeal model in this unit within 3 of this
model directly hit instead. That model is automatically hit and
suffers all damage and effects.

What the cephalyx covet, they will claim. When the hive
becomes aware of individuals with exceptional talents they
desire, shadowy figures called dominators emerge from
beneath the earth to enthrall them. A dominator subdues
its subject from a distance, skillfully peeling back any
resistance like a surgeon laying open a chest cavity, until it
can overpower the mind and hold it in bondage. Abducted
into surgical complexes, these subjects endure a masterfully
subtle application of cephalomek that preserves their inborn
talents and outward appearance while utterly binding them
to the dominators will.
Dominators lead their enslaved warriors in missions on
behalf of the hive. They are called upon to conduct covert
raids for such purposes as gathering raw materials for the
hive or confounding the enemy before a coordinated
onslaught. The soldiers a dominator controls might pass
unnoticed among their own kind until positioned where

84

they need to be, so they are used to penetrate slumbering


cities or encamped armies. A dominators puppets perceive
and understand what their cephalyx master compels them
to do but have no power to resist. Instead they can only
watch themselves strike at their slavers command, as if
trapped in a violent and inescapable nightmare.

CEPHALYX AGITATOR
MERCENARY SOLO

There is something to savor in the horror that floods their feeble minds as I force them
to turn upon one another.
Agitator Helixor

TACTICAL TIP
MAGIC ABILITY Performing a Magic Ability special action or
special attack counts as casting a spell.

Agitators are a subordinate caste of cephalyx who oversee


the more mundane aspects of feeding, caring for, and
maintaining control of monstrosities. Among the darkened
tunnels of a cephalyx hive the agitators tend the packs
of monstrosities in the service of their masters. They
work closely with those responsible for the manufacture
of monstrosities and drudges as aids and subordinate
surgeons. The tasks they perform are seen as base but
necessary by the upper echelon, and the agitators earn little

Selective This model


can be included only
in Mercenary Contract
armies that list Cephalyx as
possible members.

AGITATOR

SPD STR MAT RAT DEF ARM CMD

14 13

PROSTHETIC BLADES

AGITATOR
Fearless

4
POW

P+S

11

DAMAGE
FIELD ALLOWANCE
POINT COST
SMALL BASE

5
3
2

When this models melee


damage roll fails to exceed
the ARM of the living
model hit, that model suffers 1 damage point.

Influence is a RNG 10 magic attack.


Take control of target enemy non-warcaster, non-warlock
warrior model hit. The model immediately makes one normal
melee attack, then Influence expires.
While within 5 of this model, friendly
Drudge and Monstrosity models gain +2 on attack and
damage rolls. Instigate lasts for one turn.
Psychic Assault is a RNG SP 8
magic attack. This attack ignores LOS. Models hit suffer a
POW 12 damage roll.
When this model is
directly hit by an enemy ranged attack, you can choose to
have one friendly, non-incorporeal Monstrosity model within 3
of this model directly hit instead. That model is automatically
hit and suffers all damage and effects.

esteem among their betters. Nevertheless, the monstrosities


they administer to are critical tools for excavating new
sections of the hive, hauling raw materials to operating
bays, and serving as linchpins of the hives defense.
Agitators shepherd monstrosities to where they are needed,
supervise them in their labors, and control them in battle.
The agitators excel at telepathically rousing monstrosities
and drudges to combat readiness, blanketing areas with
agitating mental energies. During battle, they drive nearby
drudges and monstrosities to greater violence. Although
these mental influences are highly successful, their effect is
neither targeted nor refined. In time each agitator hopes to
master more precise control over these mental powers and
rise above its lowly station.

85

SWAMP
GOBBER RIVER RAIDERS
MERCENARY MINION PRIVATEER SEA DOG SOLO
Dont rush to judge em by their size, lads. Ive seen em paint the deck with the guts of ogrun
and men.
Bosun Balasar Grogspar

RAIDER
SPD STR MAT RAT DEF ARM CMD

14 12

HARPOON PISTOL
RNG ROF AOE POW

10

P+S

FIELD ALLOWANCE
3 RAIDERS
SMALL BASE

These models
will work for Circle,
Skorne, and the Blindwater
Congregation pact.

RAIDER

HAND WEAPON
POW

Mercenaries These
models will work for Cryx.

3
2

This model
gains an additional +2 DEF
when benefiting from
concealment or cover.

This model can


make melee and ranged
attacks during the same combat action. When this model
makes its initial attacks, it can make both its initial ranged and
melee attacks.

HARPOON PISTOL
If this weapon hits a non-Incorporeal enemy model,
this model can be placed B2B with that enemy model.

HAND WEAPON
Weaken A living model hit by this weapon suffers 2 STR and
DEF for one round.

Although many gobbers have gained acceptance at the


fringes of society, swamp gobbers have always held a
particularly unsavory reputation, and those who serve as
river raiders among the pirate crews that prey on western
Immoren are no exception. With rusted hooks, axes, and
swords, they hack into their enemies with a savagery
common only to the wilds.
For many gobbers, the laws of man hold little meaning,
particularly where ownership is concerned. Most have a
natural inclination to view the property of others as their
own, another trait that makes a life of piracy appealing.
Given their short stature, every scrap of respect gained from
their fellow sea dogs must be earned, and it is with this in
mind that only the most ruthless of swamp gobbers find
themselves taking up piracy as a profession.
With the ingenuity typical of their kind, swamp gobber
river raiders possess a penchant for tinkering, often leading
them to utilize unconventional weaponry when launching
an assault on an unsuspecting ship. Most notable among
these contraptions are the mechanized harpoon pistols with
which they have become associated. The sight of a gobber
raider piercing a mans chest with such a weapon is bloody
enough, but seeing that gobber then pull himself atop his
victim and finish the poor man with hook or blade can make
even the staunchest of pirates look on in a state of utter

86

TACTICAL TIP
CAMOUFLAGE If a model ignores concealment or cover, it also
ignores concealment or covers Camouflage bonus.

shock. Once in the fray, the quick reflexes and low profile
of a gobber allow him to slip past incoming blows while
hacking at shins and ankles, bringing opponents twice his
size to their knees.
Immorens rivers are plagued by piracy every bit as
much as its seas. The Dragons Tongue and Black Rivers
in particular host numerous raiders and pirate bands.
Serving as major trade routes between and within nations,
these waterways see hundreds of ships a day, many
carrying expensive exports or military ordnance destined
for one front or another. Such ships make appealing
targets, especially when considering the diminished naval
presence along the rivers.
As with many of the pirate crews operating on the open seas,
those combing the river for merchant vessels to plunder
often call the port city of Five Fingers their home. Here river
crews trade with seafaring crews through intermediaries,
each side bartering for the equipment they need and the
luxuries they desire. Gobbers in particular have a knack for
such negotiations, especially when dealing with the sizable
gobber population and the various bogrin gangs residing
in Five Fingers, an attribute that has helped broaden their
appeal among the river pirate crews.
Given the constrained nature of river piracy, those committed
to this line of work become intimately familiar with the
lay of the swamps, tributaries, and backwaters available
to them and prefer small, shallow-keeled boats capable of
utilizing a variety of escape routes. Swamp gobbers are
often recruited for their knowledge of these areas. Places
such as the Bloodsmeath Marsh and Blindwater have
proven themselves havens for river pirates seeking to evade
capture. This has aligned many pirate crews with fringe
groups inhabiting the area. In recent years, river pirates
have even been rumored to have smuggled Cryxian forces
from Five Fingers to the Thornwood, the full repercussions
of which remain to be seen. Though such dealings are never
done in the light of day and are rarely discussed between
crews, many pirate bands continue to serve the Nightmare
Empire when sufficient coin is offered.

87

THE
DEVILS SHADOW MUTINEERS
MERCENARY PRIVATEER SEA DOG CHARACTER UNIT
Dark dealings make for long shadows.
Fiona the Black

MAR
SPD STR MAT RAT DEF ARM CMD

14 12

POW

P+S

MORLAND
SPD STR MAT RAT DEF ARM CMD

14 12

PISTOL
RNG ROF AOE POW

10

CUTLASS
POW

P+S

11

ZIRA
SPD STR MAT RAT DEF ARM CMD

14 12

PISTOL
RNG ROF AOE POW

MAR
Fearless

SABER

Mercenaries These
models will work for Cryx.

DAMAGE
FIELD ALLOWANCE
POINT COST
SMALL BASE

10

5 EA
C
4

When this
model destroys a living
enemy model with an
attack, after the attack is
resolved you can return one
destroyed model in this unit
to play. The model returns
with five damage boxes,
must be placed within 3
of this model, and cannot
activate the turn it returns
to play. The destroyed
model is removed from
play but does not provide a
soul or corpse token.
When
this model makes a melee
attack during its activation,
its front arc extends to 360 ,
and it can make one melee
attack against each model
in its LOS that is in its
melee range.

MORLAND
Fearless
See above.

Morland

Mar

ZIRA
Eyeless Sight
Fearless
See above.

SABER

Zira

CUTLASS
Make a melee attack. Instead of
making a normal damage roll, the POW of the damage roll is
equal to this models STR plus twice the POW of this weapon.

Black Penny This attack ignores the firing into melee penalty.

88

TACTICAL TIP
OFFICER Because Mar is an Officer, when she is destroyed
she does not replace Morland or Zira. Instead Morland or Zira
becomes the unit commander.

Although details vary depending on the telling, the trio


called the Devils Shadow Mutineers have inspired endless
stories and rumors. Key elements remain the same A
nefarious ship by the name of the e il s
o , associated
with both piracy and the slave trade, set out from Five
Fingers into the uncharted Sea of a Thousand Souls and
disappeared. No trace could be found; it was as if the ship
had sailed off the face of Caen itself.
A year later reports surfaced of a vessel matching the
description of the e il s
o preying on ships along the
Broken Coast. One rumor claimed the crew had been hired
to seek the homeland of the Orgoth, who cursed them to a
life of madness. Some spoke of mutiny and murder while
the vessel was becalmed hundreds of miles from shore.
Whatever transpired, of the hundred souls who had crewed
that ship, only three returned, each unhinged and changed.
Before their disappearance, the three had been capable
sailors but were otherwise thought unremarkable. Morland
was a large man, more noteworthy for his temper than for his
skill with a cutlass, but now he wields a pair of blades with
deadly ease. His chest is pocked with the scars of gunshot
wounds that would have killed an ordinary man. Zira, who
was little more than a novice pistoleer and dabbler in the
occult when she disappeared, is guided by unseen forces
to deliver unerring shots despite the loss of her sight. Mar,
previously disposed to lift the spirits of the crew through
song, is now gripped by madness and a thirst for murder.
Witnesses claim to have seen one or another of the three cut
down only to watch them rise again, hungry for vengeance.
Mar, Zira, and Morland frequent secluded establishments,
sipping drinks they no longer taste. Their appearanceand
that of the e il s
o always coincides with a storm.
The trio disperse as quickly as the ill weather, staying
only long enough to form contracts with desperate men.
Their goals remain a mystery, and the three otherwise go
wherever the ghostly winds send their cursed ship.

89

HAMMERFALL
SIEGE CRAWLER
MERCENARY RHULIC BATTLE ENGINE
Nothing cracks a fortified position like Rhulic engineering.
Durgen Madhammer

SIEGE CRAWLER
SPD STR MAT RAT DEF ARM CMD

15

20

10

QUAD CANNON

10

12

RNG ROF AOE POW

12

15

SIEGEBREAKER
R

RNG ROF AOE POW

12

15

BASH

SIEGE CRAWLER

RNG ROF AOE POW

SIEGEBREAKER
L

Mercenary This model


will work for Cygnar and
Khador.

POW

P+S

15

DAMAGE
FIELD ALLOWANCE
POINT COST
HUGE BASE

22
2
9

When this
model advances into B2B
contact with an enemy
model during its activation,
it can push that model up
to 2 directly away from
it. A model can be pushed
by Bulldoze only once per
activation. Bulldoze has
no effect when this model
makes a trample power
attack.
This model does
not suffer blast damage.
Friendly models B2B with it
do not suffer blast damage.

This model can make melee and ranged attacks in the same
activation. When this model makes its initial melee attacks or
a power attack, it can also make its initial ranged attacks. This
model can make ranged attacks even while in melee.

QUAD CANNON
Make d3 + 1 ranged attacks targeting a
primary target and any number of secondary targets within 2
of the first target. Ignore intervening models when declaring
secondary targets. A secondary target cannot be targeted by
more attacks than the primary target. Auto Fire counts as one
attack for ROF.

SIEGEBREAKER
Critical Stagger On a critical hit, the model hit loses its initial
attacks and cannot make special attacks for one round.

Embodying Hammerfalls emphasis on impenetrable


defenses backed by substantial firepower, the Hammerfall
Siege Crawler paves the way for assaults on hard targets,
making it one of the most effective and sought-after mobile
artillery batteries in all of western Immoren. Devastating
blasts from its guns make short work of walls and infantry
alike. With a series of robust piston-driven legs to propel
it forward, the Siege Crawler traverses the field at a slow
but uncompromising pace that many defenders find
unnerving, shrugging off both small arms and artillery fire
with its thick armor plates. Rhulic forces advance behind
these lumbering machines, using their armored bulk for
protection as they move on fortified positions. The low
rumble of its engines has become widely regarded as an ill
omen for any beleaguered fortress on the wrong side of a
mercenary contract.

90

TACTICAL TIPS
AUTO FIRE These attacks are simultaneous. Attacks against targets
beyond this weapons range will automatically miss.
CRITICAL STAGGER Remember that a model that cannot make
special attacks cannot make power attacks.

The Siege Crawler represents one of the few Rhulic assets


designed purely for military action. Initial concepts
originated from far simpler machines employed in both
small-scale demolition efforts and clan feuds dependent
on siege weaponry. Seeing the potential for increased gains
in mercenary work abroad, Great Clan Dhurg suggested
outfitting existing mercenary corps with similar machinery,
granting them access to heavy artillery generally associated
with warjacks without the costs associated with cortex
production. To this end, engineers of the clan set out to
fashion a mobile firing platform worthy of the reputation
maintained by mercenaries at Hammerfall under the clans
employ. With financial backing from Great Clan Orm and
the heavy steamjack foundry of Great Clan Uldar, the
concept came to fruition in short order.
Every Siege Crawler is crewed by a team of six dwarves,
each a veteran soldier who has been specifically trained for
this work, which requires some expertise in engineering
as well as in gunnery. The machines captain takes up the
spotters position at the uppermost hatch and calls out
orders to his crew. The crawlers weapons are manned by
three gunners stationed inside its armored hull. A single
loader rotates between the three firing stations to ensure
a constant stream of ammunition, occasionally taking
time to stoke the furnace. The final member of the crew, a
dedicated engineer, alternates between adjusting complex
panels of levers and dials controlling the machines
movement and operating the various steam vents that
allow for its sustained functionality. In order for a Siege
Crawler to operate at full efficiency, such teams must act
in concert, requiring extensive drills before they ever see
combat. Despite the considerable investment required to
prepare these dwarves, their ability to lay low the walls
of fortifications with minimal losses has garnered them a
favorable reputation among employers with deep pockets.

91

MODEL GALLERY

DENEGHRA, THE SOUL WEAVER


Cryx Epic Cavalry Battle Engine Warcaster

92

DYNAMO

MOROS

Cygnar Character Heavy Warjack

Retribution Character Light Myrmidon

93

SEPULCHER
Cryx Colossal

94

THE DEVILS SHADOW MUTINEERS


Mercenary Privateer Sea Dog Character Unit

95

PAINTING GUIDE
DENEGHRA, THE SOUL WEAVER
CRYX BANE
The initial work on this armor is done using the airbrush.
An airbrush allows you to quickly lay down colors to get a
feel for the lighting situation of the model, which will inform
later decisions about where to place shading and highlights
with your brush. For the Cryx Bane armor plates, work from
dark to light.
Step 1) Coat each armor plate with a solid layer of Cryx Bane
Base mixed with a lot of Blue Ink and Brown Ink. The inks help
darken the color to a rich green-black.
Step 2) Apply a mixture of Thornwood Green and Cryx Bane
Base. Be sure to leave plenty of the dark paint from step 1
visible in areas where shadows would accumulate.

Step 3) Make a mixture of Cryx Bane Base, Thornwood


Green, and Cryx Bane Highlight and apply this as the next
layer. For each successive layer, cover less of the models
surface in order to create a gradient between the shadows
and the highlights.
Step 4) Apply a layer of pure Cryx Bane Highlight.
Step 5) Mix Cryx Bane Highlight and Thrall Flesh and apply
it sparingly to the areas where light would be the most
concentrated, such as the uppermost portions of the armor
plates near the top of the model.

Cryx Bane Base

Thornwood Green

Blue Ink

Cryx Bane Highlight

Brown Ink

96

STRIPS OF SKIN
The strips of skin that stretch between the bones of the
wyrms wings and wrap its body are also done with an initial
layer of airbrushing.
Step 1) Using the airbrush, basecoat the strips with a layer of
Battlefield Brown and Hammerfall Khaki.

Ordic Olive
Hammerfall Khaki

Beaten Purple

Thrall Flesh

Step 2) Using the airbrush, apply a zenithal highlight of pure


Thrall Flesh.
Step 3) Using a paintbrush, add some highlights of Thrall
Flesh. These will stand out on the airbrushed Thrall Flesh
you applied in step 2 because the airbrush requires much
thinner paint, changing the color and coverage slightly.
Step 4) Using a paintbrush, shade the wings with a 1:1
mixture of Ordic Olive and Beaten Purple. Apply this thinly
over most of the surface to tint the strips of skin, but apply it
thickly where shadows would concentrate.

ARMOR PLATES
Once the armor is airbrushed, return to the armor plates
with a paintbrush to smooth the blends and add even
more contrast. Use very thin paint to keep from completely
covering the airbrush work, applying glazes in the following
steps. (Airbrush the strips of skin before you do this brush
work, as airbrushing can be somewhat imprecise.)
Step 1) Shade the armor plates with a mixture of Cryx Bane
Base and Brown Ink.

Cryx Bane Base

Brown Ink

Step 2) Add additional Brown Ink and some Green Ink to the
mixture used in step 1 and apply this as a second shade to
the deepest recessed areas of the armor plates. This mixture
should be fairly dark.
Step 3) Reapply sparing highlights of Cryx Bane Highlight
with the paintbrush. The paintbrush allows for greater
control, which enables you to be more exact with your
highlights than is possible using the airbrush.

Green Ink

Cryx Bane Highlight

97

PAINTING GUIDE
BLIGHTED GOLD
Step 1) Prepare a mixture of two parts Blighted Gold, one
part Thornwood Green, and a drop of Brown Ink. Use this to
basecoat the gold trim.
Step 2) Shade the trim with Thornwood Green and Cryx
Bane Base.

Blighted Gold

Step 3) Mix Cryx Bane Base, Brown Ink, and Green Ink and
use that to apply a second shade to the portions of the trim
that would lie in the deepest shadows.
Step 4) Highlight the trim using a 2:1 mixture of Blighted
Gold and Solid Gold.
Step 5) Add a sparing highlight of Solid Gold and Radiant
Platinum.

Thornwood Green
Brown Ink
Cryx Bane Base
Green Ink
Solid Gold
Radiant Platinum

3
WYRM FLESH
Step 1) Basecoat the wyrm flesh with Menoth White Base.
Step 2) Shade the flesh with a mixture of Menoth White Base
and Sanguine Base.

Menoth White Base


Sanguine Base
Exile Blue

Step 3) Add Exile Blue to the mixture used in step 2 and


apply this color to the deepest shadows of the flesh.

98

BLIGHTED STEEL
Step 1) Basecoat the steel areas of the model with Cold Steel.
Step 2) Shade the steel with Cryx Bane Base plus one drop
each of Green Ink and Brown Ink.
Step 3) For the darkest shading, make a mixture of three
parts Turquoise Ink, three parts Brown Ink, two parts Cryx
Bane Base, and one part Thamar Black.

Cold Steel

Brown Ink

Cryx Bane Base

Turquoise Ink

Green Ink

Thamar Black

Step 4) Using Cold Steel, add highlights by going back over


some of the area you have painted.

CRYX GLOW
Step 1) Basecoat the glowing areas with Menoth White
Highlight.

Step 4) Add a single drop of Green Ink to Yellow Ink and use
this to glaze the Menoth White Highlight line from step 3.

Step 2) Create a glaze by mixing Green Ink and Yellow Ink


and apply this to the glowing areas.

Step 5) Do one last sparing application of Menoth White


Highlight to represent the hottest, centermost portion of each
glowing area.

Step 3) Apply a line of Menoth White Highlight down the


center of each glowing area.

Menoth White Highlight


Green Ink
Yellow Ink

99

PAINTING GUIDE
DENEGHRA FLESH
Step 1) Basecoat the flesh with a mixture of four parts Thrall
Flesh, four parts Frostbite, and one part Beaten Purple.

Step 4) Apply a final shade of Exile Blue and Sanguine Base


as thin lines between the flesh and the other parts of the
model.

Step 2) Add Sanguine Base to the basecoat color from step 1


and use this for the first shading.

Step 5) Using the basecoat color from step 1 plus Morrow


White, add highlights.

Step 3) Add Exile Blue to the basecoat color from step 1 and
use this for the second shading.

Thrall Flesh
Frostbite
Beaten Purple
Sanguine Base
Exile Blue
Morrow White

3
BLACK LEATHER
Step 1) Basecoat Deneghras black leather with Thamar
Black.
Step 2) Apply a highlight of Coal Black, leaving half the
Thamar Black from step 1 showing in the shadowed areas.

Thamar Black

100

Step 3) Apply a second highlight using Underbelly Blue and


Coal Black.
Step 4) Add some Cryx Bane Highlight to the mixture from
step 3 and use this for the final highlights. Be sparing with
these.

Coal Black

Underbelly Blue

Cryx Bane Highlight

SADDLE LEATHER
Step 1) Basecoat the saddle with Idrian Flesh.
Step 2) Apply highlights with a mixture of Idrian Flesh and
Menoth White Base.
Step 3) Shade over the top of the area with a thin mixture of
Idrian Flesh and Brown Ink.
Step 4) Use a mixture of Coal Black and Brown Ink for the
final shading.

Idrian Flesh
Menoth White Base
Brown Ink
Coal Black

BONE
Step 1) Basecoat the bone areas with Menoth White Base.
Step 2) Apply shading with Cryx Bane Highlight.
Step 3) Shade further with a mix of Bastion Grey and
Battlefield Brown.
Step 4) Highlight with Menoth White Highlight.

Menoth White Base


Cryx Bane Highlight
Bastion Grey

Menoth White Highlight

WYRM TEETH
Step 1) Basecoat the teeth with a mixture of Coal Black
and Brown Ink and highlight with a thin line of Cryx Bane
Highlight.
Step 2) Add a glinting reflection of Menoth White Highlight
to each line of Cryx Bane Highlight.

Coal Black

Brown Ink

Cryx Bane
Highlight

Menoth White
Highlight

101

PAINTING GUIDE
WYRM TONGUE
Step 1) Basecoat the tongue with Midlund Flesh and Carnal
Pink.
Step 2) Apply a thinned highlight of Menoth White
Highlight. Then mix Midlund Flesh and Coal Black and use
this to apply spots to the base of the tongue.

Step 3) Glaze the whole tongue with Murderous Magenta


and Red Ink, concentrating the mixture toward the base of
the tongue and making sure it is translucent enough that the
spots show through.
Step 4) Apply a second shade with a thin glaze of Bastion
Grey plus a drop of Blue Ink. This will tone down the color
and give the whole tongue a sickly appearance.

Midlund Flesh
Carnal Pink
Menoth White
Highlight
Coal Black

Murderous
Magenta

Red Ink
Bastion Grey
Blue Ink

MOROS
Moros glossy black armor presents significant challenges
even for experienced painters. You can see here the method
the studio used to paint this unique character warjack.
Step 1) Basecoat the model with Thamar Black and Cold
Steel.
Step 2) Shade the metal portions of the model with a mixture
of Ironhull Grey, Beaten Purple, and Coal Black.
Step 3) Apply a mixture of Meredius Blue and Thrall Flesh to
the glowing channels.

102

Step 4) Add delicate, glinting highlights to the glowing


channels with Menoth White Highlight.
Step 5) Clean up the shiny black armor with Thamar Black.
Then use a mixture of Coal Black, Exile Blue, and Thamar
Black for highlighting. This mixture will be the base for the
highlight colors used in the next several steps, with more and
more Menoth White Highlight added as you proceed.
Step 6) Add Menoth White Highlight to the highlighting
mixture from step 5 and begin blending highlights onto the
black areas.

10

11

12

Step 7) Add more Menoth White Highlight to the mixture


from step 6 and use this to refine the highlights.

Step 10) Basecoat the blades with Quick Silver. Add shading
with a mixture of Meredius Blue and Ironhull Grey.

Step 8) Add enough Menoth White Highlight to the mixture


from step 7 to make a mixture that is mostly Menoth White
Highlight. Use this to apply delicate highlights.

Step 11) Use a mixture of Meredius Blue and Greatcoat Grey


to apply additional shading to the blades.

Step 9) Finish the black areas with tiny dots and lines of
Morrow White to give the impression of bright reflections.

Step 12) Coat the model with matte varnish and allow to
dry completely before highlighting the metal areas. Use
Cold Steel to highlight the darker metal and Quicksilver to
highlight the blades.

Thamar Black

Beaten Purple

Thrall Flesh

Morrow White

Cold Steel

Coal Black

Menoth White Highlight

Quick Silver

Ironhull Grey

Meridius Blue

Exile Blue

Greatcoat Grey

103

DEEPER OBLIGATIONS
PART TWO
THE THORNWOOD

This is beyond anything I have seen before, brother, said Sid


Norvor to his fellow paladin Anson Durst.
Durst grunted affirmation. After a pause he said, Strange
that we will soon join battle alongside unbelievers who
invaded Sul.
Both members of the Order of the Wall had only just joined
the Northern Crusade. They had been diverted midway
through their trip to the Llaelese city of Leryn, sent instead
to meet with Intercessor Kreoss, who was already marching
south into the Thornwood.
Other than the sigil identifying their order, the two paladins
were very different. Durst was by far the larger of the two.
Impressive as Norvor was in his ancient blessed armor, Anson
Durst was a giant among men. He was a full head taller and
considerably wider, outweighing the other man by more
than a hundred pounds. His heavy armor was of a more
modern style, recently forged by the Sul-Menite Artificers
and equipped with the arcane turbine that marked him as
a warcaster. Their weapons displayed a similar disparity
Norvor wielded a traditional firebrand passed down from
antiquity, while Dursts mechanikal weapon Recompense had
been forged for war only recently.
The warcaster paladin found it difficult to think amid the chaos
of the battle sprawled across the perimeter of the darkened
valley below. Dozens of skirmishes were raging around the
great Cryxian fortress, which seethed with unholy power. The
sky above pulsed unnaturally with strange, churning storm
clouds, while lightning flickered below, adding pale flashes
within the green surges of necromantic energy. The Khadorans
had situated mortars along the hilltops surrounding the valley
and were lobbing shells down into areas where the Cryxians
were concentrated. Occasionally these blasts fell perilously
close to their own soldiers.
Closer to the center the undead enemies were protected by
a variety of bulwarks and barricades, and the ground was
riddled with trench-like chasms that facilitated Cryxian troop
movements. Both thralls and cephalyx drudges emerged
periodically from these gashes to rush the nearest attackers.
Durst understood that such defensive fighting was counter to
Cryxs usual tactics, but their position seemed strong. Both the
Khadoran and Cygnaran armies were keeping their distance,
preferring to deal damage at range, and it seemed as though
the incoming fire was doing little except further rending the
already ravaged valley.
When word had come to Durst that he was called to join the
Northern Crusade, he had initially been troubled. Countless

104

civilians had seen their lives destroyed in Llael, and the


Northern Crusade had played a part in that. His order taught
that there were innocents even among unbelievers; such people
deserved protection, not persecution. Llael was no place for a
simple man, a soldier of the faith, as Anson viewed himself.
The world and its moral ambiguity had become difficult for
members of his order. Perhaps that was why they were so few.
They called him the Rock of Faith, an epithet that made him
uncomfortable. He had been content to be just a paladin, no
more. He had been blessed with strength, fortitude, and skill
at arms. He had not hoped for other gifts, but Menoth had a
different plan. The recent emergence of his warcaster talent
had forced him to accept new responsibilities. It had changed
his place both in his order and among his brothers.
After the order to join Kreoss reached him, he had sought out
Grand Paladin Trenton Bouridor for advice. It was unclear to
him how he could serve the theocracys military leaders and
yet uphold his vows. The venerable leader of their order had
exhorted him to remain true to his code and his faith above
all else. He was not an exemplarthe priests and scrutators
must be respected, but his soul belonged to Menoth, and it
was to Menoth he would ultimately answer.
He was now joined with an unlikely alliance between formerly
embittered armies working together against a profane foe.
Providence had placed him where he needed to be, for which
he prayed thanks to the Creator. Other than the faithful, their
army included a host of Umbrean horsemen and heavy infantry
loyal to Khadors Great Prince Tzepesci. Yet this blended
army did not march with perfect solidarity. Durst had heard
rumors of heated words between Tzepesci and the hierarch
regarding plans for the upcoming engagement. Tensions were
high between the Khadorans and the people of the crusade,
and each kept to their own camps. It was difficult to imagine
how they would fight together, even without considering the
Cygnarans they would soon be joining.
Compared to the greater army, Durst led a relatively small
force. The infantry under his command were divided
between Temple Flameguard and Knights Exemplar,
including several squads of cinerators and thirty knights
errant. When he had received his orders Durst had been
bringing fresh warjacks to the Northern Crusade from Sul,
and so he retained a large battlegroup. Most were light
warjacks, including Vigilants and Devouts, but looming over
these were a pair of formidable Indictors gripping swords
and shields as tall as a man. The powerful blessings on these
warjacks allowed them to negate unholy magics employed
against them or nearby, and Durst was glad to have them on
this assault, given Cryxs methods.

His eye was drawn to sudden activity amid the armies


below. Smoke and distance partially obscured his view, but
he could discern the advance of heavy Khadoran warjacks
on the far side of the valley. Closer to them a contingent
of storm knights in Cygnaran blue was also on the move,
together with numerous warjacks lit by galvanic coils.
These forces pushed inward against the necrofactorium,
summoning bright flashes of lightning as the clouds surged
overhead in response to the call for storm.
Durst lifted Recompense and shouted, Stand ready to
advance! March on my order! His voice rang, and his orders
were repeated by his immediate subordinates Seneschal
Horrus, who led his knights, and Preceptor Manter, in charge
of his Flameguard. He mentally directed his light warjacks in
support of the phalanxes, each machine ready to interpose
itself and accept harm intended for the men. The engines of
his Indictors rumbled in readiness. Their postures reflected
Dursts own eagerness to engage.
His men were similarly poised, weapons readied, and he knew
that the heart of every soldier pounded with the anticipation of
battle. He muttered a quick prayer. Feeling taut as a bowstring
he turned to watch Intercessor Kreoss atop his steed, his lance
in resting position. The intercessor was not far from Hierarch
Severius. The warjacks accompanying them stood before
thousands of Sul-Menite soldiers. Vladimir Tzepesci also rode
with them, apart from the rest of his Umbreans, who were
fanned out on the hillside beyond the opening into the valley.
The three leaders surveyed the scene before them, and every
soldier awaited their commands.
Tzepescis steed stomped impatiently, and the great princes
posture was agitated as he pointed sharply down to the valley.
Hierarch Severius stood still as a statue. Looking back to the
valley, Durst saw that the Cygnaran force had driven deep
into the Cryxians but was unsupported by the rest of the
army. Most of their soldiers advanced only far enough to fire
at extreme rifle range. Several Defenders had been similarly
positioned.
What are they doing? Norvor asked.
The warcaster frowned and shook his head, not understanding
the strategy. This was not the full engagement he had expected.
It was as though Cygnar and Khador had each decided to send
a single isolated and inadequate force against the greater foe.
The Cryxians were reacting like ants whose nest had been
threatened. Hundreds of thralls surged forth, together with
numerous necrotite-fueled jacks. It seemed highly likely
they would encircle the Cygnaran knights and cut them
down. Those knights appeared to be pushing for a specific
objective. A flare went up near the rear ranks and Durst
saw some of the officers fighting below turn their way, as
if expectantly.

Durst had not been privy to the plansthat was a matter


left to the intercessor, the hierarch, and the great prince
but it seemed clear the signal was intended for them. Kreoss
adjusted his posture on his steed but awaited the word of the
hierarch, who was unmoving. At last, the agitated great prince
raised his spear high above his head and made a circling
motion as he spurred his mount to rejoin his soldiers. He
turned to charge down the hill at the enemy. The Umbreans
followed close behind, cavalry at the fore. Still the Northern
Crusade held back.
Watching the charge of the Umbreans, Durst felt torn, for they
seemed far too few to matter against the great Cryxian horde.
Already the Cygnaran vanguard was encircled, their forward
momentum halted as they engaged the enemy. The Umbreans
would experience the same fate.
Hierarch Severius must have a plan, but every instinct in
Dursts being insisted they should attack. Squinting toward the
battlefield below, he saw the talon-like outer spires connected
to the central necrofactorium light with green balefire. Flames
licked out and obliterated the nearest living soldiers. He could
see ghostly tormented phantoms as the souls of the fallen left
their bodies to be swept up by the spires. He felt his stomach
churnthose who fell on that field might lose their immortal
souls. They would not pass to Urcaen.

FLAMES LICKED OUT AND


OBLITERATED THE NEAREST
LIVING SOLDIERS.

By the Creator, this is not just, he said. The words of Grand


Paladin Bouridor echoed in his mind, and he considered the
paladin code. Yes, those soldiers were unbelievers, but they all
shared a united cause; it was Cryx that was the foe here. He
could not stand by and do nothing. He was in motion before
he had consciously decided to act.
With me! Advance! he shouted, sending his Indictors
running at full tilt down the hillside. Soon the Flameguard
and exemplars were rushing alongside him.
So few of us, he thought, but he was willing to die doing
what must be done. Runes surrounded him as he gathered
his power, praying to Menoth to shield his men. Holy sigils
erupted around each of his warjacks, delivering a blessing of
protection to each of them. He shouted his battle cry and ran
forward to obliterate what Cryxians they could reach.

105

DEEPER OBLIGATIONS, PART TWO

Intercessor Kreoss gripped his reins but maintained his


composure as he saw the signal flare, then watched the
Umbreans follow Vladimir in his charge on the right. Not long
thereafter Anson Dursts small force rushed down from the
hill to his left, acting on the paladins own initiative. They had
considerable ground to cross before they would catch up with
the embattled Cygnarans, but then the foe would consume
them. He looked to Hierarch Severius, who was staring
straight ahead through his scrutator mask. Kreoss moved his
horse closer to the leader of the Protectorate so he could speak
without his voice carrying.
Hierarch, that was the agreed-upon signal. Should I give the
order to engage? He was aware of his own impertinence.
Whatever the symbolic nature of his new rank, so long as
Severius was here, the crusade was his. It was Kreoss duty
to obey.
The hierarch seemed unconcerned but after a pause answered
calmly, We will not needlessly sacrifice the lives of the faithful
to rescue a few godless Cygnarans from their own folly.

106

I understand, Your Holiness, Kreoss replied. He was


considering the earnestness of Paladin Durst and the credit
the man was to the faith. He knew how little Severius cared
for the Order of the Wall. Yet we consented to travel here, to
fight this foe.
And so we shall. A hint of annoyance crept into Severius
voice. On terms of my choosing, not that of a Khadoran great
prince, much less their arrogant supreme kommandant. We
are not figures on his game board. He withholds his army,
hoping the faithful will suffer in their stead. I think not.
By your will, Kreoss said. He watched as Durst and his small
group of men crashed into the Cryxians and were swallowed
by the dark mass of bane thralls. Above the shadowy forms
he saw Protectorate warjacks battling on. Golden runes of
invoked holy power seemed pale and insubstantial against
the brighter green of the surrounding balefire. After a moment
he said, I fear for Paladin Durst. I will reprimand him for his
impulsiveness, if he lives. It would be unfortunate to lose a
man of his prowess so soon after joining our crusade. It was
as far as he could go, to remind the hierarch it was a warcaster

they watched go to his death. They did not have so many they
could throw one away.
They both watched in silence as the battle intensified. The
Umbreans managed to break through the Cryxians to reach
Dursts force, but the Cygnaran storm contingent was
suffering heavy casualties. The necrofactoriums spires pulsed
in response to each death like an erratic heartbeat.
After a protracted pause, Hierarch Severius inclined his head,
giving Kreoss his leave to act.
The intercessor immediately raised his lance to signal his
knights and spurred his horse forward. His warjacks were
already in motion and the entire crusade followed his lead.
They charged toward the shadows surrounding the Rock of
the Faith.

Lord General Stryker cursed as their advance stalled in a


quagmire of muddy ground and Cryxian resistance. Balefire
seared through his army, dropping knights one after another.
They retaliated with blade, lance, and lightning, but every
thrall or drudge they took down was replaced by two more.
He felt a surge of dread at the sound of a Khadoran hunting
horn rising above the clamor of combat from the south. That
was their signal to hit their objective with all the voltaic energy
they could muster, but they were still too far away.
Where are the Menites? he asked under his breath as he
spurred his horse forward, aiming uicksilver to fire another
electrical burst into the approaching foes.
He knew the answer. They had arrived, but they stood atop
the northern hills to watch as their old enemies were cut down.
Had their agreement with the Khadorans been made solely
so they could exploit these circumstances? With the threat of
Cryx so clear, such a decision seemed impossible, even for a
man with fire instead of blood in his veins like Severius.
Strykers goal was visible aheada centrally positioned spire
amid the outer defenses Irusk had indicated they should smite
with lightning.
Bloat thralls had come forth from the bowels of the central
necrofactorium to fire corrosive blasts into the front lines,
while smaller bile thralls surged forward heedless of survival.
Most were annihilated in flashes of lightning, but some few
got close enough to explode into acidic sludge that melted
flesh and bone to leave puddles of steaming gore in the mud.
The knights had been ordered to protect the stormsmith
stormcallers in particular. At the center of his force moved a
trio of Storm Striders, but one was washed in balefire, with a
single surviving operator desperately throwing the levers of
its controls. It wobbled on its legs.

Swift-moving soulhunters raced to engage his cavalry while


banes emerged from the shadowy darkness to assail his
knights as they advanced on foot. Stryker frantically directed
his warjacks into position to allow them to endure the brunt
of the assault, trying to maintain some forward momentum.
His Centurions were helping hold the front, and those
knights nearest his Stormclads were weathering the Cryxian
counterassault better than the rest.
Flying bonejacks picked at the edges of his force, both
Scavengers and Shrikes, the latter sweeping through exposed
groups of men with bladed wings, leaving a trail of dead and
maimed soldiers behind. He would have given half his force
to have Haley at his side, up and healthy again. But that was
not to be. In addition Sloan was still missing in action, as was
Brisbane, and Kraye was not back to full strength after his
recent injuries. The war had taken a bitter toll. Nemo and
Darius were directing forces behind him, ready to advance
when he succeeded. Perhaps he should not have kept so
much in reserve.
At last there was movement from the northern hills, among
the gold and white of Sul-Menites. He had to restrain an
instinctive and almost visceral reaction to the sight of those
colors on his flank. He narrowed his eyes when he saw it was
only a small force led by a broad-shouldered warcaster whose
shield bore the mark of the Order of the Wall. This group threw
itself against the Cryxians surrounding the Cygnarans. Stryker
shouted encouragement to his officers and adjusted their
tactics to take advantage of this new support. Faster than he
would have expected, the Menites broke through the Cryxians
and closed on their goal.
Now! Strike! he yelled. A torrent of voltaic energy exploded
across the intervening space to crash repeatedly against
the conduit spire, twisting metal and shattering stone. The
onslaught was less than Stryker had planned; two of the
Storm Striders had been neutralized and the ranks of the
stormcallers were thinned. Still, the spire crumbled and fell.
For a moment they felt renewed hope as the green glow of the
Cryxian defenses dimmed, but after a few seconds the spires
surged back to full strength, unleashing renewed torrents of
necromantic energy and siphoning the souls of the slain.
Either the attack had been too small or they had delivered it
too late, their efforts not following close enough to those of
the Khadorans. Stryker felt growing rage at the thought of
spending so many lives to reach this point only to fail. He
shouted, Pull back!
They would have to fight back to the main line, where the rest
of the army was providing what cover fire they could. He saw
that the Protectorate army was moving at last, the bulk of it
marching with no particular haste. His eyes narrowed. The
zealots had damned them.

107

DEEPER OBLIGATIONS, PART TWO


The paladin of the Order of the Wall had fought through
to reach them, his own force torn up and tattered, several
of his warjacks destroyed. Across the field of battle the two
warcasters exchanged a look and Stryker inclined his head.
There, at least, stood one worthy Menite.
In the other direction the Umbreans had helped close up their
flank, which might allow them to retreat. Recover what fallen
you can! Stryker ordered.
It was too little, too late. They had achieved their objective
but to no effect. With the necrofactorium at full strength
and feasting on fresh souls, he wondered if they should call
a general retreat. The confluence of circumstances that had
brought three armies to the field today might never happen
again. He gritted his teeth and looked for Nemos lightninglimned form. They had a hard decision to make.

The warjack to which Kommander Karchevs body was


crudely affixed was a poor substitute for the battle frame he
was used to. He allowed himself a rare moment of reflection
as he stretched his borrowed limbs for the first time since his
capture at Point Bourne by the foul wraith witch Deneghra.
The mere thought of the Cryxians name flooded his mind
with rage. He would see her undead flesh broken and crushed
beneath his iron fist. She should have killed him when she had
the chance.
Karchev? Strakhovs voice sounded distant to his ears,
but his fellow warcasters disregard for military etiquette by
omitting his rank pulled him from his thoughts.
Yes, Kommander? Karchev said.
Are you experiencing any issues with your systems?
Strakhov asked.
The one named Alexi had jury-rigged his life support systems
to the warjacks boiler, creating a hodge-podge of tubing,
conduits, and cables. Though the mechanik had managed to
make the systems work, Karchev could acutely feel that they
were operating at well below optimal levels. He was pragmatic
enough to know the small miracle the crippled mechanik had
achieved given the circumstances, though. He said, Nothing
I cannot endure.
Are you sure? Strakhov nodded his head toward the
warjacks left arm that cradled Karchevs life-sustaining shell
against its torso.
Growling with effort, he craned his head to follow the
kommanders gaze and saw that the warjacks hand and torso
were scorched black where they held him, burned by arcane
spillover from his anger.

108

I am Khadoran, Karchev said. He leveled a stare at Strakhov


until the other warcaster turned and continued on.
When his two companions were no longer looking, Karchev
silently reprimanded himself for his lack of self-control. His
power had been kept suppressed by the Cryxians for so long
he was finding it difficult to maintain restraint. It did not help
that the cortex Strakhov had managed to salvage required
constant guidance. The sensation of controlling the damaged
warjack to govern his movements was entirely different from
how he had controlled his own chassis frame. The process
required some acclimation, and his mind was fogged. He felt
like a man who had been bedridden for years being forced to
run on withered legs.
The muted sounds of battle overhead kept up an unsteady
rhythm as they moved through the Cryxian base, becoming
louder as the group moved toward the surface. More than a
century of military experience allowed Karchev to see the battle
in his mind. It was clear the allied forces were making a push.
The thought of his comrades leading the charge without him
ignited renewed frustration in his core. He had been helpless
as he listened to the last battle, vicariously experiencing the
defeat of those who had fought and bled to reach him. His
lifelong desire to crush the enemies of the Motherland was
intensified by a burning desire for revenge.
By the way Strakhov tilted his head, it was clear he, too, was
mentally playing out the battle above. ust as they entered a
relatively large chamber dominated by strange machinery,
a loud explosion shook the complex. Karchev watched with
interest as the great churning and interlocking gears taking up
most of the cavernous chamber ground to a halt. The green
lights illuminating the chamber then flickered and died,
leaving them in utter darkness.
Whats happened? Alexi whispered.
It would appear Irusk has made his play, Strakhov
responded.
After several seconds they felt a vibration through the floor.
The lights restored themselves, and a tortured screech of
machinery filled the chamber as the oversized gears and
pistons began to churn again.
Whatever his plan, it has failed, Strakhov said. He turned
to Karchev. We must move quickly, Kommander. Our escape
window narrows.
Karchev ignored him, instead focusing on the huge machinery.
No, he said at last. We must assist our comrades.
How? Strakhov asked incredulously.
We hurt the enemy however we can. Karchev locked his
steely gaze with Strakhovs. Get clear of this place. I will catch
up with you if I am able.

Kommander, you cant possibly hope to do any significant


damage here . . . . Strakhovs words died in his throat.
Already the air about Karchev radiated with extreme heat.
Concentric rings of runes blazed and crackled with building
energy, expanding from the older warcaster.
Go. Now! Karchev said through gritted teeth.
He commanded the warjack to take him closer to the
heart of the Cryxian machinery without bothering to see
if Strakhov followed his orders. Instead he focused on
the anger building within him. Piece by piece he let go of
mental barriers and restraints he had put in place over the
years. Memories flooded him. The anguish of defeat at the
Battle of the Tongue in the First Thornwood Warthe rage
he felt when the High Kommand had judged him unfit
for dutythe torment he had endured at the hands of the
wraith witch. Power white-hot and burning consumed him,
taking away every memory, every conscious thought of
regret, pain, or failure. Only rage remained.

of his own exploits around the campfire, and many far


exceeded the original deeds.
Surveying the destruction Karchev had unleashed here,
Strakhov was forced to admit that perhaps the legends did not
go far enough. The entire chamber was scorched black from
the tremendous arcane blast. The gigantic machinery had been
completely destroyed, its oversized pieces wrenched apart and
scattered into piles of twisted, smoldering scrap. Strakhovs
expression was stony. He could not begin to confront the
likelihood of Karchevs current state. The kommander had not
even had the protection of a power field.
He survived a century ago, Strakhov told himself. Hell survive
this time.
He felt a swell of relief when he saw the hulking form of the
cobbled-together warjack, its red armor now mostly blackened
steel. Despite the superficial damage it was still standing,
heavy smoke pouring from its stacks. More importantly,
it still cradled the kommander. Strakhov strained to push

Unlike at the Dragons Tongue all those decades


ago, he did not let the power utterly consume
him. Instead he focused it, compressed it,
enslaved it to his will. The pain of trying to
control it was like nothing he had ever felt
before. Karchev felt as if his entire body were
being burned to ash. His skin blistered and
peeled as the power within him reached a
critical point. He poured every last scrap of
what it was to be Alexander Karchev into the
impending detonation.
The effort of concentrating so much energy
into an impossibly small space was like trying
to squeeze a stone into dust by will alone.
Karchev released a great howl as the energy
reached critical mass and then catalyzed,
violently expanding outward in the blink of
an eye. With a shriek of tortured and shredded
metal, the Cryxian machinery ripped apart
and the entire room was consumed in one final
cataclysmic explosion.

Alone, Strakhov carefully picked his way back


through the rubble of the tunnel just beyond
the chamber where he had left Karchev to
strike his blow against the Cryxians. While
he respected and admired the kommander,
Strakhov had always thought the legend of
his final moments in the First Thornwood
War had been embellished in frequent
retelling. He knew infantrymen told tales

109

DEEPER OBLIGATIONS, PART TWO


aside several pieces of rubble as he called out, Kommander!
Kommander Karchev!

warcaster seemed frail, his breath coming in slow, ragged gasps.


His face was pallid and his complexion almost a blue-grey.

I told you I would . . . catch up. Karchev chided. His voice


was still hard, but his words came slowly and with pauses
for breath. A cursory examination revealed why. Much
of the machinery that had connected Karchevs support
shell to the warjacks boiler hung in tatters. Strakhov was
disturbed to see fluids leaking from rents in Karchevs
armored torsoone oily black, another like clouded water
joined by the distinct color of blood.

When they emerged to the surface, Strakhov was so focused


on getting Karchev back to Khadoran lines that he did not
even pause to savor the taste of fresh airalbeit fresh air
tinged with smoke and newly spilled blood. It was not until he
registered the sight of white- and gold-armored Menites that
Strakhov paused to take in the larger battle.

Ignoring the reprimand, Strakhov asked, How bad is the


damage?
Nothing to dwell on, Karchev said flatly. Where is . . . the
mechanik?
Strakhov shook his head. If Karchev felt any remorse over
Alexis death, he made no outward sign. Not that Strakhov
believed by the look of the damage that the mechanik could
have done much to help Karchev now. Strakhov needed to get
the kommander back to friendly territory.
Can you move? Strakhov asked.
Strakhov saw the warjacks eyes flare as Karchev connected
with the machines cortex to assess its capabilities. The
systems function . . . but my pace will be slow.
I can assist with that. Strakhov summoned runes to help
empower the jack.

LIGHTNING SPLIT THE SKIES WITH


THUNDER INDISTINGUISHABLE
FROM THE ROAR OF KHADORAN
HEAVY GUNS.

The pair made their way to the surface as quickly as the


damaged jack would allow. Thankfully they managed to
avoid any significant Cryxian forces. Strakhov assumed that
the vast majority of the undead were already engaged in the
surface battle, which, by the sounds of it, had intensified.
He was for a moment overwhelmed with the noise that
had previously been muffled. Lightning split the skies with
thunder indistinguishable from the roar of Khadoran heavy
guns while the sound of steel upon steel rang beneath it all.
He wondered if the destruction wrought by Karchev had
been of use; he could not help but feel some optimism,
hoping they had bought those embattled some advantage.
He felt certain he could sense Khadoran cortexes and the
slight tingle of nearby warcasters.
Far more concerning was Karchevs physical state now that his
life support systems had begun to fail. The once-indomitable

110

He saw the blue of Cygnar alongside the red of his


countrymen as expected, but the sight of so many
Protectorate troops coming in from the north caused him a
moment of alarm, then wonder. They were clearly focused
on Cryx, fighting alongside the others rather than against
them. It was as if all of western Immoren had come to
destroy the cancer that festered within the Thornwood.
Even so, the Cryxians were far from beaten.
We need to get you away from the front lines, Strakhov
shouted over the cacophony of battle.
Karchev did not take his eyes from the battle beyond. No.
My place is here . . . beside my countrymen, he said. His eyes
flared into pools of blazing arcane energy, and his warjack
carried him forward with a grinding of gears. The machine
picked up an ice axe from a fallen uggernaut as it made its
way toward a beleaguered group of Khadorans struggling to
hold against a large mass of Cryxian thralls.
Cursing under his breath, Strakhov moved quickly to keep
pace with the other warcaster. He had not come this far only
to lose Karchev now. He fired several shots into the Cryxians,
doing his best to clear the way. As they closed on the mass
of undead, he found himself acutely aware of how much he
missed having a battlegroup to control.
Sensing a pair of nearby Khadoran cortexes, Strakhov
veered them in that direction, shouting and pointing.
Karchevs warjack trampled through several thralls
and annihilated several more with wide swings of its
shimmering ice axe. Mechanithralls at the rear of another
group of embattled enemies turned at the new threat, then
gave an inhuman howl and rushed Karchev. Strakhov
extended his will to evoke an explosion that ripped through
the center of them, obliterating several. He followed with a
pair of shots from his riot gun.
The warcasters broke through the undead throng to find
themselves face-to-face with their astounded countrymen.
Karchevs warjack looked worse than ever, spewing steam
and smoke from places it should not have been. Its right
leg dragged, leaving a great furrow in the muddy ground.
Strakhov grabbed an open-mouthed Winter Guard lieutenant
by the arm and shouted, Im in command here now! I need to
get Kommander Karchev to the rear!

K-Kommander Karchev? the lieutenant stuttered, wideeyed at the sight of the legendary warcaster being carried
under the arm of the heavily scarred machine. Even now the
kommander was turning to face additional undead heading
toward them. Karchev is alive?
Yes, Strakhov said, and I intend to keep him that way. Find
a surgeon and some battle mechaniks! Now, Lieutenant! The
startled junior officer tore his eyes from Karchev, nodded, and
rushed away.
A great shout went up from the nearest soldiers, who
recognized Strakhov or Karchev or both. Strakhov had not
considered it until this moment, but he had been gone so long
that his people had likely given him up for dead as well. He
ignored them and approached a Man-O-War kovnik who was
jack marshaling a Decimator and a Destroyer fighting nearby.
Kovnik, Im taking control of your machines. Watch my back.
Without waiting for acknowledgment, Strakhov strode toward
the warjacks, already reaching out to them with his mind.

Vladimir Tzepesci pulled his spear free from the Harrower


helljack he had just toppled and then urged his steed back
toward the larger battle. Very few of his warjacks were
left, but he mentally took stock of them, letting his mind
flicker through their cortexes as the Umbreans around him
rallied. Drago had carved through several brute thralls
that had sought to flank his position and stood ready for
more, axes in hand. The allied forces had pushed back the
Cryxians to close on the main fortress. The moment the
necromantic spires had gone dead, a surge of hope had
gone through the gathered men, and even those who had
moments ago been exhausted and terrified were inspired
to fight with fresh vigor.
Amid the deafening clamor of the battle, with the smoke and
reeking haze that surrounded them, it was difficult to tell
exactly what had transpired to cripple the Cryxian facility.
Whatever the cause, it was enough that the necrofactorium was
now inertthe seemingly unending barrage of necromantic
destruction had ceased, and with it the tortured howling of
captured souls. A roar went up from several places among the
gathered mortal armies. Those soldiers that had been held in
reserve now charged forward to join the fighting.
Vlad scanned the Khadoran lines, noting where Irusk was
leading his forces at some distance from the Umbreans.
At last he saw the one he soughtForward Kommander
Sorscha Kratikoff fought not far off, urging on her warjacks
while unleashing her ice magic upon the foe. He directed
his soldiers to regroup and positioned his few remaining
warjacks to best advantage.

Prepare for another charge, he told Viscount Barak


Ushka, who rode nearby astride his heavy destrier.
Hopefully the last.
He galloped toward Sorschas position. She wore the white
and red of the 1st Border Legion on her warcaster armor
and was advancing alongside some of the highly decorated
members of that force. She saw him approach, and their eyes
met. Though her expression did not change, a great deal was
conveyed in the look she gave him.
He removed his helmet as he neared, ignoring the steam
that rose from his sweating face and damp hair. He inclined
his head. Kommander Kratikoff. My army is a bit tattered,
but those who remain are eager for battle. Shall we join
forces on the main drive? It has been too long since we
fought side-by-side. He willed that his true feelings be felt
across the bond they shared despite the mundane nature of
his spoken words.
It would be my honor, Great Prince Tzepesci. Her tone was
also cool, but he understood the suggestion of richer emotions
conveyed through the barest widening of her eyes and the
relaxation of the muscles of her jaw and neck. They had been
apart far too long. Let us deliver the final blow.
He gave her a warm smile, one he allowed himself only
in private or in the heat of battle. Yes. Together, we will
finish this.
She rallied her men and called for an advance even as Vladimir
signaled to his own officers. When their troops were aligned,
they sent the warjacks ahead and advanced on the central
tower. At the top of the structure, Asphyxious looked down at
the closing host, unmoving.

Atop one of the upper platforms of the central tower, Deneghra


staggered as the entire structure shook from an enormous
explosion far below. She knew at once it must have come
from deep within the interior. She regained her footing as the
shuddering ceasedas did all the thrumming and vibrations
of the fortress machinery. The stillness was ominous. Lich
Lord Asphyxious turned a baleful glowing eye from the battle
below and toward her.
An explosion below, she said, unnecessarily. I do not know
where. She had no skarlocks that were not already engaged
in the battle beyond the fortress, though she expected some of
her other minions would bring her news of the disturbance
when they were able.
The central engine chamber, Asphyxious said in a
rasping growl. How could an intruder penetrate so deeply
undetected?

111

DEEPER OBLIGATIONS, PART TWO


Karchev, Deneghra answered, the name rising unbidden
to her lips. Her mind raced as she considered how far his
prison was situated from anything vital. She had taken every
precaution. It seemed impossible he could have affected
anything from where he was and equally impossible that he
could have escaped it without her subordinates noticing. Then
again, the battle had been occupying most of them. Many of
the self-willed undead that would ordinarily have remained
within the bowels of the necrofactorium had been sent to seal
the cephalyx tunnels.
With any luck, he perished in the attempt, Asphyxious said.
His tone carried venom, but he returned his attention to the
armies below, as if this development were not disastrous.
She stared at Asphyxious and could not help some indignation.
She had exhorted him multiple times to see to their prisoner,
to find a way to help her break and transform himthough
perhaps no will, even the lich lords, could have reached the
recalcitrant Khadoran. She had never encountered a mind so
impervious and unyielding.
She could feel the draining away of the energies that had
been flooding into her and Asphyxious, energies that had
allowed them to hurl spells and control warjacks from afar,
multiplying their powers. She latched onto what lingering
necromantic energies she could, pulling them into her soul
cages. She could see the outer spires going dark one by
one as the power that sustained them faded. With those
inoperative, the outer defenses collapsed, and the arrayed
armies surrounding the necrofactorium reacted like a
vast single organism. What had once been wary was now
emboldened.
With her augmented awareness shut down, the helljacks at the
fringes of the facility complex were left bereft of direct guidance
while the enemy rushed forward with renewed zeal. She had
witnessed a new army arriving from the north and through
the eyes of bonejacks in that quarter had seen rank upon rank
of Protectorate soldiers. For a moment she had thought this
new force might fall upon its erstwhile enemies and buy them
some time. Then the Menites advanced in concert alongside
the Khadorans and Cygnarans, raising their weapons only
against the undead.
A noose of warjacks and living soldiers closed on the outer
thralls and began to tear through them. The enemys fears had
been banished and hope restored. She instructed one of her
skarlocks below to unleash the forces they had kept back as
their last defense. With another mental order she had brute
thralls crank the wheels to open the nearby aperture where
her mount awaited.
My lord, you must leave now, Deneghra said. The passage
should be intact, despite whatever happened below. They will
seal it behind you.

112

Lich Lord Asphyxious had been staring out at the seething


armies as if transfixed. Now he moved back from the ledge,
perhaps with reluctance. Yes, it is time, he said slowly.
I will take to the air to delay the foe. We will rendezvous later,
at the appointed place. She knew that, had she been alive, her
heart would be beating faster now. Asphyxious must leave,
now. She felt the indistinct echo of what had once been fear.
Vast armies closed around them, and she knew she might be
flying to her final death.
They faced each other for a moment, and though his inhuman
and unliving face was the same as ever, she could feel a faint
stirring of what little emotion he could muster ripple through
the energy emanating from him. He stepped closer to her and
said, I will bid all my minions to ensure no harm comes to
thee until we stand together again. Then he turned to descend
into the depths.

Deneghra mounted the saddle of her great necromechanikal


beast and took to wing, summoning a wave of necrotitetainted air to help propel them high above the battlefield. The
serpentine construct let loose a chilling, metallic howl that
caused the mortals below to pause in their advance and gaze
upward in mute horror.
As she raced forward, the wraith witch raised her right hand
and gathered her arcane power. Her mount was circled by
green runes in a complex pattern of interlocking rings. Then
the air split open above her and a howling gate opened a
crack into the cold outer reaches of Urcaen, from which
tumbled screaming and tormented souls. Invoking this
vortex was a tremendous strain that would cost her, but for
a moment she felt a shadow of the power that had flowed to
her through the necrofactorium. To add to the souls pouring
through the gate, she reached out to collect those gathered by
soul keepers amid the fighting below.
Lightning blazed through her thralls, and others were cut
down by withering rifle fire. She heard incoming fire from the
Khadoran colossal, though she knew it could not reach her.
An unearthly wind surrounded her, knocking aside all lesser
projectiles and lending swiftness to her mount. She leaned
forward and plummeted to fly swiftly across the undead army
below, using the soul energy she had stored to pour power
into every helljack and bonejack under her control.
Their eyes lit with green fire and they surged forward to
attack. Ghostly thralls poured forth from the necrofactorium,
the last reserves. Her mount opened its fanged maw to
unleash a spray of corrosive bile that hissed across the nearest
ranks of charging Iron Fang uhlans. She invoked her magic to
send several others tumbling off their steeds from the force

of focused necromantic bursts. She stripped


away the protective armor of the nearest
storm knights and saw them dissolve beneath
an outpouring of thrall bile. She delighted in
delivering death, feeling the gathering of souls
as an almost sensual pleasure even as she
pushed her helljacks onward in an escalating
frenzy of destruction.
The enemy momentarily staggered and
paused to regroup under her onslaught, and
she knew the moment had passed. This had
been the last gasp of the necrofactorium; she
only wished she could have sent the enemy
warcasters to their graves with its collapse.
Her Krakens had been destroyed, and one by
one the remaining helljacks were being torn
asunder by holy Menite blades, crackling
lightning, and the blasting pikes of Iron Fangs.
Her thralls reaped an impressive toll but
were trampled under the steel-shod hooves
of warhorses. Others were gunned down or
blown apart by cannon and warjack fire. The
circle around the central tower closed, and she
bade her helljack Nightmare to flee into the
shadows. It would rejoin her when it could.
North of the central tower an entire region of
muddy earth had been lit in a blazing inferno
by the Protectorate forces. Hierarch Severius
stood atop a far hill, limned in golden runes as
he invoked a litany of prayers and unleashed
his power through his Revengers. Equally
formidable warcasters led their cohorts on
every side. Deneghra took satisfaction that
for a short span of heartbeats she alone had brought these
combined armies to a standstill. For a moment she had finally
exceeded her twin in power.
As the mortar fire reached the tower, she knew it was time.
The enemy would obliterate the lich lord's work and descend
into the tunnels with flames and ash. She let her mount
unleash another hellish gout of bile, and then she gathered
hot winds around herself and soared upward into the night,
leaving the burning Thornwood to mortals.

Strakhov wiped black, viscous thrall ichor from his blade


with a piece of torn cloth. Now that he had come down
from the state of heightened tension and awareness he had
maintained while within the bowels of the Cryxian facility,
exhaustion pulled at him. He could think of nothing but
eating real food and succumbing to sleep. After weeks of

sleeping on cold stone floors with one eye open for enemies,
an army cot sounded as comfortable to him as the finest bed.
There were still things to be done. He must check on
Karchev, for one. He had managed to convince the venerable
kommander to retire to the rear for critical repairs only once
the battle had clearly swung in their favor. Even then, it had
required Strakhov appealing to Karchevs sense of duty to
convince him to leave the field. The battles in the weeks and
months ahead needed the hero of the Motherland alive and
fit for duty.
Strakhov sheathed his weapon, then pushed himself to his
feet and stiffly made his way to where Karchev was receiving
repairs and medical attention. Already the kommander
looked stronger, his face no longer ashen. The sight did
Strakhov good. Karchev caught his gaze and inclined his
head once in acknowledgement. It was enough.
A sudden shout of Supreme Kommandant! from soldiers
farther away drew Strakhovs attention. Men and women

113

DEEPER OBLIGATIONS, PART TWO


dropped what they were doing to stand at attention. Years of
military life caused Strakhov to snap up as well, despite his
fatiguean ingrained reflex.

composure. After a long moment, Irusk continued. Your


presence has been sorely missed in these last months. It
was the kindest tone Strakhov had ever heard in that voice.

Supreme Kommandant Gurvaldt Irusk walked down the


aisle of soldiers, his armor and uniform showing signs of his
own role in the recent battle. Nonetheless his posture was
ramrod straight, and his keen eyes betrayed none of the
fatigue the rest of those gathered could not hide.

Karchev nodded. I am eager to resume the fight.

Kommander Strakhov, he said, his powerful voice ringing


with authority. Your return from the dead has been a subject
of much . . . Irusk paused as if carefully considering his words,
then continued, discussion among the kommandants.
Strakhov needed no clarification. He had acted outside his
orders in his efforts to rescue Kommander Karchev. By any
interpretation of military law he had at the least deserted his
post, a grave infraction. Warcasters were given tremendous
latitude and might escape punishment for such an offense,
but that was not always the case.
He kept his expression neutral. I saw an opportunity to
recover Kommander Karchev, so I took it.
A bold decisionone that led to our forces being deprived
of your leadership in exceptionally dangerous times. And
this is not the first time your personal initiative has put
operations at risk.

There will be ample opportunity in the days to come. The


Motherland has no shortage of enemies. The two shared
a long look, and Karchev slowly smiled and again inclined
his head. Irusk turned smartly and marched away, leaving a
respectful silence behind him.
SOUTHWESTERN THORNWOOD,
TWO WEEKS EARLIER

Empress Ayn Vanar walked unannounced into the command


tent where Supreme Kommandant Irusk and Great Vizier
Blaustavya were meeting, savoring the look of surprise on
both their faces before they hastened to offer her the proper
obeisance. They were meeting with Aleksandra Zerkova,
whose expression remained cool. Apparently she was not
surprised so easily. Forgive my interruption, Supreme
Kommandant. I am in no mood to sit idly while others
manage my affairs.
Of course, Your Majesty, Irusk offered quickly. He
inclined his head toward Zerkova. We were confirming
that the encampment is secure once again. The Greylords
have seen to it.
The empress nodded. And making arrangements for my
ongoing safety, I gather.

THIS IS NOT THE FIRST TIME YOUR


PERSONAL INITIATIVE HAS PUT
OPERATIONS AT RISK.

I stand by my decision, Kommandant. Strakhovs voice


remained completely level, his eyes never leaving Irusks.
What if you had failed? Irusk demanded.
Strakhov did not flinch. Failure was never an option, sir.
Irusk kept his intense stare on Strakhov for several long
moments, his face unreadable. Strakhov could not help but
notice how deathly quiet everything around him was. The
only sound he could hear was his own heartbeat. He was not
afraid, though. It was for such tasks as this rescue that he had
been trained, and he had been successful.
Finally Irusk released his gaze to turn to Karchev. It is
good to see you well, Kommander, he said. Though his
expression did not change, his voice wavered slightly and
he paused. Strakhov felt startled to realize the supreme
kommandant, overcome with emotion, needed to regain his

114

That is our foremost concern, Blaustavya said. We intend


for Obavnik Kommander Zerkova to escort you in the days
ahead, while we march on the Cryxian fortress.
She looked from one to the other and then said, I welcome
her protection. But there are other matters that will soon
require her attention.
Your Majesty? Irusk asked.
She gave him an even look, but not an unkind one. There
were certain protocols in the military, with its strict chain
of command. She knew it was unseemly to exercise her
authority in this way, with Zerkova present and Irusk the
ranking officer, but sometimes it was important to remind
her senior officers whom they ultimately served. She had
been playing a dangerous and difficult game, and this was
the last piece to put in place. She turned to Blaustavya and
asked, What of the traitor?
He confessed and was hung. Too clean a death, by my
reckoning.
And this tent is secure? From both friends and enemies?
She could not resist a bit of emphasis on the first half of that
equation.

Absolutely, he said, looking wounded. My agents


have secured this area, and the Greylords have mystical
precautions in place. We may speak openly. Zerkova was
watching the exchange with an appraising look in her one
good eye. This was the first time she had been taken into the
empress confidence, so her curiosity was understandable.
Traitor? Irusk asked, his tone mild, though his jaw was
clenched. You found a spy?
Ayn gestured for Blaustavya to explain. He sighed before
speaking. Before our journey here from the capital, we
discovered a member of our retinue had been compromised.
It is fortunate for us that, cunning though they are, the lords
of Cryx are less adroit at manipulating the living than they
are the dead. Their methods to ensure compliance were
heavy-handed and so not difficult for us to discover. I suspect
the plot was hastily arranged. I would have ordered the man
executed immediately, but the empress had other plans.
The way he emphasized his words left no doubt as to his
disapproval of her choice in this matter.
Ayn gave him a stern look and he grimaced. She said to Irusk,
You may have wondered how the Cryxians knew precisely
where we were to meet.
Irusk nodded once and said, I thought it likely a lapse by
the Cygnarans.
She nodded. A reasonable conjecture, but no, not in this
case. The fault was ours. Mine. I allowed this traitor to learn
of the meeting and to deliver that information to his master.
Irusks eyes widened and he stared at her in disbelief.
Zerkovas expression suggested surprise and approval. She
was a woman quite familiar with complex and risky plots.
Ayn continued, This was against the great viziers
recommendation, of course. I was confident that having
foreknowledge would enable us to take sufficient precautions
to ensure the attempt would fail. Naturally there would be
risk. I did not wish to tip our hand and alert the Cryxians that
we knew their plans, lest they change them. They might have
sought to intercept me during the crossing of the Thornwood
instead. The temptation to take out the leaders of both nations
at once would be an opportunity they could not let pass. So,
in one sense delivering this information may have ensured
my safe arrival. She did not say it aloud, but she had also
weighed the fact that it would not bring her any grief if King
Leto were to be killed in the attempt.
Why put yourself in such peril? Irusk asked.
You placed me in an unusual position, Supreme
Kommandant, when you entered into your alliance with
Cygnar.

I am sure that is true, she said, locking her eyes on his.


Great Prince Tzepesci will undoubtedly say something
similar regarding his agreement with the Menites. The
outcome is the same. Your actions forced me to come here,
to reassert my authority and to demonstrate to my army that
you and I are in accord. It is vital they know that everything
you do is an extension of my will, that any authority you
possess flows from me.
After a pause she released his gaze and said, Unwittingly,
you also created an opportunity. This battle in the Thornwood
against Cryx is vital, not only for the threat they pose, but for
the aftermath of victory. We must ensure that the Khadoran
Empire is positioned for the next stage in this war. Peace will
not last. We must subjugate all enemies, including those who
pretend to be friends. The moment Cryx is dealt with, they
will plot against us. Both sides will be vulnerable.
She could see Irusk taking this in. He said, That matter has
occupied my thoughts since this alliance began.
Let it distract you no longer, Ayn said. I am here to remove
that burden, to allow you to focus on the battle at hand. We
will not allow our enemies to move against us. Rather, we
will seize the initiative.
She continued, I will leave the details to you and the great
vizier, but I have certain requirements. First, I intend to
speak to our soldiers, to commend them and inspire them,
before you leave to confront Cryx. When you have gone
to attend to that task, Kommander Zerkova will escort me
north, to ensure my safety until I rendezvous with those
who will deliver me to the capital. Meanwhile, Zerkova
will prepare an ambush for Hierarch Severius on his
return journey to Llael. You will muster other forces to
seize Armandor and Torre Torcail in Ord and Stonebridge
Castle in northern Cygnar immediately after we have our
victory over Cryx. You will fight in good faith alongside
our allies against Cryx but regroup to secure positions
after that battle, separating sufficiently from elements of
the Cygnaran Army to prepare for a renewal of hostilities
against them. Ensure they are in no position to retaliate
when word of our actions reaches them. There will be
delay and confusion, amid which you will seize advantage
for the empire.
Their silence was absolute. The empress felt satisfaction to
see that she had surprised them so utterly; even Blaustavya
had not known of this. On his face and Irusks she could
discern some deeper uncertainty, but on Zerkovas there was
nothing but readiness and admiration.

She saw him recoil. He said, I am sorry if I acted hastily,


Your Majesty. It seemed the only choice.

115

Whether you choose No Quarter in your mailbox or No Quarter from Privateer


Press Digital on your iOS and Android devices, you get the best our games have to
offerand a limited-edition pin to prove it.
Get a limited-edition No Quarter Pin with your subscription!*
For more details on Privateer Press Digital and No Quarter subscriptions visit www.privateerpress.com and store.privateerpress.com/subscriptions.aspx
*While supplies last. 20012015 Privateer Press, Inc. All Rights Reserved. Privateer Press, No Quarter, and their logos are trademarks of Privateer Press, Inc. Our thanks to the Lock & Load GameFest 2014
costume contest participants in this ad, left to right: Chloe Wandler (Taryn di la Rovissi), Sam Susan Ross (High Reclaimer), David Jackson (Cygnaran Gun Mage), SJ McKinlay (the Harbinger), Mercedes Behan
(Kayazy Assassin), Brendan Wood (Cephalyx Overlord), Charlotte Howard-Gibbon (Kaya), and AllieCat Cosplay (Lylyth; www.facebook.com/AllieCatCos; makeup by Kallipso Rose).

Das könnte Ihnen auch gefallen