rules which are not effective against models from the other game. Factions Six factions native to the Iron Kingdoms make up the armies of Hordes: Trollbloods A collection of various troll breeds, banding together to push back both the civilized nations of Immoren and the forces of the wild from their territories. Trollkin and the Pygmy Trolls (their diminutive counterparts) comprise the more intelligent, civilized troll breeds and fill the role of basic troops in a troll army, while the larger, stronger, and more savage cousins, the full-blood trolls, are used as light warbeasts. Full-blood trolls can be grouped into two general categories, those who use hand-held weapons and those who rely on their own unique physiology. The Troll Axer, Impaler, and Bouncer fall into the former category, specializing in melee, ranged, and defensive roles respectively, while the Pyre, Winter, and Slag Trolls can add fire, cold, and corrosion effects to either their melee or ranged attacks, making both groups fairly versatile to field. Rarer and much more dangerous than either trollkin or full-blood trolls are the Dire Trolls, giant full-blooded troll beasts that dwarf even other full-blood trolls whose ravenous and seemingly endless appetites frighten man, beast, and trollkin alike. These monsters are exclusively used as heavy warbeasts and include the Dire Troll Mauler, Blitzer, and Earthborn, which is also the Trollkin's Alpha Warbeast. Finally the advent of Metamorphosis saw the addition of "Mulg the Ancient" to the Trollkin's ranks, the oldest and most powerful of Dire Trolls. Matt Wilson of Privateer Press has stated the Trollbloods will be the 'protagonist' faction of Hordes. In play they are extremely tough and resilient, very strong melee fighters and have great synergy between various units and their Warlocks. To compensate for their strength and resilience the Trolls are largely regarded as the second slowest of the four factions, but with their staying power and strength of arms they can endure punishment that would shatter other factions' defenses. Circle Orboros A secret cabal of powerful druids, cultists, and wilderness tribes that command the forces of nature against their foes. Led by the Omnipotents, a trio of master druids and spellcasters, the druids follow three primary paths of elemental power: Beast, Storm, and Stone, and each of the three warlocks introduced in "Hordes: Primal" exemplify one of these paths. While the druids are the largely undisputed masters of the Circle they have allied