TEXT: ™
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  2
   
  Creators of the Iron 
  Kingdoms
  Brian Snoddy
  Matt Wilson
  Creative Director
  Matt Wilson
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  Bryan Cutler
  Game Design
  Matt Wilson
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  James Davis
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  Matt Wilson
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  3
  Table of Contents
  Foreword                     4
  Page Five                     5
  The Tides oF war            6
  suPerioriTy rules          12
  Cygnar                      18
  In Darkness Between the Trenches . . 18
  Unit Entries . . . . . . . . . . . . . 26
  Catalog . . . . . . . . . . . . . . . . 38
  Army Structure .  .  .  .  .  .  .  .  .  .  .  . 42
  ProTeCToraTe oF MenoTh  54
  Into the Flame . . . . . . . . . . . . 54
  Unit Entries . . . . . . . . . . . . . 62
  Catalog . . . . . . . . . . . . . . . . 74
  Army Structure .  .  .  .  .  .  .  .  .  .  .  . 78
  Khador                      90
  Charge of the Uhlan . . . . . . . . . 90
  Unit Entries . . . . . . . . . . . . . 98
  Catalog . . . . . . . . . . . . . . . 110
  Army Structure .  .  .  .  .  .  .  .  .  .  . 114
  Cryx                         126
  Impressment on the Dirge . . . . . 126
  Unit Entries . . . . . . . . . . . . 134
  Catalog . . . . . . . . . . . . . . . 146
  Army Structure .  .  .  .  .  .  .  .  .  .  . 150
  MerCenaries               162
  Flushing Out the Black Swan.  .  .  . 162
  Unit Entries . . . . . . . . . . . . 168
  Catalog . . . . . . . . . . . . . . . 188
  Companies and Charters . . . . . . 194
  ePilogue                   200
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  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, Cygnar, Cryx, Khador, Protectorate 
  of Menoth, Protectorate, Retribution of Scyrah, Retribution, warjack, warcaster, HORDES, Forces of HORDES, Monstrous Miniatures 
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  in any form without written permission from Privateer Press. Duplicating any portion of the materials herein, unless specifically 
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  are granted, such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, 
  trademarks, or other notices contained therein or preserve all marks associated thereof.
  First printing: June 2006. Printed in China.
  WARMACHINE: Superiority - E-Version 
  ISBN: 978-1-939480-39-2
   
  
  It is with great enthusiasm that we embarked upon the 
  creation of WARMACHINE: Superiority™, for it is 
  within the pages of this book that the vision we have 
  been striving to create for the past four years all comes 
  together. In Prime, we laid the foundation for the factions 
  in WARMACHINE, their conflicts, and the major 
  players who drive this saga of epic struggle for continental 
  dominance. Escalation™ expanded upon each of the 
  armies, opened up new options and strategies, and put 
  in motion the grinding wheels of a grand story arc that 
  would engage the heroes and villains of this war-torn 
  landscape. Next came Apotheosis™. It was the crest of the 
  wave that propelled us to the pinnacle of power where all 
  at once the full scope and magnitude of this clash of titans 
  could be surveyed. With the foundation firmly established, 
  Superiority gives us the opportunity to fill in the cracks, 
  gel the concepts of each nation’s military, and elaborate 
  on the themes originated in the previous chapters of the 
  WARMACHINE chronicle.
  Here, more than with any of the preceding installments 
  of the WARMACHINE series, we immerse you in the 
  battles tearing apart the nations of the Iron Kingdoms. 
  Within the gripping tales of Superiority, we expose you 
  to the tenuous existence of the lives of soldiers struggling 
  among blood-strewn battlefields churned by the iron-
  shod feet of nine ton monstrosities through the soldiers’ 
  own eyes. Beneath the shadows of their coal belching 
  counterparts and the god-like combat mages who command 
  them trudges the lifeblood of every army of Immoren—
  the flesh and blood warriors who lay down their lives for 
  coin, cause, or glory. 
  Free to tackle every nuance of the setting, we passionately 
  explored the structures of the militaries, their inner 
  workings, and their designs for the future. We deliver to 
  you the components needed to construct forces composed 
  entirely of connected elements—themed aspects within 
  the greater whole replete with support weapons, optional 
  configurations, and extraordinary leaders to ignite their 
  charge into the fray. Fueled by the drive to bring every detail 
  to life, we plunged into the material needed to customize 
  the look and feel of your chosen champions through 
  descriptions of army divisions and fighting companies as 
  well as the honors bestowed upon those valiant enough to 
  survive from engagement to engagement.
  Finally, we’re able to pull back the curtains and show you 
  the big picture. For years, so many of these creations have 
  been waiting patiently in the wings for the opportunity to 
  burst through the gates and on to your tabletop. Indulge 
  your whims and assemble that mighty fighting machine 
  you have been devising since you first took to the field with 
  warjack and warcaster. Represent the glory of your chosen 
  faction, and demonstrate your superiority to friends and 
  foes alike. But waste no time in your efforts, for by the 
  time you read these words, we will be headlong into the 
  next chapter of this saga. What is left to come, my friends, 
  is the icing on the cake!
  Matt Wilson
  Creative Director
  Foreword
  Make it a life-rule to give your best to whatever passes through your hands. 
  Stamp it with your manhood. Let superiority be your trademark.
   
   
   
  —Orison Swett Marden
  4
  
  Smell that? It’s victory, punk—a pungent bouquet 
  of cheese puffs, caffeinated beverages, sweat stained 
  convention shirt, and salty little tears. Savor the 
  aroma because you never know how long it’s going 
  to last.
  We’re 800 pages and four Page 5’s into this 
  worldwide road trip. If you’ve made it this far, 
  you’ve probably figured out how to lose with dignity or 
  at least how to cry inside-tears so no one can tell that 
  that your inner child wearS your Sorry aSS like 
  a giant man-suit. You’ve grasped that playing like you have 
  a pair is a state of being, not that useless hairy growth 
  between some schmuck’s jiggling cheese curdled, pasty-
  white thighs. Either you’ve learned to carry your head high 
  in the face of adversity, or you’ve managed to convince 
  the people who think they know you that you don’t wet 
  your pillow every night to the spine-grating sounds of 
  a grown man sobbing himself to sleep over his latest 
  battlefield beat down.  
  Do you truly crave victory? Does the hunger burn 
  in your belly like last night’s double-wrapped 
  carne asada burrito covered in fire sauce? 
  Are you willing to do whatever it takes 
  to aSSert your Superiority 
  at any price. Will you risk it all and 
  stare into the mouth of the abyss 
  and scream, “Thank you sir! May 
  I have another?” Are you ready to 
  stop suckling at the teat of your 
  one-trick-pony 
  strategy 
  and 
  challenge yourself to maSter 
  the art of war with 
  any weapon? Do you pack the 
  huevos to push all in against 
  any odds without that tired old 
  drum you’ve been beating for 
  the last fifty throw-downs?
  The real proof iS in 
  the puniShing—the one 
  you give and  the one you take.
  there iS no honor in clobbering the smallest 
  kid in the yard, and there is no pride to be won by blazing 
  a path to the well for your fail-safe formula. The real 
  bragging rightS come from taking down the big 
  dog with a move that jams his pizza hole open like he 
  just had a juggernaut in a tube sock applied vigorously 
  to the back of his skull. Damn be the modus operandi. 
  defy convention. Tempt defeat, then wipe that 
  food-trapping snaggle-toothed grin off its face with a 
  wrecking ball.
  If  the fight is easy, you’re not challenging up  
  the ladder.
  The sweetest victory is the hardest earned.
  Play like you’ve got a pair.
  Accept the challenges so that you can feel the exhilaration of victory. 
  —George S. Patton
  5
  Page 5
  
  6
  THE TIDES OF WAR
  “The Butcher! The Butcher of Khardov came. It was he who drove them away!”
  
  7
  on her lips, and she gasped for air. “Where were you?” she 
  asked him. Her lungs were too torn to allow the words 
  to be spoken aloud, so they came out as a whispered hiss 
  before the coughing wracked her. Such hurt in her eyes. 
  The sense of failure. He had seen her again today in that 
  tent. She had come to him again, lying in the ruins. He had 
  scooped up her body, seen her dying eyes, and felt her flesh 
  turn cold. “Where were you?”
  Their shouts were meaningless, and he grinned with 
  savage delight as he saw them order a warjack forward—a 
  hulking Cygnaran Stormclad with banners flying above 
  and behind it. It came with a giant sword in hand, and they 
  charged alongside. Lighting smote him. It crackled and 
  smelled like storm, but it did nothing but make him feel 
  more alive. They thought they could destroy him. Power 
  surging, Orsus gripped his axe in both hands and charged. 
  His rage pulsed like liquid fire in his blood. He let loose 
  a bellow that rattled the palisade walls and sent every bird 
  in hearing to flight. The axe lunged forward in his hands, 
  sweeping forward in a wide deadly arc, shearing through 
  armor and flesh, and unleashing gouts of blood. Her face 
  was expunged by a wash of red. “Lola…”
  The warjack towered over him and brought its sparking 
  blade down to slam into his thick shoulder armor. The 
  impact jarred him, slamming his left foot deep into the 
  soft and wet soil nearly to his knee. His power field had 
  been boosted by a surge of sorcerous power, and it saved 
  his life. He felt something give way—his collarbone? It 
  did not matter; he felt no pain. He swept his axe up and 
  across in a tremendous blow that shattered through the 
  chassis of the hulking ‘jack with a clash of exploding 
  metal. Bolts, pistons, and armored plates went flying as 
  the ‘jack toppled over into an inert heap. Orsus glared at 
  the men behind it with red eyes. He saw them hesitate and 
  tremble. Their thick blue visors blocked their faces, but 
  he sensed their dread. “Come to me! Can none of you kill 
  me? Not one?” 
  He swept through them like a thresher knowing it would 
  not be enough, never enough, to erase her face and to stop 
  her eyes from finding his. His axe attempted to expunge 
  that failure, and each enemy death took him one more step 
  from his torment. Another blow of his axe severed a neck, 
  and a head tumbled and skipped wetly across the ground as 
  a fountain of blood exploded. He swung again and again. 
  He was tireless and unstoppable—reborn in slaughter.
  The kapitan stumbled through the smoke and heard the 
  gunfire cease. He scanned the corpses littering the field. 
  More wore the red and black uniforms of his people than 
  the blue and gold cloth of the enemy. He passed soldiers 
  in disarray mutely holding weapons and staring into the 
  distance, unable to comprehend that no more enemies 
  were coming. Others picked at the dead looking for friends 
  or tattered remnants of their kompanies. He located a 
  lieutenant near the burnt ruin of what was once a surgeon’s 
  tent. “What happened? Where is the enemy?”
  “You didn’t see him?” The lieutenant looked pale, and 
  the kapitan realized he was injured. Blood oozed from 
  his side where he had pressed a ragged cloth. The man’s 
  breathing was labored. 
  Having trained for such things, the kapitan pushed the 
  cloth aside to inspect the wound. “Who?”
  “The Butcher! The Butcher of Khardov came. It was he 
  who drove them away!”
  “Kommander Zoktavir?” The kapitan did not have the 
  energy to berate the junior officer for use of that sobriquet. 
  “Where is he now?”
  The lieutenant shook his head. “He came here to this 
  tent. He found the nurses, dying… A misfired shell landed 
  here, tore apart the surgery. The Butch– the kommander 
  lifted a woman who was dying and whispered to her. I did 
  not hear the words. When she died, his eyes went wild, 
  enraged. I thought he would kill me. He gave a roar and 
  charged from the tent with his axe. He chased the enemy 
  south. They routed. That is all I know.”
  Orsus Zoktavir felt a splitting pain as if a nail were 
  hammered deeper into his skull with every heartbeat. He 
  clenched Lola in his hands and ran south; his armor and 
  axe were drenched in gore. There were more. They had 
  come from here, this wooden fortress ahead. The hastily 
  erected battlement served as a mustering point near a 
  nameless town. There they were, knights in dark blue. 
  Blood glowed in veins below their skin, and the air was 
  dark around them. They caught sight of him and shouted. 
  Orsus saw lightning jump and skitter across their blades, 
  and he smiled. Yes, come to me, he thought. Only in the battle 
  was there escape from the thoughts haunting him.
  Her face rose before him now, making him howl in pain; 
  there she was in his hands looking into his eyes. Blood was 
  
  8
  The lord commander’s temporary headquarters were 
  cluttered with an assortment of detritus used to track the 
  ongoing fighting. His maps showed city streets marked with 
  fresh ink where there were changes in roads, barricades, 
  and areas turned to rubble. A dozen subordinate officers 
  were present discussing ongoing plans. They looked up as 
  a man entered disheveled, unshaved, and barely in uniform. 
  A nearby colonel was about to reprimand him until he 
  realized who it was and closed his mouth.
  Lord Commander Coleman Stryker and the arrival 
  locked eyes. Neither smiled, and there were no warm words. 
  Lord Stryker waved to his men. “Everyone, let’s reconvene 
  at noon.” Major Markus Brisbane hesitated before leaving, 
  but the commander shook his head and the large warcaster 
  turned to follow the rest.
  Allister Caine slouched and turned to Stryker with a 
  smirk. “Looks like you’re busy. How about we skip this 
  meeting? We both have things to do.” There had been 
  little contact between the two warcasters in recent weeks 
  except as required for orders. The men were not friends, 
  and they had long ago foregone any illusion of formality 
  or recognition of their rank disparity. “I understand you 
  had a secret meeting with the king a few days ago. How 
  did that go?”
  Stryker looked up sharply with a frown. “Who told 
  you this?”
  Caine shrugged, “I hear things. Can’t imagine that 
  meeting was pleasant. Reprimanded you for the stunt with 
  the barges?”
  Stryker’s expression was troubled, even distracted, and 
  it did not look as if he had been sleeping. “Enough. I did 
  not call you here to exchange insults. We’ve suffered heavy 
  losses, and I need every officer I can find. Your time as a 
  lone gun is over.”
  Caine’s eyes narrowed. “What are you talking about?”
  The lord commander held up a bright gold adornment—
  a captain’s shield. “You have performed above expectations. 
  Your objectives are successfully met, and there has been 
  a surprising lack of losses among the few soldiers under 
  your command. You have earned your promotion.” He 
  extended the emblem to the gun mage. “Congratulations, 
  Captain.”
  Caine actually retreated a step and shook his head. “I 
  appreciate the offer, but I don’t need a promotion. Why 
  don’t you give that to someone more deserving?”
  “This isn’t a gift, nor is it a reward. It is a responsibility 
  the crown requires of you. We need you in a position 
  to interact with the chain of command at a higher level, 
  overseeing more men.”
  Caine was silent a moment, brooding. When he spoke 
  all insubordination was gone from his tone. “Look, Cole, 
  sir. I think this is a bad idea. I work better when I’m 
  keeping a low profile.” He spoke in a lower tone, “Also 
  you know I have a penchant for the sauce—“
  Stryker’s smile was thin. “I will not judge in these times 
  where a man finds his courage. Some in the eyes of loved 
  ones, others at the bottom of a bottle.”
  “—even been known to take a nip while in uniform. 
  Disgraceful really.”
  “Hasn’t seemed to foul your aim.”
  “I can’t be trusted around women!”
  Viscount Barak Ushka,  
  New Umbrey,  
  Llael Volozkya
  You know now the reports of my death were premature. 
  I apologize, old friend that I have not been in contact. 
  Prepare to receive me, and spread the word among my 
  vassals. I bring a guest, but we require only brief quiet 
  before we return to war’s chaos. Thank you for your 
  work. You have reclaimed the lands of Korska, and your 
  loyalty has never wavered. I come to attend matters 
  left neglected. I will require your courage and that of 
  your steed in times ahead, for dark threats arise in our 
  homeland. We have aid in this. The ageless crone watches 
  our efforts; watch for ravens.
  Vladimir Tzepesci, 
  Great Prince of Korskovny,  
  Champion of Umbresk and New Umbrey
  
  9
  wars.” He stepped down. “We need your help shoring 
  up the eastern border. We’ve left Eastwall and Fort Falk 
  vulnerable. I cannot focus on this battle knowing our 
  border is vulnerable. There is no debate.” 
  The two stared at one another again, and Caine noticed 
  deep lines under Stryker’s eyes. How the man had aged 
  visibly! Did his own face look like that now? It had been a 
  long time since Caine had seen Stryker in a mood like this, 
  and he knew it must be a result of the king’s recent visit 
  and the words exchanged between them. 
  With no excuses left in his arsenal, the gun mage 
  accepted the small gold shield. He attached the pin to his 
  shoulder below his lieutenant stripes. “Thank you, sir.” 
  He stood at crisp attention. It was an unfamiliar pose 
  and the only sign of his irrepressible sarcasm. “What are 
  my orders?”
  The faithful gathered in the great courtyard before the 
  Sovereign Temple of the One Faith in Imer. There were 
  hundreds of thousands of them packed so tightly there 
  was only room to stand. They spilled out into nearby 
  streets and crowded rooftops as far as the eye could see. 
  Each wore a black veil over his face, and the absolute 
  silence was eerie. Tangible respect and adoration flowed 
  from them, swept across the courtyard up the great steps 
  of the temple, and swirled around the elevated bier. 
  Adorned with gold, pearls, and diamonds, the cloth 
  over her body caught the sunlight and sent it spinning 
  off in rainbow slivers. 
  Stepping to the bier were two unmistakable figures. 
  They paused before the faithful. One was Hierarch 
  Garrick Voyle in full raiment as leader of the faith. He 
  wore white and gold fringed in red. It was the gleaming 
  adornment reserved for special ceremonies, not the 
  darker garb worn in his role as scrutator. Next to him 
  was the Testament of Menoth bearing the chained stone 
  of the Omegus recovered from Urcaen by this man who 
  alone had walked there as flesh.
  The silence was complete, and the voice of the 
  hierarch was so powerful that all could hear his words. 
  “Know, you faithful, that this is not a funeral.” Gasps 
  and sobs swept through the masses below. It was the 
  breath of hope they had not dared indulge.
  Hierarch Voyle removed his ornate gloves and 
  washed his bare hands in holy oil brought by Visgoth 
  Delcon Vesher. Ringed behind them but back from 
  “Are there any left you haven’t sullied?” Despite the 
  flippant words, there was a dark undertone in Stryker’s 
  voice. Caine could almost sense Stryker’s old self buried 
  under some crushing weight. He felt compelled to try 
  to bring that out in addition to his strong loathing for 
  taking on added responsibilities. He had been utilizing a 
  particularly capable captain adept to run a number of day-
  to-day operations while he slipped away for Scout General 
  Rebald. If promoted, it would be harder to pull off. 
  “C’mon, Cole. My paperwork is a mess. I haven’t turned 
  in a complete after-action in weeks!”
  “We need men of action now, not words. Dependency 
  on words is why we are here today…”
  Squirming, Caine raised his knee and planted a mud-
  crusted boot on Stryker’s map table. Dried clods fell away 
  and fragmented across the surface. “I can’t even keep my 
  boots shined!”
  Stryker mimicked Caine’s action, and his lip almost 
  twitched to a smile as he put his own equally mud-covered 
  boot on the table. “Shiny boots don’t win 
  Lord General Olan Duggan,  
  1st Army, Fellig or Northguard
  I have neglected our rendezvous. Given 
  my injuries you will forgive this rudeness. 
  Urgent affairs recalled me to Caspia to 
  initiate a vital project. Captain Dominic 
  Darius is with me. His injuries are graver 
  than mine, so he will be away from the 
  field for several more months. I realize 
  this leaves you with inadequate support. 
  Major Victoria Haley is being sent to you, 
  and you will find no finer soldier. She is 
  an exceptional leader. Ignore her youth; it 
  is deceptive. She will be eager to return to 
  the Third Army, but she must wait until I 
  can relieve her. Chancellor Kinbrace has 
  threatened to reenlist. I tried to dissuade 
  him, but it felt hypocritical to tell a man 
  to leave wars to the young. Should he 
  come to you, use him kindly.
  Commander Adept Sebastian Nemo
  
  10
  the bier were the other five visgoths of Sul. Also among 
  them stood Amon Ad-Raza to represent his order, High 
  Paladin Dartan Vilmon to represent his, and others 
  similarly respected. Only those required to maintain the 
  battles in Sul were absent. Voyle thought back to when the 
  Testament, Vilmon, and the other survivors had finished 
  their arduous journey home. On that day Voyle had known 
  immediately what he must do and that he alone could 
  perform the ceremony, channeling power bestowed upon 
  him by the Creator and witnessed by the faithful. 
  He raised his voice in an ancient and powerful prayer 
  rarely heard by any ears let alone so many. The sun was at 
  its zenith, and a wind stirred the robes of those atop the 
  bier. It suddenly flung the diamond veil into the desert. 
  The Harbinger lay below him. Her flesh lay torn and her 
  body was exsanguinated, yet otherwise she showed not the 
  least hint of decay. The prayer came easily, and he saw 
  her soul return from the keeping of the surface of the 
  Omegus to rejoin her flesh made whole. The ceremony 
  was painless, effortless, and precisely according to the will 
  of the Creator. The entire gathered assembly breathed as 
  one as her newly restored form floated suddenly above the 
  bier, and the Harbinger took in their breath and exhaled 
  it back to them.
  There was a thunderous clamoring—the sound of 
  a people restored. Every 
  one tore off his black veil 
  to throw onto nearby 
  torches. All were filled 
  with euphoria. Voyle 
  found himself strangely 
  drained and tired yet 
  content. There were 
  tears on his cheeks 
  unseen behind his 
  mask, but he could 
  not recall shedding 
  them. 
  The 
  Harbinger drifted 
  closer. She spoke, 
  and 
  only 
  Voyle 
  heard her words. “I 
  have seen the place 
  foretold in the third 
  prophecy. Is Grand 
  Scrutator Severius 
  in the north?”
  The hierarch nodded, and she spoke again. “The 
  Covenant of Menoth must be taken to Severius, and it 
  must be sent to the Northern Crusade. Severius is key to 
  our victory.” Voyle assented, and she spoke again. “I must 
  go to Sul and aid in the battle there.” Voyle held out a hand 
  to forestall further talk and waved to indicate the gathering 
  beyond. As if realizing their presence for the first time, the 
  blindfolded Harbinger turned to her people as a great yell 
  arose. She opened her arms to accept their praise.
  It was an unusually clear night when all three moons 
  were visible in the sky through the dense canopy of the 
  forest. Calder was almost full as was elusive Artis, but 
  Laris was a sliver. Skarre Ravenmane contemplated these 
  fortuitous portents. She walked the periphery of a long 
  forgotten ring of low stones, ensuring the space was clear 
  of debris as she let blood drip from a soaked length of 
  cloth in a precisely delineated pattern. This ancient site of 
  knotted trees and thorny bushes existed in a twisted and 
  accursed area of the northwestern Gnarls and was avoided 
  by those who walked the forest. North beyond the trees 
  snaked the rushing flow of the Dragon’s Tongue River as it 
  emptied into the seedy and squalid sprawl of Five Fingers. 
  If she climbed one of these trees, she would see the lights 
  of the city.
  The stones were six in number. Upon each she placed 
  a blazing censor, and within them she deposited grisly 
  trophies of three hearts, one hand, one liver, and one eye. 
  Even before she spoke the words, she felt the resonance 
  of dark energy flowing from the blood and sacrifices. The 
  mystical strand she sought harkened to her now and was 
  visible to her occult sight in the moonlight stretching from 
  the center of the ring to somewhere beyond Caen. That 
  one strand split and became three. She pulled upon them 
  with her mind as she enacted her rite and sliced her own 
  hand with her sword’s edge to bleed into the pattern. The 
  fire from the censors with the hearts flicked green and 
  streaked with black—confirmation they had once belonged 
  to infernalists as the rite required. Attaining them had 
  been no small difficulty, and it brought new enemies to an 
  already lengthy list.
  She tugged the mystical triple strand and felt it tug back. 
  Those she sensed on the other side of the world’s barrier 
  were straining their power to open the seal. It seemed an 
  eternity, and the moons moved in their orbits, but it was 
  still before dawn when she felt the barrier yield. 
  Hierarch Garrick Voyle, Imer
  Glory to Menoth! Despite the setback of the 
  breach, we have secured the Grand Temple of the 
  Creator and its courtyard, preserving Sulon’s 
  Remembrance and many other sacred sites in the 
  periphery and the eastern city. The enemy occupies 
  the west, but we will press against them and fight 
  to reclaim the breach. After the battle of the Grand 
  Temple, Visgoth Rhoven gave leave for me to enter 
  the crypts and pray vigil at the resting place of the 
  hierarchs. I have recovered from my injuries and feel 
  cleansed and ready for battle. I have armed myself 
  with faith’s conviction. By my vow I will defend 
  Sul. I will allow neither the taking of this temple 
  nor the extinguishing of its sacred flame.
  Feora, 
  Priestess and Protector of the Flame
  
  11
  A portal opened, and three women stepped through. 
  Darkness poured from them like water from bathers 
  stepping from a pool. Behind them floated the Egregore. 
  They did not speak, but each member of the coven knew 
  what to do. They each stepped to a different point of 
  the compass outside the stones and joined their chants 
  with hers. 
  With this witch chorus, the portal yawned and 
  stretched. Chained and gagged against the western rock 
  was a living sacrifice, and he choked and wheezed in pain 
  as his body shriveled and all its moisture was sucked 
  away. His screaming ended only when he had become a 
  mummified husk. His soul was gone. Then he stepped 
  through, enormous legs followed by the towering torso, 
  and behind him came the sweep of tattered wings. His 
  great blade was in hand, and as his other foot stepped to 
  the ground, the portal howled, closed, and left an empty 
  silence. The four witches prostrated themselves.
  Lich Lord Terminus turned to Skarre and inclined 
  his unliving head, bidding her stand. His dreadful voice 
  was a welcome sound to her ears. “You have done well. 
  How long?”
  “Three months ye were gone, me lord. Much has 
  happened.”
  Helleana mused, “To me it was the blink of an eye, 
  and yet…” Her voiced faded with uncharacteristic 
  uncertainty.
  Terminus asked, “Where is Goreshade? Has the eldritch 
  betrayed you as he did his old master?”
  Skarre shook her head. “No. He has been loyal, gone 
  now to gather information.“ 
  Terminus suddenly turned with his blade raised to face 
  the outer gloom. A thin skeletal robed figure stepped into 
  the clearing, and its clawed hands and forearms were covered 
  in an intricate lattice of runes. Spiked protrusions poked 
  through the robe in its back, and it drew down its hood 
  to reveal itself as a skarlock bearing an unusual number of 
  adornments. Soul cages hung from its waist, ancient rings 
  were set on each finger, several amulets lay chained about 
  its neck, and the runes covering its bones gleamed with 
  inset gold and silver. This creature bowed to Terminus and 
  spoke with a raspy voice in an old and largely forgotten 
  tongue. “Hail Lord Terminus, I come at the bidding of 
  Lords Malathrax and Morbus, and in this capacity I serve 
  as conduit for the words of the master of all, Lord Toruk, 
  God and Emperor of Cryx, who welcomes your return.”
  Terminus drew himself erect. Both clawed hands folded 
  on the hilt of his blade set into the bloodied stone at his 
  feet. “Speak.”
  “There is much to say and little time. Know that I have 
  come from a conversation with your counterpart, Lord 
  Asphyxious, and I bring instructions from our master.” 
  Anticipating the angry rumbling that rose from Terminus, 
  the skarlock raised a skeletal hand. “Your feud must end, 
  now. Whether it be renewed later remains to be seen. Our 
  master needs you focused on the tasks at hand. There are 
  armies to be restored, and each of you is required to lead 
  them.”
  “I would relate grievances to our Lord of treachery.” 
  Terminus rasped.
  “They shall be heard. Come, let us speak. There is 
  much to do.”
  We are pleased that thee has deigned 
  to return and resume thine duties. 
  Know we have not been idle in thine 
  absence, and have reported to our 
  master. We have chosen to be gracious 
  and will not seek reparations for 
  the damage wrought to our master’s 
  armies. It has been some time 
  since thee engaged in 
  battle—missteps are to 
  be expected. Make thine 
  recovery swift, for we have 
  need of diversions to carry 
  forth the next stage in our 
  master’s plans.
  
  12
  Superiority Rules
  Mount
  A cavalry model’s mount not only provides transportation 
  but is also a weapon in its own right. Mounts are indicated 
  by a distinctive icon in their stat bars. A mount has a ½” 
  melee range. Attacks made with a mount are melee attacks 
  and are resolved normally except that the damage roll is 
  only 2d6 plus the POW of the mount. Do not add the 
  cavalry model’s STR to mount damage rolls. Mount attack 
  and damage rolls cannot be boosted.
  Cavalry
  Slamming into the enemy with the force of a 
  locomotive with weapons drawn makes cavalry ideally 
  suited for breaking or disintegrating enemy lines. 
  Mounted forces are renowned for their terrifying charges 
  that couple tremendous speed with great weight. Even 
  troops who can avoid being cut down by lance or saber 
  are still vulnerable to being trampled underfoot. It is 
  little wonder that the cavalry charge has remained a valid 
  military tactic since its inception thousands of years 
  before the arrival of the Orgoth.
  Certain WARMACHINE models and units are 
  designated as cavalry. In addition to all of the standard 
  rules for models of their types, cavalry models have the 
  following additional set of rules in common:
  Cavalry Formation
  Cavalry troopers have an additional formation available 
  to them. Troopers in a cavalry unit that are up to 5” apart 
  are in cavalry formation. Determine whether a cavalry 
  trooper is in formation or not using cavalry formation 
  groups instead of skirmish formation groups.
  Tall In the Saddle
  Cavalry models ignore intervening models with smaller 
  bases than their own when making melee attacks.
  Ride-By Attack
  A cavalry model may combine its movement and action 
  in a ride-by attack. Declare that the model is doing so 
  at the beginning of its movement. The model advances 
  and interrupts its movement at any point to perform its 
  combat action. After completing its combat action, the 
  model may then resume its movement. A cavalry trooper 
  making a ride-by attack must complete both its movement 
  and combat action before the next model is moved.
  Some models must meet special requirements to make 
  ride-by attacks:
  • A cavalry solo may always make a ride-by attack 
  instead of advancing. 
  • A cavalry trooper must receive an order to make 
  ride-by attacks. This order may be issued by the unit 
  leader or a model with the Commander ability, such 
  as a warcaster.
  Normally a model may only use its mount to make 
  impact attacks (see Cavalry Charge below). However, expert 
  riders on well-trained mounts are able to attack with their 
  mounts at other times as well. Such models will have special 
  rules that describe when they are able to do so.
  Cavalry Charge
  A charge performed by a cavalry model differs in several 
  ways from a standard charge. When drawing line of sight 
  for a charge, ignore intervening models with the same base 
  size as the target or smaller.
  If a charging cavalry model contacts another model 
  during its movement and has moved at least 3”, it stops and 
  makes impact attacks with its mount (see Mount above) 
  against all models in the mount’s melee range. Completely 
  resolve each impact attack individually and apply the 
  targets’ special rules immediately as each impact attack 
  is resolved. Abilities that modify charge attack rolls also 
  affect impact attacks. After resolving the impact attacks, 
  the charging model may continue moving until it contacts 
  another model or obstruction. It may not make further 
  impact attacks during this charge. If the charging cavalry 
  model did not move at least 3” before contacting the other 
  model, it does not make any impact attacks and must stop 
  its movement at that point.  If the cavalry model is not in 
  melee range of its charge target at the end of movement, 
  the charge fails and its activation immediately ends.
  A cavalry model gains +2 to charge attack rolls. Impact 
  attacks do not receive this bonus.
  Mount
  	 SPECIAL	 POW	 P+S
  	
  —	
  10	 —
  
  13
  Cavalry
  Dragoons
  Dragoons are cavalry models that begin the game 
  mounted but may become dismounted during play. For 
  some Dragoons the ability to be dismounted is optional. 
  Adding this ability to the Dragoon increases its point cost 
  and total damage capacity.
  While mounted, a Dragoon is subject to all cavalry 
  rules above. Once the Dragoon has become dismounted, it 
  is no longer a cavalry model and loses all cavalry abilities. 
  Additionally, the Dragoon loses all mounted Dragoon 
  abilities and may no longer use his mount and its abilities. 
  Some Dragoons have stats with two different base values. 
  Use the first value while the Dragoon is mounted and the 
  second once the Dragoon has become dismounted.
  When a mounted Dragoon suffers damage, apply the 
  damage to its mounted Dragoon damage boxes. When all 
  of these damage boxes have been marked, the Dragoon 
  is destroyed if it does not have the ability to become 
  dismounted. If the Dragoon does have this ability, it 
  becomes dismounted instead of being destroyed. Damage 
  points in excess of the mounted Dragoon’s wounds 
  are lost. If this occurs during the Dragoon’s activation, 
  the activation ends immediately. Remove the mounted 
  Dragoon model from the table and replace it with the 
  dismounted Dragoon model. Effects, spells, and animi 
  on the mounted Dragoon are applied to the dismounted 
  Dragoon. Apply any further damage suffered by the 
  Dragoon to its dismounted Dragoon damage boxes. The 
  model is destroyed when all of its dismounted Dragoon 
  damage boxes have been marked.
  Attachments
  Attachments are made up of one or more models 
  that may be added to a unit specified in the attachment’s 
  description. They may only be fielded as part of a unit. 
  Attachments may not be added to weapon crews. There are 
  different types of attachments, such as unit attachments 
  and special weapon attachments. A unit may have several 
  attachments, but only one of each type of attachment may 
  be added to a unit. An attachment increases the victory 
  point value of the unit to which it is added by an amount 
  detailed in its description.
  A model with the Officer special ability in a unit 
  attachment becomes the unit’s leader. The original unit 
  leader remains part of the unit but loses the Leader ability 
  while the officer is on the table. The original unit leader 
  The Storm Lance declares a charge 
  targeting Exemplar A. He ignores 
  Exemplars B and C for the purposes 
  of LOS when declaring the charge 
  because they have the same base size 
  as the target of the charge.
  The Storm Lance then moves in a straight 
  line toward its target. After moving 4”, 
  he stops short when he moves into base-
  to-base contact with Exemplar B. He 
  then makes impact attacks targeting 
  Exemplars B and C since both models 
  are in his melee range.
  After 
  hitting 
  and 
  destroying 
  Exemplars B and C, the Storm Lance 
  continues his charge movement to 
  Exemplar A.
  Cavalry Charge
  Exemplar A
  Exemplar B
  Exemplar C
  Storm Lance
  
  14
  Epic Warcaster  
  Warjack Bonds
  Some epic warcasters have the Warjack Bond ability 
  representing a connection between the warcaster and one 
  or more of his warjacks that has been established before 
  game play. This ability allows the epic warcaster to start a 
  battle bonded to a number of warjacks in his battlegroup 
  specified in the warcaster’s special rules. The warcaster’s 
  controller must designate the warjacks to which the 
  warcaster is bonded before the game begins. These bonds 
  and their effects are described in the epic warcaster’s special 
  rules.
  Elite Cadres
  Many epic warcasters have a great deal of influence over 
  the military forces of their factions and may handpick their 
  own troops. If an epic warcaster possesses an Elite Cadre, 
  all units of the particular type dictated by the warcaster’s 
  special rules included in an army with the warcaster gain 
  the benefits of Elite Cadre. These models gain +1 MAT, 
  RAT, and CMD and an additional ability based on the 
  particular warcaster.
  Mercenary 
  Warcasters  
  and Warjacks
  A mercenary warcaster counts toward the maximum 
  number of warcasters allowed in an army. Only mercenaries 
  may be included in an army if the only warcasters are 
  mercenaries. Field allowance is not faction-specific. If 
  an army includes both faction and mercenary warcasters, 
  count all of the warcasters in the army when determining 
  field allowance limits for both faction and mercenary 
  models and units.
  A mercenary warcaster (or other mercenary with the 
  Commander ability) may only give orders to friendly 
  mercenary units and may rally only friendly mercenary 
  models. Only friendly mercenaries may use his CMD when 
  making command checks.
  Mercenary warjacks may only be controlled and 
  reactivated by mercenary warcasters and ‘jack marshals. 
  By the same token, a mercenary warcaster or ‘jack marshal 
  may only control and reactivate mercenary warjacks.
  cannot issue orders without the Leader ability but may use 
  all of its other abilities.
  Epic Warcasters
  Constant exposure to the carnage of the battlefield 
  and the tumultuous nature of combat takes its toll. The 
  warriors of western Immoren, locked in world-shaping 
  conflict, must continually push themselves to the limits 
  of their capabilities. The rigors of war affect the most 
  stalwart men, and not even the mightiest of warcasters can 
  weather it unchanged.
  Epic warcasters are variations of other warcaster models 
  but with fresh abilities, strengths, and weaknesses. Epic 
  warcasters are not more powerful versions of the original 
  warcasters, but instead they reflect character growth and 
  changes set about in major story arcs. If these models 
  were simply improvements on older warcasters, the older 
  models would quickly become obsolete. Epic warcasters 
  do not replace the original ’casters upon which they were 
  based, but instead they offer players the opportunity to 
  play whichever version they prefer.
  In story terms, these characters have not lost their 
  older abilities but have instead adapted to the demands 
  of war by adopting new tactics, equipment, and spells as 
  necessary. Though an epic warcaster’s spells may differ 
  from his earlier incarnation, the character has not truly lost 
  the ability to cast the old spells. He has simply chosen to 
  utilize a new repertoire of spells to suit his current needs.
  The original and epic versions of a warcaster are the 
  same character, so a player cannot field both in the same 
  army just like a player cannot field two Eiryss, Mage 
  Hunter of Ios models in the same army.
  To reflect the nature of epic warcasters and to preserve 
  game balance, an epic warcaster may not be included in 
  games with an army point limit smaller than 750 points. 
  Only one more epic warcaster may be added to the army 
  for each additional increment of 750 points.
  For example, Jason and Rob play a Battle Royale, which 
  has an army point limit of 1000 points. Each player may 
  field two warcasters, but only one of these warcasters 
  can be an epic warcaster. If they were instead playing a 
  War with a limit of 1500 points, each could field three 
  warcasters, but only two of them could be epic.
  
  15
  Epic Warcasters and Bonding
  Mercenary 
  Contracts
  Whether for a private war or to supplement the forces 
  of a kingdom, mercenary contracts provide powerful and 
  wealthy patrons with a means to quickly build an army. 
  Though most patrons prefer to hire larger contingents, in 
  a pinch smaller bands may be combined to form a force 
  large enough for the task. Though they are a diverse lot, 
  the mercenaries of the Iron Kingdoms can be relied upon 
  to set aside their petty differences for the right price. After 
  all, few loyalties are as solid as gold, and with enough coin 
  one can buy an army—or at least rent one for a time. On 
  the other hand, even though each man has his price, not 
  every mercenary is willing to serve any master.
  Mercenary contracts allow players to field armies made 
  up entirely of mercenary models. These contracts detail 
  the background of the mercenaries’ employers, the history 
  of the contract, and rules for constructing an army. Some 
  players may choose to represent a new contract each time 
  they play. Others might dedicate themselves to playing a 
  particular mercenary contract, painting and modeling their 
  forces to reflect the flavor or color scheme of a specific 
  army.
  Building a  
  Mercenary Army
  To build a mercenary army, you must choose a 
  mercenary contract. Each contract includes the rules to be 
  followed when building an army according to that contract. 
  Otherwise, follow all of the normal army compositions 
  rules.
  Mercenary warjacks may only be included in a 
  battlegroup controlled by a mercenary warcaster or 
  assigned to a mercenary with the ‘jack marshal ability. 
  Some mercenary warjacks, such as custom or Rhulic 
  warjacks, are further restricted by their special rules to the 
  battlegroups of particular warcasters. For example, the 
  Renegade and Mangler are both custom warjacks and may 
  only be included in a battlegroup controlled by Magnus the 
  Traitor or Epic Warcaster Magnus the Warlord. In addition 
  to the guidelines presented in a contract, mercenary armies 
  follow all the normal army composition rules.
  Some mercenary contracts include special rules 
  unrelated to army composition. 
  Contracts
  The Four Star Syndicate
  A shadowy organization notorious even among the 
  pirates and cutthroats in the back streets of Five Fingers, 
  the Four Star Syndicate (or simply the Syndicate) fills its 
  own pockets through daring raids overland and at sea. As 
  the Mercarian League has learned at great expense, no 
  target seems to lie beyond the reach of this exceptionally 
  well-funded confederacy of mercenaries, thieves, and 
  desperate men. Backed by warjacks controlled by freelance 
  warcasters, the Syndicate acts brazenly, openly targeting 
  rail yards, small fleets, and even Cygnaran military supply 
  trains. Land-based raids along the shores of the Dragon’s 
  Tongue have captured several shipments of armaments, 
  explosives, and even warjacks that the Syndicate then 
  quietly sold on the black market for outrageous profits. 
  However, for reasons hitherto unknown, the Syndicate 
  seldom operates within Ordic waters.
  Few know anything of the Syndicate’s inner workings. 
  Only the organization’s internal documents, signed only 
  with four black stars in a diamond pattern, provide a clue 
  to the identities of the hidden benefactors who fund 
  the Syndicate. A favorite target of these operations, the 
  Mercarian League has spent no small fortune to uncover 
  the secrets of the organization but with disappointing 
  results. Syndicate loyalties are bought with gold coin and 
  bound with iron promises of retribution.
  The success enjoyed by the Syndicate has drawn much 
  attention to the organization. Profit is the purest motive 
  a mercenary has, and those who know a way into the 
  mercenary market in Five Fingers can easily find a way 
  onto the writ of the Four Star Syndicate. Even those who 
  might not regularly serve beside treacherous villains often 
  find a way to compromise their values. The Syndicate pays 
  well, and in Five Fingers a full purse can even buy a clear 
  conscience.
  Four Star Syndicate Contract Army 
  Composition
  • An army constructed under the Four Star Syndicate 
  contract may include any mercenary models that will 
  work for Cryx or Khador.
  • The army may also include the Ordic mercenaries 
  Captain Sam & the Devil Dogs and Rupert Carvolo, 
  Piper of Ord.
  
  16
  The Highborn Covenant
  Many of Llael’s exiled nobles have turned to mercenaries 
  to fight the Khadorans occupying their nation. The 
  Highborn Covenant Mercenary Contract represents the 
  most coherent of these efforts. With considerable backing 
  from émigré nobles and certain merchant concerns, the 
  Highborn Covenant has assembled a formidable army that 
  may not care much about Llaelese land but has a great 
  interest in Llaelese coin.
  Rumors hold that the free chapters of the Order 
  of the Golden Crucible also sponsor the Highborn 
  Covenant, but they have kept their involvement secret to 
  maintain the lives of any brethren held in service to the 
  Khadoran crown.
  While the Highborn Covenant has lofty and somewhat 
  long-term goals of liberating Llael from its Khadoran 
  invaders, it also serves to help the exiled nobility maintain 
  some legitimacy. Without this mercenary army, the exiles’ 
  claims on land, title, and station would be tenuous at best. 
  The Highborn Covenant ensures that they maintain some 
  grip on authority in Llael, even if only in appearance.
  The Highborn Covenant was drafted only days after 
  news of the fall of Merywyn reached Corvis, shortly after 
  Cygnar pulled most of its forces out of Llael. By the end 
  of Rowen 605 AR, the Highborn Covenant had begun 
  actively seeking mercenary interests that had previously 
  demonstrated hostility towards Khador.
  Mercenary forces under the Highborn Covenant serve 
  six to eight months with extensions offered to individuals 
  and mercenary companies that prove trustworthy and 
  reliable. Due to conflicts of interest with kriels that have 
  maintained mercenary operations against Rynnish interests 
  in the past, the Covenant turns away any company with 
  trollkin members even if they have previously fought for 
  Llael or against Khador.
  Highborn Covenant Contract Army 
  Composition
  • An army constructed under the Highborn Covenant 
  contract may include any mercenary models/units 
  that will work for Cygnar.
  • Due to a long-standing animosity between the 
  Rynnish nobility and the trollkin, a Highborn 
  Covenant contract army cannot include Greygore 
  Boomhowler & Co. or other trollkin models/units.
  The Searforge Commission
  Fighting in the south has given valuable combat 
  experience to the dwarves of the Hammerfall Fortress 
  and others who have joined in them, and it has allowed 
  them to keep apprised of the ongoing struggles across the 
  countryside. No matter who wins the southern wars, the 
  clans of Rhul are determined to keep trade lanes open. 
  The Searforge Commission has no fear of shedding human 
  blood to ensure its interests and takes a sometimes more 
  brutal and direct approach to getting business done.
  After the invasion of Llael, Clan Searforge, one of Rhul’s 
  most wealthy mercantile clans, came to the realization 
  that it could be caught in a bad situation if it did not 
  act. Clan Searforge had taken a controlling interest in the 
  trade of several clans who shipped weapons, alloys, and 
  steamjack parts south to dwarven conclaves in the lands 
  of man, including Khador and Cygnar now embroiled in 
  bitter war.  
  In 605 AR they initiated the Searforge Commission to 
  band together mercenaries working outside the kingdom 
  and deployed them wherever necessary to keep trade 
  flowing. The commission primarily serves the interests of 
  Clan Searforge, but it has accepted contracts that benefit 
  other mercantile Rhulic clans such as Clan Ghordson, Clan 
  Grundback, Clan Serric, and even Stone House Dhurg 
  which controls the Hammerfall Fortress. 
  This group is a means to protect vital weapon, 
  steamjack, and alloy trades. To that end they coordinate 
  the actions of mercenary groups and send forces to escort 
  trade shipments through hostile territory. They even made 
  proactive strikes against battles in action to clear the way 
  for their shipments. If Cygnar and Khador are engaged in 
  a fight along their trade lanes, the commission will send 
  their forces in to ‘neutralize’ the problem, one way or the 
  other, and open the roads or railways again. 
  The hard-edged commission is determined to ensure 
  that outsiders do not underestimate the risks of interfering 
  with dwarven business. Though the nation of Rhul may 
  prefer its neutral stance and avoids stepping on toes, the 
  Searforge Commission is ready to load double-barreled 
  shotguns and lay down fire. People have learned not to 
  mess with agents bearing the sigil of the commission 
  unless they want to deal with a nine-foot tall ogrun and his 
  war cleaver. These highly effective mixed forces consider 
  
  17
  themselves the equal of any regular army, and they have no 
  fear engaging in all-out war if pushed.
  Searforge Commission Army Composition
  • An army constructed under the Searforge 
  Commission contract may include Rhulic and 
  Ogrun mercenary models/units.
  • The army may also include Herne & Jonne.
  • Increase the FA of all non-character Rhulic and 
  Ogrun mercenary models/units included in the 
  army by one.
  • Hammerfall High Shield Gun Corps models 
  included in a Rhulic Charter army gain Advance 
  Deployment. Place models with Advance 
  Deployment after normal deployment, up to 12” 
  beyond the established deployment zone.
  Magnus’ Agenda
  Asheth Magnus is not part of any company, and while 
  he expects reimbursement for his services, the coin is only 
  a resource to him. It is a commodity useful for buying 
  weapons and equipment and for repairing his warjacks. 
  Magnus is a man who hires and employs other mercenaries 
  to do his bidding. He does not pretend neutrality or 
  detached professionalism. Those who fight alongside him 
  know that he has his own agenda, and his every action 
  furthers his cause.
  For years only a few suspected his true purpose. Most 
  thought Magnus to be a simple creature of revenge. He has 
  fought against both the nation that labeled him a traitor 
  and Lord Commander Coleman Stryker who humiliated 
  him and left him maimed, but they are only a small part 
  of the larger agenda motivating Magnus to wage continual 
  war against his enemies with no nation to back him and no 
  friends he can trust. Magnus is in fact a loyal and devoted 
  vassal of the former king of Cygnar, Vinter Raelthorne 
  IV. He fought beside Vinter during the coup, and his 
  dedication to the ex-king has never wavered. He has been 
  in communication with his liege across the great distance 
  of the Bloodstone Marches, and he awaits Vinter’s return. 
  He will do his part to prepare by hiring his services to 
  undermine Cygnar at every opportunity.
  Magnus does not work alone, for he has found a 
  number of willing allies including many mercenaries who, 
  like himself, are marked as criminals and exiles of Cygnar. 
  This includes the notorious cutthroat Jarok Croe as well 
  as the premiere sniper Kell Bailoch. Magnus has further 
  recruited Boomhowler and his trollkin into his schemes as 
  well as others. He has even managed to persuade ‘loyalist’ 
  soldiers who have agreed to desert Cygnar’s army and join 
  his fight, men who believe they will be better rewarded by 
  King Vinter than King Leto.
  Magnus’ Agenda Contract Army 
  Composition
  • An army constructed under the Magnus’ Agenda 
  contract must include either Magnus the Traitor 
  or Epic Warcaster Magnus the Warlord and his 
  battlegroup.
  • The army may also include Boomhowler & Co., 
  Croe’s Cutthroats, Gorman di Wulfe, and Kell 
  Bailoch.
  • A single unit of Cygnar Trenchers or a single unit 
  of Cygnar Long Gunners may be included in the 
  army. This unit cannot be a weapon crew, nor can 
  it include attachments. The troopers in the unit 
  are deserters. They are considered to be friendly 
  mercenary models instead of Cygnar models.
  Mercenary Contracts
  
  18
  
  19
  In Darkness  
  Between the Trenches
  Near Northguard, late 606 AR
  Men of the 95th trencher coMpany, 58th Infantry, 
  22nd regIMent, 6th dIvIsIon of the fIrst arMy:
  Sergeant Gervan Corley, leading the 1st Squad of the 3rd 
  Platoon under Lieutenant Elias Rolfe
  1st Team: Corporal Alger Fullet, Private Deckan Beene, 
  and Private Cam Atchley
  2nd Team: Corporal Delp Rolfe, Private Godwin Hartcliff, 
  and Private Sorley Gilfin
  3rd Team: Corporal Una Kinnet, Private Jonas Donovan, 
  and Private Ian Rhoen
  Sergeant Corley spoke, “Look alive. Something’s happening.” 
  They all double-checked their rifles and kept their heads 
  down. Plenty had died from Widowmaker fire at times like 
  this. They saw a scout ride up on horseback behind the 
  trenches and enter into heated conversation with Captain 
  Maxwell Finn and Major Piran Hugh. They were at the 
  central trench pit next to the company’s Grenadier, a warjack 
  they’d taken to calling ‘Gopher.’ The scout rode off again, 
  and a lot of barking orders followed before lieutenants 
  scattered back to their respective platoons. 
  Corley and the other sergeants waited tensely. Lt. Rolfe 
  hurried to his men and gave them the word. He spoke loudly 
  since his platoon was stretched out along this section of 
  
  20
  trench. “Ok people. Get ready for the day’s main 
  event. We have word the Khadorans are gearing up for 
  a big assault. The major needs the 95th to hit them hard on 
  the left to stall their momentum before they try to overtake 
  our trench. The 3rd Platoon is sitting this first charge out, 
  but stay ready and look to your sergeants. We’re up next!”
  Corporal Alger Fullet could feel his hands sweating in 
  his gloves; it was the familiar tension of imminent combat. 
  Sergeant Corley chomped on a cigar as he addressed his 
  squad. “We’re letting some other boys get the morning hate. 
  Stay loose; we’ll go in the second wave.” A few grumbled 
  about the delay, but Fullet knew most were relieved. 
  “You boys better have those pea-shooters loaded. Anyone 
  embarrasses me today they get a boot up their rump far 
  enough to taste leather.”
  They watched as the 1st, 2nd, 5th, and 6th platoons 
  mustered forward. No man’s land looked calm, but light fog 
  made for bad visibility. It was impossible to tell what was 
  happening on the other side. The barricade gate dropped 
  with a bang and the men charged forward, crouched over 
  making double time.
  Except for Private Gilfin, who had just come up from 
  reinforcements, every man in the squad had been part of 
  similar advances and felt like they were right there in the 
  thick of it alongside their brothers of the 95th. Corley’s unit 
  watched as the advancing men threw grenades well ahead. 
  Smoke billowed out to confuse their position, and they 
  made good speed. Gunfire broke out and several fell, but the 
  smoke thickened to cover their positions. They would need 
  to nail a weak point in the Khadoran trench and hold so the 
  rest of the company and the long gunners could strike the 
  other side before the Khadorans could regroup.
  “Fix bayonets! Line up!” Sergeant Corley shouted, and 
  they moved toward the barricade for their turn. Someone 
  yelled and pointed, and their backs stiffened. The smoke 
  did not look right. Greasy yellow vapors were mixing  with 
  the familiar white smoke, and sounds of rapid gunfire and 
  shouting followed. 
  A single Trencher came running back toward them out 
  of the smoke before taking a shot to the back and falling. 
  The next thing they saw was a long line of red shapes 
  piercing the smoky veil. It was soldiers in Khadoran uniform 
  running full tilt! Fullet cursed under his breath as he took in 
  unfamiliar looking Khadorans wearing masks and holding 
  shields in one hand and heavy carbines in the other. 
  A chaingun nearby began to spin up as did the one further 
  down the line. “Back to your trench! Move! Lay down some 
  fire!” The lieutenant screamed and they all rushed to get 
  back to their forward trench. Then the Khadorans were 
  throwing grenades at them that sent yellow choking smoke 
  rolling thickly through the trench line. It stung their eyes 
  and filled their lungs with choking pain with every breath. 
  The long gunners opened fire behind Corley’s squad, and 
  they could see a thick cluster of Winter Guard advancing 
  behind the unfamiliar shield-bearing.
  Fullet coughed and wheezed, glad he had already pulled 
  his goggles down over his eyes, and tried to get a bead with 
  his military rifle over the top of the trench. The Khadorans 
  had crossed fast, and they were almost right on the line. 
  Gopher the Grenadier thumped steadily behind him, fed by 
  several trenchers who kept a smooth supply of explosives 
  fed into its launcher. Gopher sent explosions booming 
  ahead that were followed by flying Khadorans—limbs one 
  way, bodies the other. 
  It did not look to be enough. Fullet found a target, 
  squeezed off a round, and cursed to see it deflected off 
  his target’s shield, splintering only metal and wood as the 
  Khadoran charged on. Hartcliff was their squad sniper and 
  he fared better by pegging that same Khadoran straight in 
  the forehead with a perfectly centered shot. They were under 
  counter-fire that included shells lobbed from a hulking and 
  battered Destroyer across the field—a ‘jack they thought 
  had been dismantled. Apparently its bombard was up and 
  firing, and it launched heavy shells along the trenches.
  Everything went to chaos after that. A Destroyer shot 
  exploded nearby, and his ears went numb for several long 
  seconds. Fullet could not remember the sequence of events, 
  just sights and smells. He saw Hartcliff torn in half, his 
  expression frozen in shock, and it looked like some of the 
  men wanted to bolt. The sound of Sergeant Corley blowing 
  his whistle was the first he heard as the ringing faded, and 
  he instinctly leapt over the top of the trenches with the rest 
  of his unit. He buried his bayonet straight into the chest of 
  a Khadoran before he realized what he was doing. Then he 
  pulled his trigger to blast the man off in a fountain of red. 
  Some of the men were losing their will, and he saw a squad 
  to his right turn and fling themselves back into the trenches 
  as Widowmaker fire nailed a sergeant and several others.
  Captain Finn was up front screaming at them to turn 
  around. In his hands was an oversized weapon—a precursor 
  to modern chain guns they call a mini-slugger. Despite its 
  name it was a huge and heavy piece of machinery that no 
  one except Maxwell had the gall to try to hump around. 
  He held the gun in both hands, and he fired off round 
  after round through the yellow smoke swirling about his 
  
  21
  ankles. His eyes were red and mean. The men who saw 
  him regained their nerve and yelled a cry, for no one could 
  be scared fighting alongside Maxwell Finn. Finn pointed 
  forward and yelled, “Charge!” 
  They reloaded and hurried to follow straight into 
  the throat of the enemy as grenades from the Grenadier 
  flew overhead and exploded in their path to clear the 
  way. The warjack must have moved forward to follow 
  their advance, and it was heartening to see its blasts tear 
  through the Destroyer ahead of them and finish off the 
  heavily damaged piece of Khadoran machinery. Fullet saw 
  Captain Finn drop his gun, yank a trench knife from his 
  belt, and dive to tackle two Winter Guard. He cut one’s 
  throat and disemboweled the other before standing to  
  bark more orders. 
  “Where’s our twice-be-damned cavalry? Goddamn 
  Colonel Dunford!” It was the only complaint Fullet heard 
  from Captain Finn the entire engagement, and then he led 
  another charge into the haze.
  Fullet could barely believe his survival when they 
  returned to the trenches. They had somehow driven the 
  Khadorans back. The enemy must have overestimated how 
  many Trenchers were left, for if they had seen the sad state 
  of the recovering Cygnarans, they would surely have come 
  to finish them. Fullet’s squad had lost three men, including 
  privates Hartcliff and Beene, and he was stunned to hear 
  Corporal Una Kinnet was down too. Kinnet was not dead, 
  but he had been passed over to the company’s surgeon. There 
  were not a lot of women in the Trenchers, but those who 
  made it through training could hold their own, and Una 
  was as ornery and tough as any, with shoulders as wide as 
  most men and a hearty laugh. Now she was pale, listless, and 
  barely able to open her eyes as the surgeon tried to get to a 
  bullet in her left side with blood soaked metal instruments.
  With the first press over, the soldiers talked about another 
  point of concern. Bodies were disappearing. Corporal Fullet 
  was not the first to notice, or remark on it, but now he was 
  convinced. A beefy soldier from another platoon they had 
  nicknamed ‘Dogface’ had taken the final bullet just a dozen 
  yards from his position in the trench. He was gone now, as 
  were a couple others he was sure had fallen nearby. No one 
  had been sent on burial detail yet.
  “Dogface is gone.” He spoke quietly to Private Atchley 
  next to him who had been talking about missing bodies for 
  days. Fullet never paid it much attention; he chalked it up to 
  the fact that the private was excitable and young, but 
  now he was not so sure.
  Atchley nodded, “I saw. This whole thing has me 
  spooked.”
  “Who’d take them? It doesn’t make any sense.”
  “Khadorans, probably. Animals, all of them. I heard at 
  the old Battle of Bloodroot they stole bodies, hacked them 
  up, and sent the heads, arms, and legs back by catapult 
  to break the will of the mercenaries hired to fight them.” 
  Atchley loved his gruesome historical anecdotes, but Fullet 
  was not sure any of them were even true.
  “I’ve never heard anything about that—” He caught 
  Sergeant Corley glaring at him and quieted down, tucking 
  in to his meager portion of supper comprised of crusty 
  biscuits softened to edible by cold broth. His hands and face 
  were so grimy his food tasted like dirt, but he was used to 
  it. It had rained the last few days, and they were knee deep 
  in mud despite their efforts to scoop out the trenches. They 
  were still working on building up their line, and it had not 
  all been lined with wood planks yet. Periodic attacks like the 
  one they just endured made it difficult to focus on chopping 
  wood and laying boards.
  The 58th Infantry Battalion had been sent down to the 
  western end of the main trench line from Northguard to 
  expand permanent fortifications and watch for Khadorans 
  trying to flank them. Every day the permanent trenches got 
  longer, and meanwhile the Winter Guard opposite them did 
  the same. They had been told to dig in and hold their position 
  until supply lines could catch up to them, but someone up 
  the chain of command had gotten overenthusiastic about 
  their positioning. There was a lot of grumbling about 
  Colonel Dunford who ran the whole 22nd Regiment. He 
  was a man who seemed to prefer his men starving, lean, 
  and low on ammunition. There was supposed to be cavalry 
  support coming, but there was no sign of them.
  Private Atchley mumbled, “What we need is a sod-all 
  warcaster to arrive and break the stalemate. Where have they 
  been? It get too cold for them up here?”
  “They know the 95th can hold. They’re off somewhere 
  more important. I heard Major Haley was somewhere 
  near Northguard.” Fullet lowered his voice, “Scuttlebutt 
  says some others got torn up bad at some crazy fight in 
  the southern forest. I’d not expect to see one here anytime 
  soon.”
  “What in blazes is in the southern forest?” Atchley 
  snorted in derision. “There’s nothing worth fighting over 
  In Darkness Between the Trenches
  
  22
  down there. All it’d take is one Khadoran warcaster 
  and we’d be finished. And now we’ve got bodies 
  disappearing. Who knows what that’s all about?”
  The unsettling thought was one upon which Fullet did 
  not want to dwell. He glanced behind to see the men of the 
  89th Long Gunners lined up at the elevated and covered area 
  a few yards back from the trenches. They did not lose any 
  men in the last engagement which was typical. Fullet could 
  not resist shouting, “You boys comfortable back there? Need 
  anything? Eggs? Bacon?” 
  They quieted at the approach of Lt. Rolfe who glared 
  sternly. “Enough chitter-chatter. Keep your eyes up front. 
  Sergeant, watch your squad.” 
  “Yessir.” Sergeant Corley was a veteran campaigner. He 
  was a squat muscular Morridane with goggles so dirty it was 
  hard to believe he could see at all. He cuffed Atchley, “Eyes 
  front and stand to, Private.” The lieutenant walked past as he 
  checked the squads. At his approach men kicked brothers in 
  arms who were trying to squeeze in a few minutes of sleep.
  Fullet shared an amused look with Corporal Rolfe a few 
  men over to his right. “Your brother seems uptight, Delp.”
  Delp was a large man whose lined and grimy face made 
  him appear older than the lieutenant who was actually his 
  elder brother. Delp never rose to his brother’s defense; he 
  obeyed the divide between officers and enlisted soldiers. The 
  gulf was not as large among the Trenchers as other units since 
  every officer was required to see active service before gaining 
  a commission. There were no young idealistic lieutenants 
  in the Trenchers coming out of the Academy and trying to 
  throw their weight around. It was a mark of pride among 
  the Trenchers, but an officer was still an officer. 
  Fullet’s squad was in a forward trench ahead of the 
  main line; a few dug-in even beyond the forward trench as 
  spotters, and they were nearly invisible against the torn up 
  landscape. Off to the left past the barricade gate were the 
  94th Trenchers, their sister company. Together with the 
  89th Long Gunners they made up the 58th Infantry with 
  as rich a history as any soldiers in the First Army. Fullet had 
  been proud to receive his assignment, but he was starting 
  to wonder if the honor was worth his life. The gravestone 
  on the badge of the 95th was there for a reason. They had 
  a reputation for enduring heavy losses at key positions, and 
  the last few weeks had been no exception.
  Although Fullet had seen several battles, he disliked being 
  sent so far from the reassuring bulk of Northguard Castle, 
  the massive fortified complex upon which Cygnar relied 
  to maintain its northernmost territory. Among the First 
  Army, Northguard was home. The imposing stone bulwarks 
  symbolized the kingdom for which they fought and gave 
  their lives. Out among the boggy mess of the Bloodmeath 
  Marsh or the dense forest of the northern Thornwood, it 
  was sometimes easy to forget they were still on Cygnaran soil. 
  Northguard had come to represent everything of value like 
  a northern outgrowth of the walls of Caspia and a shield 
  protecting their hometowns and families further south. 
  Fullet thought briefly of his fiancé back in Fharin, and 
  almost of its own accord his left hand touched the pocket 
  on his coat that held the crumpled letters she sent him. He 
  thought of the men who died today and their families.
  Sergeant Corley did not dwell on lost friends; he just 
  barked orders and got the men settled down for the evening. 
  “Private Rhoen, you’re under Fullet now; Donovan, you’re 
  with Rolfe.” Quick as that they became two teams instead 
  of three. There was no time for burials or remembrances. 
  Other squads had taken worse losses, so Fullet tried to keep 
  his perspective. 
  It was a tense but quiet evening since the expected 
  Khadoran surprise attack never came. By morning a heavier 
  fog lay across the middle ground. It was not until after stand-
  to, morning inspection, and breakfast that the fog thinned 
  and dark whispers started down the line. 
  Private Gilfin had joined the cabal of speculators 
  alongside Fullet and Atchley. He came and whispered to 
  Fullet, “They say a lot of the bodies are gone again, more 
  than before.” 
  Fullet squinted out into no man’s land. He viewed plenty 
  of blood, mud, and some corpses, but it did not look like 
  nearly enough. The sergeants had put together a plan for an 
  afternoon burial gathering detail. It was a common ritual 
  after a big assault, and both sides had been scrupulous about 
  following Solovin’s Codes in recent weeks. It was never a 
  certain thing in a climate like this, but waving a black flag 
  with a white diagonal stripe signified body recovery, and a 
  patrol with such a banner could expect not to get shot by the 
  other side as long as they were careful. 
  Sergeant Corley came over, but rather than reprimanding 
  their chatter he seemed as concerned as they were. “I got 
  a clean look at Beene where he fell right down that center 
  line. Now there’s nothing. I promised his sister I’d look 
  after that boy.” 
  The men started to get angry after a few minutes when 
  rumors circulated that the Khadorans must have come 
  
  23
  through to grab them. In the end the lieutenants had to call 
  them to discipline. It was only when they quieted that they 
  heard shouts across the wasteland. It took a few men who 
  spoke their guttural language to determine the Khadorans 
  were just as upset as they were. The enemy was making their 
  own accusations of body theft!
  The major sent Captain Lubbock of the 89th Long 
  Gunners and a couple of his lieutenants under the flag of 
  truce to parley with the enemy. Tension in the trench was 
  high until they saw the three officers returning. 
  Captain Lubbock met with the other captains and 
  lieutenants as Fullet and the men waited, and finally 
  Lieutenant Rolfe came over to Sergeant Corley. “Don’t get 
  comfortable. Our squads are on patrol tonight. You’re going 
  into no man’s land to see if you can spot anything. The 
  Khadorans agreed to a tentative cease-fire tonight. They’ll 
  be sending out their own men. Keep sharp, but for Morrow’s 
  sake don’t start shooting at shadows. You got any doubts 
  about any of your men, leave them behind.”
  That evening Corley, Fullet, and their men climbed up 
  out of the trenches to walk toward the centerline feeling 
  exposed and vulnerable. The other squads of the 3rd 
  Platoon had been sent along the line to the west at regular 
  intervals to cover the space between, but as the 1st Squad, 
  Corley’s group had the section furthest east nearer the tree 
  line. Every man had his rifle pointed down, but it took 
  everything they had not to raise them and start firing when 
  they encountered a knot of eight Khadorans at the center. 
  The tall and stout men in the colors of the Winter Guard 
  had rugged faces that inspired in Fullet an immediate and 
  almost visceral hatred.
  The feeling was clearly mutual, and the Winter Guard 
  soldiers eyed them suspiciously. Fullet heard half-mumbled 
  phrases in their brutish tongue he was sure were insults. Each 
  side gripped their weapons tightly, knowing it would take a 
  single itchy trigger for blood to flow. As he stared across at 
  a burly Khard, Fullet’s mind went to Private Hartcliff who 
  had been looking forward to marrying a woman in Corvis. 
  Now not only was he dead, his body was missing; there was 
  nothing to send on as a comfort to his parents. None of 
  this would have happened without these Khadorans. There 
  would have been no months of lurking in a trench with mud 
  up to his waist or fighting off rats the size of small cats 
  between moments of sleep before being woken by gunfire 
  and screaming.
  No one in their squad spoke Khadoran, and the 
  Khadorans were pretending not to know Cygnaran, 
  so what followed was angry gesturing and pointing until 
  each side decided to cover a different area and patrol. The 
  fog had returned at medium thickness, and Fullet had a 
  strong feeling of foreboding that it would be far too easy for 
  a twitchy soldier on either side to start a firefight that would 
  get them all killed. At least in the trenches they had cover.
  They crept through the fog to cover their area, kept a low 
  profile, and tried to spot anything amiss. It seemed a fool’s 
  errand to Fullet given the lack of visibility, but at least it 
  gave them respite from the Khadorans for one night.
  Private Atchley clutched Fullet’s arm, giving him a start, 
  “What’s that?” He pointed into the fog as the other men 
  hunkered down and tried to spot what had spooked him. “I 
  saw something, I swear. Just over there.”
  “Quiet,” Fullet hissed, sharing a look with the sergeant 
  who nodded them forward. The group crept through 
  the dark. Their eyes had adjusted to the dark, but the 
  fog had its own glow from the bright moon and made it  
  difficult to see.
  As Fullet stepped through a hazy region, he saw a strange 
  furtive creature dragging something heavy along the ground. 
  The thing looked back at him, and he saw what looked like 
  a child with its eyes sewn shut although it acted like it could 
  see him and moved away with great haste. Fullet felt his 
  hands began to shake and he started to question whether he 
  saw what he thought he saw. He hurried to catch up if only 
  to prove to himself he was not imagining things. Suddenly 
  he realized there were more peculiar shapes behind this 
  small stunted thing, revealed as the fog in the area thinned 
  and drifted apart. 
  The hobbling child with sewn eyes was dragging a 
  soldier’s body to a slender figure busy even at that moment 
  piercing the dead flesh of a severed leg with a long slender 
  needle behind which silver thread gleamed in the moonlight. 
  At first he took the thing to be a woman, but he saw its 
  upper torso was disfigured by a heavy bulk of machinery 
  from which an articulated clamp extended. Below that a 
  strangely jointed hand caressed the dead flesh of the leg it 
  held like a shopkeeper brushing a leather coat. The woman-
  thing’s head was bald, and she looked up at him with 
  blackened holes for eyes and opened her mouth in an angry 
  hiss. Just then something even worse stepped forward—a 
  bloated body atop a spider-like contraption holding in 
  its hands a long peculiar looking polearm topped with a 
  In Darkness Between the Trenches
  
  24
  wicked claw from which some indiscernible piece of 
  salvaged machinery dangled. The sight was so bizarre 
  Fullet paused for a moment in horror before raising his rifle 
  to take aim. 
  Sergeant Corley came up to him, grabbed the stock, and 
  hissed in his ear, “No!” The creatures ahead scurried away 
  to be swallowed by the fog and took the body with them.
  “Blast! Did you see that cursed thing? Why’d you stop 
  me, Sarge?” 
  “You fire and we’ll have fifty barmy Winter Guard and 
  Widowmakers shooting at us. We’re closer to their line than 
  ours.” The sergeant picked up his whistle and made a few 
  short bursts, perhaps a signal they worked out with the 
  Khadorans. They advanced cautiously along the path of the 
  vanished creatures.
  Private Gilfin whispered, “Cryx! I knew it.”
  Atchley’s rifle was visibly trembling in his hands. “This is 
  a bad idea. How many were there? We need to go back and 
  talk to the captain.”
  Delp Rolfe muttered, “Can’t be many or they’d not 
  run. Let’s finish them before they do something with  
  that body.”
  Atchley shook his head, “Real bad idea.”
  Gilfin hissed, “How would you like it if that was your 
  sorry hide being dragged off?”
  Fullet swallowed against a surge of fear, reminding 
  himself he had been in a half dozen battles, but the thought 
  of the walking dead filled him with a special dread. Fullet 
  heard Sergeant Corley muttering under his breath, working 
  up his own anger. “Taking the bodies of my men, we’ll see 
  about that. By Morrow…”
  
  25
  The fog ahead was choked by darkness that seemed so 
  wholly unnatural it caught all of them off guard. They 
  stopped for a second with uncertainty, and Corley raised his 
  whistle again pondering what signal to send. Before he could 
  put the metal to his lips, bulky armored shapes emerged out 
  of the mist and charged them with a clanking of chains and 
  a looming darkness following behind. 
  Fullet heard a muffled scream as a heavy axe came down 
  and carved clean through Private Donovan’s shoulder and 
  half way through his breastplate. Suddenly all around 
  them were creatures of darkness, bone, and iron swinging 
  their axes like scythes at harvest. The darkness pulled 
  at the Trenchers, slowed their limbs, and made it hard 
  to react. A strange sepulchral noise like evil given voice 
  echoed in the fog to command the dead to battle. Fullet 
  forgot all admonitions against firing and blasted his rifle 
  into one charging forward, missed, then slammed his 
  bayonet home and watched the darkness bleed out and 
  flow like blood as the thing collapsed in a pile of armor 
  and bone. The Trenchers were surrounded. More gunfire 
  followed as the Winter Guard suddenly rushed through 
  the fog near them. Shots from their blunderbusses landed 
  dangerously close, and one piece of stone or shrapnel 
  whizzed by Fullet’s head close enough to ping loudly off 
  the rounded side of his helmet.
  Fullet twisted his ankle and fell as he stumbled. He 
  tried to reload his rifle and watched Cryxian axes sink into 
  Khadorans as easily as they had torn through Fullet’s team 
  a moment earlier. Sergeant Corley fired off a round just 
  as darkness surrounded and swallowed him. Among those 
  bearing axes were even more dreadful and graceful forms 
  holding long and slender bladed weapons in their gauntlets. 
  One of these terrors blurred and shimmered. One moment 
  it was nearly translucent before solidifying into terrifying 
  wholeness. Then it swept its weapon around to slice 
  straight through Delp’s chest from belly to neck. Delp fell 
  back to die on the ground as his blood-drenched organs 
  tumbled from his gaping wound. That same dark entity 
  turned toward Fullet, and all he could think about was 
  how he would never have the chance to tell the lieutenant 
  what happened to his brother. 
  Then one of the largest Khadorans Fullet had ever 
  seen came through the fog. He held an oversized officer’s 
  saber in one hand and a gigantic pistol in the other. The 
  red uniformed officer did not even see Fullet, but his shot 
  staggered the bane knight, and he followed up with a 
  crushing blow of his saber. The undead creature dropped to 
  smoking ruin before the Khadoran officer turned to shout 
  orders and step back into the fog.
  Fullet did not remember running, but he came out of 
  the fog with his mind blank and heard shouts of confusion 
  and a shot that zipped by into the dirt near him before 
  commanding shouts of “Cease fire!” He dropped into the 
  trench he loathed for so many weeks as if it were a welcome 
  home and buried his face in his hands. His mind was blank, 
  numb with horror, and it was only after a long while he 
  registered a presence. Looking up at the face of Captain 
  Finn, he found himself babbling, “Sir! It was the Cryx—” 
  Fullet tried to stand, but his legs were trembling so badly it 
  took two tries. “I ran. I don’t know why, I just ran. I’m sorry, 
  sir. My squad…”
  Captain Finn had a toughened face. His leathery 
  skin showed a number of scars left by inexpertly closed 
  injuries attended by battlefield surgeons. He spoke without 
  recrimination, “You ran, and you lived. Your death does me 
  no good. Let’s get you to the back trench to rest, Corporal. 
  We’ll handle this. Tomorrow you come back up here and help 
  me fight those Khadorans same as yesterday, understand?” 
  The captain clapped him on the shoulder.
  Fullet allowed himself to be led away from the first 
  trench. He looked back over his shoulder to see the men 
  on the line firing into dark forms emerging from the fog. 
  The sight hit him like a splash of cold water, and he felt his 
  legs steady. The long gunners would be useless in this fog 
  and against that darkness. He gripped his bayonet rifle and 
  shook off the hand of the surgeon’s attendant who had been 
  guiding him toward a rough bench to wait for the surgeon. 
  “No, I’m ok. I’m not wounded. Just had to walk it off.” 
  The grizzled volunteer gave him a stern look and shrugged 
  before turning to deal with others bleeding and moaning 
  nearby. Corporal Alger Fullet unlocked the breach on his 
  rifle, jammed in a powder charge, and locked it closed. He 
  turned and went back to the front line to hold a place for his 
  fallen comrades, his brothers and sisters of the 95th.
  In Darkness Between the Trenches
  
  26
  That man was born to kill, and I will employ him to save this kingdom whatever the toll on his soul… and mine.
  —Scout General Bolden Rebald
  Captain Allister Caine
  was seen fraternizing with dangerous elements and meeting with 
  wanted traitors such as former commander Asheth Magnus. 
  Those higher in the chain of command considered him a man 
  with few apparent loyalties. What no one suspected was that the 
  brash Allister Caine had already been serving as one of the top 
  agents of Scout General Bolden Rebald, head of the Cygnaran 
  Reconnaissance Service.
  The exact moment Caine began serving the CRS is a secret 
  only known to those two men, but it was likely sometime 
  after the gun mage was briefly incarcerated for crimes in his 
  hometown of Bainsmarket, the details of which have been 
  buried by those with the means to do so. He has worked ever 
  since as a deeply planted agent conducting a variety of difficult 
  and often dubious tasks, and he has learned to cover his tracks 
  and appear always the carefree roustabout.
  Under Rebald’s command, Caine has undertaken a plot 
  to eliminate a threat to the kingdom so insidious it has been 
  kept from King Leto himself. Sworn to secret oaths 
  that would be considered treason, he has worked 
  to uncover the location of a hitherto unknown 
  offspring of King Vinter Raelthorne IV. Through 
  careful maneuvers and proper manipulation of 
  Lord Commander Stryker’s dissatisfaction with 
  the war, Caine and Rebald achieved the release 
  Caine’s extravagances as a youth were genuine expressions of his 
  irrepressible spirit and a wild abandon essential to his nature. 
  Time has seasoned him, exposed him to the gritty reality of 
  life during constant war, and given him the opportunity to 
  learn from past mistakes. What was once reckless instinctive 
  talent has cooled and refined into sublime precision in the art 
  of gunplay. No one walking Immoren can challenge Allister 
  Caine as long as his Spellstorm Pistols are in his hands. He 
  has eschewed all other weapons, and he is able to rain death 
  from afar or up close and personal using his singular powers of 
  mobility to dominate the battlefield.
  The last few years have added lines to the rugged face 
  of the warcaster and gun mage. He has been forced to make 
  difficult decisions, and his combat abilities and convictions have 
  been put to the test. He has been involved in a complicated 
  and increasingly convoluted web of intrigues, subterfuge, and 
  assassination. If the full scope of his deeds were uncovered, he 
  could be executed for treason while at the same time elevated to 
  immortality as a folk hero.
  At the outbreak of war between Cygnar and Khador, 
  Caine barely maintained the appearance of a warcaster 
  or officer. He was a man of 
  sordid reputation at odds 
  with his superior officers. He had the dubious distinction of 
  being the only full warcaster at the junior rank of lieutenant and 
  
  27
  of Vinter’s former inquisitors under the guise of rooting out 
  traitors among Cygnar’s Menites. The act left the inquisitors 
  exposed and allowed Caine to stalk them, interrogate those with 
  information, and then execute them. 
  The vagaries of war have thrown Caine’s plots into disarray 
  and added additional strands to his web of deceptions. The 
  beleaguered Lord Commander Stryker has used his clout 
  to place Caine firmly under his command, forcing him to 
  accept promotion to captain and thrusting him into battles 
  along the eastern and northeastern borders. Saddled with the 
  responsibilities of leading fresh troops, Allister Caine fears his 
  narrow window of opportunity may be closing, and the risk of 
  discovery by either the lord commander or King Leto himself 
  Blur 
  2 
  6 
  - 
  - 
  X
  Target model/unit gains +3 DEF against ranged attacks.
  gate crasher 
  3 
  self 
  - 
  - 
   
  Place Caine anywhere completely within 8” of his current location. During this movement 
  Caine cannot be targeted by free strikes. There must be room for Caine’s base in the new 
  location. Caine cannot move this activation after casting Gate Crasher. For the rest of this 
  activation, when Caine makes a Spellstorm Pistol attack, it must target a model in his melee 
  range. Gate Crasher may be cast once per activation.
  MagIc Bullet 
  2 
  6 
  - 
  -
  Immediately after resolving the first successful ranged attack made by target friendly Cygnar 
  model this turn, the model may make an additional ranged attack without spending a focus 
  point targeting another model in LOS and within 4” of the original target. This attack is 
  made with the same weapon and does not count against the weapon’s ROF.
  reflectIon 
  2 
  6 
  - 
  - 
  X
  When target friendly Cygnar warjack is directly hit by an enemy ranged or magic attack, 
  roll a d6. On a roll of 4-6, the attack misses, after which this spell expires. The warjack’s 
  controller may immediately select a new legal target for the attack within the warjack’s LOS 
  and within a number of inches equal to the distance from the attacker to the warjack. The 
  warjack’s controller then makes an attack roll of 2d6 plus Caine’s FOC against the target. 
  If the new target is hit, it suffers the effects of the original attack.
  stasIs 
  2 
  6 
  - 
  - 
  X
  Target friendly model/unit cannot be knocked down or made stationary. Affected models 
  suffer –2 DEF.
  true shot 
  2 
  self 
  - 
  - 
  X 
  When making Spellstorm Pistol attacks, Caine ignores Camouflage, concealment, and 
  Stealth. Caine’s Spellstorm Pistol attacks may be considered magic attacks instead of 
  ranged attacks, but use Caine’s RAT instead of his FOC to resolve the attack rolls.
  Cygnar Epic Warcaster Character
  has increased ten-fold. Every move he makes now 
  has become far more difficult. 
  The Exile pounds on Cygnar’s eastern fortresses, and it seems 
  more important than ever to find and eliminate the progeny 
  of Raelthorne the Elder. At times Caine is forced by shadow 
  orders and his legitimate superiors to be in two or three places 
  at once. Only time will tell if he is up to such challenges and if 
  the consequences of his deceit will be revealed. His actions in 
  the weeks and months ahead 
  may well change the course 
  of history.
  Focus 6 
  Cmd 8
  Spellstorm Pistol
  	RNG	 ROF	 AOE	 POW
  	12	 ∞	 —	 12
  Spellstorm Pistol
  	RNG	 ROF	 AOE	 POW
  	12	 ∞	 —	 12
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	 4	 9	 17	13
  Damage	
  15
  Point	Cost	
  80
  Field	Allowance	
  C
  Victory	Points	
  5
  Base	Size	
  Small
  SPELL 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  SPECIAL RULES
  TACTICAL TIPS
  gunfIghter – Keep in mind that while Caine can target models within 
  1⁄2”, he cannot make ranged attacks targeting models outside his melee 
  range while engaged.
  true shot (spell) – True Shot allows Caine to make Spellstorm 
  Pistol attacks against models that cannot be targeted by spells or models 
  that cannot be targeted by magic attacks.
  reflectIon (spell) – Reflection does not change the nature of the 
  attack. Even though the reflected attack is resolved using Caine’s FOC, 
  a ranged attack remains a ranged attack.
  Feat: Overkill
  Honed by countless battles, Caine has 
  achieved perfect and deadly synergy with 
  his Spellstorm Pistols. Unleashing a focused 
  onslaught of destruction, he infuses every 
  bullet fired from his pistols with a sorcerous 
  pulse of explosive potential that tears apart 
  entire formations of those foolish enough to 
  come against him in an escalating crescendo 
  of destruction. 
  Caine gains a cumulative +1 Overkill 
  bonus to his Spellstorm Pistol 
  damage rolls after resolving each 
  successful attack targeting an enemy 
  model this activation. Models 
  destroyed by Caine’s Spellstorm 
  Pistol attacks this activation explode 
  with a 3” AOE and are removed from 
  play. Models in the AOE suffer an 
  unboostable POW 6 blast damage 
  roll + Caine’s Overkill bonus.
  Caine
  chaIn attack - thunder clap -  
  If Caine hits the same target with 
  both 
  initial 
  Spellstorm 
  Pistol 
  attacks during the same activation, 
  after resolving the attacks he may 
  immediately make an additional 
  Spellstorm Pistol attack against the 
  target without spending a focus 
  point. If the attack succeeds, the 
  target suffers no damage but is pushed 
  d3” directly away from Caine. On a 
  critical hit, target model is slammed 
  d6” directly away from Caine and 
  suffers a POW 12 damage roll. If the 
  slammed model collides with another 
  model with an equal or smaller-sized 
  base, that model suffers a POW 12 
  collateral damage roll.
  crack shot - Caine’s targets do 
  not benefit from being screened. 
  elIte cadre - Gun Mages 
  included in an army with Caine gain 
  +1 MAT, RAT, and CMD and the 
  Gunfighter ability. A model with the 
  Gunfighter ability may make ranged 
  attacks targeting models in its melee 
  range. These attacks do not suffer 
  the normal attack roll penalty for 
  targeting a model in melee and 
  cannot hit another combatant if 
  they miss their intended targets. A 
  model with Gunfighter does not get 
  an aiming bonus when targeting a 
  model in its melee range. A model 
  with Gunfighter may perform free 
  strikes with its magelock pistol.
  gunfIghter - Caine has a 
  melee range of 1⁄2”. He may make 
  Spellstorm Pistol attacks targeting 
  models in his melee range. These 
  attacks do not suffer the normal 
  attack roll penalty for targeting 
  a model in melee and cannot hit 
  another combatant if they miss their 
  intended targets. Caine does not get 
  an aiming bonus when targeting 
  a model in his melee range. Caine 
  may perform free strikes with his 
  Spellstorm Pistols.
  Spellstorm Pistols
  range aMplIfIer - Caine’s 
  Spellstorm Pistols add 5” to the 
  range of all spells cast directly from 
  him. Channeled spells do not benefit 
  from Range Amplifier.
  NOTE: Captain Allister Caine is 
  Lieutenant Allister Caine.
  
  28
  It’ll be a hard rain in Sul once Siege gets his hands on a 
  dozen of these.
  —Master Sergeant Heller Worthblade of the 31st Trenchers “Raven Eaters” 
  after witnessing the Grenadier in action in the trenches of Northguard.
  Tempered amid the relentless firefights, 
  muddy 
  trenches, 
  and 
  waterlogged 
  foxholes riddling the hostile ground 
  between Northguard and Ravensgard, the 
  Grenadier has proven a worthy addition 
  Grenadier
  dIg In (HactIon) - The Grenadier may dig a hasty 
  battle position into the ground, gaining cover (+4 DEF) 
  and +4 ARM.  The Grenadier remains dug in until it 
  moves or is engaged.  The Grenadier cannot dig into solid 
  rock or man-made constructions.  The Grenadier may 
  begin the game dug in.
  Grenade Launcher
  arcIng fIre - When attacking with the Grenade 
  Launcher, the Grenadier may ignore intervening models 
  except those that would normally screen the target.
  Manual reload - The Grenadier may make one 
  additional Grenade Launcher ranged attack without 
  spending a focus point for each Trencher model in base-
  to-base contact with it, up to a maximum of two. These 
  additional attacks do not count against the Grenade 
  Launcher’s ROF.
  Mattock
  powerful charge - When making a charge attack 
  with the Mattock, the Grenadier gains +2 to its attack roll.
  Grenadier
  CyGnar LiGht WarjaCk
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 7	
  5	 5	 13	 15
  L
  R
  Grenade Launcher
  	RNG	 ROF	 AOE	 POW
  	10	 1	 3	 12
  Mattock
  	 SPECIAL	
  POW	 P+S
  	Charge	 4	 11
  	 1	
  2	
  3	
  4	
  5	
  6
  Point	Cost	
  68
  Field	Allowance	
  U
  Victory	Points	
  2
  Base	Size	
  Medium
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  HeigHt/WeigHt: 8’5” / 2.8 tons
  ArmAment: Grenade Launcher 
  (left arm), Mattock (right arm)
  Fuel loAd/Burn usAge: 75 kg / 
  10hrs general, 1.5 hrs combat
  initiAl service dAte: 605 AR
  cortex mAnuFActurer: Cygnaran 
  Armory
  orig. cHAssis design: Cygnaran 
  Armory
  to the battlefield since its hasty deployment in 605 AR. This 
  warjack is a welcome companion among Trenchers, and the 
  combined power of warjack and Trencher working in unison 
  has become a devastating partnership. The warjack adds to 
  the Trencher’s battery of arms, and the steaming vents of the 
  ‘jack’s furnace provides much needed warmth to cold hands 
  in the dank earthen ditches serving as a gravedigger’s shelter.
  The Grenadier shares the same undercarriage as the 
  Hunter, but it sacrifices the high-powered boiler and long 
  range gun for heavier armored plate and a weapon more apt 
  for dealing with enemy troopers under hard cover. Highly 
  mobile, the ‘jack lacks long-range performance but retains the 
  ability to advance in combat swiftly.  Only slightly heavier 
  than the Hunter, the Grenadier is easily able to stay step-in-
  step with the hardest pressed Trencher advances. 
  Wielding a massive mattock capable of ripping through 
  thick armored plate, the muck-covered ‘jack 
  easily tears up great clods of earth to 
  dig makeshift emplacements rapidly. 
  Nestled into a rough and muddy pit, 
  the Grenadier’s low profile makes for 
  a hard target amid the farrow spikes 
  and foxholes.
  Its most potent weapon in the 
  field is the grenade launcher that 
  lobs deadly shell grenades onto the 
  battlefield. Trained to coordinate 
  with 
  the 
  warjack, 
  Trenchers 
  have learned to work the firing 
  mechanism on the Grenadier’s 
  launcher in tandem. While the 
  ‘jack zeroes in on multiple targets, 
  the launcher is fed grenades by fire 
  teams until their fingers singe with 
  heat and effort. For those sad few 
  who survive such a brutal barrage, 
  there is often a moment of brief 
  silence, a reprieve ending with the 
  roaring battle cry of those same 
  valiant Trenchers bringing bayonets 
  to bear, trudging through mud and 
  blood, and closing in for the kill. 
  
  	 1	
  2	
  3	
  4	
  5	
  6
  29
  Give me a few of those when I’m knocking on Voyle’s door.
  —Major Markus “Siege” Brisbane
  There is an old saying among mechaniks—with fewer moving 
  parts, less will go wrong. As war continues to rage, warjacks on 
  every side of the conflict become increasingly dependant on 
  repairs. Supply lines are less reliable everyday, and front line 
  military commanders are concerned about finding their tactical 
  options limited by faulty systems. Enter the extremely reliable 
  troop-crushing, metal-buckling Hammersmith.  
  Although built on the same chassis as the Centurion, 
  the Hammersmith takes the phrase “an unstoppable 
  force” to a completely different level. Gone are the 
  intricately mechanized armaments; massive twin 
  Forge Hammers have replaced them. The Forge 
  Hammers are direct, almost brutish weapons 
  clearly designed for pounding metal—and 
  anything else in their path—as flat as the 
  farmlands of the Eastern Midlunds. They 
  are capable of rocking even the heaviest 
  warjack back on its heels and then pressing 
  that advantage for everything its worth. Every 
  titanic blow from the heavy ‘jack pushes its foe back 
  as the Hammersmith keeps striding forward to strike 
  again and again in a cacophonous rhythm that sounds 
  like an ironworker shaping metal. At the end of the 
  deafening sequence, the Hammersmith rears back and 
  delivers one final resounding attack that violently 
  knocks its enemy out of close quarters.
  Many a Cygnaran trooper has been heard 
  giving thanks to Sambert—Ascendant of 
  Morrow and patron of Smiths—after having 
  his bacon pulled out of the fire by the mighty 
  advance of a Hammersmith. As the forces of 
  western Immoren continue to clash, the simple 
  but devastating power of this monstrous warjack 
  will help turn the tide of war in Cygnar’s favor.
  Hammersmith
  chaIn attack - cloBBer - If the Hammersmith has both arm systems 
  functional and hits with both of its initial Hammer attacks against the same target 
  during the same activation, after resolving the attacks it may immediately make an 
  additional melee attack against the target. If the attack succeeds, the target suffers 
  no damage but is immediately pushed d3” directly away from the Hammersmith. 
  A pushed model moves at half rate in rough terrain and stops if it comes in 
  contact with an obstacle, obstruction, or a model with an equal or larger-sized 
  base. The pushed model cannot be targeted by free strikes during this movement. 
  Immediately after the pushed model is moved, the Hammersmith may move up to 
  hammersmith
  CyGnar heavy WarjaCk
  the distance the pushed model was moved directly toward 
  the center of the pushed model. The Hammersmith may 
  make melee attacks after following up.
  Hammers
  Beat Back - When the Hammersmith makes a successful 
  Hammer attack against a model, its target may be pushed 
  1” directly away from the Hammersmith immediately after 
  the attack is resolved. A pushed model moves at half rate 
  in rough terrain and stops if it collides with an obstacle, 
  obstruction, or a model with an equal or larger-sized base. 
  The pushed model cannot be targeted by free strikes during 
  this movement. Immediately after the target model is moved, 
  the Hammersmith may move up to 1” directly toward the 
  center of the pushed model. The Hammersmith may make 
  melee attacks after following up.
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  Point	Cost	
  111
  Field	Allowance	
  U
  Victory	Points	
  3
  Base	Size	
  Large
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 12	 5	 4	 11	 19
  	 SPECIAL	
  POW	 P+S
  	Beat	Back	 4	 16
  Hammer
  R
  Hammer
  	 SPECIAL	
  POW	 P+S
  	Beat	Back	 4	 16
  HeigHt/WeigHt: 12’7” / 
  8.8 tons
  Armament: Forge 
  Hammers (right and  
  left arm)
  Fuel loAd/Burn usAge: 180 kg / 
  5hrs general, 1 hrs combat
  Initial Service Date: 604 AR
  cortex mAnuFActurer: 
  Cygnaran Armory
  orig. cHAssis design: 
  Cygnaran Armory
  L
  
  Swift Sergeant
  leader
  Unit
  advance deployMent - Place Rangers after 
  normal deployment, up to 12” beyond the established  
  deployment zone.
  caMouflage - A Ranger gains an additional +2 DEF 
  when benefiting from concealment or cover. 
  cloak - While within 3” of a Ranger, friendly models 
  gain Camouflage. 
  Mark target (HactIon) - Each activation, one 
  Ranger in the unit can mark a target model within 12” and 
  LOS. The Ranger’s controller may immediately measure 
  the distance from the target model to any one friendly 
  Cygnar model in play. When attacking the marked model 
  with AOE ranged attacks this round, friendly Cygnar 
  models gain +2 to their attack rolls.
  pathfInder - A Ranger ignores movement penalties 
  from rough terrain and obstacles.  A Ranger may charge 
  across rough terrain.
  30
  Silent sentinels at the edge of Cygnar’s borders, Rangers stalk 
  the fringes of Cygnaran territory carrying little more than their 
  rifles, cloaks, and kits. Deep in the Thornwood, in the wastes 
  of the Bloodstone Marches, and on the remote sandy shores of 
  the Broken Coast, Rangers have died nameless deaths keeping 
  Cygnar safe. Now as war presses upon the nation’s borders with 
  the weight of a warjack’s fist, these scouts have become a deadly 
  instrument of the Cygnaran military. 
  Cunning, resourcefulness, and decisive action are 
  the traits that make a Cygnaran Ranger. Expert 
  scouts and marksmen, these elite troops blaze 
  through the most remote terrain. Picked from the toughest 
  and smartest the military has to offer, the Rangers are trained 
  by the Cygnaran Reconnaissance Service in methods of 
  survival, stealth, and secret communications. 
  Rangers can deploy for weeks at a time, even months if 
  need be, without visiting a fortress or supply depot. These 
  lightly armed and armored soldiers tear through thickets 
  and underbrush quicker than most can run across level 
  ground. Ideal guides through harsh terrain, they have 
  escorted entire offensives through hostile territory and 
  are capable of taking an army of the heaviest warjacks 
  through the most treacherous of passes without 
  worry. Rangers are trained to blend into the terrain, 
  and they use underbrush and uneven ground to their 
  advantage, relying on camouflage as a shield against 
  even the most skilled marksman’s eye. 
  Each ranger carries an array of equipment 
  designed to signal and convey information as 
  well as complex cartographic maps of incredible 
  accuracy. With mirrors, sophisticated optics, and 
  the reckoning of skilled eyes, Rangers can identify 
  distances with unerring precision and signal 
  enemy positions to waiting forces.
  Whether functioning as covert strike forces, 
  guides, or forward observers, the Rangers prove 
  useful in a variety of roles. Versatility adds to 
  their value, and the scout general of Cygnaran 
  Reconnaissance is eager to see more in service. 
  Ranger recruits are being hand picked at a steady 
  pace, and scores of ranger task forces have been 
  added to detachments throughout Cygnar.
  Our unit slipped through their lines and signaled to the 
  defenders on the ridge. Those Khadoran bastards didn’t 
  even hear the shells coming.
  —Swift Sergeant Codley Werthbell
  ranGers
  CyGnar Unit
  sIgnal - At the start of the game, the Rangers’ controller may designate one 
  friendly Cygnar unit to be left off the table instead of being deployed normally. 
  Only one unit may be designated regardless of the number of Ranger units in 
  the army. This player may put the designated unit into play during any of his 
  Control Phases. The models must be placed within 3” of a table edge and a 
  friendly Ranger or within 3” of the rear edge of his deployment zone. Models 
  in the unit must be placed in formation. The placed models may only advance 
  and must forfeit their actions the turn they are put into play.
  traIl Blazer - While within 3” of a Ranger, friendly models ignore 
  movement penalties from rough terrain but cannot charge, slam, or trample 
  across rough terrain. 
  TACTICAL TIPS
  sIgnal – Even if the Rangers are destroyed or removed from play, the 
  Cygnar player always has the option to place the designated models at the 
  rear of his deployment zone.
  Swift Sergeant 
  Cmd 8
  Knife
  	 SPECIAL	
  POW	 P+S
  	
  —	
  2	 7
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 11
  Military Rifle
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  6	 6	 14	 11
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  7	 7	 14	 11
  Scout 
  Cmd 6
  Leader	and	5	Troops	
  62
  Field	Allowance	
  1
  Victory	Points	
  2
  Base	Size	
  Small
  
  31
  Lieutenant
  electrIcal fIeld (order) - Every Storm Lance 
  who receives this order must advance. After the Storm 
  Lances end their movement, enemy models crossed by any 
  line that can be drawn between the bases of two Storm 
  Lances who received the order and are within 3” of each 
  other suffer a POW 10 damage roll. An enemy model 
  may only suffer the effects of Electrical Field once per 
  turn.
  frontal assault (order) - Every Storm Lance who 
  receives this order may charge an eligible target or run. When 
  a Storm Lance damages a target with a charge attack, he may 
  immediately make a POW 12 damage roll against the target. 
  This additional damage roll is caused by the Electro Bolt.
  leader
  Unit
  fearless - A Storm Lance never flees.
  Electro Bolt
  power up - When a Storm Lance advances or charges, 
  he gains +2 to Electro Bolt damage rolls. Power Up lasts 
  for one round.
  Electro Lance
  Brutal charge - A Storm Lance gains +2 to Electro 
  Lance charge attack damage rolls.
  fIXed charge - If a Storm Lance has charged at least 
  3”, his Electro Lance has 2” melee range until the end of the activation.
  The earth-shuddering charge of Storm Lances is an awe-
  inspiring vision of precision in motion. The knights pound 
  into the enemy without remorse and are bound within a 
  corona of crackling energy. The rippling surge of thundering 
  hooves and weaponry shifts like a single living thing while 
  bolts of volatile electrical power arc into the enemy. 
  As the tip of the Cygnaran spear, the Storm Lances aim 
  themselves fearlessly at the enemy while their electro lances 
  flicker in promise of the tumult to come. The Storm Lance 
  credo has become synonymous with Lord Commander 
  Stryker’s Storm Division, and alongside Stormblade and 
  Stormguard they serve as a symbol of Cygnar’s desire to 
  crush those who threaten its sovereign peace. 
  Uniting the galvanic power of the storm chamber with 
  the tactical practicality of the cavalry lance, the armor-clad 
  knights use their warhorses to bear them into battle amid 
  a haze of voltaic might.  Bearing electro-lances bestowed 
  with the power of lightning, the Storm Lances are another 
  confirmation of the superior technology and innovative spirit 
  of the Cygnaran people brought to bear upon the nation’s 
  enemies.
  Up close their elite training exemplifies discipline in 
  the most heated of battles. Even when faced with massive 
  opposition, the Storm Lance knight fearlessly drives his 
  mount into combat where he crushes soldiers beneath deadly 
  hooves, impales metal-clad ‘jacks, and slashes men, machines, 
  and the undying with the blade-guards of the lance. However, 
  the reach of a Storm Lance is not limited to the weapon 
  We ride the lightning.
   
   
  —Storm Lance Credo
  storm LanCes
  CyGnar CavaLry Unit
  TACTICAL TIPS
  electrIcal fIeld order – Don’t forget to make your normal attacks after cutting 
  through the ranks of the enemy with electrical field.
  frontal assault order - Remember Power Up adds to Frontal Assault Electro Bolt 
  damage rolls.
  Lieutenant 
  Cmd 9
  Electro Bolt
  	RNG	 ROF	 AOE	 POW
  	 6	 1	 —	 12
  Electro Lance
  	 SPECIAL	
  POW	 P+S
  	 Multi	 7	 13
  Mount
  	 SPECIAL	
  POW	 P+S
  	
  —	
  10	 —
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 6	 7	 5	 13	17
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 6	 8	 6	 13	17
  Knight 
  Cmd 7
  Lieutenant’s	Damage	
  10
  Knight’s	Damage	
  8	
  Leader	&	2	Troops	
  93
  Up to 2 Additional Troops	 28ea
  Field	Allowance	
  1
  Victory	Points	
  3
  Base	Size	
  Large
  he wields. A discharging lance can strike at a distance to rip 
  through troops at range with deadly effectiveness.
  Using the resonance of storm chambers to synchronize 
  electrical fields, the knights form an electrical charge between 
  the heavily insulated riders. This crackling barrier is deadly to 
  anyone caught between the knights as they ride. 
  With incredible mobility Storm Lances 
  furiously ride down the enemy. There 
  is little living, undead, or mechanikal 
  stalking the battlefields of the Iron 
  Kingdoms that can withstand a Storm 
  Lance assault. With pride the Storm 
  Lances stand true to their credo, show no 
  mercy to the enemies of Cygnar, and bring the 
  wrath of the storm where they ride.
  
  32
  Sergeant
  leader
  Unit
  coMBIned Melee attack – Instead of making 
  melee attacks separately, two or more Stormguards 
  in melee range of the same target may combine their 
  attacks. In order to participate in a combined melee 
  attack, a Stormguard must be able to declare a melee 
  attack against the intended target. The Stormguard 
  with the highest MAT in the attacking group makes 
  one melee attack roll for the group and gains +1 to the 
  attack and damage rolls for each Stormguard, including 
  himself, participating in the attack.  
  fearless – A Stormguard never flees.
  ranked attack – A Stormguard may make melee 
  attacks through intervening Stormguard models in the 
  same unit.
  Nexus Generator (Sergeant Only)
  electrIc dIscharge – After all models in the 
  Stormguard unit have completed their actions, the 
  Sergeant may make one Electric Discharge ranged 
  attack if he is not engaged. The Electric Discharge attack has RNG 6, AOE 3, and 
  POW 6. Add +1 RNG and POW for each model in the unit in open formation with the 
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  8	 5	 13	 15
  Sergeant 
  Cmd 8
  Guard 
  Cmd 6
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  7	 4	 13	 15
  Nexus Generator
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  8	 14
  Voltaic Halberd
  	 SPECIAL	
  POW	 P+S
   Multi	
  6	 12
  Leader	and	5	Troops	
  68
  Up to 4 Additional Troops	 10ea
  Field	Allowance	
  2
  Victory	Points	
  2
  Base	Size	
  Small
  Sergeant who made a successful melee attack during this activation, including 
  the Sergeant. Friendly Stormguards in the AOE never suffer damage from an 
  Electric Discharge attack.
  electro leap – After a successful Nexus Generator melee attack, lightning 
  may arc to the closest non-Stormguard model within 4”. The model suffers a 
  POW 10 damage roll.
  reach – 2” melee range.
  set defense – The Sergeant gains +2 DEF against charge and slam attacks 
  originating from his front arc. 
  Voltaic halberd (Guard Only)
  electro leap – After a successful Voltaic Halberd melee attack, lightning 
  may arc to the closest non-Stormguard model within 4”. The model suffers a 
  POW 10 damage roll.
  reach – 2” melee range.
  set defense – The Stormguard gains +2 DEF against charge and slam 
  attacks originating from his front arc. 
  power. As it charges it fills the air with the smell of ozone 
  and sends tongues of electricity across the armor of the 
  gathered soldiers in the sergeant’s unit. He can then unleash 
  the coiled potential in a lightning strike that blasts apart 
  enemy formations. 
  Stormguard train at Fort Falk where they endure endless        
  grueling formation drills under 
  the oversight of lightning-scarred 
  sergeants. Each Stormguard knows his 
  life depends on the men next to him, and 
  as a result they fight as one. Stormguard are 
  so proficient with their halberds that they are 
  capable of landing telling blows from back ranks 
  over the heads of their brothers. The Stormguard are 
  deployed to hold strategic positions or shore up exposed 
  flanks where they carve apart anything foolish enough to 
  stand in their way. 
  Like their brothers in arms, the Stormblades, these 
  hardened men are living symbols of 
  Cygnaran advances in the science 
  of war. King Leto trusts his own 
  safety to their protection and has 
  recently ordered more of their number to take to the 
  front lines. The sight of the Stormguard inspires common 
  soldiers and reminds them of their king’s admiration 
  and support. 
  When we rushed for the kill, a wall of halberds marched 
  from the smoke to intercept. We were holding our own 
  until our formation exploded in a flash of lightning and 
  deafening thunder.
  —Iron Fang survivor of a border skirmish near Fellig
  stormGUard
  CyGnar Unit
  The Stormguard march to war darkening the air around them 
  with the promise of an electrical reckoning. Each is a master 
  of the Voltaic Halberd, a mechanikal polearm constructed 
  to hack through flesh and steel while torrents of energy leap 
  deep into the ranks of the enemy. Every halberd strike by 
  the Stormguard charges their sergeant’s Nexus Generator, a 
  weapon of electric wrath that hums with the accumulated 
  
  33
  unIt aBIlItIes - The Lieutenant has Long Gunner 
  unit abilities.
  Standard Bearer
  fall Back - Once per game, the Standard Bearer may 
  use Fall Backduring his activation. During this activation 
  each model in the Standard Bearer’s unit may make a ranged 
  attack before moving. After attacking, Long Gunners may 
  advance normally but cannot perform actions afterwards.
  unIt standard - Models in the Long Gunner unit 
  do not flee while the Standard Bearer remains in play. 
  When the Standard Bearer suffers sufficient damage to 
  be destroyed, a non-leader trooper of his unit within 1” 
  of the Standard Bearer may take up the standard. Remove 
  the trooper model from the table and replace it with the 
  Standard Bearer model. Effects, spells, and animi on the 
  replaced trooper are applied to the Standard Bearer model. 
  Effects, spells, and animi on the destroyed Standard Bearer 
  expire. If the Standard Bearer is not replaced, the unit 
  must immediately pass a command check or flee.
  Repeating Long Gun (Lieutenant Only)
  Lieutenant
  offIcer - The Long Gunner Lieutenant is the unit leader.
  suppressIng fIre (order) - Every Long Gunner in the skirmish formation 
  group containing the Lieutenant must forfeit his action. Place an AOE completely 
  within 14” and LOS of the Long Gunner Lieutenant. The size of the AOE is 
  based on the number of Long Gunners following the Suppressing Fire order 
  within 14” of the AOE, not counting the Standard Bearer. If 2-4 Long Gunners 
  participate, place a 3” AOE. If 5-7 Long Gunners participate, place a 4” AOE. 
  If 8 or more Long Gunners participate, place a 5” AOE. The Lieutenant cannot 
  participate in a Suppressing Fire order by himself. When an enemy model moves 
  into or ends its activation within the AOE, it suffers a POW 10 damage roll. 
  Suppressing Fire lasts for one round or until all participating Long Gunners have 
  been removed from the table. 
  tactIcs: rankIng fIre - Long Gunners may ignore intervening models in 
  their unit when drawing LOS.
  Lieutenant 
  Cmd 9
  Sword
  	 SPECIAL	
  POW	 P+S
   —	
  3	 7
  Repeating Long Gun
  	RNG	 ROF	 AOE	 POW
  	14	 2	 —	 10
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 4	
  4	 4	 13	 12
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 4	
  5	 6	 13	 12
  Standard Bearer Cmd 6
  Lieutenant’s	Damage	
  5
  Point	Cost	
  29
  Field	Allowance	
  1
  Victory	Points	
  +1
  Base	Size	
  Small
  Lay it down thick boys. Any sod coming through will 
  weigh a few pounds extra!
  —Lieutenant Decker Hammond at the battle of Fisher’s Vale.
  The massed firepower of the long gunner is a hallmark of 
  Cygnaran battle tactics, and none are so well acquainted with 
  the strengths of the long gunner as the veteran officers assigned 
  to lead these riflemen into battle. The long gunner lieutenant 
  lends confidence and tactical experience to any group of 
  riflemen lucky to serve with him. With a determined glare 
  and a hawk’s eye for his target, the stalwart officer has earned 
  his commission in bullets and blood. Respect for these men is 
  instantaneous among the ranks.
  Most lieutenants are seasoned soldiers promoted to 
  command platoons in the field. With advanced tactical training, 
  expert eyes, and veteran’s wiles, the officers usually have enough 
  combat experience to exceed the collective proficiency of the 
  new recruits that serve as their charge in battle. Long gunner 
  replacements constantly funnel into the ranks, so these skilled 
  officers must make up for a lot of green experience and eager 
  trigger fingers.
  Accompanying the lieutenant is the standard bearer, a 
  courageous enlisted man chosen to walk into battle with a blade 
  and a banner, trading in his rifle for the platoon’s war standard. 
  Shouting battle cries, the bearer keeps morale high and serves 
  as a stalwart example to his fellow gunners. When the enemy 
  closes dangerously close, the ranks will retreat under his signal 
  to wage war at a comfortable distance since their weaponry is ill 
  suited to the rough exchange of melee. Should he fall, another 
  will take his place eager to keep the ranks rallied. 
  Peppering tactical points on the battlefield with a barrage  
  of gunfire, long gunners mark their commander’s aim well. 
  Yelling orders at the top of his lungs to be heard over the 
  reports of the repeaters, the lieutenant directs the aim and focus 
  of their volleys. Following his mark and aiming upon distant 
  LonG GUnner offiCer & standard Bearer
  CyGnar LonG GUnner Unit attaChment
  targets, the long gunners can deny the enemy whole portions 
  of the battlefield with a storm of bullets. Anyone trying to 
  charge through the bullet-riddled lane claimed by long gunners 
  often earns a blackpenny in the forehead for his troubles. 
  
  34
  Nothing teaches leadership faster than losing good men. 
  Our first priority is the destruction of the enemy, but 
  the safety of the men is critical. Every man we keep alive 
  is another who can fight tomorrow. When men die, it’s 
  the officer’s responsibility.
  —Captain Maxwell Finn
  Straight out of training, pound for pound there’s no soldier in 
  the Cygnaran Army as tough and battle-ready as a Trencher. 
  However, no matter how grueling the conditioning, nothing 
  prepares a soldier for the reality of front-line battle. Only 
  time and experience uncover the man who can dig in under 
  heavy fire and keep his edge for weeks of unrelenting tension 
  when food and ammunition run low. The lives of many of 
  these soldiers end in wet ditches cloaked in smoke as they 
  clutch their military rifles. 
  Those who survive are bumped from private to 
  corporal. After a couple years of service, a corporal with 
  Lieutenant
  assault & Battery (order) - Every Trencher who 
  receives this order may make one ranged attack, after 
  which he must charge or run. The ranged attack is made 
  before declaring a charge target.
  Bayonet charge (order) - Every Trencher who 
  receives this order may charge an eligible target or run, 
  firing his rifle as he closes.  As part of the charge, after 
  moving, the Trencher makes a ranged attack followed 
  by a charge attack with his bayonet.  A Trencher is not 
  considered to be in melee when making the Bayonet 
  Charge’s ranged attack.
  cautIous advance - Once per game, the Lieutenant 
  may use Cautious Advance during his activation. During 
  this activation every model in the Lieutenant’s unit may 
  advance, Dig In, and perform a combat action.
  ‘JAck MArshAl (1) - The Trencher Lieutenant may 
  start the game controlling one Cygnar warjack. The 
  Trencher Lieutenant has a marshalling range equal to his 
  CMD in inches. If a controlled warjack is in the Trencher 
  Lieutenant’s marshalling range, it can run, charge, or 
  boost an attack or damage roll once per activation. If the 
  Trencher Lieutenant is destroyed or removed from play, 
  the warjack under his control does not become inert. The 
  Trencher Lieutenant may reactivate one inert friendly 
  Cygnar warjack per turn in the same manner as a warcaster. 
  The reactivated warjack comes under his control unless he already controls one other warjack.
  trenCher offiCer & sharpshooter
  CyGnar trenCher Unit attaChment
  offIcer - The Trencher Lieutenant is the unit leader.
  sMoke assault (order) - Every Trencher who receives this order may 
  perform a Smoke Bomb special action and then either make a Bayonet Charge 
  or run. Ignore Smoke Bomb cloud effects placed this activation when declaring 
  charges.
  Sharpshooter
  snIper - When damaging a warjack, the Trencher Sharpshooter’s controller 
  chooses which column takes the damage. When damaging a warbeast, the 
  Trencher Sharpshooter’s controller chooses which branch takes the damage. 
  After a successful ranged attack, the Trencher Sharpshooter may automatically 
  inflict one damage point instead of making a damage roll. The Sharpshooter 
  cannot use the Sniper ability during a combined ranged attack.
  Unit
  unIt aBIlItIes - The Trencher Lieutenant and Sharpshooter have Trencher 
  Unit Abilities.
  Military Rifle (Lieutenant Only)
  Scoped Rifle (Sharpshooter Only)
  the warrior spirit may become a sergeant and lead a squad. 
  Many a capable soldier has proudly ended his career with a 
  sergeant’s stripe. Lifers demonstrating considerable ability 
  to lead men and coordinate larger teams might earn an 
  officer commission. In times of peace, this requires going 
  to the Strategic Academy for a crash course in logistics, 
  strategy, doctrines of war, and vitally important training to 
  command warjacks. In the heat of war such men are often 
  field promoted to replace a lieutenant killed in action. With 
  education hard won in the trenches, they let their bayonet 
  do the talking straight into the chest of an enemy, and they 
  take only short reprieves for officer training after the heat 
  dies down. Trencher lieutenants lead platoons of up to fifty 
  soldiers, together comprising the Trencher companies that 
  hold the line across Cygnar’s borders.
  Snipers are a respected specialty chosen from those 
  who demonstrate exceptional skill and marksmanship. 
  Sharpshooters are selected by their commanding officers to be 
  sent to the nearest sizable field base or garrison for additional 
  training which develops their natural talent and teaches the 
  use of expensive scopes to improve accuracy. These rifles 
  use special ammunition which is more accurate at longer 
  ranges but strike with less impact. Squads 
  with sharpshooters are powerful assets in the 
  field that whittle away an enemy before the squad 
  closes to lay down concentrated fire or make a 
  bayonet charge. 
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 9
  Bayonet
  Scoped Rifle
  	RNG	 ROF	 AOE	 POW
  	14	 1	 —	 10
  Military Rifle
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 11
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	
  8	 7	 13	 13
  Lieutenant 
  Cmd 9
  Sharpshooter 
  Cmd 7
  Damage	
  5
  Point	Cost	
  41
  Field	Allowance	
  1
  Victory	Points	
  +1
  Base	Size	
  Small
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	
  6	 7	 13	 13
  
  35
  trenCher Grenade porter
  CyGnar trenCher speCiaL Weapon attaChment
  It’s a bomb I can fire from my rifle? Can I have two?
  —Trencher corporal assigned to escort a grenade porter
  Explosive grenades have been in use by Cygnar for decades, but 
  these complicated, heavy, and unwieldy weapons have not been 
  greeted with enormous enthusiasm. Old grenades relied upon 
  a gear-based timing mechanism which was easily damaged in 
  transit or when the weapon was thrown. Half the time the mix 
  of blasting powders would explode early and tear the hapless 
  soldier apart, or they would land by the enemy and keep on 
  ticking, never mixing powders at all. The Trenchers were 
  content with their simple but effective smoke grenades and 
  relied on their military rifles and bayonets to do the killing.
  Recent improvements by demolitions engineers at Point 
  Bourne have provided a simple and elegant solution. The genius 
  engineering design creates a grenade attachment extension that 
  allows the grenades to be affixed to the barrel of a rifle. The 
  gun makes use of rapidly expanding gasses from combustion 
  to launch the grenade as a projectile at a surprising range. 
  Smaller and sleeker, these grenades utilize a smaller quantity 
  of fine grade blasting powder which is expensive but enables 
  a powerful blast. They rely on an impact trigger to mix the 
  powders and provide a highly reliable explosion of flesh and 
  armor-tearing shrapnel. 
  Since the grenade only has to arrive at its point of 
  impact—there is no worry about striking a vital organ or 
  Porter
  aMMo carrIer - When the Porter suffers sufficient 
  damage to be destroyed, a Soldier in his unit within 1” of 
  him may take up his arms. Remove the Soldier model from 
  the table and replace it with the Porter model. Effects, 
  spells, and animi on the replaced Soldier are applied to 
  the new Porter model. Effects, spells, and animi on the 
  destroyed Porter expire.
  rIfle grenades - Instead of attacking with a Military 
  Rifle, the Porter and models in his unit in base-to-base 
  contact with him may make High Explosive attacks. A 
  High Explosive attack is a RNG 10, AOE 3, POW 11 
  ranged attack. A model making a High Explosive attack 
  cannot participate in a combined ranged attack.
  unIt aBIlItIes - The Trencher Grenade Porter has 
  Trencher unit abilities.
  TACTICAL TIPS
  Don’t get wise. You cannot add a Trencher Unit Attachment to a Trencher Chain 
  Gun Crew.
  Point	Cost	
  16
  Field	Allowance	
  1
  Victory	Points	
  +0
  Base	Size	
  Small
  Porter 
  Cmd 7
  Bayonet
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 9
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 11
  Military Rifle
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	
  6	 5	 13	 13
  missing thickened armor—the grenades suffer no effective 
  range reduction compared to normal rifle fire. The grenades 
  are highly efficient explosive devices that pack a tremendous 
  punch, but they require a higher than normal grade which is in 
  limited supply. These devices have proven particularly useful 
  along the northern front where they have decimating packed 
  formations of Winter Guard and more heavily armored targets. 
  Men chosen to be porters are selected among Trenchers with 
  an interest in demolitions, and they are trained in the assembly 
  and safe prepping of these explosive devices. Once the grenades 
  are primed and ready, regular Trenchers can handle them easily 
  to unleash considerable firepower against their enemies on the 
  front line.
  
  36
  I half believe if I sent Maxwell alone against Ravensgard he’d find a way inside. Knowing they’d kill him 
  eventually is the only reason I’ve never tried!  
  —General Hagan Cathmore, Earl of Bloodsbane and Lord of Northguard
  Captain Maxwell Finn
  His brash attitude did not always endear him to his 
  superiors, however, and during his first posting to Deepwood 
  Tower at the age of seventeen his lieutenant hoped to humble 
  him by making sure to reserve all of the worst duties to 
  Maxwell. Only after enduring the tragic loss of close friends 
  in battle did he temper his confidence and learn to lead others 
  and preserve life wherever possible. Maxwell remembers each 
  of his fallen friends and is able to recite battle-stories about 
  every one of them.
  There was never any doubt Maxwell Finn would be a lifer, 
  and he made it to the rank of sergeant 
  in record time. He was a man 
  who could lead others 
  in battle and see 
  Captain Maxwell Finn is a fearless veteran of countless 
  engagements. His scar-riddled skin serves as a reminder that 
  the best officers lead from the front. Maxwell charges forward 
  and dodges bullets to seize key strategic positions ahead of 
  his troops, and his inspired men push themselves to emulate 
  his example.
  None of his men would ever credit it, but Maxwell Finn 
  was once young growing up in the military town of Point 
  Bourne. He mustered into the service as soon as he was 
  eligible, went straight into the Trenchers, and demonstrated 
  the stamina and strength for which he would become famous 
  in years to come. Private Finn was a natural born soldier 
  who chewed through every challenge his training sergeants 
  could throw at him. He continually rose from the mud to  
  ask for more.
  
  37
  Captain Finn
  advance 
  deployMent 
  – 
  Place Finn after normal deployment, 
  up to 12” beyond the established 
  deployment zone.
  dIg In (HactIon) – Finn may 
  dig a hasty battle position into the 
  ground, gaining cover (+4 DEF) 
  and +4 ARM. Finn remains dug in 
  until he moves or is engaged. Finn 
  cannot dig into solid rock or man-
  made constructions. Finn may begin 
  the game dug in.
  dodge – Finn immediately gains 
  +2 DEF if he moves during his 
  activation. Dodge lasts for one 
  round or until Finn digs in.
  fearless – Finn never flees.
  fIeld proMotIon – Once per 
  activation, Finn may promote a 
  Soldier in a friendly Trencher unit 
  that has had its Sergeant destroyed 
  or removed from play. That Soldier 
  must be within a number of inches 
  of Finn equal to Finn’s current 
  CMD. Replace the promoted model 
  with a Trencher Sergeant model. 
  Effects, spells, and animi on the 
  replaced Soldier are applied to the 
  new Sergeant.
  sMoke BoMBs (HactIon) – Finn 
  may place a Smoke Bomb anywhere 
  within 3” of himself. A Smoke 
  Bomb creates a 3” AOE cloud effect 
  that remains in play for one round.
  tough – When Finn suffers 
  sufficient damage to be destroyed, 
  his controller rolls a d6. On a 5 or 
  6, Finn is knocked down instead 
  of being destroyed. If Finn is not 
  destroyed, he is reduced to one 
  wound.
  veteran leader – Friendly 
  Trencher troopers gain +2 MAT 
  and RAT while Finn is within  
  their LOS.
  wet work – When Finn 
  makes a melee attack, he may make 
  one melee attack roll against every 
  opponent within melee range. 
  When making a melee attack, Finn’s 
  front arc extends 360°. Completely 
  resolve each attack individually 
  and apply the target’s special rules 
  immediately as each attack is 
  resolved. After a successful melee 
  attack targeting a warrior model, 
  Finn may automatically inflict one 
  damage point instead of making a 
  damage roll.
  Mini-Slugger
  strafe (d3) – A single attack with 
  the Mini-Slugger has the potential 
  to hit the target and several nearby 
  models. First, make a normal ranged 
  attack roll against an eligible target. 
  If the initial attack hits, roll a d3 to 
  determine the number of additional 
  attacks the initial attack generates, 
  then allocate those attacks among 
  the original target and any models 
  within 2” of it, ignoring intervening 
  models when determining line of 
  sight. Each model may be targeted 
  by more than one attack but cannot 
  be targeted by more attacks than the 
  initial target. Make separate ranged 
  attack and damage rolls for each 
  Strafe attack generated. A model is 
  ineligible to become a new target 
  if it has a special rule preventing 
  it from being targeted or if the 
  attacker’s line of sight is completely 
  blocked by terrain.
  Cygnar Trencher Character Solo
  SPECIAL RULES
  them through to safety. Sergeant Finn was reallocated to 
  Northguard and attached to the prestigious 95th Trencher 
  Company known as the ‘Northguard Gravediggers’ where he 
  served for nearly a decade and rose to the rank of Master 
  Sergeant. He further distinguished himself after Khador’s 
  surprise invasion of Llael, fighting with the 95th in key 
  engagements. 
  One particularly notable incident occurred during the 
  withdrawal back to Northguard. Several young soldiers got 
  separated from the main column after a miscommunication. 
  Master Sergeant Finn went to find them personally and found 
  the squad taking sniper fire from a pair of Widowmakers. 
  With half of the unit shot down and the others taking cover, 
  Finn took matters into his own hands. Not wanting to reveal 
  his position, he detached his trencher knife from his rifle 
  and stalked the Widowmakers one after the other. He took 
  a bullet in his shoulder before taking them down, and then 
  he led the survivors five miles back to their column. He bled 
  from his injury the entire way and did not let his wounds be 
  treated until the dead had been recovered for burial. This 
  event sealed the legend of Maxwell Finn and is often told to 
  young Trenchers in training. 
  In the Battle of Aliston Yard, the entire 58th 
  Infantry Battalion, to which the 95th belonged, 
  engaged in a desperate attack to relieve Northguard. 
  The gambit paid off, but it came at great cost—the 
  battalion suffered staggering losses including key 
  officers. General Hagan Cathmore visited the battalion 
  personally to award the survivors with honors, 
  promoted Maxwell Finn straight to Captain, and put 
  him in charge of the 95th. 
  Some of the brashness and cocksure attitude never 
  left Captain Finn as he fought on the front lines against 
  Khador. In one battle Finn tore loose an old fixed-
  emplacement mini-slugger—a precursor of the chain gun 
  too cumbersome to be wielded by most—and charged 
  forward spraying the enemy with bullets. No one has 
  had the courage to tell him to put it back, and now the 
  slugger and his trusty trench knife are his weapons of 
  choice. Under his command the 95th has become the ‘go-
  to’ company to hold any flank, to shore up beleaguered 
  forces, or to stall the enemy until reinforcements arrive. 
  Wherever he fights, the Trenchers go eager to follow 
  him to hell or to glory, 
  whichever comes first. 
  Damage	
  8
  Point	Cost	
  31
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Small
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 7	
  8	 7	 13	 14
  Mini•Slugger
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 10
  Trench Knife
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 10
  Captain Finn 
  Cmd 9
  
  38
  captaIn allIster caIne
  ~ epIc warcaster ~
  captaIn MaXwell fInn
  ~ character solo ~
  Cygnar
  
  39
  grenadIer
  ~ lIght warjack ~
  trencher grenade porter
  ~ specIal weapon attachMent ~
  
  40
  storM lances
  ~ cavalry unIt ~
  storMguard
  ~ unIt ~
  
  41
  long gunner offIcer & standard Bearer
  ~ unIt attacheMent ~
  haMMersMIth
  ~ heavy warjack ~
  trencher offIcer & sharpshooter
  ~ unIt attacheMent ~
  
  42
  The Cygnaran Army is arguably the most disciplined, best 
  trained, and best armed military in western Immoren with 
  a long tradition of excellence. It has earned a reputation 
  for defeating its enemies even while outnumbered, and it 
  emphasizes quality over quantity. The army has undergone 
  constant evolution over the decades to incorporate gains 
  from industrialization and mechanika.
  The fast shipping and travel made possible by the railroad 
  network has changed the nature of the army and its ability 
  to respond to threats. Cygnar is a large kingdom with cities 
  separated by both distance and formidable geographical 
  barriers like the Wyrmwall Mountains, and the railway 
  enables better contact between these regions and allows the 
  military to keep abreast of threats. 
  The railway does not reach every city though, and 
  reinforcements require time to muster, equip, and be sent to 
  the war front. Caspian soldiers en route to the Thornwood 
  war front can only take the train part of the way, and 
  they must disembark for a long march through forest and 
  swamp to reach their destination. Similarly, soldiers in Ceryl 
  reassigned to Highgate must undertake a dangerous ship 
  voyage along the Broken Coast where they anticipate attack 
  by Cryxian pirates at any time. Nonetheless, the delay of 
  reports from any war theater to Caspia has been reduced, 
  enabling the king and warmaster general to stay up to date 
  and manage the juggling act of force allocation. 
  Cygnar’s forces are divided into four armies to defend 
  its extensive borders from hostile enemies. The First 
  Army, sometimes referred to as the ‘Northern Army’, the 
  ‘Thornwood Army’, or the ‘Northwatch’, defends the border 
  with Khador and has historically seen the most combat. 
  Until 605 AR, this army included soldiers rotated out of 
  Llael’s western border fortresses as well as those posted to 
  Northguard, Deepwood Tower, and the fortified city of 
  Fellig. The majority of the army is comprised of hardened 
  Trenchers and seasoned long gunners supported by heavy 
  infantry including both Sword and Storm Knights and a 
  smaller complement of reconnaissance scouts. The First 
  Army suffered substantial losses during the invasion of Llael 
  but has received steady reinforcements and soldiers fresh 
  from recruitment and training. The First Army boasts the 
  largest number of Cygnar’s front line warjacks, but many are 
  older ‘battle-tested’ warjacks, some with decades of service. 
  The Second Army, often called the ‘Caspian Army’, 
  the ‘Eastern Army’, or the ‘Black River Army’, defends the 
  eastern border and maintains a large garrison at the capital 
  and smaller forces at Fort Falk, Eastwall, and Corvis. This 
  army has inadequate defenders to patrol the entire border, 
  so it relies on natural barriers like the Black River and the 
  Bloodstone Marches to discourage incursions. The army 
  instead focuses on the most likely points of invasion. While 
  relying on a backbone of long gunners and Trenchers, the 
  Second Army includes heavy infantry and cavalry including 
  Storm Knights and veteran Sword Knights, many originating 
  as the vassals and personal guard of nobles sitting on the 
  Cygnaran Royal Assembly. With the Cygnaran Armory 
  in Caspia, the Second Army boasts substantial warjack 
  support and often serves as the testing ground for new 
  chassis and weapon designs. The recent promotion of Lord 
  Commander Stryker caused the upper ranks of the Second 
  Army considerable confusion and adjustment as the army 
  was restructured to focus on the siege of Sul under Lord 
  Stryker’s direct command. The generals and lord generals 
  are still acclimating to these changes and have had to bite 
  their tongue about the unusual situation.
  Cygnar’s Third Army, called ‘Southern Army,’ the ‘Army 
  of Highgate’, or the ‘Wyrmwall Defenders’, is posted at 
  Highgate and is responsible for guarding the southern shores 
  from Cryxian attacks. Given the nature of Cryxian raids and 
  their ability to strike and vanish with little warning, their 
  duty has always been a challenge. The Third Army has been 
  forced to send seasoned veterans to other theaters of war, 
  particularly north to fight against Khador. Despite its smaller 
  size, the Third Army has a proud and esteemed tradition of 
  excellence, and all of Cygnar’s citizens admire these brave 
  men and women who fight the terrors of Cryx almost daily. 
  No other army works as closely with the Cygnaran Navy. The 
  admirals of the southern fleet stationed at Highgate answer 
  directly to Lord General Gollan in addition to obeying their 
  lord admiral—an unusual but effective arrangement. 
  The Third Army represents one of the most mixed 
  forces in Cygnar. Although it lacks cavalry, its companies 
  include Trenchers, long gunners, knights, and scouts with 
  considerable support from Morrowan paladins and battle-
  chaplains as well as arcanists from a variety of backgrounds, 
  including skilled gun mages and mechaniks. The Knights 
  Cygnaran Army Structure
  
  43
  Cygnaran Army
  Soldiers: 455,000
  4 Armies
  Warmaster General 
  Olson Turpin
  Cygnaran Navy
  3 Fleets
  Navarch Govan Trent
  Cygnaran 
  Reconaissance 
  Service
  Scout General 
  Bolden Rebald
  Lord 
  Commander 
  Coleman 
  Stryker
  Duke Mayhew 
  Dergeral, Ceryl
  First Army
  Khadoran Border
  Soldiers: 195,000
  5 Divisions
  Lord General 
  Olan Duggan, Duke
  Second Army
  Eastern Border
  Soldiers: 150,000
  3 Divisions
  Lord General 
  Wiggin Heltser 
  Viscount
  Third Army
  Cryxian Border
  Soldiers: 80,000
  2 Divisions
  Lord General 
  Vincent 
  Gollan, Earl
  Fourth Army
  Ordic Border 
  (Ceryl)
  Soldiers: 30,000
  1 Divisions
  General 
  Gralen Deckley, 
  Viscount
  1st 
  Division
  Northguard
  Soldiers: 
  65,000
  6 Brigades
  General 
  Hagen 
  Cathmore 
  Earl
  3rd 
  Division
  Deepwood 
  Tower
  Soldiers: 
  45,000
  4 Brigades
  General 
  Kierlan 
  Krismoor, Lord
  4th 
  Division
  Fellig Garrion
  Soldiers: 
  40,000
  4 Brigades
  General  
  Dargus 
  Mathern, 
  Reeve
  5th 
  Division
  Reinforements
  Soldiers: 
  25,000
  3 Brigades
  General Galt 
  Langworth, 
  Earl
  10th 
  Division
  Training 
  Reserves
  Soldiers 
  20,000
  2 Brigades
  Sr. Commander 
  Shay Terswell, 
  Reeve
  Storm 
  Division 
  (6th)
  Besieging Sul
  Soldiers: 
  95,000
  10 Brigades
  General 
  Artoris Halstead, 
  Lord
  7th 
  Division
  Eastwall, 
  Caspian 
  Reserves
  Soldiers: 
  25,000
  3 Brigades
  General Alain 
  Runewood 
  Archduke
  12th 
  Division
  Fort Falk, 
  Corvis Division
  Soldiers: 
  30,000
  3 Brigades
  General 
  Keilon 
  Ebonhart IV, 
  Duke
  9th 
  Division
  Southern 
  Coastal 
  Defense
  Soldiers: 
  55,000
  4 Brigades
  General 
  Bors Gately, 
  Marquis
  14th 
  Division
  Reserves, 
  Wyrmwall 
  Defense
  Soldiers: 
  25,000
  3 Brigades
  Sr. Commander 
  Evelyn Turpin
  11th 
  Division
  Ordic Border. 
  Northern 
  Coastal 
  Defense
  Soldiers: 
  30,000
  3 Brigades
  (Above)
  18th 
  Brigade
  Soldiers: 9,000
  4 Regiments
  21st 
  Brigade
  Soldiers: 9,000
  4 Regiments
  22nd 
  Brigade
  Soldiers: 10,000
  4 Regiments
  23rd 
  Brigade
  Soldiers: 10,000
  4 Regiments
  25th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  26th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  29th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  30th 
  Brigade
  Soldiers: 10,000
  4 Regiments
  32nd 
  Brigade
  Soldiers: 8,500
  4 Regiments
  33rd 
  Brigade
  Soldiers: 8,500
  4 Regiments
  77th 
  Regiment
  Heavy Infantry
  Soldiers: 2,700
  3 Battalions
  79th 
  Regiment
  Heavy Infantry
  Soldiers: 2,700
  3 Battalions
  80th 
  Regiment
  Heavy Infantry 
  Includes the 
  “King’s Hailstorm”
  Soldiers: 3,000
  3 Battalions
  82nd 
  Regiment
  Heavy Calvary
  Soldiers: 600
  2 Battalions
  16th 
  Heavy 
  Infantry 
  Battalion
  Soldiers: 900
  3 Companies
  18th 
  Heavy 
  Infantry 
  Battalion
  Soldiers: 900
  3 Companies
  19th 
  Heavy 
  Infantry 
  Battalion
  Soldiers: 900
  3 Companies
  31st Storm 
  Knight Company 
  “The Storm 
  Chasers”
  Stormblades, 
  Storm Lances, 
  Stormclad
  Soldiers: 250
  6 Platoons
  32nd Storm 
  Knight 
  Company 
  “Storm Watch”
  Stormblades, 
  Stormguard
  Soldiers: 350
  7 Platoons
  21st Sword 
  Knight 
  Company 
  “Ready Blades”
  Sword Knights, 
  Centurion
  Soldiers: 300
  6 Platoons
  1st Platoon
  Stormblades, 
  Stormclad
  Soldiers: 60
  6 Squads
  2nd Platoon
  Stormblades 
  Soldiers: 47
  6 Squads
  3rd Platoon
  Stormblades 
  Soldiers: 57
  6 Squads
  5th Platoon
  Stormblades 
  Soldiers: 56
  6 Squads
  6th Platoon
  Storm Lances 
  Soldiers: 30
  6 Squads
  Each company 
  is led by a captain
  Each battalion 
  is led by a major
  Each regiment 
  is led by a colonel
  Each brigade 
  is led by a 
  commander
  The 6th Division falls 
  directly under Lord 
  Commander Stryker’s 
  command but draws soldiers 
  from the Second Army.
  General Deckley 
  often heeds Duke 
  Dergeral before 
  Warmaster Turpin
  Cygnaran Military Structure
  Each platoon is led 
  by a lieutenant
  King Leto 
  Raelthorne
  
  44
  of the Highgate Vigil embody this eclectic 
  and prestigious brotherhood that counts Scout 
  General Bolden Rebald among their number. The 
  Third Army relies more on light rather than heavy warjacks 
  since they are more easily deployed from ships.
  The smallest and least esteemed army is Cygnar’s Fourth, 
  also called the ‘Western Army’ or the ‘Dragon’s Tongue 
  Army’. Many of them are stationed at Fort Balton near 
  Ceryl. This reserve army is assigned to defend the Ordic 
  border and protect against bandit attacks as well as raids 
  by unscrupulous and sometimes bloodthirsty mercenary 
  companies exploiting the Dragon’s Tongue River trade. The 
  Fourth has come under scrutiny for not responding promptly 
  to requests to send soldiers to the front. The majority of 
  these soldiers are proud and skilled patriots, but they are 
  beholden to the dictates of their officers and General Deckley 
  who favors the Duke of Thuria over the warmaster general. 
  The soldiers of the Fourth Army are mostly long gunners 
  with a smaller complement of Trenchers, several notable 
  companies of Sword Knights, and a respected branch of 
  scouts. Proportionately fewer warjacks are allocated to this 
  army, and it has made due with older chassis predating the 
  Scharde Invasions.
  Enlistment in Cygnar’s military has traditionally been 
  voluntary except for the occasional use of penal troops even 
  under the otherwise despotic reign of King Vinter IV. This 
  remains effective even while multiple enemies beleaguer 
  Cygnar, for Cygnar has received strong support from patriotic 
  young volunteers. There are actually more volunteers than 
  Cygnar’s training system can handle, and there have been 
  considerable efforts to expand all facilities, including calling 
  on former officers to rejoin and provide instruction. Anyone 
  who has ever worn the Cygnus has been asked to pick up 
  his old uniform and lend a hand. Many of these men and 
  women are not formally recognized within a standing army 
  but are essential to train reinforcements for the front.
  Most soldiers enter service as privates and are sent to any 
  of the many training facilities where their capabilities are 
  put to the test and they undergo basic drills and weapons 
  training. The largest proportion of these recruits find 
  themselves assigned as long gunners although it takes time 
  before they can be properly equipped and stationed to an 
  active service unit. Those who show the stamina, strength, 
  and will to endure are slated to the Trenchers to endure 
  even more extensive and grueling training. Some few may 
  find their way into other specialized groups such as the 
  Reconnaissance Service, or with proven skill they may 
  be slated for support companies such as supply and field 
  mechaniks. The largest training facilities for infantry are 
  Caspia, Point Bourne, Highgate, Fort Falk, Fort Balton, and 
  Stonebridge Castle. 
  Not every man or woman who signs up for the uniform 
  will see actual combat. The army relies on a large number 
  of individuals to ensure ammunition is produced and cased, 
  weapons are boxed up and shipped, and uniforms, boots, 
  food, and water are supplied to the trenches. These support 
  teams are absolutely vital, and the men and women serving in 
  this fashion are given full respect. They are also still trained 
  and able to fight since supply lines can be attacked or cut off, 
  and even a training garrison away from the front lines might 
  come under surprise attacks by the enemy. This is particularly 
  true in northern Cygnar where Cryxian, Protectorate, and 
  Khadoran forces have occasionally penetrated well past the 
  borders on specific missions.
  Some who volunteer for military service do not make the 
  cut. These individuals are encouraged to enter militia service 
  in a township or city and provide additional reinforcements 
  if war comes to that region. Historically these militia forces 
  have served as recruitment grounds for the military, and it is 
  not uncommon for military officers to inspect a town militia 
  or guard looking for promising recruits. 
  Privates who serve well may be promoted to corporal, the 
  second lowest rank in the army, They are given oversight of 
  a team of two or three privates and assigned as part of a 
  six to ten man squad commanded by a sergeant. Sergeant is 
  the highest normal enlisted rank, and many soldiers serve an 
  entire lifetime of military service at this scale. There are several 
  ranks of sergeants, and some are specific to certain branches 
  such as the prestigious Swift Sergeants of the Cygnaran 
  Reconnaissance Service. In 598 AR King Leto initiated 
  reforms enabling several grades of sergeant with appropriate 
  increases in pay to represent long and notable service. 
  Gaining an officer’s commission requires admission 
  into officer training, which can be facilitated by noble birth 
  or influential family connections. Officers must undergo 
  considerably more education and training than regular enlisted 
  soldiers, and it often comes at a price. Those entering service 
  as officers are generally of middle to upper class and able to 
  pay tuition at either branches of the Strategic Academy—
  one in Point Bourne and the other in Caspia. The Strategic 
  Academy also handles the training of certain specialists for the 
  army such as battle-ready wizards, alchemists who will assist 
  in the production of ammunition, arcane and field mechaniks, 
  Stormsmiths, and Gun Mages. The latter join the Tempest 
  Academy as members of the Order of the Arcane Tempest, an 
  exclusive fellowship under the general umbrella of the S.A.
  Cygnaran Army Structure
  
  45
  Distinguished Service to the Crown – One 
  of the longest standing honors in Cygnar, this 
  award is granted for exceptional service in an 
  armed conflict. King Benewic the Bold initiated 
  it shortly after the Corvis Treaties.
  Though securing a commission is the only way to 
  start service as an officer, field promotions are increasingly 
  common and allow enlisted soldiers of proven worth to be 
  granted a commission to replace officers killed in action 
  or to fulfill a specific need. In most cases it is expected 
  these officers will spend time at the Strategic Academy to 
  learn courses in history, tactics, and military theory, but 
  this is overlooked (or postponed) in times of war. Those 
  individuals who manifest the rare ability to control warjacks 
  as warcasters are also field promoted and sent immediately 
  to Caspia or Point Bourne for specialized training.
  Junior officers enter the military as platoon-leading 
  lieutenants and may eventually be promoted to captains of 
  companies of regular infantry. Those of particular talent or 
  who arise from notable family lines may have knighthood 
  bestowed upon them and are allowed to join the Stormblades, 
  Stormguard, Sword Knights, or similar lesser orders classified 
  as heavy infantry or cavalry. In recent years there has been 
  an effort to expand recruitment among Stormblades in 
  particular, drawing skilled soldiers of lower birth who are 
  knighted and afforded proper honors and token lands. These 
  knights do not enter service as officers, but they are eligible 
  for promotion to lieutenant after initial service. 
  The role of nobility in the Cygnaran military is changing, 
  but it is still based on ancient tradition. Those of noble 
  rank are expected to serve in the military as officers and can 
  be recalled to service at the behest of their king at any time. 
  As youths, many nobly born train as pages and eventually 
  become Sword or Storm Knights. Those of established rank 
  who enter active service are integrated on a case-by-case 
  basis. Prestigious nobles are almost always given the rank 
  of major, colonel, or commander while lesser nobles may 
  be ranked as captains. King Leto has been careful to reserve 
  the higher ranks (particularly commander and general) for 
  nobles with proven ability and military background. Not all 
  sovereigns have been equally discerning.
  It is customary for commoners who rise to higher 
  ranks to gain the king’s recognition by being knighted. 
  Knighthood can also be bestowed for other notable acts 
  of tremendous heroism and bravery in the service of the 
  kingdom, and it brings with it some land and considerable 
  responsibility. Though military service is voluntary and has 
  periodic opportunities to opt out, knighthood is for life and 
  every knight swears an oath to be ready to be recalled to 
  service at any time his liege requires. There are a variety of 
  recognized knightly orders, some small and regional, but the 
  largest affiliation is the Knights of Cygnar, the order most 
  closely affiliated with military service. 
  It is possible for high ranking officers—particularly 
  generals—to be given valuable lands and noble titles such 
  as a barony or viscounty. The Royal Assembly affords these 
  individuals—and all recognized knights—the courtesy 
  of ‘sir’ or ‘lord’, depending on their station. Whether an 
  individual should be addressed by noble or military title 
  depends on context and rank. The noble ranks earl, duke, 
  and archduke usually trump military rank except while 
  serving in the field. All officers (male or female) are to be 
  addressed as ‘sir’ by subordinates in the army regardless 
  of peerage or lack thereof. There is, however, a difference 
  between a titular ‘Sir Parswaith’ prefixed to a knight’s name 
  and ‘Yes sir, Colonel’, the respect given to an officer. In the 
  heat of battle no one worries about strictly proper form of 
  address as long as junior ranks speak to senior ranks with 
  due respect.
  Cygnaran Army 
  Honors and Awards
  Star of Valor – The Star of Valor is awarded for 
  conspicuous valor against an enemy in a time of 
  war during a protracted engagement. The medal 
  is often combined with knighthood, and it bears 
  the visage of Colonel Drake Cathmore who gave 
  his life at the Battle of the Tongue in 511 AR.
  Medal of Heroic Sacrifice – Often awarded 
  posthumously, this honor recognizes those who 
  have suffered grievous injury while performing 
  valiantly in battle. The award includes a lifelong 
  stipend to survivors or families of the slain 
  donated jointly by the Army and the Church of 
  Morrow.
  Royal Order of the Cygnus – The highest honor 
  awarded by Cygnar, this medal always includes 
  elevation as a Knight of Cygnar and lands. It is 
  awarded for heroism far beyond the call of duty.
  
  46
  Lord Commander Coleman Stryker has been tasked to lead 
  one of the most unusual divisions in the Cygnaran Army. 
  His appointment by King Leto has placed him outside 
  the normal command structure, even by the standards of 
  warcasters. Lord Stryker does not answer to the warmaster 
  general except as required to coordinate efforts, and 
  ultimately he receives his orders straight from King Leto. 
  While all full warcasters are given considerable latitude 
  in the tactical execution of their duties and liberty to 
  conduct operations and attacks in the field, they are usually 
  expected to answer to a lord general or general to receive 
  strategic objectives and troop allocations. Lord Stryker’s 
  • 32,500 Trenchers
  • 39,000 Long Gunners
  • 15,000 Storm Knights (all types)
  • 4,500 Sword Knights
  • 4,000 Other Units
  • Warjack Chassis Support: 
     Heavy: All
     Light: All
  ASSETS
  elevation—and his control over an entire division—has 
  caused friction in the upper ranks. Given the difficulty 
  of the siege of Sul, those who have battled the Menites 
  understand a need for consolidated command.
  Stryker’s Storm Division is technically part of the 
  Second Army since all of its troops and equipment are 
  borrowed from it and its officers are part of that army’s 
  chain of command. It has come to be termed the Storm 
  Division, for it has a considerably larger segment of 
  Stormsmiths and Storm Knights—including Stormblades, 
  Stormguard, and Storm Lances—than anywhere else in 
  Cygnar. These elite troops are still outnumbered by many 
  Trenchers and long gunners, but the vanguard of Stryker’s 
  attack force is heavy infantry and cavalry, leading the way 
  for every significant victory during the siege of Sul. 
  This division has grown to become the largest single 
  division in the second army, and it draws considerable 
  reinforcements to aid in the grueling ongoing street-to-
  street fighting in the Protectorate’s second largest city. 
  By necessity the division has drawn on forces normally 
  allocated elsewhere on the eastern border, including 
  Eastwall and Fort Falk, but the division still maintains 
  substantial forces at each of these crucial border fortresses. 
  Fort Falk still serves not only as border defense but also as 
  the premiere training ground for Storm Knights. General 
  Halstead, who technically commands the 1st Division, and 
  Lord General Helster of the 2nd Army have been relegated 
  Stryker’s Vanguard
  “Storm” DiviSion, 6
  th DiviSion, SeconD Army 
  LEADERSHIP
  • Lord Commander Coleman Stryker, warcaster
  • Major Markus ‘Siege’ Brisbane, warcaster
  • Commanders Forsythe, Bradher, Applegate, Callivert,  
  Gilroy, Montfort, Brockwick, Gant, Hadcroft, and Scarcliffe
  “Bringing the thunDer”
  
  47
  to largely logistical and administrative roles while Lord 
  Stryker controls all battlefield strategy and tactics.
  Several subordinate warcasters and warcasters-in-
  training serve under Lord Stryker in the Storm Division. 
  The most notable is Major Markus Brisbane who is 
  entrusted to coordinate the hardened veterans among the 
  division’s Trenchers, long gunners, and Sword Knights. The 
  Storm Division’s accomplishments in the siege have been 
  praiseworthy, and the division is considered one of the 
  best, if most dangerous, for warcasters to gain battlefield 
  seasoning. Major Brisbane is credited with the breach of 
  Sul’s walls—notable as the first time in history the shared 
  walls of Caspia and Sul have been compromised by 
  siege weaponry. Another notable subordinate is Captain 
  Allister Caine who has served with a rapidly deployed 
  and highly mobile strike force shoring up the defenses 
  along the eastern border and assisting Sul indirectly by 
  eliminating threats elsewhere.
  Since the initial breach the fighting in Sul has been 
  difficult and protracted, and it quickly became clear 
  no immediate victory would be possible. Despite this, 
  even Lord Stryker’s detractors admit he has achieved 
  remarkable results by seizing and controlling large 
  portions of the western city and dealing substantial 
  losses to the Protectorate defenders. Street-to-street 
  fighting favors the defenders who arrange ambushes to 
  box in attackers with barricades and other obstacles. 
  Protectorate forces remain entrenched 
  around the ancient Great Temple of the Creator, 
  and Cygnaran soldiers serving on the front line are 
  proud to belong to the Storm Division. They bring 
  vengeance against the Menites who attacked Caspia’s gates 
  in 605 AR with the ballista named Lawbringer. That 
  attack sparked fires throughout the eastern city and killed 
  many innocents in the process. They wear the black swan 
  as homage to those who have been killed in numerous 
  incursions by Protectorate attackers, such as those at the 
  town of Fisherbrook in the north.
  
  48
  The 95th Trencher Company serves on the front line 
  of Cygnar’s northern theater and is part of the 58th 
  Infantry Battalion of the 22nd Regiment in the mixed 
  6th Brigade of the 1st Division of the First Army. 
  There is considerable prestige among the Trenchers who 
  are part of the 1st Division, for the 95th is considered 
  the premiere division to serve as a Trencher. It boasts 
  the longest and most storied history of battle against 
  Khador. The 1st Division usually defends Cygnaran soil 
  directly rather than serving abroad in Llael, but they were 
  sent to fight against the Khadoran invasion of Llael and 
  saw considerable service in that war. They were later 
  recalled shortly before the fall of Merywyn in order to 
  prevent the fall of Northguard, which would have been a 
  devastating blow to the northern defense.
  The 95th has remained entrenched near Northguard and 
  remains one of many companies enduring grueling ongoing 
  battle against their Khadoran counterparts at Ravensgard. 
  Cygnaran forces have created an entire network of trenches 
  and fortified emplacements along the border designed to 
  prevent Khadoran advances and make it difficult for the 
  enemy to determine where Cygnar is mustered in strength. 
  The 95th has lived in many of these trenches, moving 
  back and forth between Deepwood Tower and Northguard 
  together with other members of the 58th Infantry. They 
  have a friendly rivalry with the 94th; the two companies 
  compete to outperform one another and have weathered 
  extended periods on limited supplies without retreating or 
  regrouping. They are supported by their brothers in arms 
  in the 89th Long Gunner Company, and the 95th claims 
  they take the ground and keep the enemy tied up so the 
  89th can arrive at their leisure to finish the enemy off.
  The 95th performed with conspicuous gallantry after 
  the withdrawal from Merywyn. They suffered the loss of 
  seven men for every three who survived as they battled to 
  drive off the Khadorans trying to circumvent Northguard. 
  • 334 Trenchers
  • 30 Sharpshooters
  • 20 Grenade Porters
  • 8 Chain Gun Crews
  • 3 Grenadier Light Warjacks
  ASSETS
  LEADERSHIP
  • Captain Maxwell Finn
  • Lieutenants Waverton, Kilverman, Rolfe, Langston, 
    Woods, Boyd, Warfield, Hedgson
  • 45 Sergeants
  The “Northguard Gravediggers”
  95th trencher compAny, 58th infAntry BAttAlion  
  “Dug-in to StAy”
  
  49
  One of the men who survived the bloody engagement was 
  Master Sergeant Maxwell Finn, already something of a 
  legend among the Trenchers of the 58th Infantry. When 
  the company regrouped after the battle and received an 
  influx of reinforcements, Maxwell was singled out for a field 
  promotion straight to captain. He accepted reluctantly. 
  Captain Finn has gone on to lead the 95th and prove his 
  mettle by earning the company many commendations and 
  the praise of General Hagan Cathmore himself who leads 
  the 1st Division. The 95th is always chosen among those 
  first to be sent forward to seize ground from the enemy 
  or to root out difficult emplacements. This company was 
  one of the first to endure an assault from Khador’s new 
  infantry, which some have taken to calling “Trencher-
  killers,” and got word of their tactics back to division. 
  They are counted one of the finest examples of soldiery 
  in the Cygnaran army, and Captain Finn has been able 
  to pick and choose the new men assigned to replace the 
  fallen. Despite their losses they have had no shortage of 
  enthusiastic fresh soldiers eager to earn their own legend 
  among the brave men of the 95th.
  7th Storm Knights Battalion 
  – This heavy infantry battalion 
  was the first to be honored with 
  the 
  Stormclad 
  Warjack 
  of 
  Renown and comprises many of 
  the veterans who stood at Leto’s 
  side during the coup. They have 
  since been deployed to 
  the northern front line 
  against Khador.
  Notable Battalion
  58th Infantry 
  Battalion
  Soldiers: 1,200
  Major Cullin Grath
  94th 
  Trencher 
  Company
  Trenchers
  Soldiers: 450
  9 Platoons 
  Captain Gervin 
  Keehan
  95th 
  Trencher 
  Company
  Trenchers & Grenadier 
  Lt. Warjacks
  Soldiers: 400
  8 Platoons
  Captain 
  Maxwell Finn
  89th Long 
  Gunner 
  Company
  Long Gunners & 
  Hunter Lt. Warjack
  Soldiers: 350
  7 Platoons
  Captain Wyatt 
  Lubbock
  1st Platoon
  Trenchers
  Soldiers: 55
  6 Squads
  Lt. Martin 
  Waverton
  2nd Platoon
  Trenchers
  Soldiers: 53
  6 Squads
  Lt. Hartel 
  Kilverman
  3rd Platoon
  Trenchers
  Soldiers: 51
  6 Squads
  Lt. Elias 
  Rolfe
  4th Platoon
  Trenchers
  Soldiers: 56
  6 Squads
  Lt. Rodrick 
  Langston
  5th Platoon
  Trenchers
  Soldiers: 50
  6 Squads
  Lt. Rodger 
  Woods
  6th Platoon
  Trenchers
  Soldiers: 44
  5 Squads
  Lt. Theo 
  Boyd
  7th Platoon
  Trenchers
  Soldiers: 45
  5 Squads
  Lt. Niels 
  Warfield
  8th Platoon
  Trenchers
  Soldiers: 46
  5 Squads
  Lt. Malakie 
  Hodgson
  
  50
  The men and women of the Army of Highgate shake 
  their heads when they hear of the Khadoran border 
  called the “front line” since there have been soldiers 
  standing on alert at Highgate and fighting Cryxian 
  raiders since before the ink was dry on the Corvis 
  Treaties. Tensions have been particularly high recently 
  • 60 Long Gunners
  ASSETS
  after so many brothers in arms were shipped off to the 
  northern and eastern theaters. Despite the sentiment that 
  they are lacking support from Caspia, long gunners of 
  the so-called ‘Dead Line’ are stoic and stand ready to 
  kill from afar. They calmly face enemies that would send 
  lesser men screaming, bringing repeating rifles to bear 
  on mechanithralls, revenant pirates, or fiendish helljacks 
  while squeezing off rounds with deadly precision. 
  The 570th is technically a long gunner company. Long 
  gunners make up the majority of its numbers, but as with 
  most of the Third Army, the company is heavily mixed. The 
  company’s 5th Platoon is comprised of veteran Trenchers 
  sent forward to lay down smoke and tie up the enemy as the 
  long gunners move into position. The 6th Platoon is a mix 
  of scouts and gun mages led by Lieutenant Fallon Martisan, 
  a knight of the Highgate Vigil who leads a single squad of 
  Sword Knights and commands a Hunter light warjack. The 
  heavy infantry of the 7th Platoon is a mix of Sword Knights 
  and Stormblades, including two Charger light warjacks. 
  However, the backbone of the 570th is made up of the 
  four platoons of long gunners. They boast more men with 
  the title of “marksman” than any company in the Third—a 
  badge earned by exceptional accuracy in battle.
  LEADERSHIP
  • Lieutenant Joffe Settleforth 
  • Sergeants Vinebridge, Krimbane, Lafferty, Lightwell, 
  • Gaverson, and Mortenton
  The “Dead Line”
  570th long gunnerS, 2nD plAtoon
  “By morrow, thunDer, AnD iron”
  • 240 Long Gunners
  • 50 Trenchers
  • 40 Sword Knights
  • 30 Stormblades
  • 24 Rangers
  • 12 Gun Mages
  • Hunter Light Warjack
  • 2 Charger Light Warjacks
  CoMPaNy aSSETS 
  (570TH LoNG GuNNERS)
  
  51
  Having the assets of three light warjacks is unusual for 
  a company of this size, but the 570th has earned the right 
  by taking part in a wide assortment of successful battles 
  including a recent strike against three fortified Cryxian 
  supply points on the outer isles. There are rumors the 
  company will be shipped off to reinforce the beleaguered 
  Crownfort on Morovan Island to root out and destroy all 
  Cryxian elements embedded there. The 2nd Platoon is led 
  by the capable Lieutenant Joffe Settleforth, a young long 
  gunner who earned the trust of his men after a sortie to drive 
  Cryxian raiders away from a small fishing village southeast of 
  Highgate. Though humble and not prone to talking of his 
  exploits, Settleforth is counted one of the finest marksmen 
  in the 570th and has demonstrated an ability to train young 
  men and women into disciplined soldiers.
  25th Sword Knight Company – also known 
  as the “Caspian Blades”, are one of the finest all 
  sword-knight companies of the Second Army. 
  They serve in the Caspian garrison and have 
  recently been put to battle in the attack on Sul 
  alongside their Storm Knight peers.
  Notable Units
  The “Black 13th” Gun Mage Strike Team 
  Fighting near Northguard, the Black 13th saw 
  considerable action during the invasion of Llael. 
  They helped stall the Khadoran advance before 
  withdrawing to defend the Thornwood.
  9th Field Mechaniks – The 9th are one of many 
  crucial support units attached to the First Army 
  on the northern war front against Khador. Their 
  capable hands are entrusted with keeping older 
  warjacks in fighting trim. Some of the Ironclads 
  they service have been on the front line for thirty 
  years or more.
  
  52
  The military thrives on having a clearly defined chain of 
  command, but warcasters do not easily fit into such a 
  regimented system. They are given tremendous leeway 
  regardless of rank, and they move with liberty from one 
  battlefield to another requisitioning expensive warmachines 
  and supplies for their objectives. Warcasters are never 
  permanently attached to any army division or company. 
  Although they will often spend many months with the same 
  soldiers, they are reallocated as often as required to face 
  critical threats. 
  Managing them is a headache for the king and generals 
  alike, but warcasters are irreplaceable military assets capable 
  of ensuring victory against impossible odds. The generals 
  handle warcasters with care and deliberation. Warcasters are 
  accountable to the same code of honor and behavior as the 
  rest of the military, but their superior officers afford them 
  liberal flexibility. Some soldiers resent the standard, but 
  most do not begrudge these battle-masters their standing, 
  particularly after marching into battle with them and 
  witnessing their power.
  While the warcaster talent manifests unexpectedly, 
  tapping its true potential requires training and discipline. 
  Such individuals are sent to the Strategic Academy either 
  in Caspia or Point Bourne. Once essential techniques 
  are learned, the crown bestows an officer commission of 
  lieutenant, and the warcasters join active service where they 
  learn to marshal their powers under the supervision of a 
  more experienced warcaster. 
  Like other military arcanists, warcasters have two 
  types of ranks; one represents military standing, and the 
  other denotes arcane development. The arcane arm of the 
  Strategic Academy bestows these ranks as a holdover from 
  older, purely arcane fellowships like the Fraternal Order of 
  Wizardry. Military rank always takes precedence over the 
  somewhat ceremonial arcane rank, but the arcane rank can 
  be used in cases of murky precedence.
  Arcanists in training are termed apprentices and are 
  not deployed in battle except as reserves. The next stage is 
  journeyman where warcasters, gun mages, or other arcanists 
  are sent into the field with limited supervision. Journeymen 
  warcasters learn how to focus on their warjacks despite 
  the distraction of deadly peril. Together with a single 
  warjack, a journeyman represents an enormous investment, 
  but casualties are sometimes unavoidable. Chancellors of 
  the S.A. understand that only the forge of war produces 
  exceptional warcasters who can be trusted to command a 
  battlegroup and lead large forces of mixed infantry or 
  cavalry to victory.
  A warcaster’s military rank is similar, but not identical, 
  to that rank among non-warcasters. They are expected to 
  behave as officers and honor the uniform and can be taken 
  to task or demoted if they fail to live up to the standard. In 
  practice the army is loathe to abandon a warcaster as long as 
  a glimmer of redemption can be demonstrated. 
  When a journeyman is promoted to magus and accepted 
  as a full warcaster, he is also bestowed the military rank of 
  captain. Occasionally full warcasters have been bumped back 
  Cygnaran Battlegroups
  
  53
  down to lieutenant as a disciplinary measure, but they are 
  still afforded the same autonomy as other full warcasters, 
  and their arcane rank does not revert. The title magus is not 
  utilized in forms of address, and most warcasters will spend 
  their entire careers at this arcane rank since “magus” denotes 
  mastery of arcane potential. In practice it is rare for anyone 
  of lower rank than a general to handle warcaster allocation, 
  and it is not uncommon for the king to order warcasters 
  personally. 
  The arcane ranks of adept and prime are merit-based 
  and not hierarchical. Being given the rank of adept is rare. 
  It requires special innovations or techniques either in the 
  development of new warjacks or the demonstration of 
  unprecedented abilities and/or tactics. The chancellor of 
  the Strategic Academy bestows these ranks after consultation 
  with arcane instructors and testimonials by generals who 
  have worked with the warcaster. They convey no additional 
  authority but are deemed a great honor. Being recognized 
  as prime is rare and represents a singular honor only ever 
  bestowed on one warcaster. In fact it is common for the 
  rank of prime to remain unutilized for extended periods, 
  particularly in times of peace. 
  A warcaster’s military rank denotes the flexibility allowed 
  when requisitioning warjacks, soldiers, or supplies. In theory a 
  commander warcaster can call on up to ten thousand soldiers 
  and control an entire brigade. A captain might be generally 
  limited to a company of several hundred men. However, the 
  actual numbers deployed varies, and it is not uncommon 
  for warcasters to create smaller customized strike forces for 
  specific objectives where they rely heavily on their warjacks 
  and their own personal abilities to bring victory. Because of 
  their need to stay in the battle, active warcasters are almost 
  never promoted above the rank of commander. They are 
  eligible to become generals only after old age or permanent 
  injuries force them from the field.
  Once a warcaster has requisitioned his warjacks, he 
  receives a supply train and maintenance workers but is 
  otherwise responsible for the machines’ upkeep. They 
  generally remain in service until no longer required or they 
  are destroyed. A warcaster may retain specific warjacks long 
  enough to establish permanent telepathic bonds affecting 
  their cortexes and modifying their combat behavior, and 
  warjacks are decorated with service markers to denote 
  longevity. The warjacks do not notice such distinction, 
  but the honors inspire confidence in the men fighting 
  alongside them.
  Due to their unique ability to survey the battlefield 
  and control the warjacks comprising the army’s primary 
  Defense of Llael – Warjacks that participated 
  in the defense of Llael’s capital were awarded this 
  service medal. Though the battle was ultimately a 
  defeat, many see these icons as a symbol of what 
  was lost in the name of Khadoran aggression. 
  The sight of the Llaelese symbol reminds these 
  soldiers of past defeats, stirring them to renewed 
  anger against the northern enemy.
  Scharde Invasions – This rare warjack service 
  medal was affixed to the few ‘jacks that served 
  in the Scharde Invasions from 584-588 AR and 
  survived. Primarily made up of light chassis and 
  several Defenders, these warjacks are considered 
  particularly good luck to those who can maintain 
  them, and some claim they are particularly 
  effective against Cryx. 
  Cygnaran Warjack 
  Service Medals
  strike capability, warcasters are granted total field command 
  regardless of rank. They are required to work toward the 
  strategic objectives ordered by the generals, but they are given 
  leeway in the execution of those orders. When multiple 
  warcasters fight in the same battle, the junior military rank 
  defers to the senior. If senior non-warcaster officers are 
  present, the warcaster must treat them with respect and 
  weigh their advice, but he retains tactical command.
  
  54
  Into the Flame
  Sul, late 606 AR
  Daughters of the Flame, Reclamation of Sul Crusade
  Leading: Captain Tasara Sarokar
  Daughters: Adisa Sekraza, Nadira Lasohar, 
  Mazlin Bahlraza, Vora Kinnet, and Delann Calliford
  They were able to move quickly through the eastern sections 
  where the streets and buildings were still intact. Only sporadic and 
  infrequent fighting penetrated this far. The traffic of marching 
  patrols or reinforcements was much more common. Most soldiers had 
  to be cautious in these streets after sunset, but with the imposition 
  of curfew, the Daughters were able to move with impunity. Their 
  graceful movements were undetected by even the sentries keeping 
  a watch for the enemy. They moved like shadows and disappeared 
  the moment heads turned to follow their perceived movement. They 
  flitted between alleys and from one shadowed alcove to the next. Each 
  woman listened closely and quickly scanned the scene as she searched 
  for any sign of the enemy. 
  
  55
  
  56
  Captain Tasara Sarokar watched her sisters with 
  a critical and appraising eye. She knew their lives were 
  in her hands on this mission. She also knew it was likely 
  that some of them, if not all of them, might die. It was a 
  thought she faced squarely and without deceiving herself, 
  knowing she must keep a clear mind. They were Daughters 
  of the Flame, and it was their place to serve. She only 
  hoped their sacrifice would come after dealing a significant 
  blow to the enemy. They climbed rapidly up to the rooftops 
  where a tightly packed row of housing allowed their nimble 
  forms to cross a wide section that would have taken much 
  longer to traverse on the ground. 
  They ran effortlessly across the outer edges of one section 
  of rooftops as Tasara watched for any sign of the path ahead 
  being weakened by blasts. She winced as she watched a tile 
  give out under Mazlin, causing her to stumble a moment 
  just before an important leap across to another rooftop. The 
  tile shattered noisily down below, but at least she recovered 
  quickly, did not exclaim, and made the leap perfectly. Mazlin 
  was the youngest, and this was her first mission. Tasara had 
  almost left her behind, but for every Daughter there must be 
  a first. If not now then when? It was never a good time, and 
  there was never enough training or preparation.
  They heard the sounds of battle ahead. Gunfire, an 
  explosive blast, and the clash of metal on metal prompted 
  Tasara’s heart to beat faster. They were still a distance from 
  their objective, and this fight had nothing to do with them, 
  yet this was the only expedient crossing. Tasara knew they 
  must move through the combat region and try to avoid 
  detection. This was what they were trained for, but it still 
  made her nervous. In battle accidents could happen, and 
  she could not afford to lose any of the members of the 
  hand before accomplishing her mission. 
  Her sisters heard the same thing and looked to her, 
  but she nodded them onward after touching her lips with 
  a finger and making a small shake of her head. Then she 
  moved ahead, deciding to lead the way. She passed their 
  forward scout Adisa who glanced at her with a frown, but 
  she gave up the forward position. Adisa was too proud 
  but very skilled, and she had fought in many battles where 
  others had died. She bore scars along her arms and neck as 
  signs of service. Tasara knew if she fell, Adisa would take 
  her place leading the hand, and it was a comfort to her. 
  Night had still not fallen, but the sun dipped down to 
  kiss the rooftops in the west, and Tasara knew darkness 
  
  57
  would come soon. The light was already fading. Shadows 
  grew long and thick, and ahead of them the darkness was 
  interrupted by bursts of light and fire. She leapt atop a 
  nearby overhang and crouched to maintain a low profile as 
  she surveyed the fighting. She could tell a full engagement 
  was underway. Many of the buildings nearby had been 
  shattered into crumbled ruin, and the streets were littered 
  with rubble. They would be unable to keep to the rooftops 
  across this next stretch because the buildings were too 
  badly damaged. This was not a site she had been told 
  was barricaded, yet she saw one had been hastily erected 
  crossing Supplicant Way. It blocked Dawn Knell Road, 
  which she had been following. 
  Several ranks of armored Flameguard lined up behind 
  the barricade and took cover with their shields raised and 
  their spears ready in case the enemy advanced. Behind the 
  barricade militia zealots threw bombs. A smaller group 
  of disciplined Deliverers had taken a higher vantage 
  atop a half-shattered building a dozen yards back from 
  the obstructed street to launch rockets forward along the 
  street that exploded in blazing fire. These friendly rockets 
  constituted a significant threat to Tasara’s sisters; she knew 
  they were wildly inaccurate. They would need to time their 
  advance very carefully. Opposite them were Cygnarans 
  hunkered under their own cover of broken buildings, 
  popping up periodically to fire with their rifles. Many 
  were dead or bleeding in the midst of the street. It had 
  clearly been an extended fight, for the colors of both sides 
  mingled together in pools of drying blood. 
  Tasara spotted a serviceable route to pass and waved 
  her sisters forward. There was a low wall hugging the 
  left side of the street that would provide cover from the 
  rockets except where it was broken. She could see a long 
  line of intermittent cover that should take them past the 
  area and leave them exposed in only a few places. As they 
  went behind the first of these low crumbling walls, Tasara 
  caught sight of two paladins of the Order of the Wall 
  behind the barricade directing the others. One bore the 
  distinct helmet, armor, and cape that signified a paladin 
  of high rank. She wondered if it might be the famed High 
  Paladin Dartan Vilmon whom she knew had returned to 
  Sul, but it was impossible to discern his face. They paused a 
  moment behind this wall to time their next move carefully, 
  but the Deliverers were unleashing a slow but steady stream 
  of fire. One crashed into and exploded very close to them, 
  and Tasara could feel the wash of heat. 
  “Look, Captain!” Nadira whispered, and Tasara 
  followed her hand to see the advance of more Cygnarans 
  as a large number of Trenchers marched double-
  time up the street. Behind them lumbered the 
  distinct profile of a large warjack with an oversized 
  hammer in each metal hand and another with a massive 
  cannon she recognized as a Defender. Between them was 
  a thick-bodied, dark-skinned Cygnaran officer in heavy 
  armor holding an unusual firearm. Tasara realized it was 
  one of the warcasters who had led the siege and was now 
  marked for death by the faithful. Despite her discipline she 
  felt a strong hatred and a desire to slip behind their guard 
  and permanently end this threat. Most of the Daughters 
  of the Flame were comprised of young widows of those 
  slain in battle, and this particular man had added many 
  to their ranks. The women drew strength from their grief 
  and remained committed to avenging those who had killed 
  their husbands.
  Adisa crept up near her and asked in a low but intense 
  whisper, “What should we do, Captain? They are in trouble.”
  Tasara shook her head, “This is not our fight; we have 
  our orders. Move forward to the next wall on my signal.” 
  She could see the indignation on all their faces and 
  understood, for the desire to aid her brethren was strong. 
  The next time a Deliverer rocket soared overhead, she raised 
  her fist as a signal and they tumbled and rolled past the 
  gap as the Trenchers took cover from the explosion. More 
  rifle fire and the massive boom of the Defender cannon 
  erupted from the Cygnarans followed by an explosion and 
  a clattering of raining debris behind the barricade. 
  At the next wall she risked another look to see the 
  advancing enemy taking cover while the first group 
  continued to lay down sporadic fire. The warcaster aimed 
  his weapon toward the barricade, and she saw its bulbous 
  tip fold back as a cluster of small rockets burst forward, 
  each leaving a thin trail of smoke. The cluster blasted 
  into the barricade, tore apart a huge hole, and sent several 
  Flameguard flying back. The warcaster waved forward the 
  next group of Trenchers as those ahead laid down cover 
  fire. Their advance was methodical and inexorable. The 
  warcaster pointed at the Defender, and its massive cannon 
  glowed with arcane power before the warjack fired a shell 
  straight into the Deliverers. The shot fragmented in a 
  massive explosion, collapsed the building, and left nothing 
  but a cloud of dust.
  With the barricade now useless, the ranking paladin 
  gave a great shout and called to the men. He raised his 
  sword in both hands to charge forward with the second 
  paladin at his side. A group of Flameguard followed on 
  their heels toward the nearest Trenchers crouched behind 
  Into the Flame
  
  58
  one of the better areas of cover. Tasara saw the 
  paladin’s gleaming blade carve through several of the 
  Cygnarans as a Flameguard Preceptor gave a shout. His 
  men behind him whirled their spears above their heads and 
  filled the air with an eerie and distinctive keening. They 
  tore into the remaining Trenchers at the first barricade, and 
  their spears sent gouts of fire to ignite the blue and gold. 
  The Flameguard standard bearer raised their colors to urge 
  the rest to advance to him immediately, and they set up a 
  new defensive line with their shields locked together. The 
  zealots ran behind them with their firebombs at the ready. 
  It was a courageous effort, but the group came under 
  heavy fire from the reinforcing Trencher lines that took up 
  a covered firing position. The hammer-wielding warjack 
  charged into the center of the shield wall and scattered 
  men with every pulverizing blow. The two paladins turned 
  side by side to face the metal brute, and they raised their 
  blades to batter at the hulking ‘jack. Delann, another 
  younger sister, spoke in a tormented voice, “They’re going 
  to be slaughtered! Captain–”
  “This is not our battle. Our mission is more important. 
  We can do nothing here except die with the rest. Be silent!”
  Their faces were grim as they advanced unseen while 
  hearing grunts and moans of pain mixed in with explosions, 
  rifle fire, and the sounds of a warjack tearing through the 
  armor and bodies of her city’s defenders. Tasara was not 
  without her doubts; surely it would be a more significant 
  victory if they were to slay the warcaster rather than their 
  assigned target behind enemy lines. However, she knew it 
  was not her decision to make, and there was no way to 
  communicate with the priestess. 
  She risked one more look back before the curve of the 
  street took them away. She saw with relief the arrival of 
  reinforcements. Advancing through the exploded barricade 
  were the swift and slender forms of two Dervish warjacks. 
  Between them stood the familiar form of a singularly 
  massive Reclaimer bearing a unique weapon she recognized 
  immediately; it was the Testament! A tide of zealots came 
  forward with him, and the sight gave Tasara hope. Perhaps 
  they would escape complete slaughter; she prayed for this. 
  The sun finished its descent and lit the smoke-filled sky 
  with a blaze of colors that seemed a sign of the righteousness 
  of their cause. They took again to the rooftops, leaping 
  silently from building to building as darkness descended. 
  It pained her to see so many of her people’s once gleaming 
  and pristine buildings torn apart. She had grown up close 
  to here among a mostly Idrian community, and here was 
  where she had married and given birth to her son. There 
  had been no sign of either her husband or her children 
  since the first assault. She banished that thought. Her only 
  family now was her sisters and the priestess of flame who 
  commanded them.
  Earlier that day the priestess called upon her personally—
  a singular honor. Tasara anxiously made her way through 
  the upper halls of the Great Temple of the Creator. It 
  was one of the most important houses of worship in all 
  their faith and was once the center of the capital before 
  the hierarch rebuilt Imer to the east. For centuries this 
  great temple had been the heart of the Menite religion. 
  It was significant not only for its sacred importance but 
  also as an architectural marvel. Its exterior seemed a great 
  pyramid of stone set in the ancient ways, yet inside its 
  halls were arched and buttressed with high ceilings like the 
  cathedrals of their rivals across the Black River in Caspia. 
  It was considerably more pristine, sublime, and unadorned 
  as their deity preferred. It was a uniquely beautiful and 
  evocative combination of ancient form and engineering, 
  shaped as a stone homage to the creator of man.
  Every day that Tasara drilled and trained at the temple, 
  she was humbled to consider that her footsteps walked the 
  same stones once trod by legends such as Visgoth Ozeall, 
  Hierarch Luctine, and even Hierarch Sulon himself. Many 
  of these great worthies had been interred in vaults in the 
  catacombs below alongside ancient priest-kings recovered 
  from across western Immoren. This was the cause for which 
  they fought as the disbelieving and wicked flooded into 
  their city defiling every sacred stone with their footsteps.
  She did not enter the main worship hall or climb the 
  stairs toward the private chambers of the Visgoth. She 
  instead followed a wide hall toward one of several outward 
  barracks. The halls were busy with the marching of feet 
  and the sounds of weapons set against one another in 
  sparring matches as fresh recruits made ready for battle. 
  Everyone here knew at any time the temple might come 
  under attack. 
  Tasara had been among those fighting on the steps when 
  the Cygnarans had made their great push, and it seemed 
  everything would tumble to ruin. She had seen Feora rise 
  up in a column of fire behind the enemy to beset them 
  from the rear and tear through them like an inferno of 
  righteousness. Many of her sisters had died that day, and 
  every one of them was buried with the highest honors. 
  She had seen the charge of the Knights Exemplar led by 
  
  59
  Grand Exemplar Kreoss. The impossible attack carved a 
  glorious path to meet with Feora’s smaller force, and from 
  there they consolidated a defensive line around the temple 
  to push the enemy back at last. She had seen the fighting 
  spirit fail in the frightened eyes of the enemy. She watched 
  them break and run, some dropping weapons in mindless 
  panic. She and those with her had followed the fleeing 
  enemy, sending as many of them to Urcaen as their blades 
  could reach.
  This memory would never fade, and it came to her as she 
  walked into the presence of the priestess of flame. Feora was 
  at the top of a flight of stairs looking down upon ranks of 
  the Flameguard, coordinating preparations for the next major 
  engagement. Feora was more often fighting in the streets, 
  but she returned periodically to ensure her subordinates had 
  everything well in hand. This was also the time she would 
  pass down special commendations and orders.
  Many fresh recruits had come to Sul from the east—
  some even from quiet fishing villages along the shore. Many 
  were young and unskilled and might require seasoning 
  before the Flameguard would accept them. Right now 
  there was less time or luxury for the extended training 
  they usually required. Such training continued elsewhere 
  in the Protectorate, but here in Sul with the enemy in the 
  streets, those who showed potential would be immediately 
  diverted to join the Deliverers or other groups such as the 
  zealots, and they would be encouraged to join the battle 
  as quickly as possible. It was a tough decision in each case 
  whether it would serve them better to spend precious 
  time training a new recruit or push for another faithful 
  in the streets to fling against the enemy. Their armories 
  and smithies in the defended eastern districts had been 
  hammering night and day to produce armor and weapons, 
  and they were supported by occasional shipments and 
  reinforcements from Imer. From the south came continual 
  supplies of Menoth’s Fury vital to so many of their 
  weapons, particularly the firebombs slated for assembly 
  and immediate distribution to the zealots.
  Tasara Sarokar had approached Feora and bowed deeply. 
  She crossed her arms before her as she supplicated herself, 
  forming the sign of the Menofix. “Priestess, I obey your 
  summons. I am your daughter and yours to command.”
  Feora bid her rise, and the two of them walked into a 
  nearby alcove, partially shielding them from the noise made 
  by ranks of Flameguard drilling in formation attacks with 
  spears and shields. “I need you now for a difficult task, 
  daughter. It is one for which I can spare only a single hand 
  of my daughters. I ask you if you can assemble a 
  team without delay and in whose abilities you feel 
  complete faith.”
  “Absolutely, Priestess. I know many eager to serve.”
  Feora nodded, pleased. “Tonight I conduct a major 
  offensive; we are preparing now. Plans are underway, and 
  many will die before the dawn. I have agents in the western 
  city who have brought me vital information. Lives have 
  been lost to bring the locations of noteworthy enemies. 
  Before my attack I will send my hands to strike. Each 
  will distract enemy attention, create panic, and hopefully 
  eliminate a key leader who would otherwise stand against 
  us. Your target will be particularly difficult.”
  “You can trust in me, Priestess. Tell me my target.”
  Feora held up a piece of cloth whose colored threads 
  portrayed the intricate streets of the city. She pointed to a 
  section close to the breach, east of the enemy headquarters. 
  Tasara recognized it as having once been a building that 
  housed visitors to Sul until they were cleared by scrutators 
  and assigned escorts. Feora continued, “An officer will be 
  sent tonight from this place to be reassigned to one of the 
  enemy’s forward positions. This officer is a tainted sorcerer, 
  a gun mage, and a very dangerous man. His existence is a 
  profanity, and I wish to prevent his being summoned to 
  where I make my attack. You must intercept him along 
  this route. You cannot go too far, or you will be among the 
  densest concentration of the enemy. Nor will you be able 
  to get to him once he reaches the forward emplacement.” 
  “I will not fail you.” Tasara felt her heart pound with 
  eager joy at the importance of this task, and she bowed 
  deeply, crossing her arms before her. “Glory to Menoth!”
  “You must leave before sunset. Go now and gather your 
  team. Menoth guide your blades, my daughter.” Feora 
  said a prayer of blessing and protection, touching each of 
  Tasara’s shoulders before placing her palm briefly atop the 
  crown of her head. For a moment, Tasara felt at one with 
  the flame of the Creator, and then she stood to go.
  Twilight faded into the dark of actual night. Tasara 
  heard Feora’s words repeatedly in her head and remembered 
  the line of their approach. She had swept wide around the 
  position expected to be a Cygnaran forward encampment, 
  but she hoped she had not accidentally missed her target in 
  doing so. She was back upon the noted route, but here they 
  had to be particularly cautious. They were now well behind 
  Into the Flame
  
  60
  enemy lines, and this captured part of Sul was 
  well patrolled. The buildings on this row were not 
  badly damaged, but there were pockets of destruction 
  to mark past battles, fires, and explosions. 
  Some of the buildings were strangely still inhabited. 
  She saw curtains with flickering light beyond and furtive 
  faces peeking from doorways. Cygnar did not have the 
  manpower to force evacuation of the western city, but they 
  warned residents they might get caught in crossfire if they 
  did not leave. Some packed up belongings for eastern Sul 
  and were searched by the Cygnarans for weapons at various 
  posts before they were allowed to depart. Others made for 
  the countryside outside the city or headed to Imer or other 
  guarded communities nearby. Many were stubborn and 
  would not leave their homes until flames or gunfire drove 
  them out. Tasara felt sympathy for those who stubbornly 
  stayed. Some of them helped their efforts by bringing 
  information east at great risk or improvising weapons 
  to hurl against the invaders when they were otherwise 
  occupied in battle. There were no rules for fights such as 
  these, only perseverance, survival, and waiting for the right 
  moment to hurt the enemy. 
  The streets were dark even with the relatively clear night. 
  No lights were maintained along any of the streets except 
  by Cygnaran patrols. They evaded one such patrol on their 
  way by hugging the shadows as a group of long gunners 
  with lanterns marched past peering into dark alleyways. 
  The urge to kill them came upon Tasara, but she pushed it 
  down and they continued.
  As they were getting uncomfortably close to the main 
  Cygnaran encampment, they saw movement ahead. Tasara 
  pointed to either side of the street, her sisters regrouped, 
  and several lurked to the opposite side. This was an area 
  that had seen fighting and explosions, and each building 
  was a mere burned out shell. The spot suited Tasara as 
  a perfect ambush point for her sisters. She silently crept 
  ahead and took cover behind a wall fragment. She had 
  been expecting a single officer, but in retrospect she knew 
  that was foolish. Soldiers never traveled alone, particularly 
  officers. Ahead was a cluster of men and a single woman. 
  Their silhouettes showed heavy coats and broad hats. 
  She had seen such men in battle and knew they were 
  gun mages. In the darkness it was difficult to discern at 
  first which one was the leader. There were seven in all with 
  one to the fore and one to the rear carrying slit-lanterns. 
  Each lantern barely opened enough to light the ground 
  before them. Rune-covered pistols hung at their waists. 
  As they passed she was able to see marks on their sleeves. 
  She noted one with the double stripes of a lieutenant, and 
  next to him stood an older man with a moustache and the 
  distinct shield of a captain. 
  Adisa, Delann, and Nadira were near to her, and Mazlin 
  and Vora stood on the other side. This would be extremely 
  dangerous, perhaps even suicidal, but with her training she 
  steeled herself against the thought. The enemy captain 
  must be destroyed whatever the cost. This was her vow. 
  They were perfectly hidden, and her sisters waited 
  silently for the signal to strike. Tasara waited for the exact 
  moment when they would be perfectly positioned. Then 
  suddenly, based on some surely preternatural instinct, 
  the gun mage with the captain insignia whirled with his 
  pistol instantly in hand. That the two across the street 
  were behind solid cover was a small relief, but Tasara made 
  ready to spring into action. 
  The moment the captain raised his pistol, the other gun 
  mages drew theirs as well. They took a defensive formation 
  and scanned the sides of the street at high alert. The 
  captain himself was still in motion, and Tasara realized 
  he was not simply waiting for an enemy to show himself. 
  Tasara’s eyes widened as a blue glowing ring sprung forth 
  around the fingers of his left hand, and then he fired his 
  gun directly at the wall across the street with a blast that 
  echoed loudly in the quiet evening air. In fact, his shot was 
  fired through one of his own men, yet the bullet vanished 
  with a ripple of blue energy in the air before hitting his 
  fellow gun mage. The shot left another glowing ripple on 
  the surface of the low wall and was followed by a sound of 
  impact and a woman’s gasp. It was clearly Vora’s voice as the 
  shot pierced her despite the intervening cover. Tasara had 
  expected it to be Mazlin, the youngest, thinking perhaps 
  she had made some mistake. She had no time to consider 
  her failed prediction.
  She signaled to attack and sprang from her cover as her 
  sisters leapt forward with their blades ready. Across the 
  way Mazlin scrambled over the wall and vaulted nimbly 
  through the air as a bullet from the nearest gun mage 
  streaked past her ear. 
  Tasara performed a vaulting somersault clear over the 
  nearest gun mage, whose bullet pierced the air she had 
  occupied a moment earlier, and landed just behind the 
  captain. Adisa and Nadira landed smoothly next to her. 
  The officer was nimble and fast and almost managed to 
  turn in time. His gun fired a shot that clipped Delann and 
  
  61
  Into the Flame
  knocked her back through the air in mid leap to shatter 
  into the ruined wall. Before he could get off another shot, 
  Tasara sunk her daggers deep into his side and shoulder. 
  She felt an almost sensual satisfaction as her blades bit 
  flesh. Nadira’s blade penetrated the man’s hip almost at 
  the same time, and Adisa finished him by slicing open his 
  throat to let him gasp and fall choking to the ground.
  None of them had time to savor the victory as the gun 
  mages scrambled backward with their guns blazing. Rings 
  of light glowed around their free hands, and their bullets 
  blazed with unnatural energy.  Tasara rolled and tumbled 
  to the side, narrowly escaping a bullet as she closed with a 
  thin-framed woman in a tri-corned hat. Behind her Mazlin 
  had engaged her own target, striking with multiple fast 
  and deadly strikes to the man’s torso. The pistol dropped 
  numbly from his hand as he fell back, and his blood-soaked 
  hand groped at his stomach. Tasara made quick work of 
  the female gun mage by striking once precisely below the 
  woman’s ribcage and angling upward to split her heart. The 
  woman died almost instantly, gasping just once, as Tasara 
  yanked the blade free and spun to face the others. 
  She saw another pistol blaze. The arcane glow lit 
  Nadira’s body as the bullet struck her side despite her 
  attempt to tumble out of the way. There was a dull thump, 
  and the daughter’s chest exploded. Her limp body, now 
  devoid of grace, toppled to the side of the road and 
  lay still in a pool of blood. Adisa screamed in rage and 
  leapt upon the back of the man who had fired, stabbing 
  repeatedly until he went down. Mazlin spun on another 
  gun mage who stumbled backward toward the far side of 
  the street raising his sword to fend her off. She vaulted in a 
  graceful tumble toward him, easily evaded his clumsy slash, 
  and finished him with a strike into his exposed side. 
  Tasara leapt toward the lieutenant who was turning 
  toward her. His gun gleamed in the moonlight, and his 
  hands gesticulated in an invocation of power. She felt as 
  if time had slowed and become thick like syrup as she 
  somersaulted through the air. Despite her speed, the gun 
  mage was able to aim his pistol before she could cross 
  the distance, and the gun bucked in his hands just as she 
  landed. Its inescapable glowing bullet launched out at her. 
  She felt the bullet streak by her neck like a blazing caress. 
  It left a pain like a burn, but it did not kill her. He had just 
  barely missed, and then she was upon him. Feinting to the 
  right and then weaving to the left, she stabbed once into his 
  lower back with her left sword as her right hand swept up 
  in a clean swipe that slammed her other blade up through 
  his chin and into his skull. He died instantly, 
  and she turned to find Adisa had taken care of 
  the last gun mage. Ten bodies lay strewn across the 
  bloodied street, yet she and two of her sisters were alive. 
  Mazlin had somehow survived her first mission. Tasara 
  had been so ready for death that her survival amazed her 
  completely. She could only stare down at the bodies in 
  shock until Adisa grabbed her arm. “Come! The alarm is 
  raised! We must flee!”
  She realized there was indeed shouting not so far away 
  coming from more than one direction. The noise of their 
  battle had clearly reached the ears of the Cygnarans. Her 
  survival instincts kicked back in and she sprinted away 
  down a side-alley, soon finding familiar ground. She had 
  raced these streets as a little girl, and she could almost 
  believe she was back in those times when she had stayed up 
  too late past the hour of curfew, terrified as she tried to 
  find her way back through the streets to arrive home before 
  the monks could find her. She indulged this fantasy as she 
  wiped blood from her blades and tried not to think of the 
  faces of her fallen sisters. She led the other two survivors 
  on a circuitous route home and looked forward to sleeping 
  another night before rising to confront death again in the 
  service of Menoth. She gave thanks that she had one more 
  day, one more chance to kill her enemies.
  
  62
  By your authority I have forged our people into an army so powerful none will be able to withstand us.  
  Now my only concern in this war is victory. Sul will be reclaimed.  
  —Feora to Hierarch Garrick Voyle
  breach, she faced not one but two Cygnaran warcasters in a 
  fearsome clash. The Devout protecting her was obliterated 
  by gun sorcery and fell down upon her, nearly crushing the 
  air from her lungs. If not for her warcaster armor and the 
  providence of Menoth, she would have perished. 
  This was the moment when Feora faced her death. 
  Trapped, helpless, and with her 
  enemies 
  around 
  her, she experienced full 
  self-awareness and 
  did not like everything 
  she saw. She knew 
  her drive, efficiency, 
  and 
  ambition 
  had 
  been necessary 
  to forge an unready 
  p o p u l a c e 
  into a true army in the 
  name of Menoth, but 
  somewhere she had been 
  distracted from her purpose, 
  the purpose of the Flameguard 
  passed 
  down 
  as 
  a 
  sacred 
  responsibility. She saw in her mind’s 
  eye the capture of the Great Temple 
  of the Creator. She saw its hallowed 
  halls soiled by the boots of unbelievers, 
  its ancient tapestries and reliquaries thrown 
  aside, and its crypts looted and sacked.
  Feora somehow found the strength to move out 
  from beneath the Devout’s impossible bulk. Spots danced in 
  her eyes and every tendon screamed in agony, but she shifted 
  it aside. Above her suddenly was a familiar face, one of the 
  Daughters who had seen her fall. Two others were nearby, 
  and together they managed to take Feora away, lost amid the 
  chaos of battle.
  Feora had suffered grave injuries, but the Daughters brought 
  her to one of the beleaguered outer garrisons and gathered 
  the Flameguard. Heedless of her wounds, she marched to the 
  courtyard of the great temple where the Cygnarans pressed 
  forward in a seemingly unstoppable advance. Feora endured 
  her pain, led her ragged force into the Cygnaran flank, and 
  let loose the full power of flame backed by renewed faith. 
  Feora has been both humbled and exalted by her travails in 
  the besieged city of Sul. She has rallied her followers in the 
  defense of sacred sites and led them to feats of bravery and 
  sacrifice. She has marked a line in the streets of Sul with a wall 
  of all-consuming fire no enemy of Menoth may cross and 
  live. At first the visgoths wondered why the hierarch trusted 
  this arrogant and even insubordinate woman with so much 
  power and allowed her free to shape an army. Just as Hierarch 
  Ravonal allowed Garrick Voyle to create the Order of the 
  Fist, Voyle has permitted Feora to institute the Daughters of 
  the Flame, which some have taken as an ominous echo. Now 
  the visgoths have begun to see the clarity of Voyle’s vision, 
  for Feora has become an embodiment of Menite military 
  discipline.
  The attack on Sul was a blow to Feora’s pride, but it 
  gave her the opportunity to overcome impossible challenges. 
  Rushing to stem the tide of attackers pouring through the 
  Feora, Protector oF the Flame
  
  63
  Surrounded by the blazing inferno, Feora experienced a shift 
  in her power over fire. She pulled the fire back to herself and 
  let it erupt again as she willed it, filling her warjacks with 
  power and annihilating whole ranked masses of the enemy. 
  The Cygnarans balked and routed and the Great Temple of 
  the Creator was preserved.
  In the calm after the battle, Feora went below the temple 
  to the catacombs of entombed holy ancestors. In a vigil at the 
  tomb of Hierarch Luctine, she gave her vows as Protector of 
  the Sacred Flame. Peering into the fire, she saw the weapon she 
  must build to renew her fight. With the blessing of Visgoth 
  Feat: Wild Fire
  Feora is the ultimate master of fire’s all-
  consuming power. She has learned to bend 
  the potency of conflagration to her will and 
  transmute the flame into raw energy to 
  strengthen her warjacks. By siphoning blazes 
  around her and sending the flame where she 
  chooses, she extinguishes burning allies and 
  forces those same flames to leap across the 
  battlefield and obliterate her enemies.
  Feora gains a focus point for each 
  model with a Fire continuous effect 
  on it currently in her control area. 
  These focus points may immediately 
  be allocated to warjacks in her 
  battlegroup in her control area. A 
  warjack cannot exceed its normal 
  allocation limit as a result of Wild 
  Fire. Feora may then remove Fire 
  continuous effects from any models 
  in her control area. For each Fire 
  continuous effect removed, Feora 
  may cause a model in her control 
  area to suffer Fire.
  Feora
  Death Pyre - Feora explodes 
  into flames if she is destroyed. 
  Models within 3” suffer a POW 14 
  damage roll and Fire. Damage from 
  Death Pyre cannot be boosted.
  elite CaDre - Flameguard 
  included in an army with Feora 
  gain +1 MAT, RAT, and CMD. 
  These Flameguard models gain 
  +2” of movement during their first 
  activation of the game.
  Fanning the Flames - While 
  in Feora’s control area, enemy 
  models suffer +2 to Fire continuous 
  effect damage rolls.
  insPiration - Friendly Flameguard 
  models/units in Feora’s command 
  range never flee and immediately 
  rally.
  righteous Flames - Enemy 
  models 
  within 
  2” 
  of 
  Feora 
  immediately suffer Fire. A model 
  that suffers Fire because of its 
  proximity to Feora does not suffer 
  Fire again because of proximity to 
  Feora as long as it remains within 
  2” of her.
  WarjaCk BonD - One non-unique 
  warjack in Feora’s battlegroup begins 
  the game bonded to her. Feora may 
  allocate one additional focus point 
  to the warjack. Models hit by attacks 
  made by the warjack suffer Fire.
  Flame Thrower
  CritiCal Fire - On a critical 
  hit, target model suffers Fire. Fire 
  is a continuous effect that sets the 
  target ablaze. A model on fire suffers 
  a POW 12 damage roll each turn 
  during its controller’s Maintenance 
  Phase until the fire expires on a 
  d6 roll of 1 or 2. Fire effects are 
  alchemical substances or magical in 
  nature and are not affected by water.
  Apocalypse
  reaCh - 2” melee range.
  slaughter (HattaCk) - If 
  Apocalypse 
  damages 
  a 
  target, 
  the target immediately suffers an 
  additional POW 12 damage roll. 
  This additional damage roll is 
  caused by the Flame Thrower. The 
  damage roll may be boosted.
  NOTE: Feora, Protector of the Flame 
  is Feora, Priestess of the Flame.
  Blazing aura 
  2 
  6 
  - 
  - 
  X
  When a model in target friendly Protectorate unit is damaged by a damage roll, its attacker 
  suffers an equal damage roll. Blazing Aura is not triggered by blast damage, collateral 
  damage, or damage from continuous effects. Models in the target unit suffer –2 DEF and 
  ARM and cannot make ranged attacks. If Blazing Aura expires, the unit must forfeit its 
  next activation.
  ConveCtion 
  2 
  10 
  - 
  12 
   
  X
  When Feora destroys a living enemy model with Convection, place one focus point on 
  a warjack in her battlegroup in her control area. A warjack cannot exceed its normal 
  allocation limit as a result of Convection.
  esCort 
  2 
  selF 
  - 
  - 
  X
  Warjacks in Feora’s battlegroup beginning their activation in her control area gain +2”  
  of movement. Feora gains +2 ARM while any warjacks in her battlegroup are within  
  3” of her.
  Fire steP 
  2 
  selF 
  * 
  13 
  Enemy models within 2” of Feora suffer a POW 13 damage roll. After damage is resolved, 
  place Feora up to 3” from her current position. There must be room for Feora’s base in the 
  new location. During this movement Feora cannot be targeted by free strikes. Fire Step may 
  be cast once per activation.
  Flame Burst 
  3 
  8 
  3 
  13 
   
  X
  Models in the AOE suffer Fire.
  hot Foot 
  2 
  6 
  - 
  - 
  X 
  X
  Target enemy model/unit must end its movement closer to Feora than it started. Affected 
  models that do not end their movement closer to Feora immediately suffer an unboostable 
  POW 12 damage roll. 
  SPECIAL RULES
  TACTICAL TIPS
  righteous Flames – If the fire goes out, the model doesn’t catch 
  fire again unless it is separated from Feora first.
  Rhoven, she took the holy weapon of Luctine 
  and had its metal melted and reforged in the blessed 
  armories of eastern Sul. Feora feels reforged as well, for she 
  is filled with unshakable purpose. She will not rest until 
  every Cygnaran is driven from the city and Caspia itself is 
  reclaimed for Menoth. Her example has inspired a generation 
  of followers who look to her as an embodiment of cleansing 
  fire. The Synod of Visgoths have witnessed her rise from the 
  ashes and seen her transformed from an ambitious upstart 
  into an inspiring leader and true general. 
  Protectorate Epic Warcaster Character
  SPELL 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  Focus 6 
  Cmd 9
  Apocalypse
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  7	 14
  	RNG	 ROF	 AOE	 POW
  	SP	 1	 —	 12
  Flame Thrower
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 7	 7	 5	 15	17
  Damage	
  16
  Point	Cost	
  76
  Field	Allowance	
  C
  Victory	Points	
  5
  Base	Size	
  Small
  
  64
  Its blades are an effortless extension of my will; its 
  movements are my movements. In its simple mind I find 
  a brother in battle.
  —High Allegiant Amon Ad-Raza
  A work of divine inspiration, the Dervish utilizes the Devout 
  chassis’ unparalleled reflexes for a wholly offensive application. 
  Rather than moving to protect, the Dervish’s every motion is 
  meant to end life. The warjack falls upon the enemies of the 
  faithful like a forged-iron maelstrom of butchery as its twin 
  blades work in tandem to sow death across the battlefield. 
  From its first days outside the hidden foundries, the Dervish 
  marked its successes with a wake of shorn limbs and fallen 
  soldiers. Among the Cygnaran forces who fight daily through 
  the streets of Sul, the Dervish has already become notorious 
  for its death dealing capabilities.
  Devoid of sophisticated weapon systems requiring either 
  maintenance or ammunition, the Dervish is the perfect 
  addition to a crusading army on the move. It is a light and agile 
  combatant with greater reflexes than any other Protectorate 
  warjack yet developed. Constructed with supreme flexibility 
  in mind, the Dervish can bend and twist unhindered in ways 
  that would sprain most bodies of flesh. Bringing its blades 
  to bear at blinding speeds as it weaves through battle, the 
  Dervish can sidestep attacks in the same motion used to 
  dispatch enemies in its path.
  A killing machine of the first order, the Dervish 
  was visibly designed solely for war and not as a 
  part of the façade of any Protectorate defensive 
  force. Unable to justify the existence of the 
  machine, the Synod decreed the Dervish 
  would be constructed in secret and only 
  in small numbers. Now in the days of the 
  Crusade, these warjacks have been called forward 
  to the front lines to carve a bloody swathe through 
  the Protectorate’s enemies. 
  Dervish
  Chain attaCk - siDe steP - If the Dervish has 
  both arm systems functional and hits with either a Combo 
  Strike or both of its initial Sword attacks against the same 
  target in the same activation, after resolving the attacks it 
  may immediately make an additional melee attack against 
  the target without a spending focus point. If the attack 
  succeeds, the target suffers no damage, but the Dervish 
  may immediately move up to 2”. The target model cannot 
  target the Dervish with free strikes during this movement.
  riPoste - When the Dervish is the target of an enemy 
  melee attack that misses, it may immediately make a melee 
  attack targeting the attacking model if it is within the 
  Dervish’s melee range. 
  Swords
  ComBo strike (HattaCk) - The Dervish has a 
  pair of Swords that may be used simultaneously for a 
  devastating attack. It may make a normal attack with 
  each Sword individually, or it may make a special attack 
  with both Swords at the same time. Both Swords must be 
  operational to make the Combo Strike. Make one attack 
  roll for the Combo Strike. Add the Dervish’s STR once 
  and the POW of both Swords to the damage roll.
  DervIsh
  Protectorate lIght Warjack
  HeigHt/WeigHt: 8’7” / 3.5 tons
  ArmAment: Swords (right and 
  left arms)
  Fuel loAd/Burn usAge: 60Kgs / 
  7hrs general, 2 hrs combat
  initiAl service dAte: 595 AR
  cortex mAnuFActurer: Vassals 
  of Menoth
  orig. cHAssis design: Sul-
  Menite Artificers
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 9	
  5	 4	 14	 16
  Sword
  	 SPECIAL	
  POW	 P+S
  	Combo	 4	 13
  R
  	 1	
  2	
  3	
  4	
  5	
  6
  Sword
  	 SPECIAL	
  POW	 P+S
  	Combo	 4	 13
  L
  Point	Cost	
  65
  Field	Allowance	
  U
  Victory	Points	
  2
  Base	Size	
  Medium
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  
  castIgator
  Protectorate heavy Warjack
  65
  The True Law tells us there is no pain unbearable in the 
  cause of Menoth. The Castigator will engulf any who 
  have refused that law with a cleansing shroud of fire.
  —Visgoth Ark Razek, overseeing the Sul-Menite artificers
  The fires in the foundries of Imer never dim, for the hierarch 
  demands tireless devotion from his armories, and he knows 
  they must match the pace of larger nations. The Castigator is 
  a product of the Protectorate’s expanding wartime industry. 
  The impressive warjack is based on the same chassis as the 
  Reckoner—renowned as the first warjack entirely of Menite 
  design. Few outside the Vassals of Menoth know that the 
  Castigator was actually conceived before the Reckoner, but 
  problems with its weapon system delayed its unveiling. 
  Visgoth Ark Razek deemed the setback an unacceptable 
  failing. His displeasure was so great that he had every 
  mechanik on the project wracked within a breath of death 
  before being restored and put back to work with renewed 
  and terrified determination. Miraculously the problems were 
  resolved almost immediately.
  The Castigator’s fists blaze continually in combat, and the 
  intense heat sends rippling waves of distortion through 
  the air as the warjack charges to engage the enemy. Each 
  fist is equipped with a sophisticated delivery system for 
  Menoth’s Fury, which is compressed and piped into 
  direct contact with the ignition temperature of the 
  warjack’s powerful furnace. When it secures a hold 
  on another warjack, it can emit this blazing heat and 
  cause steam boilers to overheat. Under the intense 
  heat other internal systems warp and buckle, lose 
  integrity, and remain vulnerable to critical failure 
  when driven to exertion. If beset by multiple 
  foes, the Castigator ignites the air around 
  itself in a powerful explosion of 
  incinerating heat that instantly 
  melts iron and turns living flesh 
  to fine ash. 
  One major advantage of 
  the Castigator is the ease 
  with which it is refueled on 
  distant fields of battle. Unlike 
  the specially machined shells 
  of the Reckoner’s Condemner 
  cannon, the Castigator needs only 
  a fresh supply of Menoth’s Fury to be 
  ready to fight again. It has been sent 
  forth to the front lines to bring 
  the wrath of an inferno 
  to all those who have 
  forsaken the Creator 
  of Man.
  Castigator
  Chain attaCk – overheat – If the Castigator 
  has both arm systems functional and hits with both of 
  its initial Flame Fist attacks against the same warjack in 
  the same activation, after resolving the attacks it may 
  immediately make an additional melee attack against the 
  target without spending focus. If the attack succeeds, the 
  target suffers no damage but suffers Overheat. A warjack 
  suffering from Overheat takes d6 damage points each time 
  it spends a focus point. Overheat lasts for one round.
  ComBustion (★attaCk) – Models within 1” of the 
  Castigator suffer a POW 12 damage roll. A model moving 
  within 1” of the Castigator or ending its movement 
  within 1” of the Castigator suffers an unboostable POW 
  12 damage roll. The Castigator may spend focus points to 
  make additional melee attacks after a Combustion attack. 
  Combustion lasts for one round.
  Flame Fists
  Fire – Target model hit by a Flame Fist attack suffers 
  Fire.  Fire is a continuous effect that sets the target ablaze. 
  A model on fire suffers a POW 12 damage roll each turn 
  during its controller’s Maintenance Phase until the Fire 
  expires on a d6 roll of 1 or 2.  Fire effects are alchemical 
  substances or magical in nature and are not affected by 
  water.
  Fist – The Castigator’s Flame Fists have the abilities of 
  an Open Fist. 
  L
  R
  HeigHt/WeigHt: 12’ / 8.4 tons
  ArmAment: Flame Fists (both)
  Fuel loAd/Burn usAge: 110 kg / 
  5.5 hrs general, 1 hr combat
  initiAl service dAte: 606 AR
  cortex mAnuFActurer: Vassals 
  of Menoth
  orig. cHAssis design:  
  Sul-Menite Artificers
  Flame Fist
  	 SPECIAL	
  POW	 P+S
  	 Multi	 4	 15
  Flame Fist
  	 SPECIAL	
  POW	 P+S
  	 Multi	 4	 15
  	 1	
  2	
  3	
  4	
  5	
  6
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 11	 5	 4	 10	 19
  Point	Cost	
  108
  Field	Allowance	
  U
  Victory	Points	
  3
  Base	Size	
  Large
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  
  66
  Captain
  leaDer
  Unit
  aCroBatiCs - A Daughter of the Flame may move 
  through other models if she has enough movement to 
  move completely past the models’ bases. A Daughter of 
  the Flame cannot be targeted by free strikes. A Daughter 
  of the Flame ignores intervening models when declaring 
  a charge.
  aDvanCe DePloyment - Place the Daughters of 
  the Flame after normal deployment, up to 12” beyond the 
  established deployment zone.
  assassinate - Instead of making melee attacks 
  separately with each of their Swords, two or more 
  Daughters of the Flame in melee range of the same 
  living or undead model may combine all of their initial 
  Sword attacks. In order to participate in an Assassinate 
  attack, a Daughter must be able to declare a melee attack 
  against the intended target. The Daughter of the Flame 
  with the highest MAT in the attacking group makes one 
  melee attack roll for the group and gains +1 to the attack roll for each Daughter of the Flame, 
  including herself, participating in the attack. If the attack is successful, the target suffers a normal 
  damage roll, after which the target suffers one additional damage point for each Daughter of the 
  Flame beyond the first participating in the attack.
  shank - A Daughter of the Flame gains +2 to melee attack rolls while completely within the 
  back arc of a target model. A Daughter of the Flame does not receive back strike bonuses.
  stealth - Attacks against a Daughter of the Flame from greater than 5” away automatically 
  miss. If a Daughter of the Flame is greater than 5” away from an attacker, she does not count 
  as an intervening model.
  You shall be the shadow of death that moves unseen 
  among them, and with their blood, Sul shall be  
  washed clean.
  —Feora, High Priestess of the Flame to the assembled Daughters of Sul
  Silent and deadly, the Daughters of the Flame are feared 
  even within the Protectorate of Menoth. The origin of 
  the Daughters is largely unknown even among Menites. 
  Founded by the Priestess of the Flame with the consent of 
  the hierarch, the Daughters were originally charged with the 
  absolute security of Menite sanctuaries and sacred places. In 
  the course of carrying out their duties, this secret order of 
  the Flameguard Temple has evolved into a surgical tool adept 
  at removing threats to the Protectorate both internally and 
  externally. Organized into small strike forces known as hands, 
  the Daughters stalk the enemies of the faithful with a single-
  minded devotion, emerging from the shadows only to spill 
  the blood of heretics.
  The Daughters of the Flame are chosen from among 
  fresh Flameguard recruits based on their raw potential and 
  total dedication. Virtually all the Daughters are the widows 
  of fallen Menite soldiers who died in the defense of their 
  faith. Though considered a part of the whole, those who are 
  accepted into the ranks of the order are trained apart from 
  the other branches of the Temple. Daughters undergo an 
  exhaustive regimen of physical and mental conditioning. 
  Possessing peerless grace and proficiency in the art 
  of obfuscation, the Daughters of the Flame are virtually 
  imperceptible on the battlefield. Moving at blinding speeds, 
  they dart from obstacle to obstacle, bending and 
  contorting their bodies to maximize 
  available protection and avoid the 
  eyes of the enemy. They are rumored 
  to have been schooled in martial techniques by 
  the Order of the Fist, and in battle they are a blur of 
  fluid motion. The Daughters strike in synchronization, 
  leaping and weaving through the ranks of the enemy 
  while their blades cut through flesh and narrow spaces 
  between plates of armor. 
  Though some may claim Feora overreached her 
  authority by expanding the role of the Daughters of the 
  Flame, none would claim the order has been anything 
  but a boon to the Protectorate’s war effort. Since the 
  start of the crusade and subsequent Cygnaran invasion 
  of Sul, the Daughters have served on the battlefield 
  alongside the Temple Flameguard and Flameguard 
  Cleansers. In addition to conducting precision strikes against 
  the enemy, the Daughters also provide valuable Protectorate 
  field commanders with vital reconnaissance. 
  Daughters oF the Flame
  Protectorate FlameguarD unIt
  Captain 
  Cmd 8
  Sword
  	 SPECIAL	
  POW	 P+S
  	
  —	
  4	 9
  Sword
  	 SPECIAL	
  POW	 P+S
  	
  —	
  4	 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  6	 4	 14	 12
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  7	 4	 14	 12
  Daughter 
  Cmd 6
  Leader	and	5	Troops	
  62
  Field	Allowance	
  2
  Victory	Points	
  2
  Base	Size	
  Small
  
  67
  The blood on our lances will water the fields of battle. 
  The crops of our victory will grow tall and strong, ever 
  laden with grain for the stallions that carry us to war.
  —Exemplar Seneschal Odan of the Exemplar Vengers
  Nearly two thousand years ago, the Old Faith and the 
  horselords joined and held dominion across the lands of the 
  north.  One by one the barbarian tribes were subjugated and 
  forced to accept the True Law. Since the earliest days of the 
  Exemplar Order, there have been mounted knights in service 
  of the Creator—the Vengers. Consumed with boundless faith, 
  the Vengers have long been paragons of ancient tradition and 
  true instruments of Menoth’s will. 
  Both powerful and relentless, Exemplar Vengers are among 
  the deadliest warriors in the Protectorate’s congregation. They 
  wield thrice-blessed lances and stout blades and ride into 
  battle on war-bred Idrian stallions of amazing strength and 
  beauty. Fueled by their faith, they have no need for advanced 
  mechanika of any kind. Through their Oath of Brotherhood 
  they feel the pains of their brothers deeply and fight harder 
  and more bravely with each drop of Venger blood spilled. 
  A Venger charge is a vision out of time, perfect in its 
  terrible beauty. Whole lines of men simply disintegrate 
  under the weight of hooves while blessed lances unerringly 
  strike their mark. Should any be left standing, the Vengers 
  draw blades to dispatch what could not be trampled.
  After a battle the Exemplar Vengers take time to cleanse 
  their weapons, steeds, and armor ritually. Once wiped away, 
  the tainted blood of the enemy is sacrificed to the Creator 
  in flaming braziers as thanks for victory. These rituals of 
  purification are so important to the Venger tradition that 
  they are performed even in times of war. The Vengers are 
  summoned to battle with ever-greater frequency to crush the 
  enemy under their thunderous hooves, and it is a duty they 
  tirelessly pursue in the name of the Creator.
  Seneschal
  leaDer
  Unit
  Fearless - An Exemplar Venger never flees.
  vengeanCe - When an Exemplar Venger in this unit 
  is damaged by an enemy attack, all models in the unit 
  gain +2 STR and ARM and may charge across rough 
  terrain and obstacles without penalty. Vengance lasts for 
  one round.
  WeaPon sPeCialist - An Exemplar Venger rolls an 
  additional die on his Sword damage rolls.
  Blessed Lance
  BlesseD - The Blessed Lance may damage models only 
  affected by magic attacks. When making a Blessed Lance 
  attack, ignore spell effects that add to the target’s ARM 
  or DEF.
  lanCe - The Blessed Lance may only be used to make 
  charge attacks. If an Exemplar Venger has charged at least 
  3”, his Blessed Lance has 2” melee range until the end of 
  the activation.
  Sword
  Close ComBat - An Exemplar Venger may not make 
  an initial attack with the Sword during an activation in 
  which he charged at least 3”.
  exemPlar vengers
  Protectorate cavalry unIt
  Seneschal 
  Cmd 9
  Mount
  	 SPECIAL	
  POW	 P+S
  	
  —	
  10	 —
  Blessed Lance
  	 SPECIAL	
  POW	 P+S
  	 Multi	 8	 14
  Sword
  	 SPECIAL	
  POW	 P+S
  	 Close	 3	 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 6	
  7	 4	 12	 17
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 6	
  8	 4	 12	 17
  Knight 
  Cmd 7
  Seneschal’s	Damage	
  10
  Knight’s	Damage	
  8
  Leader	and	2	Troops	
  85
  Up to 2 Additional Troops 26ea
  Field	Allowance	
  1
  Victory	Points	
  3
  Base	Size	
  Large
  
  68
  Though our duty may take us from His lands, our 
  hearts will not waver from His flame.
  —Excerpt from the Oath of the Exemplar Errant
  If the Knights Exemplar of the Protectorate 
  stand as the sword of Menoth defending 
  His lands from the unfaithful, the Exemplars Errant are the 
  lance of Menoth striking deep into the heart of His enemy 
  abroad. Ranging outside the borders of the Protectorate, 
  these zealous knights carry out missions of great importance 
  for the priesthood and their creator.
  As an advanced strike force, the Exemplars Errant forego 
  the use of sacred Relic Blades, lest they fall into the hands 
  of covetous heathens. Instead they bring lighter and 
  Warder
  leaDer
  Unit
  aDvanCe DePloyment – Place Exemplars Errant 
  after normal deployment, up to 12” beyond the established 
  deployment zone.
  BonD oF liFe – When an Exemplar Errant suffers 
  sufficient  damage to be destroyed, another model in the 
  unit within 3” may be destroyed instead.
  Fearless – An Exemplar Errant never flees.
  WeaPon master – An Exemplar Errant rolls an 
  additional die on his melee damage rolls.  
  Heavy Crossbow
  BlesseD – The Heavy Crossbow may damage models 
  only affected by magic attacks. When making a Heavy 
  Crossbow ranged attack, ignore spell effects that add to the 
  target’s ARM or DEF.
  exemPlars errant
  Protectorate knIghts exemPlar unIt
  more versatile weapons on their holy missions. The Exemplars 
  Errant are still trained every bit as rigorously in the martial 
  arts as every Exemplar. Each carries a heavy crossbow fortified 
  by blessing and prayer to pierce arcane wards and magical 
  sigils. Each likewise bears a shield inscribed with sacred 
  passages taken from the Canon of the True Law to protect 
  them in their sacred duty while they travel far from holy soil. 
  However, should they fall in the service of Menoth, their 
  deeds with go unrecognized as they lie unhallowed in foreign 
  lands.
  Though all Knights Exemplar are required to meet the 
  highest standards of faith and dedication, Errants are chosen 
  among those who embody the spirit of ultimate sacrifice. 
  Driven by the Creator’s mandate, nothing will deter them from 
  ensuring the successful completion of their holy tasks. Their 
  devotion is strong enough to defy even death. An Errant will 
  sacrifice his own life to allow a threatened brother to shrug 
  off wounds and fight on in Menoth’s name, particularly if the 
  other’s role is more crucial to their cause. With a final prayer, 
  he wills his life to another and passes on to join the Creator’s 
  armies in Urcaen while his brethren continue to press forward 
  in the unending battles on heathen soil.
  Warder 
  Cmd 9
  Heavy Crossbow
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 10
  Sword
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  7	 5	 12	 16
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  8	 6	 12	 16
  Knight 
  Cmd 7
  Leader	and	5	Troops	
  79
  Up to 4 Additional Troops 13ea
  Field	Allowance	
  1
  Victory	Points	
  2
  Base	Size	
  Small
  
  69
  turn, the Covenant’s controller must remove 5 friendly 
  Protectorate models from play. After the passage has 
  been fulfilled, no friendly Protectorate warcaster can 
  be knocked down or become stationary while the 
  Covenant is in his control area. Additionally, friendly 
  Protectorate warcasters may forfeit their activations 
  during any turn. If all friendly Protectorate warcasters 
  forfeit their activations during the same turn, no friendly 
  Protectorate model within 8” of the Covenant can be 
  knocked down or become stationary for one round.
  • 2nD Passage: true Faith (HaCtion) - This passage can only be read while the 
  Covenant is within 8” of an enemy model that is engaged by a friendly Protectorate model. 
  The passage is automatically fulfilled when read. Once the passage has been fulfilled, enemy 
  models within 8” of the Covenant cannot cast spells.
  • 3rD Passage: Wrath (HaCtion) - After all friendly models have activated this turn, 
  the Covenant’s controller must distribute 15 damage points to friendly Protectorate warcasters. 
  Reduce this damage by 1 point for each enemy model destroyed this turn since the passage was 
  read. A warcaster cannot be assigned more damage points than he has wounds remaining. Once 
  the passage has been fulfilled, during each of the Covenant’s controller’s turns, including the turn 
  the passage is fulfilled, friendly Protectorate models within 8” of the Covenant may make an 
  additional melee attack after all friendly models have completed their activations.
  The Creator’s promises to His children will be fulfilled, 
  as long as they are worthy.
  —The Harbinger of Menoth
  Ancient Icthier had long been the site of battles between 
  Menite pilgrims and barbaric Idrian tribes. One of the 
  largest of the ancient conflicts occurred in 2209 BR when 
  the Idrians broke through the city’s defenses and fell upon the 
  Menites like savage desert predators. The slaughter was fast 
  and brutal. The few paladins present were quickly overrun. 
  As they fell, their blood washed away the sand of ages to 
  reveal an ancient scripture. Like the Canon of the True Law, so 
  too was His holy Covenant inscribed on the walls of Icthier 
  and revealed only by the blood of martyrs. 
  As the last living Menites in Icthier were encircled by the 
  Idrians, a lowly acolyte named Pontithius began to read the 
  Covenant loudly and without fear or hesitation. His words 
  were like fire in the ears of his fellows. The Creator promised 
  them victory, and they acted upon His word. Picking up stones 
  and the weapons of the fallen, ten Menite pilgrims fought 
  off a hundred Idrian warriors. After the battle Pontithius 
  personally transcribed the Covenant into in a single massive 
  tome that he chained on his own back and carried many weeks 
  to the feet of Priest King Golivant himself before collapsing. 
  It is said that with the Covenant in hand, Golivant was 
  unstoppable. Soon the last of the Gor-Murdrom 
  were driven from the Wyrmwall. 
  After Golivant’s death, the Covenant was 
  returned to Icthier in secret. Hidden for over 
  two millennia, the Covenant was only studied by 
  select senior priests. However, now that the flames 
  of crusade are spreading, its passages are being spoken 
  across Immoren. 
  the covenant oF menoth
  Protectorate character solo
  Covenant
  anCient shrouD - When a damage roll exceeds the Covenant’s ARM, it 
  only takes one damage point regardless of the total rolled.
  Fearless - The Covenant never flees.
  man-sizeD - Even though the Covenant is on a large-sized base, it is treated 
  as a small-based model.
  Passages
  As a special action, a passage may be read. Each passage must be read and 
  fulfilled in the order listed below. If a passage is not fulfilled on the turn it was 
  read, it must be read again before it can be fulfilled.
  • 1st Passage: saCriFiCe (HaCtion) - After the passage has been read, 
  friendly Protectorate models must destroy or remove from play 5 enemy 
  models by the end of the turn. If this has not been done by the end of the 
  Where the Canon of the True Law is the guide by which all 
  Menites live, the Covenant of Menoth is a call to war. Its holy 
  scriptures summon powerful miracles when read aloud in the 
  heat of battle. The Covenant was discovered by blood, and 
  only by blood will its holy words be fulfilled.
  Covenant 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  1	 1	 12	 13
  Damage	
  5
  Point	Cost	
  20
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Large
  
  70
  Reclaimer
  Fearless - The Reclaimer never flees.
  gatekeePer - The Reclaimer gains a soul token for 
  each friendly Protectorate model destroyed within 7”.
  Invocation
  As a special action or special attack, the Reclaimer may 
  spend a number of soul tokens to use one of the following 
  abilites. To resolve a magic attack, determine the success 
  by rolling 2d6 and adding the Reclaimer’s Invocation 
  score of 7. If the roll equals or exceeds the target’s DEF, 
  the attack hits.
  • Communion (HaCtion) - The Reclaimer must  
   spend one or more soul tokens to use Communion. For 
  each soul token spent, he may allocate one focus point to a friendly Protectorate warjack within 
  7”. A warjack cannot exceed its normal allocation limit as a result of Communion. A warjack 
  may only receive one focus point from the Reclaimer each turn. 
  • Final juDgment (HattaCk) - The Reclaimer must spend one soul token to use Final 
  Judgment. Final Judgment is a RNG 10, POW 12 magic attack that can only target a living 
  or undead model.
  The Testament has loosed the first of the bindings from 
  the Reclaimant’s Altar, and so his order is freed to move 
  unfettered. So it was written, and so it comes to pass.
  —Hierarch Garrick Voyle upon witnessing the silent progression of 
  Reclaimers out of Imer
  From the moment a Reclaimer dons the iron mask that will 
  forever be the tomb of his thoughts, he knows the sound of 
  Menoth’s Voice. The last words he speaks are a promise to 
  send chosen souls to the Lawgiver in Urcaen on wings of 
  flame and ash. He knows not pain or emotion, and he 
  is driven only by the will to serve. Neither man nor 
  machine can stand in his way once the Voice has 
  whispered a name in his heart. No explanation, no 
  refusal, no hesitation. He leaves only a simple rod iron 
  at the place of reclamation to mark his work.
  With the High Reclaimer’s transformation into the 
  Testament of Menoth, the reclaimants have begun to follow 
  the hierarch’s armies to ease the transition of death for the 
  chosen. Whether with the blade or bullet of the enemy or 
  with the cinerator’s fiery touch, the Reclaimers send the souls 
  of the fallen to the afterlife. The soul energy transferred into 
  them during the exchange has powerful and mysterious uses. 
  It can be wrapped around them like a cloak to protect them 
  from mortal harm.  A Reclaimer may pass silent judgment by 
  unleashing blasts of spiritual energy capable of tearing apart 
  any body capable of holding a soul, even the soul-abandoned 
  undead. Bearing some mystical connection to their mute iron 
  brethren, they can also fuel the divine cortexes of warjacks 
  with the souls of the faithful. 
  It is said that the increased wartime appearance of these 
  silent ferrymen is the heralding of darker changes to come 
  and that the souls of the dead are becoming a precious and 
  worthy commodity on this plane to sate some forgotten 
  prophecy. If any among the Order know what that is, their 
  eternal silence will take it to their graves.  Perhaps beyond.
  reclaImer
  Protectorate solo
  TACTICAL TIPS
  invoCation – Invocations are not spells. Invocations do not require 
  a magic skill roll to use. 
  Communion – That’s one focus point per Reclaimer per turn.
  Reclaimer 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  6	 4	 13	 14
  Cinerator
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  5	 11
  Damage	
  5
  Point	Cost	
  16
  Field	Allowance	
  1
  Victory	Points	
  1
  Base	Size	
  Small
  • sPirit shielD (HaCtion) - The Reclaimer must spend one soul token 
  to use Soul Shield. He gains +4 ARM for one round.
  Cinerator
  Fire - Target model hit by the Cinerator suffers Fire. Fire is a continuous 
  effect that sets the target ablaze. A model on fire suffers a POW 12 damage 
  roll each turn during its controller’s Maintenance Phase until the fire expires 
  on a d6 roll of 1 or 2. Fire effects are alchemical substances or magical in 
  nature and are not affected by water. 
  reaCh - 2” melee range.
  
  71
  taCtiCs: rankeD attaCk - Models in the 
  Preceptor’s unit gain Ranked Attack. Models with Ranked 
  Attack may make melee attacks through intervening 
  models in the same unit.
  unit aBilities - The Preceptor has Temple 
  Flameguard unit abilities.
  Standard Bearer
  iron zeal - Once per game, the Standard Bearer may 
  use Iron Zeal during his activation. Every model in the 
  open formation group containing the Standard Bearer 
  gains +4 ARM and cannot be knocked down or become 
  stationary. Iron Zeal lasts for one round.
  unit stanDarD - Models in the Standard Bearer’s 
  unit do not flee while the Standard Bearer remains in play. 
  When the Standard Bearer suffers sufficient damage to be 
  destroyed, a non-leader trooper model of his unit within 
  1” of the Standard Bearer may take up the standard. 
  Remove the trooper model from the table and replace it 
  with the Standard Bearer model. Effects, spells, and animi on the replaced trooper are applied to 
  the Standard Bearer model. Effects, spells, and animi on the destroyed Standard Bearer expire. If 
  the Standard Bearer is not replaced, the unit must immediately pass a command check or flee.
  Flame Spear (Preceptor Only)
  reaCh – 2” melee range.
  set DeFense – The Preceptor gains +2 DEF against charge and slam attacks originating 
  from his front arc.
  temPle FlameguarD oFFIcer & stanDarD Bearer
  Protectorate temPle FlameguarD unIt attachment
  Feora has done well. I cannot tell the difference 
  between the howl of their weapons and the cries of the 
  vanquished. They merge to become a symphony of His 
  will. It is music to my ears.
  —Grand Scrutator Severius on the newly restructured Temple Flameguard 
  deployed at Fisherbrook
  Since the dawn of war, the Protectorate has taken great steps to 
  militarize its formerly defensive forces. No longer relegated to 
  watching over ancient reliquaries and other holy sites, the Temple 
  Flameguard have managed a spectacular transformation from 
  defensive bulwark to the core of a disciplined army.
  With the transformation of the Flameguard nearing  
  completion, Feora, Protector of the Flame granted military 
  commissions with the rank of preceptor to veteran instructors 
  from the Sovereign Temple and sent them to lead the Flameguard 
  to battle. Having honed their martial prowess to a razor’s edge, the 
  Flameguard preceptors have proven consummate soldiers.
  Flameguard preceptors have spent their lives mastering the flame 
  spear, and under their expert supervision and constant drilling, the 
  Flameguard they command are capable of nearly inhuman acts 
  of martial prowess. Under the preceptors’ tutelage, Menoth’s Howl 
  has become a signature maneuver of the new Temple Flameguard 
  where once it was a tactic of desperation. When ordered to strike, 
  a whole line of Flameguard simultaneously spin their weapons to 
  drive fuel to the spear tips creating a whistle both ominous and 
  terrifying.
  The preceptors are accompanied by a zealous standard bearer 
  chosen from the ranks for his uncompromising faith. More than 
  just inspiring to look upon, the battle standards of the Temple 
  Flameguard are engraved with a powerful passage from the Canon 
  of the True Law: “Stand strong as the walls of My cities, and I will protect you 
  always. Push against the tides of chaos, and I will move you. You are My will made 
  flesh.” When recited by the standard bearer, it drives the Flameguard 
  forward with faith in their hearts and fire in their veins.
  Preceptor
  oFFiCer - The Preceptor is the unit leader.
  shielD Wall – Every Temple Flameguard who receives the order who is 
  in tight formation with the Preceptor at the end of the unit’s movement gains 
  +4 ARM. If the Preceptor is no longer on the table, the largest tight formation 
  group forms the shield wall. If there is more than one group with the largest 
  number of troopers, the unit’s controller decides which group forms the shield 
  wall. A trooper who does not receive the order cannot join the shield wall. The 
  bonus does not apply to damage originating in the model’s back arc. Models 
  that do not end their movement in tight formation do not benefit from the 
  shield wall. This bonus lasts for one round.
  taCtiCs: menoth’s hoWl - Models in the Preceptor’s unit gain Terror, 
  and their melee attacks cause Fire. Models hit by an affected model suffer Fire. 
  Fire is a continuous effect that sets the target ablaze. A model on fire suffers a 
  POW 12 damage roll each turn during its controller’s Maintenance Phase until 
  the fire expires on a d6 roll of 1 or 2. Fire effects are alchemical substances 
  or magical in nature and are not affected by water. Enemy models/units in 
  melee range of a model with Terror and enemy models/units with a model with 
  Terror in their melee range must pass a command check or flee.
  Standard Bearer Cmd 6
  Preceptor 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	
  8	 4	 13	 14
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	
  6	 4	 13	 14
  Flame Spear
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  5	 10
  Preceptor’s	Damage	
  5
  Point	Cost	
  27
  Field	Allowance	
  1
  Victory	Points	
  +1
  Base	Size	
  Small
  
  72
  With a few more men like Dartan Vilmon, the walls of Sul would never have been breached. It was foolish 
  of us to allow their order to languish.  
  —Grand Exemplar Mikael Kreoss
  hIgh PalaDIn Dartan vIlmon
  Dartan found his calling while very young, growing up in 
  the looming shadow of Sul’s western wall. As is traditional, 
  the order, only willing to accept those with deeply rooted 
  conviction, did everything possible to discourage his interest. 
  He fasted unmoving on the doorstep of the order where he 
  prostrated himself for days before he finally collapsed from 
  heat exhaustion. The paladins relented and took him into 
  their halls where his rebirth and training began. For years 
  he labored at their behest and learned their strict 
  codes of behavior as well as weapons and armor 
  training to forge him into a living stone—one 
  piece of a larger wall comprised of every member 
  of his order. 
  Dartan proved singularly gifted at swordplay; the blade 
  danced in his hands with a speed and precision most would 
  work a lifetime to attain. His ability even refined itself over 
  the years as Dartan honed himself to sublime grace at the 
  blade’s edge. For Dartan the stances and strikes of his blade 
  are prayers, and in the perfect execution of his movements 
  Even those who do not favor the Order of the Wall  
  speak with respect of High Paladin Dartan Vilmon. A  
  devotee of a fading philosophy, Vilmon embodies the  
  noblest aspects of his faith and fights to protect those who 
  are endangered by war. He is a defender of his people in their 
  time of greatest need.
  
  73
  he connects to the divine. He has sat at the feet of every 
  sword master in the Protectorate, offered himself as a humble 
  pupil and student, and endured whatever tasks or tests they 
  required. None who have faced Vilmon blade to blade can 
  leave the encounter less than awed. Even the former Grand 
  Exemplar Baine Hurst spoke his praises and called him the 
  finest swordsman ever to wear the Menofix.
  It is more than swordplay that makes a paladin, and 
  Dartan’s singular ability would have been insufficient if not 
  backed by spiritual strength and clarity. As with others of 
  his order, Vilmon has had to walk a tightrope of duty and 
  responsibility, obeying the clergy while retaining an awareness 
  of mercy, compassion, honor, and valor. He has attempted to 
  ameliorate the harsh dictates of the scrutators and has seen 
  to the Protectorate’s poor. He gives relief to those forced 
  into hard labor, and sometimes he delivers a merciful death 
  to those enduring unavoidable agony.
  The Harbinger chose him to accompany her as protector 
  during her pilgrimages in preparation for the crusade. Vilmon 
  was present alongside Grand Exemplar Baine Hurst when the 
  eldritch Goreshade ambushed the Harbinger. He was ordered 
  by the grand exemplar to take her to safety while Hurst 
  Vilmon
  CommanDer - Vilmon has a 
  command range equal to his CMD 
  in inches.  Friendly Protectorate 
  models/units in his command range 
  may use Vilmon’s CMD when making 
  command checks.  Vilmon may rally 
  and give orders to friendly Protectorate 
  models in his command range.  
  Cornerstone - While in base-
  to-base contact with one or more 
  friendly Paladins of the Order of 
  the Wall, Vilmon and the Paladins 
  cannot be knocked down and can 
  only be moved during their activation. 
  Incorporeal and trampling models 
  cannot move through these models.
  Fearless - Vilmon never flees.
  FielD oFFiCer - An additional 
  Paladin of the Order of the Wall may  
  be fielded over normal Field Allowance 
  limitations.
  imPel - After Vilmon makes a 
  charge attack, friendly Protectorate 
  warrior 
  models/units 
  currently 
  within 6” of him gain +2 to melee 
  attack rolls this turn.
  imPervious Wall - Vilmon 
  may forfeit his movement or action 
  to enter the Impervious Wall. The 
  Impervious Wall lasts for one 
  round. While in the Impervious 
  Wall, Vilmon only suffers damage 
  and effects from magic attacks  
  and feats and does not suffer 
  continuous effects.
  shielDBreaker 
  stanCe - 
  Vilmon and friendly Paladins of the 
  Order of the Wall may forfeit their 
  movement to enter the Shieldbreaker 
  Stance. The Shieldbreaker Stance 
  lasts for one round. While in the 
  Shieldbreaker Stance, a model gains 
  Swordmaster and increases the range of 
  its melee weapons to 2”. A model with 
  Swordmaster may make one additional 
  melee attack.
  WeaPon master - Vilmon rolls  
  an additional die on his melee 
  damage rolls.
  Censure
  Flying steel - Vilmon may 
  make d3 attacks with Censure each 
  activation.
  reaCh - 2” melee range.
  Protectorate Paladin of the Wall Character Solo
  SPECIAL RULES
  sacrificed his life to buy them time. He was chosen 
  again when she made her journey north to intercept 
  a great evil in the Thornwood, and he witnessed the 
  Harbinger’s sacrifice to liberate Menite souls trapped in the 
  Orgoth Temple of Garrodh. Vilmon and the Testament 
  fought side-by-side along with the Avatar of Menoth to 
  preserve the Harbinger’s body and soul and journeyed back 
  to Imer to deliver her to Hierarch Voyle. 
  It was in recognition of these tireless deeds that he was 
  promoted to high paladin. He has been given the freedom 
  to return to Sul and join the fight alongside other paladins 
  who have flocked to that ancient city to reclaim the wall. He 
  put aside his shield in favor of his holy blade Censure and 
  counts on his brothers in arms to serve as shields while he 
  pits all of his strength against the Cygnarans who put the 
  city and its people in peril. He brings hope to the displaced, 
  those whose homes were reduced to rubble, and those whose 
  loved ones lie among the ruins buried without proper rites. At 
  the sight of the high paladin, the suffering men and women 
  forget their difficulties and feel renewed strength. They 
  remember the flesh is transitory and the faithful will have  
  shelter in Urcaen. 
  Vilmon 
  Cmd 10
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 7	 9	 4	 13	15
  Censure
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  8	 15
  Damage		
  8
  Point	Cost	
  38
  Field	Allowance		
  C
  Victory	Points	
  1
  Base	Size	
  Small
  
  74
  Protectorate
   of Menoth
  Feora, ProteCtor oF the Flame
  ~ ePiC WarCaster ~ 
  high PalaDin Dartan vilmon
  ~ CharaCter solo ~ 
  
  75
  temPle FlameguarD oFFiCer & stanDarD Bearer
  ~ unit attaChment ~ 
  eXemPlar vengers
  ~ Cavalry unit ~ 
  
  76
  eXemPlars errant
  ~ unit ~ 
  Daughters oF the Flame
  ~ unit ~ 
  
  77
  Castigator
  ~ heavy WarjaCk ~ 
  Dervish
  ~ light WarjaCk ~
  
  78
  78
  The military of the Protectorate of Menoth has undergone 
  radical reorganization and expansion, and it remains in a 
  transition period with difficulties and challenges to overcome. 
  Nonetheless, even enemies of the Protectorate comment 
  on the remarkable effectiveness of its military. The ability 
  of this small nation to field a force capable of contending 
  with larger and more technologically sophisticated rivals is 
  a testament to their resolve and faith. It is also the fruit of 
  uncompromising leaders who will stop at nothing to ensure 
  that Menoth is restored to proper veneration.
  The structure of the Protectorate’s military is unique 
  since many of its forces are derived from martial religious 
  orders with their own internal hierarchies and roles in the 
  greater Temple. Just as it is impossible to extricate priestly 
  ranks from the Protectorate’s government, priests are 
  common among the military leadership and the martial 
  orders as well. 
  Founded in the aftermath of civil war, the Protectorate 
  has always had a tumultuous relationship with Cygnar, the 
  nation to which it once feigned fealty. By the terms agreed 
  upon at the end of the Cygnaran Civil War in 484 AR, 
  the Protectorate was forbidden to construct a standing 
  army. The laws were never strictly enforced, but for decades 
  the Protectorate paid these edicts lip service while slowly 
  expanding its martial orders and warjack production to 
  protect the Temple and its citizens. The need for these 
  groups was justified by ongoing fighting with tribal Idrians 
  southeast of Cygnar, which continued even after the majority 
  were pacified and converted to the worship of Menoth in 
  504 AR.
  The Protectorate continued to focus on expansion of its 
  territories and the construction of infrastructure in the harsh 
  south and east until the rise of Hierarch Kilgor Ravonal in 
  568 AR. Ravonal, the fourth Protectorate hierarch, was the 
  first to preach the doctrine of true independence and knew 
  he must create a strong military. Under his direction both 
  the Knights Exemplar and the Temple Flameguard swelled in 
  numbers, and these groups would become the cornerstones 
  of the Protectorate’s military. He also endorsed the creation 
  of the Order of the Fist, an internal police force founded 
  by and led by the man who would succeed him, Garrick 
  Voyle. After almost two decades of rule, Hierarch Voyle 
  has broadened the work of his predecessor to shape the 
  Protectorate into a modern power. He has made bold and 
  uncompromising decisions, striking against Cygnar and 
  other heretics who oppose the Creator’s will.
  At its core the Protectorate military remains reliant 
  on the strength of its martial orders. Since open war, the 
  Protectorate no longer pretends to limit its military. In 
  fact it has a staggeringly high percentage of its population 
  participating in its military, considerably higher than any of 
  its rivals. The Temple has been stockpiling and developing 
  weapons for decades and is able to arm and equip a full 
  third of its population. Training takes time, and they have 
  discovered that not every citizen is equally zealous, qualified, 
  or capable of assisting the war effort. Leaders of the Temple 
  are constantly evaluating the best mix of training investment 
  against the immediate need to field armed bodies. All of the 
  Protectorate’s enemies have larger populations, resources, 
  and manufacturing capacity—a fact of which the hierarch 
  is well aware.
  The backbone of the Protectorate military is comprised 
  of the increasingly numerous Temple Flameguard and the 
  elite Knights Exemplar. Members of these two groups 
  are cognizant of the fact that they exist solely to fight the 
  battles of their faith. Their leaders, the priest or priestess of 
  the flame and the grand exemplar, respectively, have served 
  as foremost military leaders and advisors to the Synod 
  of Visgoths and the hierarchs since the founding of the 
  Protectorate.
  The Temple Flameguard have taken the forefront of 
  the organized Protectorate military, expanded their training 
  facilities, and attempted to discipline as many citizens as 
  possible into proper soldiers. The process was initiated by 
  Hierarch Ravonal but greatly expanded under Hierarch 
  Voyle, and it relies on the tremendous efforts put forward 
  by Feora, Priestess of Flame. Though originally created to 
  defend religious sites, the Flameguard are without question 
  the core of the Protectorate’s infantry and make up the 
  largest number of trained soldiers. The only larger single 
  force is the untrained zealots who are given weapons and 
  sent directly into battle.
  Military of the 
  Protectorate of Menoth
  
  79
  79
  Menoth
  Hierarch 
  Garrick Voyle
  Grand Scrutator 
  Severius
  Temple of Menoth
  Synod of Visgoths
  Reclaimant Order
  The	Testement
  Visgoth of Sul, Vice Scrutator
  Sul	Overseer	
  Juviah	Rhoven
  First Visgoth of Imer, Vice Scrutator
  Overseer	Srutator	Training	
  Var	Bodalin
  Second Visgoth of Imer, Vice Scrutator
  Overseer	Priest	Training	Priest	
  Delcon	Vesher
  Third Visgoth of Imer, Senior Scrutator
  Overseer	Vassals	of	Menoth	
  Mishiva	Nestore
  4th Visgoth of Imer, Senior Scrutator
  Overseer	Armament	Security	Prisons	
  Lars	Elimon
  Visgoth of the North, Senior Scrutator
  Overseer	Tower	Judgment	
  Enjorran	Sollers
  5th Visgoth of Imer
  Overseer	Sul-Menite	Artificer	
  Ark	Razek
  6th Visgoth of Imer
  Overseer	Mines/Quarries	Menoth’s	Fury
  Morgimer	Jasrun
  Visgoth of the South
  Overseer	Diamond	Mines	
  Brone	Scarrel
  Priesthood
  Scrutators	and	Sovereigns
  The Harbinger
  Flameguard
  Feora,	Protector	
  of	the	Flame
  Knights Exemplar
  Numbers:	17,500	
  Grand	Exemplar	Mikhael	Kreoss
  Order of the Fist
  Numbers:	8,000	
  Holy	High	Allegiant	
  Haveron	Grayden
  War Priests
  Numbers:	15,000	
  War	Sovereign	
  Holven	Marguile
  Order of the Wall
  Numbers:	500	
  Grand	Paladin	
  Trenton	Boridor
  Temple Flamegaurd
  Numbers:	64,500	
  Flameguard	Sovereign	
  Olaf	Izdain
  Flameguard Cleansers
  Numbers:	9,000	
  Cleanser	Preceptor	
  Duharos	Sek	Nathri
  Daughters of the Flame
  Numbers:	1,500	
  Daughter	Preceptor	
  Seshen	Mavise
  Choir
  Numbers:	2,500	
  Choir	Sovereign	
  Gramm	Parvon
  Zealots
  Numbers:	125,000
  Lesser Martial Order
  Numbers:	33,500	
  Deliverer	Preceptor	
  Ezekiel	Martvine
  Active Crusades and Garrisons
  Numbers:	277,000	
  War	Counselor	
  Bron	Scisson
  Grand Scrutator Severius
  Grand Exemplar Kreoss
  Feora, Protector of the Flame
  Northern Crusade
  Conquest
  Numbers:	80,000	
  Preceptor	Kantis	Loron
  Reclamation of 
  Sul Crusade
  Recovering	Western	Sul
  Numbers:	40,000	
  Preceptor
  Gorran	Mejers
  Crusade in Defense of 
  the Great Temple
  Defense	of	Sul
  Numbers:	70,000	
  Visgoth	Juviah	Rhoven
  Imer Garrison
  Defense	of	Imer	
  Reserves
  Numbers:	35,000
  Preceptor	
  Aakho	Balraza
  Tower Judgement 
  Garrison
  Northern	Border,	
  Reserves
  Numbers:	30,000
  Visgoth	Enjorran	Sollers
  Ichthir Garrison
  Souther	Defense,	
  Reserves
  Numbers:	17,000
  Scrutator	
  Soverign	Jarok	Shaw
  Reclamation Knights 
  Exemplar
  Numbers:	3,450	
  High	Exemplar	
  Scarle	Villius
  Reclamation War Priests 
  (w/Choirs)
  Numbers:	2,600	
  Potentates	Lon	Fenbeck	
  and	Rana	Keht
  Reclamation Temple 
  Flameguard
  Numbers:	9,000	
  Vice	Preceptors	Kelesh	
  Vane	and	Plius	Brenton
  Reclamation Flameguard 
  Cleansers
  Numbers:	700	
  Senior	Arms	
  Master	Pike	Vassenial
  Reclamation Order 
   of the Wall
  Numbers:	250	
  High	Paladin	
  Dartan	Vilmon
  Crusaders, reCkoners, 
  Castigators, dervishes, 
  guardian, devouts, revengers
  Reclamation Zealots
  Numbers:	24,000
  First Exemplar Interdiction
  Numbers:	1,200	
  Senior	Seneschal	Pelon	Sarmoth
  Knights Exemplar Phalanxes
  Numbers:	900	
  30	Phalanxes
  Knights Exemplar Errant Phalanxes
  Numbers:	200	
  4	Phalanxes
  Knights Exemplar Venger Phalanxes
  Numbers:	100	
  4	Phalanxes
  A	phalanx	of	foot	knights	is	5	detachments	of	6	knights,	
  a	phalanx	of	knights	errant	is	5	detachments	of	10	knights,	
  and	a	phalanx	of	exemplar	cavalry	is	5	detachments	of	5	knights.
  Each	phalanx	is	led	by	a	Senior	Warder.
  Interdictions	are	led	by	Seneschals,	Preceptors,	Senior	Allegiants,	or	Senior	Arms	Masters	depending	on	composition
  Interdictions	are	large	strike	forces	within	a	crusade,	usually	comprised	of	cohesive	units	of	related	orders
  Preceptors	
  defer	to	field	
  commanders
  Warcasters	with	field	
  command	are	authorized	
  to	oversee	subordinates	
  of	other	orders
  The	War	Counselor’s	role	is	coordinating	logistics	of	crusades,	not	field	command
  Martial	Orders	of	the	Temple
  Zealots	are	not	considered	
  a	proper	martial	order
  “Vessels”
  “Prophet”
  “Priest	King”
  Military of the Protectorate
  
  80
  80
  The evolution of the Knights Exemplar has 
  been more circuitous. They originated as a holy 
  order of knights instituted by the scrutators to enforce the 
  will of the priest caste and help ensure the loyalty and faith 
  of the worshipers. The Knights Exemplar were predated 
  by the ancient Order of the Wall, but those aloof paladins 
  remained unwilling to obey orders unquestioningly. Knights 
  Exemplar were created with a code of absolute obedience 
  to the clergy and quickly rose to prominence. For decades 
  they have served as the iron glove worn by visgoths and 
  scrutators. They are masters of sacred relic blades protected 
  by thick plated armor. 
  Though the Knights Exemplar acted as the chosen arm 
  of the scrutators, over time their role shifted to battling 
  external enemies more than keeping vigil on the faithful. 
  As war escalated, the Protectorate required all of its elite 
  knights on the battlefield to fight its crusades. It became 
  particularly important after the founding of the Order of the 
  Fist whose agents can blend into crowds and more efficiently 
  root out treachery. Working parallel with the monks of 
  the fist, secondary branches of the Temple Flameguard, 
  Flameguard Cleansers and the recently instituted Daughters 
  of the Flame, watch the citizenry and battle both internal 
  and external threats. The Knights Exemplar adapted to a 
  pure combat role and now send Vengers, Knights Errant, 
  and traditional foot knights to fight on foreign soil.
  The preeminent martial role of the Knights Exemplar 
  has put them in a key position to lead a new army of 
  Protectorate citizens eager to join the war effort and fight for 
  their faith. The largest portion of the Protectorate’s armed 
  forces has evolved from a pseudo-militia force called by the 
  priests to arm themselves from long-prepared stockpiles 
  and begin training for war. Though termed ‘volunteers’, 
  in truth not all people are equally willing, and some must 
  be encouraged by scrutators to find their inner fighting 
  spirit. Nonetheless, the religious doctrines taught to these 
  individuals since birth has made it relatively easy to pull a 
  large number of willing zealots and soldiers—from a wide 
  range of ages including both genders—into service. Militia 
  and lay soldier forces are organized into lesser military 
  orders like the Deliverers whose rockets provide crucial 
  ranged support. The Protectorate lacks ample supplies of 
  blasting powder, so the simpler explosive rockets have served 
  a similar purpose. Wherever possible the oil called Menoth’s 
  Fury, abundant in the Protectorate, is used as an alternative 
  to blasting powder.
  There has been an ongoing struggle between respect for 
  the traditions of each martial order and the establishment 
  of a clear and centralized chain of command. Traditionally 
  as long as the leaders of each order were loyal to the Temple 
  priest-caste, and in particular to the Synod or hierarch, 
  they were allowed complete liberty over subordinates that 
  could not be commanded by another branch. Hierarch 
  Voyle realized this would not suffice when conducting 
  large-scale crusades against the enemies of his faith. The 
  hierarch turned to Grand Scrutator Severius to provide a 
  unified authority over the Protectorate’s military and created 
  a priestly position severed from but cooperating with the 
  Synod of Visgoths. Removed from the priestly hierarchy, 
  Grand Scrutator Severius is no threat to the hierarch’s 
  unquestioned rule, and he has executed military objectives 
  loyally. To free the grand scrutator to lead crusades 
  personally, the office of war counselor was instituted. It is 
  the highest rank in the Protectorate outside the priesthood 
  or major martial orders. 
  War Counselor Bron Scisson is the organizational and 
  logistical hub of the Protectorate military. His staff works 
  with the Synod organizing all of the supply details for the 
  three current ongoing crusades. This includes the Northern 
  Crusade, led by the grand scrutator himself, sent into the 
  north to achieve certain difficult long-term objectives. The 
  other two current crusades are in Sul attempting to drive out 
  the invaders and defend the city. This includes the Crusade 
  for the Reclamation of Sul led by Grand Exemplar Kreoss 
  and the Crusade in Defense of the Great Temple led by Feora, 
  Protector of the Flame. The war counselor is responsible for 
  managing allocation of reinforcements to these crusades, 
  ensuring that the right assets are deployed, and confirming 
  that the infrastructure supports ongoing training and war 
  industry. He works closely with the six visgoths of Imer. 
  They have oversight over crucial aspects of the Protectorate 
  war machine such as iron mines, warjack factories, armor 
  and weapon foundries, cortex fabrication, and refineries 
  processing Menoth’s Fury. War Counselor Scisson has no 
  field authority or command—those functions fall to the 
  grand scrutator and leaders of the orders—but without his 
  efforts the crusades would quickly grind to a halt. 
  The active military is organized into garrisons and 
  crusades. Standing garrisons include reinforcements for 
  active forces and those reserved to defend Protectorate 
  territories and resources. The largest garrisons, relying on a 
  large number of Flameguard mixed with smaller numbers of 
  other orders, are those stationed in Imer, Tower Judgment, 
  and to the south at Icthier. Crusades are large groups of 
  mixed forces brought together under an active leader for 
  specific short or long-term objectives. 
  Military of the Protectorate of Menoth
  
  81
  81
  First deployed to fulfill the Harbinger’s prophetic visions 
  and confront a threat in the Thornwood, the Northern 
  Crusade was extended to assist in funneling converts 
  south, to recover powerful relics buried among northern 
  Menites, and to establish distant strongholds. These distant 
  fortifications provide the Protectorate with the means to 
  extend its reach beyond its immediate borders. It is a risky but 
  necessary campaign. These bases have had to become self-
  sufficient because maintaining supply lines through hostile 
  territories is difficult in the best of times. Incursions by the 
  skorne from the east and tribes of hostile trollkin near the 
  northern stretch of the Black River have occasionally forced 
  the Northern Crusade to operate completely independently 
  and without any support from the south. By comparison, 
  maintaining the two crusades in Sul has been an easier task 
  due to the proximity of Sul to Imer. Fighting on their home 
  territory has given every advantage to the defenders, but they 
  have had to fight tough battles and have suffered heavy losses 
  in street-to-street fighting. Holding the city center and the 
  eastern gate as well as protecting the Imer Highway are top 
  priorities.
  Crusades are broken down into smaller functional 
  groups called Interdictions. They are often comprised of 
  a single type of unit, but they can be mixed as needed to 
  achieve objectives. The hierarch appoints the leaders of 
  crusades who in turn select interdiction leaders. By necessity 
  crusades are trusted only to senior warcasters—those who 
  have the ability to control warjacks as well as lead troops on 
  the battlefield. These types of senior field commanders are 
  authorized to command subordinates of different martial 
  orders, which is otherwise unusual. 
  At all levels of organization, priests in the Temple 
  hierarchy fulfill similar roles as officers in other armies. 
  They command soldiers directly and organize logistics 
  and supplies. Notable lay soldiers can also be promoted to 
  positions of authority such as arms-master or preceptor. 
  Nonetheless, non-priests must treat priests with respect, and 
  in any situation where the chain of command is uncertain, 
  priests are obeyed before secular commanders. 
  Not every priest is equal, for their caste has its own rigid 
  hierarchy. The most numerous and least influential clergy 
  are local parish priests scattered throughout the Protectorate 
  who conduct rituals at small local shrines and temples. 
  These priests enter battle alongside the untrained zealots. 
  Their prayers help ensure success, and they offer last rites 
  for the fallen. Above them are the priests ranked potentate 
  or higher. Some are chosen to march in battle in choirs 
  and are trained to create a holy synergy with sanctified 
  warjacks whose engines are kept burning by fire linked to 
  that which was passed down by the Creator at the dawn of 
  civilization. 
  It is rare for priests of the top ranks of sovereign or 
  visgoth to enter battle because they are reserved for governing 
  the Protectorate and overseeing its greatest temples. They 
  are too precious to risk in war. There have been occasions, 
  however, when one of these great priests has taken to the 
  field or coordinated defense of Protectorate lands. Visgoth 
  Juviah Rhoven of Sul, for example, has loaned his divine 
  prayer powers directly to the defense of his city and its 
  sacred places, working alongside the Knights Exemplar and 
  Flameguard. Indeed, the defense of this great and ancient 
  city has brought together military forces of the Protectorate 
  for a unity never equaled and reconciled even the Sul Order 
  of the Wall which had previously fallen into disfavor. Even 
  the aloof Reclaimers, a mysterious and silent priest sub-
  caste, have come forth to battle the enemies of Menoth 
  and reclaim western Sul. Considered an independent branch 
  of the Temple loosely related to the clergy, the Reclaimers 
  are sent to shepherd the souls of the slain and ensure the 
  will of Menoth is followed on the battlefield. They act as 
  instruments of His voice.
  Protectorate Ceremonial 
  Ornamentation
  Rather than awarding medals to its brave soldiers, the 
  Protectorate of Menoth has instead adopted specific 
  traditions of ornamentation to both armor and robes 
  worn in battle. Each of the major military orders has its 
  own specific traditions, and some of them are localized 
  to specific temples or garrisons. Abstract patterns of 
  red, black, silver, or gold woven into robes is a common 
  tradition, and their complexity is limited by rank and 
  accomplishment. In some cases as a soldier is elevated 
  in rank he will have pristine ornamented robes bestowed 
  upon him during ceremonies. For armored martial orders 
  such as the Order of the Wall and the Knights Exemplar, 
  having gemstones affixed prominently to armor, weapons, 
  and shields also denotes accomplishment in battle.
  
  82
  82
  Baine Hurst, the former grand exemplar, was well loved by 
  his knights but was also seen as removed from the ranks. He 
  was an older man well past his prime who spent most of 
  his time at the Exemplar Fortress in Imer. It was not until 
  the arrival of the Harbinger that he strapped on armor and 
  relic blades again when she requested his service alongside 
  then Senior Paladin Dartan Vilmon to ensure her safety. 
  His valiant death to buy time for the Harbinger to escape 
  a Cryxian ambush shook the order, but the elevation of 
  Grand Exemplar Mikael Kreoss has brought new life and 
  vigor to the brotherhood. Here is a leader who fights 
  alongside his peers every day as a warcaster and master 
  • 900 Knights Exemplar
  • 200 Knights Exemplar Errant
  • 100 Knights Exemplar Vengers
  • 2 Vanquisher Heavy Warjacks (Kreoss)
  • 4 Crusader Heavy Warjacks (Kreoss)
  • 10 Revenger Light Warjacks (Kreoss)
  ASSETS
  of battlefield tactics. The Knights Exemplar have been 
  brought together as never before, particularly in Sul. Aside 
  from the ceremony of his elevation, the grand exemplar 
  has never spent a day in the Exemplar Fortress, for he lends 
  all his strength to the recovery of Sul. There are many 
  who believe it was the efforts of the grand exemplar and 
  his First Interdiction that prevented the fall of the Great 
  Temple of the Creator in the aftermath of the breach of 
  Sul’s walls. 
  The First Exemplar Interdiction is a large force of 
  handpicked veterans knights serving directly alongside the 
  grand exemplar. They include a strong core of foot knights 
  supported by Knights Errant and a small wing of Vengers 
  cavalry. Though comprised solely of Exemplar knights, 
  they receive considerable support and fight alongside the 
  other martial orders in Sul. They have a particularly strong 
  relationship with the city’s surviving Order of the Wall 
  paladins. All who fought in the defense of Sul share a 
  bond forged by the sight of their sacred city being brought 
  to ruin.
  The grand exemplar’s duties leading the entire crusade 
  often take him elsewhere, and in his absence the direct 
  supervision and leadership of the First Interdiction falls 
  upon Senior Seneschal Pelon Sarmoth who reports to High 
  Exemplar Scarle Villius, a man of legendary stature who 
  has been guardian of the wall of Sul for a decade. These 
  men take the loss of the western wall personally and hold 
  FIDELITAS ET IRA “LOyALTy AND WRATH”
  LEADERSHIP
  • Grand Exemplar Kreoss, warcaster 
    (not permanently attached)
  • Senior Seneschal, Knight Exemplar 
     Pelon Sarmoth
  • Seneschal, Knight Exemplar  
    Venger Armides Marvant
  • Senior Warder, Knight Exemplar 
     Errant Fedron Lapidon
  First Exemplar Interdiction, Sul
  reclamatIon oF sul crusaDe, servIng granD exemPlar mIkael kreoss
  
  83
  83
  only themselves to blame for early defeats. There is a sense 
  of wounded pride and fanatical determination among all 
  the knights of the First Interdiction who have watched 
  their brothers fall in numbers never before witnessed. The 
  First Interdiction has vowed to push the enemy back into 
  Caspia and renew their attack and invasion of that city, 
  eventually taking the fight all the way to crush both Castle 
  Raelthorne and the Sancteum.
  The current members of the First Interdiction are 
  survivors of many different assemblies of the old Sul 
  garrison transformed into 
  a full crusade by Mikael 
  Kreoss after the breach. 
  Their courage and loyalty 
  never wavered in the face 
  of the Cygnaran onslaught, 
  but most had lost hope 
  and aspired to destroy as 
  many of the enemy as they 
  were able before falling in 
  battle. Even before Kreoss 
  organized them into a 
  single recognized force, 
  Seneschal Pelon Sarmoth 
  had gathered the garrison 
  defenders. 
  M u s t e r i n g 
  a force of only a 
  few hundred knights 
  cut off from the rest of 
  the city’s brotherhood, the 
  seneschal cut into the flank 
  of Cygnaran attackers and 
  battled through to rejoin 
  the main defenders of the 
  Grand Temple. This was one 
  of the hardest fought battles 
  during the initial attack on 
  Sul and was a major turning 
  point. These knights fought 
  on despite being entirely 
  surrounded by Stormblades 
  and other Cygnaran forces. 
  They were able to hold 
  long enough for Feora and a 
  similarly rag-tag assortment 
  of Temple Flameguard to 
  arrive and reinforce them. The Cygnarans routed and were 
  forced to withdraw to the western city. Immediately on the 
  heels of this crucial battle, the grand exemplar declared 
  the Crusade for the Reclamation of Sul and placed Pelon 
  Sarmoth in charge of its First Interdiction.
  
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  84
  The Flameguard have been deployed to Sul in unprece-
  dented numbers to rally around the Great Temple, the 
  most ancient and sacred Menite house of worship in the 
  Protectorate. The attack on the Great Temple and Sulon’s 
  Remembrance reminded the Flameguard of their purpose. 
  Many of the young had come to think of themselves 
  solely as soldiers disconnected from their roots as Temple 
  guardians. Seeing battles across the streets of this ancient 
  city where the great Hierarch Sulon himself fought the 
  Cygnaran unbelievers has galvanized the Flameguard to 
  become a living wall of defense standing in the breach. 
  There are two full crusades in Sul working together 
  for the same cause, but they have different objectives. Both 
  crusades fight the Cygnarans to push them out of Sul, 
  but the Crusade in Defense of the Great Temple has the 
  primary objective of protecting the holy sites in the central 
  • 300 Temple Flameguard
  • 82 Flameguard Cleansers
  • 18 Daughters of the Flame
  • Guardian Heavy Warjack
  ASSETS
  city including Sulon’s Remembrance and the Palace of the 
  Visgoth. It has required constant vigilance and tremendous 
  sacrifice of life as well as preemptive strikes into the western 
  city to keep the Cygnarans unbalanced. Fighting has gone 
  street-to-street and requires continual adaptation as the 
  defenders transform the city into a defensive fortification 
  by barricading streets, moving defenders to key points of 
  resistance, and bolstering the long line as the enemy tries 
  to exploit places of weakness. 
  There can be no rest for the Flameguard in Sul—a fact 
  known well to the First Phalanx of the Tenth Interdiction 
  known as the Umber Guard. Their distinct garb and colors 
  are part of an older tradition from the original garrisons 
  that watched a section of the lower levels of the Great 
  Temple, but the somber and subtle earth tones have 
  served as useful camouflage amid the dust and rubble of 
  the contested zones in Sul. They serve alongside other 
  phalanxes of the Tenth as the front-line defense and 
  are veterans of many engagements. Other interdictions 
  comprised of young and fresh recruits are held closer to 
  the Temple as reserves and continue drilling and training. 
  The Umber Guard are always on the fringes fighting in 
  districts contested by Cygnar where they are hurled into 
  gaps to stand strong against anticipated enemy incursions. 
  This has required them to be ready to move at a moment’s 
  notice. They rush through the city to other points of attack 
  and are counted on to remain strong no matter how weary. 
  Many of these men and women have gone without food or 
  LEADERSHIP
  • Preceptor Marvase Denjerin
  • Temple Flameguard Arms Masters Emanokar, 
     Penthorne, and Malsythe
  • Flameguard Cleanser Arms Master Ard Corcoran
  • Daughter of the Flame Captain Laili Emonfoha
  The Umber Guard, First of the Tenth
  FIrst Phalanx, FlameguarD oF the tenth InterDIctIon, crusaDe In DeFense oF the great temPle
  FIAT FLAMMA “LET THERE BE FLAME”
  
  85
  85
  sleep for days before being relieved; they are sustained by 
  their faith in the cause.
  Many Flameguard phalanxes are comprised of a single 
  unit type, but the First Phalanx is mixed. This allows them 
  to adapt to evolving needs better and to operate semi-
  autonomously. The core of the unit remains the Temple 
  Flameguard, but they include a 
  strong attachment of Cleansers who 
  have provided them with substantial 
  support and the ability to tackle 
  larger enemy forces. They also boast 
  a small contingent of the Daughters 
  of the Flame who serve a variety of roles 
  particularly when operating at the extreme end 
  of a flank. The Daughters advance ahead and act as 
  forward scouts to provide warning about imminent attack 
  and allow Protectorate forces to take better positions and 
  prepare ambushes against Cygnaran units. When combat 
  breaks out, the Daughters emerge from unexpected 
  positions to make short work of the oblivious enemy.
  The Umber Guard has become very effective at 
  maximizing the strengths of these varied fighting forces. 
  They use the Temple Flameguard to endure the brunt of an 
  attack and fix an enemy in position while bringing Cleanser 
  flame to bear against the 
  flank or rear. Meanwhile 
  the Daughters of the Flame 
  spring into the midst of 
  the enemy formations to 
  assassinate officers and often 
  cause an immediate break 
  in morale and subsequent 
  rout. These tactics have 
  proven so effective that 
  Feora has recognized the 
  Umber Guard personally 
  and given them honors. 
  They have inspired her 
  to expand similar mixed 
  phalanxes 
  elsewhere 
  on 
  the edges of the defensive 
  perimeter. 
  10th Interdiction
  Flameguard
  Soldiers:	2,000
  Vice	Preceptor	
  Lortimul	Vogize
  1st Phalanx
  Flameguard,	
  Cleansers,	Duaghter
  Soldiers:	400
  40	Detachments
  Preceptor	
  Mervase	Denjerin
  2nd Phalanx
  Flameguard,	
  Cleansers
  Soldiers:	400
  40	Detachments
  Preceptor	
  Ossian	Helwick
  3rd Phalanx
  Temple	
  Flameguard
  Soldiers:	400
  40	Detachments
  Preceptor	
  Anson	Calldoch
  4th Phalanx
  Temple	
  Flameguard
  Soldiers:	400
  40	Detachments
  Preceptor	
  Julian	Rhineway
  5th Phalanx
  Temple	
  Flameguard
  Soldiers:	400
  40	Detachments
  Preceptor	
  Zahrul	Juraza
  1st Line Temple 
  Flamegaurd
  Temple	Flameguard,	
  Guardian
  Soldiers:	100
  10	Detachments
  Arms	Master	
  Saadim	Emanokar
  2nd Line Temple 
  Flamegaurd
  Temple	Flameguard
  Soldiers:	100
  10	Detachments
  Arms	Master	
  Erris	Penthorne
  3rd Line Temple 
  Flamegaurd
  Temple	Flameguard
  Soldiers:	100
  10	Detachments
  Arms	Master	
  Heremon	Malsythe
  Flamegaurd 
  Cleansers
  Cleansers
  Soldiers:	82
  10	Detachments
  Arms	Master	
  Ard	Corcoran
  Daughters of the 
  Flame
  Daughters
  Soldiers:	18
  3	Hands
  Captain	
  Laili	Emonfoha
  
  86
  86
  Of all the groups serving the Temple, only the priest-
  caste itself has a more ancient tradition than the Order 
  of the Wall. These proud paladins, while few in number, 
  are keenly aware of their legacy stretching back to the first 
  gifts of civilization by the Creator: the first wall of piled 
  stones erected to provide shelter against the beasts of the 
  wilderness. The funereal garb of the Order, called Armor 
  of Mourning, is similarly ancient, but it has been revised 
  and interpreted differently across the centuries. The stark 
  black and white tones have always been worn in times of 
  tragedy and death, and seeing the paladins in this raiment 
  is a universal symbol as easily recognized among the Old 
  Faith of northern Khador as the Sul-Menites of the south. 
  It serves as recognition of loss and the need to stand strong 
  in the face of adversity.
  When the Harbinger was struck down in the 
  Thornwood, it was the Reclaimers and the paladins who 
  knew it first. The Reclaimers could not speak of what they 
  • 500 Paladins
  ASSETS
  had seen, but they gathered around prayer fires. Menite 
  paladins across western Immoren gave voice to the grief 
  by donning the Armor of Mourning. From Skirov to 
  Ancient Itchier, paladins were seen in full raiment in the 
  streets bearing the black and white. It prompted an almost 
  visceral sorrow in those who saw them, even Morrowans 
  connected by some lingering ancient memory.
  Seeing these processions in southern towns, many were 
  reminded of the role of these ancient protectors who had 
  been languishing in recent decades. They were reminded 
  by the breach in Sul of the importance of the wall as both 
  a symbol and a literal protective barrier. The Harbinger 
  has been restored by a miracle invoked by Hierarch Voyle 
  that transformed grief into triumph. Nonetheless, many 
  paladins still continued to wear the armor in honor of 
  the Harbinger’s sacrifice, for they know of the souls she 
  delivered to Menoth formerly trapped in the Temple of 
  Garrodh. Others wear the black and white in recognition 
  of the invasion of their former capital and their failure to 
  hold the wall. 
  Even more than the Exemplars they join in battle, these 
  paladins take Sul’s breach personally and have vowed to 
  commit every resource to reclaim the western wall. Hundreds 
  have gathered in Sul to fight, and even the scrutators have 
  recognized their valiant sacrifices in the name of Menoth. 
  From their example there has been an unexpected upsurge 
  in interest in their order as a large number of youthful 
  LEADERSHIP • ORDER OF THE WALL
  • Grand Paladin Trenton Bouridor
  • High Paladin Dartan Vilmon
  • High Paladin Nivare Gartinius
  • High Paladin Blaine Rocamber
  Order of the Wall Armor of Mourning
  
  87
  87
  Notable Interdictions
  aspirants have pledged themselves to become paladins, 
  particularly among the Idrians in Imer. Some of those who 
  once dreamed of being monks or exemplars have instead 
  taken the more narrow and difficult path. Only time will 
  tell if this is a temporary fascination or a chance for the 
  Order of the Wall to experience a rebirth. 
  Some say only the Order of the Wall connects northern 
  Menites with their southern brothers and that they are 
  emissaries who could bring much needed converts into 
  the fold. Such actions have not entirely expunged lingering 
  doubts about their order’s loyalty among the visgoths 
  and the hierarch, but the leaders of the Temple know the 
  power of inspiration and are willing to 
  make use of these living icons to 
  fuel their ongoing crusades.
  Interdiction of Judgment 
  This 
  interdiction 
  represents 
  the striking arm of the garrison 
  posted to Tower Judgment, which 
  holds an important position at the 
  northern extreme of Protectorate 
  territory. 
  This 
  interdiction 
  of 
  Temple 
  Flamegaurd 
  has 
  been 
  fending off a number of attacks by 
  skorne seeking a passage through the 
  Marches, and they support attacks 
  against Eastwall as well. 
  Interdiction of the Covenant
  The Northern Crusade has a special 
  detachment of knights, zealots, choir, 
  and Crusader warjacks specifically 
  tasked to watch over and 
  guard the Covenant of 
  Menoth. The ancient tome is 
  vital to the plans of Severius 
  in the north and must be 
  safeguarded at all costs.
  
  88
  88
  Perhaps one of the keys to the strength of the Protectorate 
  military despite being outnumbered by their enemies is a 
  singularly effective method for recognizing and fostering 
  the ability to contact warjack cortexes. It is a frustration 
  to their western enemies, the Cygnarans, that this religion 
  that loathes the arcane has been able to produce a strong 
  retinue of diverse and singularly powerful warcasters. 
  Their secret is not entirely well understood, and many 
  in the priest-caste are content to credit it as a sign of 
  Menoth’s favor. 
  It seems more likely that it comes from the focused 
  meditations and training of the war priests chosen as 
  choirs. The state of trance or meditation required to 
  focus their holy powers may be on some level similar to 
  the concentration required to reach out and meld with 
  the cortex brain of mighty constructs. These priests, 
  even those who have not manifested the warcaster ability 
  personally, have shown a talent to recognize that power in 
  others often before it manifests capriciously.
  Even among the choir, those who can actually control 
  warjacks are rare, but the Protectorate has managed 
  to unearth such jewels in the rough and polish them to 
  readiness. Born in another kingdom the same individuals 
  would likely never have been recognized. It helps that so 
  many Protectorate citizens are encouraged to join the 
  war effort. Nearly a third of the population spends time 
  assisting garrisons or crusades, which brings many people 
  into close contact with warjacks. 
  The choir’s primary purpose is the daily care and prayers 
  of blessing for warjacks, and they work alongside secular 
  mechanics and laborers who see to the mundane needs 
  of these weapons. Part of this tradition extends from a 
  lingering belief that these constructs must receive ongoing 
  purification to appease Menoth for the use of necessary 
  mechanika, which traditionalists believe arises from tainted 
  origins. This is also one reason warjacks are so often 
  decorated with intricate and complex prayers and spiritual 
  diagrams intended to bring traditional holy solemnity to 
  the engineering marvels. Choir priests serve the visgoths and 
  sovereigns by overseeing the construction of fuel depots, 
  armories, and wagons pulled by beasts of burden required 
  to take the warjacks across long distances. Lacking a rail line 
  to match either Khador or Cygnar, the Protectorate relies 
  on older and more primitive means to maintain supply lines. 
  This is more easily done within Protectorate borders where 
  the distances are relatively small.
  The greater difficulty comes in bringing supplies and 
  particularly fresh warjacks to the Northern Crusade, which 
  has been operating as far north as the Thornwood Forest 
  and Llael. This crusade was sent originally as a single 
  great force under the supervision of the Harbinger and 
  Grand Scrutator Severius. It had a number of victories, 
  but the most notable came when they ruined the town of 
  Protectorate of Menoth Battlegroups
  
  89
  89
  Fisherbrook in northern Cygnar and then marched north 
  through the forest to incinerate the ancient monastery of 
  Ascendant Angellia outside Fellig. 
  The original hope was to capture this fortified city and 
  use it as a northern base of operations. The goal was to 
  gather Khadoran Menite converts inspired by word and 
  sight of the Harbinger and indoctrinate them to be sent 
  south. Fellig proved too much of a hot zone, contested as 
  much by Khador as Cygnar, and the Menites were turned 
  back. The Northern Crusade regrouped and was able to 
  retreat to a fortress under construction east of the Black 
  River and just south of the Llaelese border. There they 
  have managed to obscure their position and conduct a 
  number of successful attacks into the north and west led 
  by the grand scrutator. 
  They have endeavored to hold their own without 
  relying on a constant supply line, and they have received 
  unanticipated aid from forces allied with the rebels in 
  southeastern Llael. Some of these rebels are actual Menites 
  inspired by the Harbinger. Others are more pragmatic and 
  see the Menites as a means to an end—help against the 
  Khadorans who have occupied their cities. Llaelese Menites 
  have brought reports of many old and significant temples 
  in captured cities such as Laedry and Leryn, including 
  those housing significant relics, texts, and ancient tomes 
  which would be of interest to the grand scrutator and 
  others of the priesthood.
  Ornamented Menofix – Intricate menofixes 
  are other common blessed adornments utilized 
  by soldiers in the field to recognize warjacks 
  that endure and perform particularly well 
  in battle. Sometimes they are set with large 
  gemstones or glass beads to catch the sun and 
  embody the sacred flame of the Creator.
  Prayer Sigils – Many warjacks that have 
  survived multiple engagements are decorated 
  with intricately ornamented blessed sigils to 
  which lengths of prayer cloth are attached. 
  The cloth is covered with script containing 
  passages from the True Law. These blessings 
  are believed to call Menoth’s regard upon 
  those fighting in the vicinity, and they ensure 
  that His wrath falls on their enemies.
  Protectorate 
  Warjack Adornment
  The Northern Crusade still receives infrequent but 
  periodic support from the south, and the war counselor 
  is working to improve support for this northern force. 
  At present they have had the most luck by sending 
  reinforcements in large battle-ready groups traveling 
  the intervening territory while attempting to avoid 
  engagements. They are armed and ready to fend 
  off any who spot their movement. The key to 
  this effort has been the work of the powerful 
  monk and warcaster Amon Ad-Raza who 
  has brought several convoys of warjacks and 
  Menoth’s Fury north accompanied by zealots 
  and Knights Exemplar, particularly fast-striking 
  Vengers. Amon Ad-Raza has been traveling 
  constantly between Tower Judgment and the 
  northern territory, evading both skorne patrols 
  and occasional scouts from Cygnar. In the 
  process he claims a greater familiarity of the 
  fringes of the Bloodstone Marches than any 
  western warcaster. While many do not know it, 
  the mercenary and outlaw Magnus Asheth has 
  also aided in these efforts, likely for his own 
  inscrutable agenda.
  
  90
  
  91
  Charge of the Uhlan
  Northeast of Merywyn, late 606 AR
  12th Iron Fang Uhlan Kompany, 29th Assault Battalion,  
  4th Assault Legion:
  Leading Officer: Kapitan Kigir Tishnikov, accompanied 
  by Drakhun Luka Zerkevya
  Lieutenant Yurik Belavdon leads the 1st Force divided 
  into units led by Sergeants Dorekov, Karakov, Krostovich, 
  Ostyvik, Raduvisk, and Vojinovich
  Lieutenant Yurik Belavdon pulled the reins hard with his shield hand, and 
  his steed’s hooves tore up the muddy hillside to come to a halt. His horse 
  was a thickly muscled stallion and a powerful charger of exceptional stamina 
  named Jorosk. The horse turned back to line up against the enemy warjack 
  for another pass with just the slightest nudge from Yurik’s knees. 
  
  92
  The kompany had engaged the Llaelese rebels 
  with a charge and attempted to crush them with 
  overwhelming force. They had found them precisely where 
  the Kossite scouts had said they would be. It was a force 
  of riflemen wielding smuggled firearms, several halberdiers 
  and pikemen, and the two Vanguard warjacks. It was not a 
  large force, but every warjack was dangerous, and Yurik was 
  determined not to lose men by underestimating the enemy. 
  He had just helped destroy the first warjack, but the second 
  had already killed one of his men with its shield gun, and 
  he was determined not to let it get off another shot.
  Yurik raised his thick-hafted lance, opened its breach 
  to slam a new blasting charge into the cylinder, and then 
  yanked the mechanism closed with a practiced hand. A 
  wired track pulled the charge up through the shaft’s length 
  to lock into place at the end of the blunt tip. 
  His horse was already at a gallop heading toward the 
  second Vanguard. As Yurik charged, the Llaelese machine 
  toppled Barakevich, one of Yurik’s brothers in arms, with a 
  blow from its lengthy guisarme. Barakevich had misaligned 
  on the charge, and his lance deflected off the Vanguard’s 
  shield. Yurik saw his friend’s horse recover; the question 
  was if Barakevich was still alive. 
  Yurik braced for impact and guided his lance over the 
  notch in the Vanguard’s shield to deliver a perfect strike 
  to its shoulder. The charge exploded with a force that 
  sent vibrations up his spine, and it nearly blew off the 
  warjack’s shield arm. He wheeled his horse in time to see 
  the massive mounted figure of Drakhun Luka Zerkevya 
  following his charge. The Man-O-War’s armored horse 
  towered over the light warjack and reared so Luka could 
  smash his annihilator blade with a crunch of folding metal 
  to knock the warjack prone. Its cortex housing shattered 
  with a residual explosion and spray of sparks. 
  Yurik’s men ran down the remaining rebels with the 
  armored hooves of their mounts, and those who did not 
  immediately surrender were torn apart. Kapitan Tishnikov 
  rode up to Yurik followed closely by the steam-armored 
  Drakhun. The kapitan lifted his helmet visor to ask, 
  “Where is she?”
  “A false lead, kapitan,” Yurik answered. He pointed to a 
  slumped soldier in mismatched armor bleeding out on the 
  churned ground. The purple and white ribbons on his tabard 
  fluttered in the breeze, and a broken halberd lay across his torso. 
  “That one controlled the ‘jacks. There is no warcaster.”
  “Son of a boar’s whore!” the kapitan cursed. He slammed 
  his visor down and yanked his horse’s head with the reins. 
  He kicked into a gallop toward the last of the fighting. Like 
  a looming shadow, Drakhun Zerkevya followed.
  Yurik never tired of watching Zerkevya’s steed. Jorosk, 
  Yurik’s own mount, was a large and powerful warhorse, 
  but the Karpathan destriers employed by Drakhuns were 
  in their own class. They came from the same stock still 
  ridden by the few remaining ‘old’ Uhlan, now a fading 
  brotherhood of a largely forgotten tradition. Some would 
  say the Drakhuns were the true legacy of that group, not 
  the mounted Iron Fangs who had inherited the Uhlan 
  name. Before the Orgoth, Uhlan wore massive bastion plate 
  armor so heavy they had to be winched up by rope to be set 
  atop their horses. Such warriors could barely move without 
  a mount and were completely helpless when unhorsed. 
  Khadoran Man-O-War riders still have to rely on external 
  support to mount their steeds, but their steam-powered 
  armor give them a way to walk and fight when unhorsed 
  despite similarly bulky armor. Only the peerless Karpathans 
  can bear them and the weight of their heavy barding. It 
  was impossible not to look at that hulking steed without 
  thinking of his ancestors and the legacy of the horsemen 
  who united the Motherland with lance and blade.
  Sergeant Alexei Dorekov rode up. His short spear 
  was stained red with fresh blood. Yurik asked, “How is  
  brother Barakevich?” 
  Dorekov was a heavy-framed Skirov of the north 
  mountains with a thick moustache, heavy beard, and 
  constant smirk on his lips. “Knocked senseless, but he will 
  live. When he wakes he’ll face punishment for missing that 
  simple strike. Stupid young khopek.” 
  The two sat silent a moment watching the men regroup 
  with the prisoners. These rebels would be sent to Merywyn 
  for trial and execution. Lieutenant Yurik Belavdon 
  considered the exceptional men under his command, the 
  1st Force of the famed 12th Iron Fang Uhlan. Other 
  than Barakevich, most were seasoned veterans—men who 
  had been astride horses half their lives mastering blasting 
  lance, spear, and steed. 
  Sergeant Dorekov spoke quietly. “Sir, this duty is 
  beneath us—chasing down rebel dogs.”
  The lieutenant felt similarly but knew he must not set 
  an example of questioning orders. “We were ordered here 
  because of reports of these Vanguard. Naturally they 
  deduced she might be here.” He did not need to name the rebel 
  warcaster who had been an ongoing problem for the eastern 
  occupation army destroying depots, disrupting supply lines, 
  and demolishing expensive warjacks. “We cannot allow rebels 
  
  93
  to cripple our supply lines. I shouldn’t have to remind you 
  that these men we fought today may have been among those 
  who burned our stables three weeks ago. That cowardly act 
  of arson killed several irreplaceable warhorses.” 
  Yurik knew that all of the men were impatient with 
  Llaelese patrols and wanted to go to the front lines to fight 
  against Cygnar. Their entire kommand had been assigned 
  as support and kept in reserve as a potential flanking force 
  against Cygnar. So far they had seen only empty patrols 
  and engaged in occasional skirmishes with rebels who 
  sniped at them from abandoned barns and farmhouses. At 
  least this fight today had stirred their blood thanks to the 
  deceptively tough Vanguards. At the end of the day five 
  men were sent west to recover from wounds, and two were 
  sent back for burial. 
  Yurik was called to the kapitan’s tent alongside the 
  other lieutenants. Behind Kapitan Tishnikov stood Luka 
  Zerkevya; even outside his Man-O-War armor he was 
  an imposing soldier tall enough to be a Kossite. As a 
  lieutenant, Yurik technically outranked Luka, for Drakhun 
  were not officers. Still, they ignored orders given by anyone 
  except the officer to whom they were assigned like bulldogs 
  kept at heel by their masters.
  The temperamental Kapitan Tishnikov was not one to 
  mince words. He held up a scrap of charred paper. “This 
  was among the traitor rebels—an intercepted message for 
  our kommander. During their capture they tried to destroy 
  it, and they nearly succeeded. It bears a seal of urgency, but 
  the message was badly damaged.” He cast it on the table 
  with a look of disgust as if the paper itself offended him.
  As lieutenant of the 1st Force, Yurik was allowed some 
  liberties. He stepped up to examine the paper and squinted 
  at its damaged text where the fire had failed to consume 
  it. There was a red fragment of a stamp of urgency on 
  the upper left. There was also an officer’s seal that made 
  him grunt in surprise. There were few he would recognize 
  on sight, but this was one. “Is this the mark of Forward 
  Kommander Sorscha Kratikoff?”
  Kapitan Tishnikov made an assenting noise. They had 
  all heard of the exploits of the prodigal warcaster who had 
  arisen from the Winter Guard. Yurik looked back to the 
  message but could only make out a few words, a code used 
  by higher officers. “This means nothing to me.”
  The kapitan seemed smug; Yurik knew his superior 
  resented Yurik’s breeding. Yurik was descended from a 
  minor noble line while the Tishnikovs were 
  kayazy of Khardov. They were a family of ominous 
  reputation and considerable clout, but they were still 
  commoners. The kapitan took the paper and tapped it 
  with a finger. “This is a request for reinforcements to meet 
  at a depot to the southeast. This may have been intercepted 
  today. It may describe a southern Menite uprising.” 
  The kapitan looked up to them with an almost hungry 
  expression. “We will investigate. Our duty is clear.”
  An older lieutenant cleared his throat. “Should not we 
  take this to Kommander Lukavich?”
  The kapitan glowered at the older man and firmly 
  shook his head once. “This message is meaningless as it 
  stands. Incomplete. We must investigate.”
  The others shifted uncomfortably, but only Yurik dared 
  ask the question the others were thinking. “What of the 
  rest of the 29th Battalion? I can send a courier to Kovnik 
  Rhaskor.” Rhaskor was the kapitan’s immediate superior.
  The kapitan glared at Yurik with a look of smoldering 
  fire. “No. The 12th will respond. We have no need to 
  divert other kompanies. Let there be no more questions. 
  Are you senile old courtiers or Iron Fangs? We leave before 
  dawn. Prepare the men. Dismissed.”
  The entire 12th Uhlan Kompany—a hundred and 
  seventy-five Iron Fang cavalry accompanied by the Drakhun 
  escort—rode before daybreak. Yurik felt a familiar euphoria 
  riding with his brothers with their blasting lances held 
  high. His enthusiasm was dampened only by the feeling 
  they were going the wrong direction, away from their true 
  enemy. He overheard similar grumbling among the men 
  nearest him. At another time he would have silenced their 
  grumbling, but now he thought it best to let them vent. 
  Yurik felt an apprehension growing in him. The day’s 
  sunrise had been deeply red before dark clouds gobbled the 
  sun, which he took as an ill omen. He did not agree with 
  the decision to ride so far from their battalion without 
  explicit orders, but it was his duty to obey the kapitan 
  regardless of his feelings.
  He heard his men speaking of the latest rumors, and 
  he listened discreetly. Brother Norstoy had been drinking 
  among the men of the supply train and related what he 
  had heard to Sergeant Karakov. “The Butcher of Khardov 
  has struck again. Even his own men fear following him into 
  battle now.”
  Charge of the Uhlan
  
  94
  Sergeant Karakov was skeptical. “That is 
  nothing new. His men follow him or face execution 
  for disobeying orders just like anywhere.”
  “They say some of his men would sooner face trial than 
  fight with him since he is like a beast. I hear he attacked 
  an outpost near Fellig alone against an entire force of 
  southerners. He hacked them all to pieces and painted the 
  walls with blood. Then he turned on the villagers who 
  lived nearby and erased an entire town. He did not return 
  for three days, and when he did, his skin was caked with 
  the blood of children, and he had taken skulls as trophies. 
  They say he talks to them, and his axe, sometimes laughing, 
  sometimes weeping—“
  Yurik barked, “Enough!” Brother Norstoy looked back 
  to him, cheeks red. Yurik shook his head, “You speak 
  of a highly decorated officer of the Khadoran Army—a 
  Kommander and warcaster of the Fifth Border Legion.”
  “But sir—“
  “I said enough. If I hear you spreading these rumors 
  again, I will drag you the rest of the way behind my horse. 
  Understood?”
  They eventually arrived at the firebase. It was a small 
  supply station along the forward reaches built to refuel 
  warjacks with coal. It also maintained supplies of dried 
  and smoked meats for soldiers on outer patrols. The 
  base did not look to be in regular use; it was battered 
  and in ill repair. They spotted the distinctive profile of 
  a Destroyer at the top of the hill as they neared. The 
  machine watched the most advantageous approach with 
  its bombard ready. 
  As they climbed the hill, they observed a group of 
  rugged Winter Guard camped around the base. They 
  were decorated veterans, not fresh conscripts, and they 
  looked ready for battle. Yurik saw two other warjacks 
  nearby, a Kodiak and a Spriggan. Both idled on the 
  opposite side from the Destroyer. Thin plumes of smoke 
  rose from their stacks indicating they were fueled and 
  running. Yurik had never seen a Spriggan before and 
  found it an impressive sight. The heft of its lance was 
  imposing—a massive steel implement designed to punch 
  through warjack armor. 
  Yurik knew many rank and file Uhlan resented warjacks 
  and their prominent role in battle because the Uhlan 
  considered themselves the inheritors of an ancient and 
  sacred Khadoran tradition. Yurik, on the other hand, had 
  been well educated at the Druzhina military academy, so 
  he knew the crucial value of warjacks. Being slow, highly 
  armored, and difficult to destroy, a warjack’s role was closer 
  to heavy infantry than cavalry. They are best set at the center 
  of a charge to attract enemy attacks. Warjacks can strike a 
  line at its strongest point and shatter the enemy’s defenses. 
  Cavalry complemented the ‘jacks with their maneuverability 
  and ability to strike weak points along the line and flank 
  the enemy. Although he knew these principles in theory, he 
  rarely had occasion to fight alongside the machines.
  The 12th Uhlan was generally deployed where allied 
  warjacks were unavailable, and they were trusted to bring 
  similar power to areas where the Khadoran advance had been 
  stretched thin. All Iron Fangs—both Uhlan and Pikemen—
  trained to tackle warjacks and tear them down. It was natural 
  after such training for the men to consider themselves 
  superior. It was essential to have that courage when charging 
  at a 9-ton hulk of iron astride a horse. To fight effectively 
  every Iron Fang had to believe warjacks were as vulnerable as 
  any other foe. Nonetheless, it was against warjacks that the 
  Uhlan in general suffered the greatest number of casualties. 
  Yurik and his men saw Forward Kommander Kratikoff 
  greet their kapitan. It was inspiring to see her in person, 
  for she was one of the greatest warcasters of their day. The 
  woman bore great responsibility on her young shoulders, 
  and she was backed by the authority of the High Kommand. 
  Even Kapitan Tishnikov kept his arrogance in check as 
  he dismounted to offer a formal and respectful salute. 
  Yurik Belavdon dismounted to join them, and offered his 
  own salute. Of the kapitan’s direct subordinates, only the 
  Drakhun stayed mounted. He and his steed looked faceless 
  and inhuman encased in their thickened armor. 
  Kommander Kratikoff spoke tersely, “Where is your 
  Kovnik? Were you sent ahead?”
  “I’m sorry, Kommander. Your communication never 
  reached its target. It was intercepted by rebels and nearly 
  destroyed. We came to investigate and render assistance.”
  “I requested a battalion, not one kompany.” Her cold 
  blue eyes were displeased. “This will not do.”
  Tishnikov cleared his throat and offered, “I can send a 
  man on our best horse to take your orders, Kommander. 
  Just give me the word.”
  “There is no time! We must strike now. Your kompany 
  must suffice, inadequate though they may be.”
  The kapitan drew himself up proudly, “We are the 12th 
  Iron Fang Uhlan, Kommander! We are prepared for battle.” 
  
  95
  In this Yurik decided he was in a rare state of complete 
  agreement with his superior officer. “What do we face?”
  “Ride with me and I will show you.”
  Forward Kommander Sorscha Kratikoff insisted on 
  an oblique approach to keep their movements hidden. It 
  was her own warjacks limiting their speed, so she and the 
  machines took a more direct angle across the ground she 
  knew well. She commanded the Uhlan to follow a more 
  occluded path toward a stretch of nearby hills. Everything 
  in Yurik’s training told him what they were about to do 
  was madness. If the Forward Kommander had requested a 
  battalion, they must be facing superior numbers. Attacking 
  at such a disadvantage was folly. On the other hand, his 
  training cautioned him that the value of a warcaster in this 
  type of engagement could not be quantified. Her presence 
  changed everything. 
  They reunited with her on the far side of a steep 
  embankment. It had begun to snow earlier in the day, but 
  it was not unpleasant by Khadoran standards. The ground 
  of this hilly region wore a light blanket of soft pack that 
  did not impede their steeds. 
  At the kommander’s instructions, the warjacks and 
  the majority of Uhlan stayed back while the officers 
  topped the rise to behold 
  their enemy. Below was an 
  enormous column of men, 
  horses, and wagons winding 
  its way along the valley. 
  Armor and banners gleamed 
  against the snow in the 
  fading light of sunset. Even 
  with 
  the 
  foreknowledge 
  that they should expect 
  southern Menites, Yurik 
  had not anticipated such 
  a sight; he had expected a 
  ragtag assortment of robed 
  fanatics. 
  Instead 
  they 
  saw 
  a 
  disciplined army including 
  knights both mounted and 
  on foot adorned in white, 
  red, and gleaming gold. 
  There looked to be over a 
  hundred horsemen, perhaps 
  half again that number of 
  knights on foot, and nearly as many other foot 
  soldiers. They were too far away to see details, but 
  it appeared to be a force over five hundred strong. Several 
  light warjacks marched among them near the back ahead of 
  the wagon train following in their wake. 
  The Menites were marching through a gentle valley 
  along a pass between sloping hills. Beyond the opposite 
  hills was the start of an expanse of forest—the ominous 
  border of Ios. It was the closest Yurik had ever been to it.
  Surveying the column below, Kapitan Tishnikov asked, 
  “How is this possible? How could so many be here?”
  Sorscha Kratikoff replied calmly, “I believe there must 
  be a recently erected Menite stronghold hidden south of 
  here. We will worry about that later. For now we cannot 
  allow this column to advance. They may be remnants of an 
  earlier crusade in the Thornwood. Whatever their goal, we 
  must stop them. I suspect they could be making for Leryn, 
  and we cannot allow that city to be seized by our enemies.” 
  She looked to the kapitan. “Will any of your men have 
  difficulties fighting Menites?”
  The kapitan struggled not to look offended, “Some 
  of  my men are Menites, but they are Iron Fangs and 
  patriots. The southerners are no friends of  ours.”
  Charge of the Uhlan
  
  96
  She accepted this answer with a nod. “Gather 
  your men. We will come upon them from the high 
  ground and shatter their column.” Her eyes gleamed 
  with such imperishable confidence that Yurik felt his 
  blood stirred. Three-to-one odds, madness. Looking at 
  her, seeing her turn with her blue-glowing weapon to call 
  her warjacks, he felt ready to hurl himself against that 
  massive column even if he were the last Khadoran soldier 
  at her side. There were worse ways to die, and if he lived, 
  it would be a day to remember.
  They topped the rise in a long line along the ridge. The 
  horses snorted plumes of hot breath and pawed the snow, 
  and Yurik felt a familiar quickening of his pulse. The air 
  was thick with the anticipation of battle and death, and 
  steam rose from lathered horses as men shifted in their 
  thick armor and readied blasting lances. Yurik and his 1st 
  Force were near the kapitan and the massive Drakhun at 
  the center of the line. The kapitan held up a hand against 
  their eagerness. “Wait. Not yet. Hold for my signal!” 
  Below the forward kommander was on the move. Her 
  warjacks strode down the slope ahead of her, and the 
  hillside dwarfed their bulk. Sorscha Kratikoff was a small 
  red blur surrounded by the gray and red uniforms of her 
  chosen Winter Guard. It seemed they might cross the 
  distance with the enemy unaware until at last there were 
  shouts of alarm. Like a blind serpent, the column ground 
  to a halt while those nearest the slope turned to confront 
  the threat. Again the kapitan barked out, “Hold, not yet!”
  A great ballista turned toward the oncoming warjacks. 
  Its tightly coiled arms winched backward as a heavy payload 
  was loaded and pulled into place. At last the kapitan gave 
  the order, “Now! Charge! For Khador! For the Twelfth 
  Uhlan!” Yurik kicked his heels into the sides of his horse, 
  but it was unnecessary since the whole line of them leapt 
  forward like a single beast down from the ridge. The air 
  filled with the deafening thunder of hooves pounding the 
  earth into submission.
  The ballista fired ahead of them, and the projectile soared 
  toward the warjacks but overshot. It flew over the heads of 
  the Winter Guard and the kommander to slam harmlessly 
  into the ground and explode well short of the cavalry. The 
  air around Sorscha became alive with a glittering reflection 
  like a snowstorm made manifest. The armored knights 
  raising crossbows to fire at her men were blinded, and their 
  shots veered wide or sunk into the dirt ahead of their targets. 
  She pointed forward, the Destroyer began to fire its explosive 
  rounds deep into the ranks of the enemy, and Deliverers were 
  sent flying. At another wave of her gloved hand, the Kodiak 
  and Spriggan accelerated forward with remarkable speed as 
  their metal limbs vaulted them down the hillside. 
  Yurik gave his battle cry into the wind, but it was lost 
  among so many others as they shouted and pushed their 
  horses forward. They flew across the snowy ground to 
  catch up with the warjacks below.
  The Protectorate cavalry near the front of the column 
  were trying to get into position to come forward and 
  intercept, but Sorscha had planned her attack well. She came 
  against the back end of the column at the narrowest point 
  of the winding pass. Ranks of men bearing long rocket-
  launching tubes turned to face them and scrambled to fire 
  their wildly inaccurate projectiles. The light warjacks near 
  the back end of the train came forward, but their movements 
  seemed uncertain and indecisive, and Yurik guessed there 
  was no warcaster opposing them to clarify their actions—a 
  blessing. He lowered his blasting lance and chose his target: 
  an armored warjack with a thin frame bearing a sword in 
  each metal hand. “1st Force!” He shouted and raised his 
  hand so his men would see. “The warjacks! To me! Strike 
  on my call!” He gestured to emphasize and pointed his 
  gauntleted hand to their target.
  Another ballista shot flew overhead and exploded into 
  the men and horses behind him in blazes of fire. Yurik felt a 
  wash of heat from the close blast, heard the painful sounds 
  of screaming horses, and smelled roasting flesh. Below, 
  the knights with their weighty crossbows had chosen new 
  targets, and he raised his shield in time to deflect a whizzing 
  bolt that penetrated halfway through the armored surface 
  just below his arm. He heard more whiz past to impact 
  harmlessly into the armor of several of his shielded brothers, 
  and they rode through several rocket explosions unscathed. 
  Again he heard sounds of falling men churned underfoot by 
  others behind. Ahead he saw the Spriggan impact and tear 
  through the line. Its lance cleared a path of carnage as its 
  heavy feet trampled through the enemy ranks. It shattered 
  men and even horses shattered as it penetrated deep into the 
  ranks of the Protectorate cavalry. 
  Yurik’s field of vision narrowed to the double-bladed 
  warjack ahead of him, and he felt his men around him 
  gathered like a single fist. Nothing existed in the world 
  but the tip of his lance and the target ahead as his horse 
  devoured the rest of the hillside, and he slammed into 
  the warjack with concussive force. After the spine-jarring 
  impact, he let his lance relax in his grip as he squeezed 
  
  97
  tight to the sides of his horse and urged it to dance to the 
  left. Over his shoulder he saw brother Norstoy’s lance slide 
  without purchase along the warjack’s frame, and then the 
  bright blades sliced through Norstoy’s armor and knocked 
  him bloodily from his steed. Just behind their fallen 
  comrade, Sergeants Krostovich and Dorekov impacted 
  with perfect precision and knocked the armored ‘jack to 
  the ground, shattered and broken. 
  Yurik found himself surrounded by armored men 
  with relic blades. He turned aside a hasty swipe at his 
  side as Jorosk reared up to shatter a knight’s helmet with 
  sharpened hooves. The knight fell and bled on the muddy 
  snow. Yurik kicked his spurs, and the horse leapt forward 
  to barrel through and knock down a robed form in red and 
  white who had charged toward him with a barbed staff. 
  As he moved past the immediate fray, he opened his lance 
  breach to slam another blasting charge into its cylinder.
  His horse spun around of its own accord as he cranked 
  the charge home, feeling the familiar and satisfying click in 
  his hands as its point reached the apex of his lance. A chill 
  went down his back when he saw a number of Protectorate 
  cavalry had gotten past the footmen blocking their way and 
  were now charging his direction. Their slender lances lowered 
  against him. He called to his men and spurred Jorosk forward, 
  but he knew the momentum was against him. He lowered his 
  lance, tightened the grip on his shield, and clenched his legs 
  tightly around Jorosk’s torso as he prepared for impact. 
  Suddenly a hulking form barreled into one of the slender 
  Protectorate horses and knocked it entirely over. It was the 
  unmistakable shape of Drakhun Luka Zerkevya who came 
  into the midst of the Protectorate cavalry like a giant among 
  children. The length of his annihilator blade swept outward 
  and cleaved clean through the knight who had been bearing 
  down on Yurik. His lifeless body fell from the saddle, and 
  his steed panicked and screamed. Luka swept his blade out 
  again and topped another knight on the other side. He then 
  swung around to behead a third as his great horse reared 
  up and plunged its hooves down to shatter a zealous knight 
  on foot who had charged to attack. The exemplar cavalry 
  parted around the Drakhun like a scattered flock of birds 
  racing away as their momentum was diverted. 
  “To me! To me! Ready for charge!” Yurik yelled to 
  his men who had been reloading their lances. “Against 
  the horsemen! Now!” He pointed at the right wing of 
  Protectorate knights who were even then trying to maneuver 
  for a different approach. He raised his shield in salute to 
  the Drakhun as he rode past and saw the Man-O-War dip 
  his blade in response. Yurik and his men rode 
  forward, and this time the momentum was on their 
  side. The Protectorate knights barely had time to align 
  their horses for the attack before the Uhlan charged home. 
  Blasting lances struck many of them from their mounts 
  with explosive velocity, and they tumbled across the ground 
  until they lay and scattered across the hillside. 
  “Uhlan!” The voice of the kapitan was followed by 
  a blast of his distinctive horn. “Uhlan! Rally!” Kapitan 
  Tishnikov pointed toward the greater mass of the column 
  past the area of their bloodied impact where the enemy 
  surrounded Sorscha and her warjacks. A knight flew 
  through the air as the Kodiak smashed through its armor 
  with a steam-powered fist, but the Spriggan had been 
  surrounded and was enduring a fearsome pounding, and 
  the Destroyer had been toppled by cavalry and hammered 
  to pieces. “To the kommander! Now!”
  In later years Yurik would remember this moment 
  of the fight as he brought his lance to bear for the third 
  time and urged his sweating and winded horse to charge 
  yet again. His heart thudded in his chest with fear for the 
  lone woman who stood surrounded by the enemy. He saw 
  her laughing in battle, and the great hammer-scythe in her 
  hands gleamed blue. The air around her scintillated with 
  freezing ice, and a sudden frost spread outward from her 
  like an explosive shockwave. The woman was a whirling 
  storm. Frostfang spun through the air and shattered 
  knights around her through their useless shields. It was like 
  watching a savage animal trapped in a glass blower’s shop 
  breaking anything in reach. The impression was captured 
  in the moment before Yurik’s lance impacted a knight on 
  horseback that had been turning to charge the warcaster. 
  His lance hit the frosted armor and broke straight through 
  with a strange sound like crunching ice, and the knight 
  literally exploded into a plume of red spray that washed 
  Yurik as he galloped by. 
  He saw the column sliced in half. Carnage was all 
  around. The southern half of the Sul-Menites were routing 
  while the knights at the fore continued to fight. Far fewer 
  of his Iron Fangs were around him than he expected, and 
  he could see the dark red and black of fallen brothers and 
  their horses everywhere he looked. His mind refused to 
  consider the casualties; there were more enemies to slay. 
  He rode his horse past Forward Kommander Sorscha 
  Kratikoff and dipped his lance to her. For a moment her 
  eyes locked on his, above his visor, and her smile was one 
  he would cherish to his grave.
  Charge of the Uhlan
  
  98
  The man is now utterly insane. What will we do with him when there is no one left to fight? 
   
   
   Pray that day never comes.  
  —Kommandant Gurvaldt Irusk in a letter to Supreme Kommandant Boris Makarov
  Kommander Orsus Zoktavir
  like a force of nature—an earthquake and tornado rolled 
  into one. This had been the strongest point of resistance 
  and the greatest garrison of the atrophied Llaelese army and 
  was supported by a massive contingent of Cygnaran soldiers. 
  They never stood a chance against the Butcher of Khardov 
  and the forces following in his wake. The stones of Redguard 
  fell to the Demolition Corps, and it was Orsus who was first 
  through the breech. He swept through enemies as his warjacks 
  emulated his berserk frenzy and tore through soldiers and 
  warjacks with equal ease. Howling Doom Reavers followed 
  behind as Llael’s strongest border fortress echoed with the 
  screams of the dying.
  Some speculate that Kommandant Irusk hoped the Butcher 
  would perish in the attack and take the most uncontrollable 
  of his followers with him. If that were the goal, it failed 
  utterly. As the conquest continued, Kommandant Irusk 
  faced a difficult realization and was forced to choose 
  his targets carefully. They were in Llael to absorb the 
  land and make it a permanent part of Khador, not to 
  wipe out its inhabitants. Orsus was mindful of these 
  orders in the calm light of day, yet when the 
  battle madness came upon him, there was no 
  stopping him. A lust for blood poured 
  from him like heat from a fire and 
  infected those serving with him.
  After 
  the 
  surrender 
  of Merywyn, as Khador 
  turned its attention south 
  against the greater challenge 
  of Cygnar’s border, Orsus 
  Any who once thought time might mellow the rage of Orsus 
  Zoktavir has now been thoroughly disabused of that notion. 
  Constant battles against the enemies of the Motherland have 
  deepened his madness and brought forth dark echoes from 
  the depths of his being. The only soldiers who feel an affinity 
  with him are the Doom Reavers, for they recognize the same 
  force that whispers to them and urges them to slaughter. 
  Even those who once endorsed unleashing Orsus as a weapon 
  against their enemies have begun to doubt the wisdom of 
  that course.
  The invasion of Llael seemed Kommandant Zoktavir’s 
  finest hour. He hurled himself against Redguard Fortress 
  
  99
  Zoktavir was put aside. His kommanders hoped he would cool 
  like a sword pulled from the forge. It was a mistake though. 
  The days of inactivity picked at his brain and brought back 
  memories he had long avoided. It was a slow torture that 
  ate through his always-tenuous self-control. This came to 
  a head when Orsus went of his own accord to ‘discipline’ 
  wayward officers and soldiers heard to be abusing citizens in 
  an occupied town. Those who have served with him know it 
  is harm to women that most easily stirs the berserk rage in his 
  heart—remnants of an inner wound that will never heal. Lola 
  in hand, Orsus and his Doom Reavers fell upon the soldiers 
  until none were left. The ordeal left the witnessing townsfolk 
  more terrified than ever, and the kommandants struggled to 
  cover up rumors of the bloodbath to avoid demoralizing 
  their own men. 
  Khador Epic Warcaster Character
  Orsus was sent southwest, thrown into battle, 
  and allowed to engage his appetites where they could 
  bring little harm to the Motherland. He has roamed the 
  western edge of the war front stalking prey like a blood-
  mad wolf. Pitted against soldiers at Deepwood Tower, 
  Fellig, and lesser fortresses between, Orsus has lost count 
  of the men who have fallen to his axe. He has even roamed 
  into the hills and past the border of Ord to fall on rugged 
  hill defenders. They have begun to speak of him as a spirit 
  of bloodshed. Even his arcane powers are affected by his 
  inner demons. They surge up and then simmer low like 
  the memories haunting him. Incapable of restraint and 
  never at peace with himself, Orsus Zoktavir is at home 
  only amid the chaos of war.
  Feat: Feel the Hate
  When Kommander Zoktavir enters battle, 
  madness becomes infectious. As he flies into 
  a berserk rage, those entering battle on his side 
  become swept up in his maelstrom of hate, 
  and they frenzy to tear the enemy apart like a 
  pack of ravaging beasts.
  This turn, Zoktavir gains a rage token 
  for each enemy model destroyed 
  in his control area after using Feel 
  the Hate. After all friendly models 
  have completed their activations, 
  Zoktavir may allocate up to 3 rage 
  tokens to each friendly non-warcaster 
  Khadoran model in his control area. 
  Zoktavir gains no additional rage 
  tokens after this. A model may spend 
  one rage token to move up to its 
  current SPD in inches immediately 
  and 
  make 
  one 
  melee 
  attack. 
  Additional rage tokens may be spent 
  to make additional melee attacks 
  or to boost melee attack or damage  
  rolls. Remove unspent rage tokens at 
  the end of the turn.
  Zoktavir
  ArcAne DementiA - Zoktavir’s 
  base FOC varies from round to 
  round. At the beginning of the game 
  and during each of his controller’s 
  Control Phases, roll a d6+1. This is 
  Zoktavir’s base FOC for the round. 
  If Zoktavir destroyed three or more 
  enemy models with melee attacks in 
  the previous round, his base FOC is 
  automatically 7 this round. Zoktavir’s 
  control area is always 12”.
  elite cADre - Doom Reavers  
  included in an army with Zoktavir 
  gain +1 MAT, RAT, and CMD. 
  These 
  Doom 
  Reavers 
  gain 
  Relentless Charge. Models with 
  Relentless 
  Charge 
  may 
  charge 
  across rough terrain and obstacles  
  without penalty.
  HomiciDAl mAniAc - When 
  Zoktavir makes a melee attack, 
  he must make one melee attack 
  against every model within melee 
  range. When making a melee 
  attack, Zoktavir’s front arc extends 
  360°. Completely resolve each 
  attack individually and apply the 
  targets’ special rules immediately as 
  each attack is resolved. Determine 
  damage normally. After resolving 
  these attacks, if Zoktavir destroyed 
  at least one enemy model with his 
  attack and there are no models within 
  Zoktavir’s melee range, he may move 
  up to 1”. After this movement, 
  Zoktavir may spend focus to make 
  additional melee attacks.
  infAmy - While within Zoktavir’s 
  command range enemy models 
  suffer –2 CMD.
  terror - Enemy models/units in 
  melee range of Zoktavir and enemy 
  models/units with Zoktavir in their 
  melee range must pass a command 
  check or flee. 
  Rage Drives
  Rage Drive bonuses are not 
  cumulative with themselves.
  excitAble 
  - 
  If 
  Zoktavir 
  destroys one or more enemy 
  models, warjacks in his battlegroup 
  currently in his control area gain 
  +2” of movement for one round. 
  Killers - When Zoktavir declares 
  a charge, warjacks in his battlegroup 
  currently in his control area gain +2 
  MAT for one round.
  murDer spree - While enemy 
  models are in Zoktavir’s control 
  area, warjacks in his battlegroup in 
  his control area may charge without 
  spending a focus point.
  Lola
  brutAl DAmAge - Roll an 
  additional die for Lola’s damage 
  rolls.
  reAcH - 2” melee range.
  NOTE: 
  Kommander 
  Orsus  
  Zoktavir is the Butcher of Kardov.
  SPELL 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  bounDless cHArge 
  3 
  6 
  - 
  - 
   
  *
  Target model’s next activation is a charge at SPD +5” that crosses rough terrain and 
  obstacles without penalty. When this spell targets an enemy model, it is an offensive spell 
  and requires a magic attack roll.
  fury 
  2 
  8 
  - 
  - 
  x 
  *
  Target model/unit suffers –1 DEF but gains +3 to melee damage rolls. When this spell 
  targets an enemy model, it is an offensive spell and requires a magic attack roll.
  Howl 
  3 
  self 
  ctrl 
  - 
  Enemy models/units in Zoktavir’s control area must pass a command check or flee.
  retAliAtion 
  3 
  6 
  - 
  - 
  x
  Target model may make one melee attack out of turn against any model that hits it with 
  a melee attack before taking damage. The retaliating model still suffers any damage rolled 
  by the attacking model after resolving Retaliation. This spell expires after target model 
  makes one retaliatory attack. Retaliation attack and damage rolls cannot be boosted.
  unnAturAl DisAster 
  4 
  8 
  5 
  13 
   
  x
  Models destroyed by Unnatural Disaster explode with a 3” AOE and are removed from 
  play. Each explosion AOE causes models in it to suffer an unboostable POW 10 blast 
  damage roll. Models destroyed by an explosion also explode and are removed from play.
  SPECIAL RULES
  Damage	
  20
  Point	Cost	
  78
  Field	Allowance	
  C
  Victory	Points	
  5
  Base	Size	
  Medium
  Focus H 
  Cmd 7
  Lola
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  8	 16
  Blunderbuss
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 12
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 8	 9	 5	 14	18
  
  100
  Like every good Khadoran, it is selfless, obedient, and 
  devastating to our enemies. There is nothing more 
  pleasing than seeing it roll through ranked lines of 
  pathetic southerners.
  —Kommander Orsus Zoktavir
  When Queen Ayn Vanar ordered the 
  Mechaniks Assembly to give her a warjack 
  that would turn the tide of the Motherland’s 
  ongoing wars, they provided her with the 
  Spriggan. The name was taken from 
  an extinct group of warriors 
  from the icy forest north 
  Spriggan
  steAm roll – When charging, the Spriggan may 
  move through any small-based models in its path instead 
  of ending its activation when it contacts the model if 
  it has enough movement to move completely past the 
  model’s base. These models do not perform free strikes 
  at this time. After the Spriggan has finished its movement, 
  it makes a trample melee attack against each small-based 
  model through which it moved in the order it moved 
  through them. Models hit by a trample attack cannot 
  perform free strikes against the Spriggan and suffer a 
  damage roll with a POW equal to the Spriggan’s current 
  STR. A model missed by a trample attack may make one 
  free strike against the Spriggan immediately after the 
  failed attack roll.
  Grenade Launcher
  Ammunition type – When declaring a Grenade 
  Launcher ranged attack, choose one of the following 
  ammunition types:
  • explosive – Models in the AOE suffer a POW 5 
  blast damage roll.  
  Spriggan
  Khador heavy WarjacK
  • flAre – Do not make an attack roll. Instead, place a 3” Flare AOE template 
  anywhere completely within 10” of the Spriggan. Flare inflicts no damage. 
  Attackers may ignore cloud effects when targeting a model in the AOE. 
  Attackers with Arcing Fire gain +2 on attack rolls targeting models in the 
  AOE. Flare lasts for one turn.
  • flAsH bAng – Flash Bang attacks do no damage. Models in the AOE 
  suffer –2 MAT, RAT, and CMD and cannot give or receive orders for one 
  round. Flash Bang is not cumulative with itself.
  Arcing fire – When attacking with a Grenade Launcher, the Spriggan may 
  ignore intervening models except those that would normally screen the target.
  War Lance
  powerful cHArge – When making a charge attack with the Lance, the 
  Spriggan gains +2 to its attack roll.
  reAcH – 2” melee range.
  of Skirov who were wild and savage spear wielding berserkers 
  famed for charging naked into battle and tearing foes asunder. 
  Based on the innovative chassis originally developed for the 
  Devastator, the Spriggan elated the High Kommand with 
  its stellar performance during initial field tests in 602 AR. 
  The prototype ignored withering enemy fire while splitting 
  infantry formations up the middle like so much firewood as it 
  concentrated on the heaviest rival warjack in the field. 
  Beneath the machine’s armored exterior, the Spriggan’s 
  dual grenade launchers are all but impervious to damage that 
  would normally impair external armaments. By unleashing 
  volleys of anti-personnel explosives, smoke-piercing flares, 
  or disorienting flash bombs, the Spriggan is capable of 
  disrupting opposing battle lines in preparation for its 
  inescapable charge.
  The ‘jack’s tremendous weight allows it to stampede 
  through infantry units and crush underfoot those too slow 
  to avoid its lumbering assault. With its massive lance, it 
  pierces enemy warjacks to the core before they even 
  get close enough to strike. It can fend off blows 
  with its formidable assault shield, which is sturdy 
  enough to turn aside any weapon and heavy enough 
  to deliver crushing counter-attacks. The Spriggan 
  personifies the Khadoran Empire on the battlefield; it 
  is brutal, versatile, and unstoppable.
  Grenade Launcher
  	RNG	 ROF	 AOE	 POW
  	10	 1	 3	
  *
  —
  Assault Shield
  	 SPECIAL	
  POW	 P+S
  	
  —	
  2	 14
  L
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 12	 5	 3	 10	 19
  	
  	
  	
  	
  	
  	 21
  —
  Grenade Launcher
  	RNG	 ROF	 AOE	 POW
  	10	 1	 3	
  *
  War Lance
  R
  	 SPECIAL	
  POW	 P+S
  	 Multi	 6	 18
  	 1	
  2	
  3	
  4	
  5	
  6
  Point	Cost	
  132
  Field	Allowance	
  U
  Victory	Points	
  3
  Base	Size	
  Large
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  HeigHt/WeigHt: 11’5” / 16.5 
  tons
  ArmAment: Assault Shield (left), 
  War Lance (right), 2 Grenade 
  Launchers (integral)
  Fuel loAd/Burn usAge: 220 kg / 
  4.5 hrs general, 1 hr combat
  initiAl service dAte: 602 AR
  cortex mAnuFActurer: Grey 
  Lords Covenant
  orig. cHAssis design: Khadoran 
  Mechaniks Assembly
  
  101
  iron Fang UhlanS
  Khador cavalry Unit
  In ages past our Uhlan brothers have rallied against 
  Orgoth, Morghul, and all the enemies of Khador. We 
  swear that the Iron Fangs will bring great pride to the 
  Uhlan legacy. 
  —Kapitan Brezlev Yvinov of the Iron Fang Uhlan. 431 AR
  Uhlan traditions are the definition of cavalry-based warfare. 
  They employ tactics and feats of riding skill few outside of 
  Khador can hope to mimic. Serving as the forward fighting 
  arm of an Iron Fang contingent, the Iron Fang Uhlans 
  are often the first to ride into the enemy. In tightly bound 
  formations these mounted Iron Fangs fluidly ride together, 
  melding classical horselord cavalry tactics with the shoulder-
  to-shoulder fighting formations customary of Iron Fang 
  assaults. This Iron Fang cavalry formation is effective as 
  much for defense as for riding down enemy infantry.
  Uhlans literally clear the way with blasting lances and 
  the stomping hooves of their Pozdyov warhorses, allowing 
  Iron Fang Pikemen to advance into hotly contested enemy 
  territory. The swift-moving and hard-to-hit Uhlans rapidly 
  respond to crisis along the lines and race swiftly across the 
  battlefield to bolster already stalwart Iron Fang formations 
  with their powerful mounts and ready weaponry. 
  Iron Fang blasting lances provide additional power 
  to the already considerable might of the Uhlan charge. In 
  close combat the riders rely on the more traditional spear 
  blades attached to the haft of the lance. The damage 
  the massive mount deals is comparable to that of 
  the armored knight born atop his back, for Uhlan 
  tradition demands that a horse fights as fiercely as 
  its rider. The armor spike-shod horse can crush a 
  man’s skull with ease under its stomping hooves, 
  and the horses are so powerful 
  they have even knocked warjacks 
  to the ground.
  The Pozdyov warhorse is the Iron Fang 
  Uhlan’s mount of choice in battle and 
  second only to the Karpathan destrier in 
  size. These loyal and intelligent gigantic 
  horses easily bear their proud riders, and 
  they carry the massive weight of the 
  Iron Fangs with ease. Unstoppable, they 
  charge over obstacles that would stall 
  the most skilled of light riders, moving 
  with sinuous grace and bearing down 
  upon the enemy with precise intent.
  Kapitan
  leADer
  Unit
  combAt riDer - An Iron Fang Uhlan may make one 
  melee attack with his Mount during a combat action in 
  which he did not make a charge attack.
  Defensive line - Any Iron Fang Uhlan in tight  
  formation with one or more Iron Fang Uhlans in the unit 
  gains +2 ARM.
  relentless cHArge - Iron Fang Uhlans may charge 
  across rough terrain and obstacles without penalty.
  Blasting Lance
  criticAl KnocKDown - On a critical hit, target 
  model is knocked down.
  lAnce - The Blasting Lance may only be used to make 
  charge attacks. If an Iron Fang Uhlan has charged at least 
  3”, his Blasting Lance has 2” melee range until the end 
  of the activation.
  Short Spear
  close combAt - An Iron Fang Uhlan may not make 
  an initial attack with his Short Spear during an activation 
  in which he charged at least 3”.
  Mount
  criticAl KnocKDown - On a critical hit, target 
  model is knocked down.
  Kapitan’s	Damage	
  10
  Uhlan’s	Damage	
  8
  Leader	and	2	Troops	
  83
  Up to 2 Additional Troops	 27ea
  Field	Allowance	
  1
  Victory	Points	
  3
  Base	Size	
  Large
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 6	 7	 4	 13	17
  Short Spear
  	 SPECIAL	
  POW	 P+S
  	 Close	 4	 10
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 6	 6	 4	 13	17
  Blasting Lance
  	 SPECIAL	
  POW	 P+S
  	 Multi	 10	 16
  Mount
  	 SPECIAL	
  POW	 P+S
  	Critical	 12	 —
  Kapitan 
  Cmd 9
  Uhlan 
  Cmd 7
  
  102
  Jarvin raised his shield in time to block the hammer’s 
  blow, but both shield and helm exploded in a thousand 
  frozen pieces. It was a small mercy 
  —Captain Fend Hawkwood of the Cygnaran Sword Knights on an 
  encounter with the Corps
  The steam-powered wrecking crew known 
  as the Man-O-War Demolition Corps 
  is the premier front line fighting unit in 
  the Khadoran Army. Each member of the 
  Corps wields an enormous mechanikally-enhanced ice maul 
  invented by the Rigevnya Complex in Korsk. The mauls 
  shimmer with super-cooled air and are able to flash-freeze 
  metal or flesh in the instant before impact. Armor becomes 
  brittle and shatters into lacerating shrapnel when the Man-
  O-War brings the hammer down. Leveraging the Man-O-
  War’s ogrun-like strength along their long hafts, the mauls 
  can cripple a warjack or explode even the thickest stone 
  to dust in a few precise strikes. Few men can survive 
  a direct impact; even a glancing blow causes frost 
  burn and splintered bone.
  When Man-O-War armor was first 
  developed, 
  the 
  High 
  Kommand 
  intended 
  to 
  prove 
  that 
  the 
  Kapitan
  leADer
  Unit
  feArless – A Man-O-War Demolisher never flees.
  Ice Maul
  bAcK swing (HAttAcK) – The Man-O-War 
  Demolisher may immediately make two Ice Maul attacks.
  ice breAKer (HAttAcK) – The Man-O-War 
  Demolisher makes one Ice Maul attack. If the attack 
  succeeds, roll an additional die on the damage roll. Double 
  the number of damage points a structure takes from an Ice 
  Breaker attack.
  reAcH – 2” melee range.
  Man-o-War DeMolition CorpS
  Khador Man-o-War Unit
  Kapitan’s	Damage	
  10
  Demolisher’s	Damage	
  8
  Leader and Two Troops	
  54
  Up to 2 Additional Troops 16ea
  Field	Allowance	
  2
  Victory	Points	
  3
  Base	Size	
  Medium
  Kapitan 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 9	
  7	 4	 11	 16
  Ice Maul
  	 SPECIAL	
  POW	 P+S
  	 Multi	 5	 14
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 9	
  8	 4	 11	 16
  Demolisher 
  Cmd 7
  challenges of siege warfare could be solved with the brute 
  force embodied by these living steamjacks. Every soldier 
  volunteering to join the Corps is required to pass a grueling 
  obstacle course nicknamed “the crusher”—a three-day test 
  of endurance, discipline, and strength. It is said those who 
  emerge successfully from this ordeal are transformed. Some 
  deem the members of the Corps half-mad not only for 
  braving the dangerous Man-O-War armor, but also because 
  they form the first line against the toughest areas of enemy 
  opposition. 
  When the Corps is unleashed, they charge across the 
  battlefield and rely upon their armor to shrug off enemy fire 
  as they close with the enemy. Mauls at the ready, they pound 
  warjacks to 
  scrap, annihilate lesser soldiers, and shatter 
  perimeter walls. The only 
  men who can fully 
  understand the Corps 
  are others who wear the 
  steam-powered 
  armor. 
  Theirs is a brotherhood of 
  discipline and courage—soldiers 
  who transform into an unstoppable 
  force on the battlefield. 
  
  103
  Fear is our sword, Mercy our victim.
  —Assault Kommando Credo
  Assault Kommandos first appeared in battle on Donard 5th, 
  Katesh 605 A.R. Covering the ground between Ravensgard and 
  Northguard at nightfall with rapid strides, the crack troops 
  easily avoided the flares and pitfalls set for them by the enemy. 
  With charging shields forward and rifles cracking with rapid 
  snaps of the trigger, the Kommandos lobbed noxious canisters 
  of strangle gas into the Trencher foxholes. Their aim fouled by 
  gas and their eyes burning and blurry, hundreds of gravediggers 
  were swept up in the systematic slaughter visited upon them. 
  By dawn the Cygnaran troops of Northguard had lost dozens 
  of yards of precious territory to the brutal tactics of the 
  Khadoran soldiers. 
  Since the arrival of the Kommandos, the warm comfort 
  of mercy has fled the trenches riddling the front lines of 
  Ravensgard and Northguard. Now Kommando and Trencher 
  constantly engage each other in vicious close combat, each 
  bent on crushing the other under heel. Determined to break 
  Cygnar’s resolve on this long contested front, the Kommandos 
  continue to return vengeance upon Cygnar seven-fold.
  These men are the most advanced light infantry the 
  Motherland has to offer. By closing their shields together in 
  formation, they can become either a deadly barricade or a 
  brutal opponent in the close combat of trench warfare. They 
  are armed with the latest Vislovski carbines complete with 
  gunblades ready to rip through armor and flesh and under-
  slung canister launchers that deliver a debilitating payload of 
  sickening strangle gas. Golden Crucible alchemy has refined 
  their equipment so that Kommando armor is resistant to fire, 
  acid, and arcane assault. Their masks allow them to navigate 
  through lethal clouds of acid and fire, and their lenses allow 
  their vision to pierce obscuring clouds of smoke. 
  Still, it is the man bearing these armaments who is 
  the true weapon.
  Using methods proven by the most successful 
  Khadoran 
  forces, 
  Kommando 
  tactics 
  blend canny marksmanship and 
  determination with methodical 
  ruthlessness. The Motherland’s 
  struggle 
  with 
  the 
  sovereign 
  might of its enemies has born 
  a new type of soldier bolstered with 
  defiant patriotism and grim resolve.  Brutal and effective, 
  the Assault Kommandos are the edge of the Khadoran 
  sword of conquest. Serving on the front lines of western 
  Immoren’s most hostile battlefields, these shock troops drive 
  the enemy from the trenches and break their will using cold, 
  calculated efficiency.
  Kapitan
  fumigAte (orDer) - As part of a charge, after 
  moving but before performing his combat action, each 
  Kommando who receives this order may make a single 
  Strangle Gas Bomb ranged attack targeting the model 
  charged. A Kommando is not considered to be in melee 
  when making the Strangle Gas Bomb ranged attack, nor is 
  the target considered to be in melee with him. If the target  
  is not in melee range after moving, the Strangle Gas Bomb 
  ranged attack may still be made before the Kommando’s 
  activation ends. A Kommando cannot target a model 
  with which he was in melee at the start of his activation 
  with the Strangle Gas Bomb ranged attack.
  leADer
  sHielD wAll (orDer) - Every Kommando 
  who receives the order who is in tight formation 
  with the Kapitan at the end of the unit’s movement 
  gains +4 ARM. If the Kapitan is no longer on 
  the table, the largest tight formation group forms 
  the shield wall. If there is more than one group  
  with the largest number of troopers, the unit’s 
  controller decides which group forms the shield wall. 
  A trooper who does not receive the order cannot join 
  the shield wall. The bonus does not apply to damage 
  originating in the model’s back arc. Models that do not 
  end their movement in tight formation do not benefit from the shield wall. This bonus lasts 
  for one round. 
  Unit
  AlcHemicAl mAsK - Kommandos ignore gas effects. They also ignore cloud effects when 
  determining LOS or making attacks.
  Double tAp - If a Kommando hits with his initial Carbine ranged attack, he may make one 
  additional Carbine ranged attack.
  strAngle gAs bomb (HAttAcK) - The Kommando makes a ranged attack targeting a 
  model within 10”. If the attack hits, center a 3” Strangle Gas Bomb AOE template gas effect 
  on the target model. The template remains on the table for one round. If the attack misses, 
  nothing happens. While in the Strangle Gas Bomb gas effect, living models suffer –2 DEF and 
  –2 to attack rolls. The effects of multiple Strangle Gas Bombs 
  are not cumulitive.
  treAteD Armor - Continuous effects on a 
  Kommando expire on a roll of 1-4.
  aSSaUlt KoMManDoS
  Khador Unit
  Leader	and	5	Troops	
  67
  Up to 4 Additional Troops	10ea
  Field	Allowance	
  1
  Victory	Points	
  2
  Base	Size	
  Small
  Kapitan 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	 7	 6	 12	14
  Carbine
  	RNG	 ROF	 AOE	 POW
  	10	 2	 —	 10
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	 6	 5	 12	14
  Gun Blade
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 9
  Combat Shield
  	 SPECIAL	
  POW	 P+S
  	
  —	
  2	 8
  Soldier 
  Cmd 7
  
  Crewman 
  Cmd 7
  104
  I have heard men speak of the hand of fate dictating the 
  outcome of a battle, and I find such talk to be complete 
  nonsense. In my experience fate is on the side of the 
  army with the biggest guns. 
  —Kommandant Gurvaldt Irusk
  Continuing the path to modernize the Khadoran military, 
  Kommandant Irusk commissioned the development of yet 
  another Winter Guard artillery unit. The new addition to 
  the Khadoran arsenal is a brilliant combination of classic 
  military might and applied industrial ingenuity. The Winter 
  Guard field gun is a marvel of modern munitions. Tempered 
  in the Motherland’s hottest forges, the field gun’s shells can 
  penetrate the thickest armor. Once the unyielding projectile 
  shreds the outer layer of protection, it lances its way through 
  the vulnerable guts to turn everything it touches into a twisted 
  unrecognizable mass.
  Sometimes mistaken as an antiquated warship’s deck 
  gun, the weapon has proven to be a devastating surprise for 
  more than one enemy commander. Once the field gun is 
  in a firing position, there can be no doubt as to its true 
  destructive power. 
  The gun is crewed by a three-man team of Winter Guard 
  that operates like a finely oiled machine on the 
  battlefield. They aim, fire, and reload the weapon 
  with the ease that only comes from countless hours 
  of relentless battle experience. Equipped like their 
  fellow soldiers, the crewmen carry the standard axes 
  and blunderbusses, but their first priority lies with their 
  field gun. For the sake of efficiency and practicality, 
  each member of the crew is thoroughly trained in 
  all aspects of the weapon. Working in unison, 
  the guardsmen blow holes through the enemy 
  line with a constant barrage of precision 
  cannon fire. 
  When operated with the ruthless 
  efficiency of the Winter Guard, the 
  field gun can clear a path through the 
  hardest of targets with murderous 
  regularity. 
  As 
  the 
  thunderous 
  onslaught falls upon the battlefield, 
  it serves as a fatal reminder to those 
  who oppose Khador. To silence her 
  guns you must silence the Motherland 
  herself.
  Crewman
  tArgeting (HAction) - The Gunner gains a 
  cumulative +1 RAT for one round. The Crewman must 
  be in base-to-base contact with the Gunner and not be 
  engaged to use Targeting.
  Unit
  weApon crew - The Winter Guard Field Gun Crew 
  is made up of a Gunner and 2 Crewmen. The Gunner is 
  mounted on a large base with the Field Gun. The Winter 
  Guard Field Gun Crew cannot run or charge. The Gunner 
  gains +2” of movement per Crewman with whom he 
  begins activation in base-to-base contact. If the Gunner 
  suffers sufficient damage to be destroyed and a Crewman 
  is within 1”, the Crewman is removed from the table 
  instead. Effects, spells, and animi on the damaged Gunner 
  expire. Effects, spells, and animi on the removed Crewman 
  are applied to the new Gunner. 
  Field Gun (Gunner Only)
  bAtter - Double the number of damage points a 
  structure takes from the Field Gun.
  criticAl KnocKDown - On a critical hit, target 
  model is knocked down. 
  ligHt Artillery - The Field Gun cannot be used 
  to make ranged attacks if the Gunner moves. The Gunner does not receive an aiming bonus 
  for forfeiting movement when attacking with the Field Gun. The Gunner cannot make ranged 
  attacks with the Field Gun and another ranged weapon during the same activation.
  tempereD Ammunition - If the Field Gun damages a warjack, fill in the remaining 
  damage boxes in the last column damaged. If the Field Gun damages a warbeast, fill in the 
  remaining damage circles in the last branch damaged.
  Winter gUarD FielD gUn CreW
  Khador Unit
  Gunner and 2 Crewmen	
  24
  Field	Allowance	
  2
  Victory	Points	
  1
  Gunner Base Size	
  Large
  Crewmen Base Size	
  Small
  Gunner 
  Cmd 7
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 1	 5	 5	 4	 12	13
  Field Gun
  	RNG	 ROF	 AOE	 POW
  	14	 1	 —	 12
  Blunderbuss
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 12
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 5	 5	 4	 12	13
  Axe
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 8
  
  105
  Standard Bearer
  grApe sHot - Models in the unit may make Grape 
  Shot attacks instead of normal Blunderbuss attacks. A 
  Grape Shot attack is a POW 10 spray ranged attack. 
  Models making Grape Shot attacks cannot participate in 
  combined ranged attacks.
  HAsten - Once per game, the Standard Bearer may use 
  Hasten during his activation. During this activation each 
  model in the Standard Bearer’s unit may advance, perform 
  a combat action, and then advance again. After attacking, 
  the unit cannot perform additional actions.
  unit stAnDArD - Models in the Winter Guard unit 
  do not flee while the Standard Bearer remains in play. 
  When the Standard Bearer suffers sufficient damage to be 
  destroyed, a non-leader trooper model of his unit within 
  1” of the Standard Bearer may take up the standard. 
  Remove the trooper model from the table and replace it 
  with the Standard Bearer model. Effects, spells, and animi 
  on the replaced trooper are applied to the Standard Bearer 
  model. Effects, spells, and animi on the destroyed Standard 
  Bearer expire. If the Standard Bearer is not replaced, the 
  unit must immediately pass a command check or flee.
  Unit
  unit Abilities - The Lieutenant and Standard Bearer have Winter Guard unit abilities.
  Since my childhood I have dreamt of nothing more than 
  to serve the Motherland like my forefathers. True patriots  
  all, I stand proud with my brothers and sisters in arms. 
  —Boris Andreievich,  
  Winter Guard Standard Bearer 3rd Force, 5th Border Legion
  The Winter Guard is the foundation of the Khadoran military, 
  and its stalwart officers form the bedrock of the Winter Guard. 
  Even the lowest ranking commissioned officers are heroes of the 
  people, for it is they who lead the Motherland’s armies on the 
  front lines.  As the war rages on, more and more young Winter 
  Guard officers are sent directly to the front after graduating 
  from the Druzhina, the elite military academy and officer 
  training school in the Khadoran capitol of Korsk. While 
  there, cadets are drilled mercilessly day and night to ensure 
  their battle readiness upon completion of their training. The 
  intense exercises prepare the newest officers to push their units 
  to the limits and well beyond. The officers’ harshness, tempered 
  with a fair and even hand instituted by centuries of tradition, 
  garners them respect and even love from the men who realize a 
  good leader means the difference between life and death. 
  The honor of becoming a Winter Guard standard bearer can 
  only be earned through the trial and fire of the battlefield. Each 
  and every Winter Guard knows he is capable of attaining this 
  honor if he proves himself worthy. It is a great inspiration 
  for the common soldiers of Khador to see one of their 
  own selected for this honor and given the opportunity to 
  become a living symbol of their beloved Empire. 
  A Winter Guard lieutenant is able to requisition 
  lethal—and expensive—grapeshot for use as alternate 
  ammunition for her unit’s blunderbusses, and the standard 
  bearer is charged with distributing the deadly shot to other 
  guardsmen throughout the course of battle. Any soldier 
  brave enough to place the colors of the Motherland before 
  his own life is a true patriot. He can march into battle 
  secure in the knowledge that if he should fall, one of 
  his komrades will catch the standard even before it 
  hits the ground and carry on the almost sacred 
  duty in his place.
  Lieutenant
  bob AnD weAve (orDer) - Winter Guard who receive this order must 
  advance this activation and gain +2 DEF for one round. A model that cannot 
  advance does not gain this bonus.
  officer - The Winter Guard Lieutenant is the unit leader.
  tActics: combineD melee AttAcK - Models in the Winter Guard 
  unit gain Combined Melee Attack. Instead of making melee attacks separately, 
  two or more Winter Guard in melee range of the same target may combine their 
  attacks. In order to participate in a combined melee attack, a Winter Guard 
  must be able to declare a melee attack against the intended target. The Winter 
  Guard with the highest MAT in the attacking group makes one melee attack for 
  the group and gains +1 to the attack and damage rolls for each Winter Guard, 
  including himself, participating in the attack.
  Winter gUarD oFFiCer & StanDarD Bearer
  Khador Winter GUard Unit attachMent
  Lieutenant’s	Damage	
  5
  Point	Cost	
  29
  Field	Allowance	
  1
  Victory	Points	
  +1
  Base	Size	
  Small
  Lieutenant 
  Cmd 9
  Blunderbuss
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 12
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	 5	 4	 12	13
  Axe
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	 7	 6	 12	13
  Standard Bearer Cmd 6
  
  106
  They watched us take position, and it was not until 
  the rockets consumed their front ranks that the smug 
  expression left their faces, illuminated by glorious fire. 
  —Winter Guard Sgt. Pachek Kasnovo, 
   89th Infantry Battalion, 1st Border Legion
  Occupied Llael has become a most potent source of 
  Khadoran military advancement. Under the watchful eye of 
  the Greylords Covenant, the alchemists of the Order of the 
  Golden Crucible have been forced to stoke the fire of the great 
  Khadoran war machine and add to its growing arsenal. Upon 
  instruction from Kommandant Irusk who envisioned his 
  legions marching upon the Cygnaran front whilst delivering 
  destruction from man to machine, the Order of the Golden 
  Crucible set to work. Among the rewards of their oppressed 
  labors is a portable one-shot rocket of devastating potential. 
  Distributing these rockets to specialists among the Winter 
  Guard known as Rocketeers has added tremendous punch to 
  existing units.
  Rocketeers are typically bold and almost maniacally 
  loyal sons of the Motherland, and they learn to search out 
  advantageous positions as their unit is moving forward. Once 
  in position they fire their weapons from the waist while 
  crouched or kneeling. After clearing an area with their lethal 
  payload they can then advance and repeat the process. 
  Though special training is required for extended care and 
  handling of the volatile weapons, a soldier actually needs 
  little instruction to fire the weapon. Rocketeers in the field 
  regularly hand off rockets to other members of their unit for 
  firing simultaneously in brutal barrages. 
  The alchemical compound used to create the 
  explosives is formed into a shaped charge in the 
  head of the rockets. Upon impact the concentrated 
  alchemical eruption causes a massive expansion of 
  energy that can pierce the outer plating of a warjack 
  while simultaneously exploding outward and creating 
  havoc all around its primary target. Utilizing this new 
  weapon, deadly Winter Guard units now have the 
  ability to damage armored targets from great distances. 
  Although many of the best and brightest masters from 
  the Order of the Golden Crucible are dead or missing, 
  those who are left are doing a brilliant job of fueling the 
  Khadoran army. The enemies of the Motherland would 
  do well to hope that the Khadoran occupation of Llael 
  can be pushed back.
  Rocketeer
  Ammo cArrier - When the Rocketeer suffers 
  sufficient damage to be destroyed, a Guardsman in his 
  unit within 1” of him may take up his arms. Remove the 
  Guardsman model from the table and replace it with the 
  Rocketeer model. Effects, spells, and animi on the replaced 
  Guardsman are applied to the new Rocketeer. Effects, 
  spells, and animi on the destroyed Rocketeer expire.
  unit Abilities - The Winter Guard Rocketeer has 
  Winter Guard unit abilities.
  Rocket
  brutAl sHot - Roll an additional die on damage rolls 
  against a model directly hit by a Rocket ranged attack.
  support weApon - Instead of attacking with a 
  Blunderbuss, the Rocketeer and models in his unit in 
  base-to-base contact with him may make rocket ranged 
  attacks. A Model making a Rocket ranged attacks cannot 
  participate in combined ranged attack. When a model 
  in the Rocketeer’s unit makes a Rocket ranged attack, 
  including the Rocketeer, mark one of the three Rocket 
  boxes on the Rocketeer’s card. After all three boxes have been marked, no more Rocket ranged 
  attacks may be made by the Rocketeer or models in the Rocketeer’s unit.
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	 5	 4	 12	13
  Blunderbuss
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 12
  Rocket
  	RNG	 ROF	 AOE	 POW
  	14	 1	 3	 12
  Axe
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 8
  Rockets	
  3
  Point	Cost	
  15
  Field	Allowance	
  3
  Victory	Points	
  +0
  Base	Size	
  Small
  Rocketeer 
  Cmd 6
  Winter gUarD roCKeteer
  Khador Winter GUard Special Weapon attachMent
  
  107
  weApon speciAlist - The Drakhun rolls an 
  additional die on his Annihilator Blade damage rolls.
  Mounted
  combAt riDer - The Drakhun may make one melee 
  attack with his Mount during a combat action in which he 
  did not make a charge attack.
  counter cHArge - The Drakhun may charge an 
  enemy model that ends its normal movement within 6” 
  and LOS of the Drakhun. Resolve this charge immediately 
  after the enemy model completes its movement. If the 
  Drakhun makes a counter charge, he cannot make another 
  until after his controller’s next turn. The Drakhun cannot 
  make a counter charge while engaged.
  expert riDer - The Drakhun cannot be knocked 
  down.
  Annihilator Blade
  reAcH - 2” melee range.
  Mount
  criticAl KnocKDown - On a critical hit, target 
  model is knocked down.
  The fools claim the day of the horse has passed. How 
  could one look upon such unstoppable fury and see 
  anything less than the destiny of our people?
  —Jachemir Venianminov, the father of the Man-O-War.
  The Drakhun was once a mighty mounted warrior clad in 
  thick iron plate, but now he is a champion in steam-powered 
  armor riding upon his Karpathan destrier’s back. Uniting 
  the ancient traditions of Uhlan heroes with the armor and 
  weaponry of the Man-O-War, the Drakhun has transformed 
  into a mechanikal force of destruction able to fight even if 
  his mount should fall.
  The immense power of the Karpathan destrier 
  is legendary among the Uhlans of Khador, and 
  the broad shouldered warhorse dwarfs any other 
  mounts across Immoren. Charging into battle faster 
  than any warjack, the Drakhun is a maelstrom in 
  the Khadoran vanguard, and the broad sweeps of his 
  annihilator blade cut through man and machine with 
  ease. He constantly holds his shield cannon ready to 
  blast anyone who would dare cross his path.
  Without peer, the Drakhuns are by nature the finest riders 
  alive. These powerful warriors are not trained or chosen, but 
  destined to be Drakhuns from birth. Only the most powerful 
  warriors—gifted with Uhlan blood and born and raised in 
  the saddle—are able to petition to become Drakhuns. Even 
  then the Drakhun must train exhaustively by first becoming 
  a Man-O-War and abandoning the traditional Uhlan 
  Drakhun heavy armor for the modern power of mechanika. 
  Once they have learned the ways of their steam armor, they 
  must train their Karpathan destriers themselves before 
  taking them into battle.
  In the Drakhun’s hands, the reins 
  of the vast and powerful Karpathan 
  destriers are as much a weapon as the 
  mechanikally bolstered axe and cannon 
  Drakhun
  DrAgoon - A player may choose to add a Drakhun to his army with or without  
  the dismounted option. The Drakhun begins the game mounted. The Mounted 
  Drakhun has base SPD 7 and base ARM 19. When all the Mounted Drakhun 
  damage boxes have been filled, the Drakhun is destroyed unless the dismounted 
  option was taken. If it was, remove the Mounted Drakhun model from the table 
  and replace it with the Dismounted Drakhun model. Damage points in excess 
  of the Mounted Drakhun’s wounds are lost. If this occurs during the Drakhun’s 
  activation, his activation ends immediately. Effects, spells, and animi on the 
  Mounted Drakhun are applied to the Dismounted Drakhun. The Dismounted 
  Drakhun is not a cavalry model, may not use his mount, and loses all Mounted 
  abilities. The Dismounted Drakhun has base SPD 4 and base ARM 17.
  feArless - The Drakhun never flees.
  flying steel - The Drakhun may make d3 attacks with his Annihilator 
  Blade during his activation.
  Mounted	Drakhun’s	Damage	
  10
  Dismounted	Drakhun’s	Damage	
  10
  Point	Cost	
  50
  With Dismounted Option 
  70
  Field	Allowance	
  1
  Victory	Points	
  2
  Mounted Base Size 
  Large
  Dismounted Base Size Medium
  Drakhun 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	7  4	 9	 8	 6	 11	1917
  Shield Cannon
  	RNG	 ROF	 AOE	 POW
  	 6	 1	 —	 14
  Mount
  	 SPECIAL	
  POW	 P+S
  	 Critical	 14	 —
  Annihilator Blade
  	 SPECIAL	
  POW	 P+S
  	 Reach	
  4	 13
  Man-o-War DraKhUn
  Khador Man-o-War draGoon Solo
  he bears into battle. The rush of a Drakhun’s mount can 
  pound men flat, crush bone, and mash flesh into gory paste 
  beneath heavy iron shod hooves. The Drakhun’s martial skill 
  adds considerably to the lethality of his mounts charge. No 
  one is so bold as to claim the same ground as a Drakhun, for he 
  will die as the mighty knight rides forward eager to destroy 
  anyone who would deem themselves better than this 
  master of the fields of war.
  
  108
  The Winter Guard kovniks are the pillars of our army—men like Grigorovich, who could inspire his men to 
  charge a mountain or besiege the sky if asked.  
  —Forward Kommander Sorscha Kratikoff
  Kovnik Jozef Grigorovich
  Jozef Grigorovich. He is a living embodiment Khador and an 
  inheritor of an ancient legacy of fearless soldiers. He is the 
  fighting spirit of the implacable north. He does not question 
  orders; he executes them. He does not dwell on losses but 
  only moves forward with his remaining men—however few—
  to seize victory. 
  There is no risk Grigorovich asks of his men he will not 
  accept himself, and he would gladly die with them. He knows 
  that no war was won without payment in blood, but he is 
  not reckless, far from it. He is a shrewd tactician, and even 
  Kommandant Irusk praises his victories, but Grigorovich 
  spends the lives of soldiers as necessary coin to achieve 
  objectives set before him by those above his rank.
  Being a Winter Guard is not glamorous. It does not bring 
  the prestige associated with the heavily armored infantry, the 
  cavalry, or even the Widowmakers, but without the Winter 
  Guard there would be no Khadoran Army. They are more 
  than a backbone; they are the entire body, its flesh, blood, 
  muscle, and sinew. No one understands this better than 
  
  109
  Grigorovich
  commAnDer – Grigorovich has 
  a command range equal to his CMD 
  in inches. Friendly Khador model/
  units in his command range may use 
  Grigorovich’s CMD when making a 
  command check. Grigorovich may 
  rally and give orders to friendly 
  Khador models in his command 
  range.
  coorDinAteD 
  AttAcK 
  –  
  When attacking enemy models 
  that are within melee range of 
  Grigorovich, other friendly Winter 
  Guard models gain +2 to melee 
  attack rolls and roll an additional die 
  on their melee damage rolls.
  feArless – Grigorovich never flees.
  fielD promotion – Once per 
  activation, Grigorovich may promote 
  a Guardsman in his command range 
  that belongs to a friendly Winter 
  Guard unit that has had its Sergeant 
  destroyed or removed from play. 
  Replace the promoted Guardsman 
  with the Sergeant model. Effects, 
  spells, and animi on the replaced 
  Guardsman are applied to the new 
  Sergeant. 
  true pAtriotism – Whenever 
  Grigorovich is directly hit by an 
  enemy ranged attack, his controller 
  may choose to have a friendly 
  Winter Guard model within 3” 
  of Grigorovich and in his front 
  arc be hit instead. That model is 
  hit automatically and suffers full 
  damage and effects.
  Patriotic Speeches
  Grigorovich may make one of the 
  following speeches anytime during 
  his activation affecting himself and 
  one Winter Guard unit within 3”. 
  All speeches last for one round. 
  • beAr’s strengtH – Affected 
  models gain Tough. When a  
  model 
  with 
  Tough 
  suffers 
  sufficient damage to be destroyed, 
  its controller rolls a d6. On a 5 
  or 6, the model is knocked down 
  instead of being destroyed. If 
  the model is not destroyed, it is 
  reduced to one wound.
  • for tHe motHerlAnD –  
  When an affected model is 
  destroyed, before being removed 
  from the table, the destroyed model 
  may immediately make one ranged or 
  melee attack. Stationary models are 
  not affected by For the Motherland.
  • strengtH of tHe forefAtHers 
  – Affected models gain +2 STR 
  and MAT.
  Exceptionally tall and thick-framed even by Khadoran 
  standards, Grigorovich is older than he looks, having enlisted 
  at his home city of Skirov when Ivad Vanar was king. Many 
  men his junior sit in comfortable retirement advising the 
  High Kommand or serving as kommanders or kommandants 
  from the comfort of command posts. This is of no concern 
  to Grigorovich, for he thinks such men are jealous of him. He 
  is allowed the daily joy of battle, the chance to fight directly 
  in the wars of his nation, and the opportunity of pushing 
  back their enemies by axe, sword, and gun. A day he cannot 
  kill an enemy of the Motherland is a wasted day.
  When Grigorovich served his first tours of duty among 
  other fresh conscripts in the Anvil, he saw many posts, and he 
  re-enlisted at every opportunity to explore Khador’s extensive 
  borders. He has watched the walls of Midfast in the south, 
  been stationed to garrison Port Vladovar, and spent time in 
  the frozen icy peaks bordering Rhul. It took twenty years 
  of service to find his true home as a field-promoted kapitan 
  sent to Ravensgard in 593. There he joined the ‘Unbreakable 
  111th’ Infantry Battalion, the core of the First Border 
  Legion. Here was an assignment that would allow him to see 
  regular combat action and come into his own. He has refused 
  offers to move or promote him away from the 111th since he 
  enjoys nothing more than pitting wits and abilities against the 
  Khador Winter Guard Character Solo
  SPECIAL RULES
  southern enemy. In 598 AR he finally accepted a 
  promotion to full kovnik only because he was given 
  command over the entire battalion, allowing him to 
  shape their destiny as the premiere Winter Guard fighting 
  force. 
  The 111th did not participate in the invasion of Llael 
  because its position at Ravensgard was too vital. There the 
  fighting between the rival fortresses escalated, and each 
  side saw more and more soldiers reinforcing the lines. The 
  battles became heaviest in the summer of 605 AR where for 
  several weeks there was constant battle night and day and 
  the unremitting sounds of cannon and rifle fire. Kovnik 
  Grigorovich has become one of the most recognizable and 
  trusted officers on the war front. He is always sent to where 
  the fighting will be thickest, and his battalion is entrusted 
  with securing ground for the construction of extended 
  fortifications west along the forest’s edge. Grigorovich is 
  famed for his oratory power. The commanding ring of his 
  distinct voice rises in eloquent and passionate speech that 
  pushes his men to heroic acts of sacrifice in the name of the 
  Motherland. They love their kovnik like a god of battle, and 
  they are willing even to throw themselves in harm’s way to 
  protect him.
  for tHe motHerlAnD – For the Motherland does not allow an engaged 
  model to make ranged attacks.
  tHe combinAtion of true pAtriotism witH for tHe motHerlAnD – 
  As you sacrifice Winter Guard to protect Rastovich, you can utilize For 
  the Motherland to attack back.
  TACTICAL TIPS
  Damage	
  8
  Point	Cost	
  28
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Small
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 8	
  7	 6	 12	 14
  Hand Cannon
  	RNG	 ROF	 AOE	 POW
  	12	 1	 —	 12
  Saber
  	 SPECIAL	
  POW	 P+S
  	
  —	
  4	 12
  Grigorovich 
  Cmd 9
  
  110
  KommAnDer orsus ZoKtAvir
  ~ epic wArcAster ~
  KovniK JoZef grigorovicH
   ~ cHArActer solo ~ 
  Khador
  
  111
  AssAult KommAnDos
  ~ unit ~
  winter guArD officer & stAnDArD beArer
  ~ unit AttAcHment ~ 
  
  112
  spriggAn
  ~ HeAvy wArJAcK ~
  winter guArD rocKeteer
  ~ speciAl weApon AttAcHment ~
  
  113
  mAn-o-wAr Demolition corps
  ~ unit ~
  iron fAng uHlAns
  ~ cAvAlry unit ~
  
  114
  The new empire of Khador is the inheritor of an ancient 
  legacy of proud warriors. They are rugged and hardy men 
  and women from several cultures united and inspired by 
  the ambition of their freshly crowned empress. Their 
  enthusiasm for battle and the esteem in which they 
  regard their soldiers combined with mandatory service 
  has enabled Khador to mobilize a substantial portion 
  of its population. With ongoing efforts to modernize 
  the military and optimize its industrial capacity, Khador 
  stands as one of the great powers of western Immoren. 
  Their army is feared and respected across the region. 
  The Khadoran military’s recent great strides in the 
  development of advanced artillery have allowed them 
  to decimate the enemy before closing with infantry. 
  Additionally the invasion of Llael proved to be a boon 
  for the army by bringing many vital supplies to Khador. 
  Seizing the Order of the Golden Crucible has brought 
  extensive alchemical stock such as vital blasting powder 
  for firearms and other useful weapons. The entirety of 
  Llaelese industry is at their disposal. By seizing such assets, 
  Khador has also deprived her enemies of one of their 
  strongest allies and inspired in many Khadorans the belief 
  that nothing can stop their conquest of the south. Since 
  that time advances have unfortunately been more difficult 
  and slow, but the fighting spirit of the soldiers remains 
  undiminished.
  One of the strengths of the Khadoran Army is its 
  centralized leadership embodied in the Khadoran High 
  Kommand, an influential council working with the 
  empress to oversee the entire Khadoran military. The High 
  Kommand invites participation from all retired officers 
  ranked kommander or higher. Khador considers these men 
  and women an invaluable resource, for they draw on decades 
  of experience to analyze and evaluate future strategies. 
  Most of these retired officers serve solely as advisors 
  with no actual authority. The orders come down from the 
  premier, currently Mhikol Horscze, whose decisions are 
  absolute barring intervention by the empress. 
  Khadoran forces are divided into three armies. Each is 
  overseen by a supreme kommandant who is part of the High 
  Kommand under the premier. Supreme kommandants are 
  focused on strategy and logistics and remain at the capital 
  except in unusual circumstances. The system keeps the 
  Khadoran Army functioning smoothly and prevents top-
  level miscommunications. A supreme kommandant passes 
  orders down to a senior kommandant who commands the 
  army in the field. Since his rise to prominence with the 
  successful invasion and occupation of Llael, Kommandant 
  Gurvaldt Irusk has been given the responsibility of 
  overseeing the combat actions of both the 1st and 2nd 
  Khadoran Armies. He provides reports and answers to 
  their respective supreme kommandants. 
  The current Khadoran military doctrine has been in 
  existence for a century, but it was most concisely explained 
  in the military tome ‘Irusk on Conquest’, which outlined 
  the concepts of the anvil, hammer, and forge. Khador’s 1st 
  Army is the anvil, the 2nd Army is the hammer, the 3rd Army 
  is the forge, and the Winter Guard is the backbone of all 
  three armies. A number of highly specialized services make 
  up for the shortcomings of these conscripted soldiers, and 
  they include powerful heavy infantry like Man-O-Wars, 
  the Iron Fangs, skilled cavalry, and specialized sniper and 
  reconnaissance forces.
  The anvil, or 1st Army, is called upon for protracted 
  engagements and has been trained and conditioned for 
  stamina. The anvil is sent forward to engage and tie up 
  enemy forces across large territories, positioning them 
  for the hammer to strike at full strength from the flank. 
  The anvil’s tactics are designed to maximize resiliency by 
  constantly cycling between active and reserve forces and 
  taking the time to recover from casualties. They conduct 
  extended sieges and are the army called upon to occupy 
  and secure conquered territory; the bulk of the 1st Army is 
  currently occupying Llael. It also serves as an active reserve 
  where veteran soldiers can be rotated off the front line to 
  recuperate while remaining close to the battlefield. Even 
  when on reserve duty the soldiers of the 1st are involved in 
  combat action, particularly against rebel attacks in occupied 
  territory. None of these soldiers take the occupation of 
  Llael for granted, and they know the surrendered citizens 
  might lash out with organized and violent retaliation.
  The hammer, or 2nd Army, focuses on crushing 
  offensive maneuvers and includes the largest number of 
  assault legions, warjacks, and heavy armor although each 
  legion still relies heavily on basic infantry battalions 
  comprised of Winter Guard to fill their ranks. The 
  hammer is sent against fortified positions and pushed into 
  enemy lines, and currently the 2nd Army is engaged in 
  the majority of ongoing attacks against Cygnar’s border. 
  During the invasion of Llael it was the hammer that led 
  Khadoran Army Structure
  
  115
  Empress 
  Ayn Vanar
  Khadoran High Kommand
  Soldiers: 583,000
  3 Armies, 1 fleet
  Mhikol Horscze, Premiere of 
  the Khadoran High Kommand
  1st Army Supreme 
  Kommandant Ivon 
  Krasnovich, Count
  2nd Army Supreme 
  Kommandant Alex 
  Gorchakoff, Count
  3rd Army Supreme 
  Kommandant Menshik 
  Sergevich, Count
  KHADORAN 
  SECURITY
  Great Vizier 
  Simonyev 
  Blaustavya
  Great Princes 
  (18)
  Rulers of the 
  Volozkya
  Kommandant Gurvaldt Irusk
  1st Army 
  (The Anvil)
  Llael Occupation, 
  Active Reserves
  Soldiers: 200,000
  Kommandant 
  Mikhail
  Ivdanovich, Count
  2nd Army 
  (The Hammer)
  Offensives 
  v. Cygnar
  Soldiers: 250,000
  Kommandant 
  Boris Makarov, 
  Count
  3rd Army 
  (The Forge)
  Defense/Training 
  Reserves
  Soldiers: 158,000
  Kommandant Karl 
  Szvette, Great 
  Prince of Dorognia
  Khadoran 
  Fleet
  Port Vladovar
  Fleet Admiral 
  Pahvel 
  Nahimov, 
  Viscount
  Greylords 
  Prikaz
  Koldun Fedor 
  Rachlavsky, 
  Posadnik
  Greylords 
  Covenant
  High Obavnik 
  Arbiter Vasily 
  Dmitirilosk, Count
  1st Division
  Southern 
  Llael Patrols
  Soldiers: 105,000
  Kommandant 
  Yegoruv Ilyevich 
  Viscount
  3 Kommands 
  2nd Division
  Northern 
  Llael Patrols
  Soldiers: 95,000
  Kommandant 
  Voroshilov 
  Klimovich, Viscount
  3 Kommands
  3rd Division
  Western Patrols
  Soldiers: 110,000
  Kommandant 
  Jhrom Holcheski, 
  Great Prince of 
  Rustoknia
  4th Division
  Ravensgard
  Soldiers: 115,000
  Kommandant Servei 
  Marvor, Great 
  Prince of Borstoi
  3 Kommands
  5th Division
  1st-5th Legions
  Soldiers: 70,000
  Kommandant 
  Konstan 
  Zhukovy, Count
  1 Kommand
  6th Division
  Training and 
  Reserves
  Soldiers: 88,000
  Kommandant 
  Grezko Antonovich, 
  Viscount
  2 Kommands
  6th Kommand
  Deep Thornwood
  Assault Legions
  Soldiers: 38,000
  3 Legions
  8th Kommand
  Fellig/Deepwood
  Tower Supply Line
  Soldiers: 37,000
  3 legions
  9th Kommand
  Flanking Strike
  Legions, Support 4th
  Soldiers: 35,000
  21st Standing 
  Legion
  Infantry
  Soldiers: 12,500
  5 Battalions
  23rd Standing 
  Legion
  Infantry
  Soldiers: 12,000
  5 Battalions
  4th Assault 
  Legion
  Heavy Armor
  Soldiers: 10,500
  22nd Assault 
  Battalion
  Iron Fangs
  Soldiers: 2,500
  6 kompanies
  24th Assault 
  Battalion
  Iron Fangs
  Soldiers: 2,250
  6 kompanies
  25th Assault 
  Battalion
  Iron Fangs
  Soldiers: 2,200
  6 kompanies
  27th Assault 
  Battalion
  Iron Fangs, 
  Man-O-War
  Soldiers: 1,870
  6 kompanies
  29st Assault 
  Battalion
  Iron Fangs, 
  Man-O-War, Uhlan
  Soldiers: 1,680
  83rd Iron Fang 
  Pikeman Kompany
  Soldiers: 480
  6 Forces
  90th Iron Fang 
  Pikeman Kompany
  Soldiers: 480
  6 Forces
  31st Man-O-War 
  Kompany
  Man-O-War: 180
  6 Forces
  33rd Man-O-War 
  Kompany
  Man-O-War: 180
  6 Forces
  12th Iron Fang 
  Uhlan Kompany
  Calvary: 180*
  (*initial strength)
  15th Iron Fang 
  Uhlan Kompany
  Calvary: 180
  6 Forces
  1st Force
  Iron Fang Uhlan, 
  Man-O-War Drakhun
  Calvary: 32
  6 Units
  2nd Force
  Iron Fang Uhlan
  Calvary: 28
  6 Units
  3rd Force
  Iron Fang Uhlan
  Calvary: 27
  6 Units
  4th Force
  Iron Fang Uhlan
  Calvary: 30
  6 Units
  6th Force
  Iron Fang Uhlan
  Calvary: 26
  6 Units
  7th Force
  Iron Fang Uhlan
  Calvary: 29
  6 Units
  Vassals and 
  Liegemen
  CERTAIN GREAT 
  PRINCES SERVE 
  DIRECTLY 
  AS MILITARY 
  OFFICERS
  THE PRIKAS IS A SECRET CHANCELLERY 
  WHICH INVESTIGATES DOMESTIC THREATS
  THE 5TH BORDER LEGION OFTEN FIGHTS ALONGSIDE THE 2ND ARMY, 
  DESPITE BEING TECHNICALLY UNDER THE OVERSIGHT OF THE 3RD
  KOMMANDERS LEAD KOMMANDS 
  FORWARD KOMMANDER SORCHA KRATIKOFF IS 
  CURRENTLY ATTACHED TO AND LEADS THE 8TH KOMMAND
  LT. KOMMANDERS OR 
  KOVNIKS LEAD LEGIONS
  KAPITANS LEAD 
  KOMPANIES
  LIEUTENANTS 
  LEAD FORCES
  KOVNIKS LEAD 
  BATTALIONS
  
  116
  the initial lightning attacks against Redwall 
  Fortress, Elsinberg, and Laedry.
  The 3rd Army is responsible for training and 
  arming new conscripts as well as maintaining garrisons 
  in Khadoran cities. Along with training, the five border 
  legions spread along the length of Khador’s perimeter fall 
  under the 3rd Army’s purview. There are numerous training 
  facilities under the banner of the 3rd Army, but the city 
  of Volningrad is the only center where the entire city is 
  dedicated to military training. Their most active soldiers 
  are among the First and Fifth Border Legions. The First 
  Border Legion was once assigned to the Llaelese border but 
  has shifted south along the occupied territory to reinforce 
  Ravensgard and its perimeter fortifications. The esteemed 
  Fifth Border Legion occupies the long stretch north of 
  Thornwood Forest, and it sometimes ventures along the 
  border of Ord even though it is technically out of their 
  area. Additionally, the Fifth Border Legion is often found 
  fighting alongside the hammer even in times of relative 
  peace. The Second, Third, and Fourth Border Legions 
  are considerably smaller and less distinguished. They 
  are assigned to watch the less active borders with Rhul, 
  western Ord, and eastern Ord, respectively.
  Unlike in Cygnar, military enlistment is compulsory 
  in Khador, and a single tour of duty is required of all 
  men with the exception of those with extreme physical 
  disfigurement. Women are not required to enlist but are 
  allowed on a voluntary basis, and those who are unmarried 
  or without children are encouraged to serve either in 
  the active military or among myriad support units. The 
  exact length of compulsory service varies, and even 
  patriotic Khadorans will admit there is some corruption 
  in the process. Wealthy kayazy or those deemed slated for 
  “essential duties” to Khador can exert pressure to obtain 
  the shortest enlistment of only two years. Four or six years 
  are more common, after which point citizens are allowed to 
  return to their lives and resume whatever trade or craft they 
  practiced or were apprenticing before enlistment. For the 
  first two to three months of enlistment, men and women 
  undergo drills and training until they can demonstrate 
  a rudimentary ability to fight. Much of the training is 
  focused on discipline and stamina. 
  While the citizens of other nations consider 
  compulsory service an unpleasant burden, Khadorans 
  accept their imminent service as another part of life. 
  Enlistment can begin as early as fifteen years of age, and 
  every citizen must have enlisted by his or her eighteenth 
  year or risk imprisonment and forced conscription. Those 
  who attempt to evade conscription serve their tours of 
  duty without pay and are often relegated to the most 
  dangerous areas and given the most grueling duties. This 
  can include being sent to isolated bases along the western 
  seaboard such as Icewatch or the freezing mountains along 
  the border with Rhul.
  After the initial training the bulk of recruits continue 
  on as regular Winter Guard, but those demonstrating 
  exceptional qualities or special aptitudes can try out for the 
  higher paying and more prestigious specialized branches of 
  the Khadoran military. Each force has its own requirements, 
  and some are extremely stringent. What’s more, being 
  accepted as a trainee in these forces means the soldier must 
  endure protracted training far more difficult than what was 
  required of the Winter Guard. Branches like the Man-O-
  War and Iron Fangs require men of particular height and 
  strength since their armor cannot be borne by lesser men. 
  It is also possible for veterans of the Winter Guard to join 
  these other services later in their careers if they distinguish 
  themselves. Rugged veterans of the guard have also been 
  selected at times for special duties like utilizing new special 
  equipment and training as Assault Kommandos in the battle 
  along the trench lines with Cygnar.
  Entry into officer ranks is handled differently than in 
  Cygnar. In Khador even the nobly born are required to 
  endure the same fundamental training as any commoner. 
  However, those of esteemed blood are guaranteed 
  acceptance to the Druzhina in Korsk while lesser stock 
  must prove exceptional to earn a commission. Money 
  can grease the wheels, and it is not unknown for families 
  with wealth to be given an officer commission before 
  poor but deserving candidates. The kommandants are 
  opposed to this practice, but they have limited oversight. 
  Commissioned officers can expect an eventual promotion 
  to kapitan, but only those who have chosen the military as 
  their lifelong career have a chance of reaching the esteemed 
  rank of kovnik or higher. Khadoran kovniks hold a special 
  place in the military that spans across two different ranks 
  in Cygnar (from major to colonel). By the nature of its 
  structure, there are fewer upper officers in the Khadoran 
  Army since only the most exceptional are elevated to the 
  top echelons. 
  Despite modern reforms, there are holdover traditions 
  from ancient times in the Khadoran military. This is most 
  notable with the vassals and heirs of the great princes, the 
  most powerful ruling families of Khador who control the 
  large Volozkya regions of the nation. These families have 
  their own martial traditions and are exempt from regular 
  Khadoran Army Structure
  
  117
  Shield 
  of 
  Khardovic 
  – 
  Awarded 
  for 
  unflinching service and obedience in a time of 
  war, the Shield of Khardovic is required for any 
  officer who seeks to gain promotion above the 
  rank of kapitan.
  Anvil of Conquest – This medal is awarded 
  to a soldier who has played a key role in a 
  major victory, and it requires the infliction of 
  brutal casualties upon the enemy. The award 
  is only granted to a soldier who has accounted 
  for more confirmed kills than any soldier 
  in his unit. It is particularly prized among 
  Widowmakers.
  Star of the Motherland – A highly valued and 
  prestigious medal, this rarely-awarded honor is 
  given to a soldier who has continued to battle 
  an enemy even in the face of almost certain 
  defeat. This award is always bestowed directly 
  by the High Kommand at a ceremony presided 
  over by one of the supreme kommandants.
  Sabers of Service – Each of the sabers on 
  this medal represents a decade of service, and 
  therefore the medal is only bestowed to those who 
  have maintained an exceptional service record for 
  at least twenty years in the Khadoran Army.
  military enlistment. Each great prince is expected to equip 
  and train his closest vassals and members of his household. 
  This training is far more extensive and rigorous than that 
  employed by the Winter Guard, but some would accuse the 
  princes of archaic techniques that ignore modern combat 
  doctrines to focus on battle by horseback and dueling with 
  blade or axe. 
  Even modern detractors admit the great princes 
  and their heirs acquit themselves admirably in battle. 
  Some formally join the military while others volunteer 
  service but remain outside the army hierarchy where they 
  maintain their own supply lines and pay for their soldiers 
  from family coffers. This is particularly true among the 
  Umbreans of eastern Khador. Though many of the old 
  laws preventing their enlistment in military service have 
  been disputed and overturned, traditionalist military 
  officers are uncomfortable with Umbreans in the chain 
  of command and prefer to keep them segregated. Even 
  when Umbreans are allowed in the regular army, they find 
  promotion to be slow, and they are frequently overlooked 
  for service medals.
  As the Khadoran Army has transitioned from border 
  skirmishes to the invasion and occupation of conquered 
  territories, it has called upon every citizen of the nation 
  to play his part. Increasingly the army is eager to take 
  advantage of the specialized skills of its far-flung and rustic 
  kinsmen such as the reclusive Kossites of the northwest. 
  These men and women have sometimes been aloof from 
  the affairs of the capital, but they remain patriotic and 
  willing to travel hundreds of miles from Scarsfell Forest 
  to loan their skills to the front. Their familiarity with 
  difficult terrain has proven invaluable as Khador advances 
  against Cygnar through the densely forested Thornwood. 
  The Kossites might not be subject to the same prejudices 
  as the Umbreans, but they generally occupy the lower 
  ranks of the military, and only a few have advanced to 
  positions of real authority. Nonetheless their usefulness 
  in gathering reconnaissance information along the borders 
  has been invaluable.
  One group afforded special status is the Greylords 
  Covenant, a fellowship of arcane masters that serves the 
  Motherland and is responsible for the production of vital 
  warjack cortexes. The covenant is noted for its secretive 
  cabals and mysterious practices, and it is involved in 
  obscure and dangerous occult research as well as spying 
  and intelligence gathering. Being removed from the regular 
  military hierarchy, the Greylords have a unique relationship 
  with the High Kommand. Individual Greylords are 
  integrated into the army and serve among the rank and 
  Order of Vanar – The highest medal currently 
  awarded in the Khadoran Army, the Order of 
  Vanar is bestowed directly by the empress. It 
  is usually accompanied by elevation to the title 
  of viscount or posadnik along with bestowal of 
  lands or similar holdings.
  Khador Army 
  Honors and Awards
  file, but their high obavnik arbiter does not answer to the 
  premier. He answers instead to Great Vizier Simonyev 
  Blaustavya, the current head of Khadoran Security. It is 
  not well known outside Stasikov Palace, but the Greylords 
  also run the Prikaz, a secret chancellery charged with 
  rooting out domestic threats like spies and other traitors 
  operating within Khador’s borders. Working on intelligence 
  gathering is the province of specially selected agents and 
  senior wizards, and such individuals are not part of normal 
  military service although they have usually served in that 
  regard before being selected.
  
  118
  LEADERSHIP
  • Kommandant Gurvaldt Irusk, warcaster 
  (not permanently attached)
  • Kommander Dahlrif Strasvite
  • Lt. Kommanders Jortekt Markosivich and Ladimir Rostazar
  • Kovniks Krasposin, Yarovovna, Malkovich, Borjavich, 
  Kutzov, Aleshko, Falkovich, and Servevich
  The 4th Assault Legion has a reputation as the favored 
  heavy armor assault force of Kommandant Gurvaldt Irusk, 
  and it is relied upon when he needs to shatter fortified enemy 
  emplacements or hit and overrun Cygnaran defensive lines. 
  They perfectly embody the offensive battlefield principles 
  of the hammer, Khador’s 2nd Army. The 4th Legion 
  moves rapidly into position where it delivers a devastating 
  impact and rolls straight over unprepared enemies. 
  Irusk personally led this legion in early mixed battles 
  at the river crossing of Riversmet, and they also helped 
  in the initial attacks in the protracted and bloody siege of 
  Merywyn. The 4th Assault Legion was one of the first 
  forces pulled from the siege to swing south and lead a 
  daring attack against the entrenched forces at Northguard. 
  Forces from the 4th Division at Ravensgard joined them 
  soon thereafter, and it quickly grew into one of the most 
  intense engagements in the war. 
  Though the Khadoran attack did not succeed in 
  toppling Northguard, doing so was not their true agenda. 
  Rather they were employed to threaten Cygnar and divide 
  their attention. This worked exactly as planned and forced 
  Cygnar to withdraw from the defense of Merywyn and 
  fight to preserve its northern stronghold. The fall of the 
  capital soon followed along with the eventual surrender of 
  Llael’s ruling nobles. It is estimated that Cygnar suffered 
  its highest casualties of the war to date in these later battles 
  defending their border. The 4th Assault Legion accounted 
  for a large portion of those kills and is credited by the 
  High Kommand with the second-highest count of warjack 
  kills in the Khadoran Army—exceeded only by the 5th 
  Border Legion.
  After those battles, the 4th Assault Legion suffered 
  setbacks fighting against Deepwood Tower and Fellig. 
   WallS ahead, rUbble behind
  Irusk’s Advance Assault Force
  4th AssAult legion, 9th KommAnd, 3rd division, 2nd Army
  • 9,000 Iron Fang Pikemen
  • 900 Man-O-War 
  (Shock Troopers &  
  Demolition Corps)
  • 600 Iron Fang Uhlan
  • Few Man-O-War Drakhun
  • Heavy Warjack Support:
  • Many Destroyers and Juggernauts
  • Several Spriggans and Devastators
  ASSETS
  
  119
  The legion fought well, but the battles went against the 
  Khadorans. The assault battalions had difficulty in heavy 
  forested terrain and were bogged down by ambushes and 
  flanking attacks. After heavy losses, the 4th was sent 
  back to assist patrols of eastern Llael and to watch the 
  furthest section of the contested border. The light duty 
  gave them time and opportunity 
  to receive an infusion of fresh 
  recruits and regain their strength. 
  Kommandant 
  Irusk 
  has 
  no 
  permanent obligation to this 
  legion, but he often draws from its 
  soldiers for his personal vanguard. 
  Since the 4th Assault Legion was 
  assigned to the eastern border, 
  Kommander Olekse Dementskov 
  has led a number of strikes 
  against the rebels of eastern 
  Llael. Should the order be given 
  to crush them, it will be the 4th 
  Assault Legion leading the way. 
  The High Kommand has thus 
  far been unwilling to devote 
  the resources for such an act, 
  preferring to focus on Cygnar. 
  Having an accomplished veteran 
  legion in the east has proven its 
  worth since they have intercepted 
  rebel 
  strikes 
  that could have 
  crippled 
  Khadoran 
  supply lines.
  The 4th Assault Legion 
  is mostly comprised of 
  Iron Fang Pikemen. It 
  includes four veteran Iron 
  Fang battalions, a strong 
  complement of Man-O-
  War, both Shocktroopers 
  and Demolition Corps, 
  and several highly trained 
  Drakhuns. Together with 
  the Iron Fangs and Man-
  O-War, the 4th is proud 
  to include the famous 
  12th 
  and 
  13th 
  Iron 
  Fang Uhlan Kompanies. 
  Each boasts a long list 
  of accomplishments and 
  famed 
  leaders. 
  These 
  heavily armored cavalry units are often sent far afield of 
  the rest of the legion to cover flanks or make diversionary 
  strikes to be exploited by the rest of the force.
  
  120
  There are certain combat groups in the Khadoran Army 
  held to a higher standard and considered emblematic of 
  the entire service. They are held up as examples to fresh 
  recruits. The ‘Unbreakable 111’ Infantry Battalion is one 
  of those groups. It is considered a paragon of the Winter 
  Guard service and is the first choice for every Winter Guard 
  who finishes training at the Khadoran Military Academy in 
  Volningrad. The fact that the battalion has a high casualty 
  rate is not seen as a problem to fresh recruits but proof 
  that the 111th is guaranteed to see battle.
  The 111th Infantry is an essential part of the 1st 
  Border Legion and it provides a backbone of veteran 
  infantry support to one mobile and three mixed battalions 
  that make up the rest of the legion. Though the 1st Border 
  Legion is nowhere near as infamous or legendary as the 
  5th, it is the only other border force regularly involved 
  in ongoing fighting. Its assignment is to watch over the 
  essential fortress of Ravensgard, the massive counterpart 
  to Cygnar’s Northguard. The short stretch of land between 
  these two edifices is said to be the most deadly ground in 
  western Immoren. The area was prone to ongoing trench 
  warfare, sniper fire, and pitched battles even before the 
  outbreak of open war.
  The roots of the 111th stretch back to the founding of 
  Ravensgard itself, completed in 268 AR after the Colossal 
  War and greatly expanded after Northguard was erected 
  in 326. The soldiers of the 111th bore a different name 
  in those times, but they retained the same insignia which 
  has since come to be utilized and adapted by many other 
  Winter Guard battalions and kompanies. The motto was 
  adapted after the battalion was twice nearly annihilated in 
  warfare with Cygnar, yet it refused to rout. The second 
  of these famous battles came during the Thornwood 
  War of 511 AR when the 111th fought to intercept 
  reinforcements that would have been sent against their 
  kinsmen trapped against the Dragon’s Tongue River. In 
  one of the war’s less heralded battles, the 111th Infantry 
  held down a Cygnaran force sent from Northguard to cut 
  off the retreating Khadorans. Khadoran scholars speculate 
  that without the sacrifice of the 111th, this force would 
  have intercepted the 5th Border Legion and prevented 
  them from earning their fame in the following decades. 
  fiGhtinG to the laSt Man
  111th Infantry Battalion, “The Unbreakable 111”
  1st Border legion, 13th KommAnd, 5th division, 3rd Army
  • 2,350 Winter Guard
  • 500 Assault Kommandos
  • 60 Rocketeers
  • 10 Field Gun Crews
  • 30 Mortar Crews
  • 4 Destroyers
  • 1 Devastator
  ASSETS
  LEADERSHIP
  • Kovnik Jozef Grigorovich
  • Kapitans Gizaevna, Fodorevich, Petrovivich, 
  Loshkavich, Afonos, and Antonidka
  
  121
  111th 
  Infantry 
  Battalion
  Wintergaurd, 
  Assault 
  Kommandos
  Soldiers: 3,500
  Kovnik Jozef 
  Grigorovich
  43rd Assault 
  Battalion
  Iron Fangs, 
  Man-O-War, 
  Uhlan, Drakhun
  Soldiers: 3,000
  6 Kompanies
  Kovnik 
  Malana Ostyvik
  44rd Assault 
  Battalion
  Iron Fangs, 
  Man-O-War, 
  Warjacks
  Soldiers: 3,000
  6 Kompanies
  Kovnik 
  Yakov Koposin
  22nd Mixed 
  Battalion
  Warjack, Battle 
  Mechaniks, 
  Artillery
  Soldiers: 2,500
  6 Kompanies
  Kovnik 
  Yuri Andreovich
  687th 
  Winter Guard 
  Kompany
  Winter Guard 
  Destoyers
  Soldiers: 600
  6 Forces
  Kapitan Elka 
  Gizaevna
  690th 
  Winter Guard 
  Kompany
  Winter Guard
  Soldiers: 600
  6 Forces
  Kapitan Dorek 
  Fodorevich
  699th 
  Winter Guard 
  Kompany
  Winter Guard, 
  Field Guns
  Soldiers: 600
  6 Forces
  Kapitan Michal 
  Petrovivich
  701st 
  Winter Guard 
  Kompany
  Winter Guard, 
  Mortar Crews
  Soldiers: 600
  6 Forces
  Kapitan Chasek 
  Loshkavich
  1st 
  Kommando 
  Kompany 
  Assault 
  Kommandos
  Soldiers: 500
  6 Forces
  Kapitan Pytor 
  Antonidka
  Notable Kompany
  Despite a great loss of men, the only surviving kapitan of 
  the 111th refused to allow his battalion to be retired. He 
  claimed they would only give up the name when they had 
  fought to the last man.
  Adding to the prestige of the 111th Infantry is the 
  reputation of its commanding kovnik, Jozef Grigorovich. 
  Like most veteran Winter Guards, Grigorovich has served 
  in many units and forces, but he came to the 111th 
  Infantry in 593 AR as a kapitan and has since refused to 
  budge even when offered greater pay and faster promotion 
  elsewhere. He took over the battalion as kovnik in 598 AR 
  and quickly earned the love and admiration of his men. 
  After Grigorovich proved his worth in grim fighting around 
  Ravensgard in 605 AR, Supreme Kommandant Alex 
  Gorchakoff of the 2nd Army offered him a promotion 
  to full kommander, hoping to make use 
  of his services elsewhere. Grigorovich 
  flatly refused. He knew doing so might 
  permanently stall his military career, but 
  he claimed to aspire to nothing more than 
  continued fighting in the trenches alongside 
  his men. Such an act may have seemed like 
  grandstanding by any other 
  officer, but with Grigorovich it 
  was the simple truth.
  As fighting heated up 
  along the southern border, 
  Ravensgard and Northguard 
  continued their battles and 
  entrenched 
  stalemates 
  and 
  expanded both of their trench 
  lines. When Kommandant Irusk decided to 
  deploy the Assault Kommandos against the 
  Cygnaran Trenchers, he sent them first to 
  Grigorovich to fight alongside the Winter 
  Guard of the 111th Infantry. He knew there 
  would be no better place to test their mettle.
  1st Border 
  Legion
  Mixed
  Soldiers: 13,000
  Kommander Kigir 
  Villislovski
  10th Light 
  Infantry 
  Battalion
  Widowmakers, 
  Kossites, Cavalry
  Soldiers: 1,000
  5 Kompanies
  Kovnik 
  Ivash Rajkovich
  707th 
  Winter Guard 
  Kompany
  Winter Guard, 
  Mortar Crews
  Soldiers: 600
  6 Forces
  Kapitan Barja 
  Afonos
  The Howling Wolves 
  The 79th Iron Fang 
  Pikemen 
  Kompany, 
  more commonly known 
  as the Howling Wolves, 
  includes some of the 
  finest heavy infantry 
  veterans in Khador’s 
  2nd 
  Army. 
  They 
  well 
  represent 
  their 
  army’s moniker as ‘the hammer’ 
  by shattering into enemies with an 
  aggressive fighting style and then 
  holding positions shield to shield. 
  They unleash a howling war cry 
  before battle that chills the blood 
  of all enemies hearing it.
  
  122
  Reconnaissance strike forces like the 70th, also known as 
  the ‘Blood Ravens’, are vital to Khadoran strategy along 
  the borders. These small and highly mobile scout-sniper 
  teams do not usually receive the same glory and accolades 
  as the men and women fighting on the front line, but 
  their incursions across enemy lines have provided vital 
  intelligence for following troops. They are trusted to carry 
  vital messages between armies in hostile territory, disrupt 
  enemy supply lines, and, when required, lay down sniper 
  fire to stall larger enemy advances. On several occasions they 
  have been trusted to secure important enemy prisoners to 
  be brought back for interrogation. The Widowmakers and 
  Kossite irregulars in this force know that few Khadorans 
  will hear of their exploits, but they know that by their 
  actions the Motherland is kept safe from its enemies. 
  • 20 Widowmakers
  • 36 Kossite Woodsmen
  ASSETS
  Unlike most Khadoran soldiers, Recon Strike Forces 
  are not permanently attached to battalions or companies. 
  They are instead allocated among the upper kommands as 
  their services are needed. The Blood Ravens are notable 
  for being one of the first strike forces to integrate Kossite 
  woodsmen into their ranks. A tightly knit group of five 4-
  man Widowmaker teams makes up the core of the Blood 
  Ravens, but they have made excellent use of three dozen 
  skilled forest fighters. The woodsmen prepare ambushes 
  and intercept the enemy after the Widowmakers make their 
  initial strikes. Their leader is none other than the famed 
  Kapitan Natalya Naryski, but the Woodsmen also defer to 
  Korsirov Marostoy, a seasoned manhunter whose exploits 
  in northern Khador have earned him many enemies but 
  caught the eye of agents serving the High Kommand. It 
  was the shrewd decision of the Widowmaker kommandant 
  in Volningrad to pair these two together in the same strike 
  force because their skills complement one another so well.
  The Blood Ravens performed tirelessly in the invasion 
  of Llael, beginning with a key engagement against Elsinberg 
  during the first assaults. They moved ahead of the main 
  invasion force and eliminated sentries and messengers who 
  might have spread word of the imminent attack. As the 
  main Khadoran force made its advance, the Blood Ravens 
  took up positions around the main city garrison to pin 
  down the defenders and throw them into confusion. Once 
  LEADERSHIP
  • Senior Kapitan Natalya Naryski
  • Kapitans Kosaravich, Oleksevich, 
  Iakshenivich, and Grishkara
  • Sergeant Miurgof Onvorivich, Kossite
  • Korsirov Marostoy, manhunter
  noWhere to hide
  “Blood Ravens”
  70th reconnAissAnce striKe Force
  
  123
  battle was engaged, they continued to provide the fire 
  support that allowed the city to be taken relatively intact 
  without any word being sent to the capital to forewarn the 
  Llaelese of the invasion. 
  Recently the Blood Ravens have been utilized by the 
  7th Kommand in deep Thornwood assaults in support 
  of the 5th Border Legion. They have been particularly 
  active along the western Thornwood in search and destroy 
  missions against Fellig and Deepwood Tower. The Blood 
  Ravens have taken part in engagements with northern 
  Cygnaran scouts reminiscent of fighting during the First 
  Thornwood War of a century ago. The 70th has been 
  sent as far south as Point Bourne and even across the 
  river to report troop movements along the Market Line 
  to Bainsmarket. No other Khadoran group can claim as 
  much time deep behind the enemy lines evading Cygnaran 
  patrols to gather vital information on troop movements.
  Other Notable 
  Kompanies
  The 12th Iron Fang Uhlan Kompany
  Serving as part of the 4th Assault Legion, the 
  12th Uhlans have a proud tradition of serving as 
  a fast striking attack force often sent far afield 
  from their legion to conduct assaults intended 
  to divert the enemy or intercept supply lines. 
  They have recently been deployed to assist in 
  the suppression of rebels in eastern Llael.
  The 3rd Man-O-War Demolition Corps
  Members of the Demolition Corps hold 
  themselves apart from other heavy infantry, 
  and this is particularly true for the ‘Rams of the 
  3rd’. Attached to the 1st Army, this group was 
  key in the victory over Redwall Fortress and 
  has been clamoring for an opportunity to test 
  their ice mauls against Northguard.
  The 630th Winter Guard Kompany
  The 630th is a proud kompany attached to 
  the 1st Army. They were involved in several 
  significant engagements during the invasion 
  of Llael, particularly the initial battle to seize 
  Laedry where they now remain garrisoned to 
  quell rebellious Umbreans.
  
  124
  Though every army in western Immoren could be accused 
  of treating warcasters with special consideration, it is 
  particularly the case in Khador. The army has become more 
  structured and regimented by modern reforms, but enormous 
  liberty is provided to those rare few who manifest the ability 
  to control warjacks. Such individuals, provided they are 
  loyal to the Motherland, are singled out, advanced rapidly 
  through the ranks, and afforded the ability to command 
  large numbers of soldiers and warjacks. Both Kommandant 
  Irusk and Forward Kommander Sorscha Kratikoff are 
  examples of warcasters who have earned special prominence 
  within the military hierarchy, and each is a living legend 
  among the rank-and-file soldiers. A darker example of the 
  empress’ liberty is the Butcher of Khardov. Even his own 
  soldiers consider him a madman guilty of brutal crimes, yet 
  he holds the honored rank of kommander.
  Empress Vanar and her predecessors have demonstrated 
  a willingness to adapt to the needs of these men and women 
  and even indulge them. This includes virtual immunity 
  to criminal prosecution as well as tremendous leeway 
  orchestrating missions against the enemy. Though warcasters 
  are technically obligated to obey the dictates of the High 
  Kommand, they are rarely ordered by lesser kommandants. 
  To a warcaster, the military hierarchy and infrastructure 
  exists for one reason: to provide reinforcements and maintain 
  supply lines that bring the tools to wage war. As long as the 
  warjacks they request arrive where and when they are needed, 
  warcasters are not bothered with the trivial tasks of normal 
  command that occupy officers of similar rank.
  Warjacks are massive machines not easily transported 
  from place to place, and the expansion of railways has assisted 
  a great deal in warjack transportation. Khador has proven 
  particularly quick to lay new track across the Motherland 
  as well as newly conquered Llaelese territories. Stout 
  wagons hauled by oxen or hearty draft horses take warjacks 
  where the rail cannot, and if necessary the metal giants can 
  travel under their own power although doing so consumes 
  prodigious amounts of coal and water. All of these details 
  are left to officers subordinate to the warcaster, freeing him 
  to focus on tactics, terrain, and troop allocation. 
  As is the case with Cygnar and the Protectorate, ongoing 
  war has forced the construction of forward firebases—
  guarded stations where ample supplies of coal, water, food, 
  ammunition, and weapons are placed at key points for 
  resupply. As the war has continued and the front lines have 
  become entrenched, more of these bases have been built on 
  both sides to allow warcasters and warjacks to strike wherever 
  they are needed. Certain firebases have become fortified and 
  expanded into true military outposts and command posts 
  with significant examples stretching both east and west of 
  Ravensgard to counter similar bases by Cygnar. Impromptu 
  roads and resupply points stretch all the way along the 
  borders now with focused concentrations north of both 
  Fellig and Deepwood Tower.
  Khadoran Battlegroups
  
  125
  The High Kommand is eager to foster more warcasters, 
  but it has found no particularly reliable means. For centuries 
  Khador has been in the position of catching up to Cygnar’s 
  arcane prowess while at times excelling in raw engineering 
  excellence. The last hundred years have brought the two 
  nations closer than ever before in wartime capability, but the 
  High Kommand will admit they see fewer men and women 
  with the warcaster spark than their southern rival. This 
  makes it doubly important to locate, preserve, and hone 
  such individuals into weapons. 
  It was expected that the broadening of the Greylords 
  Covenant—the premiere fellowship of wizardry and arcane 
  research in Khador—would uncover more warcasters, but 
  it has not done so. While warcasters have risen from the 
  Covenant, more emerge from the rank and file military 
  when their sorcerous powers become revealed by the stress 
  of combat. Scholars in Khador insist certain family lines 
  possess higher potential, and each manifestation of power 
  is documented and examined. The family of Great Prince 
  Tzepesci has been noted for many powerful sorcerers over 
  the centuries, and while his Umbrean heritage is considered a 
  black mark to some, others lament that he has not produced 
  heirs to follow in his footsteps.
  Because of the rarity of the warcaster gift, there has also 
  been no specific regimented warcaster training program, but 
  this may change in time. For those unschooled in arcane theory, 
  a member of the Greylords Covenant will oversee initial 
  fundamental training, and then the budding warcaster will be 
  passed to a senior warcaster for mentoring.
  Some have had to adapt and learn in the field, 
  picking up bits of arcane lore and advice from 
  fellow warcasters while learning to master their 
  unique powers. Recognized warcasters who have 
  completed training at the Druzhina are usually 
  promoted to the rank of kommander and are 
  provided the authority to operate independently, 
  command a large number of soldiers, and 
  requisition expensive machinery. 
  Some warcasters remain outside the rank 
  structure; both Great Prince Tzepesci and the 
  enigmatic ancient crone Zevanna Agha fall into 
  this category. These warcasters are obeyed like 
  ranked kommanders and are given similar liberties 
  with the empire’s supply lines, which does not 
  sit well with many career military officers. Such 
  officers are forced to swallow their opinions as 
  long as the empress endorses these individuals.
  Service in the Assault at Redwall
  The attack on Redwall Fortress was the most 
  crucial of the initial assaults during the Llaelese 
  invasion, for it was the strongest western bastion 
  of Llaelese and Cygnaran armed forces. Warjacks 
  with this medal were hurled against the fortress 
  alongside Kommander Orsus Zoktavir.
  Service at the Siege of Merywyn
  Some would say the new Khadoran Empire was 
  born the day Merywyn fell and surrendered to 
  Khador, and this medal commemorates the 
  warjacks that fought during the lengthy and 
  difficult battle that crushed the spirit of the 
  Llaelese rulers. Soldiers playing important 
  roles in this fight wear a similar service medal.
  Khadoran Warjack 
  Service Medals
  Service in the Attack on Deepwood Tower
  Warjacks that engaged in the Battle of 
  Deepwood Tower are affixed with this icon. It 
  represents a significant victory, one of few in 
  recent months, along the northern border of 
  the Thornwood. Many Khadorans are eager to 
  see this medal joined by one to signify the fall 
  of Northguard.
  
  126
  
  127
  Impressment on the Dirge
  Meredius, late 606 AR
  Revenants of the Cryxian Cinder Ship Dirge
  Prize Ship Captain Garvor Magrott 
  First Mate Largile, Quartermaster Prindus, Bosun Dragosh Costevich
  Sailmaker Fedor Vilimov, leading Delp Grady, Sorley Murrough, 
  Gismondo Duranti, Gralman Bray, Beck Ashburn and Ivdan Koposin
  The imperial Khadoran naval vessel IKNV Frost Maiden was on a forward excursion south 
  toward Berck Harbor. Technically it was in Ordic waters, but as long as they made 
  no movements toward Berck, the Ordic Navy had orders to leave them alone. The 
  large and powerful ironhull was one of several new steam-driven armored ships recently 
  constructed and added to the fleet at Port Vladovar. Ironhulls gave reliable performance 
  regardless of the weather and could make extended voyages, but they were not as nimble 
  or fast as a clipper or frigate with a strong wind. They were testing refinements in the 
  engine and swivel gun mounts while watching for Cygnaran vessels. 
  
  128
  Midshipman Ivdan Koposin was attending the 
  enormous forward turreted deck gun and working to 
  clean and reattach part of the shell reloading mechanism. 
  He had begun his career aboard a traditional sailing vessel 
  but was adjusting to the ironhull. It was hard to believe 
  that utilizing fewer but larger cannons on rotating turrets 
  could equal the broadside barrages of multi-tiered cannon 
  decks, but he had seen this particular cannon in action. It 
  was an impressive beast capable of shattering a vessel’s hull 
  in a single hit. 
  The deafening horn from the watch alarm startled him 
  and he dropped his wrench, which clattered down into the 
  turret works. He could see it just out of reach between the 
  teeth of several of the massive gears required to turn the 
  turret. A following series of whistles confirmed a hostile 
  vessel was nearby. The deck crew hustled to get into combat 
  positions. “Ready the deck gun!” The forward lieutenant 
  commanded prematurely, clearly not paying attention to 
  Ivdan’s distress or checking to ensure his maintenance 
  was done. Responding to those orders, the man at the 
  gun control panel, similarly distracted, threw the levers to 
  engage the turret mechanism. A rumble and whistle from 
  the steam pipes followed.
  “Wait! Wait!” Ivdan yelled. He tried to get Lieutenant 
  Marzekiel’s attention, but he was in a shouted exchange 
  with the upper watch. “There’s a problem!” 
  It was too late. There was a sickening crunch and the 
  sound of metal scraping horribly as the steel wrench tried 
  to resist far stronger forces. It quickly gave way with an 
  explosive ping that popped loose gears and sent shards of 
  metal deeper into the mechanism. There was a horrible 
  sound of grinding gears, shattering rods, and exploded 
  pistons. Ivdan jumped back to avoid any shrapnel. The 
  racket had finally gotten the officer’s attention, and he 
  turned white-faced to stare at Midshipman Koposin. 
  “What have you done?”
  They were not entirely defenseless with the forward 
  turret down, but it did put them at a major disadvantage. 
  The enemy ship closed with what seemed like unnatural 
  swiftness. There was little wind, but the large frigate 
  bristling with cannons came flying across the waves. Ivdan 
  felt a chill of dread at the sight of green fires along its deck 
  and riggings. It was a Cryxian ghost ship; no other type of 
  vessel looked or moved like this. They could see the decks 
  and rigging were thick with moving forms adjusting sails, 
  preparing cannons, and getting ready to board. 
  Their rear turret gun was accurate, but it had shorter 
  reach, and their single row of small side-cannons had 
  difficulty getting range on the swift ship as it approached 
  to their fore. They got off one solid broadside that tore 
  through the upper decks of the frigate and swept a number 
  of the Cryxian crew into the waves. Their rear gun belched 
  and shattered a solid hole just below the waterline that 
  raised a cheer from the deck crew, but it was not enough. 
  The ghost ship responded with its own booming cannons 
  that sent chains and shrapnel tearing across the decks, 
  turned a dozen men into bloody meat, and painted the 
  deck with gore. 
  The Cryxian vessel was on them, and ropes and hooks 
  were hurled over their rails. Deck sailors were ready with 
  axes, and enlisted officers like Ivdan had squat carbines. 
  They were powerful weapons that suffered inaccuracy at 
  range, but they were perfect for repelling boarders. They 
  were chopping off ropes as fast as they could, but across 
  the heaving water there was an unending supply of leering 
  dead, each throwing roped hooks. Ivdan saw a crewman 
  named Kovusan he had known for three years snagged in 
  one of these hooks and pulled against the rail as the hook 
  point impaled through his side. He was still screaming as 
  the rope pulled taut. Another sailor severed that rope, but 
  two more came to replace it. Ivdan raised his carbine to fire 
  across into the green flames and saw a face disappear from 
  the rails. The sides of their boats crashed together with a 
  sound of splintering wood on unyielding iron. 
  More Khadoran sailors from below decks came to join 
  the fight as Ivdan backed away to reload his carbine. The 
  heaving deck did not make it easy, but he got another 
  cartridge in the breach. The dead poured off the ghost 
  ship in an unending tide, firing pistols and screaming. His 
  men were pushed back to the quarterdeck swinging axes as 
  they went, and it looked grim. Ivdan’s will to fight wavered 
  as he saw the same dead pirate he had shot in the face 
  earlier rise up to charge alongside the rest. He shot him 
  again just to see the corpse’s face explode and the body fall 
  down. It seemed futile. A bullet flew past leaving a sickly 
  green trace, and he heard the gurgled scream of the first 
  mate as his throat was holed. Ivdan made one more shot 
  and then dropped the carbine to ready his axe.
  He leveraged all of the strength of his frame into each 
  hack of dead flesh. The air filled with the sounds of shots, 
  metal clashing metal, and screams of the dying. Over this 
  came sinister chanting from pirates behind the first line. 
  It was an old song in a language he had never heard: low, 
  sonorous, and rhythmic. 
  
  129
  A voice shouted over the melee Ivdan saw a revenant 
  wearing a hat he recognized as being from the Cygnaran 
  Navy, but the corpse spoke Khadoran well enough to be 
  understood. “Surrender! We’ll take you alive.” 
  None believed it, and they kept fighting. The revenants 
  stopped firing their pistols and came forward grinning and 
  smelling of death and burned flesh. Their rotting eyes 
  dangled from their sockets, and bones with bits of muscle 
  showed through the gaping holes in their flesh. There was 
  no end to them. Desperation drove strength into Ivdan’s 
  arms as he kept swinging. One laughed and hacked off the 
  head of his axe, forcing him to use the handle as a club. 
  Ivdan shattered the jawbone of the next one up the steps, 
  but they tackled him and dragged him down. The chant 
  continued as they tied him up and hauled him alongside 
  the rest across the planks. One captor squeezed Ivdan’s 
  arm, and the rotting fingernails pierced his skin. “Welcome 
  to the Dirge.”
  Ivdan had too much time to think. Two days passed and 
  the dead did not feed him and the other captives or give 
  them anything to drink. The deck above was full of holes, 
  cracks, and missing planks, and at any time they would 
  look up to see rotting faces peering down with vacuous 
  eye-sockets containing pinpricks of baleful light. Ivdan 
  heard a variety of languages and accents. He recognized 
  some, but many were entirely unfamiliar.
  The prisoners descended into utter despair as their 
  thirst and hunger pains became increasingly intense. 
  Rocked by the boat, Ivdan fell into a trance and told 
  himself that none of this was happening. He was destined 
  for a better fate. The desire to avoid death became strong 
  like a fever. In truth he realized he was feverish. Looking 
  to his arm where the revenant had grabbed him, he saw his 
  skin turning strange colors. The wound scabbed badly and 
  filled with pus.
  Ivdan became delirious; it was a blessing. He woke 
  when the Dirge met up with the enormous Atramentous and 
  the ships tied up together to settle plunder, exchange crew, 
  and share information. If the Dirge was a ghost ship, the 
  Atramentous was like a nightmare of Urcaen. Green fires 
  leapt around them, above in the rigging, and across the 
  decks of the revenant flagship. There was a keening howl, 
  and a rank hot wind mixed with ash and smoke swept the 
  decks and choked the lungs with the stench of burned 
  timber and flesh. 
  “Kneel, dog,” The revenant holding his arm 
  cast him at the boots of the captain. 
  There was a dreadful tingling across his skin that turned 
  his bowels to ice, but he found the strength to look up. 
  He wished he had not. In front of him was a creature of 
  legend, old beyond comprehension. Pricks of light glowed 
  in empty eye-sockets that caught his eyes and would not 
  let them go. His skin was desiccated and stretched like 
  ancient leather. The captain’s attire conveyed antiquity with 
  opulent cloth and spoils carried forward from a forgotten 
  time. The fringes of his sleeves bore funereal embroidering 
  from old Tordor—inverted Menofixes that struck Ivdan’s 
  eyes as raw blasphemy. Three pistols with ornamented 
  pearl handles and brass barrels hung holstered across the 
  creature’s sunken chest. The sword in his hand was both 
  terrible and beautiful, inscribed in runes of some extinct 
  alphabet. Something of thin bones and moldy feathers sat 
  on his shoulder with unnaturally aware eyes peering from 
  a skeletal bird’s head. Ivdan was overwhelmed by a sense 
  of contempt for life, timeless malignancy, and power. An 
  acute horror robbed his breath and he choked. He barely 
  stifled a scream. 
  They called him Captain Rengrave. 
  The voice of the captain was rasping with hints of 
  an ancient accent. “I offer ye immortality to serve at me 
  side, fer kill and plunder. Yer soul would belong to me, 
  an’ through me, to the Dragon my master. Forsake yer 
  allegiances.”
  Some part of Ivdan told him to spit defiantly on 
  the dread creature’s boots. He was a proud sailor of the 
  Khadoran Navy, but some trickle of forbidden hope had 
  come upon him. Part of him wondered what it would be 
  like to be immune to pain and eternal. He opened his 
  mouth to deny this impulse, but his voice betrayed him. 
  “Yes, I will serve you. I renounce the empress and Khador.” 
  Shame came over him, but it came with relief. 
  The captain was satisfied, and Ivdan was yanked to his 
  feet to face him. Rengrave’s dreadful eyes bore into the 
  center of Ivdan’s being. The captain opened his mouth and 
  breathed out. Hissing green fire poured forth. The unholy 
  flames of Lord Toruk that had consumed Rengrave’s flesh 
  sixteen centuries before melted Ivdan’s eyes from their 
  sockets and cooked his flesh which sloughed from the 
  bones. He was kept alive long enough to feel excruciating 
  pain. They told him the phrase he must say, and he did so 
  eagerly. “Glorious Dragonfather, master of us all, torment 
  Impressment on the Dirge
  
  130
  eternal, death denied!” The words seared and 
  erased all thought.
  The flames gave way to the chill of death‘s embrace, 
  and he felt no more pain. He looked unflinching at his 
  dead flesh and saw the bones of his arm through rotten 
  skin. The world had taken a darker hue except the blinding 
  green flames. Only the cinder ship and crew looked solid 
  to his eyes. 
  He was shuffled unceremoniously to join a small 
  group where a revenant spoke to him, “You be bound to 
  Captain Rengrave now. His word be law. You be comin’ 
  across to the Dirge. Rengrave be yer master, but ye answer 
  to the Dirge’s Captain Magrott, and below him First Mate 
  Largile. Below that Bosun Costevich. You be attached to 
  Sailmaker Fedor. He be the one you’ll follow into battle.” 
  His rotting hand pointed to a corpse with wispy white hair 
  still attached to his fleshless skull. Ivdan’s escort addressed 
  this revenant, “This one be from Khador.” 
  Fedor nodded and spoke in Khadoran. “Name?” 
  “Ivdan Koposin, sir.” 
  Fedor picked up a sword from a small pile resting on 
  the deck at his feet. It was a heavy curved blade with a 
  jagged set of triangular teeth near the hilt, “Ever use one 
  of these?”
  “I was trained in blade and axe.”
  “You’ll get used to this one quick enough.” Fedor 
  thrust the hilt at Ivdan who took it and felt a surge of 
  dizzy vertigo followed by a searing heat in his palm. “It’ll 
  always come back to you.” Fedor handed him a large pistol. 
  “Same goes with this. Get some practice in.”
  He came to know the crew under the Sailmaker. They 
  included Delp Grady, a former Cygnaran fisherman, Sorley 
  Murrough who had gotten shanghaied off a merchant 
  ship near Ceryl, Gismondo Duranti, a harbor-master from 
  Carre Dova, Gralman Bray, who came off a Cygnaran Navy 
  vessel, and Beck Ashburn, a privateer out of Five Fingers. 
  It was one of their jobs to ensure the ship’s sails remained 
  in good shape although the standards were not as strict as 
  they were on Ivdan’s old vessel. Sometimes a green flame 
  would flicker across a tear in a sail and it would mend on its 
  own. Once he saw a splintered piece of deck plank realign 
  itself into place. Putting his dead hand on the ashy wood 
  of the rail he could feel some presence in the ship. There 
  was a deep and slow throb like a heartbeat that brought 
  with it nausea and dizziness. Sometimes he felt like the 
  ship watched him with a weight of disapproval, and he 
  would hurry his work, hoping it would ignore him. 
  They did not sleep, but they had bunks down in the 
  hold and had shifts. It was an echoed remnant of their 
  old lives since they no longer tired. It was an excuse for 
  revenants to stare off into space with their unmoving 
  gleaming eyes. Ivdan found himself in trances without 
  realizing it, and then he would come to somewhere else on 
  the ship following orders. In these black times he dreamed 
  of green fire and the baleful eye of Captain Rengrave. He 
  imagined darkness inside the captain’s eye like a shadow 
  that shifted and stirred with a whisper of scales.
  After one such trance, Ivdan came to himself to see the 
  crew stirred up like a hornet’s nest working to adjust the 
  sails and get on course. Across the silver wave tops he could 
  see other ships in a line, and he felt the fire animating him 
  respond. Several of the ships had green flames, and ahead 
  to the starboard was the great Atramentous. The sight filled 
  his vision and his awareness. It did not resemble the rest 
  of the ghost fleet. Most were fast three-masted frigates 
  designed for war and speed like the Dirge. 
  The Atramentous was something else—ancient and 
  sleek but huge. Its masts and square sails were configured 
  strangely, its hull was long and curved yet low to the water, 
  and its prow resembled a snarling beast. All of the ghost 
  ships were covered in spikes and spars intended to rip ships 
  apart as they pulled alongside, but the Atramentous looked 
  to have bones and spurs. It had an almost living quality 
  to the hull and lines as it swept forward across the waves. 
  The sporadic green fires on other ghost ships seen atop 
  masts and dancing in sails were far more pervasive on the 
  flagship. Atop the prow raged an inferno. It swirled and 
  disgorged a cloud of ash and smoke that swirled up and 
  caressed the ship’s sails. 
  Other ships joined them, and Ivdan lost track of time 
  watching their movement. It was a whole ghost fleet at 
  the center of some tempest. Smaller vessels to starboard, 
  single and double masted, skipped lightly over the waters. 
  A dark fleet of massive blackships came up behind so large 
  he could not appreciate them until he realized how far 
  away they had been. They loomed closer, gained on the 
  ghost fleet, and overtook them on the port side of the 
  Dirge. There was a line of them, dark against moonlight, 
  and a deep bone-numbing undertone rose from them like 
  
  131
  the sounding of a great horn. Fog rolled behind and ahead 
  of these blackships as they cut through waves and leapt 
  across the water at impossible speed. 
  He turned to Beck Ashburn. “What’s happening?”
  The revenant grinned at him, and his eyes shone bright 
  with anticipation. “This be the big one. Yer lucky to have 
  come aboard when ye did. A bloody time ahead, mark me 
  words.” He pointed a bony finger off to the left at the 
  largest of the blackships powering past them. “Thar be 
  the Widower, vessel of Skarre Ravenmane, Queen of the 
  Broken Coast. The fleet is hers, and even Rengrave bows 
  to her. Aye!”
  Ivdan found it hard to believe. He could not imagine 
  that entity bowing to anyone, but he had heard things 
  in his time aboard muttered between the first mate and 
  Captain Magrott. They spoke in awed tones of names like 
  ‘Terminus’ and ‘Asphyxious’, and he knew he was a small 
  part of something larger. Looking out across the waves at 
  the dozens of fell ships moving as a single great armada, 
  he had a sense of the enormity. A powerful convergence of 
  forces lay ahead.
  Land approached. It was such a familiar stretch of 
  coastline it almost gave rise to an emotion he had not felt 
  since his embrace of death. Ahead was a major 
  harbor with many other vessels coming their way. 
  He saw seawalls with squat fortress towers and knew 
  they bristled with cannons. “Port Vladovar,” he whispered. 
  He was not aware he had spoken.
  Beck nodded, “Aye, we be striking the heart o’ the 
  Khadoran Navy!” He excitedly clapped Ivdan on the 
  shoulder. “They won’t know what hit ‘em!”
  Ivdan felt a similar excitement, a hunger to kill. “Why? 
  Port Vladovar is well defended.”
  “Oh they don’t stand a chance, ye watch and see. It 
  be part of a bigger plot beyond the likes o’ deck hands 
  like us. Skarre has a plan. We strike here, Khador reacts, 
  sends men west. Meanwhile, ol’ Asphyxious and Terminus 
  use the distraction for their doings.” A sudden booming 
  of cannons drowned out his voice. Salt spray flew up to 
  starboard as cannon shot fell short, and the crew yelled 
  derisions at the sea fortress. Their ship lurched forward at 
  greater speed like a horse kicked into gallop.
  Soon Ivdan was busy slamming powder packs into 
  one of their cannons as they fired salvos across the waves. 
  Impressment on the Dirge
  
  132
  Their cannonballs struck a two-masted clipper 
  angling toward them and shattered the upper 
  decks. A shout went up among the revenants on the 
  gun deck followed by an even better salvo that shattered 
  a wide section of lower hull. The damaged ship began to 
  tilt, list, and take on water as its crew scrambled to recover. 
  The Dirge swept past.
  More Khadoran vessels sailed forward trying to 
  intercept, but the wind was against them. Ivdan wondered 
  about the other ironhulls and finally spotted the massive 
  IKNV Pride of Vladovar in an exchange with the Widower 
  among the muffled crackle of cannon-fire and plumes of 
  black smoke. The blackship responded with a volley that 
  did nothing but raise sparks off the armored hull. The 
  Widower kept moving and ignored the lumbering vessel as 
  if it were unworthy of attention. Another blackship Beck 
  identified as the Maledictor closed on the ironhull and cut 
  across on an intercept course. 
  They were not here to crush the Khadoran fleet. The 
  largest ships including their own were skipping across the 
  water at high speed, making for the harbor. Squadrons of 
  smaller ships peeled off to starboard to intercept and divert 
  the Khadoran vessels as the Dirge and the ghost fleet went for 
  landing. Ivdan saw the Atramentous looming across the waves 
  with its green fires blazing in the darkness of predawn. A 
  smaller sloop made the mistake of cutting across its path 
  to release a pitiful broadside, and the Atramentous rammed 
  straight through it. The giant vessel did not even slow as 
  the smaller ship exploded into kindling. The bodies of 
  the smaller boat’s crew tumbled into the waves to become 
  food for sharks. 
  The Death Knell, a sister ship to the Dirge, peeled out 
  of formation with the ghost ships and headed for the 
  large fortress complex at the far end of the piers. Beck 
  mumbled, “Glad we didn’t draw that straw…” Plumes of 
  smoke and flashes of fire erupted along the top of the 
  fortress, and the waves around the Death Knell were laced 
  with white plumes from cannon fire. The ship leapt ahead 
  as if charging to attack the fortress with its own bulk and 
  got very close before another more accurate volley impacted 
  its rigging and hull. They saw its masts and fire-licked sails 
  collapse as large pieces of its frame fell into the water. It 
  began to sink, but it had traveled close enough to the pier. 
  A few minutes later revenants rushed from the water and 
  clambered atop, heading toward the fortress. The first line 
  melted in a barrage of blunderbuss fire delivered by Winter 
  Guard defenders, but the revenants kept coming, and Ivdan 
  saw the spider-like form of a helljack come up from the 
  water on the opposite side to scythe into the rear of the 
  defenders. It made for the sealed portcullis and reached 
  out with a claw to tear it loose. Before long the cannons 
  of the fortress went silent for a time until the revenants 
  claimed them and turned them on the city defenders.
  Sailmaker Fedor took them from cannon duty, and 
  they hustled to the main deck while loading pistols 
  with necrotite rounds. Their ship closed on the piers 
  and moved alongside a lesser Khadoran naval vessel that 
  had not untied in time. Its crew was in a panic, and the 
  revenants watched them with hungry eyes. Ivdan’s ship 
  took on black ogrun boarders from the Maledictor the 
  night before in preparation for this attack. Ivdan had not 
  seen the massive thick-bodied brutes this close, and he 
  was impressed by how they towered over the revenants 
  clustered around them, dominating the rail line as they 
  prepared to leap across. Each bore a massive cannon 
  capable of firing a chained harpoon strapped across their 
  backs as they gripped their cutlasses.
  The ship lurched as they scraped along the side of 
  the docked vessel, and planks were hurled across the gap. 
  Ivdan felt only an echo of sympathy watching the sailors 
  opposite trying to knock the planks away and prepare for 
  the charge. The nearest revenants took delight in firing 
  off a preliminary round from their necrotite pistols that 
  tore through at least half of the men on deck. The black 
  ogrun did not waste powder on those left, but they gave 
  an ear-rattling battle yell and vaulted across. A flood of 
  revenants followed after. Soon it would be Ivdan’s turn; 
  he shuffled forward as space opened up and others rushed 
  across the decks, carving into sailors with cutlasses. Ahead 
  the master-at-arms led one of the largest groups while off 
  to the left stood Bosun Costevich. Quartermaster Prindus 
  had charged in the first wave. Captain Magrott and the 
  lieutenant hung back and would go last with their own 
  clustered guard of revenants.
  Ivdan was filled with that same lust for blood and was 
  eager to sink the edge of his blade into living flesh. He 
  asked Fedor, “Our orders?”
  The revenant’s eyes gleamed, “Death and plunder. Make 
  fer the fortress landward. Kill everything that moves. Don’t 
  grab anything until they sound call to retreat. Powder first, 
  guns and steel after. There! Our turn! Go! Go!”
  There was no time for thought as they rushed across 
  the blood-washed decks. There were soldiers on the pier 
  below, and the sound of gunfire and cannons boomed 
  
  133
  all around them. The deck shuddered underfoot as a 
  cannonball crashed through nearby. Along the pier Ivdan 
  saw other ships of their fleet slamming into the docks 
  to unleash their own screaming crews. Revenants, ogrun, 
  and Satyxis spilled forth from each vessel to beset the 
  Khadoran garrison forces. Ivdan had been trained here, yet 
  he felt no attachment. He saw these men as obstacles and 
  targets for slaughter. He knew there was a massive fortress 
  at the base of the piers blocking entry into the town. Their 
  force advanced in that direction as their numbers swelled 
  from the fresh arrivals of other ships.
  A Harrower rose up from the water like a dreadful 
  insect from the depths with water pouring from its sides. 
  One of the revenants grabbed a living sailor and tossed 
  him in front of the thing, and the man was snipped in half 
  by a sweeping claw before he could scream. Dark green 
  energy blazed from its long-muzzled weapon, and it fired 
  a screeching shot across the pier that exploded into a field 
  gun emplacement above and obliterated its crew.
  Straight ahead was a large group of Winter Guard who 
  set up impromptu cover and ducked down behind crates 
  and boxes. The revenants closed as the Khadoran soldiers 
  fired desperately and reloaded. Their eyes widened with 
  panic. Ivdan saw their barrels pointing in his direction and 
  felt a sharp sense of impact—but no pain—as a shot tore 
  through his face and skull. He blacked out and experienced 
  a sensation like the burning fire that first consumed his 
  flesh, yet this time it brought with it a rush of power and 
  strength. He peered for a moment into the darkness of 
  Captain Rengrave’s eyes, and then he came back to himself. 
  He stood on his feet with weapons in hand next to Fedor 
  the Sailmaker. His body and skull were intact. He charged 
  forward feeling a renewed sense of the importance of 
  keeping Fedor from being hit. He knew in his bones that 
  his invulnerability was tied to his superior officer. 
  Ivdan felt the flame inside surge higher, thirsting for 
  death. All traces of his old self were obliterated in that 
  instant of rebirth. He kicked aside a crate and clove with 
  his cutlass at the nearest Winter Guard. It was a man Ivdan 
  coldly realized that he recognized, a man he had seen on 
  this very ramp before his ship had sailed. Ivdan’s blade sunk 
  into the man’s shoulder and sent him to the planks, and he 
  stabbed again. Ivdan was filled with a lust for more, and he 
  screamed a joyous and terrible noise alongside the rest. 
  The rest of the Winter Guard lost their will and turned 
  to scramble away. Ivdan raised his pistol, shot one in the 
  back, and watched a neat hole burrow through the coat 
  as the man toppled. “Forward!” Fedor commanded. “To 
  the fortress!” Delp was soon enough running 
  alongside him again, intact. There was no better 
  feeling than this; nothing he had experienced in life 
  came close. They were invincible, unstoppable, immortal. 
  Nothing could stand against them. Nothing.
  A massive engagement was shaping up ahead. They saw 
  the profile of the Widower which had rammed straight into 
  the pier brashly close to the fortress, and thralls and Satyxis 
  charged down its planks. The fortress cannons boomed and 
  the deck shuddered as another shot nearly tore apart the 
  pier just to Ivdan’s left. The blast took several revenants to 
  the water below and temporarily removed them from the 
  action. The Widower’s raiding parties charged toward a mass 
  of Khadorans ahead where a more imposing permanent 
  barricade was erected. Destroyers stood on either side firing 
  massive bombards alongside field guns that were laying 
  down continuous fire. Ivdan saw a black ogrun ahead torn 
  in half by a direct hit, and the creature’s harpoon cannon 
  clattered off the pier. Still, Ivdan did not slow. He sensed 
  behind him the boot steps of Captain Rengrave himself as 
  the core of the Atramentous joined the assault.
  Bonejacks, Harrowers and Leviathans converged on the 
  barricade as cannon fire rained down. At the core of the 
  raiders was a group of Satyxis. Among them fought one 
  who glowed with power and unleashed dark magic on the 
  enemy. She raised a hand, prompted a corona of green 
  energy to wash outward, and the air above the defenders 
  at the barricade erupted with a downpour of caustic 
  poisonous blood. The liquid sizzled across flesh and sent 
  men stumbling back screaming. 
  Fedor pointed to her, “Make for Ravenmane!” They 
  charged the barricade eager to carve their blades into 
  anything alive. Somewhere in Ivdan’s soul there was 
  screaming. Some small seed of his old self knew these 
  were his countrymen and that he was damned. He choked 
  that old part of himself, strangled it ,and squashed it 
  forever. Today Port Vladovar would burn. His voice raised 
  alongside the rest, “Glorious Dragonfather, master of us 
  all, torment eternal, death denied!” 
  Impressment on the Dirge
  
  134
  Skarre, Queen of the Broken Coast
  Skarre experienced a revelation while below the Orgoth 
  Temple of Garrodh in the Thornwood. She became enraptured 
  by the inner mysteries of the artifact’s central soul-repository. 
  At this place where the walls between Caen and Urcaen were 
  stretched thin by potent soul-magic, Skarre’s vision awakened 
  and brought a rush of insight and power that revealed to 
  her the very strands of destiny and fate connecting the souls 
  of the living and the dead into an ever-changing tapestry. 
  Skarre is convinced she could have taken hold of the power 
  of the temple from Asphyxious and unlocked the secrets of 
  the Orgoth. The vision of such potential haunts her dreams, 
  but the destruction of the temple kept her from exploiting 
  her newfound awareness.
  From this same vision, she knew only she had the power to 
  restore Terminus and to repair the plans of the Dragonfather 
  nearly derailed by the clash of lich lords. Journeying west 
  she undertook great risks to learn the rites 
  necessary to bring back her new 
  master. Now she enters 
  battle 
  backed 
  by 
  the strength and 
  Skarre Ravenmane has become a scourge upon the western 
  seaboard, and the sight of her ship is a certain omen of 
  bloodshed and terror. She has borne witness to occult rites 
  unimagined by depraved Thamarites, offered infernalists 
  as sacrifices, and escaped from a detonation of one of the 
  greatest fulcrums of Orgoth soul magic. Her abilities have 
  placed her at a turning point in Cryx’s war on the mainland, 
  and she is empowered to pillage with abandon across the 
  western shores of Immoren. The Black Fleet attacks by her 
  command and brings a dark tempest of unnatural horrors. 
  The Queen of the Broken Coast is a force with which to 
  be reckoned in the struggles of ancient and immortal powers, 
  but not so long ago she seemed a mere pawn. She served along 
  with Asphyxious under Lich Lord Daeamortus, but she could 
  not stand idly when her visions revealed the Iron Lich was 
  putting his own greed for power ahead of the needs of the 
  island empire. Skarre has been at the center of tumultuous 
  battles between the lich lords that ended in the destruction 
  of Daeamortus, the elevation of Asphyxious, and ultimately 
  the banishment of Terminus from Caen. At great cost she 
  has helped to unravel the plans of Asphyxious and in 
  the process has earned the enmity of one of Lord 
  Toruk’s most ancient and powerful generals.
  The time has come to taint Meredius with the blood of our enemies. The Black Fleet is yours to command. 
  Let the waters run red.  
  —Lich Lord Terminus to Skarre, Queen of the Broken Coast
  
  135
  authority of a favored lich lord. Whether there will come 
  some future consequence of meddling with Asphyxious is 
  unknown, but for now all the generals of Cryx operate in 
  tandem to coordinate devastating strikes and offer no rest for 
  the living.
  Terminus has entrusted to Skarre the entire Cryxian 
  armada, and over five hundred ships unleashed against the 
  western shores of Immoren answer her summons. She has 
  been given orders to open a war front over two thousand miles 
  long and stretching across four nations. She commands an 
  army of Satyxis, revenants, black ogrun, thralls, and helljacks 
  with all of the resources of Terminus’ army at her disposal. 
  The coastal cities and villages of Khador, Ord, Cygnar, and 
  even the Protectorate of Menoth are open game. 
  Skarre’s raiding strikes may seem random when viewed 
  separately, but together they are part of an intricate plan 
  guided by visions that influence the very seas of fate. She is 
  the master of entire wings of dark vessels that leap across the 
  Feat: Fate Weaver
  The Queen of the Broken Coast knows the 
  deepest secrets of blood magic, sacrifice, dark 
  rites, and blasphemous rituals that can bend 
  and pull the very strands of fate. She has 
  learned to pluck those strands which bind any 
  soul to its destiny to shield her allies from 
  harm or render those who oppose her completely 
  impotent and ineffectual.
  Give Skarre 1 - 5 damage points. 
  For each damage point she takes, 
  one model in Skarre’s control area 
  may be affected by Fate Weaver. An 
  affected friendly model cannot be 
  targeted by enemy attacks for one 
  round. An affected enemy model 
  cannot make melee or ranged attacks 
  for one round.
  Skarre
  Blood Trade - Skarre may take 
  a damage point instead of spending 
  a focus point to keep an upkeep 
  spell in play.
  eliTe Cadre - Satyxis included 
  in an army with Skarre, other than 
  Skarre, gain +1 MAT, RAT, and 
  CMD. These Satyxis gain Advance 
  Deployment. Place models with 
  Advance Deployment after normal 
  deployment, up to 12” beyond the 
  established deployment zone.
  PreCogniTion 
  - 
  Anytime 
  during her controller’s turn, Skarre 
  may remove an unspent focus point 
  she allocated to a warjack and place 
  it on herself.
  WarjaCk Bond - One non-
  unique warjack in Skarre’s battlegroup 
  may begin the game bonded to her. 
  Skarre may allocate one additional 
  focus point to this warjack. When 
  the warjack damages a warjack, the 
  bonded warjack’s controller chooses 
  which column suffers the damage. 
  When the warjack damages a warbeast, 
  the warjack’s controller chooses which 
  branch suffers the damage.
  Great Rack
  knoCkdoWn - A model hit by 
  the Great Rack is knocked down.
  ram - After making a successful 
  melee attack with her Great Rack, 
  instead of making a damage roll 
  Skarre may ram the target model. 
  The rammed model is pushed 
  d3” directly away from Skarre 
  and knocked down but suffers no 
  damage. The pushed model cannot 
  be targeted by free strikes during 
  this movement. After the model 
  is moved, Skarre may immediately 
  make a follow-up move toward the 
  pushed model up to the distance the 
  pushed model was moved. 
  Takkaryx
  life Trader - After a successful 
  attack with Takkaryx, give Skarre 
  one damage point to roll one 
  additional damage die.  
  NOTE: Skarre, Queen of the 
  Broken Coast is Skarre, the Pirate 
  Queen.
  SPELL 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  admoniTion 
  2 
  6 
  - 
  - 
  X
  When an enemy model ends its normal movement within 6” of target model in Skarre’s battle-
  group, target model may immediately move up to 3”. The model cannot be targeted by free 
  strikes during this movement. If a model moves due to Admonition, it may not move again due to 
  Admonition until after Skarre’s controller’s next turn.
  BaCklash 
  3 
  8 
  - 
  - 
  X 
  X
  Whenever target warjack is damaged, its controlling warcaster takes one damage point.
  BlaCk sPoT 
  2 
  8 
  - 
  - 
  X 
  X
  Target enemy warrior model/unit suffers –2 DEF. When a friendly Cryx model destroys one or 
  more affected models with a melee or ranged attack during its activation, it may immediately make 
  one additional melee or ranged attack without spending focus and regardless of ROF.
  Blood rain 
  3 
  8 
  3 
  12 
   
  X
  Models in the AOE suffer Corrosion. Corrosion is a continuous effect that slowly erodes its target. 
  A corroded model takes one damage point each turn during its controller’s Maintenance Phase 
  until the corrosion expires on a d6 roll of 1 or 2. Corrosion is not affected by water.
  Blood riTual 
  2 
  10 
  - 
  10 
   
  X
  Immediately after destroying a living model with Blood Ritual, Skarre may make one additional 
  magic attack targeting a model in her LOS and within 4” of the original target. If the attack hits, 
  the target suffers a damage roll equal to the ARM of the model destroyed.
  deaTh Ward 
  2 
  6 
  - 
  - 
  X 
  Target friendly Cryx model/unit gains +2 ARM. If an affected warjack is damaged, Skarre’s 
  controller chooses which column takes the damage.
  seas of faTe 
  2 
  self 
  CTrl 
  - 
  X
  Models in Skarre’s battlegroup in her control area may boost attack and damage rolls after making the 
  rolls. Affected models may change their facing at the beginning of activation, before movement. 
  Cryx Satyxis Epic Warcaster Character
  SPECIAL RULES
  waves to close on her enemies and spill their blood into 
  the thirsty Sea of a Thousand Souls. Wind and fog answer 
  her call as she executes daring maneuvers and ambushes that 
  mortal navies cannot begin to anticipate. Their torpid and slow 
  vessels are fat and juicy targets helpless to prevent their doom. 
  The Queen of the Broken 
  Coast stands on equal 
  footing with the immortals 
  as she manipulates the 
  tides of war.
  Damage	
  16
  Point	Cost	
  74
  Feild	Allowance	
  C
  Victory	Points	
  5
  Base	Size	
  Small
  Focus 7 
  Cmd 8
  Hand Cannon
  	RNG	 ROF	 AOE	 POW
  	12	 1	 —	 12
  Great Rack
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  4	 10
  Gun Blade
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 9
  Takkaryx
  	 SPECIAL	
  POW	 P+S
  	Life Trader	 7	 13
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 6	 7	 5	 16	15
  
  136
  Their trenches are naught but open graves. We shall rise 
  from beneath and consume them whole.
  —Lich Lord Asphyxious
  The legions of the Nightmare Empire have proven to be 
  insidious, adaptable, and unpredictable foes. Even as the armies 
  of men labor to expand their sprawling fortifications, Cryx 
  strikes at them with impunity. When Toruk’s enemies cannot 
  be surmounted over land, the Helldiver moves beneath and 
  erupts from trench floors to sow death and discord in the midst 
  of soldiers supposedly safe behind earthen defenses. Many a 
  squad has returned from a patrol in no man’s land only to find 
  an ominous pit strewn with the blood-soaked remains of those 
  left behind.
  The Helldiver drags itself through the ground with its 
  powerful front claws. Though incredibly strong, the appendages 
  serve only as a source of movement. The machine’s primary 
  weapon is its powerful jaws used to bite and shake apart its 
  victims. There are few sights more terrible than witnessing a 
  Helldiver pulling the mass of its metallic body from the earth 
  underfoot and shredding every living body within reach. 
  The bonejack is capable of burrowing through the earth 
  at a startling pace and surfacing to ambush unwary prey. It 
  is a patient and methodical killer, and once positioned it can 
  wait in ambush for an indefinite period of time, untouchable 
  and impossible to detect. The machine’s unique furnace 
  burns little fuel and releases virtually no exhaust, so it 
  is capable of prolonged periods of near hibernation. 
  Once the Helldiver sets its furnace to simmer, it 
  silently awaits a signal or a surface vibration to call it 
  forth once more. Cryx has seeded many potential 
  battlefields across the region with the black-
  iron monstrosities to prepare for untold 
  slaughters ahead.
  The Helldiver has proven to be a 
  threat when it descends as well as when 
  it surfaces on the battlefield. Cryxian 
  raiders have become adept at exploiting 
  the sinkholes left in the Helldiver’s wake 
  as it frenetically bores through the ground. 
  Those dispatched by these coordinated 
  onslaughts are left to molder half buried 
  with their arms and legs jutting from 
  the rent earth.
  With the addition of the 
  Helldiver, the Cryxian threat lurks 
  not only in the shadows but just 
  beneath the soil as well.
  Helldiver
  BurroW (★aCTion) - Place a marker in base contact 
  with the Helldiver in the center of its front arc, then 
  remove the Helldiver from the table. The Helldiver 
  cannot be targeted by free strikes when it is removed 
  from the table. Effects, spells, and animi on the Helldiver 
  expire. The Helldiver cannot burrow into solid rock or 
  man-made constructions. The Helldiver cannot burrow 
  if its movement is disabled. The Helldiver may surface 
  during any of its controller’s Control Phases before focus 
  points are allocated. When the Helldiver surfaces, place 
  it anywhere completely within 8” of the center of the 
  marker. There must be room for the Helldiver’s base in 
  the new location. The Helldiver cannot move or burrow 
  during a turn it surfaces. The first melee attack made by 
  the Helldiver the turn it surfaces receives automatically 
  boosted attack and damage rolls. On a critical hit, target 
  model is knocked down. The Helldiver immediately 
  surfaces in base contact with the marker if its controlling 
  warcaster is destroyed or removed from play.
  sinkhole - When the Helldiver burrows, it may create 
  a sinkhole. Center a 5” AOE template on the Helldiver before removing the Helldiver from the 
  table. The template is rough terrain that remains on the table for one round. Models suffer –2 
  DEF while in the AOE.
  Helldiver
  Cryx BonejaCk
  	 1	
  2	
  3	
  4	
  5	
  6
  Point	Cost	
  44
  Field	Allowance	
  U
  Victory	Points	
  1
  Base	Size	
  Medium
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 8	
  5	 4	 14	 15
  H
  C
  C
  C
  C
  M
  H
  H
  H
  M
  M
  M
  	 SPECIAL	
  POW	 P+S
  	
  —	
  5	 13
  Jaws
  HD
  
  137
  The tremendous agony suffered during death throes 
  exponentially amplifies the power we can harness from 
  an extracted soul.
  —Attributed to Lich Lord Daeamortus 
  Announcing its presence with the ear-splitting shriek of its 
  Mortifier cannon, the Harrower advances forth from Cryx 
  like a fever-twisted delusion.  There is no clean death in the 
  Harrower’s wake. Those cut down by its scything Perisher claw 
  suffer unspeakable anguish as they die, but then they endure a 
  fate worse than death when their immortal soul is spun loose, 
  harvested, and added as fuel to the Cryxian arsenal. 
  The amphibious Harrowers are sent on coastal raids 
  to strike unseen from the depths to fill their compact soul 
  cages and bring the tainted bounty back to Cryx. Once flesh 
  is rent, the victim’s soul is torn loose and distilled into the 
  soul cages while thrashing futilely against containment. The 
  Harrower exploits a simple necromantic principle; the power 
  derived from a captive soul is proportional to the torment its 
  host suffered in death. The Harrower’s many gold-runed and 
  necrotite-lined soul cages serve additionally as ammunition 
  for the Mortifier, its ghastly necrotech cannon. 
  Reminiscent of a soul in torment, the grating shriek of the 
  Mortifier haunts the nightmares of any who hear it. Infused 
  with soul energy, the Mortifier’s shell exists partially within 
  the spirit realm allowing it to pass through earthbound 
  obstacles. To mortal eyes the shell 
  becomes a sickly blur passing 
  through anything in its path. 
  It becomes whole only on 
  impact with its intended target 
  and shreds armor or flesh as the soul 
  is instantly consumed in a necromantic 
  conflagration. Wounds left by these 
  weapons—on the rare occasion a victim 
  does not die outright—are notoriously 
  slow to heal and prone to tainted 
  infection. It is a chilling remnant 
  of the vile process by which the 
  imprisoned soul is obliterated.
  Harrower
  all Terrain – The Harrower ignores movement 
  penalties from rough terrain and obstacles.  The Harrower 
  may charge, slam, or trample across rough terrain.
  amPhiBious – The Harrower’s furnace is not 
  extinguished if it moves into deep water.  The Harrower 
  may move through deep and shallow water without 
  penalty.  While completely within deep water, the 
  Harrower cannot make ranged attacks or be targeted by 
  ranged or magic attacks. An amphibious model may enter 
  deep water voluntarily.
  sPider legs – The Harrower cannot be knocked down.
  Mortifier
  WraiTh shoT (★aTTaCk) – The Harrower may 
  spend a soul token to make a Wraith Shot ranged attack. 
  The Wraith Shot attack ignores intervening models when 
  determining LOS and gains boosted attack and damage 
  rolls. When the Harrower makes a Wraith Shot, models/
  units in the AOE must pass a command check or flee.
  Perisher
  eXTraCTor – The Harrower gains a soul token each 
  time it destroys a living model with the Perisher. The 
  Harrower may have a maximum of three soul tokens at 
  any time.
  fisT – The Harrower’s Perisher has the abilities of an 
  Open Fist. 
  reaCh – 2” melee range.
  sCyThe (★aTTaCk) – The Harrower may make one 
  melee attack with its Perisher against every model within 
  melee range in its front arc. Completely resolve each attack 
  individually and apply the targets’ special 
  rules immediately as each attack is  
  resolved. Determine damage normally.
  Harrower
  Cryx HelljaCk
  	 1	
  2	
  3	
  4	
  5	
  6
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 12	 5	 4	 12	 18
  Point	Cost	
  125
  Field	Allowance	
  U
  Victory	Points	
  3
  Base	Size	
  Large
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  HeigHt/WeigHt: 10’5” / 7.6 tons
  ArmAment: Mortifier (left arm), 
  Perisher (right arm)
  Fuel loAd/Burn usAge: 45 kgs 
  (necrotite) or 120 kgs (coal) / 
  12 hrs general, 2 hrs combat
  initiAl service dAte: Unknown, 
  first documented sighting 
  599AR
  cortex mAnuFActurer: Unknown
  orig. cHAssis design: Unknown
  Perisher
  	 SPECIAL	
  POW	 P+S
  	 Multi	 4	 16
  Mortifier
  	RNG	 ROF	 AOE	 POW
  	12	 1	 3	 12
  R
  L
  
  138
  Lieutenant
  leader
  Unit
  ghosTly – A Bane Knight may move through any terrain 
  and obstacles without penalty. The Bane Knight may move 
  through obstructions if it has enough movement to move 
  completely past the obstruction.  A Bane Knight cannot be 
  targeted by free strikes.
  shadoW shifT – When a Bane Knight is directly hit 
  by an enemy attack, after the attack has been resolved a 
  model in the Bane Knight’s unit may move up to 3” and 
  make one melee attack. A model cannot end this movement 
  out of formation.
  undead – A Bane Knight is not a living model and 
  never flees.
  WeaPon masTer – A Bane Knight rolls an additional 
  die on its melee damage rolls.
  Bane Lance
  reaCh – 2” melee range.
  We had taken up firing positions in a burned out 
  farmhouse when those things came right through the wall. 
  Half my men were dead before we even knew those 
  monsters were there.
  —Captain Gideon Sinclair, Cygnaran Gun Mage
  For a soldier, jumping at shadows is at best laughable and 
  at worst cowardice, but there are shadows in the world truly 
  dark enough to be feared. Fell creations of blasphemous runes 
  and animated bones, Bane Knights are unhallowed vessels of 
  tenebrous malignancy. The accursed process that births these 
  fearsome creatures also binds a cold fury within their forms. 
  Fueled by chthonian magic, this hatred is focused on mortals 
  and makes Bane Knights anathema to the living. The flicker 
  of malevolent personality in their eyes is the last thing to be 
  seen by many of their foes before the world fades to black.
  Bound together by the 
  rituals of their creation, Bane 
  Knights draw strength from those 
  who would strike at them. They 
  relentlessly advance across the battlefield 
  brutally punishing those foolish enough to 
  attack. Many a warrior has destroyed one Bane 
  Knight only to be struck down as the shadows 
  coalesced into another.  
  These fiends bring with them an icy wind and the 
  smell of the charnel house as they glide across the battlefield 
  sowing blood and death. Bane Knights wield their shadow-
  forged lances with inhuman precision, cutting down any 
  obstacle in their path. During their implacable pursuit, 
  Bane Knights can become fully spectral for short periods 
  of time, allowing them to pass through any barrier 
  to reach their victims. Many exhausted soldiers have 
  returned from the battlefield to the relative safety of 
  the trenches only to be slain without warning by Bane 
  Knights emerging from the walls around them.
  Leader	and	5	Troops	
  75
  Up to 4 Additional Troops	12ea
  Field	Allowance	
  2
  Victory	Points	
  2
  Base	Size	
  Small
  Lieutenant 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 7	
  7	 4	 12	 16
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 7	
  6	 4	 12	 16
  Knight 
  Cmd 6
  Bane KnigHts
  Cryx Unit
  Bane Lance
  	 SPECIAL	
  POW	 P+S
   Reach	 4	 11
  
  139
  They be naturals to the life, ‘tis certain true. Their cruel 
  appetites be satisfied only in blood and gold by equal 
  measure.
  —Captain Rengrave
  Of all the pirates preying on the Broken Coast, there are none 
  more savage than the black ogrun of Cryx. Once a prize is 
  within reach, these soot-black mountains of corded muscle 
  leap from their vessels with reckless abandon. Possessed of an 
  unquenchable blood-thirst, they fall upon their victims with a 
  sanity-staggering howl and leave seas of gore and unidentifiable 
  corpses in their wake. Any who dare look into the eyes of such a 
  horror are held transfixed until exsanguinated by a thrust from a 
  blood-forged blade. Those who survive a black ogrun assault are 
  rounded up like human cattle and forced into the holds of the 
  ogrun’s charnel ships bound for the Nightmare Empire where 
  they will serve as slaves in the black steel foundries of Cryx.
  The ogrun pirates are experts in conducting brutally 
  efficient boarding actions. Each is armed with a stout cannon 
  capable of launching a wicked tempered-steel harpoon and 
  nearly fifty-feet of chain. This cruel device is invaluable in 
  securing vessels for boarding. Once joined in the slaughter, 
  the black ogrun use their harpoons to fell 
  victims at range, then they eagerly 
  leave the corpses of their 
  victims behind them as they 
  run riot. Larger opponents 
  are set upon by teams of 
  ogrun and then torn asunder 
  when the ogrun wrench their 
  harpoons in several directions 
  simultaneously. 
  The black ogrun stand out as 
  barbaric even among the degenerate 
  standards of the Scharde Isle crews forced 
  to ferry them into battle. They are not only 
  chosen for their seamanship but also for 
  their murderous tendencies, and they are 
  organized into small boarding parties 
  left to their own devices until a 
  prize is in sight. Each party is 
  commanded by a bosun not only 
  charged with leading the pirates 
  into battle, but also keeping 
  order lest their notoriously 
  foul tempers throw the 
  whole ship into chaos.
  Bosun
  leader
  Unit
  ComBined ranged aTTaCk - Instead of making 
  ranged attacks separately, two or more Black Ogrun may  
  combine their attacks against the same target. In order 
  to participate in a combined ranged attack, a Black 
  Ogrun must be able to declare a ranged attack against  
  the intended target and be in a single open formation 
  group with the other participants. The Black Ogrun 
  with the highest RAT in the attacking group makes one 
  ranged attack roll for the group and gains +1 to the attack  
  and damage rolls for each Black Ogrun, including himself, 
  participating in the attack.
  fierCe gaze - A living enemy non-warcaster/warlock  
  warrior model within 2” of a Black Ogrun must 
  immediately pass a command check or become stationary 
  for one round if the model and the Black Ogrun are in 
  each other’s LOS. Make only one command check even 
  if several Black Ogrun in the same unit are within 2”. 
  Make this command check after the active model/unit 
  completes its movement but before it performs any 
  actions. After making this command check, a model does 
  not make further Fierce Gaze command checks because of the same Black Ogrun unit as long 
  as the unit remains within 2” of it.
  Harpoon
  drag - If the Harpoon damages a target model with a small or medium-
  sized base, the model is moved directly into base-to-base contact with 
  the Black Ogrun, stopping short only if it contacts another model, an 
  obstacle, or an obstruction. During this movement the model cannot 
  be targeted by free strikes. After the model has been moved, the Black Ogrun may 
  immediately make one melee attack targeting the model.
  BlacK ogrun Boarding Party
  Cryx BlaCk ogrUn Unit
  Bosun’s	Damage	
  10
  Pirate’s	Damage	
  8	
  Leader	and	2	Troops	
  66
  Up to 2 additional troops	19ea
  Field	Allowance	
  2
  Victory	Points	
  3
  Base	Size	
  Medium
  Bosun 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 9	
  7	 4	 13	 15
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 9	
  8	 5	 13	15
  Pirate 
  Cmd 7
  Harpoon
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 12
  	 SPECIAL	
  POW	 P+S
   
  —	
  5	 14
  Hand Weapon
  
  140
  With a hunger insatiable my riders shall pick the 
  battlefield clean.
  —Lich Lord Terminus
  Silent, terrible, and unrelenting can only begin to describe 
  the whispering charge of the Soulhunters. The bilious glow 
  of necrotite burning deep within them lights their oily 
  undead flesh and mottled iron plates. Fearless in undeath, the 
  creatures tread through darkness seeking souls.
  Among the most powerful thralls ever built, the 
  Soulhunters are an unholy vision of terror incarnate. The 
  menacing mass of plating, piping, gears, furnace, and flesh 
  is an amalgamation designed for swiftness and ferocity. They 
  have slick skin cured by dark alchemical processes and riveted 
  carapaces handcrafted by necrotechs. The hungry necrotite 
  furnace within its equine ribcage burns with a baleful corpse-
  fire as it vents choking black smoke from the ominous flues 
  running along its reinforced spine. 
  A thrall torso, head, and exposed steam-enhanced 
  musculature are fused with the lithe and powerful body 
  of a Scharde-bred charger, and these creations are a 
  necrosurgeon’s proudest creations—undead horse 
  flesh and thrall unified by repulsive arts of dark 
  intent. Composed of necro-tech, cured tissue, and the 
  runic inscriptions of thrall magic, the necrotic carcass 
  of a Soulhunter is a fearsome sight in battle.
  The lethal wake of a Soulhunter’s mechanikal 
  scythe is painted in a spray of blood and 
  entrails as it shreds through flesh and 
  bone like summer chaff. Following 
  the plunge of its scythe 
  is the hungry swipe of 
  its black sickle. The 
  ominous whispering of  
  the 
  creature’s 
  sickle 
  harvests the vitality of  
  those the Soulhunter slays  
  with a horrible sigh. Filthy 
  emulsions channel the newly 
  spilled essence of the dead 
  through the creature’s 
  flesh. 
  Like 
  rasping 
  plague victims, the 
  fetid riders breathe 
  in the souls of those 
  they kill. This energy 
  further riles their undead 
  flesh and allows them to expend it in bursts of power. Eager to 
  claim the vitality of the living, the abominations scavenge the 
  souls of those who would stand against them.
  Lieutenant
  leader
  Unit
  Body CounT - A Soulhunter gains a soul token for 
  each living model it destroys. A Soulhunter may have a 
  maximum of three soul tokens at any time. A Soulhunter 
  may spend a soul token to boost an attack or damage roll. 
  undead - A Soulhunter is not a living model and never 
  flees.
  Scythe
  BruTal Charge - A Soulhunter gains +2 to Scythe 
  charge attack damage rolls.
  reaCh - 2” melee range.
  Sickle
  life eaTer - When a Soulhunter destroys a living 
  model with the Sickle, remove d3 damage points from the 
  Soulhunter.
  Lieutenant’s	Damage	
  10
  Thrall’s	Damage	
  8
  Leader	and	2	Troops	
  78
  Up to 2 Additional Troops 25ea
  Field	Allowance	
  1
  Victory	Points	
  3
  Base	Size	
  Large
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 7	
  6	 4	 13	 15
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 8	 7	
  7	 4	 13	 15
  Lieutenant 
  Cmd 8
  Thrall 
  Cmd 6
  soulHunters
  Cryx Cavalry Unit
  Sickle
  	 SPECIAL	
  POW	 P+S
  	Life Eater 4	 11
  Mount
  	 SPECIAL	
  POW	 P+S
  	
  —	
  10	 —
  Scythe
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  5	 12
  
  141
  That thing barreled out of the fog and straight into an 
  Ironclad. I’ll never forget the sound of its fists biting into 
  the hull before the rest of the thralls tore it to scrap. After 
  the battle, I tried for the better part of the next morning 
  to salvage parts. The best I could do was something that 
  looked like a piece of armored cowling.
  —Dunley Boggs, Field Mechanik
  As a further development of the necro-mechanikal research 
  that led to the creation of the Mechanithrall, the Brute 
  Thrall is a natural evolution for the meatsmiths of Cryx who 
  have long prided themselves on the integration of local fauna 
  into their malignant creations. These hulking monstrosities 
  are cobbled together from the carcasses of Sharde trollkin 
  and black ogrun, masses of conduit, steel plate, and nameless 
  mechanika powered by a necrotite-fueled boiler. Though the 
  end result is lacking both subtlety and cognitive capacity, it 
  is unquestionably well suited to its role on the battlefield: 
  crushing any obstacle crossing its path.
  Like all thralls, the Brute Thrall knows no fear, and it 
  is often sent to lead scores of Mechanithralls into combat. 
  Soft targets are quickly pummeled into unidentifiable blood-
  soaked heaps under the sheer power of the Brute Thrall’s 
  steam-driven fury. Those foes capable of temporarily 
  withstanding the savage assault are grappled in the 
  thrall’s immense fists while the accompanying 
  horde of Mechanithralls rip it to pieces. The 
  result is a wide field of scattered metal and 
  assorted unidentifiable debris. 
  Towering head and shoulders above 
  ordinary Mechanithralls, the first Brute 
  Thralls were created as personal 
  bodyguards by a particularly gifted 
  necrosurgeon. When it first appeared, 
  the twisted beauty of the abomination 
  sparked a fierce competition between his 
  peers to see who could craft the largest 
  and most powerful thrall. As more of the 
  Brute Thralls were manufactured they were 
  utilized to provide the vicious broods 
  of Mechanithralls additional muscle in 
  battle. Some necrosurgeons continue to 
  be wary of producing too many of these 
  brutal horrors, for they do not want to 
  lose control over such enormous 
  killing machines capable of 
  fighting unhindered despite 
  tremendous punishment.
  Brute Thrall
  iron griP – If the Brute Thrall hits with a melee 
  attack, in addition to dealing damage, the target model 
  is caught in the Brute Thrall’s Iron Grip. A caught model 
  cannot move until Iron Grip is released or the Brute 
  Thrall has been destroyed or removed from play. A caught 
  model is released if either model is moved or if the Brute 
  Thrall moves, makes an attack targeting another model, or 
  becomes stationary. Mechanithralls in the Brute Thrall’s 
  unit can make combined melee attacks targeting the 
  caught model. Instead of making melee attacks separately, 
  two or more Mechanithralls in melee range of the caught 
  model may combine their attacks. In order to participate 
  in a combined melee attack, a Mechanithrall must be able 
  to declare a melee attack against the caught model. A 
  Mechanitrall making a Combo Strike cannot participate 
  in a combined melee attack. The Mechanithrall with the 
  highest MAT in the attacking group makes one melee 
  attack roll for the group and gains +1 to the attack and 
  damage rolls for each Mechanithrall, including itself, participating in the attack.
  undead – The Brute Thrall is not a living model and never flees.
  Heavy Steamfists
  ComBo sTrike (★aTTaCk) – The Brute Thrall has a pair of Heavy Steamfists that can 
  be used simultaneously for a devastating attack. It can make a normal attack with each Heavy 
  Steamfist individually, or it may make a special attack with both Heavy Steamfists at the same 
  time. Make one attack roll for 
  the Combo Strike. Add the Brute Thrall’s STR once 
  and the POW of both 
  Heavy Steamfists to the damage roll.
  Brute tHrall
  Cryx MeCHanitHrall SpeCial Weapon attaCHMent
  Damage	
  8
  Point	Cost	
  18
  Field	Allowance	
  3
  Victory	Points	
  +0
  Base	Size	
  Medium
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 9	
  6	 4	 12	 14
  Brute Thrall 
  Cmd 6
  Heavy Steamfist
  	 SPECIAL	
  POW	 P+S
  	Combo	 5	 14
  	 SPECIAL	
  POW	 P+S
  	Combo	 5	 14
  Heavy Steamfist
  
  142
  Even after she wrenched out Gifford’s heart and bit into 
  it, I would’ve licked the blood from her lips like wine.
  —Sgt. Jezzen Cree, 568th Long Gunners, 1st Platoon
  The Satyxis are the source of many a mariner’s tale, and as any 
  salty dog will tell you, the enchanting beauty and menacing 
  cruelty of the warrior maidens of Satyx are no legend. The sea 
  witches in particular are bold, relentless, wicked, and seductive. 
  They use their call to seize men with a mixture of lust and 
  fear and then slake their dark thirst with the lives of their male 
  captives. Feared along the Broken Coast, these hellish witches 
  ply the open sea with ancient craft and magic.
  The Satyxis sea witches are exalted in their status among the 
  warrior clans of these bleak amazons. Each pirate sorceress 
  serves under the fierce gaze of her captain as the navigator 
  and taskmaster of a raiding ship. She is the captain’s right 
  hand and the conjurer of mists and numinous winds that carry 
  their black ships in silence.
  Wielding such power bestows great status upon these 
  witches, and each is attended by a coven of Satyxis raiders. 
  These Satyxis cruelly serve as her enforcers and regulators 
  among the sordid crew, and they are eager to keep in check even 
  the slightest infraction or hint of mutiny with a deadly reprisal. 
  Bound in a union forged in blood under the Calder moon, the 
  sea witch and her raider coven share an uncanny arcane bond.
  During battle the sea witch uses her arcane talents to whip 
  her warrior sisters into a frenzy of bloodlust. Driven by this fell 
  sorcery the Satyxis raiders lash madly about with their lacerators, 
  blindly seeking to kill anything in their way. The witch’s intent 
  can be visited upon them with a surge of power drawn from the 
  depths of dark waters, and it bolsters their lithe muscular forms 
  with uncanny strength. The sorcerous sea witch can call upon the 
  elements to conceal, bewitch, enervate, and punish. The raiders 
  who serve her are an extension of her will, and they deliver her 
  wrath upon those who deserve little more than death.
  Sea Witch
  Coiled sTanCe (order) - Every Satyxis Raider 
  who receives this order must forfeit her action. Affected 
  models gain +2 DEF against melee attacks. When a 
  Satyxis Raider is the target of an enemy melee attack that 
  misses, she may immediately make a melee attack targeting 
  the attacking model if it is within her melee range. Coiled 
  Stance lasts for one  round.
  offiCer - The Sea Witch is the unit leader.
  PoWer sWell - Once per game, the Sea Witch may use 
  Power Swell during her activation. During this activation 
  models in the Sea Witch’s unit gain an additional die on 
  melee damage rolls.
  Witchcraft
  The Sea Witch may use one of the following abilities 
  during each of her activations: 
  • BloodleTTing - This activation, models in the  
   the Sea Witch’s unit gain Berserk. Every time a Berserk  
   model destroys another model with a melee attack, it must  
   immediately make one melee attack against another 
  model in its melee range, friendly or enemy. Models in the unit cannot make combined melee 
  attacks this activation.
  satyxis raider sea witcH
  Cryx SatyxiS raider Unit attaCHMent
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  7	 5	 14	 12
  Damage	
  5
  Point	Cost	
  21
  Field	Allowance	
  1
  Victory	Points	
  +1
  Base	Size	
  Small
  Sea Witch 
  Cmd 9
  • Brume - This activation, models in the the Sea Witch’s unit gain Pathfinder 
  and Camouflage. Models with Pathfinder ignore movement penalties from 
  rough terrain and obstacles. Models with Camouflage gain an additional +2 
  DEF when benefiting from concealment or cover.
  • lamPrey - This activation, each time a model in the Sea Witch’s unit 
  damages a warjack with her Lacerator or Piercer, instead of suffering 
  Feedback the warjack’s controlling warcaster receives one less focus point 
  during his controller’s next Control Phase.
  Horns
  CriTiCal  knoCkdoWn – On a critical hit, target model is 
  knocked down. (Small-based models only)
  Piercer
  feedBaCk – Anytime the Piercer damages a warjack, 
  its controlling warcaster takes a damage point.
  reaCh – 2” melee range.
  Hand Cannon
  	RNG	 ROF	 AOE	 POW
  	12	 1	 —	 12
  Horns
  	 SPECIAL	
  POW	 P+S
   Critical	 3	 8
  Piercer
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  6	 11
  
  143
  caPtain rengrave
  Cryx revenant CreW CHaraCter Solo
  Captain Rengrave be Toruk’s first vassal, and he’ll likely 
  be the last.
  —Revenant Prize Captain Garvor Magrott of the cinder ship Dirge
  The ghost ship Atramentous has been conducting an ongoing 
  reign of terror for sixteen centuries. Its unliving and seemingly 
  indestructible Revenant crew is led by Captain Rengrave, the 
  first of their ilk who was both cursed and blessed by Lord 
  Toruk’s fire. All of the Revenants spawned thereafter have 
  sworn him oaths of fealty, and through him they serve the 
  Dragonfather. 
  Rengrave leads them to war, and 
  in their midst 
  he is impossible to defeat.
  Rengrave
  CaBin Boy - When Rengrave suffers sufficient damage to be destroyed, a 
  friendly Revenant Crew model in his command range may be destroyed instead. 
  Rengrave is reduced to one wound.
  Commander - Rengrave has a command range equal to his CMD in inches. 
  Friendly Cryx models/units in his command range may use Rengrave’s CMD 
  when making command checks. Rengrave may rally and give orders to friendly 
  Cryx models in his command range. 
  field PromoTion - Once per activation, Rengrave may promote a Pirate 
  in a friendly Revenant Crew unit that has had its Quartermaster destroyed or 
  removed from play. That Pirate must be in Rengrave’s command range. Replace 
  the promoted model with the Quartermaster model. Effects, spells, and animi 
  on the replaced Pirate are applied to the new Quartermaster.
  Pressed - When Rengrave destroys a living enemy model, before it is removed 
  from the table, it must make a command check. If the check fails, Rengrave’s 
  controller may add a Pirate to a friendly Revenant Crew unit in his command range. 
  The model must be placed in formation and may activate normally this turn.
  reign of Terror - When an enemy model/unit flees in Rengrave’s 
  command range, Rengrave and friendly Revenant Crew models/units in his 
  Damage	
  5
  Point	Cost	
  28
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Small
  Rengrave 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 7	
  7	 6	 14	 14
  TACTICAL TIPS
  reign of Terror – Reign of Terror only takes affect when an enemy model/unit 
  initially flees and does not take affect if a model that is already fleeing moves into 
  Rengrave’s command range.
  command range cannot be damaged. Reign of Terror lasts 
  for one round.
  squall - Once per activation, an enemy model/unit 
  within Rengrave’s LOS and in his command range may 
  be cursed by Squall. Cursed models suffer –2 CMD and 
  cannot give or receive orders. The curse lasts for one 
  round.
  sWordmasTer - Rengrave may make one additional 
  melee attack.
  Terror - Enemy models/units in melee range of 
  Rengrave and enemy models/units with Rengrave in their 
  melee range must pass a command check or flee. 
  undead - Rengrave is not a living model and never 
  flees.
  Hand Cannon
  ghosT shoT - Rengrave ignores intervening models 
  when making Hand Cannon ranged attacks.
  insulT To injury - After resolving his melee attacks, Rengrave may make a Hand Cannon 
  ranged attack if he is not engaged.
  Captain Rengrave was already a pirate of horrible reputation 
  when he was alive. He stole the Atramentous as an act of singular 
  blasphemy. The ship was the largest of the dirgenmast funeral 
  ships sent across the waves to carry the body of an honored 
  noble of Tordor. This desecration may have invoked his doom, 
  for Lord Toruk came to him and offered the choice of eternal 
  service or utter destruction. When he accepted, the dragon’s 
  flame washed over him, his crew, and even his crow Squall, 
  consuming and changing them into indestructible Revenants. 
  Captain Rengrave was sent against the pirate kings of the 
  Scharde Isles where he slaughtered their gathered warriors to 
  demonstrate the consequences of defying the dragon. Captain 
  Rengrave witnessed the indoctrination of the first lich lords 
  and feels smug satisfaction knowing that he came into his 
  power first.
  Nothing delights Rengrave more than killing, plunder, and 
  the sight of the terrified faces of the living as his men swing to 
  and board a ship to take its valuables and sink it to the deep. 
  In past centuries he was told to restrain his appetites and strike 
  at times and places dictated by the lich lords. By the command 
  of Skarre Ravenmane, his fleet has been unleashed to attack at 
  will. Rengrave has the power to add names to his register and 
  capture new prize ships to add to his ghost fleet to swell the 
  ranks of Revenants as required. He captures the living and gives 
  them a choice: they can join his crew and be transformed or die. 
  The great attacks put forward by Skarre are an opportunity he 
  has waited a millennium to savor. No western coastal town will 
  escape unscathed.
  Hand Cannon
  	RNG	 ROF	 AOE	 POW
  	12	 1	 —	 12
  Fathom
  	 SPECIAL	
  POW	 P+S
  	
  —	
  6	 13
  
  144
   
  Through Tartarus darkness itself marches to war. 
   
   
   
   
   
  —Lich Lord Asphyxious
  Bane Lord Tartarus
  Bane Lord Tartarus is both a singular weapon and 
  a commanding general delivered to the mainland 
  centuries ago as part of a long-term project of 
  the eldest lich lords to plant seeds of destruction. 
  His essence is linked to the same great void of 
  darkness bleeding death into Caen, inimical to all 
  life, for which all bane thralls and knights serve 
  as conduits. He cannot deny the unholy impulses 
  of this energy and the runes binding him to unliving 
  flesh, and he calls his host to join him in one slaughter 
  after another.
  Only a few beings on Caen fully understand the nature 
  of the bane force permeating these thralls and bestowing 
  formidable powers over darkness and an insatiable thirst to 
  extinguish life. One who knows their nature better than 
  any is Lich Lord Tenebrous, one of the few original 
  lich lords and an enigmatic being unrecognizable 
  from his former existence.  He has become wraithlike 
  and distanced from corporeal existence. It was largely 
  through his efforts that the bane lord came to exist.
  There are occasions when the souls of the dead 
  neither linger on Caen as restless spirits nor make the 
  passage to Urcaen to seek a god’s domain. There is a 
  crack between these realms, a fissure of timeless void, 
  and the few wayward souls that fall into this fissure 
  experience a singular form of endless torment. Able to 
  peer through the murky veil separating them from the 
  true realms, they seethe in hatred and jealous longing 
  and become consumed by destructive ambition. Lich 
  Lord Tenebrous was the first in recent memory to 
  learn to reach into this fissure by working from 
  ancient texts recovered from Morrdh. He was able 
  to bring the tormented spirits back and encase 
  them in rune-carved dead flesh and bones. The 
  spirits then inhabited new bodies to become 
  
  145
  cunning and malicious weapons forever linked to the void and 
  its consuming darkness. Some souls are particularly resonant 
  with bane energy and retain their own identity and power. 
  Tartarus is one singularly potent soul, recovered and reborn 
  by artifice into something truly unholy.
  Nearly three thousand years ago, a chieftain arose among 
  the Molgur named Horfar Grimmr who led a doomed attack 
  against a wall called the Shield of Thrace. It was one of the 
  last great battles of the Molgur against priest-king Golivant, 
  and in the battle the Molgur were shattered. Grimmr was 
  captured and tormented for a month by the Menites 
  before being thrown on the flames in rituals conducted to 
  purify his soul of the Devourer-taint they saw in him. As 
  his flesh burned, Horfar’s soul raged and lashed out. It was 
  too powerful to be contained yet permanently scarred and 
  disfigured by Menite rites. His weighty soul fell through 
  the rift, and due to Menite curses it did not reach Urcaen, 
  languishing instead in the void. There it became something 
  other. Past memories erased, it seeped in bane energy and 
  Tartarus
  BeCkon (★aCTion) – Remove 
  one friendly Bane Thrall or Bane 
  Knight unit in Tartarus’ command 
  range and place the models in the unit 
  completely within 4” of Tartarus. 
  There must be room for the models’ 
  bases in the new location. Affected 
  models cannot be targeted by free 
  strikes during this movement. After 
  being beckoned, affected models 
  cannot move this turn.
  Commander – Tartarus has a 
  command range equal to his CMD 
  in inches.  Friendly Cryx models/
  units in his command range may 
  use Tartarus’ CMD when making 
  a command check. Tartarus may 
  rally and give orders to friendly Cryx 
  models in his command range.
  Curse – Once per activation, 
  Tartarus may curse an enemy 
  model/unit within LOS and in 
  his command range. Tartarus and 
  friendly Bane Thrall and Bane 
  Knight units charging cursed models 
  do so at SPD +5. When attacking 
  a cursed model, Tartarus, Bane 
  Thralls, and Bane Knights gain +2 
  to attack rolls. Curse lasts for one 
  round.
  dark shroud – Enemy models 
  within melee range of Tartarus 
  suffer –2 ARM. Dark Shrouds are 
  not cumulative.
  field offiCer – An additional 
  Bane Thrall or Bane Knight unit 
  may be fielded over normal Field 
  Allowance limitations.
  field PromoTion – Once per 
  activation, Tartarus may promote 
  a Bane Thrall or Bane Knight in 
  his command range that belongs 
  to a friendly unit that has had its 
  Lieutenant destroyed or removed 
  from play. Replace the promoted 
  model 
  with 
  an 
  appropriate 
  Lieutenant model. Effects, spells, 
  and animi on the replaced model are 
  applied to the new Lieutenant.
  sTealTh 
  – 
  Attacks 
  against 
  Tartarus from greater than 5” away 
  automatically miss. If Tartarus 
  is greater than 5” away from an 
  attacker, he does not count as an 
  intervening model.
  undead – Tartarus is not a living 
  model and never flees.
  WeaPon masTer  – Tartarus 
  rolls an additional die on his melee 
  damage rolls.
  Rivener
  deaTh Toll – When Tartarus 
  destroys a living enemy model, his 
  controller may add a non-leader 
  model to a friendly Bane Thrall 
  or Bane Knight unit in Tartarus’ 
  command range. The model must 
  be placed in formation and may 
  activate normally this turn.
  reaCh – 2” melee range.
  Thresher 
  (★aTTaCk) 
  – 
  Tartarus may make one melee 
  attack with Rivener against every 
  model within melee range in his 
  front arc. Completely resolve each 
  attack individually and apply the 
  targets’ special rules immediately as 
  each attack is resolved. Determine 
  damage normally.
  Cryx Character Solo
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 7	
  7	 4	 12	 16
  Damage	
  8
  Point	Cost	
  40
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Medium
  Tartarus 
  Cmd 9
  deaTh Toll - No, you can’t add a Lieutenant even if the unit has 
  an officer.
  turned unspeakably malevolent. Over two thousand years 
  it writhed in this hellish state until discovered and plucked 
  by Tenebrous and inserted into unliving flesh as a unique 
  necromantic masterpiece. Encased in rune-inscribed armor 
  and given the unholy axe Rivener, Bane Lord Tartarus was 
  put into the world to rule over and dominate all bane thralls 
  in service of the Dragonfather. 
  He has wandered in the shadows of western Immoren 
  for centuries lurking in cursed forests, in the caverns below 
  mountains, and across swamps where the forgotten dead lie 
  deep below the murk. He has brought forth his vassals and 
  pulled other potent souls from the void to give them bodies, 
  armor, weapons, and purpose. The bane lord does not require 
  the taxing and time-consuming rites and rituals normally 
  utilized to create these bane warriors, for his own essence 
  provides a continuous conduit to the void. By Goreshade’s 
  summons he has travelled north to build a terrible army from 
  the remains of the slain.
  SPECIAL RULES
  TACTICAL TIPS
  Rivener
  	 SPECIAL	
  POW	 P+S
  	 Multi	 5	 12
  
  146
  skarre, queen of The Broken CoasT
  ~ ePiC WarCasTer ~
  BlaCk ogrun Boarding ParTy
  ~ uniT ~
  cryx
  
  147
  soulhunTers
  ~ Cavalry uniT ~
  BruTe Thrall
  ~ sPeCial WeaPon aTTaChmenT ~
  
  CaPTain rengrave
  ~ CharaCTer solo ~
  148
  harroWer
  ~ helljaCk ~
  Bane lord TarTarus
  ~ CharaCTer solo ~
  
  149
  helldiver
  ~ BonejaCk ~
  Bane knighTs
  ~ uniT ~
  
  150
  The terror inspired by Cryx in mainlanders is amplified 
  because the actions of the Nightmare Empire seem so 
  incomprehensible. Their surprise attacks and raids seem 
  to come with no discernable pattern. They strike when and 
  where they choose, and the only constant is the slaughter 
  of the innocent. Despite this impression Cryx has a highly 
  organized military, and there is a method to their actions, 
  albeit their movements are deliberately obfuscated to strike 
  where they are not expected. Fear is one of the foremost 
  weapons of the Cryxian military, and they exploit the 
  dread of their enemies whenever possible.
  The armies of Cryx are comprised of many powerful 
  and virtually immortal undead capable of intricate 
  planning and long-term thinking beyond a mortal lifespan. 
  Ultimately their aims are the aims of Lord Toruk, the 
  dragon-god, who has inexhaustible patience. The details 
  of running His armies and the empire in general are left to 
  His twelve lich lords. Though not as patient as their master, 
  every one has been overseeing substantial dominions for 
  centuries, some few for over a millennia. 
  One reason the movements and actions of these armies 
  is difficult for the human militaries to understand is that 
  their objectives have little to do with traditional conquest. 
  Until very recently Cryxian forces have shown little 
  interest in seeking permanent gains on the mainland. Lord 
  Toruk’s primary interest is the destruction of His progeny. 
  Having gathered information concerning His treacherous 
  brood for hundreds upon hundreds of years, the Dragon is 
  now ready to strike. Once the nations of men have fallen, 
  He will drag His children from their hiding places and 
  devour them. Meanwhile the lich lords strengthen Cryx’s 
  position by undermining the island empire’s enemies. Even 
  the petty agendas of lich lords such as Asphyxious, who 
  until recently was diverted by personal ambitions, are 
  meaningless in the scope of Toruk’s plans. 
  Lord Toruk and the majority of the lich lords remaining 
  on the island have let their will be known by sending 
  agents to pass orders to those fighting on the mainland. 
  The Dragon’s mind is inscrutable, and He still grants favor 
  to both of his lich lord generals. Terminus and Asphyxious 
  have been instructed through these commands to put aside 
  their enmity and rebuild their armies to continue their more 
  important work. To the Dragon, both Asphyxious’ dreams 
  of godhood and the interlude of Terminus’ banishment 
  are but blinks of an eye and inconsequential. 
  The military might of Cryx has long been divided into 
  several segments, each overseen by a lich lord: the reserves, 
  the fleets, and the armies of invasion. Lich Lord Scopulous 
  oversees the legions of thralls left in reserve as well as 
  Cryx’s vast stockpiles of weapons and necrotite. Scopulous 
  is also responsible for the garrisons and fortresses of the 
  island empire. The lich lord coordinates efforts with the 
  fleet to ensure a steady stream of reinforcements reaches 
  mainland incursion forces. 
  The exact size and composition of the reserve army 
  fluctuates tremendously as do all of the Cryxian forces; 
  armies of the dead are more rapidly assembled yet less 
  individually adaptable than living armies. They also present 
  unique challenges to organization and leadership in battle. 
  In some cases a large portion of a Cryxian army is made up 
  of unthinking weapons—helljacks, bonejacks, thralls—
  requiring singular leaders of great will to coordinate their 
  efforts.
  Not all of Cryx’s soldiers are undead; there are a great 
  many living humans, ogrun, black ogrun, trollkin, Satyxis, 
  bogrin, and others who have been pressed into service to 
  defend the fortresses of the main island, man the smaller 
  strongholds on the periphery islands, and serve as crews 
  aboard vessels. Living vassals are also used for support. 
  They maintain the empire, build ships or arms, smuggle 
  materials from the mainland scarce on the islands, and 
  plunder merchant ships. These individuals live brief life 
  spans and then are recycled into thralls or other undead 
  to  continue their service. Those who prove exceptionally 
  skilled or cunning might be rewarded with the gift of 
  undead immortality. In most cases, however, souls are 
  harvested to become fuel for soul-burning engines, and 
  corpses are animated as mindless thralls. This is the only 
  ‘afterlife’ expected in Cryx and a fate to which they are 
  generally resigned.
  All forces of incursion were once the province of 
  Lich Lord Daeamortus. Daeamortus relied heavily upon 
  powerful vassals such as Asphyxious who served as his chief 
  Military of the 
  Cryxian Empire
  
  151
  lord toruK
  Dragonfather, God of Caen, 
  Master of the Nightmare Empire
  cryxian Military
  Foreign aFFairs
  Lich Lord 
  Thalassina
  occult researcH
  arcHive oF sKell
  Lich Lord 
  Corripio
  eMPire 
  inFrastructure
  intelligience
  Lich Lord 
  Malathrax
  necroMantic 
  researcH
  Lich Lord Fuimenus
  esoteric 
  researcH
  Lich Lord Tenebrus
  draconic 
  lore
  Lich Lord 
  Venethrax
  war 
  industry
  Lich Lord Morbus
  cHurcH 
  oF toruK
  Lich Lord Divinitus
  treasury
  Lich Lord Angorus
  terMinus incursion
  Conquest
  Soldiers:	Unknown
  Lich Lord Terminus
  asPHyxious 
  incursion
  Conquest
  Soldiers:	Unknown
  Lich Lord 
  Asphyxious
  cryxian reserves
  Reserves/Defense
  Soldiers:	Unknown
  Lich Lord Scopulous
  cryxian Fleets
  Ships:	Unknown
  Skarre Ravenmane, 
  Queen of the 
  Broken Coast
  Mainland arMy
  Soldiers:	Unknown
  Lich Lord Terminus
  BlacK Fleet
  Ships:	Unknown
  Skarre Ravenmane
  slaugHter Fleet
  Ships:	25+
  General Gerlak 
  Slaughterborn
  Pirate Fleet
  Ships:	495+
  Admiral Axiara 
  Wraithblade
  gHost Fleet
  Ships:	Unknown
  Captain Rengrave
  FlagsHiP Fleet
  Ships:	16
  Skarre Ravenmane
  reMaining BlacK Fleet
  Ships:	Unknown
  axiara’s raiders
  Ships:	15+
  Axiara Wraithblade
  Pirates and sMugglers
  Ships:	380+
  Includes hundreds 
  of small vessels
  FlagsHiPs
  Ships:	6
  Soldiers: Varies 
  (3,200+)
  escort wing
  Ships:	5
  Soldiers: Varies
  Fleet Captain 
  Kelvexis Darkreef
  raider transPort
  Ships:	5
  Soldiers: Varies
  Fleet Captain 
  Selvixen
  tHe atraMentous
  Ancient	Dirgenmast	
  Revenants
  Revenants:	~650
  tHe widower
  Flag	Blackship
  Satyxis,	
  Thralls,	Wraiths
  Crew:	~600
  Skarre	
  Ravenmane
  ill tidings
  Blackship
  Satyxis
  Crew:	~500
  Captain	
  Velmexria	
  Dawnblood
  Blood teMPest
  Blackship
  Satyxis
  Crew:	~500
  Captain	
  Sarlixa	Redtide
  Maledictor
  Blackship
  Black	Ogrun/
  ’Loaned’	
  Revenant	Crew
  Crew:~500
  Captain	Jorvak	
  Earcutter
  Branding iron
  Blackship
  Warjacks,	
  Necrotechs,	
  Necrotite
  Crew:~200
  Captain	Vemolluc
  exHuMation
  Blackship
  Necrosurgeons
  Thralls:	900+
  Captain	Anathius	
  (skarlock)
  dirge
  Fast	Frigate
  Revenants,	
  Black	Ogrun
  Thralls:	~350
  Prize	Captain	
  Magrott
  deatH Knell
  Fast	Frigate
  Revenants,	
  Black	Ogrun
  Thralls:	~330
  Prize	Captain	
  Farwain
  Plunder
  Frigate
  Revenants
  Revenants:	~300
  Prize	Captain	
  Galloway
  Bloated Blige
  Treasure	Galleon
  Revenants
  Revenants:	~420
  Prize	Captain	
  Wineblood
  striKe raiders
  Satyxis,	Skarlock,	
  Harrower,	Seether
  Raiders:	225
  sweeP raiders
  Satyxis	
  Soul	Harvesters,	
  Leviathan
  Raiders:	175
  warjacK suPPort
  Necrotechs,	
  Machine	Wraiths,	
  Bonejacks,	Helljacks
  sHiP’s watcH
  Satyxis,	Thralls
  Watch:	75
  sHiP’s crew
  Satyxis
  Crew:	125
  Each	of	the	12	Lich	Lords	are	equal	in	rank,	overseeing	different	elements	of	the	Empire
  Cryxian	troop	strength	fluctuates	widly	
  due	to	the	variance	of	unliving	assets.
  Listed	below	are	the	cinder	ships	
  most	commonly	with	the	Atramentous.
  Their	number	vacilates	as	new	ships	are	
  stolen	and	others	are	sunk	in	battle
  cryxian 
  Military
  
  152
  agent on the continent and field commander 
  of his army. Even before destroying his master, 
  Asphyxious was considered by many in Cryx to be 
  the unnamed thirteenth lich lord. 
  Asphyxious’ army benefited from the open war between 
  the mortal Iron Kingdoms. The distractions of these battles 
  enabled Cryx to penetrate the mainland and establish secret 
  bases in a number of remote wilderness locations, the most 
  significant being in the northern Wyrmwall Mountains 
  and the Thornwood Forest. Underground tunnels are the 
  favored sites for these bases. New tunnels are continuously 
  excavated and where no tunnels exist, they are dug. It 
  is from these networks that Cryx intends to establish 
  the infrastructure for unlimited necrotech fabrication. 
  Expanding and creating these bases is an essential part of 
  Cryx’s insidious campaign of conquest. While the mortal 
  nations are preoccupied with borders and open war, Cryx 
  spreads like a tumor discovered too late to remove easily.
  The battlefields of Llael proved exceptionally useful for 
  providing raw material and allowed Asphyxious’ army to 
  expand its size rapidly by salvaging bodies and machinery 
  from the aftermath. Similarly, Cryxian forces can harvest 
  ample necrotite from the fields of carnage to refuel without 
  relying on any supplies from the Scharde Islands. This 
  army has the easiest time operating autonomously. They 
  need neither food, nor fuel or ammunition. The primary 
  need for resupply comes from the loss of helljacks and 
  complex thralls. Bonejacks are relatively easy to rebuild on 
  the mainland, but even they require salvage of functional 
  cortexes. Presently helljacks can only be produced in 
  small numbers on the mainland, and losses usually require 
  replacement from the islands. 
  The other great general sent to terrorize the mainland is 
  Lich Lord Terminus who has supervised the raiding fleets 
  of Cryx for centuries. Before Cryx began its invasion of 
  the mainland, the fleet consumed the majority of Cryxian 
  military assets and remains one of the most diverse 
  armies serving Lord Toruk. Terminus believes in applying 
  constant pressure to the navies of Cygnar, Ord, and Khador 
  while continuing to raid targets of opportunity along the 
  coastline. 
  The landing of Terminus’ incursion force represents a 
  substantial threat to all mortals of the mainland, for his 
  is an army of a different caliber and scope than they have 
  ever faced before. As Terminus retains control over the 
  fleets, he has greater access to supplies and reserves than 
  Asphyxious. For these reasons, Terminus’ army is expected 
  to regain its stride quickly and recover from losses sustained 
  at the Battle of the Temple of Garrodh. 
  Landing this army came not without its own price. It 
  required elaborate diversions to both the northern and 
  southern Cygnaran fleets. In the process Terminus sent one 
  of his subordinate generals, Gerlak Slaughterborn, and his 
  Slaughter Fleet on a diversionary attack on Highgate that 
  forced Cygnar to endure substantial losses. These attacks 
  served not only to allow Terminus to land his army on the 
  shores south of the Gnarls, but it allowed scouting forces 
  to penetrate the southern Wyrmwall Mountains and gain 
  substantial intelligence regarding the dragon Blighterghast. 
  Against all odds, Slaughterborn survived the attack, but 
  his forces have had to fall back to Blackrock to recuperate 
  and gather reinforcements.
  While Asphyxious focuses on rebuilding his army and 
  exploiting the battlefields left by Khador, Cygnar, and the 
  Protectorate, Terminus has coordinated attacks to provide 
  cover for his actions. He is preparing mustering points to 
  unleash attacks on key mainland territories with which 
  he hopes to consolidate a permanent Cryxian presence. 
  Once Terminus’ supply points and bases are finished along 
  secluded coastal areas easily accessed by the fleets, Cryx 
  will have better capability of launching attacks deeper 
  inland.  
  Since reaching the mainland, Terminus has received 
  reports of a potent dragon blight penetrating northern 
  Khador. Even as he moves to consolidate his power, agents 
  have been dispatched to investigate these rumors further. 
  Should they prove true, Cryx is certain to expand its 
  operations in the north. 
  After turning his attention to the mainland, Terminus 
  granted Skarre Ravenmane control of the fleets and 
  gave her explicit orders to escalate coastal raids. The full 
  strength of the Cryxian fleets has been unleashed as never 
  before along the western seaboard, and they have raided 
  more heavily than any time since the Scharde Invasions 
  of Vinter Raelthorne’s rule. These attacks target the full 
  scope of the coast and are particularly heavy in the north 
  where they probe Khadoran defenses in preparation for 
  future landings. 
  Cryx’s naval strength is loosely divided into several 
  fleets, and each serves an important role. The most notable 
  and powerful are the Black Fleet and the Ghost Fleet 
  comprised of unique Cryxian assets. Though mainlanders 
  have encountered these vessels individually before, few have 
  any awareness of their number until Skarre opened up a 
  Cryxian Military Structure
  
  153
  war front across the shores of four nations. Conducting 
  such massive engagements has required calling on the 
  resources of every boat Cryx can launch, including those 
  normally held in reserve.
  Blackships are particularly dreadful vessels considered 
  by many mortals as a sign of imminent doom. They 
  literally bring their own weather by calling on occult power 
  to lend wind to their sails and surround themselves with 
  concealing fog. These ships are more than the equal of 
  the most powerful vessels of the mortal navies. Only the 
  modern ironhulls stand a chance against them. The secrets 
  of the fabrication and maintenance of the blackships are 
  closely guarded secrets, but these vessels are slowly crafted in 
  Dreggsmouth under the supervision of Master Shipwright 
  Kress Soratt who answers to Lord Captain Derevnia Vrace, 
  leader of Dreggsmouth and vassal of Lich Lord Morbus. 
  In addition to being among the most formidable warships 
  ever created, blackships have the capacity to carry large 
  numbers of soldiers, helljacks, and other supplies to land 
  invasion forces.
  The Ghost Fleet is mostly comprised of fast frigates 
  with a few larger treasure galleons, and their number 
  vacillates depending on the vagaries of war. Though not 
  quite as fast or deadly as blackships, the cinder ships have 
  their own advantages. They are pushed by unseen winds, 
  able to repair themselves, and possessed of sentient spirits 
  of their own. They shimmer like mirages on the horizon and 
  are easily mistaken as friendly vessels until they approach. 
  Their crews are beholden to Captain Rengrave who has 
  the distinction of being Toruk’s first vassal. The flagship 
  Atramentous is the most ancient ship sailing the Meredius, 
  and the enormous blackened dirgenmast funereal ship’s 
  decks and rigging are laced with green fire. The Ghost 
  Fleet appears where needed and sometimes comes without 
  even being called. 
  The Pirate Fleet is the largest but most loosely ordered 
  of Cryx’s fleets, and includes a diverse variety of small and 
  large vessels made up mostly of sailing vessels liberated 
  from other nations. This fleet includes the largest number 
  of living crewmen, primarily human Scharde islanders, 
  but it includes Satyxis, trollkin, and ogrun. In addition to 
  being utilized in unorganized attacks on mainland shipping 
  for plunder, these ships have long been involved in the 
  smuggling trade, the only true ‘commerce’ between Cryx 
  and the mainland. While considered primarily a support 
  and diversionary fleet, these ships remain battle-ready and 
  willing to answer the call to action. Containing a large 
  number of vessels and counting many skilled crews among 
  its number, the Pirate Fleet remains difficult to 
  control and coordinate. Their reliance on winds 
  and the vagaries of piratical temperament means they are 
  an asset in the aggregate but are often left to their own 
  devices. Their ability to find even marginal welcome at 
  smuggler’s ports and seedy pirate dens has made this fleet 
  a valued asset to Cryxian intelligence gathering, for they 
  are able to learn important rumors. Cryx will otherwise 
  deploy these ships to distract naval forces while sending 
  the Black or Ghost Fleet on higher priority targets.
  The crews of these vessels are segregated, but they join 
  together for attack raids against key targets. These terrifying 
  soldiers accompany helljacks such as the Leviathan and 
  Harrower, which drop into the water before the ships land 
  and rise onto shores and piers from the depths to unleash 
  death on coastal defenders. Tactics in raiding attacks are 
  usually focused on overwhelming by sheer press of numbers 
  and forcing the enemy to panic and rout in fear. Though 
  not subtle, such techniques work very well, particularly 
  when employed by seemingly indestructible revenants.  
  The active armies and fleets are aided by continuous 
  industry and research overseen by the lich lords remaining 
  on the island. Some have spies seeded throughout the 
  mainland to help coordinate surprise attacks. Even those 
  involved in esoteric occult research occasionally discover 
  innovations giving rise to new weapons. If the mortals 
  of the mainland had any idea of the complex unholy 
  machinations being unleashed against them, they would 
  immediately put aside their differences and combine to 
  annihilate Cryx. Thanks to the hatching of many long 
  buried seeds, this seems unlikely to come to pass, and Lord 
  Toruk and His minions are allowed the time required to 
  pursue ancient vendettas.
  
  154
  Skarre Ravenmane has opened up a war front 2,000 miles 
  wide along the western coast as she conducts continual 
  raids and surprise strikes. Her notorious blackship, the 
  Widower, is the flagship and is escorted by a formidable 
  array of Cryx’s most powerful vessels. The decks of 
  each of these terrifying ships are crammed with raiding 
  parties eager to plunder mainland villages and shipping. 
  These attacks have brought all of the western navies to 
  full alert in attempts to outmaneuver and engage them, 
  but the Cryxian vessels have advantages other navies do 
  not. The sight of even a single blackship is enough to send 
  lesser vessels fleeing at full sails toward the nearest fortress. 
  Seeing a line of them coming as ominous silhouettes lit by 
  the setting sun across the waves can drive even hardened 
  naval officers to madness.
  The Widower is directly accompanied by the blackships 
  Ill Tidings, Blood Tempest, Maledictor, Branding Iron, and 
  Exhumation. The first three of these vessels are comprised 
  of Skarre’s favored Satyxis. Satyxis will always form the 
  core of Skarre’s raiding force, and each is handpicked and 
  loyal to Skarre. They view her as akin to a goddess. Among 
  the Satyxis raiders are sea witches of considerable power 
  whose blood magic draws from a similar source and origins 
  as Skarre’s own blood magic. 
  The Maledictor boasts a large force of savage black 
  ogrun boarders distributed among other vessels before 
  major engagements to lead in the capture of ships and 
  the slaughter of crew and sailors defending them. Their 
  captain is Jorvak Earcutter, a slave-runner whose name 
  brings dread even in ports where the flesh trade is illicitly 
  condoned such as the Wake Isles of Five Fingers. He and 
  his ogrun are not always on amiable terms with the Satyxis 
  who treat them with some disdain, but they have come 
  to an equitable arrangement. The Branding Iron is a special 
  ship outfitted to serve as a mobile helljack and bonejack 
  armory complete with necrotechs loyal to Skarre and 
  ample supplies of necrotite. The Exhumation is a charnel 
  By tHe dead sea, a Bloody dawn, and a watery grave
  The Black Fleet
  raiders oF tHe BlacK Fleet led By tHe Queen oF tHe BroKen coast
  • 1,600  Satyxis
  • 900+ Thralls
  • 370  Black Ogrun Pirates
  • 300+ Revenants
  • 30 Others 
    (necrotechs, wraiths, skarlocks)
  ASSETS
  LEADERSHIP • FLAGSHIPS
  • Skarre Ravenmane, Warcaster
  • Blackship Captains Dawnblood, Redtide, 
     Earcutter, Vemolluc, and Anathius
  WaRJaCK CHaSSiS SuPPoRT: 
  • Heavy: Leviathans (2), 
  • Harrower (2), Seether, Slayer, Reaper
  • Light: All chassis (dozens)
  
  155
  slaughterhouse ship filled with corpses, thralls, and the 
  tools of reanimation. 
  Skarre’s exploits along the coast have been ongoing for 
  decades, for she has had a place of special favor 
  among her people since first manifesting her 
  powers over sacrificial blood magic. She has been 
  involved in countless notorious raids including 
  the one that led to the utter destruction of the 
  Cygnaran coastal town of Ingrane. Some take 
  these attacks as capricious malice no more than 
  the lashing of the Dragon’s claw, but attacks 
  such as these are not made without a purpose. 
  They have included gathering captives of 
  interest, kidnapping them as needed by Cryx’s 
  necromancers or inculcating them into occult 
  training and conditioning. Their plunder is 
  not for personal gains but to gather assets for 
  the war effort, including supplies of blasting 
  powder otherwise unavailable to Cryx.
  The ships under her perform the most vital 
  strikes for Cryx. Skarre was personally involved 
  in one of the largest sea-battles against the 
  Cygnaran Navy in the Windwatcher’s Passage 
  in 588 AR where she dealt a grievous defeat 
  to forces sent from Westwatch. This opening 
  allowed the Widower and other pirates to 
  conduct brutal raids on a 
  number of villages across the 
  shore of the Gulf of Middlebank. 
  The slaughter and pillaging was so 
  fierce that none will dare settle in 
  the area today. More recently she led 
  the brutal attack on Port Vladovar, 
  home of Khador’s Navy. Her fleet 
  crippled or captured many of that 
  northern nation’s finest warships, dealt 
  a grievous blow to its naval strength, 
  and inflicted considerable casualties 
  and damage to the city. The damage 
  to Port Vladovar coincided with other 
  Cryxian movement further inland and 
  spread terror and uncertainty across 
  Khador as word of the damage to the 
  fleet spread.
  
  156
  Bane thralls seem similar to other undead, but they are 
  not entirely mindless. The thrall runes inscribed on 
  their bones give rise to a sentient darkness inimical to 
  life that seeps into the world from ancient souls trapped 
  in the cold oblivion between Caen and Urcaen. First 
  among bane warriors is Bane Lord Tartarus. He has been 
  prowling forgotten and forbidden places on the mainland 
  for centuries, but recently he answered the summons of 
  his masters. He now moves between shadows with his 
  armored retinue to join Goreshade the Bastard in a trek 
  through Khador. They spent some time sowing chaos and 
  destruction behind the lines of battle between Cygnar and 
  Khador but have moved on to other targets deeper inside 
  the northern nation.
  Bane Lord Tartarus is a connoisseur of slaughter fields 
  and old battlegrounds, and he is able to sniff out and 
  recover the bones of powerful warriors who have fallen 
  in tragic conflict without last rites. He can utilize such 
  remains with one of his greatest powers. He has the ability 
  to serve as a conduit for the outer darkness to accelerate 
  the process for creating Bane Thralls and Bane Knights, 
  which in turn join his host. Without his intervention, the 
  rise of these creatures is slow, unpredictable, and reliant 
  on capricious accumulations of death energy alongside 
  time-consuming rituals. He has spent the last centuries 
  searching for singular examples of such corpses, and in the 
  process he has a number of exceptionally intelligent and 
  potent bane warriors in his service. 
  While not specifically recognized by mortals, the 
  passing of his host has engendered many legends and 
  whispers of cursed regions. They have added to the infamy 
  of places such as the Vescheneg Headlands, the Malgur 
  Forest, Henge Hold, Nine Stone, the Gallowswood, 
  Wythmoor, Bloodroot, Thornfall, the Sea of Graves, and 
  the Field of Souls. The Umbreans have a number of folk 
  legends relating to the Host of Tartarus, as their horsemen 
  have battled them on several occasions during their passage 
  through this region to pick through old battlefields left in 
  the wake of the Orgoth. More recently during the Battle 
  of the Willow Barrens, it is suspected this host managed 
  to annihilate an entire battalion each of Cygnaran and 
  Khadoran soldiers by pitting them against one another and 
  then descending on the survivors. 
  • 20+ Bane Thralls
  • 20+ Bane Knights
  • Leviathan
  • 3 Deathrippers
  • 2 Stalkers
  ASSETS
  LEADERSHIP
  • Bane Lord Tartarus
  • Bane Lieutenants Kortesh and 
  • Suneater
  • Pistol Wraith Jerventis
  • Necrotech Frolvan
  Host of Tartarus
  attacHed to tHe arMy oF terMinus, serving goresHade tHe Bastard
  
  157
  Among his host are several notable vassals, 
  including two ancient and puissant bane knights 
  who lead smaller arms of his forces. One of these 
  is called Kortesh, a massive-framed undead thought to be 
  an echo of the soul of a Khadoran barbarian noted for 
  slaughter and depravity before the landing of the Orgoth. 
  He was an unrelenting savage who refused to pass to 
  Urcaen after being strangled in his sleep. The other is an 
  entity called only Suneater, a bane cloaked in darkness so 
  pervasive even the full light of the sun cannot diminish it. 
  It is said the body that gave rise to Suneater was recovered 
  from the ancient field of slaughter where Scion Roth had his 
  dark ascension at the legendary Battle of Ten Townships. 
  The soldiers garrisoned along Khadoran coastal towns 
  have become more familiar with the effectiveness of these 
  undead warriors than they would like. These soldiers and 
  town militia have frayed nerves and find themselves unable 
  to sleep, knowing the banes might spring upon them at any 
  time from unexpected directions and with no warning.
  Tartarus is patient and cunning, and he watches and 
  savors ongoing battles as much as a living man enjoys a fine 
  meal. He waits until all reserves are committed and both 
  sides are tired and low on ammunition, then he sends banes 
  to annihilate both sides. There have been stories of entire 
  companies and engagements which have simply vanished 
  without a trace with no hint of communication to their 
  superior officers nor any bodies to return to their families.
  gorresHade’s 
  escort
  Soldiers: Varies
  Goreshade the 
  Bastard
  Host oF 
  tartarus
  Bane Thralls, 
  Bane Knights
  Soldiers: 40+
  Bane Lord Tartarus
  Pistol 
  wraitH
  Jerventis
  nevrotecH 
  suPPort
  Necrotech
  Leviathan, 
  Assorted Bonejacks
  Necrotech Frovlan
  tHralls oF 
  KortesH
  Bane tHralls 
  Soldiers: 20+
  2 Units
  Kortesh
  tHralls oF 
  suneater
  Bane KnigHts 
  Soldiers: 20+
  2 Units
  Suneater
  
  158
  Thralls are a staple of the Cryxian war effort and serve 
  as excellent cannon fodder. No other army has the 
  ability to construct reinforcements from nothing by 
  turning defeated enemies into soldiers and sending them 
  against those who will recognize the faces of the slain. 
  The Widower is accompanied by a blackship named the 
  Exhumation that brings a large number of readied thralls 
  to join her war effort with all of the vile laboratories and 
  gruesome supplies to create more. 
  Captained by a shrewd skarlock named Anathius, the 
  Exhumation is the largest and most infamous of several 
  floating graveyards. Its captain and crew pay living pirates 
  and smugglers to bring them fresh corpses or even living 
  slaves. (Living slaves are preferred since their flesh can be 
  corrupted and defiled even before death to magnify latent 
  necromantic energies.) The body trade is disgusting and 
  horrible work, but the Scharde are pragmatic about such 
  things. They view flesh as simply another commodity 
  like coal or gold. 
  Even the Scharde cannot stomach being on the 
  Exhumation since every deck, beam, and inch of rigging 
  is pervaded with the reeking stench of death and decay. 
  Every surface is covered in a waxy film of oil from 
  burnt flesh and fat from its labs. Undead monstrosities 
  of partially animated flesh and experiments gone awry 
  scurry about its decks and below its hold. Necrotechs 
  and necrosurgeons can be seen arguing and even wrestling 
  over the choicest bits of gore, severed organs, chunks of 
  bone, and flayed strips of skin. There is a constant low 
  moaning arising from those still dying and lying amid 
  rotting corpses, and it is audible to other vessels that 
  drift too near. 
  The actual crew is a small detachment of revenants 
  provided as a tribute by Captain Rengrave. Finely crafted 
  mechanithralls make up the bulk of the ship’s actual 
  fighting force. The ship has dozens of necrosurgeons and 
  their stitch thralls sewn together from the aftermath of 
  assorted battlefields. Lesser thralls are useful for carrying 
  corpses or handling other minor tasks. Heavy stained 
  barrels leaking caustic smoke contain an ample supply of 
  Thralls of Blackship Exhumation
  attacHed to tHe BlacK Fleet
  • 750+ Mechanithralls
  • 35 Stitch Thralls
  • 150 Revenants (ship crew)
  • 15 Necrosurgeons and Necrotechs
  • Materials for dozens of 
     bile and bloat thralls
  ASSETS
  LEADERSHIP
  • Captain Anathius (skarlock)
  • 1st Mate Jabin Fargash (revenant)
  • Master Necrosurgeon Gravlig
  • Necrotech Malgristle
  
  The Branding Iron - Another of Skarre’s blackships, 
  the Branding Iron serves as a floating armory and repair 
  station for helljacks and bonejacks. The soldiers and 
  warjacks from this ship are frequently deployed in major 
  coastal attacks.
  Other 
  Cryxian Units
  159
  the volatile alchemical liquids required to produce bile 
  and bloat thralls. Given the risk of keeping such creatures 
  onboard an ocean-faring vessel, they are only created as 
  needed for specific engagements.
  Though the skarlock Anathius is captain, the true 
  masters of this macabre vessel are the necrotechs and 
  necrosurgeons that maintain the thralls and work together 
  to keep a powerful force ready at Skarre’s disposal. The 
  necrotechs are a deranged and almost incomprehensible 
  assortment of unliving necromancers entirely absorbed in 
  perverse experiments. It is sometimes difficult to discern 
  a hierarchy among their number, but foremost on the 
  Exhumation is a creature named Gravlig. Gravlig prefers 
  to work straight from living stock and takes pieces off 
  of his victims while they scream in agony, and he keeps 
  them alive as he continues to harvest body parts. During 
  the attack on Port Vladovar, the Exhumation distinguished 
  itself by ramming its vessel straight into one of Khador’s 
  largest warships and sending its thralls forth to slay its 
  sailors and then steal their bodies. The ship then landed 
  at the pier and loaned its minions to Skarre’s main attack 
  on the central fortress.
  Scavengers of the Line – This group has no formal 
  name, but it serves in the Army of Asphyxious helping the 
  lich lord rebuild his army from the gatherings of the slain 
  killed in the innumerable battles between Northguard 
  and Ravensgard. They prefer to haunt slaughter fields 
  after sunset and stalk through the fog to gather both 
  corpses and warjack wrecks for necrotechs and stitch 
  thralls. These scavengers are protected by both bane and 
  mechanithralls.
  
  160
  Warcasters are possibly even more valued in Cryx than 
  elsewhere because the reliance on so many unliving and 
  unthinking soldiers requires powerful singular leaders to 
  guide them. The Cryxians have learned more about the 
  fundamental nature of this talent than other factions as well 
  as certain techniques to bypass or emulate these abilities by 
  necromantic technology. They are assisted in this endeavor 
  both by tireless perseverance and also complete freedom 
  from morality that allows them to conduct methodical and 
  cruel experiments. Perhaps more importantly, the fall of 
  Garlghast and Drer Drakkerung left to the Cryxians the 
  legacies of the Orgoth that include tantalizing fragments 
  of information regarding higher soul magic. 
  The witch coven serving Terminus as divinatory 
  haruspex is a perfect example of the link between Orgoth 
  arcane manipulations and the modern warcaster. Their 
  prophetic abilities, their synergy with one another, and the 
  poorly understood artifact called the Egregore combined 
  with their youth and inexperience are considered a prime 
  case study in Cryxian arcane potential. It is also from the 
  Orgoth that the widespread use of soul-cages was adopted, 
  allowing many Cryxian warcasters to amplify their arcane 
  power tremendously.
  Lore on this topic is the purview of Lich Lord Fulmenus, 
  and few can challenge this enigmatic creature in his deep 
  if twisted understanding of the arcane, necromancy, and 
  origination of warcasters. Cryx has attempted partially 
  to address the need for warcasters by altering the process 
  of cortex creation to create helljacks and bonejacks that 
  can respond to the commands of the lich lords and other 
  puissant unliving masters. This has been a great boon 
  but has not reduced the need to develop warcasters to 
  command unliving armies in the field.
  Cryx has bent its resources toward finding more living 
  individuals with this talent, whether among their own 
  populations or kidnapped from coastal towns. Several 
  divinatory techniques allow these births to be predicted. 
  The capture of Deneghra was conducted under one such 
  expedition, which could well have brought both of the 
  powerful twins to the Cryxian fold had things not gone 
  awry.
  It is not simply control over ‘jacks that makes this talent 
  valuable, but also the rise of singular sorcerous talents. 
  Though the unliving have many advantages over mortals, 
  the living are faster to learn and adapt to unexpected 
  tactical situations. Over the centuries Cryx has learned the 
  value of keeping those with arcane power alive as long as 
  possible before granting them the blessing of undeath. It 
  seems the living have a stronger innate ability for augury, 
  and such prophetic visions are an important strategic 
  Cryxian Battlegroups
  
  161
  asset. However, even the lich lords will not hesitate to 
  burn through such individuals as required and eventually 
  reanimate their corpses to serve again. 
  Lich Lord Morbus, responsible for the pragmatic 
  implementation of necromantic research and necrotech 
  engineering, has greeted the escalation of war efforts on the 
  mainland with enthusiasm. Morbus oversees the armories 
  of Cryx and produces the most powerful helljacks and 
  bonejacks. Cryx’s legions of tireless necrotechs manufacture 
  more cortexes than their rivals on the continent. While living 
  mechaniks must eat and sleep and invariably grow old, the 
  undead are capable of work day and night for decades at 
  a time. Many of the most industrious minds now serving 
  the Nightmare Empire were taken from the burial vaults 
  of the mainland and slaved to the will of Cryx. The secret 
  of the arc-node is among the most valuable fruits plucked 
  from the minds of the dead through forensic necromancy. 
  Originally stolen from Cygnar, arc-node technology has 
  become a hallmark of Cryxian tactics, allowing warcasters 
  to extend the reach of their formidable powers greatly. 
  The necromantic energies that lend a spark of reasoning 
  to Cryxian cortexes impart the machines with an appetite 
  for slaughter. This is only amplified by the use of necrotite 
  as a fuel source. The substance is derived from areas where 
  the energies of death have steeped the very soil and stone 
  of an area, and it manifests at battlefields and graveyards 
  left unattended or despoiled. Necrotite is an excellent fuel 
  able to burn hotter and last longer than the mundane coal 
  used with mainland warjacks. However, it is also caustic to 
  living flesh and contains concentrated necromantic energy 
  As helljacks and bonejacks accumulate kills, it is common 
  for the necrotechs attending them to decorate their exteriors 
  as a reflection of their prowess. They will first affix spiked 
  poles and rods which can also serve to tear into living flesh 
  when in battle, and then later they claim the heads of the 
  slain and impale the skulls onto the spikes, possibly knotting 
  them down with rope or intestines. In some cases these 
  adornments go beyond decorative embellishment. They can 
  be imbued with necromantic power, inscribed in dark runes, 
  or granted protective wards to enhance the ‘jack.
  Cryxian Warjack 
  Adornment
  that affects the ‘jacks burning the fuel. Necrotite must be 
  handled with caution by Cryx’s living servitors who prefer 
  to leave such tasks to thralls. 
  Maintaining a steady supply of necrotite for fighting 
  ‘jacks is vitally important to Cryx’s war efforts, so 
  this material is shipped and smuggled to the secret 
  bases established in ongoing incursions. Fortunately 
  for warcasters behind enemy lines, the substance can 
  be gathered and refined in any area where death has 
  occurred on a massive scale. Cryx has developed easily 
  constructed refineries for just this purpose. 
  Whatever unholy machineries are produced in 
  the armories of Cryx, the warcasters are entrusted to 
  deploy those weapons and maximize their destructive 
  potential. The warcasters of Cryx have risen to special 
  prominence. They transcend the limits of their 
  previous stations and command forces as large as their 
  strength and cunning can control. Only the lich lords 
  can expect obedience from a warcaster, and even that 
  is not guaranteed. The strength of will and ambition 
  possessed by every warcaster is too valuable to quash, 
  for it is necessary for victory on the battlefield.
  
  162
  Flushing Out the Black Swan
  King’s Vine and north of Sul, Late 606 AR
  Croe’s Cutthroats, Unchartered Mercenary Company, 
  currently on contract to Asheth Magnus:
  Founder and Leader: Jarok Croe
  Henchmen: Roln Brasher, Kirkston, Aleman, Malory, Villius, and others
  The band of dark-garbed men made good speed north up the King’s Highway. They 
  moved off the road to avoid patrols, but they still completed the trip in two days. They 
  steered around Eastwall and kept to the wooded land west of the road. It was strange to 
  travel in this region. Every one of them was a wanted criminal with hefty bounties. 
  
  163
  
  164
  They made their rendezvous with the men from 
  the Daggot Blades to learn the proper code phrase and 
  receive badges feigning membership. The Blades had been 
  on retainer to the local Archduke and were known, but not 
  well liked, by the locals. The Blades were suspicious and 
  jumpy, and they were clearly uncomfortable cooperating with 
  Croe’s men. Still, they knew better than to interfere with this 
  notorious band of assassins. “Good hunting,” was all the men 
  said before heading to drink at a roadside inn.
  Croe’s men had avoided the Cygnaran authorities for so 
  long it felt decidedly peculiar walking straight up to the outer 
  guard post south of King’s Vine. A squat tower looked over 
  the road, and there was a low barricade. There was no true 
  gateway, but it was enough to stop wagons. They arrived in 
  the deepening twilight and observed no traffic whatsoever 
  along this usually busy road. The entire Haimmonvale seemed 
  unnaturally quiet. 
  Portly guards with spears in hand and holstered pistols 
  came out of the tower to talk to them. Roln Brasher, one of 
  Croe’s trusted seconds, had to fight the urge to pull a weapon; 
  it had been a long time since they were able to talk to city 
  guardsmen in these parts without expectation of bloodshed. 
  “Turn back, lads. King’s Vine is closed to strangers. Got 
  an outbreak of Marchfells Fever; we suggest you take another 
  route to be safe.” 
  Jarok Croe stepped forward and showed the badge. “We’re 
  with the Blades. The Lady Mayor expects us.”
  The guard seemed suspicious but let them pass. Roln 
  noticed the man was sweating profusely and seemed 
  uncommonly nervous. He understood why a few minutes later 
  when slender armored figures stepped from behind a building 
  to intercept them. Again it took discipline not to reach for 
  his blade, and he saw Aleman next to him touching the hilt 
  of his dagger. It was not the strange armor of these figures 
  that gave them pause, but the faces and heads which clearly 
  marked them as inhuman. As their leader stepped into the 
  fading light, the pronounced ridge along the centerline of the 
  creature’s skull became visible, as did the sharp points of its 
  teeth. This individual loomed over seven feet tall and showing 
  the naked steel of an elegant sword in each hand. 
  Croe faced their leader calmly and said the words as 
  instructed. “A crown falls. We are friends of the east. Take us 
  to the Conqueror’s vassal.”
  Roln chewed his lip as they waited and wondered if the 
  Daggot Blades had duped them, but the skorne leader sheathed 
  his swords. The leader gestured impatiently and bade them 
  follow inward to the town. Half of the others followed while 
  the rest stayed back to watch the road.
  They were escorted through the town proper. There were 
  other clusters of armored skorne, but no citizens walked the 
  streets; they were all locked inside and hiding. There was no 
  sign of disruption except in the center square where lantern 
  light caught the dark stains of drying blood near a large dark 
  building with its doors shattered off its hinges. It had once 
  been a barracks for soldiers stationed to watch the town. Up 
  a nearby hill they arrived at a large estate with a commanding 
  view across the length of the main square. Four warjacks 
  idled in the front arbor, having torn up the landscape. The 
  largest was a broad-shouldered Mangler. Alongside its bulk 
  stood the smaller frames of two Renegades recognizable by 
  their saw-edged shredders, and nearby stood a single slender 
  Talon. They looked weathered, bore many battle scars, and 
  appeared to have been built and rebuilt many times. More 
  skorne were here as were the tents of other rough looking 
  soldiers likely from the Daggot Blades or the Black River 
  Rovers. The mercenaries kept well away from the skorne, and 
  the sentiment seemed mutual.
  Croe was stopped and forced to repeat his line, then he 
  was allowed to climb the stairs into the main hall. Several 
  familiar looking trollkin mercenaries stood in the outer area 
  glaring at Croe’s men as they walked past. Roln knew his boss 
  and Boomhowler got their confrontation out of the way in 
  Ternon Crag and reached a somewhat civil accord, but the two 
  companies were not friendly. They heard raised voices arguing 
  in a room off to the side and entered a large dining hall where 
  a man and woman were in the middle of a heated exchange.
  Roln had to admire the thin and aging woman for her 
  nerve, for she faced off against one of the most dangerous 
  men in western Immoren and pointed her finger in his face. 
  “These foreigners were never part of the arrangement! If word 
  gets back that I did nothing, I’ll be charged with treason!”
  Magnus was clad in his warcaster armor. Its smoke 
  stacks emitted enough smoke to discolor the finely painted 
  ceiling. His great sword Foecleaver and his scattergun 
  were secured to his back, but the huge mechanikal left 
  arm made him look dangerous even at the best of times. 
  He faced the older woman with an annoyed but indulgent 
  expression. “You can take your protests to your liege, 
  Lady Mayor. We are here by his request, and he knew 
  very well to what he was agreeing.” 
  Lady Rainecourt, Viscountess of Haimmonvale 
  and Mayor of King’s Vine, sputtered and stammered. 
  Her face glowed beet red. She turned at the entry of 
  
  Flushing out the Black Swan
  165
  Croe’s band and scowled in disapproval. “Who are these 
  ruffians? How many bandits, criminals, and foreigners 
  must I endure marching through my house?”
  Magnus ignored her and turned to Croe, “What news 
  from Sul?”
  Croe’s smug grin bent like a predatory animal. “The ponce 
  has taken the bait. He was making arrangements to march 
  when we left and hastened here. He’s at least one day out of 
  the city already, maybe two.”
  The cruel smile on Magnus’ face was not pleasant. 
  “Excellent. What kind of force did he bring?”
  “Small. Clearly he did not want to weaken his forces in Sul 
  as you predicted. A light attachment of long gunners, several 
  complements of knights, storm and sword, some mounted, a 
  few light warjacks chosen for mobility, nothing more. Likely 
  he expects to reinforce from Eastwall.”
  “Keep your speculation to yourself, Croe. I don’t pay you 
  to think.”
  Roln clenched his jaw. The insult got his blood up, and he 
  could see his mates felt similarly, but Croe took it in stride. 
  At least he was used to the warcaster’s abrasiveness. “That’s 
  provided free of charge. Now, where can I lodge my men? 
  We’ve had a wearisome haul getting here so quickly.”
  “We leave immediately. There is a choice piece of land I’d 
  like to use for this, and we’ll need to move quickly to beat him 
  there.” Inside Roln groaned at the thought of leaving so soon. 
  His bones felt weary and his feet were sore, but he knew better 
  than to speak his mind.
  Magnus gave an insincere smile and the barest bow to 
  Lady Rainecourt. “My lady, we will speak soon. Your loyalty 
  to the true king of Cygnar will not be forgotten.” He waved 
  Croe’s men on ahead of him.
  The lady mayor followed, and her voice was shrill. “You 
  are taking them with you, I trust?”
  “No. Our eastern friends remain here to assist the 
  archduke’s mercenaries in discouraging outsiders.” He walked 
  on and ignored her protests. Roln smirked to himself as they 
  walked. He heard Magnus giving orders to the trollkin to 
  gather up their weapons.
  The woman did not cease protesting vigorously until 
  Magnus exited the estate entirely. Roln’s grin vanished as his 
  crew caught sight of a line of soldiers coming up the road. 
  Kirkston to his left gave a shout, all of them crouched down, 
  and they pulled their crossbows. A line of Cygnaran long 
  gunners approached. Seeing Magnus and his men 
  take cover, they quickly spread out and brought up 
  their own rifles.
  “Stand down!” Magnus shouted. His voice was crisp with 
  an air of command. “The first man who fires answers to me. 
  These are not enemies.”
  Lowering his crossbow and squinting down the hill, Roln 
  noticed for the first time that the uniforms on the men below 
  looked less clean than was usual for an army on the march into 
  a town. They were dusty from travel, and each had a green 
  band of cloth tied to his shoulder above the Cygnus. It was a 
  strange affectation but clearly seen at a distance. Croe spoke in 
  an admiring tone, “Deserters?”
  Magnus stepped forward and corrected the mercenary. 
  “Loyalists. They will come with us. Come, we have no time 
  for delays.” The warjacks rumbled to life nearby and moved 
  to rejoin their master. At Magnus’ direction several of the 
  younger mercenaries were dispatched to gather up the rest of 
  his people and his supply wagons.
  Croe tightened the glove on his right hand and double-
  checked the small flasks of poison tied to his belt. “How are 
  we dealing with Eastwall? There’s no way to hide this many 
  men and machines.”
  “Several of their officers are under orders from the 
  Archduke and will adjust their patrols accordingly. More 
  importantly, Eastwall will find itself occupied defending 
  against a protracted skorne attack before dawn. They won’t be 
  in any position to notice us.”
  Croe grinned again, “As always, your timing is 
  impeccable.”
  A long evening march brought them down along the shore 
  of the Black River and uncomfortably close to the looming 
  edifice of Eastwall. The massive southern fortress looked over 
  the Black River at one of its narrowest points and protected 
  the eastern border from threats across the river. It had become 
  a tense and ever-ready bastion of the Cygnaran Army since 
  the outbreak of open war, and recently both skorne and the 
  Protectorate had tested its defenders. The extent of Magnus’ 
  preparations became clear at the sight of several low barges 
  tied up and waiting. Thick-featured crewmen took them on 
  and assisted with loading their horses, wagons, weapons, and 
  equipment with hardly a word. 
  They were close enough to hear the sounds of gun and 
  cannon fire rumbling along the riverbanks, and they could 
  see the flashes of explosions and smoke from the ramparts. 
  
  166
  It was the anticipated skorne attack. Dawn was 
  breaking by the time they made the crossing, but they 
  did so without incident. Those operating the barges were 
  sent away with a few bags of coin. Croe’s exhausted band 
  was allowed to rest once they made it to the dusty hills to 
  the east. There was already a drastic change in the landscape 
  from lush fields to scrub plain. The rest was short, and they 
  quickly made their way south, painfully aware of how close 
  they were to well-defended Protectorate settlements. Croe’s 
  men had worked for the Menites before and knew intruding 
  without permission carried the penalty of death. It was 
  possible Magnus had worked out an arrangement with the 
  Sul-Menites; there seemed to be no limit to his capacity when 
  scheming for revenge.
  After another day of hard travel, Magnus used his 
  knowledge of the terrain to speed his warjacks south to reach 
  the interception point. Roln observed that the man was driven 
  and tireless, almost obsessed. When they arrived Croe and 
  his men took leave of the warcaster to move south to a dense 
  thicket of hardy trees grown up around an inlet from the 
  Black River. The area was considerably greener than the land 
  they had just crossed. It used to be farmland with which the 
  Protectorate fed its outer villages, but the region had been 
  abandoned after incursive strikes from Eastwall. They passed 
  several half-destroyed villages. Most of the locals had moved 
  east, but some kept to their lands to rebuild and fortify.
  Roln found a good position in the thicket perched on a 
  knobby branch. Kirkston, Aleman, Malory, and Villius moved 
  in close to him while Croe and the others spread out to the 
  right. They had barely gotten themselves comfortable when 
  Roln heard the distinct birdcall that indicated an enemy 
  approaching. Roln squinted south across the hilly expanse. 
  He saw rising dust and eventually an advancing group of 
  men and machines. The approaching group’s smoke mixed  
  with the dust and marked their progress. Soon enough they 
  caught sight of a glowing nimbus surrounding the advancing 
  Stormblades and the bright blue and gold of heavily armored 
  Cygnaran knights, including those mounted on powerful 
  steeds.
  Roln nudged Aleman who had a spyglass, “What ‘jacks 
  did they bring?”
  Aleman focused his glass and then mumbled, “Looks like 
  a Sentinel, a Lancer, and… Charger, maybe.”
  “Let’s try to time things so we’re not facing any of those.” 
  Roln joked.
  “How did Croe get them to leave Sul?” Aleman whispered. 
  “Do you know?”
  Roln shrugged. “He planted a rumor that Khadoran 
  converts would be bringing cortexes and artillery to reinforce 
  Sul, and they would disembark up the river and come on the 
  route we took.”
  They were silent again as the enemy came very close to 
  their position. Roln’s crossbow held a poisoned bolt in its 
  groove, and he was ready to pick a target. Firing on armored 
  knights could be difficult, and aim would be important. It 
  looked like the Sword Knights had been given the left flank 
  and were nearest. He gestured with three fingers to the men on 
  either side to indicate his target. They nodded and gestured 
  their own numbers, passing down the line.
  Across the narrow valley on a hill, the first of Magnus’ 
  forces came into view as the long gunner deserters moved 
  into position and sighted down their rifles. Two Renegades 
  came up the hill on either side. The Cygnarans began a flurry 
  of activity, shouting orders and moving forward. Roln took 
  careful aim and sighted down on his target. “Let them get to 
  the limit of your range,” he hissed. They could see what he 
  took to be Lord Commander Coleman Stryker in warcaster 
  armor amid the warjacks. He shouted orders and urged his 
  men forward. Roln knew Croe had specific instructions 
  regarding the warcaster. 
  One of the Renegades launched its Obliterator rocket 
  through the air. At the same time, gunfire erupted between 
  the long gunners on either side. Arcing downward, the rocket 
  landed squarely on a Charger. It blew off the warjack’s arm 
  while the ground-shaking concussive blast tore apart a half 
  dozen nearby Stormblades.
  The other knights gave a battle cry, and the cavalry 
  galloped ahead on the right flank. Roln felt his moment 
  come. He squeezed the crossbow trigger and heard the 
  muffled clicks of the remaining crossbows of his crew at 
  the same time. Poisoned bolts sunk into the Sword Knight 
  line with expert precision, and the whole left side dropped. 
  Some died instantly; others thrashed on the ground as 
  poison flooded their veins. Croe yelled, “Finish them!” and 
  they dropped down from the trees and went out to stalk 
  the remaining knights. Several of the survivors on the left 
  edge had turned to see what was wrong with their peers, 
  but most continued forward oblivious to danger thanks to 
  the narrowed perspective of their helmets. The rest of the 
  Cygnarans continued forward with no idea that the left flank 
  was under attack. Croe ran further to the right. He hunkered 
  down with Hiss in hand, and he moved quickly.
  
  167
  Magnus, his Mangler, and his Talon came over the hill and 
  charged forward as did Boomhowler and his company from the 
  other side of the hill. Spurred on by Magnus, the Renegades 
  moved forward on their own targets. Their metal-toothed 
  shredders whirled up to speed while the ‘loyalist’ long gunners 
  laid down covering fire. The Renegade that already fired its 
  rocket flew straight into the midst of the oncoming Storm 
  Lances and sawed one in half before lances slammed into its 
  frame. The powerful cavalry charge smashed the Renegade to 
  a battered wreck, but the ‘jack had done its job—diverting the 
  cavalry from the main attack. 
  Magnus and his remaining ‘jacks made for the center 
  where the Cygnaran warcaster sent his ’jacks forward. On 
  the west Boomhowler’s company hurled stink bombs as they 
  closed and hit the weak spot in the Cygnaran line created by 
  Croe’s men. Clouds of vile stench surrounded the surviving 
  Stormblades as trollkin came in swinging their axes. They 
  heard the distinctive bellow of Boomhowler’s call echoing 
  across the valley.
  Roln drew his sword and dagger. Several inches of 
  each point were discolored by poison resin. He stepped 
  over the bodies of those already down and looked to his 
  right to observe Croe in action. Their boss lined up a shot 
  on Lord Stryker. As glowing runes of power started to 
  manifest around the warcaster’s hands, the pistol in Croe’s 
  hand bucked silently and gave a hiss like an angry snake. 
  A moment later Stryker stumbled and a small dot of red 
  appeared in his armpit. It was the slightest of injuries, but 
  Hiss’ bullet rendered him mute. Stryker was left incapable of 
  summoning arcane power at the moment that Magnus and 
  the Mangler barreled into his line. The Mangler’s wrecking 
  ball whirled and swept through the soldiers arrayed against 
  him as it powered forward toward the Lancer. 
  Roln reached his target who was oblivious to the cutthroat’s 
  approach. Bringing his sword up for a killing strike at an angle, 
  Roln thrust his point through the weaker chain mail below the 
  man’s shoulder armor and into his flesh. The knight screamed 
  and tried to turn. His movement wrenched the hilt from 
  Roln’s fingers, and he fell to the ground. Malory to his right 
  had less success. The knight saw him coming and dodged 
  Malory’s thrust before responding with one powerful slash 
  after another. His blows nearly cut the assassin in half. Aleman 
  reached the same knight with an angry yell and stabbed the 
  blade of his thin dagger straight through the knight’s visor 
  eye-slit. He yanked it free with a gout of blood, and the 
  knight dropped to the soil. 
  Others in the line had become aware of the cutthroats, 
  including Stryker, but his entire force was beset on all sides. 
  Croe yelled to his remaining men, “Back! Get back 
  to the trees!” He pointed the way they’d come, and 
  the assassins hastened to obey. They sheathed their blades 
  if they still had them and unlimbered their crossbows. Once 
  they had a covered position they would see what other targets 
  they could pick off with crossbow fire. Looking over his 
  shoulder, Roln saw Magnus closing in on Lord Stryker with 
  Foecleaver held in both hands. His silenced enemy readied his 
  sword, and something in that tableau struck Roln as strange, 
  but he did not have time to consider what was wrong.. 
  Roln heard the distinct sound of a gunshot ahead of him 
  followed by a grunt of pain and a falling body. He turned 
  to see a man in a dark gray coat step out from the woods 
  that had been their shelter. It was a gaunt black-haired man 
  with white streaks at his temples holding a slender pistol in 
  each hand. One was raised with smoke coming from its rune-
  covered barrel. The man looked weather-beaten, chewed up, 
  and tired. His clothes were muddy and torn, but there were 
  hints of Cygnaran blue on his pants and sleeves. “Just where 
  do you lot think you’re going?”
  “Thamar’s teeth!” Croe cursed and dove forward as his 
  men likewise tried to scatter, but the gunman watched them 
  calmly. His pistols tracked them effortlessly. A double report 
  of gunfire and blue energy streaked clear through Aleman and 
  Villius. Roln ran at a wide angle toward a different stretch of 
  the trees, so near yet so far, as he saw the gunman’s arm move 
  to follow the darting Croe. 
  What happened next came too quickly for Roln to react, 
  but he felt like he could see every detail. Croe rolled nimbly 
  to his left which happened to bring him precisely in line with 
  Roln who was running to the right. Just as they formed a perfect 
  line, the gunman squeezed the trigger, and there was a burst 
  of light from the pistol. Croe was still twisting, and somehow 
  the shot passed harmlessly through the fringe of his studded 
  parka and kept on coming. Roln felt a sudden sharp kick in 
  his ribs that halted him in his tracks. He coughed blood and 
  felt his legs give way as his ears filled up with cotton and an 
  angry buzzing sound. 
  Looking up from the grass, he saw no sign of Croe, just a 
  few branches moving at the edge of the tree line. The gunman 
  turned and fired more blasts into two nearby cutthroats 
  that dropped them like sacks of grain. Then he looked up 
  toward the fight where Magnus and Stryker were locked blade 
  to blade. With a sardonic smile he vanished and reappeared 
  fifty yards closer to the duel. It was Roln’s last sight before 
  consciousness left him, and he bled to death on the dry grass 
  north of Sul. His last thoughts dwelled on the bullet within 
  his chest that had Croe’s name on it.
  Flushing out the Black Swan
  
  168
  I’ve wept for my countrymen. Now let the Khadorans weep for theirs. 
  — Ashlynn d’Elyse
  Ashlynn d’Elyse
  learned the consequences of losing early on and, whether with 
  her saber or a stacked hand in Rynnish spades, she always 
  plays to win. She once leaned in and kissed her opponent 
  full on the lips during a duel—surprising the old cheat long 
  enough to press the barrel of her hand cannon to his chest 
  and end him. She specializes in finding or making a hole in 
  her enemy’s defense. Few can match her prowess, and she 
  knows it.
  Despite assignments to such tedious activities as bodyguard 
  duty to the Council of Nobles, Ashlynn soon became one of 
  the most renowned duelists in Llael. When Khador invaded, 
  Ashlynn rushed to the front. Finally able to cut loose fully 
  on the battlefield, she surprised even herself with her martial 
  prowess and proved herself a true warcaster. Her battlegroup 
  easily cut through the enemy lines and brought honor to 
  herself, her family, and her nation whether raiding supply 
  lines or fighting pitched battles. She gloried in her skill until 
  she heard of the fall of Merywyn and of her father. His 
  death crushed her childish joy in the rush of battle and turned 
  her cold and ever more ruthless. After her father’s death she 
  took a grim satisfaction in killing Khadorans, something that 
  stayed with her long after she finished escorting nobles across 
  Llael’s occupied borders to sanctuary in Cygnar.
  As the only daughter of master duelist Benoir d’Elyse—a 
  former member of the Royal High Guard—Ashlynn grew 
  up in training academies and target ranges. She fought and 
  defeated some of the finest swordsmen in Llael by the age 
  of fifteen, and her magical aptitude earned her a place at the 
  Royal Arcane Academe where she blossomed. She graduated 
  head of her class and went to serve as one of her nation’s few 
  warcasters.
  Never bound by what she considers the arbitrary concept 
  of fair play, Ashlynn has made a fine art of fighting dirty. 
  Despite the exhilaration of winning a straight fight, she 
  
  169
  Feat: Roulette
  They say a true gambler never takes 
  risks. Through arcane heightened skills 
  and senses, Ashlynn stacks the odds of  
  battle around her to cheat fate itself.
  While in Ashlynn’s control area this 
  turn, friendly models roll two extra 
  dice on all attack rolls. Two of the 
  attack dice rolled, determined by 
  Ashlynn’s controller, are discarded. 
  In addition, enemy models targeting 
  a friendly model in Ashlynn’s control 
  area with an attack this round roll 
  two additional dice. Two of the 
  attack dice rolled, determined by 
  Ashlynn’s controller, are discarded.
  Mercenary
  Ashlynn d’Elyse will not work for 
  Cryx or Khador.
  Ashlynn
  Point Blank - Ashlynn may 
  make a melee attack with her 
  Hand Cannon targeting a model in 
  melee range. Use Ashlynn’s MAT 
  when resolving this attack. If the 
  attack succeeds, the target suffers a 
  damage roll equal to the POW of 
  the Hand Cannon. Ashlynn rolls  
  an additional damage die for 
  Weapon Master on this attack but 
  does not roll an additional damage 
  die on charge attacks.  Ashlynn 
  cannot spend focus points for 
  additional Hand Cannon attacks 
  and cannot  perform free strikes 
  or Riposte attacks with her Hand 
  Cannon.
  RiPoste - When Ashlynn is the 
  target of an enemy melee attack that 
  misses, she may immediately make a 
  melee attack targeting the attacking 
  model if it is within her melee range.
  WeaPon MasteR - Ashlynn  
  rolls an additional die on her melee 
  damage rolls.  
  Nemesis
  lunge - Once per activation, 
  Ashlynn may make a Nemesis attack 
  with a 2” melee range.
  PaRRy - Ashlynn cannot be 
  targeted by free strikes.
  Ashlynn hedges every bet on the battlefield, and she turns 
  to her formidable arcane abilities when her skill with a blade 
  falls short. She can command the air around her to become a 
  blur of motion, and like a storm of steel Ashlynn unleashes 
  torrential attacks with her saber that tear through any man 
  unlucky enough to cross her path. Enemy formations are split 
  apart by furious gales that kick up clouds of obscuring dust 
  and debris and plunge the battlefield into chaos. Her allies 
  move as if propelled by the wind, apparently dodging bullets 
  while charging into battle at blinding speeds.
  Though forced from her homeland, Ashlynn has not lost 
  her fight. Since the occupation she has turned to freelancing 
  to fund her ongoing operations against Khador. Though 
  DistRaction 
  2 
  8 
  - 
  - 
   
  X
  Target enemy warrior model/unit cannot make ranged attacks and suffers –2 MAT and DEF.
  Feint 
  2 
  6 
  - 
  - 
  X
  Target friendly model may move up to 3”immediately after an enemy model ends its normal 
  movement engaging  the model. During this movement the model cannot be targeted by free strikes. 
  The spell expires after the model moves.
  Flashing BlaDe 
  2 
  casteR 
  - 
  -
  Ashlynn may immediately make one melee attack with Nemesis against every model within melee 
  range in her front arc. Completely resolve each attack individually and apply the targets’ special rules 
  immediately as each attack is resolved. Determine damage normally.
  kiss oF Death 
  3 
  10 
  - 
  13 
   
  X
  When the damage roll fails to exceed its target’s ARM, the target automatically suffers one damage 
  point. When damaging a warjack, choose which column takes the damage. When damaging a war-
  beast, choose which branch takes the damage.
  Quicken 
  3 
  6 
  - 
  - 
  X
  Target friendly model/unit gains +2” of movement and +2 DEF against ranged attacks.
  tWisteR 
  2 
  8 
  3 
  10 
   
  X
  After dealing damage, the Twister AOE remains in play for one round as a cloud effect.
  Mercenary Warcaster Character
  she has no love for the Protectorate and blames Cygnar’s 
  withdrawal for Llael’s defeat, she gladly accepts their gold. 
  The coin from such enterprises goes to rebellious groups in 
  the homeland and to support her own operations. Vengeful 
  and independent enough to accomplish anything, she wages 
  a guerilla war that costs Khador thousands in supplies and 
  stolen funds. Though only biting at the Motherland for now, 
  Ashlynn hopes not only to repel the invaders, but one day 
  to drive her saber through the heart of the man who robbed 
  her father of an honorable death with indiscriminate mortar 
  fire—Kommandant Gurvaldt Irusk himself.
  SPELLS 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  SPECIAL RULES
  Focus 6 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 4	
  8	 6	 17	 14
  Damage	
  14
  Point	Cost	
  67
  Field	Allowance	
  C
  Victory	Points	
  5
  Base	Size	
  Small
  Hand Cannon
  	RNG	 ROF	 AOE	 POW
  	12	 1	 —	 12
  Nemesis
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  5	 9
  
  170
  They want blood? Blood is for butchers. I’ll give them fire!  —Durgen Madhammer
  Durgen Madhammer
  flames of conflict, he hungrily tears into his enemies feasting 
  on the bedlam about him.
  The history of Durgen Madhammer is rife with catastrophe, 
  for he has always relied upon unstable magic and devastating 
  mechanika. Durgen got his start working in his family’s mines 
  ordering ‘jacks and blasting tunnels. After several mishaps and 
  significant loss of life, Durgen’s trademark appetite for havoc 
  left the mines in a wake of ruin. Retiring from the mines and 
  hell-bent on becoming a warcaster, he spent two decades as a 
  mercenary mechanik and mage before finally crafting his own 
  weaponry and armor. Due to his already unstable reputation, 
  he could not find a single Rhulic charter willing to take him 
  on.  His own kinfolk who had heartily encouraged him to 
  take up the mercenary life happily found him charter 
  contracts that took him far away from Rhul and well 
  into danger’s path.
  Durgen has turned his impressive arcane 
  skill and mastery of steam craft into a deadly 
  combination of talents. Demolitions, elemental 
  magic, and mechanikal know-how have transformed 
  the dwarf into a legendary mercenary. Having spent 
  decades refining his potent devices and spells, he is all too 
  aware of the inherent risks of modern warfare. He is used to 
  working closely with enormous detonations, so his mechanikal 
  blast armor is engineered to endure even the harshest of 
  explosions, and he has walked away unscathed from 
  assaults that rendered all those around him into 
  a fine red mist.
  Armed with an arsenal fit for a 
  small army, including the lethal arm-
  mounted cannon Buster, Durgen is 
  capable of unparalleled levels of 
  destruction. With disorienting 
  concussive blasts, lethal cluster 
  bombs, or shells designed to 
  break warjacks like an egg 
  under an ogrun’s boot, 
  Durgen happily will lob 
  any one of these munitions 
  upon his targets regardless 
  of the proximity of friendly 
  troops. Thankfully Buster’s 
  With an ominous reputation as a genuine master of disaster, 
  the Madhammer—as friends and foes alike know him—has 
  a compulsion for obliteration that borders upon sadistic. 
  Unleashed upon the enemy, he is a lethal instrument of hostile 
  intent ignorant of the collateral damage dealt to anyone or 
  anything hapless enough to stumble into his path.
  Pounding warjacks to scrap and tearing through ranks 
  of men with arcane explosions, Durgen feeds on the ferocity 
  of explosive violence like a ravenous boar. All too eager to 
  pulverize even the most insignificant foe to fine bits with 
  his massive steam hammer, the dwarven demolisher excitedly 
  plunges into an insane frenzy of fire and mayhem. Fed by the 
  
  171
  payload is limited by the boundaries of mechanikal artifice 
  and sheer expense. 
  Madly swinging Leveler, Durgen attacks in roaring swaths 
  of steam-powered wrath. The impact of the hammer can be 
  charged with violent energy to releasing a ferocious burst that 
  sends warjacks sprawling, tosses men aside like rag dolls, and 
  topples entire buildings like a pile of matchsticks.
  His Rhulic warjacks are constantly in need of repair, for 
  they are pushed far beyond their limits. Most mercenaries see 
  a charter with Madhammer as a death sentence. The dwarf ’s 
  arcane ministrations have gained a reputation as being deadly 
  to both friend and foe alike, and few sane soldiers of fortune 
  Feat:
  Consolation Prize
  The study of  explosive force and the 
  precise application of  kinetic energy is 
  Madhammer’s specialty. All potential 
  energies are apparent to his enhanced 
  vision, and he can maximize the 
  destructive potential of  those around 
  him. Bullets shift to strike weak points 
  of  armor, blade points sink into narrow 
  gaps, and the shrapnel from explosive 
  blasts always finds its target.
  Friendly 
  models 
  currently 
  in 
  Madhammer’s control area gain the 
  following abilities for one round: 
  When damaging a warjack, an 
  affected model’s controller chooses 
  which column takes the damage. 
  When damaging a warbeast, an 
  affected model’s controller chooses 
  which branch takes the damage. If 
  an affected model makes a successful 
  melee or ranged attack but fails to 
  exceed the target’s ARM with the 
  damage roll, the target automatically 
  takes one damage point.
  Mercenary
  Durgen Madhammer will not work 
  for Cryx.
  Madhammer
  Blast aRMoR - Madhammer 
  does not suffer blast damage. 
  Madhammer gains a focus point any 
  time he would have suffered a blast 
  damage roll. Focus gained from Blast 
  Armor cannot exceed Madhammer’s 
  current FOC.
  Rhulic MeRcenaRy WaRcasteR - 
  Madhammer may only have Rhulic 
  mercenary warjacks in his battlegroup 
  and may only reactivate Rhulic 
  mercenary warjacks. 
  Buster
  aRcing FiRe - When attacking 
  with Buster, Madhammer may 
  ignore intervening models except 
  those that would normally screen 
  the target.
  sPecializeD aMMo - When 
  declaring a Buster attack, choose 
  one of the following ammo types. 
  Each ammo type may be fired once 
  per game.
  • caRPet BoMB - This is an 
  AOE 3, POW 14 attack. After 
  determining the initial shot’s 
  point of impact, d3 additional 3 
  AOE shots deviate d6” from that 
  point. Each additional shot causes 
  models in its AOE to suffer a 
  POW 7 blast damage roll.
  • case cRackeR - Target 
  model hit by Case Cracker suffers 
  a POW 8 damage roll. A target 
  with a medium-sized or larger 
  base has its ARM stat halved 
  when calculating damage from 
  this attack. Effects that further 
  modify ARM are not reduced. 
  The damage roll gains +2 POW 
  against models with small bases. If 
  the target is destroyed, it explodes 
  with a 5” AOE and is removed 
  from play. Do not replace the 
  model destroyed by Case Cracker 
  with a wreck marker. Models in 
  the AOE suffer a POW 8 blast 
  damage roll.
  • concussion BoMB - This 
  is an AOE 5, POW 10 attack. 
  The model directly hit suffers 
  Concussion. A model suffering 
  Concussion forfeits its next 
  activation and cannot allocate 
  focus for one round.
  Leveler
  Back Blast - Immediately after 
  resolving a successful Leveler melee 
  attack, Madhammer may spend one 
  focus point to use Back Blast. Center 
  a 3” AOE on the model that was 
  hit by Leveler. Models in the AOE 
  suffer a POW 10 blast damage roll.
  PoWeRFul chaRge - When 
  making a charge attack with  
  Leveler, Madhammer gains +2 to 
  his attack roll.
  Reach - 2” melee range.
  SPELLS 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  BuMP & gRinD 
  2 
  6 
  - 
  - 
  X 
  If target friendly Rhulic warjack moves into base-to-base contact with an enemy model, the enemy 
  model is moved in the direction the warjack is moving as it continues its movement. The model 
  moved by Bump & Grind cannot move through another model. Models moved by Bump & Grind 
  cannot be targeted by free strikes during this movement.
  gRounD zeRo 
  3 
  selF 
  5 
  13 
  Center the AOE on Madhammer. Models in the AOE, other than Madhammer, suffer a POW 13 
  damage roll. Models damaged by Ground Zero are pushed d6” directly away from Madhammer. 
  Madhammer’s controller chooses the order in which the models are moved. A pushed model moves 
  at half rate in rough terrain and stops if it comes in contact with an obstacle, obstruction, or a 
  model with an equal or larger-sized base. A pushed model cannot be targeted by free strikes during 
  this movement.
  PRiMeD 
  2 
  6 
  - 
  - 
  X
  Target friendly warrior model/unit gains +2 on melee attack and melee damage rolls but suffers 
  –2 ARM. If an affected model is destroyed by an enemy attack, it explodes with a 3” AOE and is 
  removed from play. Models in the AOE suffer an unboostable POW 14 blast damage roll.
  ReDline 
  2 
  6 
  - 
  - 
  X 
  Target warjack in Madhammer’s battlegroup gains +2 STR and can run, charge, slam, or trample 
  without spending a focus point. After the warjack’s normal movement each activation, it suffers d3 
  damage points.
  scRee 
  2 
  8 
  - 
  - 
  X 
  X
  Target model/unit suffers –2 DEF and cannot run, charge, power attack slam or trample.
  shell shock 
  2 
  10 
  - 
  12 
   
  X
  Target model damaged by Shell Shock cannot make attacks or make or receive orders. Shell Shock 
  lasts for one round.
  Rhulic Mercenary Warcaster Character
  SPECIAL RULES
  will actually work within leagues of Durgen. Those 
  down enough on their luck to need the work avoid 
  him like the riplung and stay well clear of his aim until he 
  has literally blown his payload.
  Like a half-mad gorax, Durgen rips through his enemies 
  without fear. Cackling madly amid detonations and discharges—
  the earth literally steaming with the half-cooked remains of the 
  slain around him—Madhammer is mindless when caught in 
  the rapture of the fray. Drawing upon the turmoil of combat 
  to drive him higher and higher, the dwarf rides the rush of 
  battle on a wave of devastation to an eventual collision with his 
  own spectacular end.
  Focus 6  
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	 6	 5	 14	17
  Damage	
  16
  Point	Cost	
  66
  Field	Allowance	
  C
  Victory	Points	
  5
  Base	Size	
  Small
  	RNG	 ROF	 AOE	 POW
  	12	 1	
  *	
  *
  Buster
  Leveler
  	 SPECIAL	
  POW	 P+S
  	 Multi	 6	 12
  
  172
  None of us recognized the severity of the risk he represents. Not the king, who tried to pardon him, nor myself. 
  If he is not killed or captured it may herald our end.  
  —Lord Commander Coleman Stryker
  Magnus the Warlord
  relieve the city, and it delayed their advance. His part of the 
  plan went as expected, so he does not hold himself to blame 
  that the city repulsed the invasion. He believes the skorne did 
  not live up to their agreements, and he holds them in secret 
  contempt even as he works with them at Vinter’s request.
  The Warlord has his private doubts about the future he 
  has chosen, but he has reconciled himself with the idea that 
  western Immoren must fall and become enslaved in order to 
  rise again. Only by falling can it regain its inner strength. 
  Although few would understand, part of him is still loyal to 
  Cygnar, to what he sees as ancient Cygnaran strength. Magnus 
  believes the destiny of his nation was derailed when Leto 
  overthrew the rightful king, and they must endure bloodshed 
  and hardship to rectify the course of history. He is determined 
  to be on the winning side of the coming conflagration and 
  rise to claim a place of power in the aftermath. He is eager 
  to see the walls of Imer torn down, the Menofix crushed 
  under skorne boots, the Khadoran capital in flames, and the 
  Cryxian Black Fleet sunk to the bottom of Meredius. He 
  smiles at those who pay him while fighting their battles and 
  manipulating them at the same time. The skorne will also 
  fall and be cast aside but only after their usefulness has 
  ended. Magnus hopes that Vinter remains the 
  man he thought him to be, that contact with 
  the skorne has not tainted the mind of 
  his liege.
  The return of Vinter Raelthorne IV marks a new age. It 
  is a time for which Magnus has readied himself by earning 
  confidences, collecting favors and debts, and putting forth 
  carefully laid conspiracies and plots. Those who hire him 
  would shun him if they knew the scope of his collaboration, 
  for it is sure to bring destruction and ruin. He carves his legend 
  across western Immoren by blood and blade, determined to 
  restore the exiled king of Cygnar to power regardless of the 
  lives it costs and however many cities are reduced to rubble.
  Magnus has been at the heart of a network of hidden 
  loyalists working to prepare for Vinter’s return by coordinating 
  spies, informants, and former inquisitors. He has chosen 
  mercenary contracts with far-sighted cunning and picked 
  tasks that advance his objectives. None of his attacks have 
  been simple acts of revenge, but rather a campaign intended 
  to weaken King Leto and see Cygnar beset on all sides. During 
  Vinter’s invasion of Corvis in 603 AR, Magnus provided 
  assistance by organizing a guerilla strike on 
  the forces from Fort Falk sent to 
  
  173
  The eruption of war and the arrival of the skorne have 
  pushed Magnus to renew his efforts, and he moves to ensure 
  the pieces fall into place. He is taking greater risks, gathering 
  those who will serve, and putting forward his own agenda. 
  Nations that hire him seek to use him as a tool, but each battle 
  is a piece in an intricate puzzle of his own design. He has 
  accumulated ample coin, weapons, and mechanikal stockpiles 
  and secured them in hidden caches from Five Fingers to 
  Ternon Crag and remote points along the western fringe of 
  the Bloodstone Marches. He buys weapons, supplies, and the 
  loyalty of unlikely allies like trollkin renegades willing to sell 
  out their own people, ruthless assassins, and Cygnaran Army 
  deserters willing to swear fealty to Vinter Raelthorne. 
  Feat: Kill Box
  The Warlord is cunning in the art 
  of  ambush and betrayal. By the time 
  enemies engage him in battle, they 
  are already caught in his trap. The 
  battlefield is always of  his choosing, 
  and he plans his maneuvers to force his 
  enemies into moving exactly where he 
  wishes them. Just as the terrain turns 
  against and pins down his enemies, 
  Magnus and his army move in for the 
  kill, show no mercy, and never accept 
  surrender.
  When Magnus uses this feat, his 
  controller selects two table edges. 
  Enemy models currently in Magnus’ 
  control area cannot end their 
  movement closer to a selected edge 
  than they started. Kill Box lasts for 
  one round.
  Mercenary
  Magnus the Warlord will not work 
  for Cygnar.
  Magnus
  BackstaB - Magnus rolls an 
  additional die on his back strike 
  damage rolls.
  huMan shielD - While screened, 
  Magnus gains an additional +2 
  DEF against ranged attacks. Attacks 
  that ignore screening also ignore  
  this bonus.
  skoRne Minion WaRcasteR - 
  Magnus and warjacks in his 
  battlegroup may be included in 
  1000-point or larger Skorne armies. 
  Magnus counts toward the maximum 
  number of warlocks allowed in an 
  army and counts as a warlock for 
  field allowances. 
  WaRjack BonDs - Up to 
  two custom warjacks in Magnus’s 
  battlegroup may begin the game 
  bonded to him. Magnus may allocate 
  up to one additional focus point to 
  each bonded warjack. A bonded 
  warjack rolls an additional die on its 
  back strike damage rolls.
  Foecleaver X
  After declaring a Foecleaver X melee 
  attack, Magnus may spend one 
  focus point to activate one of the 
  following abilities which lasts for the 
  duration of the attack. Foecleaver X 
  attack and damage rolls may only be 
  boosted by Powerful Attack. 
  • aRMoR-PieRcing - Targets  
  with medium-sized or larger 
  bases have their ARM halved 
  when calculating damage from 
  Foecleaver X. Effects that further 
  modify ARM are not reduced. 
  Foecleaver X gains +2 POW 
  against models with small bases.
  • PoWeRFul attack - Boost 
  both attack roll and damage roll. 
  • stall - Target warjack hit by 
  Foecleaver X suffers Stall. Stall is 
  a continuous effect that reduces 
  the warjack’s base SPD to 1 and 
  base DEF to 7. Stall expires in the 
  model’s controller’s Maintenance 
  Phase on a d6 roll of 1 or 2.
  Mechanikal Arm
  DisRuPtion - Target warjack 
  hit by the Mechanikal Arm suffers 
  Disruption. 
  Warjacks 
  suffering 
  Disruption lose any unused focus 
  points and cannot be allocated  
  focus points or channel spells for 
  one round.
  staggeR - Target model hit by 
  the Mechanikal Arm loses its initial 
  attacks this round.
  NOTE: Magnus the Warlord is 
  Magnus the Traitor. Yes, this 
  means a battlegroup controlled 
  by Magnus the Warlord may 
  include custom warjacks that can 
  only be included in a battlegroup 
  controlled by Magnus the Traitor.
  Bullet DoDgeR 
  2 
  6 
  - 
  - 
  X
  Target model gains +2 DEF against ranged attacks. When the affected model is targeted by an 
  enemy ranged attack that misses, it may immediately move up to 2” after the attack is resolved. 
  The affected model cannot be targeted by free strikes during this movement.
  lethaRgy 
  2 
  6 
  - 
  - 
  X 
  *
  Target model/unit suffers –2 MAT, RAT, and STR. If Lethargy expires, the affected model/unit 
  gains +2 MAT, RAT, and STR for one round. Lethargy may be cast once per turn. When this 
  spell targets an enemy model, it is an offensive spell and requires a magic attack roll. 
  MisDiRection 
  2 
  selF 
  - 
  - 
  X
  Immediately after suffering damage, Magnus may transfer the damage to a friendly Mercenary 
  model in his control area. The model suffers all damage from that attack instead of Magnus. 
  Transferred damage exceeding the model’s wounds is applied to Magnus. Magnus is still consid-
  ered to have suffered damage even if the damage is transferred. If Magnus transfers damage, he 
  may not transfer damage again until his controller’s next turn.
  MoBilize 
  3 
  selF 
  - 
  - 
   
  Models in Magnus’ battlegroup currently within his control area gain +2” of movement and 
  ignore movement penalties from rough terrain and obstacles. Affected models may charge, slam, 
  or trample across rough terrain. Mobilize lasts for one round.
  Raining steel 
  4 
  10 
  5 
  13 
   
  X
  Wreckage violently rains down upon the battlefield.
  the BiggeR they aRe... 2 
  8 
  - 
  10 
   
  X
  Add +2 to the damage roll when targeting a model with a medium-sized base and +4 when target-
  ing a model with a large-sized base.
  Mercenary Epic Warcaster Character
  Skorne Minion Warcaster – Keep in mind that even when included in 
  a Skorne army, Magnus can only give orders to Mercenary models, and 
  only Mercenary models can use his CMD when making CMD checks.
  TACTICAL TIPS
  SPELL 
  COST 
  RNG 
  AOE 
  POW 
  UP 
  OFF
  He keeps a mental list of those secretly loyal 
  to the Exile, including influential nobles, and they all 
  owe favors. In the days ahead they will be required to pay 
  in full. All of Magnus’ old enemies will be destroyed—first 
  the arrogant upstart who crippled his body, next the usurper 
  king. Cygnar will see the return of Vinter, and Magnus will 
  stand beside him with Foecleaver in hand, and the severed 
  heads of their enemies will peer down from spikes on the 
  gates of Caspia.
  SPECIAL RULES
  Focus 6 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	 6	 5	 14	17
  Damage	
  17
  Point	Cost	
  77
  Field	Allowance	
  C
  Victory	Points	
  5
  BASE	SIZE	
  SMALL
  Scattergun
  	RNG	 ROF	 AOE	 POW
  	SP	 1	 —	 12
  Foecleaver X
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  6	 12
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  5	 11
  Mechanikal Arm
  
  174
  The Rhulfolk never rest on their laurels. They are 
  constantly working to provide themselves new weapons 
  in the war for survival. It would appear they have once 
  again succeeded admirably.
  —Lord Commander Coleman Stryker upon 
  watching the Grundback Blaster obliterate a unit of Bile Thralls
  Grundback Blaster
  Rhulic MeRcenaRy WaRjack - The Grundback 
  Blaster may only be included in a battlegroup controlled 
  by a Rhulic mercenary warcaster or assigned to a Rhulic 
  mercenary ‘jack marshal.  The Grundback Blaster may only 
  be reactivated by a friendly Rhulic mercenary warcaster or 
  friendly Rhulic mercenary ‘jack Marshal.
  Hail-Shot Cannon
  PoWeRFul shot - When attacking with the Hail-Shot  
  Cannon, spending one focus point boosts all attack rolls.
  Grundback blaster
  rhulic Mercenary liGht Warjack
  The dwarves of Rhul specialize in the adaptation of utilitarian 
  steamjack designs into brutal and economical machines of 
  war. The Grundback Blaster is an excellent addition to the 
  Rhulic arsenal and is a prime example of industrious Rhulic 
  design philosophy. Like its cousin, the Grundback Gunner, 
  the Blaster is based on the chassis of the compact and durable 
  Grundback Runner. The Runner was used to traverse the 
  tunnels and mines of Rhul and deliver messages in order to 
  avoid the conflicts raging on the surface. 
  The Blaster is armed with the canister-fed Hail-Shot 
  Cannon. A single blast from the gun unleashes a resounding 
  volley of tiny projectiles designed to cut swathes through 
  masses of enemy troops. Lightly armored and more durable 
  targets alike are shredded where they stand due to the ingenious 
  mechanikal weapon. By shaping the inside of 
  the barrel with a metal choke, the 
  Rhulic engineers were able to 
  concentrate the cannon blast 
  intensely. Additionally, their 
  calculated weapon design 
  allows controlling warcasters 
  to increase the killing potential 
  of the cannon significantly with a 
  minor flex of will. 
  The intricate internal mechanisms of the 
  Grundback Blaster are delicate, so Rhulic 
  engineers constructed a heavily reinforced 
  armored shell to protect the fine gearwork 
  inside. The mechaniks who designed the ‘jack 
  believed the increased offensive capabilities 
  and efficiency in power output provided 
  by the sensitive interior were more than 
  worth the cost of the extra defensive 
  plating required to keep them safe. 
  Rhulic ingenuity has ensured that 
  their enemies will be feeling the death-
  dealing blasts of this tough, efficient 
  little ‘jack for years to come.
  HeigHt/WeigHt: 4’10” / 3.1 tons
  ArmAment:	 Hail-Shot Cannon 
  (head)
  Fuel loAd/Burn usAge: 75 Kgs / 
  24 hrs general, 5 hrs combat
  initiAl service dAte: 551 AR
  cortex mAnuFActurer: 
  Brand of Odom
  orig. cHAssis design: 
  Aruhn Grundback
  	 1	
  2	
  3	
  4	
  5	
  6
  Point	Cost	
  53
  Field	Allowance	
  U
  Victory	Points	
  1
  Base	Size	
  Medium
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  4	 5	 12	 18
  H
  H
  C
  M
  H
  H
  C
  C
  M
  M
  Hail-Shot Cannon
  	RNG	 ROF	 AOE	 POW
  	SP	 1	 —	 12
  HD
  
  L
  175
  I think of him as my four-ton steel big brother, and he 
  does well looking after this little sister.
  —Ashlynn d’Elyse, on the Vanguard
  One of the few Llaelese warjack designs ever to grace the 
  battlefield, the Vanguard demonstrates the genius of the 
  Order of the Golden Crucible. The order used the best 
  materials, most skilled hands, and the finest workshops 
  within Thunderhead Fortress to produce perhaps the 
  most sophisticated warjack of its kind and possibly the 
  most effective light ‘jack in western Immoren. With so 
  few warcasters in Llael, the order produced only a small 
  number of these marvels which quickly became 
  b a t t l e 
  commendations—walking, fighting badges of 
  h o n o r 
  awarded to the cream of quite a small crop.
  Nearly all of Llael’s warcasters died or 
  fell into Khadoran custody during 
  the invasion, and the surviving 
  Vanguards slipped through 
  the borders with refugees willing 
  to sell them to the highest bidder to 
  escape their war-torn homes. Now any 
  mercenary with the coin can use these 
  masterworks in the craft of war.
  Vanguards more than earn their 
  staggering cost. Designed 
  as mechanikal bodyguards, 
  as well as offensive weapons, 
  these lithe, four-ton killers use a long-hafted 
  guisarme and an ingenious large-caliber cannon 
  built into their tower shield to slaughter anyone 
  approaching their warcaster. Able to keep up with 
  the fleetest of warcasters and shield them from 
  danger, the Vanguard is a highly prized attaché to 
  any mercenary looking to live out a conflict.
  Only a small number of Vanguards escaped 
  the invasion unscathed, and mercenaries who 
  did manage to get their hands on one spend 
  small fortunes keeping them running. There 
  are precious few mechaniks capable of major 
  repairs on the Vanguard outside of Llael, and those 
  who can charge exorbitant fees to do so. Once a 
  badge of honor for noble warriors, the Vanguard 
  now shows the success of sell-swords, as only truly 
  affluent mercenaries can afford to have them.
  Vanguard
  assault - As part of a charge, after moving, the 
  Vanguard may make a single ranged attack targeting the 
  model charged. The Vanguard is not considered to be in 
  melee when making the Assault ranged attack, nor is the 
  target considered to be in melee with it. If the target is not 
  in melee range after moving, the Assault ranged attack may 
  still be made before the Vanguard’s activation ends. The 
  Vanguard cannot target a model with which it was in melee 
  at the start of its activation with an Assault ranged attack.  
  Guisarme
  Reach - 2” melee range.
  set DeFense - The Vanguard gains +2 DEF against 
  charge and slam attacks originating from its front arc.
  Tower Shield
  guaRD - A model screened by the Vanguard gains 
  an additional +2 DEF.  Attacks that ignore screening  
  also ignore this bonus.  This bonus is not cumulative  
  with itself.
  VanGuard
  Mercenary liGht Warjack
  HeigHt /WeigHt: 8’7” / 3.8 tons
  ArmAment: Guisarme (right 
  arm), Oversized Blastbuckler 
  (left arm)
  Fuel loAd/Burn usAge: 75 Kgs / 
  7 hrs general, 1.75 hr combat
  initiAl service dAte: 566 AR
  cortex mAnuFActurer: Fraternal 
  Order of Wizardy (modified by 
  the Order of the Golden 
  Crucible)
  orig. cHAssis 
  design: Crucible 
  Arms
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 9	
  5	 5	 13	 17
  	
  	
  	
  	 19	
  	 1	
  2	
  3	
  4	
  5	
  6
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  Point	Cost	
  76
  Field	Allowance	
  U
  Victory	Points	
  2
  Base	Size	
  Medium
  R
  Guisarme
  	 SPECIAL	
  POW	 P+S
  	 Multi	 4	 13
  Tower Shield
  	 SPECIAL	
  POW	 P+S
  	 Guard	 0	 9
  L
  Shield Gun
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 12
  
  176
  I watched this lovely smash its way into a fortified Cryxian 
  position. The Pulverizer went through the reinforced wall 
  like it was made of tinder. Then its Sledge Cannon ripped 
  the entire side of one of them Slayer ‘jacks right off like 
  tender cooked meat from rib bone.
  —Gorten Grundback
  It is quite possible that there is no better word to sum up the 
  Rhulfolk than practicality. The Wroughthammer Rockram 
  is an excellent demonstration of that watchword. The heavy 
  ‘jack is based on the tried and true chassis of the Ghordson 
  Driller, a mining steamjack that has not only been in service 
  for over a hundred years but has also seen great success on the 
  battlefield. The Rockram was designed by the mechaniks of the 
  Wroughthammer clan who are long time allies of the Ghordsons. 
  The Wroughthammer engineers purchase unarmed Ghordson 
  chassis at a discount and arm them personally. 
  As with all Rhulic ‘jacks, the Rockram has mulitiple 
  purposes. Its extremely powerful Sledge Cannon was originally 
  designed to crack open rock walls deep 
  within the mines of Rhul, but on the 
  battlefield it splits armor and sends its 
  tempered ammunition rocketing through 
  the internal systems of enemy warjacks, 
  shredding gears and puncturing pressure 
  tanks. It is a short-range weapon, but with 
  one well-placed shot it can cripple even the 
  most brutish warjacks. In the Rhulic mines 
  its mechanikally enhanced hammer, 
  known as the Pulverizer, is used to 
  crush solid stone into powder, 
  and enemy fortifications fall 
  to its mighty blows just as 
  easily. A strike from the 
  powerful weapon is more 
  than enough to send any 
  foe reeling, and it leaves any 
  target too foolish to fall down 
  woefully unprepared to mount a 
  counterattack. The Rockram can 
  hammer the earth so resoundingly 
  with the Pulverizer that the 
  ground beneath it shakes and 
  shifts treacherously for those 
  nearby.
  The Wroughthammer 
  Rockram is a ponderous 
  ‘jack, but its steady and 
  devastating attacks can 
  turn the tide of battle as 
  easily as it can rip through 
  a stone wall to get to a vein 
  of ore.
  Wroughthammer Rockram
  Rhulic 
  MeRcenaRy 
  WaRjack 
  - 
  The 
  Wroughthammer Rockram may only be included in a 
  battlegroup controlled by a Rhulic mercenary warcaster 
  or assigned to a Rhulic mercenary ‘jack marshal. The 
  Wroughthammer Rockram may only be reactivated by a 
  friendly Rhulic mercenary warcaster or friendly Rhulic 
  mercenary ‘jack marshal
  Pulverizer
  BatteR - Double the number of damage points a 
  structure takes from the Pulverizer.
  BellRingeR (★action) - While within 3” of 
  the Wroughthammer Rockram, models move at half 
  rate. A model beginning its activation within 3” of the 
  Wroughthammer Rockram cannot run, charge, slam, 
  or trample. Bellringer lasts for one round. Bellringer 
  immediately expires if the Wroughthammer Rockram 
  moves or is moved.
  cRitical staggeR - On a critical hit, target model 
  loses its initial attacks this round.
  Sledge Cannon
  cRitical teMPeReD aMMunition - On a critical 
  hit, if the Sledge Cannon damages a warjack, fill in the 
  remaining damage boxes in the last column damaged. On a 
  critical hit, if the Sledge Cannon damages a warbeast, fill in 
  the remaining damage circles in the last branch damaged.
  WrouGhthaMMer rockraM
  rhulic Mercenary heaVy Warjack
  HeigHt/WeigHt: 11’6” / 9.7 tons
  ArmAment: Pulverizer (left arm), 
  Sledge Cannon (right arm)
  Fuel loAd/Burn usAge: 225 Kgs 
  / 14 hrs general, 3 hrs combat
  initiAl service dAte: 502 AR
  cortex mAnuFActurer: 
  Brand of Odom
  orig. cHAssis design: 
  Unknown (attributed to Varl 
  Ghordson)
  	 1	
  2	
  3	
  4	
  5	
  6
  Point	Cost	
  117
  Field	Allowance	
  U
  Victory	Points	
  3
  Base	Size	
  Large
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 12	 5	 4	
  9	 19
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  Sledge Cannon
  	RNG	 ROF	 AOE	 POW
  	 7	 1	 —	 15
  R
  Pulverizer
  	 SPECIAL	
  POW	 P+S
  	 Multi	 6	 18
  L
  
  R
  L
  177
  Get me a dozen shoeing nails, a pair of rivets, and a 
  quart of pitch tar. The Mule’s down, and we’ll prolly be 
  needin’ her t’morrow.
   —Grover Hollenbach, Devil Dog company mechanik
  The Mule is among the most prized warjacks currently available 
  to mercenary forces. The Cygnaran military decommissioned 
  it in 582 AR after 123 years of service, but mercenaries all 
  over western Immoren have found the Mule to be at least as 
  useful as its namesake. When it was first developed, engineers 
  at Engine East stuck to a single design philosophy: keep it 
  simple. Based on the same chassis as the Nomad, the Mule is 
  so inexpensive to repair and upkeep that it can be fielded by 
  the most impoverished mercenary companies. Granted, like 
  most older warjacks, a Mule requires continual maintenance, 
  particularly to its steam engine and piping. However, it is free 
  of more complex mechanikal weaponry,  runs well in most 
  environments, can be serviced by mundane steam workers, and 
  comes standard with towing points for gear and supplies. 
  The true mechanikal genius of the Mule is its unique 
  steam-driven cannon. The Steam Lobber relies on pressure 
  built up in the warjack’s boiler rather than a blasting powder 
  to hurl its explosive projectiles. By sidestepping blasting 
  powder as a propellant, engineers were able to pack more 
  powder into the shell itself.  The result is an extraordinary 
  weapon of unprecedented power capable of demolishing 
  entire enemy formations and sending men and 
  machines careening through the air from the 
  impact of its cannon. Using a simple cut-off 
  valve system between the warjacks’s movement 
  system and the lobber, the Mule can route 
  the full yield of its boiler’s pressure into the 
  cannon to enhance its range greatly.
  In addition to the Steam Lobber, the Mule 
  is armed with a heavy reinforced mace. Though 
  brutal and inelegant, the weapon’s complete lack of 
  expensive or mechanikal parts has likewise been a boon 
  to the mercenary companies that field the machines.
  Though it is a pack animal to some, no one argues 
  with the Mule’s effectiveness once they have been 
  kicked by it.
  Steam Lobber
  aRcing FiRe - When attacking with the Steam Lobber, 
  the Mule may ignore intervening models except those that 
  would normally screen the target. 
  cRitical Devastation - On a critical hit, rather 
  than suffering a normal damage roll, each model in the AOE 
  is thrown d6” in a direction determined by a deviation roll 
  with the same effect as a throw attack. Do not make another 
  deviation roll when determining a thrown model’s point of 
  impact. Determine the points of impact for all affected 
  models before applying damage. The model directly hit  
  by the attack suffers a POW 15 damage roll. Other  
  models hit by the attack suffer a POW 8 blast damage roll. 
  Models hit by a thrown model that have equal or smaller-
  sized bases than the thrown model suffer a collateral 
  damage roll of 2d6 plus the POW of the damage roll 
  suffered by the thrown model. 
  steaM PRessuRe - The Mule may forfeit its movement 
  to add 4” to the range of the Steam Lobber. The Mule also 
  gains an aiming bonus for forfeiting its movement. 
  Mule
  Mercenary heaVy Warjack
  HeigHt /WeigHt: 12.1’ / 9 tons
  ArmAment: Battle Mace (right 
  arm), Steam Lobber (left arm)
  Fuel loAd/Burn usAge 120 Kgs 
  / 5 hrs general, 1 hr combat
  initiAl service dAte: 459 AR, 
  decommissioned 582 AR
  cortex mAnuFActurer: Fraternal 
  Order of Wizardry
  orig. cHAssis design:  
  Engines East
  Point	Cost	
  110
  Field	Allowance	
  U
  Victory	Points	
  3
  Base	Size	
  Large
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 11	 5	 4	 10	 18
  	 1	
  2	
  3	
  4	
  5	
  6
  L
  R
  L
  L
  M
  C
  R
  R
  M
  M
  C
  C
  Battle Mace
  	 SPECIAL	
  POW	 P+S
  	
  —	
  5	 16
  Steam Lobber
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 4	 15
  
  178
  No coin too dirty, no task too bloody, no one untouchable.
  —Motto of Jarok Croe
  Most assassins prefer to work alone and 
  practice their solitary profession from dark 
  alleyways, but Jarok Croe has always been a 
  more personable and affable murderer. He 
  enjoys the company of his peers and teaches 
  by example while instructing his subordinates 
  in the fine art of stalking humans and slitting throats. 
  Jarok Croe was born in the slums of Fharin where he 
  learned the way of the blade as a child. He later apprenticed as 
  a pistoleer under a discredited former officer of the Cygnaran 
  Army. Once he had mastered the gun, he provoked his teacher 
  to a duel, gunned him down, and claimed the enchanted pistol 
  Hiss as a prize. He later spent time in rough neighborhoods 
  across Cygnar serving a variety of crime lords as an enforcer. 
  Mercenary
  Croe’s Cutthroats will not work for Cygnar.
  Croe
  leaDeR
  nine lives - If Croe suffers sufficient damage to 
  be destroyed, a Cutthroat in Croe’s unit in formation is 
  destroyed instead.  Remove the Cutthroat from the table 
  and replace him with Croe.
  Unit
  aDvance DePloyMent - Place the Cutthroats after 
  normal deployment, up to 12” beyond the established 
  deployment zone.
  BackstaB - A Cutthroat rolls an additional die for his 
  back strike damage rolls. 
  BushWhack - The Cutthroats may make ranged attacks 
  before moving.  After all Cutthroats have completed their 
  attacks, models in the unit may advance normally but can 
  take no additional actions.
  croe’s cutthroats
  Mercenary character unit
  PathFinDeR - A Cutthroat ignores movement penalties from rough terrain 
  and obstacles.  A Cutthroat may charge across rough terrain.
  stealth - Attacks against a Cutthroat from greater than 5” away automatically 
  miss.  If a Cutthroat is greater than 5” away from an attacker, he does not count 
  as an intervening model. 
  Hiss (Croe Only)
  silenceR - Target model hit by Hiss cannot cast spells for one round.
  Two-Handed Sword (Croe Only)
  Poison - After a successful attack against a living model, roll an additional 
  damage die.
  Crossbows & Murder Weapons (Cutthroats Only)
  Poison - After a successful attack against a living model, roll an additional 
  damage die.
  Croe soon went into business for himself. He has assembled 
  a honed team of hunters, killers, and skilled highwaymen 
  who are all experts in the art of stealth and ambush, and 
  he expects nothing less than perfection. Well versed in the 
  use of poisons, Croe’s men are disciplined and capable of 
  great coordination in battle. They strike from cover with a 
  barrage of poisoned crossbow bolts before closing to cut 
  survivors down with their murderous weapons, and then they 
  slip unseen into the woods. Their unconventional tactics 
  have baffled and decimated considerably larger forces pitted 
  against them.
  Croe is blithely disdainful of legal authorities and enjoys 
  tormenting agents of the Cygnaran government and army. His 
  death or capture is a top priority of the crown, and Scout General 
  Rebald has several agents assigned to nothing other than bringing 
  him to justice. Croe remains undeterred, but being hunted has 
  forced his group to leave Cygnar and seek refuge abroad. 
  Fortunately for Croe, the outbreak of war has opened 
  lucrative opportunities. Though Croe and his men call themselves 
  a mercenary company, they value no code nor do they follow a 
  written charter. Their only rule is obedience to Jarok Croe who 
  pays and equips them well. Their company is scorned by more 
  “reputable” mercenaries yet also feared for their brutal efficiency. 
  Croe has his own peculiar work ethic and scrupulously stalks those 
  he has been hired to destroy. 
  Croe has earned a reputation as a survivor without equal 
  who repeatedly evades certain death. In battle he is difficult 
  to spot. He hides among his men, and his unassuming face 
  blends with theirs. Bullets intended for him invariably find his 
  subordinates instead, and he always seems to find a means of 
  escape. Some of his men whisper that Croe sold his soul to 
  bolster his luck, and all tread carefully around him.
  Leader	and	5	Troops	
  72
  Up to 4 Additional Troops	10ea
  Field	Allowance	
  C
  Victory	Points	
  2
  Base	Size	
  Small
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	
  6	 5	 13	 11
  Cutthroat 
  Cmd 6
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	
  7	 6	 13	 11
  Croe 
  Cmd 8
  Hiss
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 10
  	 SPECIAL	
  POW	 P+S
  	Poison	 5	 10
  Two-Handed Sword
  Crossbow
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 8
  Murder Weapons
  	 SPECIAL	
  POW	 P+S
  	Poison	 3	 8
  
  179
  cylena raefyll & nyss hunters
  Mercenary character unit
  My soul is ice and I am bereft of tears. I have stared 
  into the eyes of oblivion. I will endure your loathsome 
  company if it brings me even a single step closer to 
  Ethrunbal’s destruction. Use us as you will.
  —Cylena Raefyll to Goreshade the Bastard
  The Nyss believed themselves secluded from the horrors of 
  war in the far frozen north, but the rise of an all-consuming 
  blighted horror proved them wrong. Attacked by unholy 
  terrors and betrayed and subverted from within, many shards 
  realized immediately that the fight was lost and the only 
  way to avoid assimilation was to flee. The Nyss culture has 
  been shattered; they are a refugee people. There is one shard 
  though that refuses to let fear consume them, and it retains 
  a sense of purpose.
  Cylena Raefyll leads a strong band of loyal warrior 
  hunters from this shard. When she witnessed the doom of 
  her people made real, it was a watershed in her mind, and 
  she became filled with a hunger for vengeance. She will do 
  anything to avenge those who brought an end to her people, 
  but she knows such a task will require time and patience. 
  The horrors of fighting for survival have honed her 
  followers into peerless killers. They pull back the taut strings 
  of their bows to unleash withering arcing volleys that impale 
  and pin foes regardless of attempts to hide or evade. They are 
  equally adept with elegantly curved Nyss claymores bearing 
  edges so sharp they can cleave through flesh, bone, and metal 
  with ease.
  Cylena’s hatred is so strong she is even willing to fight 
  even alongside the Nightmare Empire, knowing their 
  king and master seeks Everblight to consume 
  his athanc. She is convinced that such 
  an alliance is their only hope for 
  the true destruction of her 
  sworn enemy, and she cares 
  not that such assistance will 
  aid a creature every bit as 
  perfidious as the one that 
  destroyed 
  her 
  people. 
  Hers is a personal lust 
  for vengeance directed 
  at Everblight and all the 
  minions that brought 
  ruin to her race. She is 
  willing to lend her loyal 
  hunters to fight in any war as 
  long as she earns favors to be 
  turned against the Blighted Legion.
  Mercenary
  Cylena Raefyll & the Nyss Hunters will not work for the 
  Protectorate.
  Cylena Raefyll
  leaDeR
  Unit
  concentRateD volley – Instead of making ranged  
  attacks separately, two or more Nyss Hunters in 
  open formation may concentrate their volley.  When 
  concentrating a volley, place an AOE template anywhere 
  completely within 12” and within LOS of all participants. 
  Ignore intervening models when placing the AOE. The 
  size of the template depends on the number of Nyss 
  Hunters participating in the attack. If 2-4 Nyss Hunters 
  participate, place a 3” AOE. If 5-7 Nyss Hunters 
  participate, place a 4” AOE. If 8-10 Nyss Hunters 
  participate, place a 5” AOE.  The Nyss Hunter with the 
  highest RAT in the attacking group makes one ranged 
  attack roll against each model in the AOE adding +1 to 
  the attack roll for each Nyss Hunter participating in the 
  attack, including himself. When making Concentrated Volley attacks, the Nyss Hunters never 
  get an aiming bonus, but they ignore Camouflage, concealment, elevation, intervening models, 
  Invisibility, and Stealth. A model hit by a Concentrated Volley attack suffers a POW 10 damage 
  roll. The Nyss Hunters unit may make one Concentrated Volley attack per activation.
  PathFinDeR – A Nyss Hunter ignores movement penalties from rough 
  terrain and obstacles.  A Nyss Hunter may charge across rough 
  terrain.  
  WeaPon MasteR – A Nyss Hunter 
  rolls an additional die on his melee  
  damage rolls.
  Cylena Raefyll Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  6	 6	 15	 11
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 7	 5	
  7	 7	 15	 11
  Hunters 
  Cmd 7
  Leader	&	5	Troops	
  77
  Up to 4 Additional Troops	12ea
  Field	Allowance	
  C
  Victory	Points	
  2
  Base	Size	
  	Small
  	RNG	 ROF	 AOE	 POW
  	12	 1	 —	 10
  Nyss Bow
  Nyss Claymore
  	 SPECIAL	
  POW	 P+S
  	
  —	
  4	 9
  
  180
  I never tire of watching their formations assemble, 
  especially when those stout cousins line up on my side of 
  the paymaster’s ticket!.
  —Gorten Grundback, Rhulic mercenary
  The officers managing the Rhulic fortress of Hammerfall 
  select and train master gunners from among 
  numerous rifledwarves to form the long-
  standing High Shield Gun Corps. 
  Members of the Gun Corps exemplify the 
  skill, discipline, and powerful resolve of 
  their people, and the Corps’ commanders 
  have recently made a small fortune under the 
  tax collectors’ noses by hiring their units out for 
  the Immorese coin flowing so freely in these times 
  of war.
  Well equipped and armored, the Gun Corps forms 
  crack units of riflemen trained to maneuver and fight 
  in formation. Their shields were first designed for use 
  in close quarters with axes but are ideally suited to hold 
  up the heavy dual-barrels of their Rhulic war-rifles. 
  Used like arrow slits in a battlement, the Gun Corps’ 
  shields bristle with rifles blasting away at every 
  target in sight.
  Mercenary
  The Hammerfall High Shield Gun Corps will not work for 
  Cryx or the Protectorate.
  Sergeant
  ‘jack MaRshal (1) - The Sergeant may start the game 
  controlling one Rhulic Mercenary warjack. The Sergeant 
  has a marshalling range equal to his CMD in inches.  If 
  a controlled warjack is within the Sergeant’s marshalling 
  range, it can run, charge, or boost an attack or damage roll 
  once per activation. If the Sergeant is destroyed or removed 
  from play, warjacks under his control do not become inert. 
  The Sergeant may reactivate one friendly inert Rhulic 
  Mercenary warjack per turn in the same manner as a 
  warcaster. The reactivated warjack comes under his control 
  unless he already controls another warjack.
  leaDeR 
  shielD Wall (oRDeR) - Every High Shield who 
  receives the order who is in tight formation with the Sergeant 
  at the end of the unit’s movement gains +4 ARM. If the 
  Sergeant is no longer on the table, the largest tight formation 
  group forms the shield wall. If there is more than one group 
  with the largest number of troopers, the unit’s controller decides which group forms the shield wall. 
  A trooper that did not receive the order cannot join the shield wall. This bonus does not apply 
  to damage originating in the model’s back arc. Models that do not end their movement in tight 
  formation do not benefit from the shield wall.  This bonus lasts for one round.
  Unit
  coveReD FusillaDe - During any round in which the High Shields have received the Shield 
  Wall order, all models in the unit benefiting from Shield Wall may make Covered Fusillade attacks. 
  Make one ranged attack roll for each affected High Shield.  If the attack roll succeeds, the target 
  model suffers a POW 13 damage roll. If the unit makes Covered Fusillade attacks, models in the unit 
  cannot make ranged attacks during their next activation.  
  Ranking FiRe - High Shields may ignore intervening models in their unit when drawing LOS.
  steaDy shot - While benefiting from Shield Wall, a High Shield gains +1 to ranged attack rolls.
  haMMerfall hiGh shield Gun corps
  rhulic Mercenary unit
  Sergeant 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 6	
  6	 5	 11	 15
  Gunmen 
  Cmd 7
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 4	 6	
  5	 4	 11	 15
  Leader	and	5	Troops	
  53
  Up to 4 Additional Troops	 8ea
  Victory	Points	
  2
  Field	Allowance	
  2
  Base	Size	
  Small
  Although impressively equipped with Rhulic arms and 
  armor, the Gun Corps’ real strength lies in its ability to act as a 
  cohesive unit at the sergeant’s firm orders. Years of training allow 
  them to position so that all Corps members in a unit can fire over 
  or between their comrades to unleash lethal clouds of lead. 
  Trained as ‘jack marshals to defend Hammerfall, the 
  sergeants of the Gun Corps occasionally supplement the 
  firepower of their units with Rhulic warjacks. Though only 
  available to the highest paying customers, the sight of a 
  Ghordson Driller towering over a solid line of dwarven guns 
  has changed the outcome of more than one battle. Until peace 
  settles on western Immoren or the coffers of younger races run 
  dry, the Hammerfall High Shield Gun Corps will continue to 
  sweep the battlefields clean for the right price.
  Axe
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 9
  Double-Barreled Rifle
  	RNG	 ROF	 AOE	 POW
  	10	 1	 —	 10
  
  181
  Numerous, effective, and tenacious; they are qualities I 
  admire in my allies, not enemies. We must remember to 
  hire them next time.
  —Vladimir Tzepesci, Dark Prince of Umbrey
  The Steelhead Mercenary Company boasts a charter spanning 
  western Immoren with chapter houses from Ternon Crag to 
  the Khardic Sea. Serious soldiers and dispassionate killers 
  distinguished by their prominent badges and distinct helmets, 
  the Steelheads can find a use for anyone willing to train and 
  work no matter from where they may hail.
  Formed nearly two centuries ago, the 
  early Steelheads realized that training 
  and professionalism lead to success. 
  They created a structured and 
  detailed training and recruiting 
  manual for all of their units. 
  Skilled halberdiers emerge from 
  Steelhead camps monthly and march 
  to battlefields in every corner of the 
  Iron Kingdoms. Using simple halberds 
  and well-drilled fighting formations, 
  these common Steelhead units can 
  bring down more sophisticated 
  enemies in short order.
  The halberdiers can lay low most targets as they 
  approach with their long-practiced maneuvers and a 
  series of verbal commands to coordinate their strikes. 
  The doctrine of destroying an enemy’s advance truly 
  exemplifies their chapter’s founding philosophy of 
  “ye never need defend against the offender ye have 
  already killed.” When larger opponents stand against 
  them—like the warjacks that make up the backbone of 
  most modern armies—the Steelheads bury their halberds 
  into them like Ordic harpooners would a hullgrinder. Though 
  brave, if timed poorly such tactics cost many halberdiers more 
  than just their wage at the close of the day.
  Often hired and deployed in large numbers, the Steelhead 
  Halberdiers demonstrate just how many good men will put 
  their lives on the line for enough money. The Steelheads do 
  not care if that money comes as Cygnaran crowns, Khadoran 
  talons, or Cryxian dragoncoin. They never ask why, only 
  “how much?”
  Mercenary
  The Steelhead Halberdiers will work for any faction.
  Sergeant
  leaDeR
  Unit
  coMBineD Melee attack - Instead of making 
  melee attacks separately, two or more Steelhead 
  Halberdiers in melee range of the same target may 
  combine their attacks.  In order to participate in a 
  combined melee attack, a Steelhead Halberdier must be 
  able to declare a melee attack against the intended target. 
  The Steelhead Halberdier with the highest MAT in the 
  attacking group makes one melee attack roll for the group 
  and gains +1 to the attack and damage rolls for each 
  Steelhead Halberdier, including himself, participating  
  in the attack.
  FoReFenD - A Steelhead Halberdier may make a melee attack against an enemy model that 
  moves into and ends its movement within the Steelhead Halberdier’s melee range. Resolve the 
  attack immediately after movement ends. If a Steelhead Halberdier makes a Forfend attack, he 
  may not make another until after his controller’s next turn.
  Halberd
  PoWeRFul chaRge - When making charge attacks, Steelhead Halberdiers gain +2 
  to their attack rolls.  
  Reach - 2” melee range.
  set DeFense - A Steelhead Halberdier gains +2 DEF against charge and 
  slam attacks originating from his front arc. 
  steelhead halberdiers
  Mercenary unit
  Sergeant 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	
  6	 4	 13	 13
  Halberdier 
  Cmd 6
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 6	
  5	 4	 13	 13
  Leader	and	5	Troops	
  58
  Up to 4 Additional Troops	 9ea
  Victory	Points	
  2
  Field	Allowance	
  3
  Base	Size	
  Small
  Halberd
  	 SPECIAL	
  POW	 P+S
  	 Multi	 5	 11
  
  182
  alexia ciannor
  Mercenary solo character
  Mercenary
  Alexia Ciannor will not work for Cryx or the Protectorate.
  Alexia
  coMManD unDeaD - During her activation, Alexia 
  may attempt to take control of one enemy undead unit in 
  her command range. Target unit must make a command 
  check. If it fails, Alexia’s controller may activate and 
  control the unit once this round. 
  coMManDeR - Alexia has a command range equal to her 
  current CMD in inches. Friendly mercenary models/units 
  in her command range may use her CMD when making 
  command checks. Alexia may rally and give orders to 
  friendly mercenary models/units in her command range.
  Death Magic - Alexia may remove a friendly Risen 
  in her command range from play to prevent one damage 
  point, to make an additional attack, or to boost an attack 
  or damage roll. Alexia may remove any number of Risen from play each round.
  Risen - When deploying Alexia, place a friendly unit of six Risen in play.  Immediately 
  remove friendly Risen from play if Alexia is destroyed or removed from play.
  Magic Ability
  As a special attack or action, Alexia may cast one of the following spells during her activation. 
  Instead of making a skill check to resolve a magic attack, determine the success by rolling 2d6 
  and adding Alexia’s Magic Ability score of 8.  If the roll is equal to or exceeds the target’s DEF, 
  the attack succeeds.
  • cRaFt thRall Rune (★Action) – Remove target friendly Risen within 5” and replace 
  it with a Thrall Warrior under your control. The Thrall may activate this turn if the Risen 
  model did not activate yet this turn.
  She’s no mercenary—she’s a menace! Ask any citizen 
  of Corvis about the Longest Night when the risen came 
  from the sewers at her call. You can’t trust her, and you 
  can’t control her.
  —Commander Julian Helstrom, leader of the Corvis Watch
  • PaRalytic FeaR (★Attack) – Target model within 10” and LOS  
  suffers a POW 12 magic attack. A living model/unit hit by Paralytic  
  Fear must pass a command check or forfeit its movement during its  
  next activation.
  • stRength oF Death (★Action) – Friendly Risen in Alexia’s command 
  range gain boosted attack and damage rolls this turn. 
  Witchfire
  Mage killeR - Witchfire attacks may damage models only affected by 
  magic attacks. When resolving Witchfire attacks, ignore unspent focus on target 
  models with the Focus Manipulation ability.
  Raise DeaD - When a living model is destroyed within 15” of Alexia, place 
  a Risen model in play within her command range. This model is part of her 
  Risen unit. If all models in the Risen unit have been destroyed or removed 
  from play, this model forms a new unit. Alexia cannot have more than 20 Risen 
  models in play at a time.
  sPell WaRD - Alexia cannot be targeted by spells, friendly or enemy. 
  Magic aBility – Magic Abilities do not require a skill roll  
  to use.
  Few individuals have been at the crux of so many 
  infamous events in so brief a time as Alexia Ciannor. 
  Her life has been filled with tragedy and terror. Alexia’s 
  mother Lexaria was decapitated as a witch in the Corvis 
  Witch Trials when Alexia was only seven years old. She 
  was raised by her uncle, a Morrowan priest, who hoped 
  to spare Alexia these horrors. He could not predict 
  either the power that would blossom in her or her need 
  to reconnect with her mother.
  This unhealthy obsession led her to unearth the 
  Witchfire, the instrument of execution for her mother’s coven 
  and a prison for their souls. Formerly wielded by the head of 
  Vinter Raelthorne’s Inquisition, this sword has brought both 
  misery and salvation to the City of Ghosts. The sword has 
  raised armies of the Risen first to ravage the city and later to 
  save it from a skorne invasion. 
  ...Continued on next page
  TACTICAL TIPS
  Alexia 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 4	
  5	 4	 15	 14
  Damage	
  5
  Point	Cost	
  52
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Small
  Pistol
  	RNG	 ROF	 AOE	 POW
  	 8	 1	 —	 10
  Witchfire
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  8	 12
  
  183
  the risen
  Mercenary unit
  Do not underestimate risen. Yes, they are shambling dead 
  and easily put down, but in a pack they can swarm both 
  man or machine and leave them defenseless and easy prey. 
  —Lorimer Kex, Magus of the Fraternal Order of Wizardry in Corvis
  Alexia is not entirely sane. In one misguided attempt to 
  resurrect her mother, she used a giant Cyrissist mechanism 
  to free the souls from the Witchfire, but she became their 
  unwilling receptacle. She is now haunted by voices only she 
  can hear. Her sanity is in question, but perhaps the counsel 
  of her mother’s spirit has prevented her from succumbing 
  entirely to evil. It is sometimes difficult to tell whether her 
  will is her own, or if she is a pawn to the sword dominating 
  her destiny.
  She was free of the blade for a short time after the 
  liberation of Corvis when the relic was taken by the Church 
  of Morrow. Feeling out of his depth, High Prelate Dumas 
  sent the blade south to the Sancteum. Alexia heard its siren 
  call and attacked the caravan to steal the sword from its 
  guardians. She is now hunted by the Order of Illumination.
  Alexia has since turned to the mercenary life. She is drawn 
  to the chaos of the war between Khador and Cygnar and has 
  offered her services to both sides. She is careful to avoid 
  battle-chaplains of the church but intends them no violence, 
  for they remind her of her beloved uncle. 
  Despite laws against necromancy, many 
  beleaguered captains and kovniks are 
  eager for any assistance and are willing 
  to turn a blind eye so they can wield 
  death against itself. Alexia sifts through 
  the remains of thralls, skarlocks, 
  and bonejacks in an attempt to 
  understand their fabrication 
  and broaden her mastery of 
  death magic. 
  ...Continued on next page
  Risen
  coMBineD Melee attack - Instead of making 
  melee attacks separately, two or more Risen in melee range 
  of the same target may combine their attacks.  In order to 
  participate in a combined melee attack, a Risen must be 
  able to declare a melee attack against the intended target. 
  The Risen with the highest MAT in the attacking group 
  makes one melee attack roll for the group and gains +1 
  to the attack and damage rolls for each Risen, including 
  itself, participating in the attack.
  MoB - Instead of making normal melee attacks, two or 
  more Risen may attempt to mob a model in base-to-base 
  contact with them to knock it down and pin it. In order to participate in a mob attack, a Risen 
  must be able to declare a melee attack against the intended target. No attack roll is required 
  for a mob attack. The Risen with the highest STR in the attacking group rolls a d6 and adds 
  its STR.  The Risen gains +1 for each Risen, including itself, participating in the attack. The 
  target then rolls a d6 and adds its STR. If the total for the Risen exceeds the defender’s total, 
  the defender takes no damage but is knocked down and pinned. At the start of the pinned 
  model’s activation, both the pinned model and one Risen in base-to-base contact with the 
  pinned model roll a d6 and add their STR.  The Risen gains +1 for each Risen, including itself, 
  in base-to-base contact with the pinned model. If the defender’s total exceeds the Risen total, 
  it may stand up normally. If the Risen win, the pinned model’s activation ends and it remains 
  pinned. A model that cannot be knocked down cannot be mobbed.
  RaiseD - A player including Alexia in his army also 
  begins the game with a 
  unit of six Risen. This unit has no leader and may 
  only 
  receive 
  orders 
  from Alexia. If Alexia is destroyed or removed from 
  play, her Risen unit is immediately removed from 
  play. Risen put in play by Alexia are part of this 
  unit. If the last model in this unit has been destroyed, 
  additional Risen put in play form a new unit.
  unDeaD - Risen models are not living models  
  and never flee.
  Risen 
  Cmd 3
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 4	
  3	 3	 10	 11
  6	Troops	
  0
  Field	Allowance	
  0
  Victory	Points	
  0
  Base	Size	
  Small
  Claws
  	 SPECIAL	
  POW	 P+S
  	
  —	
  2	 6
  
  184
  Thrall warriors are more formidable. The rune on their 
  brow gives them unholy strength, and their dead flesh 
  somehow retains their skill with a blade. 
  — Lorimer Kex, Magus of the Fraternal Order of Wizardry in Corvis
  Thrall Warrior
  cReateD - The Thrall Warrior does not begin the 
  game in play. When Alexia Ciannor casts Craft Thrall 
  Rune on a Risen, the model is removed from play and 
  replaced by a Thrall Warrior mercenary solo under your 
  control. Any number of Thrall Warriors can be in play at 
  any time. A Thrall Warrior may activate the turn it was 
  created if the Risen that was removed did not activate 
  yet this turn.
  unDeaD - The Thrall Warrior is not a living model 
  and never flees. 
  WeaPon MasteR - The Thrall Warrior rolls an 
  additional die on its melee damage rolls.
  thrall Warrior
  Mercenary solo
  Her ultimate desire is the power of life over death, so she 
  can exorcise her mother’s spirit and restore her to life. The 
  rites of the Menites also fascinate Alexia. She has heard the 
  legends of the Testament and thinks he may know secrets she 
  requires. She will not ask politely, but she hopes to witness 
  him crushed and forced to break his vow of silence at the tip 
  of the Witchfire. It is a deranged goal, but Alexia has never 
  been prudent or cautious.
  The Cryxians are eager to destroy her and reclaim the 
  Witchfire, which was once buried and forgotten under the 
  ruins of Castle Moorcraig. She is also shunned and loathed 
  by the Menites, for her sorcery is an abomination of their 
  god’s will. With no home, no kingdom, and no place of 
  refuge, Alexia is doomed to a life of constant battle. She is 
  a fugitive safe only at the heart of tumult in the front lines 
  of war.
  Alexia can call upon two types of the unliving in battle. 
  The Risen are a spontaneous manifestation of the enormous 
  dark power of the Witchfire, which animates the slain and 
  forces them into temporary service. Risen make up for their 
  lack of hardiness with sheer numbers. Furthermore, Alexia 
  can draw power from the Risen and use the death energy 
  animating them to strengthen herself in battle.
  Alexia’s unique and disturbing aptitude for necromancy is 
  embodied by her thrall warriors. By taking a normal Risen and 
  affixing it with runes of unholy power, she can transform 
  it into a powerful guardian. These glyphed undead are 
  stronger and more capable at warfare than their mindless 
  kin, and they are capable of following complex orders 
  and acting on their own initiative. 
  Thrall Warrior 
  Cmd 7
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 6	
  6	 3	 11	 14
  Field	Allowance	
  0
  Victory	Points	
  0
  Base	Size	
  Small
  Great Sword
  	 SPECIAL	
  POW	 P+S
  	
  —	
  4	 10
  
  185
  They may be hard as warjacks, but what we save on coal 
  we spend on mutton to keep ‘em fed.
  —Wagner Holt, Steelhead Halberdier Sergeant, Corvis Chapter
  Young ogrun who have yet to forge a bond with a Korune 
  often go to great lengths to impress one; they can spend 
  months or years outside their homelands trying to make a 
  name for themselves. Called bokur, the reckless youths attach 
  themselves to important people across the continent in order 
  to prove their worth by demonstrating their martial skill. 
  Through a binding pledge of service that is both oath and 
  contract, they ward over their clients for reputation, profit, 
  and adventure. 
  In a time-honored tradition of swearing their lives to 
  another, bokur choose clients, no matter the region or 
  employer, and protect them for as long as the oath, coin, or life 
  lasts. From the black ogrun who look after necromancers 
  in the Schardes to the clannish 
  ogrun of Rhul who 
  tower above their dwarven allies, 
  bokur stand against 
  any that might bring harm to 
  their clients.
  Whether crushing enemies 
  with their shield or cleaving 
  them with an enormous ogrun 
  pole arm, the bokur follow their 
  clients into any situation. They 
  glory in the thrill of battle, and few 
  can survive their rapid, vicious blows 
  or powerful charge. Even warjacks stutter 
  and fall to the unyielding barrage.
  Many bokur have begun collecting trophies 
  or getting tattoos to track their successes in 
  great detail. Some Korune will not care who they 
  protected or how many they killed doing so. Only 
  the bokur’s journey matters, and lately that seems 
  inevitably entangled with the wars of men.
  Mercenary
  The Ogrun Bokur will not work for the Protectorate.
  Bokur
  client - Before the start of the game, the Ogrun 
  Bokur’s controller may declare one warcaster, solo, or unit 
  leader to be the Bokur’s client. A Bokur cannot be the 
  client of another Bokur. A Bokur cannot have the same 
  client as another Bokur. While within 6” of his client, 
  the Bokur never flees and rolls an additional die on all 
  attack and damage rolls. If the Bokur’s client has Advance 
  Deployment, the Bokur gains Advance Deployment. 
  slaM (★attack) -  The Bokur can perform slams.
  Ogrun Pole Arm
  Flying steel - The Bokur may make d3 attacks with 
  the Ogrun Pole Arm each activation. 
  PoWeRFul chaRge - When making a charge attack 
  with the Ogrun Pole Arm, the Bokur gains +2 to his attack rolls.
  Reach - 2” melee range.
  Shield
  cRitical slaM - On a critical hit, instead of making a normal damage roll, the Bokur may 
  slam the target model d6” directly away from him.  The model suffers a damage roll equal to 
  the Bokur’s current STR plus the current POW of his shield.  If the slammed model collides 
  with another model with an equal or smaller-sized base, that model suffers a collateral damage 
  roll equal to the Bokur’s current STR.
  oGrun bokur
  Mercenary solo
  Bokur 
  Cmd 9
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 5	 9	
  6	 3	 13	 17
  Damage	
  10
  Point	Cost	
  39
  Field	Allowance	
  2
  Victory	Points	
  1
  Base	Size	
  Medium
  Ogrun Pole Arm
  	 SPECIAL	
  POW	 P+S
  	 Multi	
  6	 15
  	 SPECIAL	
  POW	 P+S
  	Critical	 0	 9
  Shield
  
  186
  All mercenaries are in the business of selling death for coin. They call me an assassin because  
  I kill better and faster than they do.  
  —Kell Bailoch
  Kell Bailoch
  belies decades of experience and uncounted dead left behind. 
  His price is steep, but for those with a need to plant a man in 
  a fast grave, his value is clear.
  Certain men have an ability to slip through the cracks 
  and be forgotten. For an assassin, this is better than 
  widespread notoriety, and Kell Bailoch does not regret the 
  fact that his face is easily forgotten. Those who have need 
  of his services can find him, and he has maintained a steady 
  supply of work particularly since the onset of war. War is 
  a mercenary’s bread and butter, and Kell Bailoch has been 
  eating well.
  Kell Bailoch is a name that is now synonymous with assassin. 
  Bailoch is a premiere rifleman and a former soldier who 
  translated his skill for killing at a distance into a profitable 
  business. Few men who have been in the sights of his rifle 
  have lived, and most of his kills have been left as puzzling 
  mysteries for the authorities. The pragmatic killer 
  practices his trade with a calm professionalism that 
  
  187
  Mercenary
  Kell Bailoch will not work for Cryx 
  or Cygnar.
  Bailoch
  aDvance 
  DePloyMent 
  -  
  Place 
  Bailoch 
  after 
  normal 
  deployment, up to 12” beyond the 
  established deployment zone.
  cRack shot - Bailoch’s targets 
  do not benefit from being screened. 
  Dual shot - Bailoch may 
  voluntarily forfeit his movement to 
  make one additional ranged attack 
  this turn in addition to receiving the 
  aiming bonus.
  luRk - Bailoch may forfeit his 
  movement to Lurk for one round 
  in addition to receiving the aiming 
  bonus and benefiting from Dual 
  Shot. While lurking, Bailoch gains an 
  additional +4 DEF when benefiting 
  from concealment or cover. Lurk 
  expires if he makes an attack or 
  performs a special action.  Bailoch 
  may begin the game lurking.
  sniPeR - When damaging a 
  warjack, Bailoch’s controller chooses 
  which column takes the damage. 
  When 
  damaging 
  a 
  warbeast, 
  Bailoch’s controller chooses which 
  branch takes the damage. After a 
  successful ranged attack, Bailoch 
  may 
  automatically 
  inflict 
  one 
  damage point instead of making a 
  damage roll.
  Silence
  sounDless - Making a ranged 
  attack with Silence does not cause Lurk  
  to expire.
  Mercenary Solo Character
  SPECIAL RULES
  Bailoch 
  Cmd 8
  	 SPD	 STR	 MAT	 RAT	
  DEF	 ARM
  	 6	 5	
  5	 8	 13	 12
  Damage	
  5
  Point	Cost	
  27
  Field	Allowance	
  C
  Victory	Points	
  1
  Base	Size	
  Small
  Bailoch has the distinction of having survived being a 
  wanted criminal under the reign of Vinter Raelthorne IV. 
  His crimes have kept him on Cygnar’s wanted list after the 
  coup and the rise of King Leto. He is also—as far as he is 
  aware—the last remaining survivor of the expedition aboard 
  the Ocean’s Mistress led by Head Inquisitor Dexer Sirac in 591 
  AR. This was an ill-fated trip to recover the Witchfire from 
  below Castle Moorcraig in Cryx. It was during this messy job 
  that Kell was given his signature rifle Silence, a mechanikally 
  enhanced rifle magically muffled to make no sound when fired. 
  Kell has achieved many silent kills with his rifle in the last 
  fifteen years, and he has earned a reputation as a marksman 
  par excellence.
  Even before his peculiar business arrangement with 
  Cygnar’s head inquisitor, Kell Bailoch had a colorful past. He 
  began his career as a rifleman in the Cygnaran Army, but he 
  did not enjoy the military lifestyle. He had no respect for 
  authority and found it difficult to suck-up to his superiors 
  as was required to advance. He left the army, turned to the 
  mercenary life, and joined up with the now infamous Black 
  Talons, one of the few mercenary companies in recent 
  memory to be discredited publicly and disbanded on charges 
  of crimes against humanity. That this happened under the 
  reign of the brutal tyrant Vinter IV is a testament to the 
  severity of atrocities committed by such a bloody-
  minded group of paid brigands. 
  Some former Black Talon mercenaries were able to evade 
  imprisonment by bribing the right parties and keeping a low 
  profile. Kell is still in touch with these men, several of whom 
  have moved to Corvis, and they provide him with ongoing 
  information and serve as proxies for new jobs. Kell has 
  spent considerable time in Five Fingers and has an ongoing 
  arrangement with the Four Star Syndicate, but rumor has it 
  one of the city’s powerful High Captains has it in for him 
  related to an ‘incident with a sniper’. 
  Kell has a knack for disguises and an ability to blend into 
  the shadows. He has passed himself off as a priest, a privateer, 
  and as military officers in the course of executing his targets. 
  He remains a wanted criminal in Cygnar, and it has been 
  whispered that agents of Cryx have offered a large bounty 
  for his skull—the rest of his body is optional. He means to 
  keep out of the hands of both of those agencies, but he has 
  no qualms earning coin taking down targets of opportunity 
  across the theaters of war. A victim of Bailoch’s hears nothing 
  and sees nothing. He experiences only a moment of surprise 
  and a keen, if brief, sensation of agony before a precisely 
  targeted bullet ends his life.
  Sword
  	 SPECIAL	
  POW	 P+S
  	
  —	
  3	 8
  Silence
  	RNG	 ROF	 AOE	 POW
  	14	 2	 —	 10
  
  188
  Mercenaries
  gRunDBack BlasteR
  ~ light WaRjack ~
  DuRgen MaDhaMMeR
  ~ WaRcasteR ~
  
  189
  Mule
  ~ heavy WaRjack ~
  WRoughthaMMeR RockRaM
  ~ heavy WaRjack ~
  ashlynn D’elyse 
  ~ WaRcasteR ~
  
  190
  vanguaRD
  ~ light WaRjack ~
  
  191
  steelheaD halBeRDieRs
  ~ unit ~
  haMMeRFall high shielD gun coRPs
  ~ unit ~
  
  192
  cRoe’s cutthRoats
  ~ unit ~
  aleXia, Risen
  & thRall WaRRioR 
  
  193
  cylena RaeFyll & nyss hunteRs 
  ~ unit ~
  ogRun BokuR
  ~ solo ~
  
  194
  Mercenaries are varied in specialty, professionalism, 
  reputation, organization, and goals. Each mercenary 
  company has its own bylaws, requirements, training, and 
  rates, and there are many independent operators unattached 
  to companies who will fight for coin. There are also 
  disreputable hired thugs who call themselves mercenaries 
  but ignore the old codes. Such ruffians are little more than 
  paid assassins.
  Some mercenaries claim profit to be their only guiding 
  principle, but most have biases and hold some nations 
  in esteem while disdaining others. Mercenaries working 
  toward their own agendas are nothing new, but those with 
  the rare warcaster talent can carve out a unique place for 
  themselves by leading small armies of hired blades who 
  will not ask questions. Large groups of armed and deadly 
  soldiers boasting military grade warjacks make governments 
  uneasy unless such groups are part of lawfully chartered 
  and recognized mercenary companies. 
  Mercenaries expecting to work regularly must obey a 
  code and behave professionally. The basic tenets by which 
  most mercenaries live were laid down in an ancient set of 
  rules called the Charter. Specific company rules, however, are 
  part of the company’s founding charter. All mercenaries 
  are obliged to stick to a course once hired and fight at 
  the behest of their employer until the term of service 
  defined in their contract expires. This can be as short 
  as a single battle or as long as a multi-year tour of duty. 
  There are some companies that have attached their services 
  permanently to a nation and serve similarly to regular 
  military in all but name. 
  It is accepted that mercenary companies fighting on one 
  side of a war may eventually be seen on the other. Most 
  contracts include a cool-down period before the company 
  can take to the field against a former employer. The largest 
  mercenary companies arrange clever contracts that are only 
  binding on individuals, enabling them to cycle through 
  soldiers without a lull.
  A company’s ability to remain eligible for work while 
  retaining repeat business is part of the ongoing balancing 
  act long-term companies manage. Particularly large 
  groups, such as the Steelhead Mercenaries, ‘solve’ this 
  problem with very specific 
  contracts. Different branches 
  of the Steelhead Mercenaries 
  can hire to opposite sides of a 
  conflict without violating their 
  charter.
  The 
  Hammerfall 
  High 
  Shield Gun Corps is more 
  meticulous about managing its 
  contracts though. They allow platoons to hire to either 
  side of a conflict, but they arrange deployment in such a 
  way that they are never forced to face members of their 
  own company in the same battle. For example, one platoon 
  of the Hammerfall Corps might be hired to bolster Fellig 
  against Khadorans on the western end of the Thornwood 
  war front while another platoon is hired by Khador to 
  protect a supply depot from Cygnarans on the eastern end 
  of the same front. 
  There are literally hundreds of mercenary companies 
  in western Immoren, but most are small and regional 
  and handle petty work like bodyguard and patrol duty. 
  Those capable of fielding seasoned warriors who can hold 
  alongside and against regular armies form a select and 
  expensive breed. Mercenaries are part of a long tradition, 
  but their role has evolved and shifted away from huge 
  independent armies to small groups with focused skills. 
  The change has encouraged companies to find a specialty 
  and exploit it, including fielding special weapons designed 
  for warjack elimination and countermeasures.
  Fighting alongside and against regular armies requires 
  the use of powerful mercenary warjacks either commanded 
  by skilled ‘jack marshals or controlled by mercenary 
  warcasters. Mercenaries value warjacks with open fists 
  because they can ameliorate the company’s costs by 
  performing labor functions, hauling goods, and helping 
  erect improvised barricades. Warjacks are expensive 
  hardware, so mercenaries often rely on older models 
  decommissioned from military use, or they utilize armored 
  laborjacks enhanced with improvised weapons. Older 
  warjacks require ongoing maintenance, and coal does not 
  come free, so it can be easy for a mercenary company to eat 
  Mercernary Companies 
  and Charters
  
  195
  through its profit margin in the upkeep of these machines. 
  Running warjacks can strain a mercenary company if flesh 
  and blood soldiers believe their pay or food supply is being 
  compromised to keep the metal beasts running. Such costs 
  keep mercenaries hungry for action and eager to score the 
  next big contract. 
  Only kingdom treasuries can regularly afford the services 
  of such well armed groups, but there have been cases where 
  other interested parties with an agenda and wealth have 
  organized to secure major mercenary contracts.
  One such group is the Four Star Syndicate, a shadowy 
  organization based in Five Fingers reputed to have the 
  backing of the city’s High Captain crime lords. Their goals 
  and purposes are uncertain, but these contracts allow this 
  shady group to exert an influence on wars abroad. Some 
  have shunned these contracts, believing the Four Star 
  Syndicate to be a disreputable criminal organization. Most 
  mercenaries, however, are willing to accept work as long as 
  the pay is good, and the pay is always good. The syndicate 
  has nearly inexhaustible resources.
  WE fEAR not thE high MountAin, noR thE DEEp ABySS
  33rd Hammerfall 
  High Shield Gunner Corps
  Other organiz-
  ations such as the 
  Highborn 
  Covenant 
  are more obvious about 
  their agendas. They are 
  the single largest financial 
  backer of the Llaelese 
  Resistance 
  and 
  work 
  directly against the Khadoran occupation. They are backed 
  by former nobles exiled during the invasion, and a number 
  of their mercenaries are believers in 
  the cause and less focused on financial 
  compensation. It is suspected this 
  organization receives some support 
  from Cygnar and possibly discreet 
  assistance from sympathetic Rhulic 
  clans. Working for the Covenant 
  or accepting their contracts can 
  put mercenaries at risk of reprisals 
  by Khador, which considers them 
  unlawful rebels.
  
  196
  Mercernary Companies and Charters
  Large scale coordinated efforts by Rhulic 
  mercenaries are a recent development that dates 
  back to a gathering in 605 AR after the invasion of Llael 
  and the realization that war had come to Rhul’s doorstep. 
  The meeting resulted in the founding of the Searforge 
  Commission, a group initiated to organize mercenary 
  assets outside Rhul to ensure the security of vital weapons 
  and military trades. Increasingly, Rhulic mercenaries have 
  grouped together to consolidate their skills. Those who 
  have faced them attest they are exceptionally well disciplined 
  and organized compared to human companies. 
  Recovering materials and maintaining supply lines has 
  always been easier for Rhulic mercenaries than for their 
  human counterparts. The Commission has the backing 
  of several influential houses in Rhul and conclaves abroad 
  in the human kingdoms, which ensures their mercenaries 
  have steady supplies of parts and freshly produced ‘jacks. 
  However, even clans with a vested interest do not give away 
  warjacks for free. Human coin is only useful to those who 
  spend the bulk of their time outside Rhul; those who 
  regularly transact with the homeland prefer gold bars or 
  barter. Rhulic mercenaries often request pay in raw materials 
  or items they know will be of use to their suppliers. 
  One of the strongest groups working for the Commission 
  has been the hardened 33rd Hammerfall High Shield Gun 
  Corps accompanied by dedicated Ogrun Bokur. They 
  specialize in rugged mountain fighting and are familiar with 
  underground dangers. The 33rd Hammerfall Corps was 
  among the first mercenary groups to make extensive use of the 
  Driller. They recognized its potential for combat and utilized 
  its capacity for unearthing collapsed tunnels. The group has 
  also made periodic use of the services of Herne Stoneground 
  and Arquebus Jonne. The two demolitions experts are kept 
  on retainer, and they supply the corps with specialized 
  explosives and direct assistance on an as-needed basis. 
  The corps has worked both 
  within and outside Rhul. They 
  have earned a measure of esteem 
  among the far-flung dwarven conclaves 
  inhabiting both Khadoran and Cygnaran 
  mountains such as the diverse mining groups 
  working at the Ironhead Conclave in the Wyrmwall 
  mountains. They have had to tangle with both 
  Cygnaran and Khadoran patrols which would have 
  otherwise delayed or intercepted the shipments of 
  the Searforge Commission. In the spring of 606 AR the 33rd 
  broke through a Khadoran blockade of the Black River and 
  got an essential shipment of alloys to the Ironhead Conclave. 
  One month later on the return trip, the group tangled with 
  a Cygnaran checkpoint on the same river and refused to 
  surrender bullion promised to Clan Searforge. 
  Recently this group received a major contract they knew 
  would require the support of warcasters to fulfill. They 
  were asked to recover mines in the Thundercliff Peaks east 
  of Skirov long held by outlying dwarven clans. Preliminary 
  reports suggested the mines were overrun by the dragon 
  blighted, so the commission secured the services of 
  both Gorten Grundback and Durgen Madhammer. This 
  marked one of the few occasions when these warcasters 
  agreed to work together. The timing of this job worked 
  to the battalion’s favor since Gorten had lost warjacks at 
  the battle at the Temple of Garrodh, and his Cygnaran 
  employers told him that payment would be months away. 
  Negotiators sweetened the deal by offering the use of new 
  warjacks including the freshly modified Wroughthammer 
  Rockrams and powerful Grundback Blasters recently 
  assembled based on Gorten’s recommendations.
  The source of the problem turned out to be a large 
  force of blighted Nyss and Everblight dragonspawn. The 
  battalion quickly went to work assaulting occupied surface 
  facilities before besieging the mines. Weeks of bloody 
  and difficult battles followed, during which the Rhulfolk 
  performed admirably. They suffered only a few unfortunate 
  explosive accidents and subsequent cave-ins. The group 
  pushed the blighted horrors out of the area and returned the 
  mines to dwarven hands. The expedition was such a success 
  that Gorten admitted he might accept similar contracts in 
  the future on a limited basis, but it was clear he would prefer 
  to 
  keep his distance from Madhammer.
  Searforge Escorts 
  The dwarves of the Searforge Escorts wear 
  bright colors to warn potential trouble that they are not 
  to be interfered with. They bear the sigil of the Searforge 
  Commission while accompanying important trade caravans 
  or guarding supplies of gold ingots or other valuables being 
  sent to Rhul.
  
  197
  Loyalist Army of Magnus
  With the skorne army 
  advancing 
  across 
  the 
  Bloodstone 
  Marches, 
  the 
  mercenary warcaster Asheth 
  Magnus has once again 
  adopted Cygnaran colors—
  not the bold blue of King 
  Leto but the darker colors 
  standard when Vinter IV was 
  sovereign. Magnus has called 
  on old promises of those who have sworn secret oaths of 
  fealty to the exiled king. For the first time in a decade, 
  Magnus has been at liberty to walk openly in certain areas 
  of his former nation.
  He must be cautious not to be overt in his actions, 
  lest he draw attention to the traitors in Leto’s midst. 
  Magnus has found it useful to secure places like King’s 
  Vine to garrison soldiers, refuel his warjacks, and hole up 
  while making much needed repairs or modifications. This 
  has been particularly important when working on major 
  projects like rebuilding destroyed warjacks or making 
  adjustments to stolen or recovered cortexes. His means are 
  somewhat limited, but Magnus considers it a top priority 
  to acquire mercenary warjacks and get them battle-ready.
  Magnus is ready to move anywhere at short notice, 
  and he has focused his resources and the bulk of his 
  cached assets along the eastern border of Cygnar. His 
  strongest secret allies on the Cygnaran Royal Assembly 
  are those controlling the Southern Midlunds near King’s 
  Vine, and he has established a formidable fallback base 
  in the independent town of Ternon Crag. In Ternon 
  Crag Magnus has a full warjack construction and repair 
  workshop with some of the finest tools money can buy. 
  He also keeps several stolen cortexes there ready to be 
  inserted into chassis. Out of paranoia he refuses to put all 
  of his resources in one place, so if enemies were to take 
  Ternon Crag, he has other stashes. His auxiliary stashes 
  include two along the hills east of the Black River and 
  a permanent outpost on Crane Island of Five Fingers 
  where he maintains agents who keep him apprised of 
  Four Star Syndicate jobs. He has managed arrangements 
  with individuals in occupied Llael and Corvis to provide a 
  steady supply of coal for his warjacks.
  Magnus recently spent considerable coin to lure a 
  branch of the Steelhead Mercenary Company to Ternon 
  Crag. He funds their operation and ensures they are at his 
  
  198
  beck and call. Increasingly Boomhowler’s trollkin as 
  well as Croe’s Cutthroats are in his employ. A number 
  of former soldiers of Cygnar have moved to Ternon Crag, and 
  they bring stolen weapons and supplies. Their peers call these 
  soldiers deserters, but Magnus prefers the title of ‘loyalists’. 
  Primarily composed of former Trenchers and long gunners, 
  these soldiers were trained and indoctrinated by military officers 
  pardoned after Leto’s coup who retained loyalty to Vinter IV. 
  In other cases they are young and fresh converts persuaded by 
  Magnus’ agents to switch to Vinter’s cause. 
  While serving his own agenda, Magnus still offers his 
  services—and those of his men—to the highest bidders. 
  His army has been seen assisting at several recent battles 
  including Khador’s earlier siege on Fellig as well as providing 
  aid to skorne attacking Eastwall. Recently he has been 
  conducting elaborate arrangements with the Protectorate 
  of Menoth and Khador, being sure to cover his tracks. 
  Though he has kept the details of these arrangements 
  secret, it is clear he has an interest in escalating the battles 
  taking place in Sul.
  Nyss Hunters
  Some mercenaries sell their services not for wealth but for 
  survival, and sometimes they take to the life out of a desire 
  for revenge. It remains to be seen if the Nyss refugees led 
  by Cylena Raefyll have the stamina to go the distance or 
  if their recent actions are part of a death wish inspired by 
  the destruction of their people. 
  They have sworn their desire to bring vengeance on 
  the Legion of Everblight, which they are aware is raiding 
  the northern countryside. Cylena and her hunters came 
  south to seek allies and expected to find work among the 
  northern Khadorans. Though they made contacts with 
  some military officers, they also ran into a more sinister and 
  insidious ‘ally’—the warcaster Goreshade. Occupied in the 
  region with his own intrigues, the eldritch immediately saw 
  these hunters as a means to learn more of Toruk’s northern 
  progeny. It seems unlikely this arrangement will end well 
  for the Nyss, but working at the eldritch’s behest the group 
  has conducted attacks on outlying tendrils of the Legion’s 
  advance including skirmishes near the Scarsfell Forest.
  
  199
  Mercenary warcasters rarely belong permanently to a 
  company, but they are often contracted at considerable 
  expense for specific jobs, or they may in fact lure companies 
  to join them on lucrative assignments since every mercenary 
  knows having a warcaster on his side greatly enhances the 
  chances of success. In these situations because of his 
  unique battlefield awareness, a warcaster can be expected 
  to serve as a field commander over the disparate elements 
  of the gathered mercenaries and provide a single voice 
  of tactical direction. Some company leaders with strong 
  personalities may resent taking orders from anyone, but 
  the lure of ample coin will usually overcome their aversion. 
  Developing a tight relationship with a mercenary warcaster 
  is one of the best means for a small company to get 
  repeated work.
  Ideally warcasters operate best when there is a support 
  apparatus to facilitate their needs. Kingdom armies invest 
  considerable funds, manpower, and other resources to this 
  end. Mercenary warcasters have much independence over 
  their military peers, but they must learn how to function 
  without the infrastructure that military warcasters take for 
  granted. Running warjacks is never cheap, and mercenaries 
  know it better than anyone.
  Magnus has had over a decade to adapt to the unique 
  challenges of keeping himself stocked with fresh warjacks, 
  Mercernary Battlegroups
  and he has the advantage of being 
  a brilliant and innovative arcane 
  mechanik. Only Cygnar’s Captain 
  Darius exceeds Magnus’ skill at 
  keeping warjacks running; he can 
  bring them back to working order 
  from almost total destruction 
  given time and materials. He is 
  aided by a network of contacts 
  and supporters including allies 
  in the black markets of cities 
  like Five Fingers who can acquire 
  nearly anything given time and 
  money. 
  Things are more difficult for 
  Ashlynn d’Elyse. She is learning  
  the same lessons the hard way 
  in a shorter period of time. 
  She was fortunate enough to have ‘liberated’ a substantial 
  stash of Golden Crucible mechanikal parts after the 
  Occupation, including access to several Llaelese Vanguards. 
  She receives some assistance from the Highborn Covenant, 
  and as long as she keeps fighting on the front line, she 
  will continue to receive parts and outdated ‘jacks filtered 
  down from Cygnar. She has occasionally been able to 
  acquire old Mules, Nomads, or Talons. Among the rebels 
  in southeastern Llael are mechaniks and bodgers who keep 
  her gear operational. For Ashlynn, every scrap of coal and 
  other military supplies are precious and hard to attain, and 
  she liberates the bulk of it during raids against Khadoran 
  supply depots.
  For these reasons, mercenary warcasters are willing to 
  accept barter in lieu of payment in gold. A shipment of 
  coal, delivery of a smuggled cortex, salvage rights to the 
  warjacks downed in the latest battle, or delivery of other 
  parts and machinery can all be more useful than the gold 
  preferred by most mercenaries. This is also why warcasters 
  linger after the smoke of battle clears to check wrecks for 
  anything worthwhile. A canny mercenary knows his or her 
  life depends on the ability to keep ‘jacks running regardless 
  of the vagaries of war.
  
  200
  Epilogue
  something whispered to him, Too bad Stryker’s not up here. 
  Could use the lad. He ignored the voice. Stryker had his own 
  war, and Nemo did not want any part of it. 
  They could see and hear the cannons firing in flashes on 
  the low clouds above. It was the unmistakable rumble of 
  battle. Nemo felt it in his bones like the call of mortality. 
  There was no time for rest and no time for old men to find 
  shelter from damp and cold. They were warriors today, 
  young and old. It was time to pay the blood price.
  Cygnaran army after-aCtion report 
  to: Warmaster General turpin, KinG leto 
  raelthorne
  re: Defense of northGuarD
  you will i hope forgive my tone, for this may laCk 
  the professionalism you expeCt of me. the last day and 
  night have been the most tumultuous i Can remember 
  with the highest highs and the lowest lows. first 
  i must honor the dead and suffering. battles were 
  ongoing for several days before my arrival, but most 
  were endured in the last massive attaCk. estimated 
  total Casualties: 9,000: 3,170 dead, 6,090 wounded, 
  740 missing. these are staggering numbers given the 
  length of ConfliCt, and trust me when i say khador 
  lost numbers double or triple our own. they will 
  never wash all the blood from this soil, and we have 
  not wagons enough to Carry the dead.
  make no mistake; whatever else you hear, we 
  nearly lost northguard today, but the rook of 
  the first army stands. i have never seen suCh a 
  khadoran offensive, the raw insane Courage of it, 
  the sheer numbers. it was far beyond anything we 
  saw in llael. 
  i Could not have arrived any later, tired as my 
  men were, we made the differenCe. we reinforCed the 
  left flank as it Collapsed and the outer fortresses 
  were overrun. our rangers took out their spotters 
  to CatCh them unaware, and we folded into their 
  flank. i fought to the Centerline to bring my 
  warjaCks against the main forCe. karChev was at the 
  heart of it, that undying terror. this was Close 
  fighting and Could have gone either way. 
  i am sure it was irusk behind those lines, but i 
  never saw him. when we held the Center, he tried to 
  flank to the east, but major haley’s long gunners 
  made good use of a forested hill and Cut him off. 
  They had been hearing the booming of cannons for 
  days, and none could rest. The entire regiment pushed 
  on, for without their help, Northguard might fall. If the 
  Khadorans captured the castle, rooting them out would be 
  impossible, and the defeated Cygnarans would be forced 
  to fall back south. They would lose their northernmost 
  stronghold and possibly the entire forest. 
  Commander Adept Sebastian Nemo would have been 
  asleep atop his saddle if every movement did not prompt 
  pain. He thought he was over his injuries, but tightness 
  lingered in his back and legs. He would be damned if he 
  let beardless youths fresh from training at Point Bourne 
  and Corvis outlast him. They had crossed over into 
  the Bloodsmeath two days ago. The ground was now 
  treacherous, and it ate at the resupply roads the army had 
  paved through the area. 
  “How are you holding up, sir?” It was the deep voice of 
  a young cavalry officer named Major Langworth.
  “This blasted nag will grind my arse off entirely by 
  the time we arrive. I’ve had enough of horses to last three 
  lifetimes.”
  “This has been a tough ride. I hope we make it.”
  “There’s no hope or choice, son. We must get there, 
  whatever the cost. I was uneasy sending our warjacks ahead 
  by boat, but it was a good idea. We couldn’t have kept up 
  this pace otherwise. Just wish I’d gone with them and saved 
  my backside this torture.”
  “The captains of those riverboats are the best, sir. Your 
  ‘jacks will be waiting—on my family’s honor.” The major 
  was a bit naïve. His rank was high for his experience, thanks 
  to family ties, but his enthusiasm was infectious. His father 
  was the lord of Point Bourne, and his second son Elgin 
  Langworth seemed to be a good man eager for battle. He 
  cut an impressive figure atop his warhorse, but they were 
  all so damned young. Nemo put the thought aside; many 
  would die today, and few had seen a twentieth birthday. 
  The blood would be on Khador’s hands, not his.
  Nemo had been away from the front too long. He 
  cursed the project he finally left in the hands of others. 
  He hated leaving Darius in Caspia, but he could not trust 
  anyone else to finish a task of such magnitude. Now he 
  wished he stayed to get the Thunderhead up and running 
  again, but he could not stand reading the casualty reports 
  coming day by day. He did not want to leave this battle 
  to a few junior warcasters and the headstrong girl, even 
  a prodigal like Victoria. In some corner of his mind 
  
  201
  “This is a very bad idea” the Llaelese gun mage Fynch 
  d’Lamsyn warned as they walked past the outer watch 
  and newly constructed fortifications. “We can’t deal with 
  fanatics.”
  “I’d sooner the Khadorans fell on fanatics than our 
  friends.” Ashlynn D’Elyse gave him a stern look. “Our 
  spies report a full assault legion moving on Rhydden. The 
  timing could not be better.”
  “They would as soon kill us as the enemy. They view 
  you and I as abominations to be burned alive!”
  “I have dealt with this priest before. He is more 
  pragmatic than you think. Stay there and watch my back. 
  Now hold your tongue.”
  she returns to the third army soon, but i am 
  glad she was here today. i have nothing but positive 
  words about the leadership and taCtiCs displayed 
  by lord general olan duggan and general hagan 
  Cathmore, as fine of men as Cygnar has produCed.
  it would have been a good one to go out on. 
  somehow i’m still here, but the sight of so many 
  young dead has left me hollow. i do not know 
  why i lived when so many did not. please Convey 
  my CondolenCes to earl langworth. his son elgin 
  fought and died at my side. he was as fine a knight 
  as ever wore the Cygnus, and i wish i Could have 
  prevented his fall. 
  we’ve lost so many men that this viCtory Could 
  undo us. we need trenChers and long gunners 
  badly—any reinforCements, no matter how green. 
  my only hope is that khador put everything they 
  had into that assault. the halls of ravensgard are 
  Cold tonight, filled with the dying. 
   
  - Commander Adept Sebastian Nemo, attached to 
   
    the First Army, 1st Division, 5th Brigade
  Make no mistake; whatever else you 
  hear, we nearly lost Northguard today, 
  but the Rook of the First Army stands.
  Commander Adept Nemo manages to hold the center trench against an overwhelming attack led by Kommander Karchev.
  
  202
  Ahead was a richly 
  attired and robed procession. 
  Masked priests stood behind 
  a seemingly unending column 
  of knights encased in gold and 
  white armor. Many were mounted 
  on steeds with ready lances. All of 
  them wore helmets. There was not a 
  single face visible among them, and 
  it gave them a particularly ominous 
  guise. The nearest figure was distinct 
  in ornate warcaster armor. He wore 
  the full mask of a scrutator with both 
  hands on his Staff of Judgment. Next to him stood a 
  slender Devout, spotlessly clean except for marks of battle 
  on its paint and long scratches across its shield. More 
  provocative was something Ashlynn glimpsed behind the 
  ranked knights. It looked to be a massive tome. 
  She gave the genuflection she had practiced. “Praise to 
  Menoth. Greetings, Grand Scrutator Severius. We humbly 
  receive you.”
  His voice was powerful just as she remembered. Even 
  with the mask covering the man’s face, Ashlynn felt the 
  weight of his regard. “We are prepared to enter this 
  arrangement if your community strives not to provoke our 
  wrath.”
  “There are many Menites among our community. They 
  are… eager to meet such an esteemed member of the 
  southern temple.” Even as she said the words, she knew 
  she had slipped.
  His voice took on a sharper edge. 
  “It is the Temple, child.”
  “Yes, forgive me. The Temple.” 
  She took a breath to gather her 
  nerve. “You must know many of our 
  community are Morrowans. We are 
  concerned about your willingness to 
  be at peace here with your soldiers.”
  His voice remained even, and she 
  could not tell if it required effort. “Do 
  they know the imposed rites of High 
  Scrutator Hevellor Chasmius?”
  “We are willing to embrace those 
  prayers and recognize the Creator of Man. 
  Our Morrowans promise to speak the full 
  praises to Menoth before other prayers and make the required 
  oblations as it was in ancient times. We will furthermore assist 
  in building a temple.”
  The Grand Scrutator’s voice softened and became almost 
  warm. “That is all we ask.” He spread his hands but still held 
  his staff. She knew the weapon had struck down countless so-
  called heretics and had been wielded while its wielder ordered 
  the torture of many more. “All we ask is the Creator be given 
  His proper respect. As long as your people follow the Rites 
  of Chasmius, we will be at peace and can work together in 
  this great endeavor. The Northern Crusade has no interest in 
  disrupting your efforts.”
  Ashlynn felt a nervous tingling and knew Fynch was 
  watching disapprovingly. Ashlynn kept her tone neutral as she 
  spoke the phrase of formal greeting. “We welcome you to 
  Rhydden. Enter and be at peace. All praise to Menoth.”
  khadoran battle report 
  to: KommanDant miKhail ivDanovich, 
  count anD posaDniK of meryWyn
  re: rebels of the territory once termeD 
  the voxsauny Duchy
  i regret to relate that our mission to take the 
  City of rhydden has failed. i have no doubt that our 
  forCe suffiCed to Capture the City, but our intelligenCe 
  on the region was Completely wrong. rather than 
  faCing the rebel holdouts we were told to expeCt, 
  we were met by an entrenChed and ready army from 
  Llaelese Resistance forces continue to harass Khadoran supply lines, 
  but both must beware of unliving opportunists.
  
  203
  the proteCtorate of menoth whiCh 
  now oCCupies rhydden. we saw no sign 
  of disruption in the area. that rebel 
  forCes attaCked our flank during the 
  assault leads me to suspeCt Collusion. we 
  sustained heavy loses before being forCed 
  to withdraw. we must have aCCurate 
  information before renewing our attaCk.
   
  -Kovnik Grigusk Tornivich, 
  1st Assault Legion, 1st Division, 1st Army
  and the glowing 
  energy blasted into Magnus’ shoulder and 
  knocked his arm askew just as he swung. The 
  blow still knocked the journeyman aside like a rag 
  doll, but perhaps it had been deflected enough to 
  save the young officer’s life. 
  The warcaster glared at him and clenched 
  his teeth. He directed his consciousness into a 
  Renegade that had earlier disengaged. The ‘jack 
  was damaged but still had a rocket intact. The 
  powerful projectile launched with a roar and arced 
  down toward Caine. He tumbled away with every 
  ounce of strength in his legs, but no man was 
  fast enough to evade a well-aimed Obliterator rocket. 
  It exploded behind him with a deafening thump. Fire 
  washed over and heaved the ground like a pulled carpet 
  and knocked Caine to the ground. He had over 
  Magnus’ elaborate plot to ambush Lord Stryker north of Sul 
  comes undone when Captain Allister Caine arrives in his place.
  Captain Allister Caine cursed his foolishness. He had 
  been an idiot and arrived too late. His timing was thrown 
  off by the speed with which Magnus had advanced so far 
  south. He should not have let his men charge without being 
  at their center, and now it looked like Cygnar would lose 
  another promising young warcaster. Magnus’ face was red 
  with rage, for he realized Stryker was not in fact present. 
  Magnus drew Foecleaver for a blow no journeyman could 
  survive. 
  Caine was used to operating alone or with a small strike 
  team; he had not asked for these men. Lord Stryker had 
  sent him to deal with the ‘Khadoran converts’, but Caine 
  had recognized this as a likely trick. It did not require 
  confirmation from the Scout General for Caine to smell 
  what could only be Asheth Magnus. However, Caine had 
  not expected the ambush to be laid quite this well or for 
  them to have reached so far south this quickly. Stormblades, 
  Stormguard, and Sword Knights bodies now lay strewn 
  bloodily across the field. He raised his gun and fired a shot, 
  Cryxian attacks along the western coast force Cygnar’s 
  Third Army to keep a vigilant watch.
  
  204
  boosted his power field—the only reason 
  he was still alive—but his wind was gone and he was sure 
  he broke a rib or two.
  Spots danced before his eyes, and he gasped like a fish. 
  He knew he had to get up and get moving, but he found 
  his wits scattered. By the time he staggered to his feet there 
  was a blade at his throat. He looked up to see a scarred 
  and bandaged face snarling in what was almost a smile. 
  “Well, well.” 
  “Magnus…” he coughed. “Fancy running into you 
  here. Say, did you see what hit me?” Caine knew his life 
  was forfeit, but the aftermath of the blast left him feeling 
  almost giddy. A fit of coughing overcame him. 
  There was no humor in Magnus’ eyes. “You’ve cost me 
  time and money and wasted a trap. When did you become 
  that coward’s piss-boy?”
  The two men stared at each another for several long 
  moments with the cold blade of the massive sword still 
  pressing against Caine’s neck. The gun mage wondered how 
  fast the older man was. One of his pistols remained in its 
  holster, and the other lay on the ground at his foot. With 
  a thought he could have them both in hand. 
  Fast enough? The rest of the Cygnaran force 
  had been mopped up while Magnus’ soldiers 
  gathered around. He saw Boomhowler’s 
  unpleasant face to the left in the back, and 
  the trollkin gave him an ugly smile.
  Magnus suddenly withdrew his blade. “I 
  did not orchestrate such an elaborate plan 
  to spoil it on the likes of you. You are not 
  my quarry. Go back to Sul, and tell your 
  master I am disappointed he couldn’t be 
  bothered to attend.”
  Caine could not believe it. This 
  must be some cruel trick. “What? 
  Not a big enough fish? You’re 
  throwing me back?”
  With a practiced motion 
  Magnus replaced Foecleaver in 
  its sheath. “Your talents remain 
  useful. Go back and make ready 
  for a real king to return to the 
  throne. Remember I had your 
  life and returned it to you.” 
  Caine could not let it go and could 
  not resist the opportunity to try to get in a jab at Magnus’ 
  expense. “It’s too bad Inquisitor Kilwayth is missing. The 
  only reason I came was I thought he’d be at your side. 
  Or did you kill him already? I suppose I know where to 
  look.”
  Magnus’ eyes widened, and Caine could almost count 
  the ticking of the gears in his mind. “You! It was you!” 
  Magnus’ hand went to his hilt and drew the blade, but he 
  was too slow. With a ripple of blue runes, Caine was gone. 
  Magnus cursed and turned to his men. “Back to Ternon 
  Crag, now!”
  Cygnaran naval report
  to: KinG leto, sealeD anD encoDeD
  re: shipment
  we 
  have 
  ensured 
  the 
  prisoners 
  reaChed 
  bloodshore without inCident. per your orders 
  we have brought ample supplies of food and water, 
  but this will be an ongoing expense and no small 
  logistiCal matter to maintain. the prison was not 
  built for so many. we enlisted volunteers from 
  Temple Flameguard from across the Protectorate have gathered in Sul.
  The Battle for the Great Temple was a crucial moment of solidarity for the Protectorate 
  defenders who held strong and prevented Cygnar from claiming Sul.
  
  205
  Epilogue
  the naval aCademy at sentinel point to expand 
  the faCilities and bring additional ConstruCtion 
  materials. the new quarters will be segregated 
  from hardened prisoners oCCupying the old prison. 
  i remain ConCerned about proximity to anCient 
  itChier and believe the risk of an attaCk is high. we 
  will deploy a garrison and patrols. landing aCCess 
  is limited, fortunately. this ground Can be easily 
  defended against many with only a few. 
  -Admiral Blythe Wassal, captain of 
  the flagship HMS Resolute, Caspian Fleet.
  Goreshade the Eldritch, once Lord Ghyrrshyld of Iryss 
  and other titles besides, stood atop a rise in the Vilkhan 
  Bluffs of northern Khador a hundred miles north of 
  Ohk. He considered the long and hard path it had taken 
  him and his entourage to reach this point and the many 
  distractions engineered by Cryxian fleets to draw Khadoran 
  troops away from his stealthy advance. He had spent time 
  at several points of significance like graves he had long 
  desired to plunder that included the Tomb of Khazarak 
  where he peered into the minds of ancients long buried 
  for forgotten lore. Toruk and the lich lords did not know 
  about his visit or the entirety of his purpose. He had been 
  sent to find the Ruin of Issyrah, but now he felt closer 
  than ever to the heart of several great truths. 
  He stood knee-deep in snow surrounded by cold so 
  intense it could not have been tolerated by most living 
  flesh. Among those who could endure were individuals he 
  knew were eager for allies, so desperate they would brave 
  even his company. He was ready to 
  intercept them and remained 
  confident in the information 
  provided by his minions in 
  Ohk. In the shadows behind 
  Goreshade stood the hulking 
  form of Bane Lord Tartarus. 
  With him brooded his lieutenants 
  Kortesh and Suneater, each an 
  undead lord of power. 
  The Nyss hunters approached 
  along the hills and sent forward their 
  leader as Goreshade requested. It had 
  been difficult arranging this meeting, 
  but Goreshade felt a stirring of 
  anticipation. The female approached 
  him while the remnants of her shard 
  stayed back with arrows knocked and ready. He knew this 
  to be Cylena Raefyll. He smiled and offered a mock bow. 
  Seeing their leader was in no immediate peril, the archers 
  lowered their weapons.
  Goreshade spoke to her in her own tongue, having 
  picked such lore from the skulls of fallen Nyss he had 
  collected like baubles on bloodied soil north of here. “You 
  have come and so agree to my terms. Will we together fight 
  against this enemy? I require your services to negotiate these 
  treacherous lands of which I know little. Join with me, 
  and I promise you the full weight of all Cryx’s might will 
  crash down upon the progeny of my master. The serpent 
  that has brought the end of your race will be obliterated 
  utterly. No other force on Caen can fulfill such a promise 
  as I make to you now.”
  The thought clearly disturbed her, but he could see the 
  hunger in her eyes. “I will endure your loathsome company 
  if it brings me even a single step closer to Ethrunbal’s 
  destruction.”
  “There is much I would know that you have seen. We 
  will journey to fight your enemy, and my minions will 
  ensure their destruction. Before this, you will answer my 
  questions. This is not negotiable.”
  Her expression was such that she knew the enormity 
  of providing a being like him with any aid whatsoever. He 
  could almost feel her soul being crushed in her breast. “I 
  will answer. Use us as you will.”
  Fellig in the western Thornwood has experienced a series of 
  seemingly random but bloody Khadoran attacks
  
  206
  K o m m a n d a n t 
  Gurvaldt Irusk climbed 
  the stairs of Ravensgard 
  with heavy footsteps 
  There was no need for 
  him to sit at his desk 
  and write a report—the 
  one to whom he owed 
  an answer occupied 
  these halls. 
  The 
  empress 
  traveled to Ravensgard 
  at his request, which 
  had been the first of 
  several significant mistakes. 
  She arrived nearly a week ago and witnessed the entire battle. 
  He had forgotten a lesson he had drilled into his students: 
  never predict. War was chaos with no science to it even with 
  the best tactics and strategy. It was more like art, yet he had 
  invited the empress to come witness his victory so he could 
  deliver Northguard to her hands. She had come hundreds of 
  miles at great expense. She brought a massive entourage and 
  her personal guard, and her presence put her royal person in 
  danger—all to taste ashes. 
  Demoralizing attacks in Khador’s northern reaches from blighted Nyss 
  have forced increasing reliance on mercenary support.
  Cygnaran naval report
  to: navarCh and high ChanCellor 
  govan trent, Caspia
  re: the dead fleet
  the intelligenCe brought by your esteemed 
  Colleague sCout general and high ChanCellor 
  bolden rebald was CorreCt. the massive Cryxian 
  fleet movements were not direCted at our soil. i 
  objeCted to our withdrawal toward Ceryl at the 
  time, but now i see the wisdom in this Course. the 
  fleets were allowed to progress without Contest 
  through windwatCher’s passage at your request. 
  they have assailed port vladovar in the north, and 
  i believe they dealt a serious blow to the khadoran 
  navy. this may provide us openings in the near future, 
  but for now we are initiating your plan along with 
  my Counterpart in the ordiC navy for the strike on 
  the outer Cryxian bases aCross the dying strands. 
  our Counterparts in the third army will seCure 
  morovan and the islands nearest southshield. we 
  will interCept and sink as many returning Cryxian 
  vessels as possible from points of strength. their 
  unremitting attaCks and raids of reCent weeks will 
  be answered in kind. i am proud to push forward this 
  attaCk, and with the ordiC strength added to our 
  own, i am Confident of our inevitable viCtory.
  -Admiral Tucker Luptine, 
  aboard the flagship HMS Merciful Boon, Northern Fleet
  In the midst of battles with Cygnar, the 
  Protectorate’s Tower Judgment is besieged 
  by Skorne armies crossing the Bloodstone Marches. 
  
  207
  She stood in the main hall. She was not alone, but she 
  appeared so. Her guards and attendants faded into the 
  shadows. The somber room was lit only by several candles. 
  It would almost be intimate under other circumstances. 
  Her eyes watched his unwaveringly as he crossed the room, 
  and the cold of her regard was palpable. He bowed deeply. 
  “My empress, I bring grave news.”
  Her voice was sharp. “It is not news. I have seen from the 
  battlements. Had I known my fighting skills would be needed 
  to carry the day, I would have mounted and joined you.”
  “I have failed you.” His voice was husky but resigned. 
  “You have failed only yourself, Irusk. It is I who failed 
  by placing you in charge of these operations. I have failed 
  Khador as her empress. I have forsaken six hundred years of 
  honor and glory. You, Kommandant… you are my failure.” 
  Her voice trembled with barely suppressed rage. Her voice 
  spoke low in a way that indicated an even greater danger.
  Irusk knew the battle had not in truth been a fatal blow. 
  It was nothing from which they could not recover, yet Ayn 
  Vanar’s words hit him stronger than a physical blow. They 
  knotted his stomach and caused a weight to fall upon his 
  very soul. He felt as if something had been ripped from 
  him and could never be replaced. “Empress...”
  “Do you need me to tell you why you were defeated?” 
  she said in the same cold tone. 
  He opened his mouth but paused. Many possible answers 
  came to mind. He missed the efficiency of Kommandant 
  Ivdanovich who was stuck governing Merywyn. They 
  had reserved too many soldiers in Llael who were idly 
  marching captured streets when he needed them. Spies 
  had assured him there were no significant warcasters at 
  Northguard, only the Cygnaran mercenary Sparling and a 
  few youths unseasoned in war. Then had come the arrival 
  of Commander Nemo at the worst hour while Irusk was 
  lured into an ambush by the younger female warcaster and 
  her enigmatic powers. There were so many reasons for his 
  failure, but they were all just excuses. He could think of 
  nothing to say that would not be an excuse. 
  She spoke again, and her words hammered into him 
  like nails. “It was your pride. You were blinded by our 
  rhetoric and underestimated the enemy’s resolve. You did 
  not think they had the stomach to endure. You relied upon 
  them to collapse and did not plan for what might happen 
  if they did not.” He saw the truth in all she said. It was 
  affirmation again that the empress was no figurehead but a 
  true leader—one he had failed. “More importantly, Irusk, 
  you have been wasteful of the lives of my people. Victory 
  Khador never anticipated Cryx’s surprise attack on Port Vladovar. The assault 
  crippled Khador’s navy and severely damaged this vital port city
  
  208
  cannot come heedless of cost. Each man who serves 
  under you puts his trust in your hands that his death will 
  be for glory, not folly. Each drop of the blood of our 
  kinsmen should be precious, but you spend that blood as 
  if the essence of our nation were inexhaustible! Such an 
  egregious loss of life with no derived benefit is inexcusable. 
  They praise your tactics in the High Kommand, but I 
  see nothing praiseworthy here, only gross excesses. This 
  negligence would shame Orsus Zoktavir!” 
  It was like being flogged within an inch of his life, so 
  brutal were the words. It did not matter in that moment 
  that he was an aged warcaster and veteran of hundreds of 
  battles with as many victories under his belt, and she was a 
  delicate woman half his age. She was the empress, and he 
  was her servant.
  She did not relent. “The great hammer of Khador 
  broken upon Northguard. Shattered by the efforts of a 
  fisherman’s daughter and an old mechanik pulled to the 
  battlefield from his workshop.” It was a cruel assessment, 
  but Irusk knew it was true.
  Without speaking he removed his kommandant pins 
  from his collar. Keeping his head bowed, he held them 
  out to her in his bare palm. “What penance would you 
  require of me?” He would accept anything as his due. 
  Kommandants had been executed for less. 
  She grasped his hand and closed it with surprising 
  strength that pushed the pins into the flesh of his palm 
  until blood fell in great drops to the floor below. She spoke 
  quietly with intensity. “I require victory.” 
  Victory cannot come heedless of cost.
  In addition to the expected tragedy of war, the Thornwood has seen 
  horrific attacks by Cryxian marauders scavenging for corpses.
  
SOURCE: textdata/thevault/Warmachine/MK I Superiority.pdf