TEXT: 2
  Core rules Bestiary expanded
  Blighted Nyss
  The blighted Nyss are the degenerate and corrupt servants of 
  the dragon Everblight. Once members of a rugged race that 
  inhabited the frozen north amid the imposing peaks of the 
  Shard Spires, the blighted Nyss have since marched to war in 
  their master’s service. Already appearing markedly different 
  from their Iosan cousins, being taller and more physically 
  robust and having black hair and extremely pale skin, the 
  blighted Nyss bear the signs of their unnatural origins. Their 
  twisted bodies and minds emphasize their more predatory 
  nature, prone to malice and cruelty. Their figures are leaner 
  and their features distorted by blight. With unblinking eyes, 
  sharpened teeth, extended jaws, patches of scales, and sharp 
  bone spurs, they appear wholly unnatural. 
  Some, like the striders, are even more profoundly warped, with 
  musculature and bone structures entirely unlike their original 
  species. Such augmentations allow them to move swiftly and 
  kill more efficiently. While many blighted Nyss have had their 
  sense of identity replaced by an ingrained loyalty to their 
  draconic master, those called abbots have achieved serenity 
  with the emptiness within them. They have embraced the 
  emotional void to achieve perfection with the blade and are 
  supremely deadly combatants. 
  aBilities
  Fast Reload, Nyss – See Blighted Nyss Archer.
  Fleet Foot – When this character runs, he moves at SPD x 3.
  Pathfinder – This character can advance through rough terrain without penalty and 
  can charge across obstacles.
  Prowl – This character is virtually invisible while in the shadows or in terrain that grants a 
  degree of concealment. He gains Stealth while within terrain that provides concealment, 
  the AOE of a spell that provides concealment, or the AOE of a cloud effect.
  Vitality 
  5
  Base siZe 
  sMall
  enCounter points  
  5
  Blighted Nyss strider
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  15 
  8 
  8
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   7 
  6 
  5 
  6 
  15 
  11
  sWOrd
   POW 
  P+s
   
  3 
  9
  Nyss BOW
   RNg ROF AOe POW
   12 
  1 
  — 
  10 
  aBilities
  Fast Reload – This character gains one extra quick action each turn that can be used 
  only to reload a ranged weapon.
  Nyss – This character gains +3 ARM against cold damage but suffers –3 ARM against 
  fire damage.
  Vitality 
  5
  Base siZe 
  sMall
  enCounter points  
  3
  Blighted Nyss Archer
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  7 
  13 
  6 
  6
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  4 
  5 
  5 
  13 
  11
  sWOrd
   POW 
  P+s
   
  3 
  7
  Nyss BOW
   RNg ROF AOe POW
   12 
  1 
  — 
  10 
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  3
  aBilities
  Nyss – See Blighted Nyss Archer.
  Fearless – This character never suffers the effects of Terror.
  Weapon Master – This character gains an additional die on his melee damage rolls.
  Vitality 
  6
  Base siZe 
  sMall
  enCounter points  
  5
  Blighted Nyss sWOrdsmAN
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  10 
  16 
  6 
  6
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  7 
  7 
  4 
  14 
  13
  Nyss clAymOre
   POW 
  P+s
   
  4 
  11
  aBilities
  Fearless, Weapon Master – See Blighted Nyss Swordsman.
  Nyss – See Blighted Nyss Archer.
  Cleave – When this character incapacitates one or more enemies with a melee 
  attack made with his claymore during his turn, immediately after the attack is 
  resolved the character can make one additional melee attack. A character can gain 
  only one additional attack from Cleave each turn.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 
  1 feat point at the start of each of his turns. He can only have up to 1 feat point at 
  a time.
  Sidestep – When this character hits an enemy character with a melee weapon, he 
  can advance up to 2˝ after the attack is resolved. This character cannot be targeted 
  by free strikes during this movement.
  Base siZe 
  sMall
  enCounter points  
  8
  Blighted Nyss ABBOt
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  10 
  15 
  7 
  8
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  7 
  8 
  4 
  16 
  13
  Nyss clAymOre
   POW 
  P+s
   
  4 
  11
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  2
  3
  4
  6
  5
  aBilities
  Nyss – See Blighted Nyss Archer. 
  arCane 
  4
  Will Weaver
  Base siZe 
  sMall
  enCounter points 
  6
  spells 
  cOst rNg AOe POW UP OFF
  Blight Blast 
  3 
  8 
  4 
  13 
  no yes
  Blight blast causes corrosion damage. The AOE remains in play for one round. Non-
  blighted characters entering or ending their turn in the AOE suffer 1 point of corrosion 
  damage.
  iCe Bolt 
  2 
  10 
  — 
  12 
  no yes
  Ice Bolt causes cold damage. On a critical hit, the character hit becomes stationary for 
  one round unless he has Immunity: Cold.
  Wind raVager 
  3 
  self Ctrl — 
  no no
  While in the spellcaster’s control range, enemies cannot make ranged attacks. Wind 
  Ravager lasts for one round.
  Blighted Nyss sOrcerer
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  13 
  6 
  7
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  4 
  4 
  5 
  14 
  10
  sWOrd
   POW 
  P+s
   
  3 
  7
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  5
  Loot: Beyond their weapons, blighted Nyss carry little that 
  would be considered valuable by other races, and anything they 
  do carry is likely to be tainted by the dragon’s blight. 
  Lore: The blighted Nyss have been irrevocably changed in 
  body and soul through their association with Everblight. The 
  fell magic worked by these creatures is the result of an unholy 
  union of innate ice sorcery and the raw energy of dragon blight.
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  4
  BlOAt thrAll
  The bloat thrall is crudely assembled from the bodies of half 
  a dozen men with no regard for anatomy. The thrall’s flesh 
  is stretched over skeletal armature of iron and fitted with a 
  thick iron valve mounted directly into its bowels. Before it is 
  unleashed on the enemies of Cryx, the thrall’s body is pumped 
  full of caustic sludge.
  Loot: Bloat Thralls lack any impulse or capacity to carry 
  anything that could be considered loot. However, alchemists 
  have had some success harvesting organic acids from the 
  residues resulting from despoiler cannon attacks. A character 
  at the site of a recent despoiler cannon hit can make an Alchemy 
  + INT roll against a target number of 14 to collect residue. If 
  the roll is successful, the character collects the equivalent of d3 
  units of organic acid. If the roll fails, the character cannot collect 
  enough residue from the site to be worth his time.
  Lore: Bloat thralls are created to support Cryxian forces in 
  battle.
  aBilities
  Death Blast – When this character is incapacitated, center a 5˝ AOE on it, then 
  remove it from play. Characters within the AOE suffer a POW 14 blast damage roll.
  Undead – A bloat thrall is not a living character and never flees.
  Vitality 
  15
  Base siZe 
  MediuM
  enCounter points  
  6
  BlOAt thrAll
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  8 
  10 
  4 
  1
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   4 
  7 
  5 
  4 
  10 
  14
  BlUdgeON
   POW 
  P+s
   
  3 
  10
  desPOiler cANNON
   RNg ROF AOe POW
   12 
  1 
  5 
  14 
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  5
  cePhAlyx
  Dwelling far beneath the surface of Caen, the enigmatic cephalyx 
  are known to few but feared by all who have encountered 
  them. Their hierarchy prizes sadism and pragmatic biological 
  experimentation above all. Each cephalyx floats effortlessly above 
  the ground, the sound of clacking metal blades the only sound to 
  mark its passage. Evidently possessed of a unique telepathic ability, 
  the cephalyx do not speak aloud but respond to the orders of their 
  superiors instantly. The goals and civilization of this terrible race 
  is unknown, and the only apparent motivation for their raids is the 
  acquisition of slaves for their twisted experiments.
  Those unfortunate enough to be taken captive can hope for little, 
  as they will be converted into mindless drudge slaves or their body 
  parts used as components in the alteration of others. The cephalyx 
  install complex devices into the flesh of drudges, granting them 
  tremendous strength at the cost of free will. Drudges will fight 
  to the death for their masters. The agonizing surgeries performed 
  upon the brains of drudges preclude any hope of reversal for the 
  process, leaving death in battle as their only escape.
  aBilities
  Anatomical Precision – When this character’s melee damage roll fails to exceed 
  the ARM of the living enemy hit, that character suffers d3 damage points.
  Fearless – This character never suffers the effects of Terror.
  Floating – This character can advance through rough terrain without penalty and 
  can charge across obstacles. Additionally, this character cannot be knocked down.
  Leader – Drudges gain +1 on their attack and damage rolls while within 5˝ of one 
  or more cephalyx.
  Sacrificial Pawn – When this character is directly hit by an enemy ranged attack, 
  you can choose to have one friendly, non-incorporeal drudge within 3˝ of this 
  character directly hit instead. That character is automatically hit and suffers all 
  damage and effects.
  arCane 
  3
  Will Weaver
  CoMMand range 
  7
  Vitality 
  6
  Base siZe 
  sMall
  enCounter points 
  4
  spells 
  cOst rNg AOe POW UP OFF
  influenCe 
  1 
  10 
  — 
  — 
  no no
  The spellcaster makes a contested Willpower roll against target living enemy hit by this 
  spell. If the spellcaster loses, nothing happens. If the spellcaster wins, his controller 
  takes control of the character hit. The character immediately makes one normal melee 
  attack, then Influence expires.
  psi Blast 
  2 
  sp8 
  — 
  12 
  no yes
  The attack ignores LOS.
  cePhAlyx miNd slAver
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  11 
  14 
  6 
  6
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  5 
  6 
  4 
  14 
  13
   PrOsthetic BlAdes
   POW 
  P+s
   
  5 
  10
  Loot: Cephalyx encountered outside their lairs rarely carry 
  anything valued by other societies. Their lairs are likely to 
  hold a wealth of technological and extreme surgical devices of 
  dubious purpose and inhuman manufacture.
  Lore: Cephalyx are a poorly understood and extremely 
  hostile species. Their only real contact with outsiders are the 
  nocturnal raids they conduct to capture slaves for medical 
  experimentation. Only Cryx has been able to make meaningful 
  contact with them; the nature of those negotiations is unknown 
  but likely includes the barter of captives otherwise destined to 
  become thralls.
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  6
  aBilities
  Anatomical Precision, Fearless, Floating, Sacrificial Pawn – See Cephalyx Mind Slaver.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 
  feat point at the start of each of his turns. He can only have up to 1 feat point at a time.
  arCane 
  5
  Will Weaver
  CoMMand range 
  9
  Base siZe 
  sMall
  enCounter points 
  11
  spells 
  cOst rNg AOe POW UP OFF
  deCeleration 
  3 
  self Ctrl — 
  no no
  While in the spellcaster’s control area, friendly characters gain +2 DEF and ARM against 
  ranged attacks. Deceleration lasts until the start of the start of the spellcaster’s next turn.
  influenCe 
  1 
  10 
  — 
  — 
  no no
  The spellcaster makes a contested Willpower roll against target living enemy hit by this 
  spell. If the spellcaster loses, nothing happens. If the spellcaster wins, his controller 
  takes control of the character hit. The character immediately makes one normal melee 
  attack, then Influence expires.
  psi Blast 
  2 
  sp8 
  — 
  12 
  no yes
  The attack ignores LOS.
  telekinesis 
  2 
  8 
  — 
  — 
  yes 
  *
  Place target character completely within 2˝ of his current location. When Telekinesis 
  targets an enemy character, it is an offensive spell and requires a magic attack roll. A 
  character can be affected by Telekinesis only once per round.
  cePhAlyx OverlOrd
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  13 
  16 
  9 
  8
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  6 
  7 
  4 
  17 
  14
  PrOsthetic BlAdes
   POW 
  P+s
   
  5 
  11
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  aBilities
  Fearless – See Cephalyx Mind Slaver.
  Eyeless Sight – This character ignores cloud effects and forests when determining 
  line of sight. This character ignores concealment and Stealth when making attacks.
  Tough – This character is incredibly hardy. When this character is disabled, roll a 
  d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is 
  knocked down.
  Vitality 
  7
  Base siZe 
  sMall
  enCounter points  
  3
  cePhAlyx drUdge
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  10 
  4 
  2
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   5 
  8 
  5 
  2 
  11 
  14
  WeAPON AUgmeNtAtiON
   POW 
  P+s
   
  5 
  11
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  7
  mAchiNe WrAith
  The machine wraith is a nightmarish apparition with the 
  ability to possess and control steamjacks. These specters are 
  sometimes bound and enslaved to necromancers of Cryx, who 
  use them to sow death and discord among the armies of the 
  Iron Kingdoms. While usually ghostly and difficult to perceive, 
  machine wraiths display unsettling mechanical elements 
  affixed to their forms. They drift like shadows across the lonely 
  battlefields they haunt.
  Loot: Unless it is actively in possession of a steamjack, a machine 
  wraith will never have anything that can be considered loot.
  Lore: The origin of these creatures is still a topic of some debate. 
  While it is clear they are undead monstrosities with the power to 
  possess steamjacks, their exact nature has yet to be established. 
  Some scholars believe the machine wraiths are the souls of 
  dead arcane mechaniks unwilling to pass on to Urcaen, while 
  others maintain they are the restless spirits of slain warcasters 
  or fallen priests of Cyriss. Whatever the case, their howling 
  metallic calls chill the marrow of even the staunchest warriors.
  aBilities
  Incorporeal – The machine wraith can move through rough terrain, solid objects, 
  and other characters. Blessed weapons affect the machine wraith normally. Spells 
  and magical weapons can damage this character but roll one fewer die on damage 
  rolls. No other weapons can damage the machine wraith.
  Terror [14] – Machine Wraiths have Terror [14].
  Undead – A machine wraith is not a living character and never flees.
  Possession – While B2B with a steamjack with a functional Cortex system, the 
  wraith can make a full action to take control of the steamjack. When the wraith takes 
  control of a steamjack, remove its model from the table.
  Effects on the wraith when it is removed from the table expire. The steamjack loses 
  its turn this round and will afterward take its turn during the wraith’s place in the 
  initiative order. 
  If the steamjack was bonded, while it is in its former warcaster’s control area during 
  its activation its former warcaster can spend focus points to attempt to regain 
  control of it, at 1 focus point per attempt. The warcaster and the wraith then make 
  contested Willpower rolls. If the warcaster’s total is higher, it regains control of the 
  steamjack and the wraith is forced out of the steamjack. If they tie or the wraith 
  wins, it maintains control of the steamjack.
  After resolving an attack in which the steamjack being controlled by the wraith 
  suffered 1 or more damage points, the wraith must make a Willpower roll against a 
  target number of 14. If the wraith fails this check, it is forced out of the steamjack.
  The wraith can exit the steamjack at the start of any of the possessed steamjack’s 
  turns.
  If the wraith exits or is forced from the steamjack, control of the steamjack returns 
  its former controller. Place the wraith’s model back on the table within 3˝ of the 
  steamjack. If the steamjack was inert when the wraith possessed it, the steamjack 
  becomes autonomous. The wraith is destroyed if the possessed steamjack is wrecked 
  before it exits the steamjack.
  Base siZe 
  MediuM
  enCounter points  
  3
  (Encounter Points 5 instead if the party includes one or more steamjacks)
  mAchiNe WrAith
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  8 
  11 
  4 
  7
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   7 
  4 
  6 
  0 
  14 
  12
  clAWs
   POW 
  P+s
   
  4 
  8
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  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  8
  mechANithrAll
  Mechanithralls are the technologically augmented thralls 
  stitched together from battlefield dead. They are the foot 
  soldiers and cannon fodder of Cryx’s sprawling armies. They 
  haunt the battlefields of their creation and can be found 
  anywhere Cryxian forces have infiltrated.
  The brute thralls are massive mechanithralls assembled from 
  the likes of ogrun and trollkin dead. They are the shocktroopers 
  among Cryx’s teeming legions of mechanithralls.
  Loot: Mechanithralls lack any impulse or capacity to carry with 
  them anything that could be considered loot.
  Lore: Mechanithralls are created in great numbers by the 
  necrosurgeons who prowl in the aftermath of battle in search of 
  raw materials for their industry.
  aBilities
  Undead – A mechanithrall is not a living character and never flees.
  Vitality 
  6
  Base siZe 
  sMall
  enCounter points  
  4
  mechANithrAll
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  8 
  12 
  3 
  2
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  7 
  5 
  4 
  12 
  12
  steAmFist
   POW 
  P+s
   
  4 
  11
  Mechanithralls can fight with both steamfists without penalty.
  Instead of making an attack with each steamfist separately, a mechanithrall can 
  attack with both fists simultaneously. Make one attack roll for both fists. If the attack 
  hits, the POW of the damage roll is equal to the STR of the mechanithrall plus twice 
  the POW of the steamfist. 
  aBilities
  Undead – A mechanithrall is not a living character and never flees.
  Base siZe 
  MediuM
  enCounter points  
  7
  BrUte thrAll
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  10 
  12 
  3 
  2
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
   6 
  9 
  6 
  4 
  12 
  14
  heAvy steAmFist
   POW 
  P+s
   
  5 
  14
  Brute thralls can fight with both steamfists without penalty.
  Instead of making an attack with each heavy steamfist separately, a brute thrall can 
  attack with both fists simultaneously. Make one attack roll for both fists. If the attack 
  hits, the POW of the damage roll is equal to the STR of the brute thrall plus twice the 
  POW of the heavy steamfist. 
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  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  9
  OgrUN
  Ogrun are a race of fierce, formidable individuals who tower 
  over most other races and are capable of remarkable feats of 
  strength. Generally they are a tremendously honorable people 
  who have earned a place for themselves in the Iron Kingdoms, 
  both as laborers and as peerless warriors. While scattered tribes of 
  ogrun still exist in isolated pockets, most have integrated into the 
  kingdoms’ cultures. The largest concentration of ogrun is found 
  in Rhul, where they are counted as full members of the dwarven 
  clans to whom they have sworn fealty. 
  Ogrun loyalty is legendary, and they have a reputation for being 
  among the most dedicated and fierce bodyguards in western 
  Immoren. Mercenary ogrun are deemed more trustworthy and 
  reliable than other sell-swords and can command a premium 
  wage. Ogrun are also found throughout the Scharde Islands, and 
  these ogrun are quite violent and dangerous. While just as loyal 
  as their mainland counterparts, they have dedicated themselves to 
  the lich lords, Satyxis captains, and other leaders of the Nightmare 
  Empire of Cryx.
  Loot: An ogrun’s wealth is often in his weapons and armor, 
  although those performing mercenary work are likely to carry 
  coin as well. Ogrun seek out the best weapons and armor they can 
  afford, so their gear is likely to be above average in quality. 
  Lore: Ogrun are a race of fierce warriors whose legendary strength 
  and battle prowess is matched only by their unswerving loyalty. 
  They are often found serving important Rhulfolk as mercenary 
  bodyguards, and in the human kingdoms many have taken up 
  similar work protecting nobles, crime bosses, or bandit leaders. 
  While most ogrun are honorable, they do not see it as their duty to 
  question the choices of those they serve.
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  2
  3
  4
  6
  5
  aBilities
  Huge Stature – This character can wield a weapon in one hand that usually requires 
  two hands to wield, but he suffers –2 to attack rolls with that weapon. 
  Load Bearing – This character is well practiced at fighting while wearing heavy 
  armor. Reduce the SPD and DEF penalties from the armor the character wears by 1.
  Shield – This character’s ARM with shield is 17.
  Shield Guard – Once per turn, when a friendly character is directly hit by an attack 
  while within 2˝ of this character, this character can become the target of the attack 
  and be automatically hit instead. This character cannot use Shield Guard if he is 
  incorporeal, knocked down, or stationary.
  Base siZe 
  MediuM
  enCounter points  
  7
  OgrUN BOdygUArd
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  11 
  13 
  6 
  3
   5 
  7 
  6 
  4 
  10 
  15
  hAlBerd
   POW 
  P+s
   
  4 
  11
  This weapon has Reach.
  A character fighting two-handed with a halberd gains +2 to his charge attack 
  damage rolls with this weapon.
  shield
   POW 
  P+s
   
  1 
  8
  aBilities
  Huge Stature – See Ogrun Bodyguard. 
  Cleave – When this character incapacitates one or more enemies with a melee attack 
  made with a great weapon during his turn, the character can make one additional 
  melee attack immediately after the attack is resolved. A character can gain only one 
  additional attack from Cleave each turn.
  Quick Work – When this character kills one or more enemies with a melee attack 
  during its combat action, immediately after that attack is resolved this character can 
  make one ranged attack. To make a ranged attack, the character’s ranged weapon 
  must be loaded.
  Vitality 
  9
  Base siZe 
  MediuM
  enCounter points  
  6
  OgrUN mArAUder
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  13 
  5 
  5
   6 
  6 
  6 
  5 
  11 
  14
  OgrUN WArcleAver
   POW 
  P+s
   
  6 
  13
  This weapon has Reach.
  scAttergUN
   RNg ROF AOe POW
   sp8 
  1 
  — 
  12 
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  10
  sAtyxis
  The Satyxis are an ancient race of savage warrior women 
  shaped by the blighted blood of a dragon slain long ago by Lord 
  Toruk. A Satyxis is as strong as she is fierce, and a blow from her 
  horns is enough to fracture a man’s skull or send even an ogrun 
  reeling. The Satyxis are infamous sea reavers, and many can be 
  found in Cryx’s pirate fleet.
  Loot: Most Satyxis encountered by PCs will be pirates and 
  raiders who prey on the vessels and coastal towns of the 
  mainland kingdoms. As such, they are likely to carry coins 
  from a variety of nations and goods stolen from far and wide.
  Lore: The Satyxis are fierce and cruel warriors infamous for 
  their bloodletting in the name of Lord Toruk. Wherever they 
  are encountered, death follows.
  aBilities
  Skills (stat already included): Climbing – 6, Intimidation – 7, Rope Use – 6, 
  Sailing – 6, Swimming – 7
  Gang – When making a melee attack targeting an enemy in melee range of another 
  friendly character, this character gains +1 to melee attack and melee damage rolls. 
  When making a melee attack targeting an enemy in melee range of another friendly 
  character with this ability, these bonuses are increased to +2.
  Vitality 
  6
  Base siZe 
  sMall
  enCounter points  
  4
  sAtyxis rAider
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  8 
  14 
  4 
  7
   7 
  5 
  6 
  4 
  14 
  12
  lAcerAtOr
   POW 
  P+s
   
  4 
  9
  Lacerators are the cursed chain whips favored by Satyxis raiders. 
  This weapon has Reach.
  Attacks from lacerators ignore ARM bonuses from bucklers and shields.
  On a critical hit, the character hit is knocked down.
  When a lacerator damages a bonded steamjack, the steamjack’s controller suffers 
  1 damage point.
  hOrNs
   POW 
  P+s
   
  3 
  8
  On a critical hit, the character hit is knocked down.
  aBilities
  Skills (stat already included): Climbing – 6, Intimidation – 8, Rope Use – 6, 
  Sailing – 7, Swimming – 7
  Gang – See Satyxis Raider.
  Battle Plan: Desperate Pace – This character can spend 1 feat point to use Battle 
  Plan: Desperate Pace. Using a battle plan is a quick action. For one round, friendly 
  characters that follow the character’s orders gain +2˝ movement.
  Feat Points – This character starts each encounter with 1 feat point. She is allocated 
  1 feat point at the start of each of his turns. She can only have up to 1 feat point 
  at a time.
  CoMMand range 
  6
  Base siZe 
  sMall
  enCounter points  
  7
  sAtyxis rAider cAPtAiN
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  16 
  5 
  8
   7 
  5 
  7 
  6 
  16 
  12
  lAcerAtOr
   POW 
  P+s
   
  4 
  9
  Lacerators are the cursed chain whips favored by Satyxis raiders. 
  This weapon has Reach.
  Attacks from lacerators ignore ARM bonuses from bucklers and shields.
  On a critical hit, the character hit is knocked down.
  When a lacerator damages a bonded steamjack, the steamjack’s controller suffers 
  1 damage point.
  hOrNs
   POW 
  P+s
   
  3 
  8
  On a critical hit, the character hit is knocked down.
  PistOl
   RNg ROF AOe POW
   
  8 
  1 
  — 
  10 
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  WillPOWeR 
  iNitiAtive 
  deteCt 
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  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  11
  sAtyxis BlOOd Witch
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  15 
  6 
  7
   7 
  5 
  5 
  4 
  15 
  12
  Witch BlAde
   POW 
  P+s
   
  4 
  9
  The witch blade is a magical weapon.
  hOrNs
   POW 
  P+s
   
  3 
  8
  On a critical hit, the character hit is knocked down.
  arCane 
  3
  Will Weaver
  Base siZe 
  sMall
  enCounter points 
  5
  spells 
  cOst rNg AOe POW UP OFF
  Blood rain 
  3 
  8 
  3 
  12 
  no yes
  Blood Rain causes corrosion damage. Characters hit suffer the corrosion continuous 
  effect.
  fog of War 
  3 
  self Ctrl — 
  yes no
  Characters gain concealment while in the spellcaster’s control area.
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  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  12
  skOrNe
  The skorne are a cruel and warlike race from eastern Immoren, 
  far across the Bloodstone Marches. They are slavers with 
  fearsome powers over life and death. The martial society of 
  the skorne is dominated by powerful houses. For the godless 
  skorne, the best death is one where they fall in glorious combat 
  and are deemed worthy of having their spirits preserved in 
  sacral stones and revered for centuries. 
  Among the complex skorne caste system, Praetorians are 
  elite sword-wielding warriors of high stature while Venators 
  are a less prestigious warrior class disdained for their use of 
  ranged weapons. The ranking tyrants are the powerful leaders 
  of the skorne, respected both for their tactics and their skill in 
  battle. They are provided the best arms and armor available 
  by their houses. Mortitheurges are skorne arcanists who have 
  complete mastery over their art, which draws power from 
  suffering and death.
  Loot: Skorne society is highly disciplined and organized. Most 
  of the skorne met in western Immoren will be members of a 
  vast army and will seldom carry more than their weapons and 
  a few personal items. If a skorne discovers an object of potential 
  significance to his superiors, however, he is likely to carry it 
  until it can be handed over. Skorne weapons and armor are well 
  crafted and considered exotic to some collectors, who may pay 
  a premium for them.
  Lore: The skorne are a savage and hostile race known for 
  raiding settlements, cities, and even military fortresses 
  bordering the Bloodstone Marches. They were first seen in the 
  west after 603 AR when they followed Vinter Raelthorne IV 
  across the Bloodstone Marches and attempted a failed assault 
  on Corvis. They have since been seizing territory east of 
  Cygnar and making fortifications for themselves.
  aBilities 
  none
  Vitality 
  6
  Base siZe 
  sMall
  enCounter points  
  4
  skOrNe veNAtOr
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  13 
  8 
  12 
  4
   6 
  5 
  5 
  5 
  13 
  13
  sWOrds
   POW 
  P+s
   
  3 
  8
  reiver
   RNg ROF AOe POW
   12 
  1 
  — 
  10 
  The reiver is a gas-driven rapid-fire needle thrower detectable by its loud whine 
  while in operation.
  This weapon gains +1 to damage rolls against characters with medium bases and 
  +2 to damage rolls against characters with large bases.
  aBilities
  Precision Strike – When this character hits with a melee attack, he chooses the 
  aspect/branch/column that is hit.
  Vitality 
  7
  Base siZe 
  sMall
  enCounter points  
  3
  skOrNe PrAetOriAN
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  13 
  4 
  3
   6 
  6 
  6 
  4 
  13 
  14
  sWOrd
   POW 
  P+s
   
  3 
  9
  Praetorians can fight with a sword in each hand without penalty.
  Instead of making an attack with each sword separately, a Praetorian can attack 
  with both blades simultaneously. Make one attack roll for both swords. If the attack 
  hits, the POW of the damage roll is equal to the STR of the Praetorian plus twice the 
  POW of this weapon. 
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  13
  skOrNe mOrtitheUrge
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  14 
  7 
  6
   6 
  5 
  5 
  4 
  14 
  11
  sWOrd
   POW 
  P+s
   
  3 
  8
  arCane 
  4
  Will Weaver
  Base siZe 
  sMall
  enCounter points 
  4
  spells 
  cOst rNg AOe POW UP OFF
  Bone shaker 
  2 
  8 
  — 
  12 
  no yes
  When this spell destroys a living or undead character, before removing the character you 
  can immediately make a full advance with the destroyed character followed by a normal 
  melee attack, then the destroyed character is removed from the table. The destroyed 
  character cannot be targeted by free strikes during this movement.
  Boundless Charge 
  2 
  6 
  — 
  — 
  no no
  During its turn, target character can charge without spending focus or being forced and 
  gains +2˝ movement and Pathfinder when it charges. Boundless Charge lasts until the 
  start of the spellcaster’s next turn.
  hand of fate 
  2 
  6 
  — 
  — 
  yes no
  Target character gains an additional die on attack and damage rolls. Discard the low die 
  in each roll.
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
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  2
  3
  4
  6
  5
  aBilities
  Battle Plan: Call to Action – This character can spend 1 feat point to use Battle 
  Plan: Call to Action. Using a battle plan is a quick action. When he does so, friendly 
  characters in his command range that are under his command that are knocked 
  down immediately stand up.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 
  1 feat point at the start of each of his turns. He can only have up to 1 feat point at 
  a time.
  Load Bearing – This character is well practiced at fighting while wearing heavy 
  armor. Reduce each the SPD and DEF penalties from the armor the character wears 
  by 1.
  Shield – This character’s ARM with shield is 17.
  Weapon Master – This character gains an additional die on his melee damage rolls.
  CoMMand range 
  7
  Base siZe 
  MediuM
  enCounter points  
  10
  skOrNe tyrANt
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  11 
  14 
  5 
  3
   5 
  7 
  7 
  5 
  12 
  15
  WAr sPeAr
   POW 
  P+s
   
  4 
  11
  This weapon has Reach.
  shield
   POW 
  P+s
   
  0 
  7
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
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  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  14
  sOUlhUNter
  Among the most powerful thralls ever created, a soulhunter is an 
  unholy vision of terror incarnate. Its menacing mass of plating, 
  piping, gears, furnace, and flesh is an amalgamation designed 
  for swift ferocity. Its steam-enhanced flesh and musculature 
  is fused with the powerful body of a Scharde-bred charger. 
  The hungry necrotite furnace within its equine ribcage burns 
  with a baleful corpse-fire and vents choking black smoke from 
  the ominous flues running along its reinforced spine. Eager to 
  claim the vitality of the living, these fetid abominations scour 
  the battlefield for any who would stand against them, breathing 
  in the souls spilled forth from their many victims.
  Loot: Aside from the souls they claim, soulhunters travel with 
  nothing of value.
  Lore: Soulhunters are created by Cryx and used as light cavalry 
  in the Dragonfather’s wars.
  aBilities
  The soulhunter can make one attack with each of its melee weapons during each of 
  its turns without penalty.
  Body Count – The soulhunter gains 1 soul token each time it destroys a living 
  character. It can have up to 3 soul tokens at a time. During its turn, the soulhunter 
  can spend soul tokens to boost attack or damage rolls at one token per boost.
  Cavalry Charge – The soulhunter can make Cavalry Charges using its Hooves as 
  the Mount attack.
  Undead – A soulhunter is not a living character and never flees.
  Vitality 
  10
  Base siZe 
  large
  enCounter points  
  8
  (Additionally, the Game Master can choose to start soulhunters with soul tokens. For 
  each soul token a soulhunter has at the start of the game, increase its Encounter 
  Points by 1.)
  sOUlhUNter
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  8 
  13 
  5 
  1
   8 
  7 
  6 
  4 
  14 
  14
  scythe
   POW 
  P+s
   
  6 
  13
  This weapon has Reach.
  This weapon is only usable by a Soulhunter.
  hOOves
   POW 
  P+s
   
  4 
  11
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  When it destroys a living enemy character with this weapon, immediately after the 
  attack is resolved the soulhunter heals d3 vitality points.
  This weapon is only usable by a Soulhunter.
  sickle
   POW 
  P+s
   
  4 
  11
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  15
  thArN
  The Tharn are Devourer Wurm worshipers that were once 
  human but have changed into something more primal and 
  savage over countless generations worshipping their bestial 
  god. Tharn exist in the wild places of western Immoren, far 
  away from the teeming cities of the Iron Kingdoms where they 
  can practice their blood rites and barbaric rituals in seclusion. 
  Some male Tharn, called ravagers, have the capacity to call on 
  the Wurm in combat to transform and become larger and more 
  physically powerful. Many female Tharn have even more subtle 
  powers but are no less savage and ferocious. When they call on 
  the Wurm, they gain heightened predatory senses that augment 
  their killing strikes.
  Loot: Tharn tend to wear totems and jewelry fashioned from 
  their kills. They may also have items stripped from those they 
  have bested in combat, kept as trophies.
  Lore: The Tharn are a savage race that lives on the fringes of 
  civilization. They have many strange and dark powers through 
  their association and worship of the Devourer Wurm. Though 
  Tharn look human and once may have been, they are now 
  something else.
  aBilities
  Skills (stat already included): Climbing – 5, Intimidation – 6, Jumping – 10, 
  Survival – 6, Swimming – 10
  Fearless – This character never suffers the effects of Terror.
  Heart Eater – This character gains a corpse token each time he destroys a living 
  enemy with a melee attack. This character can have up to three corpse tokens at a 
  time. He can spend corpse tokens during his turn to boost an attack or damage roll 
  or to make an additional melee attack at one token per boost or additional attack.
  Pathfinder – This character can advance through rough terrain without penalty and 
  can charge across obstacles.
  Vitality 
  7
  Base siZe 
  MediuM
  enCounter points  
  6
  Additionally, the Game Master can choose to start ravagers off with corpse tokens. 
  For each corpse token a ravager has at the start of the game, increase his Encounter 
  Points by 1.
  thArN rAvAger
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  11 
  15 
  7 
  7
   6 
  8 
  7 
  5 
  13 
  14
  thArN Axe
   POW 
  P+s
   
  5 
  13
  This weapon has Reach.
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  Powerful Charge – This character gains +2 to charge attack rolls with this weapon.
  This weapon can only be used two-handed. This weapon requires STR6 to use.
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  16
  thArN rAvAger chieFtAiN
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  12 
  16 
  8 
  8
   6 
  8 
  8 
  5 
  14 
  14
  thArN Axe
   POW 
  P+s
   
  5 
  13
  aBilities 
  Fearless, Heart Eater, Pathfinder – See Tharn Ravager.
  Skills (stat already included): Climbing – 6, Intimidation – 7, Jumping – 11, 
  Survival – 7, Swimming – 11
  Battle Plan: Go to Ground – This character can spend 1 feat point to use Battle Plan: 
  Go to Ground. Using a battle plan is a quick action. Until they move, are placed, or are 
  engaged, friendly characters that follow this character’s orders gain cover, do not suffer 
  blast damage, and do not block LOS.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 
  feat point at the start of each of his turns. He can only have up to 1 feat point at a time.
  Pursuit – This character can spend 1 feat point during his turn to use this ability. When 
  this ability is used the character names one enemy. For the rest of the encounter, when 
  that enemy moves during his turn, immediately after the enemy ends his movement 
  this character can make a full advance. A character can use this benefit only once per 
  encounter unless the original subject of this ability is destroyed, at which point the 
  character can spend a feat point to use this benefit again.
  CoMMand range 
  6
  Base siZe 
  MediuM
  enCounter points 
  9
  Additionally, the Game Master can choose to start ravager chieftains with corpse 
  tokens. For each corpse token a ravager chieftain has at the start of the game, 
  increase his Encounter Points by 1.
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  This weapon has Reach.
  Powerful Charge – This character gains +2 to charge attack rolls with this weapon.
  This weapon can only be used two-handed. This weapon requires STR6 to use.
  thArN Witch
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  10 
  15 
  6 
  6
   7 
  6 
  6 
  4 
  13 
  11
  sAcrAl BlAde
   POW 
  P+s
   
  3 
  9
  aBilities 
  Skills (stat already included): Climbing – 6, Jumping – 8, Survival – 6, Swimming – 8
  Pathfinder – See Tharn Ravager.
  Prowl – This character is virtually invisible while in the shadows or in terrain that grants a 
  degree of concealment. He gains Stealth while within terrain that provides concealment, 
  the AOE of a spell that provides concealment, or the AOE of a cloud effect.
  arCane 
  4
  Will Weaver
  Base siZe 
  sMall
  enCounter points 
  3
  spells 
  cOst rNg AOe POW UP OFF
  inhospitaBle ground 
  3 
  self Ctrl — 
  no no
  While in the spellcaster’s control area, other characters treat open terrain as rough 
  terrain. Inhospitable Ground lasts until the spellcaster’s next turn.
  Mirage 
  3 
  6 
  — 
  — 
  yes no
  During the spellcaster’s Control Phase after upkeep has been paid, target friendly 
  model’s controller can place him anywhere completely within 2˝ of his current location.
  purifiCation 
  3 
  self Ctrl — 
  no no
  Continuous effects, animi, and upkeep spells in the spellcaster’s control area immediately 
  expire.
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  This is a magical weapon.
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  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  17
  tOtem hUNter
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  12 
  16 
  7 
  8
   7 
  8 
  8 
  4 
  15 
  15
   POleArm
   POW 
  P+s
   
  6 
  14
  aBilities 
  Skills (stat already included): Climbing – 8, Jumping – 11, Survival – 7, 
  Swimming – 10
  The totem hunter can make one attack with each of its melee weapons during each of 
  its turns without penalty.
  Bounding Leap – This character is capable of preternatural feats of athleticism. Once 
  during each of its turns in which it does not run or charge, it can spend 1 feat point to 
  pitch itself over the heads of its enemies into the heart of battle. When this character 
  uses Bounding Leap, place it any where within 5˝ of its current location. 
  Cagey – When this character becomes knocked down, it can immediately move up to 
  twelve feet (2˝) and cannot be targeted by free strikes during this movement. This benefit 
  has no effect while this character is mounted. While knocked down, this character is not 
  automatically hit by melee attacks and its DEF is not reduced. It can stand up during its 
  turn without forfeiting its movement or action.
  Fearless – This character never suffers the effects of Terror.
  Feat Points: This character starts each encounter with 1 feat point. It is allocated 1 
  feat point at the start of each of its turns. It can only have up to 1 feat point at a time.
  Pathfinder – This character can advance through rough terrain without penalty and can 
  charge across obstacles.
  Prowl – This character is virtually invisible while in the shadows or in terrain that grants a 
  degree of concealment. It gains Stealth while within terrain that provides concealment, 
  the AOE of a spell that provides concealment, or the AOE of a cloud effect.
  Sprint – If during its turn this character incapacitated or destroyed one or more 
  enemies, at the end of its turn it can make a full advance.
  Vendetta – This character can spend 1 feat point during its turn to use this benefit. When 
  this ability is used this character names one enemy. For the rest of the encounter, this 
  character gains boosted attack rolls against that enemy. The totem hunter can use this 
  benefit only once per encounter unless the original subject of the Vendetta is destroyed, 
  at which point this character can use this benefit again at a cost of 1 feat point.
  Base siZe 
  MediuM
  enCounter points 
  14
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  This weapon has Reach.
  Arm sPike
   POW 
  P+s
   
  3 
  11
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  5
  tOtem hUNter
  The totem hunter originates across the ocean from somewhere 
  deep within the wilds of the southern continent of Zu, and very 
  little is known about its native culture, beliefs, or language. Its 
  main motive is clear: it lives to hunt. The totem hunter values 
  its kills above all else and retains grisly totems from its most 
  formidable adversaries. Its hunts are accompanied by sacred 
  rituals through which the hunter hopes to capture a portion of 
  each kill’s essence.
  Loot: In addition to its exotic weaponry, a totem hunter is likely 
  to be in the possession of several grisly totems claims from 
  its kills. While these totems are of great spiritual value to the 
  hunter, they are likely to be of little value to anyone else.
  Lore: Totem hunters have been known to spare unworthy kills 
  after having defeated them. If the hunter believes killing a 
  particular prey will not bring it strength or honor, it may be 
  willing to let its prey live.
  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  Core rules Bestiary expanded
  18
  aBilities
  Tough – When this character is disabled, roll a d6. On a 5 or 6, the character heals 
  1 vitality point, is no longer disabled, and is knocked down.
  Vitality 
  7
  Base siZe 
  MediuM
  enCounter points  
  2
  trOllkiN WArriOr
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  9 
  12 
  4 
  4
   5 
  6 
  5 
  4 
  10 
  13
  Axe
   POW 
  P+s
   
  3 
  9
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  tROllKiN 
  Trollkin are a strong, hardy, and tradition-minded people 
  renowned for their tenacity and resilience. They are among the 
  most successful and diverse of the races of western Immoren. 
  Persisting outside the laws of the Iron Kingdoms, trollkin 
  are organized into large tribal societies called kriels, which 
  comprise multiple families called kith. Most trollkin wear 
  distinctive quitari patterns that denote their connection to kith 
  and kriel. Trollkin are the most deeply religious of the Dhunian 
  races, and their shamans are spiritual leaders as well as leaders 
  of sizable communities. Strife between the human nations 
  and the trollkin united kriels has grown of late, and although 
  raiding and banditry are rare, trollkin have been known to 
  attack military convoys and perform other acts of violence in 
  the name of the united kriels. Additionally, young trollkin in 
  human cities often band together for mutual protection and 
  solidarity in groups called shenkriels, which are akin to gangs. 
  These can be territorial and fierce toward outsiders and may 
  take part in the criminal struggles of a city. Such youths are 
  sometimes exploited as muscle by crime bosses who can earn 
  their respect or otherwise gain influence over their leaders.
  Loot: Trollkin carry jewelry and other totems made from 
  precious stone and metals, which have far more significance to 
  their owners than their simple material value.
  Lore: Trollkin are exceedingly tough and can shrug off wounds 
  that would kill a human. Though trollkin are known to inhabit 
  the cities of men and may gather in self-contained communities 
  in the largest, they truly thrive in the wilderness where they 
  prefer to make their villages.
  aBilities
  Tough – See Trollkin Warrior.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 
  1 feat point at the start of each of his turns. He can only have up to 1 feat point at 
  a time.
  Feat: Revitalize – This character can spend 1 feat point during his turn to regain 
  a number of vitality points equal to his PHY stat immediately. If a character suffers 
  damage during his turn, the damage must be resolved before a character can use 
  this feat. An incapacitated character cannot use Revitalize.
  Fell Call: Heroic Ballad – This character can use this call as a quick action. For 
  the rest of the round, while in the Fell Caller’s command range, friendly trollkin 
  characters are fearless and gain +2 to melee attack rolls. Heroic Ballad lasts for 
  one round.
  Base siZe 
  MediuM
  enCounter points  
  6
  trOllkiN Fell cAller
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  11 
  14 
  5 
  5
   6 
  6 
  6 
  5 
  12 
  14
  WAr hAmmer
   POW 
  P+s
   
  5 
  11
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  On a critical hit, a living target hit has a chance to be knocked out by the attack. If 
  the target suffers damage from the attack, he must make a Willpower roll against 
  a target number of 18. If the target succeeds, he stays conscious. If he fails, he is 
  knocked out.
  sONic BlAst
   RNg ROF AOe POW
   sp8 
  1 
  — 
  12 
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  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
  19
  aBilities
  Feat: Revitalize – See Trollkin Fell Caller.
  Tough – See Trollkin Warrior.
  The trollkin champion can make one attack with each of his melee weapons during 
  each of its turns without penalty.
  Feat Points – This character starts each encounter with 1 feat point. He is allocated 
  1 feat point at the start of each of his turns. He can only have up to 1 feat point at 
  a time.
  Retaliatory Strike – When this character is hit by a melee attack made by an enemy 
  at any time other than during his own turn, after the attack is resolved the character 
  can spend 1 feat point to immediately make one normal melee attack against the 
  enemy that hit him.
  Base siZe 
  MediuM
  enCounter points  
  9
  trOllkiN chAmPiON
   sPd 
  stR 
  MAt 
  RAt  
  deF 
  ARM
   
  11 
  15 
  6 
  5
   5 
  7 
  7 
  4 
  12 
  16
  WAr hAmmer
   POW 
  P+s
   
  5 
  12
  WillPOWeR 
  iNitiAtive 
  deteCt 
  sNeAK
  On a critical hit, a living target hit has a chance to be knocked out by the attack. If 
  the target suffers damage from the attack, he must make a Willpower roll against 
  a target number of 18. If the target succeeds, he stays conscious. If he fails, he is 
  knocked out.
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  ©2001–2012 Privateer Press, Inc. All rights reserved. Privateer Press®, Iron Kingdoms, Full Metal Fantasy, Cryx, Skorne, and their logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  John Maddox (order #7375830)
  
SOURCE: textdata/thevault/Iron Kingdoms/IK - Expanded Bestiary.pdf