Some of you might want to be woken up only once September ends. But if you do that, you'll sleep through Privateer Press' releases for that month. Want to make sure you are awake? Be sure to set an alarm. Let's take a look at what will be hitting store shelves.
If I were to suggest an alarm, it might be the giant robot alert.
<whoop! whoop! whoop!>
Drawn from amongst the greatest marksmen of the Marcher Worlds, the Hunters are the scout-snipers of the Ranger forces. With deadly and withering accuracy, they take apart any enemy unfortunate enough to enter their sights. Each round fired from a Hunter’s high-powered sniper rifle can be further supercharged with Arc, enabling it to tear through the most heavily armored of targets. Furthermore, the Hunters are trained to move with every shot, making them all but impossible to pin down. Their mimetic cloaks serve to further obfuscate the snipers by generating active camouflage that can render them all but invisible in plain sight.
As befitting the ragged and stalwart forces of the Marcher Worlds, the Dusk Wolf is a formidable engine of war. Its dependable and durable chassis supports a versatile weapon system featuring multiple specialty cortex options alongside a lethal array of options for armament. These deadly weapons, including Particle Accelerators, slug guns, and high-powered Blazers, are further augmented by mechanika integrated directly into the machine. The more Arc the Dusk Wolf’s Arcantrik Turbine is charged with, the faster the warjack can become. It can even spike, or spend, Arc to reposition itself on the battlefield, granting it incredible maneuverability in battle.
Artemis Fang is one of those rare warriors known to her enemies almost as well as she is to the Rangers and freedom fighters she serves alongside. Possessing a steely nerve, deadly skill, and the powers of a born theurge, Fang is a gun mage, a member of an ancient tradition whose origins are lost to history. She moves through combat like a living maelstrom of destruction, empowering the hail of gunfire she unleashes with potent arcane energies. Though few who meet her in battle live to tell the tale, the stories told by those who do only add to her legend.
Fearless and eager to prove themselves in combat, the young officers who command the Paladin forces in battle lead from the front. Their mechanikally augmented armor both speeds their combat reflexes and grants them a direct communication to the forces they command. Armed with a shoulder-mounted, self-targeting pulse cannon and wrist-mounted fusion sword, the Paladin Commanders are able to keep their hands free and their focus on the battle erupting around them.
Manufactured throughout Alliance space, the Firebrand is the primary support warjack of the Paladin forces. While produced in great numbers according to a common design, the Firebrand system remains a potent and unpredictable weapon of war. Protected by an Arc-fueled refractor field, the swift-moving Firebrand can be a hard target to hit in the midst of battle. When it closes, force projectors increase the deadly range of their melee weapons, making them dangerous and effective foes. While slightly lighter than the Marcher Worlds’ rugged Dusk Wolf warjacks, when armed with a Force Hammer and Sun Piercer, this warjack is more than a match for any opposition. Its expanded armament includes a grenade launcher, a rapid-firing Maelstrom, and a steel-consuming Immolator.
The forces of the ruthlessly expansionistic Iron Star Alliance persistently push into the territorial holdings of their rivals. As new worlds and systems are conquered, the Alliance appoints governors and justicars to bring the conquered into alignment with the dictates of the Septarchs and the Supreme Concordiat. While the governors rule these new territories, it falls upon the justicars to bring them to heel. Judge, jury, and executioner over the territories they are appointed to civilize, the justicars and the Paladin forces they command represent the judicial authority of the Alliance. Few are as effective as Justicar Voss. Young for an appointment of such gravitas, Voss is arrogant and ambitious to a fault, but few who have seen the sword-theurge in battle can blame the Septarchs for their faith in his capabilities.
A misshapen horror of steel and malice, the Scourge is a brutally effective melee-focused warjack. Though it can be equipped with a variety of destructive weapons, the chassis’ defining features are its huge Wrecking Claw and iron-spring servos that can be charged to vastly increase the raw physical strength of the machine. The Scourge’s savage cortex options instill the warjack with an animalistic cunning and savagery that befit its hulking design.
The discorporeal dead of the Consilio Mortuorum are generally considered to be the ascended masters of the Aeternus Continuum. While venerated and revered for their knowledge and contributions to the sect, these ancient shades are often relegated to the sepulchral halls beneath the Continuum’s temple complexes, contacted only when the Advocati require their counsel. Raxis, however, serves on as a hierotheos, a sacred messenger of the Aeternus Continuum. An agent and ranking envoy of the cult, Raxis moves between the great temples, coordinating divine works and spreading dark truths across the Thousand Worlds.
With a reputation spanning the Thousand Worlds, Jax Redblade is among the most notorious pirates to prey upon the shipping lanes of the Hyperuranion. Bloodthirsty, cunning, and utterly lacking in moral constraint, Redblade is a fearsome captain but is an even deadlier foe. The noteworthy speed of her draw and her callous disregard for any lives beyond those of her crew have brought her to the attention of both the Iron Star Alliance and the Marcher Worlds. The Alliance would love nothing better to see her dead or locked away for a millennium while her relationship with the Coalition of Free States is a little more complex. Though Captain Redblade is generally willing to take any prize she sets her sights on, she is also known to frequent shadier ports throughout the Marcher Worlds and beyond. Where possible, she will strike at the Alliance, no matter what the cost, even if it means temporarily allying herself with their most hated enemies.
A highly decorated veteran of the Iron Star Alliance’s Paladin forces who left the service under a cloud of secrecy, Voitek Sudal has dedicated his life to tracking down the most dangerous criminals in the Hyperuranion. With a reputation for ruthless professionalism, Sudal operates throughout both Alliance and Marcher Worlds territories. He is a man of few words, preferring to let his arsenal speak for him. In addition to his hard-earned survival skills, Sudal relies on a shoulder-mounted force constrictor to bring down his prey. Null detonators and a gate jammer assist in isolating targets long enough to get them tagged, bagged, and off world.
The much-feared scion of a powerful elector family with connections throughout the Supreme Concordiat, Baron Mooregrave’s unnatural lifespan has cast a long shadow over the courts of the Iron Star Alliance for centuries. Believed to be cursed or mad or both, his obsession with the Arcane is well known but the secrets of his longevity less so. While the intelligence services of the Alliance have long-suspected him of treasonous collaboration with the outlawed Aeternus Continuum, the truth is even stranger. Long ago, Mooregrave claimed the artifact weapon Oblivion from a forgotten alien world. A blade of incalculable darkness, Oblivion consumes the souls of those felled by it, empowering the noble revenant and extending his life well beyond mortal means.
When the infernals invaded Caen, and the gods of man and wild sent their Archons to defend their mortal worshippers, Everblight watched with anger and disgust. He raged at the audacity of the gods to think they could create divine creatures with a skill greater than his own. He retched at the crude flesh work of the Infernals Masters and felt embarrassed for them in their pitiful goal of mere soul collection.
With righteous anger, Everblight set about creating a new race to lead his Legion into battle against the imposters and his own Archons to stand defiant against the machinations of ancient cosmic powers. In this endeavor, Everblight succeeded.
Blight Archons are the culmination of Everblight’s work: perfect creations that inspire his mortal soldiers, control his dragonspawn, and reduce his enemies to melted slag.
Due to the wide variety of environments the Zerkalo Bloc forces have discovered on the multitudes of Earths they have conquered, their military engineers decided decades ago that legs were a superior motion setup compared to treads or wheels. The sturdy war walker that serves as the main battle tank for their forces first entered service in the early 1980s and has proved a resilient tool over the years. To lead the masses of WW-82s into battle, the chassis has been retrofitted with massive speakers in place of its main gun. These Propo Walkers blare patriotic hymns as war rages around them, bolstering the hearts of their countrymen who fight so far from home.
Much as robotic legs serve the ground forces of the Zerkalo Bloc, their engineers came to the conclusion that areodynamic lift was not a sufficiently reliable way to ensure their aircraft stayed in the sky. Lighter-than-air gasses provide a much more stable fighting platform for their vehicles, which resemble what the forces of our world would call jets and helicopters. While not as fast as their winged adversaries, these craft are capable of bearing thicker armor and have comparable attack strength.