It's the last day of the month. Seems as good a time as ever to post this month's Dynamic Update for Warmachine. It's mostly Crucible Guard, but there's some other bits in there. Plus, you get a little info from the Devs about some of the changes.
From the article:
Crucible Guard Theme Force
- Added “Death Archons” to Army Composition
- Added the following benefit:
- Warjacks and battle engines in this army gain Cutting Edge. (During your Control Phase, remove d3 damage points from each friendly model with Cutting Edge. Additionally, when a warjack with Cutting Edge is allocated 1 or more focus points while within its controller’s command range, it is allocated 1 additional focus point.)
- Removed the following benefit that begins with:
- Friendly models/units can begin the game affected by the upkeep spells of warcasters in this army …
- Changed the requisition option of “Two Trancer solos” to “Two small-based Trancer solos”
Dev Notes: The two Crucible Guard theme forces presented a unique problem: Magnum Opus is basically everything the Faction has to offer, and Prima Materia is not. Our goal was to not remove any models from existing theme forces, as that would disrupt some players’ model collections. We also didn’t want to “split” Magnum Opus and suddenly have players who could no longer build legal lists.
So, with this in mind, we decided to push Prima Materia toward being more of the warjack-centric theme force and give it another strong theme force benefit to really emphasize that in the form of Cutting Edge. With this ability, warjacks will hardly ever suffer from disabled systems on turns where it matters, and the increased focus efficiency of battlegroups can be very powerful. This ability offers a strong reason to consider the restrictions of army composition that this theme force requires.
It's never fun, but it's bound to happen from time to time. Things change, prices change, a the company has to let us know. Well, they don't have to, but it's nice when they do. Privateer Press is changing their prices and has a full list of what's changing.
From the update:
Privateer Press has announced a price increase on select miniatures and ancillary products due to rising costs of materials, labor, and shipping since the company’s last adjustment in 2008. Beginning May 7, 2021, prices on a limited number of items, including products in the Formula P3 paints line and select miniatures, will see minor price increases.
“This impacts less than 10 percent of our overall product line releases,” said Sherry Yeary, president of Privateer Press, “and many of the price increases are on older models. We’ve held off on any price adjustments for over a decade now, and though we’d rather not raise any prices at all, we recognize that it’s overdue.”
Privateer Press is always making sure that their games are fair and balanced as possible. They do this by regularly releasing game updates. In this instance, the elves in Warmachine are getting a big update. Head on over and check out what's changed.
From the article:
We wanted to create more separation between the upcoming Falcir and Thyron by really emphasizing his role as having pure melee dominance over Falcir’s more layered & varied approach. Thyron should heavily push melee mobility, raw melee accuracy, and improved damage output for both his army and himself.His new spell list provides an excellent damage buff to any model/unit in his army while his updated feat means that any low- or mid-ARM enemy models in his control range are in danger of being quickly dispatched by the likes of Mage Hunter Assassins or other similar melee threats.
Come what May? These figures come May. At least, from Privateer Press, anyway. Let's take a look at some upcoming releases for Warmachine/Hordes, Monsterpocalypse, and Warcaster. <whoop! whoop! whoop!>
The rocketmen of the Crucible Guard suffer no shortage of daredevils and adrenaline junkies, individuals who don’t simply endure their training but grow to love every moment of it. Some rise through the ranks to become captains while others strike off on their own as high-flying aces.
And then there are the stingers.
Rocketman stingers are addicted to danger to the point of neurosis, and if it weren’t for their skills and training, the Crucible Guard might consider them for Trancer experimentation. Instead, stingers are given one of the most difficult tasks in battle for a rocketman: fly directly at the enemy and get close enough to inject their troops, warbeasts, and warjacks with a variety of foul chemicals.
Each stinger is equipped with a pair of needlelike alchemical injectors, which protrude over their gloves, as well as a backpack canister full of assorted alchemical concoctions. Gleefully, they fly directly at their foes, dropping from the air just long enough to give the enemy some “medicine” before zipping away to the next target they can find.
The Crucible Guard contains many brilliant scientists and alchemists, all segregated into various research orders or combat cells based on their areas of expertise. Combat alchemists, for example, are those individuals with a skill not just in alchemy but in its battlefield application. Often they will sneak onto the battlefield themselves, where they can test all manner of strange brews on the enemy.
Some combat alchemists prefer scientific observation from afar, as it is much more likely you’ll live long enough to record and study your data tomorrow. These cautious types are equipped with long-range alchemical projectors—tubelike weapons that use gas propellant to fire cannisters of chemicals deep into enemy ranks. As long as the alchemist’s aim is true, the results are not only fascinating but occur at a distance that promotes a long life of continued study and alchemical application.
The mighty Terrasaurs summon all-new threats to confront those who would defile Earth. Tyranix's first moments on the battlefield are accompanied by a roar so powerful, buildings fall and glass shatters for a mile. And with each of Tyranix’s booming steps, raptix swarm forward driven by its powerful presence. Everyone knows to flee when confronted by Tyranix’s devastating power.
Pulled from some horrible realm of darkness, the Lords of Cthul strike terror in the defenders of the planet. Among their cryptic ranks is Morgoth, a gruesome monster with mastery over the arcane arts of divination. Each of its eye stalks sees from a different angle—not just physical angles but metaphysical and temporal ones as well. It can see through and around anything within its range. Nothing can hope to escape the attention of this Lord of Cthul.
The Strike Raptor is a massive machine equipped with an arsenal of devastating weaponry. Unbound by earthly terrain and obstacles, this warjack is equipped with powerful mechanikal jump jets that enable it to expend Arc for short bursts of flight, making it even more maneuverable than the swift-moving Dusk Wolf. A true support weapon, the Strike Raptor packs an assortment of arms that would be the envy of any military force.
If the Firebrand is the premier support warjack of the Paladin forces, the imposing Morningstar provides the heavy firepower. Designed primarily as a modular weapon platform, the Morningstar’s reinforced chassis enables it to carry larger and more sophisticated armament than the lighter warjack. Its integral range amplifier even extends the range of its guns while it is charged, giving it a definite edge in any firefight. A cantankerous machine in any configuration, the Morningstar is at its most lethal when its ranged firepower is maximized.
Flying over the battlefield like bloated, black-steel insects bristling with malefic firepower, the Aeternus Continuum’s Nemesis warjacks are a terrifying sight to behold. Though clumsy on land, these machines are capable of achieving incredible speeds in the air. The Nemesis warjacks are relatively lightly armored to decrease weight and enable flight. To compensate, they are equipped with potent Arc fields that protect them from ranged and arcane attacks.
The Sentinel is the Empyrean’s heavy support warjack. Aggressive, powerful, and nigh invulnerable while charged with Arc, the warjack is armed with some of the most advanced mechanika weapons ever developed. While they share a configuration with the lighter Daemon warjacks, the Sentinels have an additional hard point set in their chests, where their most disruptive weapons tend to be housed. The Sentinel is a terrifying monstrosity, able to withstand concentrated enemy fire that would devastate a lesser machine.
"What's the best way to get a new player involved in a game?" It's a question we all debate and there is no one-size-fits-all solution. So, it's always good to have options. Brawlmachine is one such option for Warmachine/Hordes. While it's an unofficial format, we here at TGN are all about getting new players into gaming, so when Privateer Press spotlights the format, we'll happily share it.
From the article:
Maybe you’ve heard this term within the WARMACHINE community lately, maybe not. So, today, I want to take a moment to tell you all about it: what it is and why it’s so great.
Brawlmachine is a special format for WARMACHINE that was created via of the passion of the community, specifically the fine fellows from the Line of Sight website. Their goal was simple: create a format that made it easy to introduce a new player to the game of WARMACHINE, promote smaller-scale games to expedite quick model collection as well as game time, and retain the core feel of playing WARMACHINE games at a larger scale.
I have to say, they knocked it out of the park.
The Dread Harvest is getting some new solos this month as part of Privateer Press' releases for Hordes. In this preview, we get a look at one of them, the dragoon Isaiah the Dread Harvester. Just what does he bring to the table? Let's find out.
From the article:
The end of January will provide a bountiful harvest for Grymkin players as two powerful new solos are about to be released for their Faction. The first is the Defiled Archon, which we previewed a couple of months ago, but today we’re here to talk about the other solo.
Isaiah the Dread Harvester is a Dread Rot dragoon solo that not only buffs other Dread Rots in your army but also packs a pretty mean melee punch. Let’s start at the beginning, though: Who is Isaiah?
Among the dread rots of the Grymkin, there is one dark soul spoken of in hushed tales meant to terrify misbehaving children. His name is Isaiah, and they call him the Dread Harvester. Myths claim dread rots visit the wicked and exploitative mortals living in rural areas, claiming them as their own, but the folklore surrounding Isaiah is far more brutal.
It is believed that Isaiah punishes not just the wicked individual but also the individual’s community for allowing such sins to take place without retribution or justice. The stories say that entire villages will vanish on those cursed nights when Isaiah and his legion of dread rots come to pay a visit.
No foolin', Privateer Press has a whole lot of things coming out in April. And <whoop! whoop! whoop!> yes, giant robots are involved. Much of the new stuff is for Warcaster, but that's not all. Let's take a look at what's in store.
Trancers are traditionally short-lived individuals, as the powerful alchemical concoctions that grant them their psychokinetic powers tend to destroy their bodies rapidly and without remorse. This destructive cycle is not without anomalies, however, as some can withstand the chemical degeneration indefinitely. These lucky souls become fierce psychic combatants, unlocking mental feats of strength a traditional trancer simply doesn’t have the time to master.
Alchemy can be a messy art, a fact known better by the Golden Crucible than many other scientists of the Iron Kingdoms. One does not simply turn lead into gold without a few accidents along the way. The Crucible Guard is not shy when it comes to human experimentation, which has led to several messy “failures” over the years.
Not every failed human experiment is disintegrated in the process or reduced to a sentient mass of quivering flesh. Some failed experiments grow bestial, monstrous, and highly effective at causing destruction among the enemy ranks. Like faithful canines, these failed experiments are given simple commands and sent howling at the foes of the Crucible Guard where they will cause unimaginable havoc. Whether they live or die in the process is irrelevant, as this secondary experiment is almost always a smashing success.
The Legion of Mutates sends forth their next fighter to embody the voice of the people, their scientists having instilled him with an almost unstoppable force. The once-massive bodybuilder took on the name Taharka after being tempted by the almost unfathomable power of the Legion’s mutagen. In the process, he gained the strength, toughness, and determination of a rhinoceros, and now nothing will remain standing in his wake.
The Legion of Mutates began their power-to-the-masses campaign with ultimate frontline fighters and incredible battlefield commanders. Now, they focus speed in a way never before seen during the Monsterpocalypse: slashers imbued with the prowess of a cheetah are the fastest creatures on two legs. Their speed translates into devastating attacks that can punch massive holes in any line. And clickers combine the best qualities of human and bat perception to allow them to accurately target any prey with their heavy rifles
No one can truly comprehend the strange creatures of the 8th dimension, so when the Magistrate holds court, it is not the accused that stands trial but reality itself. It can silence all dissent, not with powerful oration skills but with a willpower that alters the course of events. The many faces of The Magistrate each represent a different aspect of its version of the process of justice. It is literally the prosecutor, the jury, and the judge. No one and nothing can escape The Magistrate’s judgment.
The first wave of Masters of the 8th Dimension units offered more conventional avenues of attack. The Abrogator is the pinnacle of such an approach, acting as a frontline leader of the combined forces of the 8th dimension. Like their visage, their strength also mimics The Preceptor. The Juror, on the other hand, is exactly the opposite, causing damage in ways never before seen on the battlefield. The mere presence of a Juror dominates all before it.Article quote goes here
Collision Course is the first expansion for Warcaster: Neo-Mechanika, taking battles over the Thousand Worlds to the next level with new Faction Cypher cards to allow increased customization choices for your rack, new scenarios, expanded lore, and more!
The Hyperuranion’s true masters, the Empyreans, have returned, and they who designed the galaxy will not tolerate resistance. Led by the Aeons, great heroes who once lived as mortal beings, the robotic legions of the Empyreans have emerged from Cyriss Prime to restore order to the stars—by force, if necessary. On the tabletop, the Empyreans are a powerful fighting force relying on a mastery of technology and the arcane arts to make Arc flow in unstoppable tidal currents from their warcaster to their legions.
The Factotum is a specialized robotic servitor designed to repair and maintain Empyrean technologies. The Factotum’s sophisticated but limited artificial intelligence is focused almost entirely on this role, allowing the machine to perform its duties skillfully and autonomously. Armed with powerful tendrils that allow it to move and manipulate the damaged tools of war it was designed to repair, the Factotum can be a surprisingly brutal opponent in close combat.
Possessing an array of vastly complex mechanika, the Fulcrum is amongst the strangest and most advanced of the Empyreans’ robotic servitors. The soulless machine is part short-range gate generator and part weapon of war. It can be used to teleport friendly forces short distances or to turn the same technologies on the enemy, with all safeguards withdrawn and the terrifying power of its Void Cannon on full display. The presence of Fulcrums greatly adds to the unpredictability of Empyrean forces in battle.Article quote goes here
A robotic homunculus, the Oculus is the Empyreans’ synthetic weaver. Calibrated to maintain a constant psychic rapport with its controlling Warcaster, the Oculus moves about the battlefield seeking the perfect position to deliver its Warcaster’s eldritch power. Though lacking true autonomy or the natural theurge’s capacity to manipulate Arc, the Oculus is instead the product of arcane artifice, a perfect conduit to execute its master’s will.
Unlike the soulless servitor legions they lead in battles across the Hyperuranion, the Aeons are true Empyreans, elder souls drawn back from the Great Constellation and inhabiting robotic forms of Arcanessence and alloyed steel. The most ancient and revered of these enlightened masters of war are those of the First Magnitude, an honor reserved for the Empyreans’ greatest champions. Among them is Astreus, a veteran of countless wars dating back to the Unification of the galaxy. Little remains of Astreus’ mortal self, having been lost utterly to the crush of time. What remains is an unflinching, calculating, and unpredictable warrior utterly devoted to his cause.
Saber Vanguards are the Empyreans’ close-combat specialists. Armed with a pair of Fusion Scythes and flailing tentacles, these squads of robotic servitors are unleashed upon the enemy like a tide of clockwork destruction. They charge forward without question, striking even the most heavily armed and defended enemy positions with no concern for self-preservation. Their sacrifice keeps the enemy off balance while the Empyreans take up positions and execute their stratagems. Though their losses are always heavy, the Sabers are incapable of complaint, and their masters can always make more.
The Daemon is the most commonly encountered of the Empyreans’ advanced warjacks. While possessing limited artificial intelligence, the Daemon is slaved to the will of the Warcaster, and it executes orders without thought or hesitation. These warjacks are typically heavily armed with hardpoints set into the arms and back. They are also equipped with a variety of enhanced mechanikal adaptations, including an Aegis Field capable of blunting the impact of all manner of ranged attacks. These adaptations, however, are not all defensive in nature. The Daemon’s Disruption Engine enables it to cleave through its target’s arcane defenses, dispelling enemy Cyphers on contact.
It would be a gross understatement to say that the warjacks employed by the Empyrean forces were the most advanced in the galaxy. The simple fact is that they operate on principles not yet fully understood even by humanity’s greatest mechanical engineers. Those who have inspected wrecks left on the battlefield believe that the likes of the Daemon are powered by energy cells that draw ambient Arcanessence from the environment, but such findings remain far from conclusive. What is beyond debate is that the weaponry integrated into these machines is a cut above the capability of virtually every other Faction of the Hyperuranion. The most commonly witnessed Daemon weapons on the battlefields of the galaxy have been the force-edged, super-heated Plasma Blade, the wicked Gravitronic Lash, and the Phase Trajectile Cannon, a weapon that can literally fire through physical barriers as if they weren’t there. The machine’s back-mounted primary weapon systems include the devastating Nova Cannon and the rapid-fire Starfire Array. Like the warjacks of humanity, the capabilities of these machines are further enhanced by their cortexes. For the Daemon, these options include the Arc-sensitive Eidolon cortex and the stealthy Hound cortex.
In addition to the multitude of technological and arcane mysteries surrounding the highly advanced Empyrean warjacks, there is also the matter of the mechanika adaptions integrated into each of their chassis designs. The Daemon warjack integrates both offensive and defensive systems, including a protective aegis field and a Cypher-dispelling disruption engine. Their most devastating mechanikal advancements, however, are reserved for their powerful weaponry. Among the Daemon’s weapon options are the adaptive Protean Forge melee weapon and the disrupting Antiminator. These machines can also be equipped with wideband-scanning Metaperceptors. Back-mounted weapons include the force-projecting Meteor Cannon and the defensive Force Shield Projector. Cortex options include the protective Defender cortex and evasive Wraith cortex.
Saber squads are the rank and file of the Empyreans’ robotic forces. Lacking souls and created to follow every order without question, Sabers are an efficient and utterly fearless fighting force, possessing an inhuman degree of discipline impossible for sentient species to replicate. Armed with high-intensity Ion Cannons backed by Fusion Blades in close combat, Strikeforces make up the bulk of the Saber forces. Their ordinary stillness before battle belies their savagery in combat when they explode into a blur of motion, unleashing deadly beam, blade, and tentacle attacks to cut down any enemy unfortunate enough to move into their path.
Warmachine. Hordes. Riot Quest. Monsterpocalypse. Iron Kingdoms RPG. All are things that Privateer Press has been working on. And all are things that will be getting releases this year. What are some of these products? When will they hit shelves? We get a look inside in this preview.
From the article:
There’s nothing I can write about 2020 that hasn’t been penned already. Needless to say, like about everyone else in the world, we’re looking forward to putting this year in the rearview mirror. And we’ve got a lot to be excited about next year, so we can’t wait to share it with you! Here’s a look ahead at what’s in store from Privateer Press in 2021.
Ring out the old year. March in the new. And coming in March will be some new Warmachine and Monsterpocalypse releases from Privateer Press. Just what's coming? Well, let's take a look.
Among the initiates of the Wardens, there are those who excel in their training far beyond that of their peers. These individuals are capable of truly incomprehensible feats of martial strength, such as wielding a pair of the Wardens’ signature heavy voulges with the same grace as their brethren muster with a single blade. These individuals are rare and gifted and are quickly perceived by their trainers.
These select few undergo a far more extreme regiment of training than the standard Warden, learning to master the art of warfare in ways few can imagine. To complete special training, the initiate must learn to fight within a specially modified suit of Warden armor, one that features a pair of shoulder-mounted Vortex Cannons, the very same weapons used by the warjacks of House Vyre. The energy required to power this armor and the force of the cannons firing make simply wearing the armor a lethal prospect. Those who survive the ordeal are awarded the rank of Warden Executioner, earning them a lifetime of fear, awe, and respect from their kin.
The Wardens of House Ellowuyr are the elite shock troops of a house renowned for its martial prowess. Initiate Wardens are handpicked at a young age, spending the entirety of their adolescent years training to wield the arms and armor of the Warden discipline. Not only must every initiate master the heavy voulge, but they must also fight with the same elegance and fluidity as their swordsmen brethren while encased in massive suits of augmented armor. The enemies of the Retribution stare, slack jawed, as the Wardens carve paths through their ranks, protected by suits of armor that simply should not be able to move that fast or kill with such ease.
The Savage Swarm continues to scour the planet for resources to bolster their numbers. Drawn to the light of civilization, they have become the monsters that haunts the dreams of mankind. As their numbers continue to climb, new threats have emerged. Dynastavus acts as a queen of sorts; however, unlike her bee kin, she does not remain safely in the hive. Instead, she leads the swarm with the ferocity of a wasp. Nothing will be spared from the mounting threat of the Savage Swarm.
This starter box contains everything a player needs to start playing Monsterpocalpyse fresh. Existing players will find a new updated rulebook along with two brand-new battle maps. The maps, River City Rampage and Downtown Beatdown, bring two new concepts to Monsterpocalpyse maps: River City Rampage has a river running down the middle of the map, creating chokepoints and making movement from one side to the other difficult for units, and Downtown Beatdown is the first map with 24 building foundations, meaning a player can play with all 12 buildings they can bring with them to each game!
The Savage Swarm continues to scour the planet for resources to bolster their numbers. Drawn to the light of civilization, they have become the monsters that haunt the dreams of mankind. As their numbers continue to climb, new threats have emerged. Dire Ants move forward in lockstep, leaving nothing organic in their wake. They act as both the front line soldier and the workhorse of the Savage Swarm. Spy Flies, on the other hand, scout ahead of the swarm. They are able to interlink with the swarm collective, making them the eyes of the advancing army.
The enigmatic Elemental Champions have redoubled their efforts to save the world from the ravages of the Monsterpocalypse. Elemental Champions use their mastery of the elements—air, earth, fire, and water—to protect the planet from the destruction wrought by the global war. Hurricanius herself leads the newly created forces of her order to the aid of Incinerus and all other Protectors of Earth and commands the winds to aid her allies and punish any foe foolish enough to take to the sky themselves.
This starter box contains everything a player needs to start playing Monsterpocalpyse fresh. Existing players will find a new updated rulebook along with two brand-new battle maps. The maps, River City Rampage and Downtown Beatdown, bring two new concepts to Monsterpocalpyse maps: River City Rampage has a river running down the middle of the map, making movement from one side to the other difficult for units, and Downtown Beatdown is the first map with 24 building foundations, meaning a player can play with all 12 buildings they can bring with them to each game!
The enigmatic Elemental Champions have redoubled their efforts to save the world from the ravages of the Monsterpocalypse. Elemental Champions use their mastery of the elements—air, earth, fire, and water—to protect the planet from the destruction wrought by the global war. This pack contains unit support for the elements of Fire and Air. Kami tend to be less powerful than full-fledged Avatars, but that isn't to say they are not dangerous in their own right.
The archons are powerful representations of various forces in the world of Warmachine and Hordes. Some new ones are slated to be hitting tabletops soon, and Privateer Press wanted to let you all look at just what they will be like in battle.
From the article:
There are loads of exciting new releases coming up in the world of WARMACHINE & HORDES! We just saw the release of the newest Legion of Everblight models, soon to be followed by new Trollblood models. In today’s article, we want to give you a rules sneak peek at what’s coming just after the children of Dhunia have their day!
DISCLAIMER: The rules previewed today are currently in playtest and are subject to change before release.
Between the Trollblood model block and the upcoming Retribution model block (in early 2021), there will be three new models released, two archons and a dragoon! If you caught the 2020 Privateer Press keynote, then you no doubt spotted a couple of these.
First up, let’s take a look at the Death Archon. This mysterious entity is the physical incarnation of carnage, death, and mortality itself. For reasons unknown to the citizens of the Iron Kingdoms, the Death Archon does not play well with the other divine archons. In fact, it seems to hate them!
The Death Archon wades into battle reaping the corpses of any mortals foolish enough to stand in its way. Thanks to the massive melee RNG on both of its Iron Reapers, as well as its Sidestep and Blood Reaper abilities, the Death Archon can mow down infantry by the score. As it accumulates corpses, the Death Archon can also provide some utility to your army by providing a 10˝ Mortal Fear aura. Perhaps most terrifying of all is the Death Archon’s Vendetta against all other types of Archons. It sure is mad about something!
We're only just into November, but I know a lot of people are ready for next year. Well, you can get excited for some new Warmachine, Hordes, and Riot Quest releases that are coming out in February. Let's have a look.
House Ellowuyr of Ios is known for a great many noble reasons, such as the quality of the soldiers they produce or their unique style of armor. Falcir herself is neither well known nor noble, but she is one the House’s most powerful assets. Those who know of her call her “The Merciless,” but these words do not do justice to the true nature of this warcaster. Falcir is House Ellowuyr’s executioner, and she is brutally exceptional at the task.
Falcir is no simple headsman. She is an executioner of individuals, ideals, organizations, and even armies, and she is called to duty when every hint of a threat must be removed or when a point must be made to the enemies of Ios. She does not accept surrender from foreign soldiers nor does she allow them to flee. To face her is to face one’s own meticulously planned and inevitable demise. Falcir calculates every angle of a conflict, every possible outcome, and ensures her forces have a plan to deal them swiftly.
When battle ensues, Falcir’s force of will manifests as strange symbols, “bounties” that hover over her foes, marking them for death. In no more than the blink of her eye, these symbols will shatter, unleashing all manner of arcane mayhem onto those marked, all as Falcir had planned.
The Aeternae myrmidon was manufactured by House Vyre at the behest of House Ellowuyr as compensation for an unknown agreement. Aeternae myrmidons feature some of the latest Vyre innovations in warjack weaponry. They wield a pair of Distortion Voulges, massive bladed weapons that cause their enemies to reverberate with arcane energy and be repelled with each successful blow.
Most notable is the Aeternae’s shoulder-mounted Shatter Cannon, an insidious gun that fires a steel sphere payload faster than the speed of sound. Within these steel spheres is a unique type of crystal found only deep in the earth beneath Ios. When agitated by extreme impacts, the crystals begin to expand at a marvelously fast rate—a single handful of crystals will expand as large an adult Iosan in just a matter of seconds. Any enemy the sphere doesn’t simply pass through will find this payload lodged in their innards just moments before the crystal package within expands violently.
As the war between the infernals and the Archon-backed mortals of the Iron Kingdoms wages on, a new and strange entity has made its presence known: massive, hooded creatures born aloft on wings of bone and wielding fierce Iron Reapers, the Death Archons have come.
No one is sure where these creatures came from or who they answer to, if anyone. The first Death Archon manifested at the Battle of Henge Hold, rising from a mountain of fresh corpses upon which stood Barnabas, the Lord of Blood. This angel of death floated a few moments in front of the gatorman before giving a faceless nod and turning itself to the battle below. It immediately set itself upon a pair of Thamarite Archons and tore them in half before diving into the chaos of battle below.
The Death Archons seem to be attracted to carnage, care little for the souls of mortals, and have a strange distaste for other Archons. At any engagement in which they appear, a Death Archon will hunt down other Archons first before turning itself upon infernal forces in the battle.
Guvul Godor served as one of the leaders of the Rhulic parliament, the Moot, for decades. His dedication to the dwarven nation and its people was (and still is) unrivaled, as Guvul was one of the few members of the Moot willing to go to battle alongside his countrymen. When the apocalypse came, the Iron Kingdoms were devastated, as were many brave Rhulfolk who battled alongside the lowlanders.
Guvul does not view this widespread destruction with sorrow or hopelessness but instead sees an opportunity to continuing serving his people. When the smoke cleared, Guvul strode down the mountain in search of riches to bring back to his kin. He is determined to claim glory and fortune for the people of Rhul with every coin earned and looted, no matter the cost to himself.
Karli served proudly as a Cygnaran trencher for most of her youth, eventually earning the rank of captain through sheer grit and skill. She was present at some of the greatest battles in recent history, including the world-shaking battle of Henge Hold that led to the apocalypse. Karli is one of only a handful of survivors from that ill-fortuned event, and she bears the scars to prove it.
With no trencher corps left and no Cygnar to return to, Karli began to wander the wasteland looking for other survivors. While her gruff, no-nonsense attitude has scared away more than a few would-be rescuees, many others have stayed by her side for protection. Karli doesn’t know where she’s taking everyone or even what to do once they get “there”; all she knows is she going to do everything she can to keep what’s left of the world safe.
No one is sure how or why Ol’ Grim exists. Pistol wraiths have long been a known threat from the old Nightmare Empire of Cryx, but a “rifle wraith,” which Ol’ Grim appears to be, shouldn’t even be possible. Yet despite this, he exists. Ol’ Grim seems to have been a widowmaker in life, if his incorporeal visage is any indication. This fact causes even more perplexities with regards to his origins.
All that the scavengers of the wastes know is that Ol’ Grim is a downright lethal nuisance. He appears without warning in the distance, shoots a few times at anything alive in his sights, then fades away into the ether. Certain scavenger crew bosses claim to know ways to lure Ol’ Grim to their side temporarily using old mementos and forbidden rituals, but none are willing to share their secrets just yet.
Lynda served her infernal masters for years in preparation for the coming apocalypse. They promised her power, and in return she helped rot civilization from within. When the time came, and the infernals took their great prize from humanity…they completely forgot about Lynda.
Alone and with nothing to show for all her hard work, Lynda immediately traveled to all the old ritual sites she knew of and stole every magic relic and talisman of power she could find. If the infernals weren’t going to keep up their end of the bargain, she’d just rob them blind of what was left.
The infernals, of course, do not care at all. Lynda now wanders the wastes, laden with satchels brimming with arcane items, trading and selling them as she needs to in order to survive. When she gets into trouble, she still knows a few infernal tricks to help keep her safe, but more often than not she’d rather talk her way out of a sticky situation with a few proffered trinkets.
Kogan was a proud Tharn warrior who, like the rest of his tribe, managed to survive the apocalypse unscathed. While hunting in the wastes, Kogan had an unfortunate encounter with a large armored bear, which managed to tear his arm off before running away with it. It should have been the end of Kogan then and there, but as he lay bleeding out, he was discovered by another scavenger crew that took pity on him.
The crew nursed Kogan back to health while their mechanik built Kogan a new mechanikal arm out of scrap parts. Gracious for what they had done for him, Kogan spared the crew instead of bringing them back to his tribe as a meal. When Kogan returned, his tribe immediately spurned him for the metallic monstrosity that had replaced his natural arm.
They claimed he had defiled their tradition and god, and they cast him out. Exiled, Kogan now wanders the wastes as a lone survivor, but one who has had his eyes opened to the world around him. He isn’t trusting of many outsiders, but he is willing to give most a fair chance before deciding if they are a potential ally or his next meal.
There once was a bear named Bumbles. He loved to play, frolic, and tumble. He’d find new friends and protect their rear ends, without a single grumble.
Bumbles friends were the best. They armored his head, hands, and chest. When it was time to “play,” Bumbles would slay to appease his friends’ request.
When all their food was gone, Bumbles stopped following along. He wandered through snow, finding new friends to know, and with them he’d belong.
Yes, there once was bear named Bumbles. He loved to play, frolic, and….
Plastic. Pewter. Resin. Cheese. There's many different materials that can be used to construct your miniatures. Privateer Press has used a bit of all of them (maybe not the cheese). But soon, they're going to be adding a new partially-translucent resin they're calling Hyper-Cast. Have yourselves a look-see.
From the announcement:
We’ve been experimenting with semi-translucent dyed resin off and on for a couple of years now. Translucent materials can provide a new dimension to miniature models, endowing the mini with luminous qualities that aren’t possible in metal or regular opaque resin. Because resin production is a slow, labor-intensive process and dying resin requires dedicating a casting station to a specific color for some period of time and committing to a lengthy cleanup process after the run completes, it’s not practical for us to produce a lot of different translucent items at one time or to keep them in stock perpetually.
But our team has developed a rotating system that will allow us to selectively produce a few translucent items in a single color each month that we think will inspire some fantastic hobby creations.
And so, we’re excited to announce Hyper-Casts: a monthly offering of semi-translucent dyed resin models. Hyper-Casts will only be produced during the month they are offered and only available while supplies last. Each month, we’ll select a new set of models or parts of models to produce in a different color that we think will look great in the translucent resin. You can usually expect a Monsterpocalypse model, which is the inspiration for the Hyper-Cast name, as well as a selection of exciting offerings from our other miniatures lines.
For our first month, in honor of the hallowed season, we’ve selected an orange dye and are running Monsterpocalypse’s seething Mt. Terra, WARMACHINE’s fiery Menite Archon, and the blazing Spirit Cauldron from HORDES’ Boil Master.
2020 has certainly been quite a year. I know a lot of people are looking forward to it ending. Well, here's something to actually look forward to in 2021 beyond just "it's not 2020 anymore." Privateer Press is showing off what they have coming up in the new year.
Among the dread rots of the grymkin, there is one dark soul spoken of in hushed tales meant to terrify misbehaving children. His name is Isaiah, and they call him the Dread Harvester. Myths claim that dread rots visit the wicked and exploitative mortals living in rural areas, claiming them as their own, but the folklore surrounding Isaiah is far more brutal.
It is believed that Isaiah punishes not just the wicked individual but the entire community for allowing such sins to take place without retribution or justice. The stories say entire villages will vanish on those cursed nights when Isaiah and his legion of dread rots come to pay a visit.
Above all things, the grymkin despise Menoth and his creations. When the infernals invaded and the gods of Caen began to unleash their Archons into the mortal world, it is no surprise that the grymkin viewed the Menite Archon with equal measures of contempt and sadistic curiosity. As the forces of Menoth were embattled, protecting the souls of the faithful from the infernals, the grymkin managed to capture a few Menite Archons and drag them down into their nightmarish reality.
Time passes differently on the other side, so no one can be sure how long these Menite Archons truly suffered for—all that’s known is what emerged after: twisted mockeries of Menoth, clad in blasphemous armor, reading heretical versions of the Canon of the True Law, and borne aloft on wings of screaming flesh. Thus, the Defiled Archons have been set lose on Caen to wreak havoc and punish the wicked.
The visionary scientist and entrepreneur Elaine Ways had already been experimenting with technologies that could help save the planet, but the knowledge that a collection of ragtag scientists could transform a human so drastically without major negative side effects drove her to shift her focus. The first Legion of Mutates monster introduced to humanity is the outcome of that fast-tracked experimentation. Named after an ancient king, with armor inspired by one of Earth’s greatest civilizations, Cassander leaped into battle, shocking the world. Part-military leader, part-spokesmodel, the massive lion hybrid is simultaneously saving the planet and selling one of the most revolutionary products ever created. The Means & Ways company needs very little marketing to spread the word of what their product can do, and plenty of customers have lined up to get a chance to take the fight for the planet into their own hands.
The Means & Ways concoctions that can make someone into a half-animal monster the size of a skyscraper are reserved for company employees. However, the company’s consumer products that form the Legion of Mutates brand have the power to temporarily transform a normal human into a hybrid animal creature capable of taking on the lesser minions of the forces seeking the destruction of the earth. Each of these packages comes with a one-year training program membership, the weapons and armor needed while in the form, and a dose of the drug that will turn you into the matching mutate. Proven through rigorous clinical trials to not have addictive chemical properties, the ability to punch a chomper down the block is an exhilarating thing that few customers won’t want to experience again and again.
It would be understandable for anyone living through the Monsterpocalypse to be baffled by the forces arrayed on both sides. Of all those fighting over the future of Earth, the Masters of the 8th Dimension are surely the strangest. No formal dialog has been established with these beings, and their origin is not entirely understood, but their motivations are clear. There was one broadcast across all channels when they first appeared; they explained their goal as if speaking to children. They bear humanity no ill will, but they seek to eliminate the multiverse. The beings who pilot these great constructs that are capable of stepping from one reality to another as easily as you or I would cross the street have tired of the myriad versions of reality and the noise it causes in their senses. They see the Monsterpocalypse as the focal point of much of that disturbance and have started their war with all of reality here. The first shot of that war was fired by The Preceptor, the leader of their forces and the monster sent to start teaching the universe to behave.
The lesser combatants that accompany an attack from the Masters of the 8th Dimension each have a very specific purpose and vanish just as quickly as they appeared when that purpose has been achieved. Voiders are the most common of these strange constructs. They are spheres of rapidly spinning layered material that float serenely across a city and then suddenly spark to life, erasing anything nearby. Rarer sights but sure to be accompanying every attack are the floating pylons called Facilitators. They appear to direct the actions of their fellows and even call some of them into existence.
The Riot Quest chaos continues with the new Wintertime Wasteland starter box! After plundering and looting all they could find in the more civilized corners of the Iron Kingdoms, the heroes (and villains) of Riot Quest are headed to the strange, frozen north in search of more treasure.
The Claiming has come and gone, and Gudrun slept through the entire event in a drunken stupor. Waking up to a ruined world, Gudrun found himself burdened by an unshakable guilt. Had he gone on a bender so powerful it broke the world? With no one around to tell him otherwise, Gudrun swore off drinking and began to wander the wastes in search of answers.
During this journey, Gudrun discovered the wreckage of an old scavenger crew and came into possession of a strange mekamaul arcane artifact. The power seeping from the relic was addictive but volatile, agitating the ogrun even as he grew more reliant on its power. Confused and angry, Gudrun continues his search for survivors…and answers.
Gubbin grew jealous watching his sister, Flubbin, fly above the ruins in her tiny air balloon, mocking him as she dropped bombs on their enemies. Gubbin wanted to fly, too, so he did the only reasonable thing a mostly deranged gobber would do: he asked his friend to fire him out of a cannon.
Dez, being Dez, didn’t mind at all and was happy to help the little lunatic learn the hard way why his plan was a very bad idea. To her surprise, his plan actually worked! The two heroes now work in tandem as Dez loads Gubbin (and all his explosives) into her mortar and fires him above (and into) the heads of their enemies. Somehow, Gubbin always manages to survive, scampering back to Dez for another round.
Vizkoya was once a Kayazy underboss, but the Kayazy have been scattered to the winds since the apocalypse. Without a criminal syndicate to help run, Vizkoya decided to put his skills to use elsewhere. The former underboss is a master of B&E, capable of pulling heists only Lord Azazello would dream of attempting. With his trusty grapple gun and bladed crowbar in hand, there’s no trapped door or locked vault that Vizkoya can’t get into.
Aline Bennet was once a star ace among Rocketman Corps, as well as a warcaster in training among the Crucible Guard. When the apocalypse came, most of Bennet’s Corps unfortunately perished. Instead of drowning in sorrow, however, Bennet buried her comrades and used their scavenged gear to build herself a new suit of armor, a suit that combined her skills as a warcaster with that of a high flying rocketman.
Despite her tragedy, Aline is cheerful, altruistic, and dedicated to making the wastes a safer place. She patrols the ruined Iron Kingdoms in search of evildoers, whom she happily eradicates with her paired flamethrowers. After scouring a region of evil, Aline will land briefly to deliver a wink, a smile, and a thumbs-up before blasting off again.
“Bulkhead” was the nickname given to this Man-O-War Breacher, mostly due to his repeated use of his head as a battering ram during attacks on fortified structures. With no Armored Korps left to follow, Bulkhead began traveling the wastes doing what he does best: breaking things and keeping tinier things behind him from being broken.
It’s a simple life, but it sure does pay well!
There's a ton that goes into balancing a miniatures game. Each figure not only has to work by itself, but in concert with every other mini in the faction, and against all the other minis in all the other factions. That can take a lot of fine-tuning, which will continue on as the game goes along. And that's why we have the Dynamic Updates for Warmachine and Hordes. The latest have been posted. Go make sure you're using the most up-to-date rules.
From the update:
The following rules changes are effective immediately. The majority of these changes are reflective of the Legion CID that occurred mid-2020, with a few extra bits of rules cleanup on non-Legion items added as well. For each change, we will first cover what changed and then provide a brief reason why each item was updated. If an update includes a completely new rule or new text for an existing rule, that text is provided.
After a small delay, the Oblivion campaign arc is getting started for Warmachine and Hordes. This new campaign will include several new rules for players to utilize. Plus, there's something that's not often seen in Warmachine, character death. Yeah, if you lose a character during a game, there's a chance they could simply be dead-dead and you can't use them for the rest of said campaign.
From the article:
I’ve seen the rumbling of people waiting eagerly for the second installment of the Oblivion campaign. It unfortunately got delayed a little due to current events, but dev is on it, and now it is nearly complete. Welcome to Oblivion Campaign: Fate of Caen!
Death reigns supreme over Caen as the desperate armies of the Iron Kingdoms prepare for the coming darkness. Players will pick up at the end of the campaign Stygian Prophecies with the portents of a coming siege on the powerbases of mankind.
The prologue will follow the desperate attempts to delay or accelerate a siege on a major city. The corruptors will seek to gorge themselves on the souls of the residential areas of the city, while the guardians will cling to the hope that their leadership can lead them through this horrific nightmare.
Considering we're more than a week into September, it seems like it's ok to be thinking about the end of the year. And that's what Privateer Press is doing as they show off what they'll be releasing that month. Look on to see what you might be getting this holiday season.
The third Draken Armada monster that humanity was introduced to is the most extraordinary. Gausamal is a serpentine creature that is truly at home in space. Her grace and intelligence are easy to see, but her rage is ultimately terrifying. When calm, she uses subterfuge to defeat foes. But when things look their darkest, and she embraces the heated emotions that all Draken are capable of, she becomes an avatar of destruction humanity is lucky to have on our side.
As with the Coursers, the Draken Armada also utilizes trained creatures from their home world as aerial hunters. Stalkers range ahead of their masters, keeping pace with the Coursers below. When a target is spotted, they descend to breathe fire from a distance or tear into a tougher target with claws and fangs. Draken Mystics are gifted with a deep connection to the strange energies that power the race’s technology. They are marked from birth with a serpentine form that makes them easy to distinguish from their less-gifted fellows. Their lifelong training gives them unequaled power to aid those they lead into battle as well as their newfound allies.
Many worshippers of Dhunia have united under the leadership of Brigadier General Gunnbjorn to fight back the infernal invasion ravaging their lands. Gunnbjorn was sure to organize those who aided his cause into a proper military, which required a disciplined chain of command. This included training gunnery sergeants to coordinate the mass artillery fire the Dhunian army is capable of unleashing upon their foes.
Each Sergeant has a keen understanding of military tactics and the grit to get the job done. Even as the enemy rushes their positions, artillery strikes are called in and weapon crews are ordered into position, shredding hostile soldiers to pieces with the ceaseless ordnance fire.
The farrow have joined Brigadier General Gunnbjorn’s military crusade against the infernal invaders both in the name of their goddess and because the alliance affords them access to all manner of modern weaponry. What the farrow lack in discipline, they make up for with reckless ingenuity; the farrow sapper is an excellent demonstration of this quality.
Farrow sappers sneak onto battlefields, planting mines in preparation for the enemy’s advance. When the battle commences, the sappers rush out of their hiding burrows with satchels full of more explosive mines, ready to be planted mid-combat. Sappers feel no fear as they charge an enemy soldier with a pair of mines in their hands, regrettably confident that their blast helmets will keep them safe even as they toss explosives at point-blank range.
My favorite season is just about upon us. And, I'm sure it's the favorite season of many of you out there as well. It is for the folks over at Privateer Press and to celebrate, they've got a new The Longest Night scenario you can use when playing your games of Warmachine and Hordes. Head on over and take a look.
From the article:
Today, I’m coming at you with another exciting new way to play WARMACHINE & HORDES. I’ve been hard at work on all our new Organized Play (OP) events, but today we are talking Longest Night!
<whoop! whoop! whoop!> Yup, it's giant robot alert time. Privateer Press is showing off what they'll be coming out with in November. Here's your Thanksgiving feast for your tabletops.
As their name suggests, the Ranger Heavy Support squad provides devastating fire support to Ranger forces in the field. Packing man-portable talon rocket launchers, these troops would be considered slow moving if not for their slip displacer mechanika that enables them to keep up with the forces they support with ease.
Armed with rapid-fire harbinger cannons, the Paladin Annihilators provide heavy support to Alliance forces on the battlefield. While charged with Arc, the weapons’ advanced smart lock-targeting system robs its targets of the defensive benefits of cover. Even more terrifying, once the harbinger locks in on a target’s heat signature, its hunter-killer rounds will steer around walls or any other obstacle to obliterate their prey in a hail of gunfire.
The heavily armed Vassal Witch Hunters provide fire support to Aeternus Continuum forces in battle. Though they are slow to move under the weight of their hex cannons, the Witch Hunters phase sequencers enable them to maneuver into the best position possible to unleash their deadly energy weapons. The hex cannons not only blast apart anything they are trained on, but they also rob their targets of those their Arcane protections.
The Trollbloods have suffered for decades at the hands of outsiders, and the infernal invasion was yet another human atrocity that punished the kriels. The infernals had not come to Caen for their souls, but the cosmic horrors still slaughtered the children of Dhunia whenever their forces crossed paths.
During this turmoil, a trollkin hero rose to the occasion and organized a proper military operation to force the infernals out of trollkin lands and far away from the worshippers of Dhunia. Brigadier General Gunnbjorn has negotiated wartime peace treaties with other non-trollkin Dhunia worshippers, such as the savage Farrow, and assembled an army far greater than the enemies of the kriels have seen before. He will stop at nothing until the world is rid of the otherworldly menace or anyone else who dares threaten his people again.
As the infernals came for human souls, refugees fled to all corners of Caen (and beyond) to escape. Many of these refugees found themselves in troll lands. There, some were welcomed allies while others were not. No matter their allegiance to the trollkin, many of these survivors brought with them their stores of supplies, including weapons and ammo, which Brigadier General Gunnbjorn happily accepted in return for sanctuary among the trollkin.
It was not long before the brigadier general organized the first units of barrage teams, trollkin trained to use cutting-edge rocket launchers acquired from the human kingdoms. With plenty of ammunition available, the barrage teams are allowed to fire into enemy lines repeatedly, scorching the battlefield with their devastating blasts.
The final waves of a Zerkalo Bloc invasion force are comprised of mobile support elements. After the first shock of the breach assault and the establishment of a base of operations, the invasion shifts to conquest mode. This is when the massive tracked factory mechs are finally brought to bear. The first of these mobile smoke-belching monstrosities to be seen in the battles of the Monsterpocalypse was Zavod 075. It trundled along behind Voyaka 099, scooping up the debris left in the battleship’s wake. This detritus was then fed into the factory’s massive resource hopper and sifted through for useful material to be built into more frontline troops. Any who scoff at the fighting prowess of one of these machines should beware. Their massive digging arms are more than capable of staggering melee attacks, and each one has a large cannon mounted in its chest.
As the factory monsters join an invasion to push into new territory, the Zerkalo Bloc high command also releases more specialized support units to join the fight. The self-propelled artillery rockets, commonly referred to as SPARs, come marching through the breach in long parades, as much a show of force as direct combatants. Vorota Walkers are deployed in smaller numbers, but the battlefield impact of these mobile breaches in reality is as great as any weapon fired directly at the enemy.
Today's the first day of Gen Con. And while I'm sitting in my living room, I can still attend. And you can, too. As long as you have an internet connection and a device to get you there, you can participate. And if you're looking for what Privateer Press will have during the show, you can check out this full schedule below.
From the post:
Thursday, July 30
- 10am – Youtube Riot Quest Staff Showdown – Hungerford v Tanner
- 11am – Youtube Dev Hangout – Iron Kingdoms: Requiem
- 1pm – Twitch Get Your Paint On – Jordan Lamb
- 3pm – Insider Riot Quest – Crew Building
Friday, July 31
- 11am- Youtube In the Sculpting Studio w Doug Hamilton
- 1pm – Twitch Hobby Hangout – Danny Samuels
- 3pm – Insider Monsterpocalypse: Selecting a second monster and units – Oz or Faye or both
Saturday, August 1
- 10am – Twitch Travis Marg Hosts – Warcaster: Streaming Battle Report
- 1pm – Youtube Art and Concepts Video Insider – Mike V/Matt W
*All times PDT – Links will be updated to direct links as content goes live! There’s also a rumor of a new exclusive model going live on Thursday…
We're halfway through 2020. What does Privateer Press having coming for the rest of the year? What are they working on for 2021? Are there any new surprises waiting in the wings? You can find out by watching the 2020 Keynote Address that they have posted up online.
From the post:
Join developers William "Oz" Schoonover and William Hungerford for a look into the rest of 2020 and beyond!
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.
Who controls Barter Town? If you asked them, Malvin and Mayhem would say that they do. They're the new dynamic duo coming to Riot Quest and Warmachine. A deranged goblin genius, Malvin has created his own heavy warjack, Mayhem, and upgraded it in many ways. Soon, you'll be able to bring this clattering hulk to your tabletops. Let's check it out.
From the article:
Who doesn’t love a good boss fight at the end of a level? I know we do, and that’s exactly why we’re capping off this first season of Riot Quest with the Malvin & Mayhem Boss Fight expansion.
This expansion is packed to the brim with villainous value. You get a brand-new way to play Riot Quest via the co-op boss fight. You get a new Hero to add to your standard games of Riot Quest by playing Malvin & Mayhem’s non-boss version, along with five (!) unique gear cards just for them. And finally, you get a model that you can play in a ton of WARMACHINE and HORDES armies. Let’s cover all three of these separately, shall we?
First off, let’s begin with the new Boss Fight co-op mode of Riot Quest. To play a Boss Fight you need:
- 1–4 players (yup you can play solo, but I will warn you: solo can be kind of tough)
- 1 Boss model
- That model’s Boss deck and stat card
- The one-page rules insert explaining the handful of special rules used when playing a Boss Fight
While Privateer Press might not be able to do live videos of their dev chats anymore, it does make it a little easier to share the information when it's put in article form, at least for me. In this article, we get a look at a pair of Riot Quest miniatures that also have stats for playing them in Warmachine-Hordes if you want. Have yourselves a look at a new Pyg and Farrow solo.
From the article:
Welcome back to another edition of “Sorry-we-can’t-stream-at-the-moment-but-we-still-love-you-so-enjoy-this-old-timey-handwritten-dev-chat-instead.” Or, as I like to call it, an Insider.
Today we’re chatting about a pair of new models coming out next month that are playable in both Riot Quest and WARMACHINE, so we’re covering the rules for both games.
The Riot Quest rules you’re seeing today are the final versions—and, in fact, we’re going to show off their finished gear cards as well. The WARMACHINE rules are the current playtest versions of each of these models, however, and while these rules are very close to being set in stone, they are still subject to change.
So, if you spot a typo where someone has a spell with AOE 14, don’t worry, we’re not actually doing that.
There's a new batch of releases available for you from Privateer Press. There's a pair of Convergence units for Warmachine, a new beastie for Monsterpocalypse, and a new figure for Riot Quest. Many game shops are offering curbside pickup or possible shipping options. If you can, see if you're able to get the figures from them.
From the website:
PIP 36035 Negation Angels – WARMACHINE Convergence of Cyriss Unit (3)
PIP 36036 Archnumen Aurora, Prefect Hypatia and Negation Angels – WARMACHINE Convergence of Cyriss Warcaster Unit and Solo
PIP 51090 Monsterpocalypse Leviathron – Tritons Monster
PIP 63027 The Wastelander – Riot Quest Rogue