Mk3 Circle Orboros Command

September 30, 2017 | Author: cameronhyndman | Category: N/A
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Army book for Hordes wargame....

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FORCES OF HORDES

COMMAND

CREDITS PRESIDENT Sherry Yeary • CHIEF CREATIVE OFFICER Matthew D. Wilson • CREATIVE DIRECTOR Ed Bourelle EXECUTIVE DIRECTOR William Shick • DIRECTOR OF OPERATIONS Jason Martin • DIRECTOR OF PUBLICATIONS Michael G. WARMACHINE CREATED & DESIGNED BY

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SPECIAL THANKS TO OUR FANTASTIC PLAYTESTERS! Charles Agel, Andrew Allen, James Arbuthnot, Oren Ashkenazi, Alice Bettoli, Jonathan Boggs, Ed Bourelle, Corey Brown, David Carl, Johan Cea, Jack Coleman, Stephen Cox, Bryan Cutler, Cody Ellis, Charles Foster, JR Godwin, Matt Goetz, Brian Green, Doug Hamilton, Geordie Hicks, William Hungerford, Federico Ingrosso, Tony Konichek, Geoffrey Konkel, Ron Kruzie, Stu Liming, Lyle Lowery, Bryan Maclaflin, Matthew Millar, James Moreland, Michael Plummer, Joseph Michael Raper III, Andrew Ready, Erik Reierson, Giles Reynaud, Aeryn Rudel, William Schoonover, William Shick, Tim Simpson, Jason Soles, Stuart Spengler, Jesse Sterland, Brent Waldher

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Forces of HORDES: Circle Orboros Command

First printing: October 2016. Printed in China.

Hardcover: 978-1-943693-45-0 Softcover: 978-1-943693-44-3

This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All Rights Reserved. All trademarks herein including Privateer Press®, Iron Kingdoms®, Full Metal Fantasy, Immoren, WARMACHINE®, Forces of WARMACHINE, Steam-Powered Miniatures Combat, Cephalyx, Convergence of Cyriss®, Convergence, Cygnar®, Cryx®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Forces of HORDES, Monstrous Miniatures Combat, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Formula P3, Formula P3 Hobby Series, War Room, Skull Island eXpeditions, and all associated logos are property of Privateer Press, Inc. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this publication may be stored in any retrieval system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the materials herein, unless specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. In the event that permissions are granted, such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Hey, little-known fact about Unaʼs griffons: they love to line their nests with the shredded flesh of copyright infringers.

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CONTENTS Foreword. . . . . . . . . . . . . . . . Fighting Forces of the Circle Orboros. . Theme Forces. . . . . . . . . . . . . . Warlocks of the Circle Orboros. . . . . Warlock Model Entries

. 5 . 6 16 18

Baldur the Stonecleaver. . . . . . . . . . . . . Baldur the Stonesoul. . . . . . . . . . . . . . . Grayle the Farstrider. . . . . . . . . . . . . . . Kaya the Wildborne . . . . . . . . . . . . . . . Kaya the Moonhunter & Laris. . . . . . . . . . Kaya the Wildheart. . . . . . . . . . . . . . . Kromac the Ravenous. . . . . . . . . . . . . . Kromac, Champion of the Wurm. . . . . . . . . Krueger the Stormwrath . . . . . . . . . . . . . Krueger the Stormlord. . . . . . . . . . . . . . Mohsar the Desertwalker. . . . . . . . . . . . . Morvahna the Autumnblade . . . . . . . . . . . Morvahna the Dawnshadow. . . . . . . . . . . Tanith the Feral Song . . . . . . . . . . . . . . Bradigus Thorle the Runecarver. . . . . . . . . Una the Skyhunter. . . . . . . . . . . . . . . . Wurmwood, Tree of Fate & Cassius the Oathkeeper. .

22 24 26 28 30 34 36 40 42 44 46 48 50 52 54 56 58

Warbeasts of the Circle Orboros . . . . . 62 Warbeast Model Entries Argus Moonhound. . . . . . . . . . . . . . . . Feral Warpwolf. . . . . . . . . . . . . . . . . Gnarlhorn Satyr. . . . . . . . . . . . . . . . . Gorax Rager. . . . . . . . . . . . . . . . . . . Pureblood Warpwolf. . . . . . . . . . . . . . . Razorwing Griffon. . . . . . . . . . . . . . . . Rip Horn Satyr. . . . . . . . . . . . . . . . . Rotterhorn Griffon. . . . . . . . . . . . . . . . Scarsfell Griffon. . . . . . . . . . . . . . . . . Shadowhorn Satyr. . . . . . . . . . . . . . . . Warpwolf Stalker. . . . . . . . . . . . . . . .

66 67 69 70 71 72 73 74 75 76 77

Wild Argus. . . . . . . . . . . . . . . . . . . Winter Argus. . . . . . . . . . . . . . . . . . Wold Guardian. . . . . . . . . . . . . . . . . Woldwarden. . . . . . . . . . . . . . . . . . . Woldwatcher. . . . . . . . . . . . . . . . . . . Woldwyrd . . . . . . . . . . . . . . . . . . . . Brennos the Elderhorn. . . . . . . . . . . . . . Ghetorix. . . . . . . . . . . . . . . . . . . . . Loki. . . . . . . . . . . . . . . . . . . . . . . Megalith. . . . . . . . . . . . . . . . . . . . . Storm Raptor . . . . . . . . . . . . . . . . . . Woldwrath. . . . . . . . . . . . . . . . . . . .

78 79 80 81 82 83 84 86 88 90 92 94

Warriors of the Circle Orboros . . . . . 96 Unit & Solo Model Entries Reeves of Orboros. . . . . . . . . . . . . . . . 98 Reeve of Orboros Chieftain & Standard. . . . . 99 Shifting Stones. . . . . . . . . . . . . . . . . 100 Stone Keeper. . . . . . . . . . . . . . . . . . 101 Sentry Stone & Mannikins . . . . . . . . . . . 102 Stoneward & Woldstalkers . . . . . . . . . . . 103 Warpborn Skinwalkers. . . . . . . . . . . . . 104 Warpborn Skinwalker Alpha. . . . . . . . . . 105 Wolves of Orboros. . . . . . . . . . . . . . . 106 Wolves of Orboros Chieftain & Standard. . . . 107 Death Wolves . . . . . . . . . . . . . . . . . 108 Blackclad Stoneshaper. . . . . . . . . . . . . 111 Blackclad Wayfarer. . . . . . . . . . . . . . . 112 Druid Wilder . . . . . . . . . . . . . . . . . 113 Gallows Grove. . . . . . . . . . . . . . . . . 114 Reeve Hunter. . . . . . . . . . . . . . . . . . 115 Wolf Lord Morraig . . . . . . . . . . . . . . . 116 Una the Falconer. . . . . . . . . . . . . . . . 118 Celestial Fulcrum. . . . . . . . . . . . . . . . 120

Model Gallery . . . . . . . . . . . . . 122 Painting Your Army. . . . . . . . . . . 131 Templates. . . . . . . . . . . . . . . . 140

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FOREWORD Since before the dawn of civilization the mysterious blackclad druids of the Circle Orboros have plotted and schemed, hidden among the shadows of the wild places where most fear to tread. Worshipers of an ancient entity known as Orboros, the druids of the Circle have brought both feral beasts and savage tribes under their sway in order to achieve their enigmatic goals. The most numerous of these tribes are the Wolf Sworn, men and women who have pledged their lives in service to the blackclads in exchange for power and protection. In addition to the Wolf Sworn, the Circle also counts more ancient and primitive warriors such as the savage Tharn, whose dedication to the Devourer Wurm grants them the ability to transform into terrifying avatars of this god of predation.

unleashes the elemental wrath of hurricanes and lightning; or Morvahna the Dawnshadow, who has mastered the art of drawing on the natural cycles of life and death. Fueled by the rage of their primal warbeasts, the powers of the druids know nearly no equal. Within its pages, Forces of HORDES: Circle Orboros Command gives you an extensive look at the background of the Circle and access to all of its inscrutable warlocks and wild warbeasts, as well as a range of units, solos, and battle engines to support them. In addition, this volume introduces two exciting new warlocks—Kaya the Wildheart and Una the Skyhunter—and a new character warbeast, the brutal and cunning warpwolf Loki.

Alongside these oath-bound warriors prowl some of the most ferocious creatures that stalk the wilds of the Iron Kingdoms. From bounding satyrs to supernatural warpwolves to agile griffons and howling argus, the warbeasts available to the Circle Orboros are as varied as they are deadly. Supplementing these mighty beasts, the blackclads create constructs of stone and wood that stand as silent guardians and protectors of their sacred sites.

Along with the wealth of information about specific models that can form the cornerstone of any Circle army, this book also includes the first new theme forces for the Circle Orboros. The Bones of Orboros theme force brings the indomitable strength of stone cascading down upon the foes of the blackclads, while the Wild Hunt musters together the numerous tribes of Wolves of Orboros and their fellows in a great hunting party alongside the Circle’s feral warbeasts and their masters.

Bringing together these wild predators and savage hunters are the warlocks of the Circle. These calculating and potent druids can tap into the immeasurable power that flows just below the surface of Caen. Each warlock wields the forces of the natural world in their own particular manner, whether it be Mohsar the Desertwalker, who hammers his foes with the withering heat of the desert sun; Krueger the Stormlord, who

Born of natural savagery and raised in a world where only the strong thrive, the warlocks, warriors, and warbeasts of the Circle Orboros stand ready to set loose the unstoppable power of the wilds upon your opponents. Prepare to take command of a savage pack capable of taking down even the most heavily armed and armored force in a frenzy of tooth and claw!

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FIGHTING FORCES OF THE CIRCLE ORBOROS ELEMENTAL DESTRUCTION & PRIMAL RAGE The product of thousands of years of coordinated efforts to master nature’s powers, the Circle Orboros is the most ancient unbroken human organization extant in western Immoren. Its true goals are hidden behind layers of secrets. Few outside its inner cabal suspect it is anything but a disorganized group of enigmatic if individually potent blackclad druids and their personal armies. Some in the wilds look to druids of the Circle as prophets or priests of the Devourer Wurm, but the truth is more complicated. While the blackclads draw supernatural power from the chaos embodied by the Devourer, they have a complex philosophy and an approach to the natural world that is all their own. The blackclads believe both the Wurm and Dhunia are specific manifestations of a single primal and all-pervasive natural entity they call Orboros.

The Nature of Orboros According to the Circle, the Wurm is the destructive consciousness of the primal Orboros, the aspect of this greater being that is most active, aware, and violent. In the Wurm is concentrated most of the raw mystical power of Orboros, gathered on Caen and flowing into Urcaen. The blackclads draw on the power of the Wurm through subterranean arteries called ley lines, which serve as the circulatory system for Orboros. They wield this power to ensure the Wurm remains distracted by its eternal war in Urcaen against Menoth, the Creator of Mankind and patron of civilization. Though the Wurm is the wellspring of the power they wield, it is a terrifying force whose attention they

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do not wish to draw. If the Wurm can be equated to the will of Orboros, Caen itself is its body, the corporeal and tangible being whose health affects the flow of energies through the ley lines. These conduits are vital to the power of the order, and the blackclads work tirelessly to ensure the ley line system remains strong. The energies flowing through ley lines can become choked by civilization; anything that disrupts the course of rivers, the integrity of the mountains and hills, or the growth cycles of forests injures Orboros. When its body becomes too riddled with wounds left by civilization, the Devourer feels its weakening condition, which risks it returning to the world to unleash devastation across the face of Caen. Recent years have seen several close calls as conflicts with the trollkin, with the Legion of Everblight, and even among the Circle’s membership prompted supernatural clashes on a scale beyond anything the order has ever experienced. Thus far, the Circle Orboros has only narrowly managed to avoid disaster. These minor successes do not change the fact that the order believes ultimate destruction to be inevitable. Even without the spread of dragon blight and renegade blackclads conspiring to aid the return of the Wurm, the inexorable spread of civilization guarantees the Circle will fail in its long-term goal. Cities and towns increasingly push back the natural world, and even incessant warfare between nations has done little to diminish mankind’s populations. Facing this, the blackclads insist violence on any scale against civilization is justified. Were all the great kingdoms shattered and their cities turned to rubble, it would not be

enough to reverse this imbalance. The blackclads focus on limiting civilization wherever possible as well as battling any other threats to the body of Orboros, such as the blight of dragons. The scope of this work is vast, but even the fact that the Circle’s goals are unachievable does not deter the druids from making the attempt. Operating in scattered groups, the blackclads have created a network of sacred sites to channel the natural power of the ley lines. They use this network for communication and to transport themselves instantly across vast distances. Maintaining these sites has sometimes required them to go to war with groups who would defile them. When roused to battle, the Circle Orboros is unsurpassed at exploiting terrain to their advantage, striking swiftly and unexpectedly across great distances and invoking destructive elemental power. Thunder rolls forth from storms by their will, stones rise from the earth with a gesture, and terrifying beasts rage at their command. Blackclads have a deserved reputation for callousness toward slaughter, plague, and famine, but their larger work is bent toward forestalling far greater destruction. They ultimately seek to preserve a place for humanity on Caen. The blackclads, however, are few. To wage their wars and protect their holdings, they have had to establish many alliances with the peoples of the wilds. As much as possible, they avoid risking their own lives, preferring instead to sacrifice the many minions, pawns, and vassals in their service. Those loyal to the blackclads inhabit every sizable forest, mountain range, swamp, desert, and other wild place in western Immoren. Among the families in these remote corners are some who stand ready to lend their strength, bound to the druids by ancient ties. Barbaric peoples have willingly allied with the Circle, and the blackclads manipulate them to fight on their behalf. When the Circle gathers for war, it does so as it has for millennia: at the head of a howling horde that would smash the cities of man and cast their inhabitants into an everlasting dark age. Through its agents, allies, and raw power, the Circle wields unparalleled might in the wilds. The blackclads prefer to move unseen, working through emissaries, manipulation, and implied threat. Though the organization can quickly bring its own strength to bear, raising armies among its allies can take time, careful negotiation, and the invocation of ancient pacts. The Circle is at its strongest when its agents have time to meticulously prepare their plans.

Averting Apocalypse Given its unusual allies and its generally fractious nature, it is no accident the two incidents that caused the Circle Orboros to come closest to utter failure have been connected to those inside their own ranks. The year 609 AR was especially dire for both the Circle and for Caen itself as events conspired to bring western Immoren to the brink of annihilation not once, but twice.

One of these incidents involved Krueger the Stormwrath, the self-designated Stormlord, who entered into a recklessly bold conspiracy with several dragons starting in 607 AR. Though Krueger’s goals were aligned with the order’s—he aimed to bring a swift and decisive end to the Legion of Everblight, one of the greatest threats to the blackclads—his means were considered reckless in the extreme: he sought to stir the dragons to confrontation. Going against the direct orders of all three ruling omnipotents, Krueger stole artifacts from the order and made contact with Blighterghast, the greatest of Toruk the Dragonfather’s progeny. In coordination with the dragons, Krueger orchestrated a scheme to strategically corrupt the ley line network with blight, enabling a ritual whereby Krueger could reveal the location of Everblight’s warlocks. Once those agents were exposed, the dragons allied with Blighterghast would consume them. This scheme came to fruition even as other members of the order were trying to foil an attempt by Cryx to recover a disembodied athanc for Toruk. Baldur had foreseen the disaster that would unfold should this draconic heartstone fall into Everblight’s hands, as seemed the most likely outcome at the time. Both of these efforts to thwart Everblight proceeded but eventually came to be at cross purposes. Krueger’s ritual to reveal the warlocks of Everblight also uncovered the presence of this athanc, which had been seized by Cygnar as it was being moved through the Wyrmwall Mountains. As a result, two of the dragons dedicated to the effort to destroy Everblight were distracted from their purpose and attempted to seize the athanc instead, throwing Krueger’s plan into shambles. Toruk flew to the mainland from Cryx for the first time in sixteen centuries to confront his progeny. By the end of this clash over Cygnar, Toruk was injured but had consumed one of his spawn, Blighterghast had devoured the disembodied athanc, and great swaths of the Wyrmwall Mountains had been blighted and set ablaze. Krueger insisted that, though his efforts did not proceed as planned, the outcome still benefited the order because multiple dragons had been weakened and left with lasting wounds, including Toruk. The other leaders of the order conceded that things might have gone worse, but any gain from this clash was difficult to measure. Had Toruk succeeded in defeating the rest of his progeny, it would have resulted in the ultimate unraveling of all the Circle’s efforts. Even as this clash was brewing, most of the order was dealing with another threat arising from the efforts of Wurmwood, the Tree of Fate. The alliance between the Circle Orboros and this ancient embodiment of the Devourer Wurm has always been a complicated one, as Wurmwood seeks to see the Wurm return to Caen and civilization utterly destroyed—a goal the Circle stands united against. Wurmwood has rarely acted directly in pursuit of this goal, however, and in their battles against encroaching civilization the Circle has found the Tree of Fate a powerful and useful ally.

FIGHTING FORCES OF THE CIRCLE ORBOROS

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In 609 AR, Wurmwood nearly succeeded in summoning the Wurm. This event was arranged by awakening the great axe Rathrok, an artifact also known as World Ender, while the ley lines of the Eastern Dominion were badly damaged and weakened. The strain on the ley line network in this region was considerable; in recent years it had been used to conduct a number of extraordinary rituals, including widespread teleportation and the invocation of powerful earthquakes. Wurmwood increased this strain as it manipulated tribes of gatormen and farrow to attack the newly established trollkin community in the northern Bloodstone Marches, while at the same time directing the Tharn king Kromac the Ravenous to seek Rathrok there. The war between trollkin, farrow, and gatormen led to the ascension of the gatorman warlock Bloody Barnabas as a god of slaughter, becoming essentially a reptilian avatar of the Wurm on Caen. The barriers between Caen and Urcaen weakened as Rathrok awakened and Barnabas completed his own rite, opening a portal to bring the Devourer Wurm into the world. This summoning was facilitated by an existing hole in reality attached to a skorne named Void Seer Mordikaar. Compelled by unseen forces to observe the battle, Mordikaar was obliterated when the Wurm manifested. Forewarned by unusual activity across the ley lines, the three omnipotents gathered to prevent this catastrophe. While some of the leaders of the Circle might have welcomed the sight of the Wurm ravaging the cities of mankind, they knew disaster would not stop there. It was imperative to banish the Wurm. Mighty as the omnipotents are, they would have failed in their task if not for unexpected supernatural aid from the trollkin Hoarluk Doomshaper, known as the Shaman of the Gnarls. Each of those involved had their own reasons to prevent the ingress of the Wurm, and the greatest disaster to threaten Caen was forestalled. In the process, Rathrok was seized from the trollkin by Kromac the Ravenous, who has kept this prize and declared himself Champion of the Wurm. For now the leaders of the order have allowed him this right, not eager to provoke Wurmwood or the Tharn king. Most of the Circle’s actions in the last two years have been aimed at repairing and redressing the damage incurred from these two related events. The damage to the ley lines was extensive and nearly catastrophic, leaving the order vulnerable to its enemies. The work of every able-bodied wayfarer and master of stone has since been dedicated to restoring sacred sites damaged in the conflicts or erecting new ones where the channels have shifted and changed. Other druids have gone forth beyond the old territories to secure new sites of power. Fortunately for the druids, the scope of their vulnerability is not well known, and their enemies have been similarly weakened.

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FIGHTING FORCES OF THE CIRCLE ORBOROS

Dominions of the Circle Orboros

Though its numbers are small, the scope of the Circle Orboros is far-reaching. All of the wilderness of Caen can be said to be within the blackclads’ purview, though as yet their domain does not extend much beyond western Immoren. The powers of the blackclads allow them to cross vast distances in the blink of an eye, and the Circle’s ability to gather intelligence and dispatch its agents to where they are most needed gives it a responsiveness and flexibility that is hard to match. In every corner of the wilds are sacred sites protected by the blackclads and their allies. The only regions the Circle sees as being outside its sphere of influence are those in which it is impossible for them to maintain a presence—places like the main island of Cryx, irrevocably blighted by Toruk, and the depths of the Abyss. While the order is largely focused on western Immoren, some members push the frontiers of their domains to explore new territories. Tentative efforts have been made to connect to ley lines beyond the Bloodstone Marches and to far-off lands like the southern continent of Zu, though these regions have yet to be fully integrated into the ley line network. Recent stresses on the ley lines have prompted the Circle’s leaders to escalate efforts to expand into these new regions. The Circle Orboros has divided western Immoren into three large regions: the Northern Dominion, the Eastern Dominion, and the Southern Dominion. The Northern Dominion includes all of Khador, with its vast mountains and forests, as well as the northern Ordic hills, the Rhulic Mountains, and the Howling Wastes. The Eastern Dominion is an expansive if mostly uninhabited region outside of the Protectorate of Menoth, including the Bloodstone Desert, the Bloodstone Marches, the Black River and its environs, the Rotterhorn, and the Iosan Peaks. The Southern Dominion covers the majority of Cygnar and beyond, including the Gnarls, the Olgunholt in Ord, the Broken Coast and its islands, and the Wyrmwall Mountains. Each of these dominions falls under the oversight of one of the order’s omnipotents and is divided into smaller territories overseen by lower-ranking druids. The allocation of territories forms the basis for the convoluted hierarchy of the Circle Orboros. Despite its territorial claims, the Circle does not have actual power or authority over every square mile of these dominions. The druids focus on the untamed wilderness regions but also include in their purview areas encompassed by powerful nations and the domains of many hostile competing groups, some more overtly powerful than the Circle Orboros. The blackclads have direct control over small pockets of these territories, usually centered on well-protected sacred sites, secluded villages, and other wilderness places. Most of their holdings relate to the ley line networks they have established,

though these shift and change over time, especially after major natural or supernatural upheavals. To protect the vast wilderness territory they oversee, blackclads must rely on the connections they have forged with the uncivilized peoples inhabiting such places. For each blackclad, there are hundreds of allies and minions serving them as warriors and pawns.

Hierarchy & Territorial Responsibilities

Although the Circle has many alliances and minions serving its interests, the only true members of the organization are the blackclads themselves. There are echelons of power, authority, and knowledge within their ranks, and members must earn advancement to be entrusted with deeper mysteries and perhaps the oversight of territories. In ascending order, blackclad ranks are wilder, warder, overseer, potent, and omnipotent. These ranks have a direct bearing on an individual’s responsibilities, and the gulf between successive ranks is vast. All power in the Circle Orboros flows downward from the three ruling omnipotents, who divide all the order’s territories among themselves and safeguard its deepest secrets.

Lower-ranking druids are given tasks, responsibilities, and territories as a means of managing the order’s far-flung assets. In theory, the omnipotents have absolute power over their territories, but in reality, matters are more complex. The political machinations within the Circle are many-layered and treacherous. Each rank designates the degree of trust, autonomy, and authority a blackclad has been afforded. Wilders have very few responsibilities other than to learn and obey. They have no autonomy and are accountable for only the very narrow tasks given them by their mentors. Druids who survive their training as wilders and prove themselves over several years earn promotion to warder. This rank is bestowed by the druid’s mentor based on performance, initiative, and growing skill. Fundamentally, a warder’s primary function is to do whatever his immediate superiors ask, but he must also exercise initiative and sound judgment in the execution of those duties. A warder’s tasks might include short-term missions like rooting out a pernicious enemy or gathering intelligence, or longerterm duties such as aiding in the training of warbeasts, constructing wolds, or watching over a specific region. Initially a wilder or a newly promoted warder answers only to a single mentor, but most druids are required to balance

FIGHTING FORCES OF THE CIRCLE ORBOROS

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TAMORA

THE LONGSHADOW

BRADIGUS THORLE

RASTERLY

Vilkhan Bluffs

THE RUNECARVER

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Blackroot Wood

Scarleforth Lake

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Caerly’s Crag

BALDUR

THE STONESOUL

Marchfells

Bloodstone Marches

Widower’s Wood Kovosk

THE WATCHER

Almare

LORD OF THE FEAST

WOLF LORD MORRAIG

LYVENE

THE WAYOPENER

MORVAHNA

KRUEGER

THE STORMLORD

Olgunholt

THE AUTUMNBLADE

NUALA

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BLACKCLAD HIERARCHY OMNIPOTENT

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OVERSEER

SPECIAL PLENIPOTENTIARY

WARDER

INCARNATION OF THE WURM

WILDER

multiple priorities, including orders from more than one superior. Sometimes a mentor will loan a subordinate to another blackclad as a part of the complex exchanges of favors common within the order. Such arrangements benefit the junior druid as well, as promotion to higher ranks requires having more than one advocate within the hierarchy. Higher-ranking leaders frequently approach blackclads who are not their immediate subordinates to make demands of them. A blackclad who is already on a mission is under no obligation to agree to outside requests, but such an opportunity to forge new alliances might not come again if refused. These favors are one of the primary ways a junior druid can begin to accumulate political power in the hierarchy, and so those with ambition will try to find a way to fulfill all tasks given them if possible. Senior druids have long memories, especially regarding those who have failed or refused them in a time of need. Each blackclad must learn, often through difficult experience, how to prioritize tasks given them by separate and equally demanding masters. Ambitious druids quickly realize the only way to advance is to demonstrate initiative. Once a senior druid is convinced of the capability of a junior blackclad, he can create a lasting bond by offering a portion of his territories. This is a form of feudalism—a blackclad is expected to carefully manage territories entrusted to him by his superiors. Accumulating and maintaining multiple territories is necessary for a druid to be entrusted with promotion to overseer. Such a promotion requires the supporting testimony of two or more overseers who have worked closely with the candidate, as well as the authorization of two or more potents. Overseers are a vital link in the Circle’s chain of command, trusted to undertake difficult missions requiring considerable coordination and personal power. They are responsible for sacred sites within the patchwork of their territories and must ensure their energies contribute to the ley line network. They must confront and eliminate any enemies that threaten the ley lines or the standing stones controlling their flows. The regional territories of an overseer are generally larger than what a lone blackclad can patrol, even with the aid of supernatural teleportation. This duty may fall to subordinate blackclads or to locals who can act as the druid’s eyes and ears—and, in times of threat, as expendable warriors. Overseers are also expected to contribute to the identification, recovery, raising, and mentoring of new wilders. As well, an overseer with growing territories may seek out talented warders to watch over portions of those domains, reinforcing the chain of fealty and command. The accomplishments of junior druids reflect on those they serve, so it is advantageous to have subordinates who distinguish themselves. Ambitious overseers will broaden connections to other senior druids in the hope of continuing to cement their value to the

organization. Not all overseers supervise territories, though most do. Some capable druids earn acclaim through other means, such as by leading strike forces into battle or constructing wolds. Elevation from overseer to potent is an even greater milestone. Each potent is a puissant master of elemental forces and a keeper of large territories scattered across multiple dominions. As with promotion from warder to overseer, an overseer can be raised to potent only if at least two of the ruling omnipotents agree the promotion is warranted. Potents are jealous of their individual power and often resent the rise of others to that rank, for each represents a potential rival with whom they must share territories, subordinates, and authority.

SIGNIFICANT POTENTS OF THE CIRCLE ORBOROS Baldur the Stonesoul Bradigus Thorle the Runecarver Donavus the Wornrock Krueger the Stormlord Lyvene the Wayopener Morvahna the Dawnshadow Rasterly the Hornclawed Syval the Salt Wind Tamora the Longshadow Vaskis the Knotkeeper Vernor the Nightbringer

The influence and authority of the potents make it difficult for lower-ranking druids to refuse their orders, even if the requesting potent is at odds with the druid’s mentor or other superiors. Animosities and even open conflict between druids at this rank is common. Generally, members of the order vie with one another through subtle means, such as by poaching subordinates or persuading the leaders of tribal warriors in a rival’s territories to serve them instead. Bitter rivalries between blackclads can last for decades. The omnipotents intervene if such conflicts threaten their larger goals, though some degree of competition and even violence is tolerated and considered healthy since it fosters adaptability and culls the weak. Potents govern their diverse territories by leveraging personal ability, charisma, bargains, bribes, favors, and old alliances. Because they are a representation of the authority entrusted to them by their feudal masters, their territories are vast but not equal. Some druids even seek to expand their holdings by reclaiming territories lost to the order.

FIGHTING FORCES OF THE CIRCLE ORBOROS

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At the top of the Circle’s hierarchy are the three omnipotents: Mohsar the Desertwalker, of the Eastern Dominion; Dahlekov the Scourging Wind, of the Northern Dominion; and Lortus the Watcher, of the Southern Dominion. These figures inspire dread and awe in the rest of the order, for they safeguard the Circle’s most terrible secrets and mystical rites. They hold the legacy of the sworn pacts made at the birth of the order with primordial supernatural powers linked to the Devourer Wurm. Omnipotents hold their positions for life. Should one perish, those who remain call a grand conclave to select a successor from among the attending potents. The omnipotents know their subordinates well and generally have already determined who will be the next to rise. Lortus is the most recently elevated of the omnipotents, having taken the place of Ergonus in 606 AR after he was slain by trollkin forces led by Chief Madrak Ironhide and Hoarluk Doomshaper.

For generations the blackclads have worked to keep the consciousness of Orboros, the Devourer Wurm, focused on its battles in Urcaen. To this end they have kept the life’s blood of Orboros flowing through its mystical networks while attempting to limit the spread of civilization. Without their work the arteries of Orboros would become clogged, the Wurm would return to Caen, and an apocalypse would ensue. The druids of the Circle are convinced that any extreme of violence is justified in their campaign against rampant civilization. The senior members of the order will sacrifice any ally or resource and take any action, no matter how drastic, to attain their goals. Some of their methods may seem atrocious or barbaric to the morality of civilized humanity, but the order’s perspective is eminently pragmatic.

Their unique sensitivity and connection to the ley line network allows omnipotents to extend their awareness throughout their dominions. Little of import transpires in the wildernesses of western Immoren without coming to their attention. The full scope of the omnipotents’ authority over their subordinates is reliant on their personal power and charisma as well as the willingness of those they command to heed their dictates. This power structure sometimes requires omnipotents to make examples of those who defy them, reinforcing their fearsome reputations.

Mastering the Ley Lines

Although the omnipotents expect their commands to be obeyed, the Circle has long prioritized successful results over adherence to the precise letter of an order. Those who flagrantly disobey do risk reprisal from on high, or more subtle consequences such as being sent away to the far corners of Immoren on dangerous missions. For a druid, the key to surviving and rising through the hierarchy is to become an asset too valuable to easily replace. By the time a druid reaches the level of potent, he becomes difficult to reprimand or control. This was demonstrated recently by Krueger the Stormlord, who retained his position even after defying all three omnipotents—a feat possible only because of his growing power and an alliance with the ancient Tree of Fate.

The blackclads have developed methods to amplify and harness the power of these ley lines. For centuries they have erected stone columns aboveground along these paths. The ignorant believe such stones are no more than territorial markers, altars, or monuments. In truth these stones are tools of immense power. The runes set into each one tap into and channel the flows of the ley lines below. The sites of the largest and most imposing stones are nodes where multiple ley lines converge. The Circle has concentrated its martial might in these places.

Secrets of the Circle Orboros

Any organization with a history as long as that of the Circle Orboros will have its share of secrets. Only its ranking leaders fully understand the order’s inner workings, the extent of its hidden and shifting alliances, its invisible network of ley lines, and how these separate elements come together as a whole that is greater than the sum of its parts.

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The Cost of Protecting Orboros

FIGHTING FORCES OF THE CIRCLE ORBOROS

To the Circle, the vital rivers of natural power known as ley lines are the veins and arteries of Caen. The power within them is the lifeblood of Orboros itself. The ley lines follow natural geographic features, moving along the courses of great rivers and the spines of mountain ranges. Among this web of ley lines are conjunctions, or nodes of power, which the druids of the Circle Orboros continually work to identify, control, and utilize.

Druids have learned that the movements of the stars and planets are mystically tied to the ebb and flow of Caen’s natural energies; by combining knowledge of ley lines with celestial conjunctions, they enact extraordinarily potent rites. Many of the order’s most powerful mystical weapons, tools, and relics were created at ley line nodes during significant celestial events.

Communication & Transportation Through their secret rites, druids of the Circle Orboros can send and receive complex messages from one standing stone site to another simply by manipulating the energy flows of the ley lines. It is the long-distance teleportation made possible at their major sacred sites, however, that is one of the greatest tools of the Circle.

Traveling this way involves transformation through a complex and powerful ritual. The traveler literally joins with the energy of Orboros at one site and then flows through the arteries of the world to emerge solid and whole at a different connected site, no matter the distance. The loss of key ley line nodes can interfere with this network, potentially making remote sites inaccessible. Because teleportation efforts can be dangerous and disruptive, they are most often left to specialists called wayfarers—consummate masters of ley line travel. Even senior blackclads rely on the coordination of powerful wayfarers to enact these rites, knowing they are tapping into tremendous mystical forces. The movement of a single wayfarer is a negligible strain on the network and can be simply done. Often messages between distant members of the order are conveyed directly by these individuals, who appear with a rumble of thunder and vanish in a flash of lightning. The potents and omnipotents also make regular use of this form of travel; their vast experience and subtle power allow them to do so without the strain others incur. Escorting larger numbers is much more difficult and requires exponentially greater power. Sending even a small group of a dozen or so individuals across Immoren requires coordinated effort and a great surge of natural energies. Teleporting hundreds or more at once can be initiated only at the greatest ley line conjunctions and requires dozens of senior wayfarers working together during a special celestial conjunction. Such a ritual can diminish the flow of power across the entire ley line network for weeks. Regardless of these limitations, the far-flung elements of the Circle Orboros can remain in close communication and coordinate precisely with each other because of the ley line network. Given sufficient cause, the Circle can send whole armies across the continent in a matter of moments, making it nearly impossible to anticipate their movements. There is always a cost for using such natural and chaotic power, however, due to the elemental forces being tapped. Earthquakes and powerful storms are among the most common consequences, and the repercussions can be unpredictable. In 609 AR the blackclads reached the limits of the ley line network amid the circumstances that nearly resulted in the full manifestation of the Devourer Wurm in the Bloodstone Marches. This strain was exacerbated by pressure exerted by allies like Wurmwood, the corruptive influence of dragon blight on ley lines, and efforts of the Convergence of Cyriss to change the flows of many ley line intersections. The Eastern Dominion in particular was harmed by these events, creating a weakening in the barrier between Caen and Urcaen that led to a variety of supernatural aftereffects. The omnipotents enforced limits on the use of the ley lines so that repairs could be conducted, but the matter has still not been entirely settled, and the Circle Orboros has sent its agents farther abroad in an effort to extend its network for greater stability. The ban on large-scale teleportation is still in effect, and it remains to be seen if these efforts will restore the ley lines to their former vigor.

The Power of Wold Creation Blackclads have long held the secrets of crafting the semblance of life from base materials, animating powerful guardians from stone and wood. Wolds encompass a wide range of versatile constructs crafted from natural materials. Though very different from truly living creatures, wolds are effectively a unique type of warbeast and are controlled by a similar mental connection. Some Circle warlocks consider wolds far more reliable than the wild beasts that serve the order, as wolds are incapable of disobedience or animalistic compulsions; they do precisely what they are directed to do. Wolds are as durable as stone but lack the recuperative powers and vitality of living warbeasts. Crafting wolds is a long and laborious process, but in the end a warlock gains a potent extension of his will. Wolds serve a wide variety of purposes, from guarding sacred sites to escorting high-ranking blackclads to crushing the Circles’ enemies on the battlefield. In addition to the larger wolds, which require a substantial investment in time and energy to animate, the blackclads also make use of smaller constructs like woldwyrds and woldstalkers, which can be made quickly and in greater numbers. A single blackclad can direct a number of woldstalkers, each capable of a powerful mystical ranged attack but not designed to withstand close melee. While such weapons will never entirely take the place of armed soldiers, they serve as a valuable supplement. Similarly, the Circle’s masters of earth magic have become adept at crafting tools like shifting stones and sentry stones that help defend the Circle’s territories.

Allies & Minions

The blackclads count numerous peoples among their vassals, and individual druids have cultivated relationships with almost every group in the wilds of western Immoren. Over centuries the druids have selectively ingratiated themselves with, or bullied into compliance, those they thought might be useful. In many instances, this relationship is one-sided: the Circle requires its “allies” to fight on its behalf as payment for services the blackclads may have performed generations earlier, or to prevent some vague impending calamity. Some of these arrangements are little more than extortion. In other cases the blackclads manipulate the beliefs of certain groups so they think they share the same goals as the Circle Orboros, even if that is not actually true. The Circle has established a number of true, long-standing alliances that can be called upon in times of need. Rather than ruthlessly exploiting these groups, the blackclads instead use their prodigious power to aid and protect them, creating a mutually beneficial arrangement. The Tharn and the Wolf Sworn are among these favored allies. Even in these relationships, the blackclads strive wherever possible to get more from the arrangement than those who serve them.

FIGHTING FORCES OF THE CIRCLE ORBOROS

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Some blackclads are diligent in honoring promises; others are more manipulative and treacherous. Though some harshly abused groups do choose to break with the druids, most do not, as the blackclads have a fearsome reputation. Rather, tribal leaders learn to be more careful in future negotiations.

Cults of the Devourer The druids have a long tradition of taking advantage of isolated Devourer cults deep in the wilds. Some of these groups see the blackclads as emissaries of their god and therefore serve them willingly. This respect for the order creates a point of easy connection for blackclads in many remote towns and tribes. The more ardent the cult, the easier for a blackclad to make use of its membership. Those chosen to be transformed into warpwolves—among the most powerful and ferocious of the Circle’s living warbeasts— are often selected from among Devourer cultists. This bestial state is hard on the mind, bringing a form of lasting madness that strips away all reason. While civilized mankind would view this as a curse, some of the Wurm’s most fervent worshipers view it instead as the ultimate blessing.

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FIGHTING FORCES OF THE CIRCLE ORBOROS

Tharn Tribes of Tharn are the most ardent allies at the Circle’s disposal. They were once among the most feared warriors of the Molgur, a bloodthirsty alliance of tribes who relished ritual consumption of their enemies’ flesh. After the fall of the Molgur, the early blackclads cultivated relationships with the Tharn and turned their tribes’ strength against mankind’s cities whenever possible. Tharn chiefs made promises to the blackclads that have been passed down through the generations and reinforced by continuous contact with individual druids. More recently the Tharn have come to owe the blackclads an incalculable debt, as Morvahna the Autumnblade helped save their race from extinction by the Curse of the Ten Ills. This supernatural affliction created by the Church of Morrow centuries before had greatly diminished Tharn fertility. Even beyond their salvation from this curse, the Tharn appreciate the opportunities given them by the Circle Orboros to pay reverence to their god by making bloody offerings in combat. Though arguably manipulated by the blackclads, the ethos of the Tharn is such that they cooperate willingly and enthusiastically in the Circle’s schemes.

It is common tradition among Tharn to welcome any blackclad and treat him with respect, and each Tharn tribe knows and supports at least one member of the order. Tharn will support unfamiliar druids so long as doing so does not violate existing arrangements with others to whom they are sworn. The Tharn value strength and power above all else, however, which can affect their dealings with any individual blackclad leader.

Wolf Sworn Since the dawn of the order, the warriors of many Devourerworshiping tribes from the wilds have served the Circle. These tribes venerated the Beast of All Shapes and saw the blackclads as its prophets and shamans. In time these tribal warriors evolved into the Wolf Sworn, a fighting force dedicated to the needs of the Circle. When called by the blackclads to battle, these warriors bear the brunt of the fighting. They are the most closely integrated, the most numerous, and the most organized of the Circle’s allies. The Wolf Sworn dwell in small communities scattered across the wilderness of western Immoren. When not called to war, individual members carry on normal lives and raise their families. They pass the tradition on to their children, training them to fight for the blackclads. When young members of these tribes reach maturity, they are formally introduced to their local blackclads to renew old oaths of fealty. In sizable villages the Wolf Sworn do not reveal themselves as such to outsiders, donning their armor and weapons only when the druids summon them. The most dedicated members of the organization worship the Devourer Wurm and join in ritual worship together, taking the wolf as their predatory totem. Not all Wolf Sworn are equally devoted, though, and some require compensation from the blackclads for their services. The Wolf Sworn are skilled warriors versed in the arts of ambush, exploiting wilderness terrain, and tracking. They rely on weapons that can be easily crafted and distributed even in small villages. Cleft-bladed spears and swords are their preferred weapons, as well as the double-crossbows favored by the Kos and Skirov peoples of Khador. They also frequently use trained war wolves, drawing from a stock of the largest breeds found in the Wyrmwall and the northern Khadoran mountains. The most powerful and devoted Wolf Sworn are the small, tight-knit tribes chosen to become warpborn skinwalkers. The first of these tribes were a Molgur people who believed wearing the skins of predatory animals bestowed upon them a kind of berserk strength. In time the blackclads were able to bring those beliefs to reality, enabling a true transformation to a bestial state akin to, but distinct from, that adopted by the Tharn. Members of these tribes are given a mystical elixir similar to the one used to create warpwolves, the fabrication of which is one of the blackclads’ closest secrets. Each drinker is forever changed, able to transform into a ferocious hybrid of wolf and human. The warpborn are renowned for their savagery and their ability to endure wounds that would kill a mere human.

The organizational structure of the Wolf Sworn is rooted in ancient tribal traditions, but it has evolved through their long centuries of service to the blackclads. At the most basic level, they fight in packs led by the most senior and able among them, called huntsmen. Veteran warriors can call out leaders in ritual combat challenges for positions of authority. If several packs live in a given area, they are coordinated by a master of the hunt, who is the senior leader in a community or combined pack. Masters of the hunt typically control twenty to fifty warriors. Greater numbers are led by chieftains, who might command anywhere from fifty to several hundred warriors drawn from a specific region. Women are nearly as numerous as men among these fighting groups and are well represented in leadership ranks. Above chieftains are a small number of individual wolf lords, legendary figures of such stature that they are recognized across western Immoren and can gather a sizable host of warriors from even far-flung tribes.

Other Non-Human Tribes The Circle’s use of the tribal races exemplifies the essential callousness of blackclad diplomacy. Such allies—including warriors drawn from farrow, gatorman, bog trog, or croak villages—are generally seen as ready fodder for the Circle’s schemes. Historically, the blackclads have entered into similar arrangements with the trollkin kriels, though recent strife has put an end to this practice in most areas. Most trollkin are no longer willing to fight for the druids, though that does not preclude the blackclads from making use of their proximity for their own ends. In some cases the blackclads have even encouraged the settling of wilderness races near their holdings to serve as a natural buffer against mutual enemies. This policy helps keep human civilization from reaching precious Circle resources, or at least ensures that they must invest heavily in acquiring that wealth. As civilized armies undertake such campaigns, it is common for the blackclads to run interference, employing ambushes and guerilla attacks to deter the invading armies. This serves both to preserve the wilds and to foster debt among leaders of the tribal races, as the druids will later ask them to repay the favor. There are several notable forests and mountain regions that have never been exploited by mankind almost entirely because of the tireless efforts of the Circle Orboros. Sometimes blackclads are more proactive in manipulating these non-human races. A druid who has the ear of a warlike chieftain finds it a simple matter to point that leader and his warriors toward targets of the blackclad’s choosing. Often the wild folk are eager to serve as warriors in return for rights to the spoils or other boons; they are quite willing to risk their lives in battle so long as the reward is sufficient.

FIGHTING FORCES OF THE CIRCLE ORBOROS

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CIRCLE THEME FORCE

THE BONES OF ORBOROS Since the order’s inception, the blackclads of the Circle Orboros have passed down the secrets of shaping and animating wood and stone to do their bidding as wolds. The product of ancient rites and blood sacrifices, these massive stone constructs patrol the old places of the world and ensure the sacred sites of the order remain untouched by outsiders, falling upon intruders without hesitation to crush them under fist and foot. The druids also summon forth these stone constructs to batter into submission those threats too large or well-defended to succumb to the Circle’s traditional hit-and-run tactics, using brute force to buckle the armor of machines and shatter the bones of great beasts.

ARMY COMPOSITION An army made using this theme force can include only the following Circle models: • Circle warlocks

• Stoneward & Woldstalker units

• Non-character warbeasts with the advantage Construct

• Blackclad solos

• Stone units

• Celestial Fulcrum battle engines

• Gallows Grove solos

SPECIAL RULES • For every full 25 points of warbeasts or battle engines in this army, you can add one solo to the army free of cost. • Before leeching during each of your Control Phases, you can remove 1 damage point from each of your warbeasts. • Your deployment zone is extended 2˝ forward.

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CIRCLE THEME FORCE

THE WILD HUNT When war requires speed, cunning, and brutality, the Wild Hunt is gathered to spill the enemy’s blood. If the need is dire, many villages of Wolf Sworn are drawn together in these great hunting parties. A Wild Hunt draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. The warriors of a Wild Hunt rely on their mobility to defeat technologically superior foes; they bleed the enemy with quick strikes, chasing down all who break ranks to offer them as a sacrifice to the primal power of the Devourer Wurm.

ARMY COMPOSITION An army made using this theme force can include only the following Circle models: • Circle warlocks

• Shifting Stone units

• Non-character warbeasts

• Gallows Grove solos

• Wolf Sworn models/units

• War Wolf solos

SPECIAL RULES • For every full 20 points of Wolf Sworn models/units in this army, you can add one smallor medium-based solo or Wolf Sworn command attachment to the army free of cost. Free models do not count toward the total number of Wolf Sworn models/units in the army when calculating this bonus. • Warbeasts in this army gain Tracker. (A model with Tracker ignores forests when determining LOS when declaring a charge.) • One Wolves of Orboros unit in this army gains Ambush. (You can choose not to deploy a unit with Ambush at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent’s deployment zone. Place all models in the unit with Ambush completely within 3˝ of the chosen table edge.)

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WARLOCKS OF THE CIRCLE ORBOROS

Working to forestall an unavoidable apocalypse, druids are few in number and face many threats. Should they fail in their work, the Devourer Wurm’s attention would return to the world to topple mountains, set loose tsunamis, and erase humanity from the face of Caen. The monumental task set before them requires blackclads to be focused and pragmatic, but also to accumulate power. Circle warlocks are deeply political and ambitious as they engage in far-reaching schemes. These druids seek to elevate themselves not purely out of self-interest, but also because they believe they alone possess the knowledge and mastery to accomplish their order’s mission. In the Circle Orboros the term “warlock” is rarely used; the ability to master a battlegroup is viewed as a normal extension of a druid’s power. Being a warlock is a distinction only related to the specific ability to bind and command the warbeasts that answer the call of the blackclads, including the mighty natural constructs called wolds. These druids call upon the power of their beasts as much as they do upon the ley lines of Caen, also using their bond with these creatures to avoid injury and even death. For this reason, Circle warlocks are formidable battlefield leaders. The power flowing through blackclads gives them supernatural health and vitality. Most live about twice as long as ordinary humans, some even longer. This longevity affords them time to gather power and to learn the mysteries of the order. However, their work is also perilous as they must stand ever ready to fight battles with rival powers. They are

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few in number, and the death of a blackclad is never taken lightly; still, losses among the young and inexperienced are inevitable. The true purposes of the Circle Orboros are known only to its highest-ranking members. It is not uncommon for lower-ranking druids to be unaware of the significance of their missions. They often juggle seemingly contradictory directives while trying to rise through the order’s ranks. Internal conflict is expected and even tolerated, to a point, though higher-ranking druids do expect to be obeyed and use their power to enforce their will. Those strong enough to evade punishment earn the right to choose their own path. Given their limited numbers, druids rely heavily on others to fight and die in their stead. Those enlisted to do so include the Wolf Sworn, warriors tied to the blackclads by old oaths and promises, as well as a number of wilderness races convinced to support the druids by promises, extortion, or manipulation. But most vital to the Circle’s survival are its warbeasts—both natural and constructed—which serve the most powerful druids directly. Fully understanding the value of this resource, the Circle Orboros has created a substantial infrastructure dedicated to building wolds as well as safeguarding and training wild beasts.

The Wilding Each blackclad is born with the potential for endless power. This is called the wilding, an innate connection to the Devourer Wurm. This connection taps into the primal power of the

natural world and is linked to elemental chaos and predation as well as the energy below the surface of Caen—the magma and stone that are the very blood and bones of Orboros. The age at which the wilding manifests varies; it usually comes on in those between three and seven years old, but there are individuals who go through it later, even as adults. Those ignorant of Orboros often mistake the wilding for madness. It prompts behavior such as wandering forests alone at night; barking, howling, or exhibiting other animalistic behavior; and staring deeply into the eyes of animals to sense their emotions. Most communities shun children who display these characteristics. Because the wilding is an inborn gift that cannot be taught, a top priority of the Circle is to find and protect such individuals as early as possible and provide them with the training necessary to control their abilities. To this end, the Circle has become adept at sensing the emergence of this power. The Circle has refined its methods such that it can find these children regardless of where they are born—the highest-ranking druids can sense the wilding as a thrumming across the ley lines. The druids have also kept a close record of bloodlines known to manifest the wilding, many of whom now belong to the Wolf Sworn. These families are familiar

with the signs of the wilding and willingly surrender children displaying such signs to the druids. Once a child with the potential to undergo the wilding has been identified, one or more experienced blackclads are dispatched to recover the candidate for the order. In some cases druids may be able to persuade parents to voluntarily hand the child over, particularly if he is born into a Wolf Sworn community already bound to the blackclads. In civilized regions parents are more likely to be intractable, in which case the druids may need to resort to kidnapping. Under no circumstances is refusal accepted—a truth that has added to the sinister reputation of the blackclads.

Upbringing & Training A single mentor usually serves as a replacement parent, overseeing a young druid from the time of entry into the fellowship until the child becomes a full wilder. Such children are taken hundreds of miles from their communities to minimize the chance of contact with their families. It is not uncommon for freshly inducted youths to try to escape and return home, but mentors ensure such efforts never succeed. Until a youth completes early training and can be trusted to enter battle alongside other members of the

WARLOCKS OF THE CIRCLE ORBOROS

19

society whose adherents draw a clear distinction between members and outsiders. By the time a new blackclad is fully indoctrinated, he is convinced that only other members of the Circle are worthy peers. Every blackclad must be prepared to sacrifice subordinates and allies for the cause. Perhaps the most important skill an initiate will learn is how to tap into the mystical energies flowing through the ley lines that crisscross Caen. The blackclads draw upon this energy and channel it into permanent standing stone sites to enable vital rituals. Most arcanists and mystics of Immoren are blind to the ley lines, but to a druid they are tangible and real. This process changes the initiate’s perspective, allowing him to comprehend his true nature and his connection to Orboros. Once a druid learns to sense the flow of these energies through the landscape and in other members of the order, he perceives a corresponding emptiness in ordinary humans. The distinction between blackclads and outsiders becomes undeniable. The wilding manifests differently in each individual, and a young druid must look inward to master that power. Each aspiring druid is exposed to the powerful beasts the Circle controls and tested for intuitive affinities. Exposure to wolds and raw elemental forces follows. Early in this process a mentor can discern whether an initiate has the potential to bond with and control warbeasts. Druids have greater success in developing those with this potential than any other organization in western Immoren.

Circle, his mentor might refer to him with disparaging terms like “cub,” “pup,” “worm,” or “weed.” A true name must be earned. Mentoring a young druid is time-consuming and distracting, a task many blackclads resent, though all must perform this duty in time. Mentors are often cruel and unforgiving, subjecting their wards to a gauntlet of trials and severe training. Initiates learn to fear and respect their mentors, seeing them as all-powerful and all-knowing. The relationship between mentors and their wards leaves a lasting impression on the youths and shapes how they wield their powers and view the leaders of the organization. A druid’s upbringing is harsh. Only the youngest are even remotely protected from life’s hardships—and even they must soon learn how to handle themselves and survive. They are quickly introduced to the realities of the wilds and the elemental forces they must master. Young druids are subjected to injury specifically to learn how to recover. They are steeped in the philosophy and principles of the Circle Orboros, and all connections to friends and family are severed, even if that family is among the Wolf Sworn. A druid must stand apart. Blackclads are a tight-knit and secretive

20

WARLOCKS OF THE CIRCLE ORBOROS

Once training is complete a druid is recognized as a full wilder, a rank representing capability but not authority. Wilders are sent into battle as a risky but effective crucible. Senior druids do everything in their power to preserve youthful potential, but fatalities are inevitable. The same natural forces that ensure only the strongest predators survive also apply to aspiring druids; the weak are culled. Druids who endure and grow in power may be promoted to warder, the first rank where they bear actual responsibility. As a druid rises in the order he earns honorifics that are ascribed to his name, reflecting some essential aspect of his character and capabilities. These honorifics have considerable significance and may change over time. Warders with ambition and a desire to lead may eventually earn the rank of overseer. This station brings greater authority and the oversight of territories granted by a higher-ranking superior. As a druid ascends in rank, he earns larger and more scattered territories and tackles increasingly difficult tasks, sometimes on his own initiative. Above overseers are a small group of the most powerful leaders of the Circle Orboros, the potents. At the highest level of leadership are the three omnipotents, a triumvirate that oversees the entire order and who together have divided the known world between them. Omnipotents know the order’s deepest secrets and the full scope of its goals.

Tasks & Responsibilities As a blackclad evolves into his role as an agent of the order and a protector of its mysteries, he takes on a number of responsibilities. The infrastructure of the Circle Orboros relies on the tireless efforts of its members. Senior blackclads divide larger tasks into smaller ones and delegate them to lower-ranking druids, including both their own subordinates and any others they can persuade, intimidate, or extort to do their bidding. It is common for mid-ranking blackclads to be kept busy under the weight of tasks demanded of them by more powerful individuals they fear to disappoint. As an added complication, druids frequently oversee territories that include large regions within the borders of powerful nations or held by well-armed rival wilderness groups. It is not necessary for the Circle Orboros to fully control a region to consider it part of a druid’s territories. For example, some ley line conjunctions are inaccessible because they lie within major cities or are occupied by hostile tribes or armies. A druid with such holdings is expected to keep a watch on these areas—either directly or through his agents—and to look for opportunities to break the hold of the Circle’s rivals.

Tasks related to preserving the infrastructure of the Circle include building or repairing sacred sites, tending and training warbeasts, constructing wolds, mentoring a wilder, and creating or maintaining relationships with allied organizations or potential minions. The sorts of missions a blackclad may be sent on include gathering intelligence, delivering vital messages or warnings, and fighting the order’s enemies. Warlocks handle the majority of combat-related tasks and missions. Such endeavors can include defensive measures, like keeping sacred sites safe from interlopers, or more proactive steps like gathering an armed force to track down and eliminate enemies of the order. Some druids have specialized in leading strike forces, and their fighting talents are so crucial to the Circle that they have little time for anything else. Warlocks are expected to see to their responsibilities personally or through their intermediaries and allies, but can request aid from peers or superiors. The rise of major adversaries such as the Legion of Everblight have forced a greater degree of cooperation and the gathering of larger armies than has been typical in the past.

WARLOCKS OF THE CIRCLE ORBOROS

21

BALDUR THE STONECLEAVER CIRCLE BLACKCLAD WARLOCK A bastion of strength and resolve noted for his steadfast loyalty, Baldur the Stonecleaver is described among the Circle as the “Rock of Orboros.” Some jest he has spent too long communing with mountains, for he is a calm and serene presence among his more passionate peers. When his battle temper is aroused, however, he becomes an unstoppable juggernaut made flesh.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 5 7 7 4 14 16 8

BALDUR 1

TRITUS RNG POW P+S 2 7 14 DAMAGE:17 WB +31

FA C

BASE:SMALL

BALDUR 1 PATHFINDER ELEMENTAL MASTERY – Construct warbeasts in this

model’s battlegroup beginning their activations in this model’s control range can charge and make power attacks without being forced. This model can heal friendly construct warbeasts in its battlegroup. FOREST WALK – While completely within a forest, this model can forfeit its Normal Movement to use Forest Walk. If it does, choose a location completely within this model’s control range that is completely within a forest. Remove this model from the forest and place it in the chosen location. This model cannot use Forest Walk while knocked down.

TRITUS DAMAGE TYPE: MAGICAL WEIGHT OF STONE – When a model is damaged by this

weapon it suffers –3 SPD and DEF for one round.

FEAT: BROKEN EARTH For Baldur earth and stone are living things—the skin and bones of Orboros. Boulders spring from the ground, crevices pull apart, and rumbling earth makes every footstep perilous for the enemy while wide paths are carved for the friends of Orboros. While in Baldur’s control range, friendly Faction models gain cover. While in Baldur’s control range, enemy models never have Pathfinder  and treat open terrain as rough terrain. Broken Earth lasts for one round.

SPELLS EARTH SPIKES

3 10 3 13 – YES

2

CTRL

4



UP

NO

Place the AOE completely within the spellcaster’s control range. The AOE is a forest that remains in play as long as its upkeep is paid. SOLID GROUND

2

6





UP

NO

Target friendly Faction model/unit gains +2 STR and ARM but suffers –1 SPD and DEF.

22

The Stonecleaver is a paragon of the earth-shaping path of druidic magic: he deeply understands stone, earth, and the forest; he has mastered the shaping of wolds and their ilk; and he can infuse primal power into stone runes. His thick fingers possess the skill and artistry of a sculptor, but his masterpieces spring to life and stride onto the battlefield to tear walls and beasts asunder. Baldur’s magic enlivens forests in even the most blighted places, and he uses these trees to cross enormous distances and pulverize the enemies of the Circle Orboros. Everblight’s menace has weighed heavily on Baldur’s mind. The dragon’s unnatural blight warps all it touches, leaving scars that will never heal. Baldur has spent considerable time patrolling the wilds where the Legion has passed, smashing its forward elements whenever and wherever he can. Despite all these dire omens, however, Baldur somehow remains optimistic about the future—a beacon of energy and vitality who insists no defeat is final until all will is lost.

2 SELF CTRL – UP NO

While in the spellcaster’s control range, friendly Faction models cannot become knocked down and do not suffer blast damage. STONE SKIN

Older than he appears, Baldur has overseen numerous territories in his tenure with the Circle, has mentored powerful younger druids like Kaya the Wildborne, and has established unusual friendships with outsiders. He cares nothing for druidic politics and reserves his philosophy for the shaping of stone; he has shared lore with Rhulic stonemasons and even in less contentious times conducted terse exchanges with the guardians of Ios. Once he was a welcome guest among kriels of the Thornwood and Scarsfell and is disappointed by the rift with the trollkin, but even so he will not shirk from his duty when called on to do battle with them. His logical and insightful appeals give him a powerful voice among the ranks of the Circle. His promotion to potent continued his gradual rise through the ranks, and he has been entrusted with the deeper mysteries of druidic lore.

COST RNG AOE POW DUR OFF

When making this attack, ignore cover, concealment, and elevation. On a critical hit, models hit become knocked down. RAPID GROWTH

Baldur laughs off questions about his past, saying he was born in a bear cave near Boarsgate, but there is an undeniably Khardic flavor to his features and frame. He moves with deceptive ease as strength flows into him from the earth. His massive stone sword sings through the air and shatters anything it encounters. No other man has ever been able to lift this weapon, let alone wield it in battle. Baldur insists this has nothing to do with strength of limb but is because the sword is as much a part of him as his arms.

TACTICAL TIPS Solid Ground – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

23

BALDUR THE STONESOUL CIRCLE BLACKCLAD WARLOCK The deepest mysteries of Orboros were revealed to Baldur when death tried to claim him. While the last tenuous thread of his life was held fast by Megalith, Baldur’s soul escaped into Urcaen amid the endless wilderness inhabited by the Devourer Wurm. His spirit was subsumed within the entirety of Orboros, and the fundamental principles of the world were made clear to him. He experienced neartotal awareness, able to feel the crust of the world like his own skin before rejoining his more limited corporeal form. To say that Baldur came back a changed man is an understatement.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 5 7 7 4 13 17 8

BALDUR 2

TRITUS RNG POW P+S 2 7 14 DAMAGE:18 WB +30

FA C

BASE:SMALL

BALDUR 2 PATHFINDER DEVOURER’S DEBT – During your Control Phase, place

one Wurm token on this model. This model gains +1 STR for each Wurm token on it. At the end of each of this model’s activations, it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred. ELEMENTAL MASTERY – Construct warbeasts in this model’s battlegroup beginning their activations in this model’s control range can charge and make power attacks without being forced. This model can heal friendly construct warbeasts in its battlegroup. RITUAL OF RENEWAL (HACTION) – Remove all Wurm tokens from this model.

TRITUS DAMAGE TYPE: MAGICAL WEIGHT OF STONE – When a model is damaged by this

weapon it suffers –3 SPD and DEF for one round.

FEAT: HALLOWED GROUND While his body lay shattered, Baldur’s soul merged with Orboros and he communed with the ravenous will of the Devourer Wurm. Now Baldur can draw on this connection to root his warriors to the very bones of the world, transforming any battlefield into holy ground for Orboros. Protected by the essence of stone, his allies endure the most withering assaults unharmed, unshaken, and unmoved. Friendly Faction models currently in Baldur’s control range are affected by Roots of the Earth for one round.

SPELLS CREVASSE

COST RNG AOE POW DUR OFF 3 8 – 12 – YES

If Crevasse boxes its original target, you can make a SP 6 attack using the boxed model as the attack’s point of origin. The SP 6 attack can target models in the boxed model’s back arc. Models hit suffer a POW 12 magical damage roll  . Models boxed by Crevasse are removed from play. GROUND ZERO

3

SELF

5

13



NO

Center a 5˝ AOE on the spellcaster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Immediately after this damage is resolved each enemy model damaged by Ground Zero is pushed d6˝ directly away from the spellcaster in the order you choose. ROCK WALL

2

CTRL WALL



UP

NO

Place a wall template anywhere completely within the spellcaster’s control range where it does not touch a model’s base, an obstruction, or an obstacle. The wall is an obstacle that provides cover. ROOTS OF THE EARTH

2

6





RND NO

Target friendly Faction model gains +3 ARM, cannot become knocked down, and cannot move or be placed. Roots of the Earth lasts for one round.

24

After Megalith restored Baldur’s body to life, the Beast of All Shapes flung his soul back into the world with the obligation to serve as a conduit for its power. The druid returned with new urgency, burning with the certain knowledge of looming catastrophe and the slim chance his order had to set the world on the right path. Despite his connection to the Wurm, Baldur had no desire to see that entity fully manifested and unleashed on Caen. He possessed the foreknowledge of an apocalypse heralded by the gathering of dragons and a loose athanc fought over between Toruk’s and Everblight’s minions. Baldur played a part in mitigating these disasters, summoning earthquakes to drive the Cryxians to the surface and joining the fight against the Legion of Everblight. More than any other member of his order, he knows the narrow margin by which unparalleled destruction was avoided, but the Stonesoul also knows worse days are still to come. He is all too aware he has only limited time to assist his fellow blackclads before his life is once again forfeit. As a conduit for Orboros, Baldur’s body channels a torrent of power, energies that simultaneously embody the forces of both creation and destruction. No mortal flesh can endure such an onslaught indefinitely. While his connection to the granite bones of the world has been strengthened, his very existence is a blazing pyre that will eventually consume itself. In the midst of battle Baldur can tap into this endless flow to empower himself beyond his mortal limits, glowing with energy as his every blow strikes with multiplied strength. The longer he fights, the more his body tears itself apart, and it is only by concentrated effort that he can damp these energies to a sustainable level and regenerate tissues rent by forces beyond comprehension. Given the limited time available to him, Baldur has no patience for the intrigues of the Circle. The calm for which he was known is gone, replaced by an unremitting urgency and an unmatched ferocity in battle. The energies of the Devourer rise within him as he fights, and the heady powers of chaos and nature wrack his body even as they destroy his foes. He remains locked in a perpetual struggle to retain his mind and will, to preserve his sense of purpose and solidarity with his order. Only Baldur’s unyielding nature and constancy have let him retain his sanity against the ceaseless howling of the Wurm.

TACTICAL TIPS Crevasse – Because a boxed model is removed from play before being destroyed, it does not generate a soul or corpse token. Ground Zero – Roll separately for each model pushed. Roots of the Earth – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

25

GRAYLE THE FARSTRIDER CIRCLE WOLF SWORN WARLOCK Grayle leads bands of Wolves of Orboros with the same ruthless precision with which he wields his twin hunting blades. Devoted to the predatory aspects of the Devourer Wurm, he commands men and beasts with the self-assurance of a warrior who embodies the soul of the wolf.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 7 6 7 4 15 16 9

GRAYLE 1

HUNTING BLADE RNG POW P+S 1 4 10

Born of one of the most ancient bloodlines of the Wolves of Orboros, Grayle was trained to follow the orders of the druids, seen by his family as wise priests and protectors. At the age of fifteen he was already the leader of a pack, and it was clear he would one day become a master of the hunt. It was a shock to him when, while hunting a stag, he realized he could feel its beating heart within his own chest and sense the thoughts of a hawk above him. He feared he might be going mad, but this was his wilding.

DAMAGE:17 WJ +29

FA C

BASE:SMALL

GRAYLE 1 PATHFINDER STEALTH SIDE STEP – When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2˝ after the attack is resolved. SPRINT – At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends. TACTICIAN [WOLF SWORN] – While in this model’s command range, friendly Wolf Sworn models can ignore other friendly Wolf Sworn models when determining LOS. Friendly Wolf Sworn models can advance through other friendly Wolf Sworn models in this model’s command range if they have enough movement to move completely past them.

HUNTING BLADE DAMAGE TYPE: MAGICAL WEAPON MASTER COMBO STRIKE (HATTACK) – Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model’s STR plus twice the POW of this weapon.

FEAT: DARKEST NIGHT With the power granted him by Orboros, Grayle the Farstrider can invoke the darkness of night to shroud his hunting pack and grant them tremendous swiftness as they advance to strike deep into the heart of the enemy. While in Grayle’s control range, friendly Faction models gain Stealth  . When a friendly Faction model in Grayle’s control range destroys an enemy model with a melee attack during its activation, another friendly Faction model in Grayle’s control range can advance up to 3˝. A model can advance only once this turn as a result of Darkest Night. Darkest Night lasts for one round.

SPELLS DEATH MARCH

COST RNG AOE POW DUR OFF 3

6





UP

NO

Target friendly Faction unit gains +2 MAT and Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3˝ and make one basic melee attack.) GALLOWS

3 10 – 13 – YES

When an enemy model is hit by this attack, it can be pushed d6˝ directly toward Gallows’ point of origin. STORM RAGER

3

6





UP

NO

Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks. WIND BLAST

2

CTRL

5



RND NO

Place a 5˝ AOE anywhere completely within the spellcaster’s control range. Cloud effects overlapping the AOE expire. Models cannot make ranged attacks while within the AOE. The AOE remains in play for one round.

26

Most fated to wield the power of Orboros experience this change as young children. Almost grown and with his own aspirations, Grayle struggled to accept his new role when the druids took him from all he had known to initiate him in the first mysteries of their order. He soon became aware the blackclads he had so revered were not what he had thought. They were not all wise and prescient, and they eschewed the rituals he had been raised to believe were sacred. Worse, they were endlessly embroiled in internecine scheming. None of this matters when Grayle stalks the wilderness, blades in hand. His prowess as a warrior has combined with his druidic powers to transform him into one of the most deadly combatants the Circle has ever seen. Time and again his superiors have sent him forth to stalk and slay all manner of threats to their order, and on each mission the Farstrider has proven his worth anew. His ingrained obedience and loyalty may be obstacles to greater advancement within the Circle’s hierarchy, but these qualities also make him a perfectly reliable and effective weapon—a weapon increasingly in great demand by the order. Since becoming an overseer, he knows he must learn to adapt to the endless intrigues while staying true to his beliefs and instincts. He remains most comfortable when sent to battle the Circle’s foes face to face. The resounding howls of his hunting pack rise above the trees as enemies die upon his blades, sacrificed in the name of the Devourer.

TACTICAL TIPS Gallows – This means the model is moved before it suffers damage. Tactician – Remember, a model is within its own command range.

27

KAYA THE WILDBORNE CIRCLE BLACKCLAD WARLOCK Kaya the Wildborne plunges herself into the minds of beasts with an abandon unequalled among her peers. While riding this tide she is a ruthless and savage creature who tirelessly stalks her prey day or night. Within this battle trance there is no future and no past, only the infinite present and the sweet promise of blood.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 7 6 6 4 16 14 8

KAYA 1

SPLINTER RNG POW P+S 2 6 12

Her willingness to submerge herself so deeply into the consciousness of her pack has worried her mentors, yet it seems inseparable from her nature. Older druids have tried to teach her patience, but she chafes at their inability to understand her way. For Kaya the wilding was no struggle but an awakening of her true self. She throws herself into battles with ardent courage without worrying about her own preservation. This irrepressible spirit has led to victory after victory and provided unexpected windfalls to the Circle Orboros.

DAMAGE:16 WB +32

FA C

BASE:SMALL

KAYA 1 PATHFINDER PACK HUNTERS – While in this model’s control range,

living warbeasts in its battlegroup gain +2 to melee attack rolls.

SPLINTER DAMAGE TYPE: MAGICAL CRITICAL KNOCKDOWN – On a critical hit, the model hit

becomes knocked down.

FEAT: WILD MASTERY The wilding removes a druid from the rest of humanity, opens a primeval conduit to forgotten powers, and enables communion with beasts. Kaya the Wildborne endured a wilding so intense it has left her with unrivaled mastery of her feral warbeasts. She can unleash a surge of rage in any nearby warbeast and siphon this ferocity to lend the bestial strength to her own power. Place any number of fury points on each friendly Faction warbeast in Kaya’s battlegroup currently in her control range. She can immediately leech fury points from warbeasts in her battlegroup that are in her control range.

SPELLS OCCULTATION

COST RNG AOE POW DUR OFF 2

6 –

– UP NO

Target friendly Faction model/unit gains Stealth  . Models are not affected while out of formation. SOOTHING SONG

1 SELF CTRL – – NO

Remove up to 1 fury point from each friendly living Faction warbeast currently in the spellcaster’s control range. Soothing Song can be cast only once per activation. SPIRIT DOOR

3

CTRL







NO

Choose a model in the spellcaster’s battlegroup that is in its control range. Immediately place that model completely within 2˝ of the spellcaster. If the chosen model is the spellcaster, immediately place it completely within 2˝ of another model in its battlegroup that was in its control range at the time the spell was cast. A model cannot advance or attack after being placed by Spirit Door this turn. SPIRIT FANG

2

10



12

* YES

A model damaged by this attack suffers –2 SPD and DEF for one round.

28

Though she does not remember her early life, Kaya was born in eastern Ord within sight of the Thornwood Forest. She felt the wilding as a toddler and distressed her parents in the middle of the night on Calder’s full moon by shrieking out her window. Even more alarming were the answering howls of wolves. Perhaps it was with relief that they handed their peculiar daughter to the broad-shouldered blackclad stranger who came knocking on their door. Since that day, Baldur has been the only father Kaya has ever known. Though her path has taken her elsewhere, she always returns for advice, and he remains the only ranking druid she trusts implicitly. Kaya believes other Circle leaders are needlessly manipulative, and she rarely agrees with their decisions. She has no ability to govern her tongue and has insulted many of her peers without even knowing it. This directness may result from so much time spent in the minds of beasts that do not dissemble, lie, or understand tact. For similar reasons, Kaya does not participate in the schemes and plots for which the druids are famed. She finds the motivations of beasts more to her liking, as they require only food, shelter, and a strong will to lead them. Kaya prefers to let her actions speak for themselves as she strikes even harder against the enemies of the Circle, and her effectiveness in numerous engagements with Everblight’s legion has won her some measure of respect. Though capable of sacrificing them if the need is great, Kaya has a tight bond with her beasts and is able to inspire them to remarkable efforts. Their loyalty to her is genuine. Her piercing eyes contain the cold, hard stare of a battlefield veteran twice her age, and with the merest glance she conveys that she has experienced her share of horrors and intends to do her part to end them.

TACTICAL TIPS Wild Mastery – Because Kaya is leeching these fury points, her fury point total cannot exceed her current FURY as a result of Wild Mastery.

29

KAYA THE MOONHUNTER & LARIS CIRCLE BLACKCLAD WARLOCK & CIRCLE LIGHT WARBEAST Countless battles have honed Kaya to perfect fighting form, proving repeatedly she has the will and strength to survive against seemingly impossible odds. She fights for the rush of battle, which brings her a visceral joy, but also with a determined belief that her enemies deserve destruction. Her clarity of purpose springs from the same wild spirit that allows her to effortlessly control the beasts accompanying her, including the great wolf Laris who keeps constant vigil at her side. She stands on the precipice of greatness and has proven her willingness to leap into the unknown—regardless of the dangers—to seize it.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 7 6 6 4 16 14 8

KAYA 2

GLIMMER RNG POW P+S 2 5 11 DAMAGE:16 WB +24

FA C

BASE:SMALL

KAYA 2 PATHFINDER FLANK [FRIENDLY FACTION WARBEAST] – When this

model makes a melee attack against an enemy model in the melee range of a friendly Faction warbeast model, this model gains +2 to attack rolls and gains an additional damage die. UNYIELDING – While engaging an enemy model, this model gains +2 ARM.

GLIMMER DAMAGE TYPE: MAGICAL

FEAT: CALL OF THE HUNT Kaya the Moonhunter can immerse herself in the minds of her beasts to fuse their efforts into a single flawless execution of her will and unleash them in a seemingly reckless assault to rend and kill anything they find. Calling on ancient rites, Kaya can then instantly summon her companions back to her side to stand watchful vigil. Kaya can force warbeasts in her battlegroup even if they are outside her control range. At the end of the activation of each warbeast in her battlegroup, you can place that warbeast anywhere completely within 3˝ of Kaya. Call of the Hunt lasts for one turn.

SPELLS DOG PILE

COST RNG AOE POW DUR OFF 2

12





UP YES

Warbeasts in the spellcaster’s battlegroup can charge or make slam power attacks against target model without being forced. They can ignore forests and cloud effects when determining LOS when declaring a charge or slam attack against the affected model. They gain +2˝ movement and Pathfinder  when resolving charges or slam power attacks targeting the affected model. FORCED EVOLUTION

2

6





UP

NO

Target friendly living Faction warbeast gains +2 STR and DEF. MUZZLE

2 10 – 12 * YES

An enemy warbeast damaged by Muzzle cannot advance toward the spellcaster for one round. SHADOW PACK

3 SELF CTRL – RND NO

While in the spellcaster’s control range, models in its battlegroup gain Stealth  . Shadow Pack lasts for one round.

Laris is a creature as preternatural as he is wild, a cunning and adaptive reflection of some inner portion of Kaya’s predatory spirit. He is the answer to Kaya’s call for the other half of herself, and the bond between them is essential and profound. The link that joins their minds and emotions allow them to accomplish otherwise impossible feats. Kaya’s power flows naturally through Laris, and Laris feels her wounds more keenly than injury to his own flesh. Outside of battle his mind is a soothing influence on Kaya’s inner turmoil, and his instinct to preserve her life perfectly contrasts with her sometimes reckless courage. He is a manifestation of Orboros with a wisdom and personality all his own. Connecting to Laris was no simple feat, requiring Kaya to stretch in a way she never had before. One key to unlocking this deeper power was learning the role of celestial influences empowering the Circle Orboros. Under the tutelage of Morvahna the Autumnblade she began to tap into the moons’ mystical pull on the blood of all predators. Morvahna initiated Kaya into these elder rites by urging her to undertake a strenuous ordeal: climbing to one of the highest peaks in the Wyrmwall Mountains to unlock her inner strength and predatory awareness. Atop the mountain peaks, she arrived at a nearly forgotten sacrificial site. She spilled her blood on ancient stones as lightning crackled across the storm-tossed sky. Then the black clouds parted and the three moons of Caen illuminated the tableau. She was startled and awed when a ghostly white wolf emerged from the wilds at the ritual’s climax. With a single look, Kaya knew the wolf’s mind and could sense its greeting. He invited her to hunt, and as she joined the wolf in a run through the mountain passes the two bonded inextricably. She named him Laris after the second of the moons orbiting Caen. The ignorant call this moon baleful and wicked, and it is associated with storms and ill fortune. Laris has in fact proven to be a calming influence on the other beasts accompanying Kaya into battle. Through the bond they share, Kaya can feel the complex flow of his emotions and thoughts, receiving warnings and sometimes seeing through his eyes. Laris does not filter the world through language but boasts a keen perception and insight. He is an accomplished hunter and a brave guardian. Though Kaya has become calmer since bonding with him, the cold predatory stare of a wolf sometimes shines in her eyes. A wolf feels no sorrow or compassion for its prey, and Kaya has put aside such human feelings, knowing hesitation could mean death in battle. When Kaya descended the mountain and met again with the Autumnblade, the senior druid was surprised and unsettled by the way her protégé had exceeded her expectations. The appearance of the wolf showed that Kaya had transcended the mentorship of elder druids. Kaya has learned from hard experience that some of her peers will try to exploit her potential for their own benefit. Over time her confidence has grown; she has learned how to put her power to use without becoming the tool of another, and

30

31

she has refined her instincts. Once she moved from one battle to the next without thought beyond the moment. She has learned to transcend this, mastering deeper rites and rituals from the lore of beast masters who preceded her. The more Kaya learns, the more she appreciates the solid foundation given to her by Baldur the Stonecleaver. She intends to heed Baldur’s example by focusing squarely on the enemy and ignoring all other distractions.

LARIS 1 SPD STR MAT RAT DEF ARM CMD 7 8 6 4 15 14 5

BITE RNG POW P+S 0.5 4 12

The soil of countless wild places in western Immoren has tasted the blood of Kaya’s enemies. In battle she moves with fluid grace and amazing speed, and she relishes being surrounded by foes. As Kaya leaps into the midst of her enemies, warpwolves, satyrs, and Laris suddenly appear from the shadows of trees, their limbs infused with vitality. Never has carnage achieved such sublime perfection as when Kaya and her beasts unleash themselves, holding nothing in reserve as they leave the enemy shattered and bleeding across the forest soil.

2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3 FA C

THRESHOLD: 10

BASE:MEDIUM

LARIS 1 PATHFINDER BOND [KAYA THE MOONHUNTER] – This model begins

the game bonded to Kaya the Moonhunter. This model is not considered to be bonded while under your opponent’s control. While this model is bonded to Kaya and in her control range, she can channel spells through it. COMPANION [KAYA THE MOONHUNTER] – This model is included in any army that includes Kaya the Moonhunter. If Kaya is destroyed or removed from play, remove this model from play. This model is part of Kaya’s battlegroup. GUARD DOG – While this model is within 3˝ of its warlock and is not knocked down or stationary, its warlock gains Parry  and +2 DEF against melee attack rolls, and models attacking the warlock do not gain back strike bonuses.

ANIMUS SPIRIT SHIFT

COST RNG AOE POW DUR OFF 2

SELF







NO

When Laris casts Spirit Shift, immediately place him completely within 2˝ of Kaya. When Kaya casts Spirit Shift, immediately place her completely within 2˝ of Laris. A model cannot advance this turn after being placed by Spirit Shift.

32

33

KAYA THE WILDHEART CIRCLE BLACKCLAD WARLOCK FURY: 6 SPD STR MAT RAT DEF ARM CMD 7 6 6 4 15 16 8

KAYA 3

MISTRAL RNG POW P+S 2 6 12

MOUNT RNG POW 0.5 12 DAMAGE:17 WB +27

FA C

BASE:LARGE

KAYA 3 CAVALRY PATHFINDER FIELD MARSHAL [REPOSITION 3˝] – Warbeasts in this model’s battlegroup gain Reposition [3˝]. REPOSITION [3˝] – At the end of an activation in which it did not run or fail a charge, this model can advance up to 3˝, then its activation ends.

MISTRAL DAMAGE TYPE: MAGICAL

FEAT: MOON SHADOW Calling upon her connection to Orboros, Kaya invests her allies with the essence of shadow and moonlight to send their shifting forms charging forward, as impossible to pin down and counter as darkness itself. While in Kaya’s control range, friendly Faction models gain +2 DEF and cannot be targeted by free strikes. Additionally, friendly Faction models can advance through enemy models in Kaya’s control range if they have enough movement to move completely past their bases. Moon Shadow lasts for one round.

SPELLS BLOOD SPILLER

COST RNG AOE POW DUR OFF 2

10



12 TURN YES

Warbeasts in the spellcaster’s battlegroup can charge or make a slam power attack against target enemy model hit by Blood Spiller without being forced for one turn. FOG OF WAR

3 SELF CTRL – UP NO

Models gain concealment while in the spellcaster’s control range. SOOTHING SONG

1 SELF CTRL – – NO

Remove up to 1 fury point from each friendly living Faction warbeast currently in the spellcaster’s control range. Soothing Song can be cast only once per activation. SYNERGY

2 SELF CTRL – UP NO

While in the spellcaster’s control range, models in this model’s battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster’s control range. This cumulative bonus cannot exceed +3.

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Kaya has mastered the art of running with the pack, and her connection with her beasts allows her to spur them to greater ferocity and effectiveness than perhaps any other druid. Her understanding of the creatures of the wilds runs deep; in many respects, she thinks of herself as one of them. Riding at the head of swift forces fighting with fang and claw, Kaya prefers to conduct her devastating strikes under the cover of night. Her beasts lunge from amid the silhouettes of trees to slaughter foes, reveling in the spirit of the hunt and the scent of freshly spilled blood. Though it was not so long ago that Kaya was taken in by the order as a young wilder, she has grown into her role within the Circle and embraced her primal nature. Rather than squabbling with her peers over scattered territories or filling her time with the tedious tasks that so often fall to the Circle’s leadership, Kaya favors bold action and has committed to striking against the Circle’s enemies wherever the need arises. With this focus, her tactics have evolved to emphasize timing, mobility, and evasion. The packs of beasts under her command strike with stunning speed and power, rendering the opposition incapable of adequate counterattack. Conjured by Kaya’s will, unnatural fog and shadows accompany her attacks and conceal her forces like a sentient shroud creeping through the forest. As her mastery over warbeasts has grown and deepened, so too has Kaya’s relationship with the great wolf Laris. That Laris is no natural beast has been clear from the time of his first appearance, and this strangeness is underscored by the way his very being has changed over time. The wolf has increased dramatically in size even as its demeanor has evolved, seemingly adapting with Kaya to better suit her as a battle companion. The two now fight as one, with Kaya riding Laris into battle to skewer opponents with her spear while the great wolf’s jaws clamp down on exposed throats. Together they bound over the battlefield with uncanny speed and bring swift death to all who oppose the Circle Orboros. Kaya was recently offered promotion to potent within the order—an offer she ultimately declined. Although her skills and her contributions to the Circle would more than justify her advancement, Kaya has never had much interest in such responsibilities, nor in watching over more territories. She prefers action in the field over the incessant scheming typical of the power struggles among the highest-ranking members of the Circle Orboros. Even if Kaya had been willing, she still would have refused the post because the offer was motivated by a hidden agenda. It was Morvahna the Dawnshadow who recommended Kaya for potent, in the hope it would allow her to reassign a number of territories from the renegade potent Krueger the Stormlord, one of Morvahna’s longtime rivals. Kaya’s refusal earned her Morvahna’s ire but let Kaya stay true to her determination to remain unfettered by the political maneuvering of her order.

35

KROMAC THE RAVENOUS CIRCLE THARN WARLOCK Barbarian chieftain, war leader of his people, living nightmare, feaster on human flesh, murderer of untold hundreds—all these describe Kromac the Ravenous. When he walks as a man, silence surrounds him as gathered Tharn await his command for the chance to kill or die as he wills. When Kromac draws upon the Wurm to transform into a beast, wild things hear his howl and leap to obey. From the deepest heart of the black wilderness he comes seeking not conquest but slaughter and destruction. The druids of the Circle Orboros do not count him among their number and consider him a sword wielded only reluctantly, one not easily sheathed once drawn.

FURY: 7 SPD STR MAT RAT DEF ARM CMD 6 6 6 4 15 14 9

KROMAC 1 (THARN FORM)

DUSK RNG POW P+S 2 5 11

DAWN RNG POW P+S 2 5 11 DAMAGE:17 WB +26

FA C

BASE (THARN):MEDIUM BASE (BEAST):MEDIUM

KROMAC 1 (THARN FORM) PATHFINDER ALTERED STATES – At the start of your Maintenance

Phase, choose a form for this model to take: Tharn Form or Beast Form. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. When one form replaces another, the new form is not considered to have entered an area and does not trigger effects triggered by entering. You choose which form this model starts the game in.

DUSK & DAWN DAMAGE TYPE: MAGICAL

FEAT: BLOOD RAGE Kromac the Ravenous is the inheritor of ancient and fell magic. In times of need he can feast upon his own essence as he devours the blood and hearts of his vanquished foes. Kromac suffers up to 7 damage points. For each damage point he suffers, Kromac gains 1 fury point. Kromac’s fury point total cannot exceed his current FURY as a result of Blood Rage. If Kromac is in Tharn form when this feat is used, he can immediately take beast form; replace his Tharn form model with his beast form model. Effects on the replaced model are applied to the beast model.

SPELLS BESTIAL

COST RNG AOE POW DUR OFF 3 SELF CTRL – RND NO

While in the spellcaster’s control range, enemy models cannot cast non-animus spells or be used to channel spells. Bestial lasts for one round. INVIOLABLE RESOLVE

2

6





UP

NO

Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation. RIFT

3

8

4

13 RND YES

The AOE is rough terrain and remains in play for one round. WARPATH

3 SELF CTRL – UP NO

When a friendly Faction model in the spellcaster’s control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warbeast in the spellcaster’s battlegroup that is in its control range can advance up to 3˝. A warbeast can advance as a result of Warpath only once per turn. WILD AGGRESSION

3

6





UP

NO

Target friendly living warbeast in the spellcaster’s battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.

36

Once the Tharn were human. Now they enjoy a closer link to the Beast of All Shapes than any other mortals who walk Caen. Kromac is old enough to have witnessed how close his people came to extinction just a few short decades ago. Morrowans claim their god cursed the Tharn with infertility for the depravity of feasting on human flesh. Kromac saw Tharn women unable to bear young, his diminishing people pushed back into the depths of the Thornwood by the spread of soft, feeble human woodsmen and militia whose only advantage was their numbers. It enraged him to see his proud tribe ousted from their homes, forced to hide amid the trees and shadows and to evade both the humans and trollkin who thrived and multiplied while his own race dwindled. This experience from his earliest days, this loathing felt even before he could elucidate his reasons, lies at the root of Kromac’s hatred for humans and trollkin. As a youth he witnessed his elder sister, a fierce bloodtracker boasting many kills, gunned down by a rabble of rifle-wielding soldiers on the Bramblerut. He mourned her passing by letting it fill him with an all-consuming rage. Kromac fell upon the soldiers with an axe in each hand and slaughtered them to a man. Though he ate the flesh of their bodies, he did not feast on their hearts, for he thought to do so would give them too much honor. Even today he will only consume the hearts of those he considers worthy foes, disdaining lesser men as meat unworthy of offering to the Devourer. Kromac descended in the long hours of darkness on villages and towns within the Thornwood to slaughter all he could find. Before he reached the fullness of manhood, Kromac had accumulated an impressive collection of trophies. Something set Kromac apart from other Tharn, something more than just his birthright as eldest-born son of the chief of the Bloodsmeath tuath. The wind whispered words only he could hear, and the howls of wolves resonated in his heart even when he walked as a man. He took the path of the shaman and learned the blood rites of sacrifice, but somehow he knew there was more to learn. Kromac had, in fact, been born with the wilding—the ability to view the natural world with the eyes of the blackclads and to harness the Wurm’s powers in a way unheard-of among Tharn. The connection to the Wurm that is the blood-right of all Tharn grants them the power of transformation. His connection to the druidic wellspring of power combined with the Tharn gifts to bring forth a wild savagery and strength beyond any other among his people, yet this came at the price of reason, invoking a form of wild madness that unlocks the most primal essence of the predatory spirit.

37

FURY: 7 SPD STR MAT RAT DEF ARM CMD 6 9 8 4 15 17 3

KROMAC 1 (BEAST FORM)

DUSK RNG POW P+S 2 5 14

DAWN RNG POW P+S 2 5 14

KROMAC 1 (BEAST FORM) PATHFINDER ALTERED STATES – At the start of your Maintenance

Phase, choose a form for this model to take: Tharn Form or Beast Form. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. When one form replaces another, the new form is not considered to have entered an area and does not trigger effects triggered by entering. You choose which form this model starts the game in. BEAST MIND – This model cannot upkeep spells or cast non-animus spells. JUMP – After it makes a full advance during its Normal Movement but before it performs its Combat Action, you can place this model anywhere completely within 5˝ of its current location. Any effects that prevent charging also prevent this model from using Jump.

DUSK & DAWN DAMAGE TYPE: MAGICAL

Kromac entered the beast-mind when he transformed and became the walking death, an avatar of slaughter with axes in his hands. When Kromac takes the beast form, it seems as though the Wurm looks through him, and he knows only hunger and the need to kill. Krueger the Stormlord, once called “Storm Father” by the Tharn, came to Kromac and instructed him in the use of this power. Kromac never formally entered the Circle Orboros as a druid; his status remains that of something other, yet he knows their ways and commands a power similar to theirs. When in his untransformed state, he is recognized as a Tharn king with great wisdom and cunning as well as ruthless courage. He marshals forces other Tharn cannot comprehend, able to reach into the minds of man or beast to unleash the resilience and rage of the predator within. Gifted enemies beset by his power lose all reason, their magic forgotten amid a clash of primal impulses. At his command the earth opens with a hot exhalation of breath and a chilling howl, groaning with the hunger to consume flesh, sharp jagged stones becoming like teeth. He understands lunar feast rites as deeply as any Tharn shaman, yet his exposure to the mysteries of Orboros enhances his insight. The lore he has brought from the druids has aided his people and led to great victories. Though Kromac did not remain under Krueger’s instruction for long, he remains one of the few humans Kromac truly respects. The Stormlord returned to his people, though oaths and promises were made that would not fade with time. Kromac’s unique power soon drew the attention of another great druid who would first earn, and eventually betray, his loyalty. Knowing the key role she played in breaking the Curse of the Ten Ills that afflicted his people, Kromac viewed Morvahna the Autumnblade with a mixture of awe, lust, and a deeper longing that unsettled him. He saw her as the salvation of his race and an immortal vision of female perfection. For years he served Morvahna as bodyguard and enforcer and watched his people return to strength. Eventually her darker side revealed itself, as her manipulations and disregard for Tharn lives disillusioned Kromac and let him see her with fresh eyes. Kromac turned his back on Morvahna and returned to the service of his old mentor, who welcomed him as a vital asset. Regardless of which blackclad he serves, Kromac knows he was born to embody destruction and slaughter, and he has much work to do in the days ahead.

38

39

KROMAC, CHAMPION OF THE WURM CIRCLE THARN WARLOCK Kromac’s howl is the first and final note in a chorus of a thousand untamed beasts. The deepest and most primal secrets of the Wurm’s chosen stir within his blood. His scattered tribes hold great feasts in his honor, for they see him as their greatest king. They offer him goblets fashioned from the skulls of victims and filled with fermented blood, together with hearts and marrow collected from the most dangerous prey. He takes the best warriors of these tribes into battle, letting them join in the carnage to prove their dedication to the Wurm. He is called Kromac the Ravenous, King of All Tuaths, and Champion of the Wurm. Through Kromac’s bond with the Beast of All Shapes, someday soon the nations of man will fall.

FURY: 7 SPD STR MAT RAT DEF ARM CMD 6 10 8 4 14 18 8

KROMAC 2

RATHROK RNG POW P+S 2 7 17 DAMAGE:19 WB +28

FA C

BASE:LARGE

KROMAC 2 PATHFINDER DEATH FEAST – During its activation, this model can

spend corpse tokens to remove d3 damage points for each token spent. FIELD MARSHAL [HYPER-AGGRESSIVE] – Warbeasts in this model’s battlegroup gain Hyper-Aggressive. (When a model with Hyper-Aggressive suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.) HEART EATER – When this model destroys a living or undead enemy model with a melee attack, it gains the destroyed model’s corpse token. This model can have up to three corpse tokens at any time. During its activation, this model can spend corpse tokens to make additional melee attacks or to boost melee attack or melee damage rolls. It can make one additional attack or boost one roll for each token spent.

RATHROK DAMAGE TYPE: MAGICAL GRIEVOUS WOUNDS – A model hit by this weapon loses

Tough  and cannot have damage removed from it for one round.

FEAT: BLOODLUST Kromac stands as the anointed champion of the Wurm, and through him the fury of the Beast of All Shapes unleashes a primal howl. Upon hearing his call, the greatest beasts of the wilds descend upon the Tharn king’s foes in a frenzy of tooth and claw. Kromac immediately casts Carnage without spending fury. Additionally, while in Kromac’s control range, living models in his battlegroup gain +2 STR and ARM. Bloodlust lasts for one round.

SPELLS AWAKENED SPIRIT

COST RNG AOE POW DUR OFF 2

6





UP

NO

Target warbeast in the spellcaster’s battlegroup can cast its animus once during its activation without being forced. A warbeast that casts its animus as a result of Awakened Spirit cannot also be forced to cast its animus that activation. CARNAGE

2 SELF CTRL – TURN NO

Friendly Faction models gain +2 to melee attack rolls against enemy models in the spellcaster’s control range. Carnage lasts for one turn. PRIMAL SHOCK

2

CTRL



*

– YES

Choose a friendly Faction warbeast in the spellcaster’s control range. Target a model within 8˝ of the chosen warbeast and make a magic attack against it. The chosen warbeast is the attack’s point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast’s base STR. VENGEFUL

2

6 –

– UP NO

Target friendly Faction model gains Retaliatory Strike. (If a model with Retaliatory Strike is hit by an enemy melee attack during your opponent’s turn, after that attack is resolved it can immediately make one basic melee attack against the attacking model. A model with Retaliatory Strike can make only one Retaliatory Strike per turn.)

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For many years the Tharn king served the blackclads of the Circle Orboros, believing their aims aligned with his own. While Kromac still respects some among them, he now refuses to serve them as an inferior and demands the respect he is due. Kromac made binding promises to Wurmwood, the Tree of Fate, as avatar of the Wurm. His ties to this entity bred unease among the ranking druids, who have only indirect influence over the tree’s actions. One of Wurmwood’s far-reaching schemes resulted in Kromac battling the trollkin chieftain Madrak Ironhide to claim the axe called Rathrok, the World Ender. Amid this strife Kromac witnessed the Wurm made manifest on Caen, a blessed revelation. Since then, he has achieved mastery over his bestial form and no longer feels the need to return to a human guise. He walks amid his tribes as a hulking creature beyond the size and strength of any other chieftain, yet his every thought is his own. None who see him can doubt he is the Wurm’s true champion. Ancient powers guide Kromac’s fate and have awarded him with a pivotal role in the eternal battle between civilization and the wilds. The axe he now bears is a mighty artifact with a bloody history connected to the ancestors of the Tharn. Thousands of years ago, the weapon was lost to those loyal to the Wurm in the last clash between the great Molgur tribes and the Calacians. Now it has found its way back to those who would wield it to tear down the walls of mankind. Kromac has taken it upon himself to reawaken the full power of Rathrok, even if the axe requires an unending tide of bloodshed in return.

TACTICAL TIPS Heart Eater – Remember, if more than one model is eligible to collect a model’s corpse token, the closest eligible model collects it. If this model already has three corpse tokens, it is not eligible to collect another one.

41

KRUEGER THE STORMWRATH CIRCLE BLACKCLAD WARLOCK FURY: 7 KRUEGER 1 SPD STR MAT RAT DEF ARM CMD 6 5 5 6 15 14 8

LIGHTNING RNG ROF AOE POW 10 1 — 13

LIGHTNING SPEAR RNG POW P+S 2 7 12 DAMAGE:16 WB +28

FA C

BASE:SMALL

KRUEGER 1 IMMUNITY: ELECTRICITY PATHFINDER

LIGHTNING DAMAGE TYPE: ELECTRICITY DAMAGE TYPE: MAGICAL ELECTRO LEAP – When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll  . Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.

LIGHTNING SPEAR

FEAT: STORM RAVAGER

SPELLS

This is the Stormwrath. All despair when the sky shouts its verdict of thunderous doom and death by lightning’s spear.

LIGHTNING TENDRILS

Place three 3˝ AOEs anywhere completely within Krueger’s control range. These AOEs are hazards. Enemy models in one or more of the AOEs when they are placed suffer a boostable POW 10 electrical damage roll  . An enemy model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 10 electrical damage roll . During each of your Maintenance Phases, remove one AOE.

SPELLS FORKED LIGHTNING

COST RNG AOE POW DUR OFF 3

8

– 12 – YES

A model hit by Forked Lightning suffers a POW 12 electrical damage roll  , and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4˝ of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll  . Lightning arc damage rolls are not considered to have been caused by an attack. Forked Lightning damage rolls are simultaneous. GALE WINDS

4

SELF CTRL



COST RNG AOE POW DUR OFF 3

6



– UP NO

Target friendly Faction model/unit gains Immunity: Electricity  . Affected models’ melee weapons become RNG 2 and gain Electro Leap. Models are not affected while out of formation. (When a model is hit by a basic attack made with a weapon with Electro Leap, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll  . Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.) SKYBORNE

2 SELF –

– RND NO

The spellcaster gains +2 SPD and DEF and Flight  for one round. TORNADO

4 10 – 13 – YES

Instead of suffering a normal damage roll, a non-incorporeal model hit by Tornado is thrown d6˝ directly away from the spell’s point of origin and suffers a POW 13 damage roll. The model thrown does not deviate. Collateral damage from this throw is POW 13.

RND NO

While in the spellcaster’s control range, friendly Faction models gain +3 DEF against ranged and magic attacks. Cloud effects in the spellcaster’s control range expire when this spell is cast. Gale Winds lasts for one round.

DAMAGE TYPE: MAGICAL SUSTAINED ATTACK – During this model’s activation,

when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

Universally feared, respected, and disliked within the Circle hierarchy, Krueger the Stormwrath counts no one as friend and no druid his equal. He earned his name by performing deeds such as climbing atop the highest Watcher Peak and calling down a storm powerful enough to raise the waters of Lake Rimmocksdale and nearly drown the city of Orven. Krueger believes the blackclads have become too soft and require his guidance to return to the days of plague and flood. Born in a small village north of Sul, Krueger is among the few to have survived a wilding in the Protectorate of Menoth. The firstborn of a Menite priest, Krueger was quickly condemned when he began manifesting his strange gift. Proclaiming him a spawn of the Devourer, Krueger’s father tied him to a stake and prepared to burn him alive. Druids of the Circle intervened with bloody swiftness. They took the boy to a hidden dwelling near the ruins of Acrennia to be tutored by Mohsar the Desertwalker, a harsh master renowned for teaching the power of desert and ocean by cruel example. He once stripped Krueger and abandoned him in the desert hills east of Acrennia, forcing him to return using his own strength and cunning. Krueger delights in bringing suffering to the cities of humanity. He would shatter the walls of Sul and Caspia and drive the inhabitants out into the gulf to drown. The

42

Stormwrath holds a particular scorn for Menoth and hopes to wipe all trace of the god’s despicable sycophants from the face of Caen. Baptized in the blood of Menites, Krueger’s great spear contains the Tongue of the Wurm, an endless lightning storm held captive in the heart of its wooden shaft. Krueger revels in the Devourer more than his peers. He has attended the savage rites of the Tharn and other berserker tribes on the fringes of humanity, offering human sacrifices on druid stones and standing awash in blood to gnaw on the hearts of the slain. Krueger fully embraces the destructive energies he has learned to unleash. The Stormwrath rides a constant wave of barely restrained fury visible to anyone brave enough to look into his eyes. His deep and unquenchable rage will be satisfied only when every institution of civilized man lies crumbled, burned, or drowned at his feet.

TACTICAL TIPS Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Forked Lightning – Remember, lightning will not arc to a model with Immunity: Electricity. Damage from Forked Lightning is magical damage as well as electrical damage. Tornado – Incorporeal models are not thrown; they just suffer a damage roll.

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KRUEGER THE STORMLORD CIRCLE BLACKCLAD WARLOCK FURY: 7 SPD STR MAT RAT DEF ARM CMD 6 5 6 6 15 15 9

KRUEGER 2

LIGHTNING BOLT RNG ROF AOE POW 10 1 — 12

WURMTONGUE RNG POW P+S 2 7 12 DAMAGE:16 WB +27

FA C

BASE:SMALL

KRUEGER 2 FLIGHT IMMUNITY: ELECTRICITY SHELTERING HAND – While in this model’s command range, friendly Faction models gain Immunity: Electricity  .

LIGHTNING BOLT DAMAGE TYPE: ELECTRICITY DAMAGE TYPE: MAGICAL RELOAD [2] – This model can spend fury points to make up to two additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each fury point spent. SUSTAINED ATTACK – During this model’s activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

WURMTONGUE DAMAGE TYPE: MAGICAL DISRUPTION

FEAT: HURRICANE The air itself bows to Krueger’s will. In the blink of an eye even the stillest calm becomes a raging hurricane. Enemies struggle to advance against the howling wind. They labor for every inch they gain as they suffer the Stormlord’s fury. Enemy models currently in Krueger’s control range are pushed 3˝ directly away from Krueger in the order you choose. Affected models suffer –2 SPD for one round.

SPELLS GALLOWS

COST RNG AOE POW DUR OFF 3 10 – 13 – YES

When an enemy model is hit by this attack, it can be pushed d6˝ directly toward Gallows’ point of origin. LIGHTNING STORM

3

8

3

10

RND YES

Models hit suffer a POW 10 electrical damage roll  . This spell’s AOE is a hazard that remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll  . REBUKE

2

10 –

– UP YES

Target model/unit cannot give orders, receive orders, or make power attacks or special attacks. TELEKINESIS

2 8 – – – *

Place target model completely within 2˝ of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be placed by Telekinesis only once per turn. WINDSTORM

3 SELF CTRL – RND NO

While in the spellcaster’s control range, enemy models suffer –5 RNG on their ranged attacks. When an enemy AOE ranged attack deviates from a point in this model’s control range, after determining the deviation distance, you choose the deviation direction. Windstorm lasts for one round.

44

Even the three omnipotents of the Circle Orboros admit Krueger is among the most powerful of their order. Moreover, he has the vision to apprehend that greatness does not come as a reward for humility or silent dedication. He intends to rattle the Circle Orboros like a rickety house caught in a storm. If he makes enemies of the most powerful individuals in western Immoren in the process, so be it. Krueger lost patience with the omnipotents after the death of Omnipotent Ergonus, predecessor of Lortus. He expected to join their number then but was denied. His path would have been easier with the proper rank and authority, but the work ahead is too important for internal bickering to stand in his way. It was after he came to the aid of Kromac the Ravenous in the Thornwood that Krueger began to realize how limited his perspective had become. How could he grasp the larger forces at work when tied down to meaningless errands and petty scheming? He knows now the omnipotents’ game is to sit in the background spinning their spider webs while keeping subordinates ignorant of the deeper follies into which the Circle has tumbled. Krueger believes himself to be the only man who can make a lasting change in the world. He will take the steps the rest of his peers are too cowardly to attempt. The Stormlord proved his audacity after he decided his order had been complacent about the dragons corrupting Orboros. Rather than seeking to confront Everblight, Krueger defied the omnipotents’ orders and brought the matter before another dragon. Blighterghast listened to Krueger describe the threat Everblight represents to the dragon alliance against Lord Toruk, prompting other members of that alliance to stir again for the first time in centuries. Though unsuccessful in destroying Everblight, Krueger’s actions did cause the disembodied dragon many setbacks and slowed the spread of its legions. Furthermore, he accomplished his secondary goal of weakening the other dragons as well as Toruk himself, all of whom were injured in this clash. Krueger considers the disaster and widespread destruction that came of this a necessary price, for he believes the aftermath will allow them to strike the first significant blow against civilization in his order’s long history. The only question is whether the Circle can survive the days ahead to see its ultimate goal fulfilled. Krueger has gathered his own army, its ranks filled with those discontented with their place in the Circle’s hierarchy or drawn to the Stormlord’s bold and uncompromising vision. Bringing lightning and storm, blood and battle, he promises his followers to return the Circle to its primordial roots, where the weak make way for the strong and where druids are free to drink deeply of nature’s unchecked power.

TACTICAL TIPS Gallows – This means the model is moved before it suffers damage.

45

MOHSAR THE DESERT WALKER CIRCLE BLACKCLAD WARLOCK FURY: 8 MOHSAR 1 SPD STR MAT RAT DEF ARM CMD 5 4 5 6 14 14 8

DUST HOWLER

SPELLS

DAMAGE TYPE: MAGICAL

WITHERTHORN DUST HOWLER RNG ROF AOE POW SP 8 1 — 13

WITHERTHORN RNG POW P+S 1 6 10 DAMAGE:15 WB +27

FA C

BASE:SMALL

MOHSAR 1 EYELESS SIGHT PATHFINDER MALTREATMENT – Once per turn at any time during its activation, this model can remove 1 fury point from a warbeast in its battlegroup that is in its control range and add 1 fury point to its own current total. The warbeast suffers d3 damage points.

DAMAGE TYPE: MAGICAL EROSION – This model gains an additional die

on this weapon’s damage rolls against construct models.

FEAT: DISJUNCTION Steeped in the energy flowing through Orboros, Mohsar the Desertwalker has learned to sense and disrupt spiritual manifestations. He sunders the bond between warlock and warbeast with almost casual disregard, and he can even interfere with the connection between warcasters and their warjacks.

8





UP YES

Target model/unit suffers –2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. MIRAGE

2

6



– UP NO

Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2˝ of their current locations.) PILLAR OF SALT

2

CTRL

3



RND NO

While in Mohsar’s control range, enemy models cannot leech fury, enemy warbeasts cannot have fury leeched from them, and enemy warjacks cannot power up. Disjunction lasts for one round.

Place a 3˝ AOE anywhere completely within the spellcaster’s control range where it does not overlap a model’s base. The AOE is an obstruction that blocks LOS and provides cover. The AOE can be targeted and charged as if it were a huge-based model. The AOE has DEF 5 and ARM 20, is automatically hit by melee attacks, and is removed from play if it suffers 1 or more damage points. The AOE remains in play for one round.

SPELLS

SANDS OF FATE

CREVASSE

COST RNG AOE POW DUR OFF 3

8

– 12 – YES

If Crevasse boxes its original target, you can make a SP 6 attack using the boxed model as the attack’s point of origin. The SP 6 attack can target models in the boxed model’s back arc. Models hit suffer a POW 12 magical damage roll  . Models boxed by Crevasse are removed from play.

Of the three omnipotents presiding over the Circle Orboros, the eldest and most enigmatic is Mohsar the Desertwalker. The Desertwalker believes the bitter wastes of the Bloodstone Marches perfectly reflect Orboros’ myriad nature. The unforgiving power of nature pervades this climate, and the desert shrugs off all feeble efforts of civilization to hold it at bay. No city can outlast the shifting dunes, and to Mohsar there is no beauty purer than the cleansing wrath of a sandstorm. Mohsar’s milky eyes mark him as blind. This trait hinders him little, however; his awareness of Orboros is perfect. Letting his consciousness flow into his surroundings, he takes in the entirety of the landscape around him. The ley lines answer to his will and through them he has a far better grasp of places both near and far than could ever be attained with eyes alone. Mohsar has learned to manifest the tremendous powers of his environment. The land cracks open at his command to swallow enemies whole, pillars of salt erupt to block narrow passes, and blistering heat hammers down from the sky to punish beast and machine alike. Even more terrifying is that these powers seem to cost him very little, as if the greatest feats of natural magic require nothing more than a stray thought while walking the shifting sands. Mohsar’s loathing of humanity is legendary; he barely tolerates interaction with even his fellow blackclads, and only when absolutely necessary. Those within the order who learn Mohsar tutored Krueger immediately gain insight into the mettle of the Stormlord’s soul. Mohsar inflicted cruel savagery

46

COST RNG AOE POW DUR OFF

CURSE OF SHADOWS 3

2

SELF CTRL





NO

Remove a friendly living Faction trooper model in the spellcaster’s control range from play and replace it with the spellcaster. The spellcaster cannot advance this activation after being placed by Sands of Fate. SUNHAMMER

2 SELF CTRL –

UP NO

Enemy warbeasts and warjacks that advance more than 1˝ and end their Normal Movement in the spellcaster’s control range suffer d3 damage points.

upon his apprentice in an effort to grind him into perfection, raze away his flaws, and elevate him bleeding and screaming to the heights of his inner potential. That Krueger has become so formidable is proof of Mohsar’s methods. Relentless as the sun itself, Mohsar emanates scornful disregard as palpable as a hot wind blowing across the dunes. For long decades Mohsar was rarely seen at the gatherings of the other leaders of the Circle Orboros, but recent events reversed this trend. It seems his blind eyes have shown him the shadow of black clouds the other omnipotents failed to perceive. It was Mohsar who realized the threat posed to Caen by the hole in reality attached to Void Seer Mordikaar of the skorne. Mohsar was also the one who gathered the omnipotents in 609 AR to prevent the full manifestation of the Devourer Wurm in the Bloodstone Marches through that breach. He has shown no desire to retreat back into the wastes since. Though his presence causes discomfort for most of his peers, others in the order realize Mohsar is among the few with the strength of will to deal with fringe allies like the Stormlord and Wurmwood. Given the scope of the tasks before them, now more than ever the Circle requires his stern leadership and inexhaustible mystical power.

TACTICAL TIPS Crevasse – Because a boxed model is removed from play before being destroyed, it does not generate a soul or corpse token. Maltreatment – This model can exceed its FURY in fury points as a result of Maltreatment. Mirage – Remember, troopers must be placed in formation.

47

MORVAHNA THE AUTUMNBLADE CIRCLE BLACKCLAD WARLOCK FURY: 7 SPD STR MAT RAT DEF ARM CMD 6 5 6 4 15 13 9

MORVAHNA 1

EQUINOX RNG POW P+S 2 7 12 DAMAGE:14 WB +28

FA C

BASE:SMALL

MORVAHNA 1 PATHFINDER SACRIFICIAL PAWN [FACTION WARRIOR] – When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Faction warrior model within 3˝ of it directly hit instead. That model is automatically hit and suffers all damage and effects. VITAL MAGIC – When a spell or special rule would cause one or more of this model’s upkeep spells to expire, this model can keep one or more of its upkeep spells in play by suffering d3 damage points for each spell kept in play.

EQUINOX DAMAGE TYPE: MAGICAL

FEAT: SEEDS OF DESTRUCTION No one better understands how life is linked to death than Morvahna the Autumnblade. She has the fearsome power to spawn new life from the deaths of her foes. Each killing stroke is a sacrifice that erupts into thorny branches and blood-soaked leaves of flesh-born trees. When a friendly Faction model destroys a living or undead enemy model with a melee attack while in Morvahna’s control range this turn, center a 3˝ AOE on the destroyed model, then remove the destroyed model from play. The AOE is forest terrain that remains in play for one round. Enemy models in the AOE when it is put into play are hit and suffer an unboostable POW 13 blast damage roll. This damage is not considered to have been caused by an attack.

SPELLS ERUPTION OF LIFE

COST RNG AOE POW DUR OFF 3

10



13

* YES

If this attack destroys a living or undead enemy model, center a 3˝ AOE on the destroyed model, then remove that model from play. The AOE is forest terrain that remains in play for one round. Enemy models in the AOE when it is put into play are hit and suffer an unboostable POW 13 blast damage roll. This damage is not considered to have been caused by an attack. HARVEST

3 SELF CTRL – UP NO

When a living or undead enemy model is destroyed in the spellcaster’s control range, the spellcaster can gain 1 fury point. The spellcaster’s fury point total cannot exceed its FURY as a result of Harvest. INFLUENCE

2 10 –

– – YES

Take control of target enemy non-warcaster, nonwarlock warrior model. The model immediately makes one basic attack, then Influence expires. A model can be affected by Influence only once per turn. REGROWTH

4

6 –

– UP NO

Target friendly Faction unit. During your Control Phase, the spellcaster can spend fury points to return one destroyed living small-based Grunt from that unit to play for each fury point spent. Place the returned Grunt in the spellcaster’s control range, in formation, and within 3˝ of another model in its unit. The Grunt is returned with one unmarked damage box and must forfeit its Combat Action the turn it is put into play. RESTORATION

2

6 –

– UP NO

Target friendly Faction model/unit gains +2 ARM. Models are not affected by Restoration while out of formation. When this spell is upkept during your Control Phase, the spellcaster can remove 1 damage point for each friendly model affected by Restoration within 1˝ of it.

48

Morvahna culls the living and restores the dying with equal skill. Forests spring forth at her command and tear her foes asunder as the trees draw sustenance from the last flow of life’s blood. She is the Autumnblade, whose arrival portends the dark turning of the year. No druid willingly earns her enmity, and many seek her favor. Known as a woman of great intelligence, ambition, and persuasive charm, Morvahna revels in the intrigues within the upper ranks of the Circle Orboros and sees her eventual ascension to omnipotent as a foregone conclusion. With a seductive smile, a caress, and a calm word she achieves more than others manage with armies or the full brunt of elemental forces. Morvahna was inculcated in the mysteries of spring and autumn from infancy. She matured in isolation among druids of the far south on an unnamed island off the Mercir coast. Her sect knew that across the waters dragons awaited: Lord Toruk to the west and Blighterghast to the north. She has wrestled with the blight and experimented with druidic power to try to cleanse the outer Scharde Islands of it. Her territory has shifted north and expanded over the decades; on the grounds of sacred sites others once claimed now stand forests watered with the blood of Morvahna’s rivals. Of her peers, only Krueger has dared challenge her directly, even stealing the loyalty of one of her most formidable allies—Kromac the Ravenous. The timing of this was poor, as Morvahna has been at the forefront of the Circle’s battles against the Legion of Everblight. As a pragmatic woman she found help elsewhere, convincing Kaya the Moonhunter to assist her. Morvahna has endured a number of difficult setbacks against the Legion, including the battle at the Castle of the Keys, the subsequent pursuit of the Legion forces north, and efforts to keep Everblight’s minions away from the disembodied athanc secured first by Cryx and later by Cygnar. She blames Krueger for the order’s botched attempts to prevent the expansion of Everblight’s power; the Stormlord diverted critical assets from the fight with his own unrelated schemes, and his plan to unleash the dragons led only to widespread destruction. Morvahna’s primary flaw is her arrogance. She often underestimates others, relying on manipulation over true loyalty. She has no inclination for deeper attachments. She is willing to stand in the gateway between life and death, and feels eminently qualified to judge who should live and who will be destroyed.

TACTICAL TIPS Regrowth – Remember, a returned Grunt can activate normally with its unit this turn.

49

MORVAHNA THE DAWNSHADOW CIRCLE BLACKCLAD WARLOCK FURY: 7 MORVAHNA 2 SPD STR MAT RAT DEF ARM CMD 8 5 6 4 15 15 9

EQUINOX RNG POW P+S 1 7 12

MOUNT RNG POW 0.5 12 DAMAGE:16 WB +27

FA C

BASE:LARGE

MORVAHNA 2 CAVALRY PATHFINDER IMPERISHABLE CONVICTION – When a friendly Faction model in its control range is destroyed by an enemy attack, this model can remove 1 damage point. REPOSITION [5˝] – At the end of an activation in which it did not run or fail a charge, this model can advance up to 5˝, then its activation ends. SCALES OF FATE – When a friendly Faction model makes an attack or damage roll during its activation while in this model’s command range, this model can suffer d3 damage points to cause that model to reroll that roll. Each roll can be rerolled only once as a result of Scales of Fate. This damage cannot be transferred.

EQUINOX

SPELLS

DAMAGE TYPE: MAGICAL LIFE TRADER – When an attack with this

CARNIVORE

COST RNG AOE POW DUR OFF 2

6



– UP NO

weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.

Target friendly Faction model/unit gains +2 to melee attack rolls against living models. When an affected model boxes a living model with a melee attack, the boxed model is removed from play and the spellcaster can remove d3 damage points.

MOUNT

CENSURE

RAM – When an enemy model is hit by this

Upkeep spells in the spellcaster’s control range immediately expire. A spellcaster can keep any of its upkeep spells in play by suffering d3 damage points per spell. Censure can be cast only once per activation.

weapon during this model’s Combat Action, it becomes knocked down and can be pushed 1˝ directly away from this model. If the model hit is pushed, this model can immediately advance 1˝ directly toward it.

FEAT: BLOOD SACRIFICE To the Dawnshadow, the power of life is in the blood, and by her power this vitality can be freely loaned or borrowed. As Morvahna cuts her own flesh and makes an offering of her blood, her fallen warriors become whole to fight again. Morvahna immediately suffers 1 or more damage points. This damage cannot be transferred. For each damage point she suffers, return one destroyed non-character living friendly Faction trooper model to play completely within her control range. Place returned models in formation with their original units. Units cannot exceed the number of models they had at the start of the game as a result of Blood Sacrifice. Returned models forfeit their Combat Action the turn in which they return to play.

2 SELF CTRL –

– NO

DEATH KNELL 4 8 4 10 – YES

Before dealing damage, count the number of models in the AOE. Add the result to each Death Knell damage roll. FOG OF WAR

3

SELF CTRL



UP

SUNDER SPIRIT

2

10



12

* YES

An enemy warbeast damaged by Sunder Spirit loses its animus for one round.z

Nature’s cycles are inherently contradictory, with night turning to day and life to death in moments. Morvahna balances upon the sharp divide between light and dark, life and death, strength and weakness. She draws her strength from the rhythms of the natural world and yet invokes her power to cull enemies of the Circle Orboros, cutting the strands of fate tying them to Caen. More than most, she possesses a keen understanding of the power of blood and sacrifice and can harness the most primal energies to advance her agenda.

This unexpected failure did not deter Morvahna but only forced her to adapt and change her tactics. She has seen how infighting divided the ranks and created further division, and she shifted her goals to restore her power base through subtler means, all while coordinating strikes against an enemy that had become an ever-escalating threat. While her ambition is undiminished, Morvahna has felt compelled to enter into alliances she might once have deemed unthinkable. She quickly restored her standing among her peers, regaining influence with an alacrity no other blackclad could have managed.

Morvahna is counted among the most politically shrewd of the Circle’s leaders, a woman who has accumulated tremendous influence and power while navigating the sometimes treacherous upper echelons of the organization. While some of her rivals cannot see past her ambition and her facility for manipulation, she has bent all her considerable powers toward the destruction of the order’s enemies, foremost among them the Legion of Everblight. Her political machinations suffered a slight setback after a failed attempt to eliminate her greatest rival, Krueger the Stormlord. That he must pay for his disobedience seemed a foregone conclusion, as the Stormlord had defied not one but all three of the omnipotents in his quest to ally with Blighterghast and the other dragons. Yet even when a grand conclave found Krueger guilty and sentenced him to death, Wurmwood’s intervention preserved him.

Krueger’s more recent failure to eliminate Everblight has reinvigorated Morvahna. Her rival’s risky gambit left him unable to resist the Dawnshadow’s maneuvering. She has played the part of cunning leader and manipulator, absorbing some of his domains into her own or allocating them to other druids she counts as friends or allies. As has long been her talent, she has turned the recent chaos within the order to her benefit. The Dawnshadow now joins battle with renewed purpose, wielding all the tremendous powers at her disposal. Astride her Skirovik mountain goat, the power of life in blood is hers to command, and those who follow her entrust their lives to her discretion. The ebb and flow of the natural order rests within Morvahna’s fingertips, guiding her toward her destiny.

TACTICAL TIPS Blood Sacrifice – You cannot return models to a unit that has been completely destroyed. Remove all damage from returned models. Carnivore – Because the boxed model is removed from play before being destroyed, it does not generate a soul or corpse token.

50

NO

Models gain concealment while in the spellcaster’s control range.

51

TANITH THE FERAL SONG CIRCLE BLACKCLAD WARLOCK Fearless, strong, and unrelenting, Tanith the Feral Song has emerged as one of the most efficient enforcers belonging to the Circle Orboros. She excels at those duties requiring extra muscle and a strong stomach, accepting tasks some young blackclads are loath to do. Demanding the same absolute loyalty from her subordinates that she gives to her superiors, Tanith never leaves an appointed task unfinished, be it striking a settlement that threatens to encroach on the Circle’s borders or punishing former allies for acts of incompetence or outright rebellion. Her powers stem from the divide between the forces of life and death, and she walks this line with a confidence many within her order find unnerving.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 6 5 6 6 1 5 15 9

TANITH 1

JAWS OF THE EARTH RNG ROF AOE POW 10 1 * 12

STAFF OF FATE RNG POW P+S 2 6 1 1 DAMAGE:15 WB +31

FA C

BASE:SMALL

TANITH 1 PATHFINDER PROWL – While this model has concealment, it gains

Stealth  .

JAWS OF THE EARTH DAMAGE TYPE: MAGICAL FROM BENEATH – Attacks with this weapon ignore

cover, concealment, and elevation. ROOTS OF SHADOW – On a direct hit against an enemy

model, center a 4˝ AOE on the model hit. Enemy models in the AOE suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers –3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.)

STAFF OF FATE DAMAGE TYPE: MAGICAL CRITICAL SHADOW BIND – On a critical hit, the model

hit suffers Shadow Bind for one round. (A model suffering Shadow Bind suffers –3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.)

FEAT: RITES OF THE WURM Tanith the Feral Song does not fear the Devourer like many blackclads but is willing to invoke old pacts made with this primal god to channel primal energies through her beasts and to unlock their essence to serve her needs. While warbeasts in Tanith’s battlegroup are in her control range, she can channel spells through them. Additionally when Tanith or a warbeast in her battlegroup casts a spell, reduce the COST of the spell by 1. The COST of a spell cannot be reduced to less than 1. Rites of the Wurm lasts for one turn.

SPELLS ADMONITION

COST RNG AOE POW UP OFF 2

6 –

– UP NO

When an enemy model advances and ends its movement within 6˝ of target model in the spellcaster’s battlegroup, the affected model can immediately advance up to 3˝, then Admonition expires. The affected model cannot be targeted by free strikes during this movement. AFFLICTION

2

8



– UP YES

Target model/unit suffers –2 DEF. When a damage roll resulting from a direct hit fails to exceed the ARM of an affected model, the model suffers 1 damage point. BLEED

2 8 – 10 – YES

When Bleed damages a living enemy model, this model can remove d3 damage points. RIFT

3

8

4

13 RND YES

The AOE is rough terrain and remains in play for one round. SCYTHING TOUCH

2

6





UP

Target friendly Faction model gains Dark Shroud. (While in the melee range of a model with Dark Shroud, enemy models suffer –2 ARM.)

52

NO

As a child undergoing the wilding, Tanith was ostracized and eventually driven from her home by parents who did not understand the manifestation of her connection to Orboros. Only when the druids of the Circle Orboros took her in did she come to see the purpose of her existence. Eventually she was placed under the tutelage of Vernor the Nightbringer, one of the order’s more elusive and ruthless potents, who shaped Tanith from a fearful child into an effective and dispassionate killer. Vernor had long been both feared and respected among his peers, taking care of unpleasant tasks others shied away from or could not trust to their subordinates, especially the punishment of druids who had strayed from their duties or betrayed the trust of the Circle. Tanith has taken up Vernor’s cause and has earned a reputation for solving difficult problems. Upon completion of her training, Vernor presented her with the legendary Staff of Fate, a weapon crafted from a living branch of Wurmwood. Still connected to that powerful being, this weapon radiates an aura of unmistakable malice and hunger. There are those within the upper echelons of the Circle who believe the Staff of Fate to be less a gift and more a tool of transformation and instruction, one that allows the Nightbringer to continue his pupil’s dark education and evolution into a pure weapon of the Circle Orboros. Unlike many blackclads, Tanith reveres the Devourer Wurm as more than the primal font of the power of Orboros. She delves deeply into the mysteries of the Beast of All Shapes, embracing the predatory spirit inherent in the darkest paths of the wilds. From Vernor she has learned of dark rites of the Wurm forgotten by many among her order, and through this ancient well of knowledge she draws the power to carry out her grim tasks. While she has no quarrels with other blackclads, Tanith’s intensity and radical devotion to the Devourer has distanced her from her peers. She values the lives of those warriors and beasts she commands in battle, but she is not above sacrificing her forces to achieve her aims, if necessary. On more than one occasion she has returned from a mission a bloodied sole survivor, yet she is ever eager to carry out her next mission.

53

BRADIGUS THORLE THE RUNECARVER CIRCLE BLACKCLAD WARLOCK Bradigus Thorle is a master of stone and elemental power, an expert craftsman well versed in the esoteric arts required to construct the great standing stones and celestial fulcrums that harness Caen’s geomantic forces. Designed to last millennia, these stones manipulate the flow of the world’s energy, the very blood of Orboros, directing it according to Thorle’s complex designs. Without his tireless efforts, the recent conflicts across western Immoren would have robbed the Circle of one of its most vital resources.

FURY: 6 SPD STR MAT RAT DEF ARM CMD 5 7 6 6 14 16 8

THORLE 1

STONE’S THROW RNG ROF AOE POW 8 d3 — 13

STONE STRIKE RNG POW P+S 2 6 13

The sites of Thorle’s towering monuments, invariably within the deepest wilderness where Caen’s energies are at their most primal, are among the Circle’s most sacred places. Often, the order must reclaim these sites from enemies who would despoil the power for their own ends. Such tasks bring Thorle into the domain of many blackclads who seek to add his power to their own, but the Runecarver is unmoved by attempts to curry his favor.

DAMAGE:17 WB +27

FA C

BASE:LARGE

THORLE 1 PATHFINDER EARTH MAGIC – When a construct warbeast in this

model’s battlegroup is forced to use its animus while in this model’s control range, reduce the COST of the animus by 1. REPAIR [d3 + 3] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 + 3 damage points from it. STEADY – This model cannot become knocked down. STONEBINDER – Only construct warbeasts can be part of this model’s battlegroup. This model cannot take control of wild living warbeasts.

STONE’S THROW BEAT BACK – Immediately after a basic attack with

this weapon is resolved during this model’s Combat Action, the enemy model hit can be pushed 1˝ directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1˝ directly toward it.

STONE STRIKE BEAT BACK – See above.

FEAT: TIDE OF EARTH The very earth heaves and buckles at the command of Bradigus Thorle, rising up beneath him like flowing water. He and his wolds ride this crashing wave as they surge forward into his enemies as an unstoppable tide. Choose a table edge and a distance up to 5˝. Models in Thorle’s battlegroup that are in his control range are pushed the chosen distance directly toward the chosen table edge in the order you choose. At the end of your turn, choose a distance up to 5˝. Models in Thorle’s battlegroup that are in his control range are pushed the chosen distance directly away from the chosen table edge in the order you choose.

SPELLS BATTERING RAM

COST RNG AOE POW DUR OFF 2

8



12



YES

An enemy model hit by Battering Ram can be pushed 3˝ directly away from the spell’s point of origin. MYSTIC WARDS

2

CTRL





UP

NO

Target a model in the spellcaster’s battlegroup that is in its control range. Enemy animi and enemy upkeep spells on that model immediately expire. While within 5˝ of target model, enemy models cannot cast, channel, or upkeep spells. RIFT

3

8

4

13 RND YES

The AOE is rough terrain and remains in play for one round. SYNERGY

2 SELF CTRL – UP NO

While in the spellcaster’s control range, models in this model’s battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster’s control range. This cumulative bonus cannot exceed +3.

54

Thorle’s work is now more important than ever, as recent events have wounded the ley line network in ways previously unimagined. These disturbances include the emergence of the machine cultists of the Convergence of Cyriss, who drink of Orboros’ power to fuel their corrupt work; the dragon blight that has been spread through many critical nodes in an effort to stop the dragon Everblight; and the emergence of the Beast of All Shapes itself on Caen, which wracked the Bloodstone Marches with unnatural storms and quakes. If not for the ceaseless work of Thorle and his handpicked stone shapers, there could be no hope of restoring the fractured ley line network left in the wake of these disasters. It has taken him years to undo damage that was inflicted in a matter of a few short hours, and there remains much still to be done. Thorle has no qualms about cooperating with other blackclads to focus on the projects at hand, but otherwise he eschews political machinations within the Circle. Overall he prefers the silent company of wolds or the gentle hum of power flowing through ley lines to the grating sound of spoken words. Comfortable with his place in the organization and unyielding in the face of adversity, he focuses on whatever work is before him. He is a steadfast and loyal leader who diligently tends to his responsibilities, knowing his labors are essential to the smooth running of the entire order. Without the ley line network, the Circle Orboros would have only a fraction of its reach and power. Only in battle does Thorle break from his aloof demeanor. To him, combat is an outlet for unexpressed rage at those who disrupt or destroy his greater work. The very earth responds to his will, and he easily wields the titanic powers flowing beneath the surface of Caen. At his command, massive rocks rise from the ground to obliterate men and beasts, and mighty wolds stride forth from the wilderness to crush the enemy between their stony fists.

TACTICAL TIPS Beat Back – You cannot move toward a model you destroyed. Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

55

UNA THE SKYHUNTER CIRCLE BLACKCLAD WARLOCK FURY: 7 UNA 2 SPD STR MAT RAT DEF ARM CMD 6 5 5 6 15 15 8

WIND STRIKE RNG ROF AOE POW 10 1 — 10

TALONSTRIKE RNG POW P+S 2 4 9 DAMAGE:15 WB +29

FA C

BASE:SMALL

UNA 2 PATHFINDER BIRDS OF PREY – While in Una’s control range, Griffon

warbeasts in her battlegroup gain Flank [another Griffon in Una’s battlegroup]. (When a model with Flank [another Griffon in Una’s battlegroup] makes a melee attack against an enemy model in the melee range of another Griffon in Una’s battlegroup, the model with Flank gains +2 to attack rolls and gains an additional damage die.) HAWKER – While in this model’s command range, warbeasts in its battlegroup with Flight  gain Sprint. (At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.)

WIND STRIKE ATTACK TYPE – Each time this weapon is used

to make an attack, choose one of the following special rules: • BLACK PENNY – This attack ignores the target in melee DEF bonus. • SNIPE – This attack gains +4 RNG. • THUNDERBOLT – Enemy models hit are pushed d3˝ directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed. RELOAD [2] – This model can spend fury points to make up to two additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each fury point spent.

TALONSTRIKE DAMAGE TYPE: MAGICAL

FEAT: FROM ON HIGH

HAND OF FATE

COST RNG AOE POW DUR OFF 2

6





UP NO

Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll. MIRAGE

2

6



– UP NO

Target friendly Faction model/unit gains Apparition. (During your Control Phase, place models with Apparition anywhere completely within 2˝ of their current locations.) TWISTER

2 10 3 10 RND YES

The AOE is a cloud effect that remains in play for one round. WIND WALL

3

SELF





RND NO

The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3˝ of the spellcaster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.

Una the Skyhunter has a deep connection to the winged warbeasts of the Circle Orboros and the winds that hold them aloft. Driven by elemental forces that bend to her will, her warbeasts plummet from on high to strike down enemies before soaring out of reach once more, swift and untouchable. Friendly Faction models with Flight  currently in Una’s control range gain +2 SPD for one turn. Additionally, while in Una’s control range friendly Faction light warbeasts with Flight  cannot be targeted by melee attacks. From On High lasts for one round.

No longer a junior druid learning the ways of the world, Una has grown into a powerful member of the Circle Orboros. Through her time tending the various griffon roosts of the Circle, she has developed an unparalleled affinity with the winged beasts and employs them to wrest the skies from any who impose upon her newly acquired territories. With the griffons as her weapons, she cuts down opponents with the merciless speed and accuracy gifted to all great hunters by the Devourer Wurm. Griffons are a precious commodity for the Circle Orboros. Given the beasts’ limited population, blackclads have worked diligently over the years to maintain sufficient roosts to preserve them. Acquiring young griffons has been an ongoing struggle, and with the Circle’s recent setbacks, the need to expand these roosts has never been greater. With this in mind, several years ago Una undertook the bold move of venturing beyond the fringes of the ley line network in hopes of expanding breeding efforts into new lands. When Una first entered the unknown wilds, she kept in regular contact with other members of the order, relaying her movements and findings through messages delivered by the hawks that accompanied her. Her journey began at the northern limits of the order’s territory, and from there she traveled deep into the frozen tundra and mountain ranges that crown Immoren. Early successes proved the wisdom of this difficult endeavor; to the surprise of her skeptical superiors, she managed to find several previously unknown

56

SPELLS

DAMAGE TYPE: MAGICAL

roosts. This discovery went against the common belief that it was only the blackclads’ care that had prevented the extinction of the griffons, and it spurred her to venture even deeper into this unexplored territory. Her messages grew infrequent, and finally ceased altogether. For almost two years no member of the Circle had any word from Una, and many believed her dead— killed either by the harsh northern environs or by the very griffons she sought to secure. The order resigned itself to yet another loss, and Una’s territories and responsibilities were given to others to manage. Then one day she reappeared at the northern border of Omnipotent Dahlekov’s domain, possessed of a new confidence and matured power. During her time in isolation, Una refined her arcane command over the elements. She is now able to call upon the howling gales and updrafts of the highest mountain peaks to shape the flow of battle and cut apart her foes with the wind’s razor edge. While Una has said little about her travels beyond the reach of the order’s territories, her eyes are now more distant and cold than ever. The deep changes in the young druid are undeniable, as are her formidable powers over wind and sky.

TACTICAL TIPS Hawker – Gargantuans still cannot advance outside of their Normal Movement. Mirage – Remember, troopers must be placed in formation.

57

WURMWOOD, TREE OF FATE & CASSIUS THE OATHKEEPER CIRCLE WARLOCK & CIRCLE BLACKCLAD SOLO The druids of the Circle Orboros have made countless alliances and bargains and have manipulated myriad groups to ensure their agendas, but some of these arrangements have been more lasting than others. The first omnipotents sealed ominous bargains with manifestations of the Wurm given form on Caen—entities such as the Lord of the Feast and Wurmwood, also called the Tree of Fate. These primal entities proved to be formidable but demanding allies.

FURY: 7 SPD STR MAT RAT DEF ARM CMD — 0 0 0 5 18 10

WURMWOOD 1

DAMAGE:20 WB +27

FA C

BASE:LARGE

WURMWOOD 1 ADVANCE DEPLOYMENT EYELESS SIGHT ARCANE VISION – This model can target models in its back arc with spells. CIRCULAR VISION – Models never gain a back strike bonus against this model. GHOST SHIELD – This model gains +1 ARM for each soul token currently on it. IMMOBILE – This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks. PROWL – While this model has concealment, it gains Stealth  . SOUL TAKER: ALTAR OF SACRIFICE – This model can gain souls. When a living model is destroyed in this model’s command range, this model gains the destroyed model’s soul token. This model can have up to three soul tokens at any time. After this model leeches during your next Control Phase, replace each soul token with 1 fury point.

FEAT: BLACK ROOTS With a terrifying crash, Wurmwood sends its ancient roots erupting up from the earth with a profusion of bloodstarved branches, as sharp as spears and eager to feast on those who are delivered into their deadly embrace. Wurmwood’s command range becomes a forest. Enemy models that become knocked down while in Wurmwood’s command range suffer 1 damage point. Black Roots lasts for one round.

SPELLS CURSE OF SHADOWS

COST RNG AOE POW DUR OFF 3

8





UP YES

Target model/unit suffers –2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. DARK PATH

2

CTRL







NO

Dark Path can be cast only while Cassius is in Wurmwood’s control range. Immediately place Cassius completely within 2˝ of Wurmwood or place Wurmwood completely within 2˝ of Cassius. A model cannot advance this turn after being placed by Dark Path. HELLMOUTH

4 8 * 12 – YES

If this attack misses, nothing happens. If it hits, before making the damage roll, push models within 3˝ of the model hit 3˝ directly toward it in the order you choose. Then center a 3˝ AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play. RAPID GROWTH

2

CTRL

4



UP

NO

Place the AOE completely within the spellcaster’s control range. The AOE is a forest that remains in play as long as its upkeep is paid. STRANGLEHOLD

2 10 – 11 * YES

A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its controller chooses.

Before Menoth gave humanity the first laws and taught them to erect the first walls, the carnivorous tree named Wurmwood had taken root. Unlike most trees, it was thirsty for blood and quickly manifested an unusually deep and predatory intelligence. The first druids used their influence to persuade Devourer cultists to conduct sacrifices below the spread of its branches. The scattered tribes of the hinterlands traveled great distances to pour libations of blood upon the soil above its roots and hang skeletal offerings from its leafless limbs. These terrible rites culminated in a great ritual wherein thousands of men and beasts were bled out to give the tree a worthy feast. Unfettered powers of creation thrummed in the air as a root burst forth to entwine itself around a young druid through which the tree spoke its name. This rite gave Wurmwood a human voice. In this first communion, a lasting pact was sealed. Only the omnipotents know the exact nature of this agreement, but since that time one druid in every age must uphold a special covenant with the Tree of Fate. The druid gives over life and soul to become a conduit between Wurmwood and the human masters of the Circle Orboros. Wurmwood’s unfathomable mind does not perceive Caen or even the passage of days as mortals do and so requires an intermediary, a filter to lesser minds fixed in time. Effortlessly tapping into the natural energies below the skin of the world, the tree comes and goes at its whim. Though it appears to be permanently rooted, it can disappear in a shimmer of fog to manifest elsewhere. Its ability to drink from the ley lines and to wield that power to affect the world are vast and fearsome, putting even the omnipotents to shame. Recent years have seen Wurmwood wield this power to vanish entire armies and send them where it wills. For generations Wurmwood has made its home in the hearts of various dark forests and on remote mountains. Devourer cultists seek it out to nourish their primal god with the blood of sacrifices. The ranking druids of the Circle Orboros periodically offer their own supplications in exchange for its wisdom. Wurmwood is invited to attend the highest Circle deliberations, where it has special privilege. When the omnipotents cannot unanimously agree, Wurmwood is empowered to intervene, providing its unique perspective on the world. Mortal flesh ages, and when the time comes for Wurmwood to choose a new conduit, the potents gather their wilders. These novice druids are chosen for their youth, stamina, and mystical potential. Being selected for this group is a dubious honor; leading druids may arrange for favored subordinates to be absent from the selection ceremony. On the night of Geremor’s Feast, a sacred rite celebrating one of the most ancient champions of the Devourer Wurm, Wurmwood casts aside its old oathkeeper, who perishes. At the same moment Wurmwood’s roots entwine around its selected candidate, who speaks the ancient words of the oath. Once this vow is completed, the tree integrates itself into the druid’s flesh.

TACTICAL TIPS Hellmouth – Because the boxed model is removed from play before being destroyed, it does not generate soul or corpse tokens. Immobile – This model can be placed. Soul Taker: Altar of Sacrifice – This model can exceed its FURY stat in fury points as a result of Altar of Sacrifice. Remember, if more than one model is eligible to collect a model’s soul token, the closest eligible model collects it.

58

59

CASSIUS 1 SPD STR MAT RAT DEF ARM CMD 6 6 6 4 14 16 8

GENESIS RNG POW P+S 1 6 12 DAMAGE:10 FA C

BASE:SMALL

ATTACHED [WURMWOOD, TREE OF FATE] – This model is attached to Wurmwood, Tree of Fate. Each warlock can have only one model/unit attached to it.

CASSIUS 1 ADVANCE DEPLOYMENT PATHFINDER CHANNELER [WURMWOOD, TREE OF FATE] – While this

model is in Wurmwood, Tree of Fate’s control range, Wurmwood can channel spells through it. COMPANION [WURMWOOD, TREE OF FATE] – This model is included in any army that includes Wurmwood, Tree of Fate. If Wurmwood is destroyed or removed from play, remove this model from play. This model is part of Wurmwood’s battlegroup. FURY-BOUND – While in Wurmwood’s control range, this model can spend fury points on Wurmwood to make additional melee attacks or to boost attack or damage rolls. It can make one additional or boost one roll for each fury point spent. PROWL – While this model has concealment, it gains Stealth  . STEADY – This model cannot become knocked down.

GENESIS DAMAGE TYPE: MAGICAL FERTILIZER – When a living or undead model is boxed

by an attack made with this weapon, center a 3˝ AOE on the boxed model and then remove that model from play. The AOE is a forest that remains in play for one round.

60

The oathkeeper’s personality lingers beyond this joining; each generation, the tree’s perspective is colored by the mind of its conduit. Cassius, the current chosen, was a cunning and intuitive druid who earned the jealous ire of his master over some perceived affront. The old master thought this slight avenged when Wurmwood selected his troublesome apprentice, but his satisfaction was short-lived. The mentor soon perished and was forgotten, while Cassius persists. Perhaps as a result of his influence, Wurmwood has been increasingly active in recent decades. Wurmwood’s goals often coincide with those of the Circle Orboros, but its ultimate ends are its own. It pursues its agenda heedless of the Circle’s stated aims, and at times the tree’s actions run contrary to the desires of the omnipotents. This has never been more evident than when the tree and its conduit conspired to release the Devourer Wurm physically on Caen. Only the combined effort of the omnipotents and powerful trollkin mystics prevented the Wurm from rampaging on Caen. Such actions have strained the relationship between Wurmwood and the Circle’s leadership, but it is too potent an ally for them to disregard. Though the tree accepts any sacrifices, it thrives best on the blood and souls of its enemies. The war hosts it leads seem to become particularly vicious when it urges them onward. In every conflict, the Tree of Fate judges the worth of the fallen, allies and enemies alike, as it soaks its roots in their gore. Its violence suggests the end awaiting all things should the Devourer fully awaken.

TACTICAL TIPS Fertilizer – Because the boxed model is removed from play before being destroyed, it does not generate a soul or corpse token. Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

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WARBEASTS OF THE CIRCLE ORBOROS

The warbeasts that serve the Circle Orboros are embodiments of the destructive power of nature; the formidable elemental constructs and the terrible living warbeasts are both filled with a primal ferocity that only the druids of the Circle Orboros dare to harness and control. Circle warbeasts are among the most varied serving any fighting force in western Immoren, comprising a wide array of creatures. The Circle’s warbeasts must undergo specific rituals allowing a Circle warlock to fully mentally dominate them. This process creates a powerful bond between druid and beast that lets the warbeast serve as an extension of the warlock’s will and allows the warlock to share its strength, stoke its battle fury, evoke mystical effects called animi, and shunt potentially fatal injuries away from himself to the beasts he commands. Although not wantonly cruel to their warbeasts, most Circle warlocks rarely regard them as more than effective tools. Warbeasts exist to serve the greater purposes of the Circle Orboros, and their eventual deaths, while costly, are acceptable losses so long as a warlock can achieve his goals. Circle warbeasts are drawn from three distinct groups: wild beasts dominated by a druid’s will, constructs called wolds that are crafted from the natural elements of the world, and warpwolves created by transforming people through ritual magic.

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Wild Beasts It may seem as though the Circle Orboros’s broad purview over the natural world might grant its members the ability to control and tame any wild beast or animal. In practice the druids are much more selective, having learned through centuries of trial and error which creatures respond best to their needs. Most of the beasts utilized by the Circle are predatory species strongly connected to the Devourer Wurm and with which the druids have forged relationships. To form a responsive bond, the minds of both warlock and beast must be sympathetic. There are beasts that are just as predatory, just as arguably tied to the Wurm, which are impossible for druids to control—such as cold-blooded species that possess alien and intractable minds. Other natural animals lack qualities required of a warbeast, such as supernatural resilience or ferocity. Various breeds of argus, griffons, satyrs, and gorax are most commonly used as warbeasts by the Circle Orboros. For hundreds of years, the blackclads have assumed the role of custodians over these creatures. The druids have subtly directed their breeding, protected their natural domains, and prepared them for battle. This process of stewardship is not domestication by any means; the druids seek to preserve the natural ferocity of the breeds in their care. Instead, they focus on developing these creatures into useful weapons and acclimating them to the presence of druids and their allies. This approach involves training and conditioning, but longstanding contact with these creatures facilitates this

process. Indeed, many of the wild predators used by the Circle as warbeasts are practically ready to become warbeasts by the time they reach maturity. Not every breed is equally responsive to this conditioning. The winter argus and the gorax, for example, are belligerent and intractable creatures whose temperaments make them more difficult to condition and train. Still, the blackclads know techniques for transforming even these fierce beasts into powerful weapons. There are other difficult creatures they employ as well, like the storm raptors of the Abyss, whose sheer power makes them worth the added effort to master. These wild living creatures have a number of advantages over other warbeasts used by the blackclads, such as wolds. Many druids appreciate the beasts’ natural instincts, honed by having to hunt and kill in the wild. They retain a useful degree of autonomy and cunning, allowing them to be given free rein rather than rigidly controlled. Many of these species form strong emotional bonds to a warlock and the other beasts they spend time with, viewing a battlegroup as a pack. This mentality creates a tight fighting synergy that some warlocks prefer. Others dislike the seething emotions of these beasts, finding them unpredictable and chaotic.

Wolds Wolds are not truly beasts at all but rather mighty constructs given a semblance of life through powerful druidic magic. Each wold has been crafted with a specific role on the battlefield in mind; its very essence and the power bound into

it are tied to that purpose. Utterly fearless and implacable in battle, wolds are mystical constructs built with slabs of shaped stone instead of vulnerable flesh and bundles of wood bound by cords of woven rope in place of muscle and sinew. The glowing runes across the surface of a wold are imbued with the will of its creator and empowered by natural energy from sites of ley line convergence. Druids imprint each wold with its fundamental behavior and compel it to heed the commands of the blackclads. Once a wold receives a command from its master, it will follow that command indefinitely, even waiting centuries to carry it out. Ancient wolds stand guard over the places of power sacred to the Circle, vigilant for trespassers who would defile them. Over time they become overgrown and indistinguishable from their surroundings, yet they remain ready to act the instant they are commanded to do so or the lands they protect are disturbed. Some druids prefer these hulking stone forms over wild beasts. A wold needs no food or water and never turns on its master. It can wait for generations without succumbing to age or the elements. A wold’s only true weakness is its lack of intelligence and instinct. A wold does not think or act independently; rather, it follows exactly the instructions given by its master. There exist masters of woldcrafting who can layer versatile instructions into wolds to create complex behavior, but doing so requires tedious attention to detail and tremendous skill. The constructs will always respond predictably to a given situation, which makes them constant and reliable.

WARBEASTS OF THE CIRCLE ORBOROS

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FABRICATING WOLD CONSTRUCTS The Circle’s creation of wold constructs involves complex and ancient processes. All wolds are crafted from stone or wood, with druids of different regions making use of the strongest or most resilient materials available. The most important phase of wold construction is carving mystical runes into the construct’s prominent stone surfaces and empowering them with energy. This instills the animating will of the druid into the construct, setting into place its powers, behaviors, and fighting capabilities. Additionally, the runes create a connection to the ley line energies flowing through Caen to serve as a source of power. Fresh blood is applied to the vines, ropes, and wood elements of the larger wolds to ease the animating process. Circle forces can acquire blood for this purpose in the natural course of battle, but sacrifices might also be used; humans and powerful predators provide the most useful blood in those cases.

Wolds are often left as sentinels to watch over important sites in the wilderness, instructed to let those they recognize as allies pass while intercepting enemies and intruders. Some of the distinctive decorative motifs shared among the armor worn by blackclads and the Wolf Sworn aid this recognition. Inactive wolds may be mistaken for piles of lifeless stone until they erupt into activity when an interloper trespasses.

While superficially wolflike in appearance, these creatures are not actually lupine. An unnatural killing machine, a warpwolf is a perfect and adaptable predator created by exposing a human to a ritual involving the ingestion of a transformative elixir. A warpwolf’s protean body can change in seconds to adapt to its needs, whether by increasing its muscle mass, growing leaner and longer-legged, or erupting in bony spikes.

Though supremely durable, wolds do not possess the powers of recuperation, the vitality, or the raw primal rage of living beasts. Most do not recover from damage without the aid of shifting stones or druids capable of repairing them. While making larger wolds is a time-consuming process, smaller wolds can be created in number and serve as formidable combatants fighting alongside Wolf Sworn, channeling the natural power of the earth into deadly elemental attacks at a distance.

The origins of those chosen by the blackclads to become a warpwolf vary. This condition is sometimes inflicted upon the Circle’s enemies to sow terror. At other times the blackclads select the most pious of Devourer worshipers among the Wolf Sworn, who view this state as a means to become closer to the Wurm. In either case, the resulting creatures can be controlled by Circle warlocks and sent to fight their battles.

Warpwolves The most unusual of the warbeasts at the disposal of the Circle Orboros are the warpwolves. Created by the blackclads from humans transformed through mystical rituals, warpwolves are ferocious creatures that bridge the gap between beast and man. A warpwolf is capable of unleashing the predator within to become a murderous beast, assuming a massive and tremendously powerful new body. Warpwolves feel the pull of Caen’s moons over their minds and spirits, compelling them to hunt and kill.

64

WARBEASTS OF THE CIRCLE ORBOROS

The transformation of a warpwolf seems similar to that undergone by Tharn or skinwalkers, but it is a more radical and essential change, creating a much larger and more powerful creature while also permanently altering its mind. Over time a warpwolf loses its sanity as well as memories of its former life, lost in a madness of violence and feasting. Once sated and away from battle, warpwolves return to their former shape, though their sanity never returns and their speech and actions remain disordered and erratic. It is only under the supervision of the blackclads that they are put to an ordered purpose, as the druids have learned how to exploit their ferocity and employ them where they can do the most harm to their foes.

As a warpwolf passes from one form to the other, its body is remade. Wounds close and heal over in response to the supernatural regenerative properties bestowed upon the beast. Constant shapeshifting is both physically painful and destructive to the internal organs, causing accelerated aging. Those who do not die in battle typically do not reach more than forty years of age. Usually, a warpwolf’s heart gives out after years of accelerated pumping and scarring from transformation. Warpwolves who have lived in this state for long periods accept their condition and abandon their humanity, losing the ability to speak and entering an entirely feral state. Though they retain a degree of cunning from their human origins, they live only in the present, unable to remember the past or anticipate the future. They avoid interacting with other people and prefer the company of their own kind. Warpwolves can be trained to recognize friend from foe and to refrain from attacking certain people. They seek mates from among their own kind, and males will fight to compete for females much as wild wolves do.

Warpwolves that have surrendered to this bestial existence may mate with others to produce purebloods—creatures that never take on human form. Purebloods are at ease in their ever-warping bodies, having essentially become a new species. As intelligent as humans, yet with primal instincts and seething with rage and the desire to hunt and kill, purebloods are uniquely formidable. They are among the most intelligent of warbeasts, and some are capable of speech, having learned to warp their throats to shape comprehensible words. Purebloods often possess supernatural gifts beyond other breeds, unleashing mystically empowered howls or transforming into an incorporeal state in which they can pass through the thickest walls. Valued for their autonomy and adaptability, purebloods are few in number but can earn a degree of respect among the blackclads unattainable by lessintelligent warbeasts. For many warlocks, they serve more as allies than minions.

WARBEASTS OF THE CIRCLE ORBOROS

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ARGUS MOONHOUND CIRCLE LIGHT WARBEAST ARGUS MOONHOUND SPD STR MAT RAT DEF ARM CMD 6 7 5 4 14 14 5

BITE RNG POW P+S 0.5 4 11 2

1

MIND

BOD Y

3 4

I

T

SP

6

IR

5 FURY: 3 PC 6

THRESHOLD: 9 FA U

BASE:MEDIUM

ARGUS MOONHOUND PATHFINDER CIRCULAR VISION – Models never gain a back strike

bonus against this model. MARK TARGET – Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5˝ of this model and in its LOS.

ANIMUS HUNTING HOWLS

COST RNG AOE POW DUR OFF 1

SELF

*

– TURN NO

Enemy models lose Stealth  while within 5˝ of the spellcaster. Hunting Howls lasts for one turn.

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Prowling the nighttime shadows, the argus moonhound stalks the wilds of western Immoren to hunt down the enemies of the Circle Orboros no matter where they hide. Moonhounds can detect the very faintest scent of prey; even supernatural methods of concealment cannot thwart their superlative senses. Across Caen moonhounds flush out those who seek to escape the Circle, calling to their masters with a chorus of low baying. Victims who try to flee are relentlessly run down to be ravaged by the hounds’ powerful jaws. The argus moonhound is a product of the blackclads’ meticulous stewardship of wild argus packs. The beast handlers of the Circle perceived that some nocturnal breeds of argus vastly outstripped others as trackers. In work spanning generations the blackclads cultivated these breeds, allowing desired traits to flourish. In time the moonhound came to rely less on sight and more on its other, keener senses. Each night, packs of moonhounds emerge from their dens to greet the moons Calder, Artis, and Laris. The songs of these ferocious beasts echo over the wilds at dusk, signaling the onset of the pack’s nightly hunts. Moonhounds are deeply attuned to the moons of Caen, and their behavior alters with the varying phases of each moon. During the light of full moons they often lash out wildly and attack relentlessly, but when the moons are new they are patient and silent stalkers. Druids who rely on moonhounds have learned to anticipate these cycles and adjust their strategies accordingly. Teams of moonhounds often accompany Circle forces delving into dense terrain where thick undergrowth and massive trees can hinder vision, such as the Gnarls or Olgunholt. Unable to rely on their own eyes, the blackclads know they can trust the natural abilities of their loyal argus.

FERAL WARPWOLF CIRCLE HEAVY WARBEAST The embodiment of the Devourer Wurm, warpwolves were first created by a cult of Devourer worshipers seeking a closer connection to the Beast of All Shapes. They unlocked a potent mystical formula that combined the bestial essence of man with the madness associated with the shifting moons. A mortal human who ingested this elixir transformed into a hulking, bipedal, lupine monster when distressed or injured—a warpwolf, filled with the urge to slaughter and feast. Among this cult were those who would found the Circle Orboros, and they brought with them the secret of the formula, which the blackclads have since used to create these beasts for war. They have become some of the most favored and primal of the Circle’s living weapons.

WARPWOLF SPD STR MAT RAT DEF ARM CMD 6 11 7 3 14 16 3

BITE RNG POW P+S 1 3 14

CLAW RNG POW P+S 1 4 15

The initial transformation from human to warpwolf is instantaneous, and most warpwolves remain in this form for extended periods, especially while battle rages. As calm settles after the carnage, most warpwolves gradually return to human form. The transformation cycle repeats in times of stress as well as during certain lunar phases. Warpwolf children possess the transformative ability of their parents, some of them never returning to human form. Few warpwolves retain their sanity for long, suffering from nervousness, tension, and violent episodes even when in human form and indulging any excuse to express their predatory nature.

TACTICAL TIPS Primal – The warbeast frenzies even if Primal was removed by a spell, special rule, or casting of a new animus on it prior to the Control Phase.

MIND

Warpwolf bodies constantly shift and warp in battle—muscles and tendons bulging to provide bursts of speed or power, bone-like spurs erupting to protect vulnerable flesh. Wounds quickly close as skin ripples and reforms over the injuries. The bloodcurdling howl of a warpwolf on the hunt is one of the most terrifying sounds in the dark wilds of western Immoren.

2

1

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 4 PC 18

THRESHOLD: 9 FA U

BASE:LARGE

WARPWOLF CONTROLLED WARPING – At the beginning of this

model’s activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • PROTECTIVE PLATES – This model gains +2 ARM. • WARP SPEED – This model gains +2 SPD. • WARP STRENGTH – This model gains +2 STR. REGENERATION [d3] – This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

CLAW OPEN FIST

ANIMUS PRIMAL

COST RNG AOE POW DUR OFF 2 6 – – * NO

Target friendly living Faction warbeast gains +2 STR and MAT for one round and automatically frenzies during your next Control Phase.

67

68

GNARLHORN SATYR CIRCLE HEAVY WARBEAST All satyrs are powerful creatures embodying unyielding strength, but no breed among them focuses sheer kinetic force more effectively than the gnarlhorn. A gnarlhorn satyr at a dead run employs its massive horns to ram foes with steel-buckling power. Creatures naive enough to confront a satyr inevitably receive a bone-shattering response that sends them flying like rag dolls, and such crushing encounters also take place between males vying for mates and territory. The mountains they call home are littered with the broken bodies of those who agitated these towering beasts.

SATYR SPD STR MAT RAT DEF ARM CMD 5 11 6 3 12 18 5

HORNS RNG POW P+S 1 4 15

CLAW RNG POW P+S 1 3 14

Blackclads have gone to great lengths to hide these creatures from civilization. There are wilderness tribes who hold satyrs in high regard, recognizing their intelligence and strength, but not so among city-dwellers. Believing satyrs to be the embodiment of the Devourer Wurm, such humans have hunted them at every opportunity. The Circle Orboros has worked to preserve them, using mystical techniques to hide their tracks and obscure their remote dens.

MIND

BOD Y

3 4

I

T

Because satyrs will not abide mistreatment of those with whom they have bonded, the Circle uses them as personal guardians. Threatening a druid protected by a satyr provokes immediate reprisal: first the thunderous sound of hoofbeats, followed by the creature lowering its head to strike with enough force to turn bones to jelly.

6

SP

IR

5 FURY: 3

TACTICAL TIPS

PC 12

Earth’s Blessing – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown. Follow Up – This model stops moving if it contacts another model. This model does not advance if the model slammed is destroyed by the attack.

2

1

THRESHOLD: 8 FA U

BASE:LARGE

SATYR COUNTERSLAM – When an enemy model advances and

ends its movement within 6˝ of this model and in its LOS, this model can immediately make a slam power attack against it. This model can use Counterslam only once per round and not while engaged. FOLLOW UP – When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model, up to the distance the slammed model was moved. GRAND SLAM – This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2˝.

HORNS HARD HEAD – This model can add this weapon’s POW to its head-butt and slam power attack damage rolls.

CLAW OPEN FIST

ANIMUS EARTH’S BLESSING

COST RNG AOE POW DUR OFF 1

SELF





RND NO

The spellcaster cannot be pushed, knocked down, made stationary, or moved by a slam. Earth’s Blessing lasts for one round.

69

GORAX RAGER CIRCLE LIGHT WARBEAST GORAX SPD STR MAT RAT DEF ARM CMD 5 9 5 3 12 16 2

CLAW RNG POW P+S 0.5 3 12 2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3 PC 7

THRESHOLD: 6 FA U

BASE:MEDIUM

GORAX PAIN RESPONSE – While damaged, this model can charge and make power attacks without being forced.

CLAW

Falling somewhere between beast and man, gorax are hulking primitives with broad and massively muscular torsos that boast extremely long arms ending in oversized claws. Their jaws protrude from ugly faces and are filled with hardened fangs designed to tear the flesh and sinew that form the bulk of their carnivorous diet. Few creatures better embody the primal and uncontrollable wrath of a warbeast than gorax ragers. But even these terrible attributes pale in the face of their terrifying reaction to pain: rather than slowing them down, injuries drive them to lash out with ever-increasing savagery and strength. For centuries gorax have been captured, enslaved, and trained for battle. Warlords of the Thousand Cities Era used them as frontline shock troops, throwing them into frenzied melee by the hundreds. Once the creatures’ bloodlust became too great to control, they were simply killed. Gorax appreciate the taste of human flesh, and some prefer it above all other food. Their tendency to attack friend and foe alike quickly diminished their use in the wars of humanity, but the druids have again pulled them from their wilderness lairs to terrorize western Immoren. Despite their fearsome appearance, gorax are smarter than simple beasts. They have a guttural approximation of speech and can learn to follow instructions. They are conditioned to accept training and do not require armament to fight effectively. The Circle taps into the primal chaos seething deep within the maddened minds of gorax ragers and spreads that raw strength like a fever among other warbeasts— transforming untapped aggression into bestial destruction.

OPEN FIST

ANIMUS PRIMAL

COST RNG AOE POW DUR OFF 2 6 – – * NO

Target friendly living Faction warbeast gains +2 STR and MAT for one round and automatically frenzies during your next Control Phase.

70

TACTICAL TIPS Primal – The warbeast frenzies even if Primal was removed by a spell, special rule, or casting of a new animus on it prior to the Control Phase.

PUREBLOOD WARPWOLF CIRCLE HEAVY WARBEAST Bestial guardians boasting singular power dwell amid towering columns of runecarved stone within the most sacred groves of Orboros. With fur as white as the light of the moon Calder, these pureblood warpwolves can call upon the supernatural essence of their blood to become as insubstantial as fog, passing through tree and rock to rend their foes. They can unleash this same primal power in a discordant howl that opens bleeding rents in flesh and can even shatter stone.

WARPWOLF SPD STR MAT RAT DEF ARM CMD 6 10 6 5 14 17 6

DEATH HOWLER RNG ROF AOE POW SP 10 1 — 14

Generations of breeding among those born as warpwolves have resulted in these great beasts, which are proudly free of the taint of man. Unlike their warpwolf parents, whose transformations are tied to the cycles of the moons, purebloods perpetually exist in their “natural” state. The only indication of humanity inherited from their parents lies in their intelligence; though they lack the restraints of conscience, they possess cunning beyond any simple beast. Purebloods do not need a human form to speak, though their voices are rough and difficult to understand by those not accustomed to them.

CLAW RNG POW P+S 1 4 14 2

1

MIND

BOD Y

3 4

I

T

Purebloods possess a natural magnetism that draws other warpwolves to them, and it is for this reason they often fulfill the leadership role within a pack. This placement in the pack hierarchy makes them all the more valuable to those druids who would see warpwolves used to support the aims of the Circle Orboros. Senior druids have found them capable of surprising insight, adaptive tactical brilliance, and bold, ruthless courage.

TACTICAL TIPS Spell Ward – This applies to friendly spells as well as enemy spells.

6

SP

IR

5 FURY: 4 PC 17

THRESHOLD: 10 FA U

BASE:LARGE

WARPWOLF ASSAULT CONTROLLED WARPING – At the beginning of this

model’s activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • GHOSTLY – This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes. • SPELL WARD – This model cannot be targeted by spells. • WARP STRENGTH – This model gains +2 STR. REGENERATION [d3] – This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

DEATH HOWLER DAMAGE TYPE: MAGICAL

CLAW OPEN FIST

ANIMUS WRAITHBANE

COST RNG AOE POW DUR OFF 2

6



– TURN NO

Target friendly Faction model’s weapons gain Blessed  and Damage Type: Magical  . Wraithbane lasts for one turn.

71

RAZORWING GRIFFON CIRCLE LIGHT WARBEAST RAZORWING GRIFFON SPD STR MAT RAT DEF ARM CMD 7 8 6 1 15 14 3

CLAW BLADES RNG POW P+S 0.5 3 11 2

1

MIND

BOD Y

3 4

I

T

SP

6

IR

5 FURY: 3 PC 7

THRESHOLD: 8 FA U

BASE:MEDIUM

RAZORWING GRIFFON BLADE RUSH – While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes trample attacks against models regardless of their base size. THRESHING BLADES – This model gains +4 to its trample power attack damage rolls. TRAMPLE POWER ATTACK – This model can make trample power attacks.

CLAW BLADES OPEN FIST

AMUCK

COST RNG AOE POW DUR OFF 1

6



– TURN NO

When target friendly Faction warbeast makes a power attack or special attack, its attack rolls are boosted. Amuck lasts for one turn.

72

The master beast handlers of the Circle Orboros spend years training these griffons before ever arming them with blades. Griffons are naturally intractable creatures, and the druids who train them must possess the forbearance of falconers and the grit of warriors; more than a few trainers bear the scars of a quarrel with their beasts. Once a handler is certain of a griffon’s training, he arms it with lightweight but resilient metal blades on its leading feathers and gauntlets over its natural claws. The final lessons are difficult, as the trainer must fight the griffon’s deeply ingrained hunting instincts. The griffons naturally want to dive upon their prey and lift it aloft—not sweep low along the ground scything with their wings before ascending to begin a new attack. As part of their training, razorwings come to expect a freshly killed reward after each battle: the more foes they cut down, the better they will feed from the hands of their masters.

TACTICAL TIPS

FLIGHT

ANIMUS

Razorwing griffons plunge into battle with the piercing shrieks of birds of prey, diving into enemy formations to carry out brutal assaults. Flying just a few feet above the ground, they move like threshers across a crop of wheat. Razorwings use their sharp-edged blades to slash through ranks of infantry, leaving a bloody trail of the dead and dying to mark their passage.

Amuck – This does not boost the attack rolls of chain attacks that duplicate the effects of special attacks.

RIP HORN SATYR CIRCLE HEAVY WARBEAST Rip horn satyrs are intimidating beasts with a vicious temperament. They show more cunning than other satyrs but are every bit as fierce, smashing into their enemies, pushing them back, and breaking their lines and formations. Once they close with enemies, these satyrs slash brutally with their bladed gauntlets at any foe still standing, heaving aside any that somehow survived their punishing initial assault.

SATYR SPD STR MAT RAT DEF ARM CMD 5 11 6 3 12 19 5

HORNS RNG POW P+S 1 4 15

Even fewer herds of rip horns roam the wilds compared to the other breeds of satyr maintained by the druids of the Circle Orboros. Wild rip horns are notable for being one of the few varieties to use simple tools and to build structures, however crude. The druids consider rip horns highly intelligent by the standards of the species, so it was only natural they take a deep interest in preserving these remaining herds.

BLADED GAUNTLET RNG POW P+S 1 4 15 2

1

MIND

Rip horns selected to accompany druids in war receive simple bladed gauntlets and are taught to use them in lieu of the brute force that most of their kind prefer. Even with their natural disposition to learning, the stubborn and belligerent satyrs do not always take well to training. The druids are careful not to breed out those traits altogether, however, as they value beasts that are not only cunning but also capable of being stirred to violence for their cause.

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3 PC 14

THRESHOLD: 8 FA U

BASE:LARGE

SATYR AGGRESSIVE – This model can run or charge without

being forced.

HORNS HARD HEAD – This model can add this weapon’s POW to its head-butt and slam power attack damage rolls.

BLADED GAUNTLET OPEN FIST CHAIN ATTACK: GRAB & SMASH – If this model hits

the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a head-butt or throw power attack against that target.

ANIMUS IRRESISTIBLE FORCE

COST RNG AOE POW DUR OFF 1

SELF





TURN NO

The spellcaster gains Bulldoze. Irresistible Force lasts for one turn. (When a model with Bulldoze is B2B with an enemy model during its Normal Movement, it can push that model up to 2˝ directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when a model makes a trample power attack.)

73

ROTTERHORN GRIFFON CIRCLE LIGHT WARBEAST ROTTERHORN GRIFFON SPD STR MAT RAT DEF ARM CMD 7 8 6 1 15 14 4

CLAW RNG POW P+S 0.5 3 11 2

1

MIND

BOD Y

3 4

I

T

SP

6

IR

5 FURY: 3 PC 7

THRESHOLD: 8 FA U

BASE:MEDIUM

ROTTERHORN GRIFFON FLIGHT KILLING SCREECH – Once per activation, immediately

after resolving a melee attack in which it destroyed an enemy model, this model can cast its animus without being forced.

Swooping down from the rocky peaks of the mountain from which it takes its name, the elusive Rotterhorn griffon unleashes a shriek as deadly as its talons. This piercing cry can be heard for miles, echoing across the parched earth that surrounds the breed’s towering mountain home. The strike itself comes suddenly, as the beast screams down from the desert sky to leave its prey stunned and bloodied. The griffon then shreds its helpless victim with hooked talons and lifts the bloody carcass back to its remote roost to consume. These griffons make their nests in the crags and crevices of the Rotterhorn, a massive mountain that looms over the landscape of the Bloodstone Marches. In these stony upper reaches, Rotterhorn griffons have little to fear, as few creatures can manage the arduous climb to their aeries, and any intruders are summarily grabbed by powerful talons, hoisted aloft, and tossed into thin air to plummet to their death. Broken and gnawed carcasses litter the slopes of the Rotterhorn, testament to the dangers that lie hidden near its peak. Despite such challenges, the druids of the Circle Orboros have long observed and exploited the Rotterhorn griffons to their own ends, choosing especially aggressive specimens for use as warbeasts. Like all griffons, the Rotterhorn breed is temperamental. Angering a griffon during training usually drives it to loose its deafening shriek, and the druids must take great pains to teach these creatures to withhold their lethal scream until they enter battle. Once engaged with the enemy, a griffon is allowed full expression of its rage, and its slashing talons leave a bloody trail of men and beasts.

CLAW OPEN FIST

ANIMUS DEATH SHRIEK

TACTICAL TIPS COST RNG AOE POW DUR OFF 2

SELF

* – – NO

Enemy models currently within 2˝ of the spellcaster suffer an unboostable POW 8 damage roll.

74

Killing Screech – Killing Screech does not enable this model to cast its animus more than once per activation.

SCARSFELLCIRCLEGRIFFON LIGHT WARBEAST Griffons are predators that combine the sinewy grace of great hunting cats with the innate ferocity of birds of prey. In ancient times griffons were driven almost to extinction, becoming so scarce that mankind came to believe them purely creatures of myth. In truth, the survivors had drifted to the edges of the known map, away from civilization but still within reach of the beast masters of the Circle Orboros. Druids have long tended griffon fledglings and picked out those best suited to their needs. The creatures’ snapping beaks and powerful talons, to say nothing of their vicious temperament, make them dangerous combatants.

SCARSFELL GRIFFON SPD STR MAT RAT DEF ARM CMD 7 8 6 1 15 13 3

BEAK RNG POW P+S 0.5 4 12

CLAW RNG POW P+S 0.5 3 11

One particular breed of these peerless hunters lives in the Scarsfell Forest in Khador, a region of untamed wilderness that shelters elusive species of all kinds. These Scarsfell griffons take solitary roosts among the cliffs and foothills bordering that dark forest. Known for their stealthy tactics, they dive from great heights to surprise even well-camouflaged creatures hiding on the forest floor. Often a target becomes aware of its doom only when talons close upon it and the griffon releases a shriek of victory. Scarsfell griffons lift ulk and other prey aloft to be eaten among the crags or in great nests atop ancient trees, leaving little sign on the ground of their passing.

2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3 PC 8

THRESHOLD: 8 FA U

BASE:MEDIUM

SCARSFELL GRIFFON FLIGHT STEALTH LONG LEASH – When checking to see if this model is in

its controller’s control range, double the range. TRACKER – This model ignores forests when

determining LOS when declaring a charge.

CLAW OPEN FIST

ANIMUS ELUSIVE

COST RNG AOE POW DUR OFF 1 SELF –

– RND NO

The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2˝ immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)

75

SHADOWHORN SATYR CIRCLE HEAVY WARBEAST SATYR SPD STR MAT RAT DEF ARM CMD 6 10 6 3 13 17 5

HORNS RNG POW P+S 1 4 14

CLAW RNG POW P+S 1 3 13 2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3 PC 12

THRESHOLD: 8 FA U

BASE:LARGE

SATYR BOUNDING LEAP – Once per activation, after making

a full advance as its Normal Movement but before performing its Combat Action, this model can be forced to be placed completely within 5˝ of its current location. SET DEFENSE – A model in this model’s front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model.

HORNS HARD HEAD – This model can add this weapon’s POW to its head-butt and slam power attack damage rolls.

CLAW OPEN FIST CHAIN ATTACK: THROW – If this model hits the same

model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a throw power attack against that target.

ANIMUS PUISSANCE

COST RNG AOE POW DUR OFF 1

6



– TURN NO

Target friendly Faction warbeast’s melee weapons gain Beat Back. Puissance lasts for one turn. (Immediately after a basic attack with a weapon with Beat Back is resolved during this model’s Combat Action, the enemy model hit can be pushed 1˝ directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1˝ directly toward it.)

76

Satyrs are elusive creatures that have endured by avoiding mankind. Only recently have the druids called them forth from their remote lairs in the mountains and forests to join the battles abroad. Of the numerous hardy satyr breeds, some are better equipped for warfare than others. The swift and agile shadowhorns have entered the fray with particular enthusiasm. Shadowhorns possess a slenderer build than other satyrs, but their energetic personalities are even more aggressive and they display a particularly savage glee when closing with the enemy. The shadowhorns’ love of battle is evident even in their clashes in the wild. As with other satyrs, many of these contests take place between mature males competing to mate. Though their bodies are leaner than those of some of their cousins, their nimble athleticism makes them capable of impressive feats in combat, particularly as they use the momentum of an attacker against it. Whereas the gnarlhorns clash head-to-head with ear-splitting impacts, the shadowhorns engage in leaping martial dances, springing off tree trunks to fly past one another in blurs of motion. Foes that close with a shadowhorn are often quickly sent sailing through the air, their bodies slamming into the nearest trees with shattering impact.

TACTICAL TIPS Puissance – You cannot move toward a model you destroyed.

WARPWOLFCIRCLE STALKER HEAVY WARBEAST Warpwolf stalkers are created from the same fell rites used to spawn feral warpwolves. For reasons not entirely understood, however, these creatures react differently to the elixir that triggers their transformation. Though unquestionably warped by the savage power of the Devourer and bloodthirsty in the extreme, stalkers retain a portion of their human intellect and are able to wield weapons even after warping into their bestial forms. With this combination of animal instinct and human faculty, they are particularly effective killers.

WARPWOLF SPD STR MAT RAT DEF ARM CMD 6 10 6 3 14 17 5

CLAW RNG POW P+S 1 4 14

GREAT SWORD RNG POW P+S 2 6 16

Some arcanists of the Circle have speculated that those who become warpwolf stalkers were individuals touched by the shadow of the wilding. Though such individuals lack the spark that would have enabled them to become true blackclads, their transformation gives them access to a font of primal power.

2

1

MIND

Rigorously conditioned to suppress a portion of their unnatural fury, warpwolf stalkers are shaped as much by their training as they are by their bestial transformations. Only warpwolves whose minds remain mostly intact when transformed can undergo such training; as a result, their numbers are few. These stealthy killers, taught to fight with the great sword, accompany the vanguard of the Circle’s armies and are suited to prowl the forests of Immoren. They stalk their quarry quietly from the dense foliage even as their rage builds and threatens to grow out of control. At the last possible moment, the stalkers leap out and slaughter their unsuspecting prey in a berserk rush of liberated frenzy.

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 4 PC 19

THRESHOLD: 9 FA U

BASE:LARGE

WARPWOLF PATHFINDER CONTROLLED WARPING – At the beginning of this

model’s activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • BERSERK – When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range. • PROWL – While this model has concealment, it gains Stealth  . • WARP STRENGTH – This model gains +2 STR. REGENERATION [d3] – This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

CLAW OPEN FIST

ANIMUS LIGHTNING STRIKE

COST RNG AOE POW DUR OFF 1

SELF





TURN NO

The spellcaster gains Sprint. Lightning Strike lasts for one turn. (At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.)

77

WILD ARGUS CIRCLE LIGHT WARBEAST ARGUS SPD STR MAT RAT DEF ARM CMD 6 8 5 4 14 15 5

BITE RNG POW P+S 0.5 4 12 2

1

MIND

3

BOD Y

4 I

T

6

SP

IR

5 FURY: 3 PC 7

THRESHOLD: 9 FA U

BASE:MEDIUM

ARGUS PATHFINDER CIRCULAR VISION – Models never gain a back strike

bonus against this model.

BITE COMBO STRIKE (HATTACK) – Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model’s STR plus twice the POW of this weapon.

ANIMUS DOPPLER BARK

COST RNG AOE POW DUR OFF 2

SELF

*

– – NO

Living or undead enemy models currently within 2˝ of the spellcaster have their base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks for one round.

78

These huge and ferocious two-headed canines are beasts of thick muscle, solid bone, and sharp teeth. The druids have spent centuries taming, breeding, and training them for battle and protection. Argus bred by the Circle are far larger and more vicious than such animals tamed in northern Khador. They pack a surprising punch for their size, but it is the power of their paralyzing bark that Circle warlocks value most. This acoustic assault can render even the mightiest enemy powerless, allowing the druids to strike when and where they choose. Argus are virtually impossible to surprise. They constantly scan their surroundings and are sensitive to the slightest movement. Warlocks rely upon the fast reflexes of their argus, which stand ready to spring instantly on any who harm their pack. This instinct is irrepressible, and the deep bonding that occurs between a pup and a druid ensures that an argus will never hesitate to sacrifice its life to protect its master. Famed for their endurance, argus can run at great speeds over long distances. This combination of stamina and almost supernaturally keen senses makes them ideal hunters, and the druids use them to track prey—two-footed or otherwise. Argus are surprisingly intelligent, and druids with enough expertise and patience can train theirs to understand complex orders. In addition to the snapping jaws of their two vicious heads, argus use their sonic attacks to disorient and daze their enemies. In the wild, the beasts hunt in packs, with one argus paralyzing a target with its bark while the others leap in for the kill.

WINTER ARGUS CIRCLE LIGHT WARBEAST Small caravans and lone hunting parties regularly vanish in the wilds of the Khadoran north. Often the only signs left to mark their end are scattered spots of blood-reddened snow and the paw prints of the savage winter argus. Few linger over such a scene lest their scent attract the attention of these relentless predators. Prowling under cover of great northern storms, winter argus leap from the veil of snow and wind with a chilling howl. Great gouts of gelid breath freeze their victims in place until the argus pack closes for the feast. Frozen flesh shatters between their powerful jaws and even steel cracks once weakened by the cold of their breath.

ARGUS SPD STR MAT RAT DEF ARM CMD 6 8 5 4 14 15 4

FROST BREATH RNG ROF AOE POW SP 6 1 — 12

BITE RNG POW P+S 0.5 4 12

The winter argus that stalk the dark, frozen hinterlands of the Scarsfell Forest and Blackroot Wood display behaviors and hunting techniques similar to those of wild wolves, harrying prey over deep snows where they will have the advantage of speed or through tangled forests that cut off avenues of escape. Some druids of the Circle Orboros dislike this breed because it has difficulty creating new pack bonds and rarely demonstrates the loyalty of more southern breeds. Northern druids, however, prize its savagery and the supernatural cold it can manifest to cripple the enemies of their order.

2

1

MIND

BOD Y

3 4

I

T

SP

6

IR

5 FURY: 3 PC 8

THRESHOLD: 9 FA U

BASE:MEDIUM

ARGUS IMMUNITY: COLD PATHFINDER CIRCULAR VISION – Models never gain a back strike bonus against this model.

FROST BREATH DAMAGE TYPE: COLD CRITICAL FREEZE – On a critical hit, the model

hit becomes stationary for one round unless it has Immunity: Cold  .

ANIMUS WINTER COAT

COST RNG AOE POW DUR OFF 1

SELF





RND NO

The spellcaster gains Immunity: Cold  and Freezer. Winter Coat lasts for one round. (When an enemy model without Immunity: Cold  ends its activation within 2˝ of a model with Freezer, the enemy model becomes stationary for one round.)

79

WOLD GUARDIAN CIRCLE HEAVY WARBEAST WOLD GUARDIAN SPD STR MAT RAT DEF ARM CMD 4 12 6 1 9 20 —

BATTERING RAM RNG POW P+S 1 5 17

Creating a wold guardian requires large quantities of stone that must be painstakingly shaped and etched with arcane runes. The rites by which the constructs are awoken to their limited consciousness are equally taxing. Gallons of blood from living creatures must be spilled across the giant form’s ropes, wood, and stones in order to stir it to life. The blood suffuses the guardian’s body, paying the mystical price to bestow the vitality and resiliency of the living upon it.

2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3 PC 17

THRESHOLD: — FA U

Circle druids create their constructs using the same finesse and pragmatism with which they manage warbeast breeding, and each construct is produced to meet a specific need. The enormous wold guardians fulfill two purposes: they defend their warlocks from enemy assaults and deliver crushing blows in return. Few creatures walking Caen have the courage to stand up to the might of the Circle’s wold guardians, which are like walking walls armed with battering rams of solid stone.

BASE:LARGE

The lumbering guardians might take time to reach their enemies, but once they close, death is almost inevitable. Their enormous pillar-like arms can dash apart any obstacle that blocks their path. Those unfortunate enough to be the target of their overwhelming assaults are crushed to unidentifiable pulp, leaving behind only a bloody smear upon the earth to mark the futility of opposing the will of the Circle Orboros.

WOLD GUARDIAN CONSTRUCT PATHFINDER

TACTICAL TIPS

SHIELD GUARD – Once per round, when a friendly

model is directly hit by a non-spray ranged attack during your opponent’s turn while within 3˝ of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. STEADY – This model cannot become knocked down.

BATTERING RAM DAMAGE TYPE: MAGICAL RAM – When an enemy model is hit by this weapon

during this model’s Combat Action, it becomes knocked down and can be pushed 1˝ directly away from this model. If the model hit is pushed, this model can immediately advance 1˝ directly toward it.

ANIMUS IRRESISTIBLE FORCE

COST RNG AOE POW DUR OFF 1

SELF





TURN NO

The spellcaster gains Bulldoze. Irresistible Force lasts for one turn. (When a model with Bulldoze is B2B with an enemy model during its Normal Movement, it can push that model up to 2˝ directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when a model makes a trample power attack.)

80

Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

WOLDWARDEN CIRCLE HEAVY WARBEAST Woldwardens are towering constructs that combine the permanence of stone and wood with the chaos of living entropy. Their solid frames are inscribed with intricate lattices of runes that glow when infused with the power of Orboros.

WOLDWARDEN SPD STR MAT RAT DEF ARM CMD 5 11 6 4 10 18 —

A woldwarden’s greatest asset is the mystical harmony it enjoys with its controlling warlock. This bond allows the woldwarden to be a vessel for the druid’s arcane might, which is fueled by the power of the earth rather than the druid’s own energy. More than a mere weapon, the woldwarden is an extension of its druid’s will. In quiet times woldwardens patiently guard the most sacred sites of the Circle Orboros, but in crisis the druids bring them forth from those groves to fight the Circle’s enemies.

RUNE FIST RNG POW P+S 1 4 15

MIND

Some druids, particularly those who follow the path of earth, consider woldwardens superior to and infinitely more reliable than the wild beasts others struggle to tame. Woldwardens can charge unimpeded through any terrain and absorb tremendous punishment. Their natural power allows them to cause trees and foliage to erupt around them, hindering any enemy that attempts to engage them.

Geomancy – Geomancy cannot be used to cast animi because they do not appear on the warlock’s card. This model can be forced to boost attack or damage rolls.

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 3

TACTICAL TIPS

2

1

PC 16

THRESHOLD: — FA U

BASE:LARGE

WOLDWARDEN CONSTRUCT PATHFINDER MAGIC ABILITY [6] • GEOMANCY – Once per activation while in its

controller’s control range, this model can be forced to cast one of the spells on its controller’s card with a COST of 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. Use this model’s Magic Ability score when making magic attack rolls. MEND – During your Control Phase, remove 1 damage point from this model.

RUNE FIST DAMAGE TYPE: MAGICAL OPEN FIST CHAIN ATTACK: SMITE – If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against the model hit. If the additional attack hits, the target is slammed d6˝ directly away from this model and suffers a damage roll with POW equal to the STR of this model plus the POW of this weapon. The POW of collateral damage is equal to the STR of this model.

ANIMUS WILD GROWTH

COST RNG AOE POW DUR OFF 2

SELF

4



RND NO

Center a 4˝ AOE on the spellcaster. The AOE is a forest that remains in play for one round. The spellcaster cannot move or be placed after casting Wild Growth. Wild Growth lasts for one round.

81

WOLDWATCHER CIRCLE LIGHT WARBEAST WOLDWATCHER SPD STR MAT RAT DEF ARM CMD 5 8 5 5 10 17 —

ELEMENTAL STRIKE RNG ROF AOE POW 10 1 — 12

Rolled up into tight piles of easily overlooked stone, woldwatchers are often placed to protect key territories in the forest. When triggered by the tread of intruders, they reveal their true form and call upon the power of nature to neutralize the interlopers. Blackclads who honor the ways of the earth can fashion them from any strong stone and other natural materials lashed together by ropes that have tasted blood. Into the stone the druids inscribe ancient runes imbuing the woldwatcher with the power of Orboros and the spark of animation. Many druids prefer these versatile elemental constructs to their larger counterparts, for they are easier to assemble and endlessly useful.

RUNE FIST RNG POW P+S 0.5 4 12 2

1

MIND

BOD Y

3 4

I

T

SP

6

IR

5 FURY: 2 PC 9

THRESHOLD: — FA U

BASE:MEDIUM

WOLDWATCHER

Earth’s Blessing – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

STONE FORM – This model can be forced to use Stone

Form at any time during its activation. For one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks.

ELEMENTAL STRIKE DAMAGE TYPE: MAGICAL FERTILIZER – When a living or undead model is boxed

by an attack made with this weapon, center a 3˝ AOE on the boxed model and then remove that model from play. The AOE is a forest that remains in play for one round.

RUNE FIST DAMAGE TYPE: MAGICAL OPEN FIST FERTILIZER – See above.

EARTH’S BLESSING

COST RNG AOE POW DUR OFF 1

SELF





RND NO

The spellcaster cannot be pushed, knocked down, made stationary, or moved by a slam. Earth’s Blessing lasts for one round.

82

Although the ropes used to make woldwatchers are not always wound from vines watered with the blood of sacrifices as they once were, the constructs still draw great power from the essence of life. Their strong connection to the earth allows them to cause a brief but dramatic explosion in plant growth and to become nearly impervious simply by standing still.

TACTICAL TIPS

ADVANCE DEPLOYMENT CONSTRUCT PATHFINDER

ANIMUS

Drawing upon the strength of stone, soil, and tree, woldwatchers defend sacred groves and screen the advancing armies of the Circle. It is impossible to doubt their power after witnessing them overcome their enemies with blasts of elemental energy that sunder bodies in showers of blood to feed the hungry earth. A grove of trees then erupts from their foes’ still-twitching flesh, tearing apart what remains of the victim in a plume of gore.

Fertilizer – Because the boxed model is removed from play before being destroyed, it does not generate a soul or corpse token.

WOLDWYRD CIRCLE LIGHT WARBEAST Of all the elemental constructs built by the shapers of stone, the woldwyrd is the most overtly arcane. The druids designed the woldwyrd to be a small but potent sentinel, calibrating every inch of its rune-covered surface to tap directly into the invisible lattice of ley lines surging beneath the soil. A woldwyrd floats silently above the earth, its large polished orb of pure beryl pulsing green like a wrathful eye. This glow can brighten in an instant to a blinding intensity, just before the stone unleashes a deadly beam potent enough to sear flesh, melt iron, and end lives in a blaze of emerald fire.

WOLDWYRD SPD STR MAT RAT DEF ARM CMD 7 6 3 6 13 16 —

ARCANE STRIKE RNG ROF AOE POW 10 3 — 10

MIND

Few enemies of the Circle have lived to tell of encounters with these unrelenting hunters, which were designed to strike down wielders of magic. It matters not if a foe lays claim to occult mastery, priestly sanctity, or arcane strength—all fall before the merciless fire of the woldwyrds. In ancient times woldwyrds hunted traditionbound Menite priests, who burned anyone that manifested the wilding. The expanding battles of the druids of Orboros have prompted the construction of more of these sentinels. Many blackclads value them as versatile tools against those who would dare contest the Circle for mastery of the wilderness.

2

1

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 2 PC 9

THRESHOLD: — FA U

BASE:MEDIUM

TACTICAL TIPS Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

WOLDWYRD CONSTRUCT GUNFIGHTER PATHFINDER STEADY – This model cannot become knocked down. WITCH HUNTER – When an enemy model declares it

is casting a spell while within 10˝ of this model, this model can immediately make a basic attack targeting the enemy spellcaster. If the spellcaster is destroyed as a result of this damage, the spell does not take effect.

ARCANE STRIKE DAMAGE TYPE: MAGICAL PURGATION – Gain an additional die on attack and

damage rolls with this weapon against models with an enemy upkeep spell or animus on them.

ANIMUS ARCANE SUPPRESSION

COST RNG AOE POW DUR OFF 2

SELF





RND NO

While within 10˝ of the spellcaster, when an enemy model casts a spell, increase the COST of the spell by 1. Additionally, while within 10˝ of the spellcaster, enemy models must pay double to upkeep spells. Arcane Suppression lasts for one round.

83

BRENNOS THE ELDERHORN CIRCLE SATYR HEAVY WARBEAST BRENNOS 1 SPD STR MAT RAT DEF ARM CMD 5 10 6 4 11 18 8

HORNS RNG POW P+S 1 4 14

In his youth Brennos was a powerful primitive shaman leading one of the largest herds of his kind, high in the Wyrmwall Mountains. Any that threatened the herd he repelled with blasts of summoned storm winds or deadly blows from his cudgel, a crude weapon fashioned from stout oak. With Brennos as their defender, his herd thrived as no other. In time, his mystic capabilities were recognized by the blackclads tending herds in the region, who noted with particular interest his ability to dampen and disperse the magic of others. Such formidable powers had clear and obvious applications against the Circle’s many enemies.

OAKEN STAFF RNG POW P+S 2 6 16 2

1

MIND

BOD Y

Once every few centuries, a satyr with exceptional potential and the gift of magic rises from among its kind. These beings are revered as shamans and champions, each a blessing bestowed upon the herd. Brennos the Elderhorn is one of these. An ancient and wizened satyr grown grey and stooped by the weight of almost three centuries, Brennos commands primordial magic, harnessing the eldritch natural forces of raw elemental power.

3 4

I

T

6

SP

IR

Convinced the druids would protect his wards, Brennos left to serve a dozen different masters, and each warlock left an imprint on his mind. As a stone at the river’s edge is shaped over time by the currents, Brennos’ intellect and magical talent were gradually refined. Over many years, he met and bonded with some of the most powerful blackclads in the Southern Dominion.

5 FURY: 4 PC 17

THRESHOLD: 10 FA C

BASE:LARGE

BRENNOS 1 PATHFINDER BOND [MORVAHNA] – If this model begins the game

in Morvahna’s battlegroup, it is bonded to her. This model is not considered to be bonded while under your opponent’s control. When this model destroys one or more enemy models with a melee or magical attack during its Combat Action while bonded to Morvahna and in her control range, you can remove 1 damage point from Morvahna. When this model suffers damage from an enemy melee or ranged attack while bonded to Morvahna and in her control range, you can remove 1 damage point from Morvahna. MAGIC ABILITY [7] • CONDITION (HACTION) – RNG 3. Target friendly

Faction warbeast. If the warbeast is in range, you can place 1 fury point on it or remove 1 fury point from it. • PURIFYING PRAYER (HACTION) – Animi and continuous effects on models/units in this model’s command range immediately expire. • RAVAGING WINDS (HATTACK) – Ravaging Winds is a RNG 10, AOE 4, POW 14 magic attack. The AOE remains in play for one round. Models cannot make ranged attacks while within the AOE.

HORNS CRITICAL PITCH – On a critical hit against a model with

an equal or smaller base, the model hit can be thrown d6˝ directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.

OAKEN STAFF BLESSED DAMAGE TYPE: MAGICAL

ANIMUS ARCANE SUPPRESSION

COST RNG AOE POW DUR OFF 2

SELF





RND NO

While within 10˝ of the spellcaster, when an enemy model casts a spell, increase the COST of the spell by 1. Additionally, while within 10˝ of the spellcaster, enemy models must pay double to upkeep spells. Arcane Suppression lasts for one round.

84

Eventually Brennos entered the service of a particularly forceful master—Morvahna the Autumnblade. The night she first appeared before him, she overawed him with her arcane power and commanding presence. The mighty satyr bowed low, prostrating himself before the powerful druid. Brennos offered himself in service to the Autumnblade, desiring only to lend his power to hers. In the decades since, Brennos has been Morvahna’s most reliable and constant sentinel. When not required elsewhere, he guards the innermost area of her fogshrouded domain, a major ley line conjunction of tremendous potency. Though his youthful vigor is a fading memory, his mind remains remarkably cunning. He has reshaped his original club into a rune-carved staff to support his bent frame, and his age often deceives Morvahna’s rivals. Though ancient, Brennos is still strong, and he continues to leave the bodies of those who oppose his mistress twisted and broken on the battlefield—sent to the afterlife by his primal magic or broken by a swift blow from his heavy staff or gnarled horns.

TACTICAL TIPS Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.

85

GHETORIX CIRCLE WARPWOLF HEAVY WARBEAST GHETORIX 1 SPD STR MAT RAT DEF ARM CMD 6 11 7 3 14 17 5

BITE RNG POW P+S 1 3 14

GREAT AXE RNG POW P+S 2 6 17

Ghetorix was once a tuath king of the Tharn. He and his tribe stood defiant when Morvahna the Autumnblade put out a call for warriors in the years when Kromac served her bidding. To bring them to task, Morvahna released Kromac to subjugate his tribe, and the two clashed axe-to-axe in personal combat, each channeling the Devourer Wurm. Tearing at one another with axes and teeth, the long battle left both Tharn savagely wounded, but there could be only one victor. In the end Kromac was victorious, and he dragged Ghetorix before Morvahna to face her terrible judgment.

2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 4 PC 21

THRESHOLD: 8 FA C

BASE:LARGE

GHETORIX 1 BOND [KROMAC] – If this model begins the game in Kromac’s battlegroup, it is bonded to him. This model is not considered to be bonded while under your opponent’s control. While bonded to Kromac and in his control range, this model gains Overtake. (When a model with Overtake destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1˝.) CONTROLLED WARPING – At the beginning of this model’s activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • MURDEROUS – This model gains an additional die on melee attack rolls against warrior models. • SNACKING – When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points. • WARP STRENGTH – This model gains +2 STR. REGENERATION [d3] – This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

ANIMUS SPINY GROWTH

COST RNG AOE POW DUR OFF 2

SELF





RND NO

The spellcaster gains +2 ARM. If a non-warrior model hits the spellcaster with a melee attack, the attacking model suffers d3 damage points immediately after the attack is resolved unless the spellcaster was destroyed or removed from play by the attack. Spiny Growth lasts for one round.

86

Ghetorix’s thirst for blood and hunger for violence are legendary among the brutal tuaths of the Tharn. The very sight of the hulking beast fighting alongside Kromac the Ravenous inspires the same abject terror in the hearts of the enemy as their ancestors felt trembling in the presence of the Molgur hordes. His howled battle cry sets his foes’ hair on end, breaking spirits even before his axe and teeth bite into flesh. Ghetorix’s bloodlust is slaked only when he stands knee-deep in the entrails of the fallen, his jaws dripping gore.

Morvahna saw in Ghetorix a primal connection she could exploit to create a weapon of greater power, and the punishment she chose was to inflict the warpwolf elixir upon the proud king. Druids had long avoided using Tharn in these rites, as their inborn connection to the Wurm combined with the draught’s effects invited disaster. Perhaps to test Kromac’s convictions, Morvahna bade him witness as she shattered Ghetorix’s mind to transform him into one of the fiercest warpwolves the Circle had ever seen. Ghetorix broke loose to massacre his own tribesmen, including his wife and children, beginning a maddened rampage of slaughter that escalated even further with the full moon of Calder. Ghetorix cut a bloody path through the forest, destroying several villages loyal to the blackclads in his madness. Kromac hunted him for weeks and finally subdued him once more, imposing his tremendous will to hold the creature back from the brink of a mental abyss. A bond of honor and respect was born between the two, and Ghetorix obeys Kromac as he will no one else. The mind of the transformed chieftain remained broken and deranged, however, and his mournful howls seem to suggest that in every battle he relives the tragedy he once visited upon his people.

TACTICAL TIPS Snacking – Because the boxed model is removed from play before being destroyed, it does not generate a soul or corpse token.

87

LOKI CIRCLE WARPWOLF HEAVY WARBEAST LOKI 1 SPD STR MAT RAT DEF ARM CMD 6 11 7 6 14 17 5

THROWN HOOK RNG ROF AOE POW 8 1 — 15

BATTLE SHIELD RNG POW P+S 1 3 14

BITE RNG POW P+S 1 3 14 2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 4 PC 19

THRESHOLD: 10 FA C

BASE:LARGE

LOKI 1

CHAIN WEAPON

BOND [TANITH] – If this model begins the game

DRAG – When this weapon damages an enemy

in Tanith’s battlegroup, it is bonded to her. This model is not considered to be bonded while under your opponent’s control. While this model is bonded to Tanith and in her control range, it gains Prowl. (While a model with Prowl has concealment, it gains Stealth  .) CONTROLLED WARPING – At the beginning of this model’s activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • HUNTER – This model ignores concealment and cover when making ranged attacks. • PRETERNATURAL REFLEXES – This model cannot be targeted by combined melee attacks or combined ranged attacks. Models do not gain back strike bonuses against this model. • WARP STRENGTH – This model gains +2 STR. REGENERATION [d3] – This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. SHIELD GUARD – Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent’s turn while within 3˝ of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.

model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed directly toward this model until it contacts a model, an obstacle, or an obstruction. After the damaged model is moved, this model can make one basic melee attack against the damaged model. After resolving this melee attack, this model can make additional melee attacks during its Combat Action. THROWN – Apply any modifiers to this model’s STR to the POW of this weapon.

Unique among his kind, Loki has managed to maintain a measure of both his sanity and his humanity even through the torturous transformation from man to warpwolf. His cunning combines with his imposing physical presence to make him a particularly terrifying beast of war. With shield and hooked blade in hand he carves a bloody path through his opponents in battle, relishing the carnage. Loki was once a warrior of the Vorgoi people, a far northern tribe fiercely devoted to the Devourer Wurm and known for its bloodthirsty warriors and sacrificial feasts. Loki proudly served as shield bearer to Chieftain Tomekk of the Barjok clan. He spent years fighting alongside Tomekk against rival tribes and northern trollkin, honing his martial skills and risking his life to shield the chieftain from harm. The Barjok clan eventually suffered a string of losses followed by a harsh winter. In the depth of this bitter season, the blackclad Vernor the Nightbringer came to them seeking repayment for old debts. He demanded Tomekk surrender himself to become a living weapon for the druids. If not for the clan’s weakened state, this proposal would have been refused outright. As it was, they could not afford to antagonize the blackclads. Before Tomekk could accept, Loki intervened and offered himself in Tomekk’s stead. His clan needed its leader if they were to endure. Chained and led deep into the heart of the forest, Loki was handed a bottle of foul-smelling liquid and told to drink. He obeyed, initiating his transformation from savage man

88

THROWN HOOK

PATHFINDER

BATTLE SHIELD SHIELD

ANIMUS ELUSIVE

COST RNG AOE POW DUR OFF 1 SELF –



RND NO

The spellcaster gains Dodge. Elusive lasts for one round. (A model with Dodge can advance up to 2˝ immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)

to savage beast. Even as the encroaching madness of the transformation overwhelmed him, Loki fought with all his will to retain the shreds of his mind. Loki’s struggle to retain his identity caused him immense suffering as he was torn between impulses he could barely control. The change had awakened in him a battle lust that overshadowed anything he had experienced in all his years fighting at his chieftain’s side. Fluctuating between intense anger and violent self-loathing, he was as prone to tear into an ally as to attack an enemy. After a number of blackclads failed in their efforts to constrain his unpredictable savagery, the ranking druids had almost decided to destroy Loki when Tanith the Feral Song stepped in, volunteering to try her hand with him—one last chance to see if he could be of use. The bond she soon forged with Loki succeeded beyond all expectations, and in her service his true potential has been unleashed. Tanith helped Loki suppress the thoughts that held him in check; he finally learned to quiet the man so the beast could do its work. Under Tanith’s firm guidance, Loki has become a consummate hunter, striking from the shadows with his hooked chain to drag enemies screaming into the dark of the forest. While Loki guards Tanith with the same care with which he protected his former chieftain, his human instincts now work in tandem with his bestial nature—a brutal combination of fighting technique and primal instinct.

TACTICAL TIPS Hunter – Hunter does not ignore Stealth gained from Prowl.

89

MEGALITH CIRCLE HEAVY WARBEAST MEGALITH 1 SPD STR MAT RAT DEF ARM CMD 5 12 7 4 10 19 —

RUNE FIST RNG POW P+S 1 5 17 2

1

MIND

BOD Y

3 4

I

T

6

SP

IR

5 FURY: 4 PC 20

THRESHOLD: — FA C

BASE:LARGE

All wolds are constructs of massive stone blocks set into a framework of wood and vine, with runes carved along their forms marking them as extensions of their druidic creators. Among them one walks apart: Baldur’s masterpiece, Megalith. Its branches and vines are still alive, and below its heavy tread its roots sink deep into the ground—both to steady its motion and to drink primal energy from the earth. By drawing directly on the power of Orboros, Megalith can prompt vibrant forest growth to erupt around it to snag and slow its foes. Megalith’s eyes glow with something like self-awareness. This stone goliath wanders where it believes itself most needed, often finding Baldur just when its master requires aid. After being damaged in battle the cracks along its stones seal themselves, vanishing into the granite as if it were living skin. Baldur had long dreamed of blending living wood with stone to create a construct like no other. The process by which he constructed Megalith required time and resources beyond that of other wolds. He nurtured the living elements constituting Megalith’s form while sculpting granite around them, laboring for almost a month on the final fusion. It was as much an expression of art as engineering, a contrast to the pragmatic approach Baldur typically takes when expediting the fabrication of other elemental constructs.

MEGALITH 1 CONSTRUCT PATHFINDER BOND [BALDUR] – If this model begins the game in Baldur’s battlegroup, it is bonded to him. This model is not considered to be bonded while under your opponent’s control. If this model is bonded to Baldur and in his control range at the start of Baldur’s activation, Baldur can remove d3 damage points. BOUNTIFUL RESTORATION – During your Control Phase, remove d3 damage points from this model. If a friendly Woldwarden is B2B with this model during your Control Phase, the Woldwarden removes d3 damage points for Mend instead of 1 damage point. MAGIC ABILITY [7] • GEOMANCY – Once per activation while in its

controller’s control range, this model can be forced to cast one of the spells on its controller’s card with a COST of 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. Use this model’s Magic Ability score when making magic attack rolls. STEADY – This model cannot become knocked down.

RUNE FIST WEIGHT OF STONE – When a model is damaged by this

weapon it suffers –3 SPD and DEF for one round.

UNDERGROWTH

COST RNG AOE POW DUR OFF 2 SELF –

– RND NO

While within 5˝ of the spellcaster, enemy models treat open terrain as rough terrain and suffer –2 DEF. Undergrowth lasts for one round.

90

Baldur admits he crafted Megalith as an act of pride, but there is no refuting its strength and effectiveness on the battlefield. What Baldur could never have predicted was the way in which the tenuous spark of his own life would one day be preserved by the nurturing grasp of his creation. When Baldur fell in battle to the blighted arrows of the Legion of Everblight, it was Megalith that clung to the last thread of his life and began the slow process of regrowing its master bit by bit, thus returning the gift of creation.

TACTICAL TIPS Geomancy – Geomancy cannot be used to cast animi because they do not appear on the warlock’s card. This model can be forced to boost attack or damage rolls. Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.

DAMAGE TYPE: MAGICAL OPEN FIST

ANIMUS

In the end he had every right to be proud of his creation, born from the tireless effort of his own hands. With its sophisticated and dimly conscious mind, Megalith can utilize a broad spectrum of druidic magic. When employed directly by Baldur or loaned to one of his peers, it can extend their magical will in myriad ways.

Steady – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn it was thrown.

91

STORM RAPTOR CIRCLE GARGANTUAN WARBEAST STORM RAPTOR SPD STR MAT RAT DEF ARM CMD 7 13 5 6 12 18 7

LIGHTNING RNG ROF AOE POW 12 1 — 14



BEAK RNG POW P+S 2 5 18



RNG POW P+S 2 4 17

TALONS RNG POW P+S 2 4 17

R

2

1

BEAK

FLIGHT IMMUNITY: ELECTRICITY PLASMA NIMBUS – If this model is hit by a melee attack, immediately after the attack is resolved you can choose to have the attacking model suffer a POW 10 electrical damage roll  unless this model was destroyed or removed from play by the attack.

LIGHTNING DAMAGE TYPE: ELECTRICITY LIGHTNING GENERATOR – When a model is

TALONS L

STORM RAPTOR

MIND

BOD Y

directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4˝ of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers an unboostable POW 10 electrical damage roll  . Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the lightning arc. RELOAD [1] – This model can be forced once during its activation to make one additional ranged attack with this weapon during its Combat Action.

DISRUPTION ELECTRO LEAP – When a model is directly hit

with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll  . Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.

TALONS CRITICAL DISRUPTION OPEN FIST ELECTRO LEAP – See above.

ANIMUS SKY FIRE

COST RNG AOE POW DUR OFF 2

SELF

*



TURN NO

When a friendly Faction model makes an attack with a ranged weapon with Damage Type: Electricity  targeting an enemy model in the spellcaster’s command range, the attacking model gains +2 to its attack roll. When an enemy model in the spellcaster’s command range suffers an electrical damage roll  , add +2 to the roll. Sky Fire lasts for one round.

3 IT

6 SP

IR

4

5

FURY: 4 PC 38

THRESHOLD: 9 FA 2

BASE:HUGE

This terrible bird of prey soars over the battlefields of Immoren rife with electrical energies, its silhouette blotting out the sun while its keen eyes scan for those who would oppose the will of its masters. Captive lightning flickers through its feathers to be unleashed in blinding arcs of voltaic energy as the raptor dives upon its prey, talons extended for the kill. Native to the desolate northern Stormlands, this great beast makes its home on the steep cliff faces of the Abyss. It is a superb hunter and spends much of its time circling amid the harsh storms common to the region, using their frequent electrical discharges to cloak its approach to prey—typically deep drakes and other sizable denizens of this vast and treacherous wasteland. Solitary storm raptors often clash with archidons in territorial feuds in the skies above the desert, rending the air with their cries. Storm raptors were utilized by early blackclads as beasts of war, but their existence had been forgotten for centuries before Omnipotent Mohsar called attention to them once more. His subordinates spent years studying the breeding patterns and habits of the creatures before moving to seize hatchlings when their nests were unguarded.

Though much daring is required of the druids tasked with capturing storm raptors for the Circle, more is demanded of those who commit their lives to training them. Such blackclads must work with their beasts from a young age, learning the delicate balance between asserting their authority and exhibiting wary respect. These druids discover early on that to show fear, particularly when dealing with fully grown storm raptors, is to risk immediate loss of life and limb. Druids who live to be veteran handlers often bear extensive scarring from close calls. When battle is joined, storm raptors can be found where the fighting is thickest. It is here that these majestic beasts unleash the electrical charges built up in their bodies and send arcs of lightning crackling through the ranks of the enemy. Trees are set alight, the earth is scorched black, and combatants hit by voltaic energies are left smoldering where they stand. With these winged beasts comes the fury of the Stormlands, which through the dedication of the blackclads has come to serve the will of the Circle Orboros.

TACTICAL TIPS Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Lightning Generator – Remember, lightning will not arc to a model with Immunity: Electricity.

92

93

WOLDWRATH CIRCLE GARGANTUAN WARBEAST WOLDWRATH SPD STR MAT RAT DEF ARM CMD 5 16 6 5 7 20 —

LIGHTNING STRIKE RNG ROF AOE POW 14 1 5 15



STONE FIST RNG POW P+S 2 3 19

L

STONE FIST RNG POW P+S 2 3 19

R

2

1

MIND

BOD Y

3 IT

6 SP

IR

4

5

FURY: 4 PC 37

THRESHOLD: — FA 2

BASE:HUGE

WOLDWRATH CONSTRUCT PATHFINDER HYPER-REGENERATION – Remove d3 damage points from this model at the start of each of its activations. SACRED WARD – This model cannot be targeted by enemy spells.

LIGHTNING STRIKE DAMAGE TYPE: ELECTRICITY ELECTRO FIELD – The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll  .

STONE FIST OPEN FIST EARTH SHAKER – Before resolving damage from this

attack, you can center a 4˝ AOE on the model directly hit. Models in the AOE become knocked down.

ANIMUS DRUID’S WRATH

COST RNG AOE POW DUR OFF 2

SELF





TURN NO

Friendly Faction models gain an additional die on magic attack rolls targeting enemy models within 10˝ of the spellcaster. Druid’s Wrath lasts for one turn.

94

The Circle Orboros has entered the end times, when it must launch the full force of plans centuries in the making and unleash ancient arsenals. Among the greatest of its weapons are the woldwraths, which must be brought forth to the battle lines and pitted against the many forces that would see the world plunged into darkness. A woldwrath stands as a towering monument to woldcrafting prowess, meant to tap into and unbind the ultimate fury of Orboros. Brought to life amid strenuous, blood-fueled rituals conducted atop powerful ley line junctures, a woldwrath channels the vast energies that flow within the earth. Its tempestuous assaults are prefaced by voltaic flickers that play along darkening clouds above and the pulsing runes inscribed across its stone form. In the aftermath of its summoned storm, all that remains of its enemies are charred and smoldering husks scattered upon the rain-drenched ground. Woldwraths were built not simply to siphon the power flowing through the body of Orboros to drive their myriad functions but also to store it for later use. Able to hold that energy in reserve and then direct it at enemy forces, a handful of woldwraths were created to stand against threats on the scale of dragons, which had rapidly become a growing threat. When the Orgoth invaded western Immoren, the druids of the Circle Orboros were scarcely more prepared than the warring city-states. The Circle avoided direct contact with the invaders whenever possible, but the Orgoth witches were drawn to the sites of power the blackclads had erected, seeking to exploit them for their own dark rites. The Orgoth launched many brutal raids to that end, forcing the Circle to fight bitterly in a largely futile attempt to defend them. The woldwraths inflicted a heavy toll upon the invaders in those battles, virtually all of which went unrecorded. The most awesome of these clashes occurred at the battle of Nine Stones, in what would become western Cygnar, where the druids sent five woldwraths against a host of Orgoth. Although the blackclads were ultimately defeated, the battle set back the Orgoth conquest by decades. In time, as the Orgoth began to lose their foothold in western Immoren, the Circle again deployed woldwraths to expel the invaders from places stolen from them. The Circle eventually withdrew the surviving woldwraths to their most remote fastnesses. Escalating conflict has forced the omnipotents of the Circle to unleash their great weapons again. Ancient, weathered woldwraths have been drawn from their resting places even as new ones are created. Like all wolds, woldwraths must be crafted according to exacting rituals; indeed, tremendous power is required to animate such huge constructs. A woldwrath’s wood and stone frame must be ceremonially imbued with the blood of life at a nexus of ley lines during key astronomical conjunctions. Fresh blood is harvested from battles and delivered unto these productions alongside freshly quarried stone and gathered timber. Off the battlefield, woldwraths serve as mobile replacements for the permanent standing stones situated at sites of great power, helping members of the Circle tap the energy of ley lines. It is in combat, however, that the constructs fulfill their terrible promise. As a woldwrath closes with the enemy, it discharges destructive lightning—emanations so great that whole thunderstorms gather about the construct and linger even after battle ends. While nearby druids leverage its power to augment their own natural magic, the woldwrath smashes the Circle’s challengers into wreckage. Roused to battle, it enacts the will of the blackclads and of Orboros itself.

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WARRIORS OF THE CIRCLE ORBOROS

The druids of the Circle Orboros can call upon a diverse fighting force in times of need, one that is vastly different than those of their enemies yet no less capable. Their martial forces are composed of low-ranking druids, numerous warrior families that have served the druids for generations, and various savage peoples throughout western Immoren with whom they have developed longstanding relationships. These groups, though not as numerous as many of the Circle’s enemies, make up for their numbers with skill at arms, hitand-run tactics, a deep knowledge of the wilderness, and fierce devotion to the druids’ causes.

Wolf Sworn Tribes At the center of the Circle’s fighting forces are the packs of Wolf Sworn. Clad in armor and draped with wolfskin, these toughened wilderness warriors are drawn from families in isolated villages within the wild places of western Immoren who owe fealty to the Circle Orboros. The Wolf Sworn are greatly feared by their foes, for they are adept at hunting and slaying enemies of the Circle. The Wolf Sworn have an ancient tradition of service to the druids of the Circle, and in return the druids protect and shelter their families in the remote and clannish wilderness communities. This loyalty is partly payment for services rendered, but the arrangement also affords the Circle access to and influence over certain bloodlines in which the wilding is particularly strong, in the hopes of recruiting fresh blood into the order. Traditionally, the Wolf Sworn have served

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the druids of the Circle out of loyalty to time-honored oaths handed down over many generations. However, in order to join the ranks of their brethren, all Wolf Sworn warriors must demonstrate skill at arms and the ability to survive in the hostile wilds. Some of the spearmen and reeves among the Wolf Sworn are more mercenary and less committed to the cause, but all must obey the blackclads. Although the majority of Wolf Sworn are ordinary humans, a number of isolated tribes have consented to undergo transformative rituals that forever change them, altering their forms and allowing them to enter into a deep communion with their totem animal. These warriors, known as warpborn skinwalkers, are among the most dedicated Devourer worshipers among the Wolf Sworn. Tribes who volunteer to undergo the transformation are typically descendants of bloodlines tracing back to the time of the Molgur. In past generations, the first of these tribes adorned themselves in clothing fashioned from the skins of predators in the belief that doing so would bestow upon them a measure of the beast’s power, and they see the transformation as a fulfillment of beliefs from these ancient times. Skinwalkers do not succumb to the madness that affects warpwolves. They retain their intelligence and skill in their new form while gaining a regenerative hardiness that serves them well. They are among the most resilient and implacable of the Circle’s defenders. Skinwalkers who are not in combat appear to be normal humans during the day but transform at night. They keep to remote villages where only Wolf Sworn dwell.

Tharn Tuaths

Those Called to Battle

After the Wolf Sworn, the next most important allies of the blackclads are the Tharn, fierce barbarians clinging to a way of life that has otherwise long since vanished from the world. While the blackclads deliberately established the Wolf Sworn to serve their needs, the order’s close ties with the Tharn are different. Tharn have known and cooperated with the blackclads for many generations, viewing them as wilderness prophets and emissaries of the Devourer Wurm, their god. However, these ties have become far stronger in recent times.

The Wolf Sworn and Tharn tribes stand ready to answer the summons of blackclads at a moment’s notice. All the fighting men and women of a village keep their traditional armor and weapons close at hand. When called to battle, they must be ready to travel to sites throughout western Immoren. Though the members of a given tribe may seldom stray far from their hunting lands, in times of war they are expected to go wherever they are needed.

Several decades ago, a ranking blackclad, Morvahna the Autumnblade, released the Tharn from the dire effects of a terrible curse known as the Ten Ills, which had otherwise threatened their extinction. This boon reinforced their loyalty not only to her but also to the entire order. Additionally, the Tharn are a savage people and the constant opportunity for bloodshed provided to them by the Circle is more than enough motivation for most to join the druids in battle. These tribes do not see their involvement in the wars of the druids as exploitive; they gladly give their lives to slay enemies of the Circle Orboros. All Tharn can effect a terrifying transformation that instills their bodies with the strength, speed, and appearance of a savage predator. Only loosely organized, these warriors generally operate at a tribal level in battle, where their strength and speed adds a terrific might to any Circle fighting force they support.

Fighting for the Circle Orboros has spread the Tharn far beyond their traditional home in the Thornwood Forest. Tharn warbands accompanying the blackclads are often left behind following a battle, where they serve as a natural barrier to the order’s enemies. The Tharn consider any territory they inhabit as their own and therefore worth dying for. Those who intrude on these territories must be ready to slaughter whole tribes of these savage people, a task few have the daring to attempt. Though both the Tharn and the Wolf Sworn are called upon to fight for the Circle in times of need, neither group is privy to the greater goals of the druids. Rather, they are given a specific task—usually involving the destruction of the Circle's enemies—and then set loose like hounds on the hunt. Individual bands of Tharn and Wolf Sworn may originate from far and wide across a druid’s territory, and although they may fight alongside one another, individuals tend to stay with their respective communities. This gives Circle armies a very scattered and disjointed organization compared to many of their enemies. Instead of facing arrayed ranks and formations, enemies of the Circle confront a savage horde of fearsome warriors, many of them taking on horrific and bestial forms, flowing across the battlefield like a living thing.

WARRIORS OF THE CIRCLE ORBOROS

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REEVES OF ORBOROS CIRCLE WOLF SWORN UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 6 5 5 5 13 13 7

DOUBLE CROSSBOW RNG ROF AOE POW 12 2 — 8

BATTLE BLADE RNG POW P+S 0.5 3 8 PC

Leader & 5 Grunts Leader & 9 Grunts

10 16

FA 2

BASE:SMALL

LEADER & GRUNTS COMBINED RANGED ATTACK PATHFINDER HUNTER – This model ignores concealment and cover when making ranged attacks.

Among the warriors banded together as the Wolf Sworn, the most notable hunters inevitably stand apart. These men and women often descend from families living in remote regions, who have walked and learned every hidden pass and secret glade of their native hills and forests for countless generations. Parents teach their progeny to stalk prey and become intimately familiar with every inch of stream and grove, for their survival rests on these essential skills. Becoming a reeve is a mark of distinction requiring instinct, cunning, and expert marksmanship. Considering crossbows antiquated weapons, most of the civilized armies of the Iron Kingdoms have instead adopted booming, smoke-billowing rifles and pistols. Reeves disdain these powder weapons as too noisy for hunting. How can a hunter properly stalk his prey when he reeks of burnt powder and gives away his position with thunder and smoke? What becomes of a rifleman’s skill when he exhausts his powder a hundred miles from town? The crossbow is a superior weapon for the reeves’ needs. They have adapted a powerful design of double crossbow that originated with the Vorgoi and Kos peoples of northern Khador and found regular use centuries ago when those tribes clashed frequently with one another. These powerful double bows can fire in rapid succession before requiring reloading. Reeves prefer to attack by ambushing from deep cover and then falling back to maintain a safe distance from their quarry. Having spent their entire lives tracking and hunting, reeves are master woodsmen, able to find angles of attack and lines of fire in even the densest brush.

TACTICAL TIPS Hunter – Hunter does not ignore Stealth gained from Prowl.

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REEVE OF ORBOROS CHIEFTAIN & STANDARD CIRCLE WOLF SWORN COMMAND ATTACHMENT Hunters without compare, the greatest chieftains of the Reeves of Orboros are among the deadliest marksmen to be found in all of western Immoren. The Reeves worship aspects of the Devourer that embody their ideals and revere the wolf as their patron totem for its sharp eyes and speed. Chieftains are joined in battle by a standard bearing a personal embodiment of this totemic ideal, often including the pelt of the greatest wolf hunted by their own hand during a ritual ceremony. They bind their tribesmen to them with vows of blood, each company more a warrior cult than a regiment of soldiers. Following the silent gestures of their commanding chieftain, reeves hunt and kill with the single-mindedness of a pack of predatory beasts. The hunters move effortlessly through even the heaviest brush, taking aim at their targets in perfect harmony and firing with a coordinated discipline that would impress the most punctilious drill sergeant. They reposition after eliminating their targets, each of them reflexively moving to clear lanes of fire for their brothers. With vows of death for those who would oppose the Circle Orboros, the reeves let loose a rain of crossbow bolts upon their enemies before vanishing back into the trackless wilderness they call home.

TACTICAL TIPS Hunter – Hunter does not ignore Stealth gained from Prowl. Officer – Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the Leader becomes the new unit commander. Tactics: War-Tempered – Do not ignore the target’s DEF bonus when shooting into melee.

CHIEFTAIN SPD STR MAT RAT DEF ARM CMD 6 5 6 6 13 13 7

DOUBLE CROSSBOW RNG ROF AOE POW 12 2 — 8

BATTLE BLADE RNG POW P+S 0.5 3 8

STANDARD BEARER SPD STR MAT RAT DEF ARM CMD 6 5 5 5 13 13 7 CHIEFTAIN’S DAMAGE: PC 4

FA 2

5

BASE:SMALL

ATTACHMENT [REEVE OF ORBOROS] – This attachment can be added to a Reeve of Orboros unit.

CHIEFTAIN COMBINED RANGED ATTACK OFFICER PATHFINDER GO TO GROUND – This model can use Go to Ground once per game at any time while in formation during its unit’s activation. For one round or until they move, are placed, or are engaged, models in this unit that are currently in formation gain cover, do not suffer blast damage, and do not block LOS. HUNTER – This model ignores concealment and cover when making ranged attacks. TACTICS: WAR-TEMPERED – Models in this unit gain War-Tempered. (Models with War-Tempered can make combined ranged attacks targeting models in melee. If a combined ranged attack made by models with War-Tempered misses a model in melee, participating attackers that would automatically miss the new target do not contribute to the attack and damage roll bonus but still forfeit their attacks.)

STANDARD BEARER PATHFINDER STANDARD BEARER – While this model is within 5˝

of its unit commander, the unit commander gains +2 CMD. TAKE UP – If this model is destroyed, you can choose a Grunt in this unit within 1˝ of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

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SHIFTING STONES CIRCLE UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD — 0 0 0 5 18 5 DAMAGE:

5 EACH

PC Leader & 2 Grunts

3

FA 2

BASE:SMALL

LEADER & GRUNTS ADVANCE DEPLOYMENT CONSTRUCT CIRCULAR VISION – Models never gain a back strike bonus against this model. IMMOBILE – This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks. SERENITY – At the beginning of your Control Phase, before leeching, you can remove 1 fury point from a friendly Faction warbeast within 1˝ of this model. SHIFTING POWERS – Choose one of the following effects at the start of this unit’s activation: • HEALING FIELD – Models in this unit that are in formation and friendly Faction models within 2˝ of one or more of them can remove d3 damage points. Roll separately for each model. • SHIFTING – Place each model in this unit that is in formation anywhere completely within 8˝ of its current location. • TELEPORTATION – If all three Shifting Stone models in this unit are in formation, place one friendly Faction model whose base is within the triangular area between them anywhere completely within 8˝ of its current location. The placed model must forfeit its Normal Movement after being placed this turn. A model can be placed as a result of Teleportation only once per turn.

Trollkin are proud of their krielstones, but even their understanding of and reverence for the power of stone pales in comparison to that of the Circle Orboros. For many centuries the druids have explored and increasingly mastered this power and have used intricate columns carved with mystic runes to mark their territories. These shifting stones denote the boundaries of the druids’ lands, but they are far more than that. They also tap into the pervading essence of Orboros that gathers at certain nexus points below the soil of Caen and flows through the ley lines that represent the capillaries and arteries within the “body” of Orboros. The druids of the Circle have an unparalleled knowledge of this unseen web of energy that crisscrosses the face of the world, and they use their shifting stones to mark and manipulate these channels of power. Key to this process are the carefully inscribed symbols and patterns upon the faces and recesses of these pillars. These inscriptions are no mere decoration but part of a precise mystical language that is as unwavering as a mathematical formula. On activated stones these markings glow an eerie green, an eldritch luminescence that has led more than one lost traveler to a death at the hands of the Circle’s guardians. Some of the greatest stones—those hewn from carefully guarded quarries and inscribed with the most potent runes—possess a number of occult abilities. Some can send messages across tremendous distances; others can heal even severe wounds. It is their ability to expedite druidic teleportation across ley lines that is their greatest power, however. The versatile power of these stones is one reason the movement of Circle Orboros druids is so difficult to track or anticipate, and it allows them to launch unexpected reinforcements upon the enemy.

TACTICAL TIPS Immobile – This model can be placed. Serenity – Shifting Stones can remove fury from different models or all from the same model. Shifting – Remember, troopers must be placed in formation. Teleportation – If one or more Shifting Stones in a unit have been destroyed or removed from play, that unit cannot use Teleportation.

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STONE KEEPER

CIRCLE BLACKCLAD COMMAND ATTACHMENT The stone keepers are responsible for guarding the precious shifting stones that connect the ways between the Circle’s sites of power. These druids maintain their vigils with stoic resolve, knowing their efforts are vital to the success of their order. When the order needs these stones brought forth to their battlefields, it is the keepers who guide them precisely where they need to be. The druids weave concealing magic to obscure their stones from detection and strike down anyone unlucky enough to venture near. The life of a stone keeper is lonely, but these stewards are well respected, particularly by the wayfarers. Commanding the tremendous power beneath the soil, keepers can smash their enemies from below by wielding the earth itself as a crushing gauntlet. So attuned to their earthen charges are they that their flesh can become hard as stone and their minds as immovable as immortal rock. Their solitude grants stone keepers time to ponder the shifting stones and the subtle network of ley energies that flow invisibly beneath the earth. To the uninitiated, the intricacies of the lesser and greater stones making up this network seem unfathomable, channeling reality-warping powers that can send druids and their allies across great distances. The stones withdraw into the earth without warning and rise elsewhere in perfectly coordinated configurations. The blackclads who tend them have attuned themselves to these shifts and move in harmony among them.

TACTICAL TIPS Attachment – Yes, this model is affected by the Shifting Stones’ Healing Field and Shifting. Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell. Officer – Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the Leader becomes the new unit commander.

KEEPER SPD STR MAT RAT DEF ARM CMD 6 6 5 4 13 13 7

VOULGE RNG POW P+S 2 4 10 DAMAGE:5 PC 2

FA 2

BASE:SMALL

ATTACHMENT [SHIFTING STONES] – This attachment can be added to a Shifting Stone unit.

KEEPER ADVANCE DEPLOYMENT OFFICER PATHFINDER DISORIENTATION – This model cannot advance this turn after being placed by Shifting. GRANTED: PROWL – While this model is in formation, models in its unit that are in formation gain Prowl. (While a model with Prowl has concealment, it gains Stealth  .) MAGIC ABILITY [6] • ROCK HAMMER (HATTACK) – Rock Hammer is

a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit become knocked down. • STONE SHIELD (HACTION) – This model gains +4 ARM for one round.

VOULGE DAMAGE TYPE: MAGICAL

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SENTRY STONE & MANNIKINS CIRCLE UNIT SENTRY STONE SPD STR MAT RAT DEF ARM CMD — 0 0 0 5 18 6

MANNIKIN GRUNT SPD STR MAT RAT DEF ARM CMD 6 7 5 4 12 12 —

SPLINTER BURST RNG ROF AOE POW SP 8 1 — 10

CLAW RNG POW P+S 0.5 4 11 SENTRY STONE’S DAMAGE: PC Leader & 3 Grunts BASE (SENTRY STONE): BASE (GRUNTS):

8 5

FA 2

MEDIUM SMALL

Blackclads spend decades inscribing stones with runes that would allow mystical energy to seep into their essence. These energies give rise to inexplicable patterns that, while not alive, mimic thought, reaction, and awareness. Stones inscribed in this way are valued as sentries for their innate territorial aggression and placed to complement wold constructs protecting significant sites. Sentry stones often draw upon the power of the ley lines flowing beneath them to enhance the growth of nearby foliage or give rise to copses of trees, thus concealing themselves from any who would wander into the areas they are tasked with defending. Each sentry stone surrounds itself with animated creations cobbled together from sticks and vines. Known as mannikins, these constructs stalk the perimeters of sacred sites on behalf of the sentry stones. The clattering sounds made by their angular bodies is as unnerving as their stilted gaits. Fortunately for civilization, these deadly mannikins collapse if they venture beyond the influence of the stone that animated them. Should any intruder come within their grasp, mannikins show an almost sentient pleasure in rending the flesh of the trespasser. They can slice a man into fertilizer in but a few brief, painful moments, while the runes of the sentry stone glow brightly.

SENTRY STONE ADVANCE DEPLOYMENT CONSTRUCT OFFICER FOREST GROWTH – Once per turn at any time during

its activation, this model can spend 1 fury point to use Forest Growth. When it does, center a 3˝ AOE on this model. The AOE is a forest that remains in play for one round. IMMOBILE – This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks. PROWL – While this model has concealment, it gains Stealth  . STRANGE GROWTH – Once per turn at any time during its unit’s activation, place this model anywhere completely within 5˝ of its current location. This model cannot be placed except as a result of Strange Growth. WELLSPRING – If there are fewer than 3 fury points on the Sentry Stone at the start of its activation, place d3 fury points on it. If there are fewer than three Mannikin Grunts in this unit in play at the beginning of this unit’s activation, put one Mannikin Grunt into play, in formation. If this model is destroyed or removed from play, the Mannikin Grunts in its unit are removed from play.

MANNIKIN GRUNTS ADVANCE DEPLOYMENT CONSTRUCT PATHFINDER FURY-LINKED – At any time during its unit’s activation, this model can spend fury points on its unit commander to boost one attack or damage roll for each fury point spent.

SPLINTER BURST DAMAGE TYPE: MAGICAL

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TACTICAL TIPS Immobile – This model can be placed.

STONEWARD & WOLDSTALKERS CIRCLE UNIT Adapting to the pace of the escalating wars, the druids have turned their craft to animating even greater quantities of inert materials to create legions made of earth and stone. Once used to hunt those who despoiled places of significance to the Circle Orboros, woldstalkers are now appearing in ever greater numbers. The stonewards who craft these fast and efficient killers also lead their creations to battle. Each woldstalker is an implement of a stoneward’s will, guided by his mental commands and protected by his druidic enchantments. The blackclads steer their creations’ movements and choose the targets of their searing attacks. Through his constructs, a single blackclad magnifies his power fivefold. A particular sort of discipline and concentration is required to direct multiple stalkers operating simultaneously with loose independence. This is a practiced skill for the stonewards, whose guidance lingers even after their death: a woldstalker will continue to follow its druid’s last impulses, hunting its prey with inhuman perseverance. Though woldstalkers are simple in form and function, being essentially floating conduits of concentrated energy, the collective firepower they can unleash is formidable. Each woldstalker trembles violently as glowing energy flows up its wooden frame, to be focused into a small crystal orb that unleashes a devastating blast.

TACTICAL TIPS Officer – Because the Stoneward is an Officer, when it is destroyed it does not replace a Woldstalker in its unit. Instead a Woldstalker becomes the unit commander. Self-Sacrifice – Remember, if a damage point is removed from a disabled model, the model is no longer disabled.

STONEWARD SPD STR MAT RAT DEF ARM CMD 6 6 6 4 14 13 9

VOULGE RNG POW P+S 2 4 10

WOLDSTALKER GRUNTS SPD STR MAT RAT DEF ARM CMD 6 4 0 6 12 15 4

ARCANE STRIKE RNG ROF AOE POW 10 1 — 12 PC Leader & 5 Grunts

10

FA 2

BASE:SMALL

STONEWARD OFFICER PATHFINDER BLACKCLAD – This model is a Blackclad model. MAGIC ABILITY • CONCENTRATED FIRE (HACTION) – This activation,

models in this unit gain a +1 cumulative bonus to ranged damage rolls for each other model in this unit that has hit an enemy model with a ranged attack this activation. • ZEPHYR (HACTION) – Models in this unit can immediately advance up to 3˝. SELF-SACRIFICE – If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3˝ of this model to be destroyed and this model removes 1 damage point.

VOULGE DAMAGE TYPE: MAGICAL

WOLDSTALKER GRUNTS CONSTRUCT GUNFIGHTER PATHFINDER

ARCANE STRIKE DAMAGE TYPE: MAGICAL

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WARPBORN SKINWALKERS CIRCLE WOLF SWORN UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 5 8 6 3 12 16 7

POLE AXE RNG POW P+S 2 4 12 DAMAGE: PC

Leader & 2 grunts Leader & 4 grunts

8 EACH 9 15

FA 2

BASE:MEDIUM

LEADER & GRUNTS HYPER-REGENERATION – Remove d3 damage points

from this model at the start of each of its activations. RELENTLESS CHARGE – While advancing as part of a

charge, this model gains Pathfinder  . UNYIELDING – While engaging an enemy model, this

model gains +2 ARM.

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Some human bloodlines are carefully nurtured by the blackclads with the same care applied to the husbandry of beasts. In the deepest wilds, the druids oversee the remote villages that shelter the most devout of the Wolf Sworn. Outsiders who stumble upon these isolated communities may initially find themselves welcomed by the people they take to be simple rustic folk. But that impression is shattered by nightfall when certain warriors of the villages begin to howl. Their skin warps and they hunt down the interlopers like prize game. The druids of the Circle carefully choose some among the finest hunters and trackers of each generation to become part of a special breed. In distinct rituals derived from those that transform men into the savage warpwolves, the warpborn skinwalkers commit themselves wholly to the Circle Orboros. As the agonizing ritual takes hold, their flesh distends and snouts burst forth from their faces, their skin grows hirsute, and their muscles gain strength. Their senses are also heightened, and they become near-perfect hunters. Stronger than any human, they wield their massive pole axes with enthusiastic brutality until the battle ends and they resume their mundane forms.

WARPBORN SKINWALKER ALPHA CIRCLE WOLF SWORN COMMAND ATTACHMENT Ravenous and brutal, skinwalker alphas are fearsome combatants, laying low their enemies before feasting upon them as they die screaming. Those they lead follow without hesitation, knowing that they will find either a glorious death or a victory in the blood and viscera of those who stand against them. Few skinwalkers live long enough to claim the right of alpha, but those who do reign as veterans of years, perhaps decades, of battle. They have killed in the name of the Wurm across the wilderness of western Immoren, hunted great and deadly beasts, and listened to songs praising their scars and valor. Other skinwalkers would not deign to follow a lesser hero, and alphas must stand ready to prove their worth in honorable combat. An alpha meets any challenge to his authority with snapping jaws and a primal howl—terrifying for lesser creatures to hear—as he attempts to brutalize the challenger into submission. These constant tests ensure not only that the pack respects its leader, but also that he is strong and cunning enough to be worthy of their loyalty. Incited to the edge of savage delirium, the alpha and his pack wield their massive axes with shocking speed, cutting down all who come near or dare to return their attacks. They slake their blood thirst upon the gore of their slaughtered foes, rejuvenating themselves without need of respite. Even as their targets fall into mangled ruin, the alpha has already begun to formulate his pack’s next move.

TACTICAL TIPS Officer – Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the Leader becomes the new unit commander.

ALPHA SPD STR MAT RAT DEF ARM CMD 5 8 7 3 12 16 9

POLE AXE RNG POW P+S 2 4 12 DAMAGE:8 PC 4

FA 2

BASE:MEDIUM

ATTACHMENT [WARPBORN SKINWALKERS] – This

attachment can be added to a Warpborn Skinwalker unit.

ALPHA OFFICER HYPER-REGENERATION – Remove d3 damage points

from this model at the start of each of its activations. NIGHT HOWLS – Once per game at any time during its

unit’s activation, this model can use Night Howls. For one round enemy models cannot cast spells or give or receive orders while within 3˝ of a model in this unit that is in formation. RELENTLESS CHARGE – While advancing as part of a charge, this model gains Pathfinder  . TACTICS: GANG – Models in this unit gain Gang. (When making a melee attack targeting an enemy model in the melee range of another model in this unit, a model with Gang gains +2 to melee attack and melee damage rolls.) UNYIELDING – While engaging an enemy model, this model gains +2 ARM.

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WOLVES OF ORBOROS CIRCLE WOLF SWORN UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 6 5 6 4 13 13 7

CLEFT SPEAR RNG POW P+S 2 4 9 PC

Leader & 5 Grunts Leader & 9 Grunts

7 11

FA 3

BASE:SMALL

LEADER & GRUNTS COMBINED MELEE ATTACK PATHFINDER

CLEFT SPEAR POWERFUL CHARGE – This model gains +2 to charge

attack rolls with this weapon.

There have always been those willing to offer strength of arms to the wilderness prophets, and the Circle has used such men and women to guard their territories and serve as agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, rugged folk initiated into a secret cabal that furthers the interests of the druids. These are the Wolves of Orboros— fearless hunting packs that march against the enemies of the order. In exchange for this fealty, the druids vow to watch over the Wolves’ lands and families—a significant gesture in the brutal regions beyond civilization. The Circle shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. In times of greater need, the Circle bolsters the numbers of Wolves with recruits lured by offers of coin and other valuables. Such Wolves serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves is not unheard of, but the Circle knows such tactics breed resentment, so they prefer volunteers. The lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and who hunger to belong to some greater cause.

106

WOLVES OF ORBOROS CHIEFTAIN & STANDARD CIRCLE WOLF SWORN COMMAND ATTACHMENT Expanding war across western Immoren has forced the Wolves to recruit many woodsmen and mercenaries into their ranks, but the core of their identity remains an ancient and primal brotherhood. Heirs to the oldest rituals and ceremonies, these warriors endure training and customs inextricably connected to the worship of the Devourer Wurm. They represent this patron of all predation with the wolf, the great pack hunter totem they revere and emulate. Only the most grizzled and scarred masters of the hunt are entrusted to lead true believers into the Wild Hunt. Those engaged in this most sacred of blood rites can be recognized by the accompanying totem that represents their vow to take no rest. They track their enemies to the ends of the earth and slaughter them to the last. A Wild Hunt ends only with the death of either the sworn foe or the pack sent to bring it down. These skilled killers have touched the essence of wildness and conducted many kills. A feral madness fills their eyes and a coarse timbre tinges their voices. Such masters work their Wolves into a state of fevered expectation and barely contained bloodlust so that when they finally attack, they are men no longer. Fighting as wild beasts wielding spears as fangs and executing fluid movements with unspoken coordination, all Wolves are perfectly aware of their place within the pack.

TACTICAL TIPS Officer – Because this model is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead the Leader becomes the unit commander. Tactics: Reposition – If a model is part of a unit, its activation does not end until all models in its unit have completed their activations.

CHIEFTAIN SPD STR MAT RAT DEF ARM CMD 6 5 7 4 13 13 7

CLEFT SPEAR RNG POW P+S 2 4 9

STANDARD BEARER SPD STR MAT RAT DEF ARM CMD 6 5 6 4 13 13 7 CHIEFTAIN’S DAMAGE: PC Chieftain & Standard Bearer4

5 FA 3

BASE:SMALL ATTACHMENT [WOLVES OF ORBOROS] – This attachment

can be added to a Wolves of Orboros unit.

CHIEFTAIN COMBINED MELEE ATTACK OFFICER PATHFINDER POWER SWELL – This model can use Power Swell once

per game at any time during its unit’s activation. This activation, models in this unit gain an additional die on melee damage rolls. TACTICS: REPOSITION [3˝] – Models in this unit gain Reposition [3˝]. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [3˝] can advance up to 3˝, then its activation ends.)

STANDARD BEARER PATHFINDER STANDARD BEARER – While this model is within 5˝

of its unit commander, the unit commander gains +2 CMD. TAKE UP – If this model is destroyed, you can choose a Grunt in this unit within 1˝ of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

CLEFT SPEAR POWERFUL CHARGE – This model gains +2 to charge

attack rolls with this weapon.

107

DEATH WOLVES CIRCLE WOLF SWORN UNIT SKÖLL 1 SPD STR MAT RAT DEF ARM CMD 6 7 7 4 14 14 6

HEADSMAN’S AXE RNG POW P+S 2 7 14

TALA 1 SPD STR MAT RAT DEF ARM CMD 6 7 7 4 14 14 6

CLEFT SWORD RNG POW P+S 1 5 12

CALEB 1 SPD STR MAT RAT DEF ARM CMD 6 7 7 4 14 14 6

IRON CLAW RNG POW P+S 0.5 4 11 DAMAGE:

5 EACH

PC Sköll, Tala & Caleb

9

FA C

BASE:SMALL

SKÖLL 1 OFFICER PATHFINDER CANNIBAL MAGIC – When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled. HEART EATER – When this model destroys a living or undead enemy model with a melee attack, it gains the destroyed model’s corpse token. This model can have up to three corpse tokens at any time. During its activation, this model can spend corpse tokens to make additional melee attacks or to boost melee attack or melee damage rolls. It can make one additional attack or boost one roll for each token spent. OVERTAKE – When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1˝. PROWL – While this model has concealment, it gains Stealth  .

TALA 1 & CALEB 1 PATHFINDER

The Wolves of Orboros have long served the blackclads as foot soldiers, trading fealty to powerful druids in exchange for protection from the wilds. While many Wolves have distinguished themselves as mighty warriors, chieftains, and even spiritual leaders, perhaps none boast the renown or the infamy that attend the three dread warriors known as the Death Wolves. The Death Wolves—Sköll, Tala, and Caleb—adhere to a more ancient and barbaric form of Devourer worship than their fellows. They are death cultists who venerate the enigmatic and horrifying Lord of the Feast as well as the ancient entity Wurmwood. They demonstrate their veneration by ritually consuming the flesh of their enemies to gain strength and vigor. This practice has changed them irrevocably, and they are no longer wholly human—a fact that has compelled them to dwell apart from the Wolf clans to which they once belonged. Among the Wolf Sworn, only the most feral of Skinwalkers feel comfortable around them. Although considered pariahs by most of those they once called brothers, the Death Wolves have gained much from their dark mysticism and cannibalistic practices. They draw power from their enemies by ripping out and devouring their stillbeating hearts, in much the same way as the bestial Tharn. Stinking of the blood and decaying remains of their recent victims, the Death Wolves stand apart from other Wolves of Orboros in other ways beyond their devotion to death and slaughter. Their grim helmets made from the skulls of great beasts, their bloodstained armor, and their grisly demeanor all speak of something darker and more primal, recalling a time when the line between man and beast was far less distinct. The Death Wolves are led by the fearsome Sköll, a throwback to the savage Molgur warlords of old. Sköll leads by force of will and strength, using his gargantuan axe to hack his enemies into quivering bits. It is his relentless assault that heralds the arrival of the Death Wolves on the battlefield. Deadly and agile, Tala is the Wurm’s shadow, striking from the darkness to cleave skulls and slice limbs from bodies. Caleb is the most feral of the three, truly more animal than man. His iron claws leave ragged wounds like the talons of some terrible beast as he rips into enemies, awash in gore and primal rage. Despite their gruesome rituals, the Death Wolves are a potent weapon for the Circle Orboros. The druids send them into battle when they are in need of brutally effective combatants and wish to sow particularly intense terror and discord among their enemies.

CANNIBAL MAGIC – See above. HEART EATER – See above. OVERTAKE – See above. PROWL – See above.

CLEFT SWORD POWERFUL CHARGE – This model gains +2 to charge

attack rolls with this weapon.

IRON CLAW DAMAGE TYPE: MAGICAL COMBO STRIKE (HATTACK) – Make a melee attack.

Instead of making a normal damage roll, the POW of the damage roll is equal to this model’s STR plus twice the POW of this weapon.

108

TACTICAL TIPS Heart Eater – Remember, if more than one model is eligible to collect a model’s corpse token, the closest eligible model collects it. If this model already has three corpse tokens, it is not eligible to collect another one. Officer – Because Sköll is an Officer, when he is destroyed he does not replace Tala or Caleb. Instead Tala or Caleb becomes the unit commander.

109

110

BLACKCLAD STONESHAPER CIRCLE SOLO Blackclad stoneshapers are tasked with building the arcane constructs that serve the Circle Orboros. Fashioned from stone, wood, and carefully cut orbs of glowing crystal, their wold creations are animated through ancient rites and blood sacrifices. When shaping natural materials, these druids call upon their mystical arts to hold the stones aloft while carving a complex series of runes deep into them through magical means. This process allows each druid to do the work of a score of mundane stoneworkers in half the time. With the runes inscribed upon the stones, the powers present at ley line conjunctions bring these creations to life and will the wolds to carry out their master’s bidding. Stoneshapers bear no weapons of any kind but rely on their power over earth and the might of the wolds to crush their enemies with impunity. A stoneshaper’s connection to the stone he works runs deep, as does his understanding of both its form and function. While constructs possess no inherent will, stoneshapers can reach out with their minds and stir the lumbering creations to action, urging them to batter enemy lines and topple engines of war. The druids and the constructs they create share a bond, regardless of whose command a wold follows, and such creations will readily defend the craftsmen from harm. Likewise, stoneshapers keep the wolds in top fighting form, repairing fractured limbs and cracked stone and, when necessary, crafting entirely new components to replace those damaged during the height of combat. The power of the stoneshapers has kept the Circle’s many constructs fighting long after living beasts would have succumbed to the same wounds, these wolds smashing their way through one engagement after another to achieve the aims of the order.

STONESHAPER SPD STR MAT RAT DEF ARM CMD 6 6 6 4 13 13 5 DAMAGE:5 PC 3

FA 3

BASE:SMALL

STONESHAPER PATHFINDER MAGIC ABILITY [6] • QUIET THE STONES (HACTION) – RNG CMD.

Target friendly Faction construct warbeast. If the warbeast is in range, you can place 1 fury point on it or remove 1 fury point from it. • REPAIR [d6] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d6 damage points from it. • STONE SPRAY (HATTACK) – Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit becomes knocked down. STONE SENTINEL – While B2B with a friendly Faction construct model, this model gains +2 DEF and ARM and cannot become knocked down.

TACTICAL TIPS Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell. Stone Sentinel – Remember, even if a thrown model cannot be knocked down, it must still forfeit its Normal Movement or Combat Action if it activates later in a turn in which it was thrown.

111

BLACKCLAD WAYFARER CIRCLE SOLO WAYFARER SPD STR MAT RAT DEF ARM CMD 6 6 7 4 14 13 7

VOULGE RNG POW P+S 2 4 10 DAMAGE:5 PC 4

FA 2

BASE:SMALL

WAYFARER PATHFINDER BATTLE WIZARD – Once per turn, when this model

destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action. MAGIC ABILITY [7] • HUNTER’S MARK (HATTACK) – Hunter’s Mark is

a RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter’s Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter’s Mark gains +2˝ movement. Hunter’s Mark lasts for one turn. • PHASE JUMP (HACTION) – If it is within 2˝ of a friendly Shifting Stone model, place this model anywhere completely within 12˝ of its current location. Otherwise, place it completely within 2˝ of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model’s activation ends. • STONE SPRAY (HATTACK) – Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit becomes knocked down. PROWL – While this model has concealment, it gains Stealth  .

VOULGE DAMAGE TYPE: MAGICAL

112

With a peal of thunder and the scent of ozone, a wayfarer appears deep behind enemy lines. Moving unseen, wind swirling around his black-cowled form, he raises his hands to the darkening heavens. Clouds heavy with storm buckle and heave at his summons. While the enemy hesitates in fear and confusion, howls emerge from the darkness as the druid’s allies pour forth from the trees with terrible swiftness to answer his call. Shifting stones pulse with strange light as a wayfarer steps near, for he boasts a special connection to these stones and their power to move man or beast along the thrumming ley lines below the surface of the earth. Druids gathered in secret at their far-flung sacred sites can expect a wayfarer to appear at any time bearing news of key struggles or omens of conflicts to come. At other times, wayfarers bearing the seal of the omnipotents arrive to pass down orders and conscribe subordinate druids and their allies to war. A wayfarer enters battle with the confidence of decades spent honing his power, his arrival throwing enemies into chaos as they scramble to deal with the unexpected threat. In an instant he vanishes with a thunderclap only to reappear amid his allies to lead them to victory.

TACTICAL TIPS Magic Ability – Performing a Magic Ability special action or special attack counts as casting a spell.

DRUID WILDER CIRCLE BLACKCLAD SOLO Every blackclad is a potent invoker of the world’s primal energies; even the least among them commands the fundamental powers of natural chaos. But the journey to true power is long, and a druid must first serve before being deemed ready to command. Those that have experienced the wilding are brought into the order very young and are raised by mentors who act more like stern masters than surrogate parents. Every day these youths face new trials and challenges to learn the ways and philosophy of the order. It is a lengthy apprenticeship, with wilders gaining knowledge from observation as much as from instruction, steeped in mysteries until their past outside the order is completely forgotten. Once they reach an appropriate age and demonstrate competence in the mystical arts, the most promising wilders accompany their masters into battle. There they put their lives on the line while learning to command ferocious warbeasts and channel their druidic powers in combat.

WILDER SPD STR MAT RAT DEF ARM CMD 6 5 5 4 14 11 6

STAFF RNG POW P+S 2 3 8 DAMAGE:5 PC 4

FA 1

BASE:SMALL

ATTACHED – Before the start of the game, attach this

model to a friendly Faction warlock for the rest of the game. Each Faction warlock can have only one model/ unit attached to it.

WILDER

This stage of initiation into the Circle’s mysteries is extremely dangerous. Wilders are expected to serve as their master’s right hands and obey without question. Though few senior blackclads will expend the life of a wilder casually, the young druids often find themselves in harm’s way. Those who survive their years of training emerge from the crucible stronger, ready to take their place as higher members of the order.

PATHFINDER ARCANE SUPPORT – While this model is in its warlock’s

control range, the warlock can upkeep one spell without spending fury. HERDING – While this model is in its warlock’s control range, the warlock can force, leech, reave, heal, and transfer damage to the warbeasts in its battlegroup that are in this model’s command range. MAGIC ABILITY • MEDICATE [d3] (HACTION) – RNG B2B. Target

TACTICAL TIPS Attached – This model cannot be reassigned if its warlock is destroyed or removed from play.

friendly Faction living warbeast. If the warbeast is in range, remove d3 damage points from it. • SHEPHERD’S CALL (HACTION) – Remove up to 1 fury point from each friendly living Faction warbeast currently within 3˝ of this model.

STAFF DAMAGE TYPE: MAGICAL

113

GALLOWS GROVE CIRCLE SOLO GROVE SPD STR MAT RAT DEF ARM CMD — 0 0 0 5 16 5 DAMAGE:5 PC 2

FA 4

BASE:MEDIUM

GROVE ADVANCE DEPLOYMENT CENTRAL LOCUS – When a model channels a spell

through this model, the spellcaster can target models in this model’s back arc. CHANNELER [FRIENDLY FACTION WARLOCK] – While this model is in a friendly Faction warlock’s control range, the warlock can channel spells through it. CIRCULAR VISION – Models never gain a back strike bonus against this model. ENTROPIC FORCE – While within 5˝ of this model, enemy models lose Tough and cannot have damage removed from them. IMMOBILE – This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks. PROWL – While this model has concealment, it gains Stealth  . STRANGE GROWTH – Once per turn at any time during its activation, place this model anywhere completely within 5˝ of its current location. This model cannot be placed except as a result of Strange Growth.

114

Among the oldest manifestations of the Devourer Wurm’s conscious will on Caen are trees that sustain themselves on blood, whether provided by deliberate sacrifice or incidental slaughter. These hungry watchers have been warped and shaped by generations of obeisance to the Devourer Wurm and have stood mute witnesses to the offerings of both druids and cultists for so long that even the wind through their branches seems to whisper its approval. Having endured millennia of fire, war, and the axe of man, those ancient trees that still stand have gained an unsettling approximation of sentience and now prowl the deepest forests as ominous scavengers. When sacrifices become scarce in a given area, a tree might vanish only to reappear in another part of the forest, its roots drinking deeply from the carcass of a dead animal. Though they are unable to actively strike out at prey, they are irresistibly drawn to blood-drenched soil. The trees silently appear amid the camps of the Circle’s warbands as if they had ever been rooted in place, though their positions shift and change after battle is joined, reappearing wherever blood runs freely. Leading druids send their will into these ready conduits of Orboros’ power to be unleashed upon those marked for death. The very presence of the trees saps vitality from the living as wounds gape wide to pour blood upon the thirsty roots of their destroyers. Druids who make use of them will cultivate the same groves for years, forging relationships akin to the bonds they have with their beasts. The runes manifesting on their trunks are not carved but simply appear as the gallows grove feeds on the bodies and souls of the slain. Senior druids insist auguries and portents can be discerned by examining these runes as they slowly change over decades of feasting.

REEVE HUNTER

CIRCLE WOLF SWORN REEVE OF ORBOROS SOLO Many reeves die at a young age, cut down in battle or torn to pieces by the claws and fangs of savage forest creatures. Some of those who survive become legends among their kind, able to track great beasts to their lairs by following them for miles without being detected. Demonstrating incredible patience, hunters follow in stealth and wait for the right moment to bring their dangerous prey low with just a few carefully aimed bolts. As skilled as they are at hunting animals lurking in the deep woods, they are no less adept at hunting people. Years of service alongside their fellow reeves have honed their skills to a razor’s edge, and they strike with murderous accuracy on the battlefield. When the blackclads muster the reeves to war, they look to the greatest hunters among them to be their advance scouts and assassins. Such is the hunters’ skill in woodcraft that they can move undetected deep into enemy-held territory, striking far in advance of a main assault. While they can remain still when stalking prey, reeves are experts at the arts of evasion and positioning, and once they attack they are always in motion. They barely pause to mark their targets before letting loose a flurry of precisely aimed bolts and moving on to find their next quarry.

TACTICAL TIPS Hunter – Hunter does not ignore Stealth gained from Prowl. Quick Work – This model cannot make the additional attack if it is still in melee.

HUNTER SPD STR MAT RAT DEF ARM CMD 6 6 6 7 13 13 7

DOUBLE CROSSBOW RNG ROF AOE POW 12 2 — 8

BATTLE BLADE RNG POW P+S 0.5 3 9

CLEFT SWORD RNG POW P+S 1 5 11 DAMAGE:5 PC 4

FA 2

BASE:SMALL

HUNTER ADVANCE DEPLOYMENT ASSAULT PATHFINDER HUNTER – This model ignores concealment and cover when making ranged attacks. LEADERSHIP [REEVES OF ORBOROS] – While in this model’s command range, friendly Reeve of Orboros models gain Quick Work. QUICK WORK – When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after that attack is resolved this model can make one basic ranged attack. SPRINT – At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.

CLEFT SWORD WEAPON MASTER POWERFUL CHARGE – This model gains +2 to charge

attack rolls with this weapon.

115

WOLF LORD MORRAIG CIRCLE WOLF SWORN SOLO MORRAIG 1 SPD STR MAT RAT DEF ARM CMD 9/6 7 8 4 14 17/15 9

CLEFT BLADE RNG POW P+S 1 6 13

MOUNT RNG POW 0.5 12 MOUNTED DAMAGE: DISMOUNTED DAMAGE: PC 8

10 5

FA C

BASE (MOUNTED): BASE (DISMOUNTED):

LARGE SMALL

MORRAIG 1 CAVALRY PATHFINDER CLEAVE – When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can make only one additional attack as a result of Cleave each activation. DRAGOON – While mounted, this model has base SPD 9 and base ARM 17. While dismounted, it has base SPD 6 and base ARM 15 and loses Reposition [5˝]. FLANK [WOLF SWORN] – When this model makes a melee attack against an enemy model in the melee range of another friendly Wolf Sworn model, this model gains +2 to attack rolls and gains an additional damage die. PROWL – While this model has concealment, it gains Stealth  . REPOSITION [5˝] – At the end of an activation in which it did not run or fail a charge, this model can advance up to 5˝, then its activation ends. VETERAN LEADER [WOLF SWORN] – While in this model’s command range, other friendly Wolf Sworn models gain +1 to attack rolls.

Morraig is the inheritor of an ancient and proud bloodline that seems to guide him toward some greater reckoning with the past. Even among the most respected elder huntsmen of the Wolves of Orboros, Morraig seems larger than life, a man whose voice crackles with the thunder of command. War wolves, who barely tolerate the touch of man, gladly bear him into battle and fight to the death to defend him. Morraig is a pragmatic warrior predestined to lead men to war. He has little tolerance for mystical talk, shifting uncomfortably in his saddle when blackclads scheme and invoke their magic. He has become used to such sights as the warlord of nearly a third of the Wolves of Orboros in western Immoren, but his mind remains rooted in practical matters. Morraig was born in the accursed Vescheneg Headlands of western Khador, but his stock derives from the Wyrmwall Mountains. His people trace their ancestry back to the Molgur, and they have ever served the Circle Orboros. They have uprooted themselves and moved where needed countless times, spreading their progeny across the entire region; sometimes he jokes that any wilderness man with a touch of flame in his hair is likely a kinsman. Few among the Wolves of Orboros do not recognize him. Elders treat him like a long-lost son, those of fighting years embrace him as a brother, and the young wish their fathers were more like him. Certainly Morraig has done more to expand the ranks of the Wolves of Orboros than any dozen of his peers. When he enters a snowed-in hunter’s lodge and shares drinks and stories, half the able-bodied men present will put aside old aspirations to join his brotherhood. Though he claims the talk of destiny is nonsense, he seems to be working hard to prepare the Wolves for some coming conflict. His companionable demeanor when gathered around the fire with his brothers in arms contrasts with the utter ferocity and ruthlessness he embodies in war. An uncompromising master, he trains his men until they can no longer stand, often forcing them to march through forests in the dead of night as rain pours down upon their heads. Yet those who follow him know he forges them into burnished weapons, and they take inspiration from seeing him lead the charge against the enemies of Orboros. Few can match his cleft sword, and the enraged wolf beneath him snaps at any who evade his blade’s edge. Indeed, the unusual motion of his steed has proven to be an advantage against more than one adversary expecting to face a horseman’s charge. The Wolf Lord has long been obedient to the druids, but in recent years he has come to view no man as his master and only a few blackclads as worthy of his respect. His ultimate fidelity is to the men he leads, but on some instinctive level he knows he marches toward a larger purpose. When Morraig first met Krueger the Stormlord, a thrill of recognition shot through him. As he clasped hands with the arrogant druid, something beyond words connected in their stares. Morraig took his men into the service of the Stormlord even as emissaries from other potents sent polite but increasingly agitated queries. Whether he and Krueger journey to glory or to ruin, Morraig has made his choice, and where he marches an army of the Wolves of Orboros follows.

116

117

UNA THE FALCONER CIRCLE BLACKCLAD SOLO Through the eyes of her soaring beasts, Una the Falconer gazes down upon the wilderness of western Immoren. Griffons and birds of prey leap into the sky at her command and fill the air with their shrieks. To Una’s enemies, this sound heralds death from the skies. To her, it is a song of victory.

FURY: 4 SPD STR MAT RAT DEF ARM CMD 6 5 5 6 15 13 7

UNA 1

BIRD OF PREY RNG ROF AOE POW CTRL 3 — 10

Guided by her will, Una’s falcons strike with keen accuracy, darting among the enemy and slashing with deadly talons before returning to their master. Each of her birds was raised from the egg, plucked by her hand from remote nests. She has trained them to serve with fearsome efficiency as both tools of the hunt and weapons of war. In battle she sends these sharp-eyed scouts aloft, and through them she observes the enemy from above to identify weaknesses in their formations. Wherever she travels she keeps her falcons close, her constant companions and instruments of her will.

TALONSTRIKE RNG POW P+S 2 4 9 DAMAGE:5 PC 4

FA C

BASE:SMALL

UNA 1 PATHFINDER AFFINITY [WARBEASTS WITH FLIGHT  ] – The only warbeasts that can be included in this model’s battlegroup are warbeasts with Flight  . BIRD’S EYE – While in this model’s control range, models in its battlegroup can ignore cloud effects, forest terrain, and intervening models when determining LOS. LESSER WARLOCK – This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Control Range, Forcing, Fury Manipulation, Healing, Spellcaster, and Transferring Damage. This model must have at least one warbeast in its battlegroup at the start of the game.

BIRD OF PREY BLACK PENNY – This attack ignores the target in melee

DEF bonus.

TALONSTRIKE DAMAGE TYPE: MAGICAL

SPELLS DOG PILE

COST RNG AOE POW DUR OFF 2

12





UP YES

Warbeasts in the spellcaster’s battlegroup can charge or make slam power attacks against target model without being forced. They can ignore forests and cloud effects when determining LOS when declaring a charge or slam attack against the affected model. They gain +2˝ movement and Pathfinder  when resolving charges or slam power attacks targeting the affected model. GUARDIAN BEAST

3

SELF





UP

NO

Once per turn when an enemy model advances and ends its movement within 6˝ of the spellcaster, choose a warbeast in the spellcaster’s battlegroup that is in its control range. That warbeast can immediately make a full advance toward the enemy model and then can make one basic melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted.

Born among the Bolotov peoples of Khador’s northern Kovosk Hills, Una was trained as a child in their ancient tradition of hunting with falcons. She showed extraordinary talent for handling the dangerous birds, directing them with a proficiency beyond her years. It was her connection with these birds that shaped her wilding: as a young teen Una discovered she was able to touch their minds and command them. Detecting her wilding, the northern blackclads took Una into their ranks. Her mentor, a beast master of considerable power, taught her to expand her connection with her falcons into an affinity for the griffons favored by the Circle. Soon she went to serve under other beast masters overseeing the order’s far-flung griffon roosts, traveling to the far corners of Immoren to learn how these beasts are protected, fledged, and readied for battle. Though such tasks were considered her duty as a junior druid, Una took to the work with uncommon passion. Tending to these great predators, she has scaled the Rotterhorn and delved into the frozen Scarsfell. Her talent with flying beasts is exceptional; under her control they strike with the same unsettling precision as her falcons. This affinity seems to Una a natural extension of many years of working closely with smaller birds of prey, and her griffons feel such a strong connection to her that they instinctively protect her at all costs. There is nothing Una enjoys more than linking her mind to a soaring falcon or griffon as it touches the skies. Other druids often find her reserved and uninterested, but they are unable to comprehend the joy she finds only in communion with her beasts. Her beloved griffons and falcons grant her both the exhilaration of flight and the satisfaction of destroying her enemies. The skill and efficiency with which she has accomplished all challenges set before her has earned notice among the upper echelons, who predict her talents foreshadow her ascendancy as one of the greatest beast masters of the Circle Orboros.

TACTICAL TIPS Lesser Warlock – This model is a non-warlock model and is not affected by special rules that specifically affect warlocks. Models with the Attached rule cannot be attached to this model.

118

119

CELESTIAL FULCRUM CIRCLE BLACKCLAD BATTLE ENGINE CELESTIAL FULCRUM SPD STR MAT RAT DEF ARM CMD 5 10 — 6 10 19 10

FLAME BLAST —

RNG ROF AOE POW 11 1 4 15



RNG ROF AOE POW 13 1 — 14

LIGHTNING BOLT

WINTER’S RAGE RNG ROF AOE POW SP 10 1 — 12



DAMAGE:20 PC 19

FA 2

BASE:HUGE

CELESTIAL FULCRUM CONSTRUCT IMMUNITY: COLD IMMUNITY: ELECTRICITY IMMUNITY: FIRE PATHFINDER CIRCULAR VISION – Models never gain a back strike bonus against this model. FURY GENERATOR – This model gains 1 fury point at the start of each of your Control Phases. It can have up to 3 fury points at any time. During its activation, this model can spend fury points to boost one attack or damage roll for each fury point spent. GUN PLATFORM – This model can make ranged attacks even while in melee.

FLAME BLAST CONTINUOUS EFFECT: FIRE DAMAGE TYPE: FIRE DAMAGE TYPE: MAGICAL SMOKE – This weapon’s AOE is a cloud effect that remains in play for one round.

LIGHTNING BOLT DAMAGE TYPE: ELECTRICITY DAMAGE TYPE: MAGICAL ELECTRO LEAP – When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll  . Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.

WINTER’S RAGE DAMAGE TYPE: COLD DAMAGE TYPE: MAGICAL CRITICAL FREEZE – On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold  .

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Those uninitiated into the mysteries of Orboros are slaves to the seasons of Caen; they are mercilessly scourged by the elements and must bend a knee to the prevailing climate. Not so the druids of the Circle. None of their works better demonstrates their mastery of natural cycles than the Celestial Fulcrum. Each one of these creations is an awe-inspiring device that not only illustrates the workings of Caen’s firmament but also mimics those celestial movements with a sympathetic harmony evoking the power of the seasons—a power to be wielded against those who would defy the druids’ will. The blackclads have charted the orbits of Caen’s three moons for millennia. Calder, largest among them, is easily distinguished by its blue-white glow, but its siblings are more elusive. The next-largest moon, Laris, with its black and brown speckles, vanishes from normal sight for long periods. The smallest, Artis, glows a white-streaked pale green, turning to a glowing lily-white as it waxes. The druids know that each moon has great sway over Caen and that the influence of all three can be felt in the tides, storms, and even surges of power through the ley lines within the earth. A Celestial Fulcrum contains empowered orbs that precisely model the orbits of Caen’s moons. Spring orbits allow the orbs to summon jagged lightning storms that lash out as the embodiment of the Devourer’s claws and fangs. As the orbits shift into summer, withering blasts of heat emanate like drafts from a forest fire. As summer gives way to fall and winter, the fulcrum’s parts rotate to generate a killing wind able to transform even the hottest day into a frozen wasteland. Blackclads first learned these secrets through simple orreries and armillary spheres crafted from stone and rock. As the mysteries were revealed, the druids made evermore-powerful versions that harnessed the energies inherent in each season, until the first Celestial Fulcrum was perfected. This creation tracks the movements of the seasons so precisely that it can generate purposeful manifestations of the elements. Senior druids study the orbits represented via these fulcrums to glean deepening insight into the long-term motion of Orboros and its moons. As the Circle’s agenda becomes increasingly militant, the Celestial Fulcrums are more often leveraged as weapons of tremendous power—tangible proof of the Circle’s will dominating and channeling the raw strength of Orboros.

TACTICAL TIPS Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity.

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BALDUR THE STONESOUL Blackclad Warlock BALDUR THE STONECLEAVER Blackclad Warlock GRAYLE THE FARSTRIDER Wolf Sworn Warlock

LARIS Light Warbeast KAYA THE WILDBORNE Blackclad Warlock

KAYA THE MOONHUNTER Blackclad Warlock

KROMAC, CHAMPION OF THE WURM Tharn Warlock

KROMAC THE RAVENOUS Tharn Warlock (Beast Form & Tharn Form)

KRUEGER THE STORMWRATH Blackclad Warlock KRUEGER THE STORMLORD Blackclad Warlock

MOHSAR THE DESERTWALKER Blackclad Warlock

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MODEL GALLERY

MORVAHNA THE AUTUMNBLADE Blackclad Warlock

MORVAHNA THE DAWNSHADOW Blackclad Warlock BRADIGUS THORLE THE RUNECARVER Blackclad Warlock

TANITH THE FERAL SONG Blackclad Warlock WURMWOOD, TREE OF FATE Warlock CASSIUS THE OATHKEEPER Blackclad Solo UNA THE SKYHUNTER Blackclad Warlock

ARGUS MOONHOUND Light Warbeast

FERAL WARPWOLF Heavy Warbeast

GNARLHORN SATYR Heavy Warbeast

PUREBLOOD WARPWOLF Heavy Warbeast

MODEL GALLERY

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GORAX RAGER Light Warbeast

RAZORWING GRIFFON Light Warbeast

RIP HORN SATYR Heavy Warbeast

SHADOWHORN SATYR Heavy Warbeast

ROTTERHORN GRIFFON Light Warbeast

WARPWOLF STALKER Heavy Warbeast

SCARSFELL GRIFFON Light Warbeast

WOLD GUARDIAN Heavy Warbeast

WILD ARGUS Light Warbeast

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MODEL GALLERY

WINTER ARGUS Light Warbeast

WOLDWARDEN Heavy Warbeast WOLDWATCHER Light Warbeast

BRENNOS THE ELDERHORN Satyr Heavy Warbeast

WOLDWYRD Light Warbeast

MODEL GALLERY

125

MEGALITH Heavy Warbeast

GHETORIX Warpwolf Heavy Warbeast

WOLDWRATH Gargantuan Warbeast

126

MODEL GALLERY

REEVES OF ORBOROS Wolf Sworn Unit

SHIFTING STONES Unit

REEVE OF ORBOROS CHIEFTAIN & STANDARD Wolf Sworn Command Attachment

STONE KEEPER Blackclad Command Attachment

SENTRY STONE & MANNIKINS Unit

STONEWARD & WOLDSTALKERS Unit

MODEL GALLERY

127

WARPBORN SKINWALKERS Wolf Sworn Unit

WARPBORN SKINWALKER ALPHA Wolf Sworn Command Attachment

WOLVES OF ORBOROS CHIEFTAIN & STANDARD Wolf Sworn Command Attachment

WOLVES OF ORBOROS Wolf Sworn Unit

BLACKCLAD WAYFARER Solo

DEATH WOLVES Wolf Sworn Unit

BLACKCLAD STONESHAPER Solo

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MODEL GALLERY

CELESTIAL FULCRUM Blackclad Battle Engine

DRUID WILDER Blackclad Solo

UNA THE FALCONER Blackclad Solo

WOLF LORD MORRAIG Wolf Sworn Solo (Mounted & Dismounted)

REEVE HUNTER Wolf Sworn Reeve of Orboros Solo

GALLOWS GROVE Solo

MODEL GALLERY

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130

PAINTING YOUR ARMY As a hobby miniatures game deeply rooted in lore and character, HORDES offers hundreds of distinctive and highly detailed models designed for maximum modeling and painting enjoyment. Each model is a canvas on which to unleash your own creativity and imagination. You can choose to try your hand at the tried-and-true P3 Studio scheme, dive deeper into the Iron Kingdoms setting with an alternate paint scheme drawn from the lore and background of your Faction, or throw convention to the wind and create a completely original look for your models. Whatever your choice, few things are as rewarding as bringing your army to life with your brush and some paints. When painting an army, as in life, the fun truly lies in the journey more than in the destination. And like every journey, the road to a fully painted force begins with a crucial first step—in this case, deciding how you want your army to look! The following pages contain color guides and quick tips to provide inspiration for your Circle Orboros painting adventure. We begin with a look at models painted in the traditional studio scheme for the Circle Orboros. This scheme is shown throughout the model gallery on pages 122–129. Whether or not you decide to emulate the studio scheme, it is a great foundation to draw from with its vivid greens complemented by verdigris bronze and natural leathers. Next we present some alternative approaches to painting your Circle models. The Circle Orboros is comprised of numerous tribes and cabals drawn from across western Immoren and called to fight at the behest of their blackclad masters. The

garb of these various fighting elements is often reflective of the myriad environments from which these tribes hail. Such varied colors include the cool blue and bright brass of the Iceblade River Sect, the fiery orange and deep bronze of the Wolves of Autumn, and the gory reds and black metal of the Gallowswood Tharn. By combining ideas from the setting, the studio scheme, and the real world, you can easily create a unique look for your army that still feels right at home in the Iron Kingdoms. Finally, for those who really want to flex their creative muscles, we present a radically different paint scheme drawn straight from the imagination of the painter who created it, as well as some great examples of Circle models painted by the WARMACHINE and HORDES community to inspire your own unique creations. Choosing a more original or whimsical approach can result in a truly eye-catching army, but such schemes rely on careful planning and a willingness to experiment with multiple combinations of colors until everything has been dialed in just right to create a balanced yet visually striking effect. When it comes to your army’s special look, inspiration can spring from anywhere. Regardless of which direction you decide to take in painting your own Circle Orboros force, we hope this guide provides you with the spark needed to set your imagination on fire as you sit down with brush in hand to create an army as individual as you!

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STUDIO PAINT SCHEME GNARLHORN SAT YR

Nails and Horns base: ’Jack Bone shade: Umbral Umber highlight: Menoth White Highlight

Leather base: Bootstrap Leather shade: Brown Ink highlight: ’Jack Bone

Eyes base: Morrow White

Gold base: Rhulic Gold shade: Brown Ink highlight: Solid Gold

Green Inlay base: Rhulic Gold shade: Iosan Green shade: Green Ink

Cloth Flesh base: Beast Hide shade: Battlefield Brown highlight: Menoth White Base

base: Bastion Grey shade: Ironhull Grey highlight: Trollblood Highlight

Painter's Inspiration The color scheme of the Circle Orboros incorporates the most natural tones of any HORDES faction. Various greens, browns, and stone greys harmonize with black to create a wild and earthy look. The scheme achieves contrast by balancing warm browns, bronze, and flesh with cool black, grey stone, and cool green tones. This contrast is achieved through differences in value, such as when dark green nests within shining bronze or a green glow spills from cracked stone. Despite their reliance on natural colors, Circle Orboros models painted in this scheme pop just as well as any of the vibrantly colored WARMACHINE or HORDES factions. For more examples of Circle Orboros models with studio paint schemes, see the gallery on pages 122–129 or go to privateerpress.com.

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PAINTING YOUR ARMY

STUDIO PAINT SCHEME DRUID WILDER

Hair

Staff base: Gun Corps Brown shade: Bastion Grey highlight: ’Jack Bone

base: Rucksack Tan shade: Brown Ink highlight: Umbral Umber

Skin base: Midlund Flesh shade: Flesh Wash highlight: Ryn Flesh

Gold base: Rhulic Gold shade: Brown Ink highlight: Solid Gold

Sash base: Skorne Red shade: Brown Ink highlight: Heartfire

Cloth

Stones base: Bastion Grey shade: Ironhull Grey highlight: Trollblood Highlight

Green Inlay base: Rhulic Gold shade: Iosan Green shade: Green Ink

base: Traitor Green shade: Battlefield Brown highlight: Thrall Flesh

PAINTING TIPS Perfecting the lacquered bronze of the Circle can be tricky. Drybrush the model with Cold Steel followed by Molten Bronze. Shade and highlight the armor elements accordingly and add thin glazes of Green Ink to the recesses to get the desired look.

PAINTING YOUR ARMY

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ICEBLADE RIVER SECT PAINT SCHEME GNARLHORN SAT YR

Nails and Horns base: Gun Corps Brown shade: Battlefield Brown highlight: ’Jack Bone

Leather base: Bootstrap Leather shade: Brown Ink highlight: Hammerfall Khaki

Eyes base: Ironhull Grey highlight: Frostbite

Metal base: Brass Balls shade: Thornwood Green highlight: Cold Steel

Blue Inlay base: Brass Balls shade: Blue Ink highlight: Radiant Platinum

Cloth Flesh base: Greatcoat Grey shade: Bastion Grey highlight: Trollblood Highlight

base: Meredius Blue shade: Coal Black highlight: Trollblood Base

Painter's Inspiration Far to the north in the wilds of the Khadoran mountains is a small fighting force of the Circle Orboros that has spent several years battling against the Legion of Everblight. This group takes its name from the Iceblade River, which lies north of the Malgur Forest. They control territory along the banks of the river and count several tribes of Tharn among their numbers. The warriors of the Iceblade River Sect have adopted the cold colors of their wintry homeland, favoring cool, deep blues and brightly polished brass over the more traditional warm bronzes and rich greens of their more southerly comrades.

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PAINTING YOUR ARMY

ICEBLADE RIVER SECT PAINT SCHEME DRUID WILDER

Hair

Staff base: Ironhull Grey shade: Bastion Grey highlight: Cryx Bane Base

base: Rucksack Tan shade: Umbral Umber highlight: Menoth White Highlight

Skin Metal base: Brass Balls shade: Thornwood Green highlight: Cold Steel

base: Ryn Flesh shade: Trollblood Highlight highlight: Menoth White Highlight

Stones Sash base: Trollblood Highlight highlight: Frostbite

base: Bastion Grey shade: Ironhull Grey highlight: Trollblood Highlight

Blue Inlay Cloth

base: Brass Balls shade: Blue Ink highlight: Radiant Platinum

base: Meredius Blue shade: Coal Black highlight: Trollblood Base

PAINTING TIPS You can speed up your process by painting all of the leather elements on your Circle models with the same colors and then going back with different glazes to separate them. Try Umbral Umber, Brown Ink, and a mix of Thornwood Green and Battlefield Brown to create contrast.

PAINTING YOUR ARMY

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“CIRCLE OF THE SUN” PAINT SCHEME GNARLHORN SAT YR

Nails and Horns base: Umbral Umber highlight: Battefield Brown highlight: Beast Hide

Cloth base: Trollblood Highlight shade: Armor Wash highlight: Morrow White

Eyes base: Morrow White

Gold base: Brass Balls shade: Armor Wash highlight: Solid Gold

Blue Inlay base: Meredius Blue base: Arcane Blue

Flesh base: Thamar Black highlight: Thamar Black, Morrow White 2:1

Painter's Inspiration By Richard Anderson It all began with Bradigus. A coworker showed me his sculpt a few months before the model was released and I was so impressed by how dynamic Bradigus looked that I started a Circle army. I picked up a “few” wolds, Woldstalkers, and Mannikins to go with him. As a kid I was amazed by the pyramids, hieroglyphics, mummies, and endless sand dunes of ancient Egypt and decided my scheme should have a desert theme based on the beautiful Egyptian culture. I wanted stone areas to have a warm sandy coloration with deep shadows that would contrast with the bright blue Egyptian gems embedded in the wolds to represent the heavens and fertility. For the armor, I used a vibrant gold filled with an alternating pattern of Meredius Blue and Arcane Blue to symbolize the divine and indestructible. The cloth is white, simple

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PAINTING YOUR ARMY

“CIRCLE OF THE SUN” PAINT SCHEME DRUID WILDER

Hair

Staff base: Battlefield Brown shade: Armor Wash highlight: Bloodtracker Brown

base: Thamar Black highlight: Umbral Umber

Skin Gold base: Brass Balls shade: Armor Wash highlight: Solid Gold

base: Idrian Flesh highlight: Khardic Flesh

Stones Sash base: Khador Red Base shade: Battlefield Brown highlight: Khador Red Highlight

Cloth

base: Rucksack Tan shade: Brown Ink highlight: Moldy Ochre

Blue Inlay base: Meredius Blue base: Arcane Blue

base: Trollblood Highlight shade: Armor Wash highlight: Morrow White

and sacred. I used black on the living beasts, symbolizing night and death. Finally, a little red and green here and there provided additional flavor and really captured the vibrancy I love in depictions of ancient Egyptian culture.

PAINTING TIPS The natural world is a great source of inspiration for the Circle. When painting beasts, always use real animals as a reference. One technique to keep in mind is that the bellies of real animals are lighter, while their backs are darker.

PAINTING YOUR ARMY

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DRUID OF ORBOROS by Steve Hall WILD ARGUS by Steve Hall

MOHSAR THE DESERTWALKER by Ed Bourelle

KROMAC, CHAMPION OF THE WURM by Steve Hall

WOLDWRATH by Ed Bourelle

BRADIGUS THORLE THE RUNECARVER by Rafal Maj

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PAINTING YOUR ARMY

WOLVES OF ORBOROS by Rob Hawkins

ROTTERHORN GRIFFON by Richard Anderson RAZORWING GRIFFON by Bryan Maclaflin

SHADOWHORN SATYR by Bryan Maclaflin

THARN BLOODWEAVERS by Ed Bourelle

GORAX RAGER by Ed Bourelle

MORVAHNA THE DAWNSHADOW by Richard Anderson

WOLDWYRD by Richard Anderson

WOLD GUARDIAN by Richard Anderson

PAINTING YOUR ARMY

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TEMPLATES

PILLAR OF SALT (Mohsar the Desertwalker)

WILD GROWTH (Woldwarden)

FERTILIZER (Cassius the Oathkeeper, Woldwatcher)

ROCK WALL (Baldur the Stonesoul)

You may photocopy these templates for your personal use.

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