Mk3 Cygnar Command

September 30, 2017 | Author: cameronhyndman | Category: Baron, Nobility, Regiment, Company (Military Unit), Monarchy
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Army book for Warmachine....

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FORCES OF WARMACHINE

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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Forces of WARMACHINE: Cygnar Command

First printing: October 2016. Printed in China.

Hardcover: 978-1-943693-33-7 Softcover: 978-1-943693-32-0

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. In other words, don’t abuse our IP. The Artificer General is always watching, and riding the lightning isn’t as fun as it might sound.

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CONTENTS Foreword. . . . . . . . . . . . . .

5

The Cygnaran Military. . . . . . . . 6 Theme Forces . . . . . . . . . . . . 16 Warcasters of Cygnar . . . . . . . 18 Warcaster Model Entries Major Markus “Siege” Brisbane. . . . . . 22 Lieutenant Allister Caine. . . . . . . . .

24

Captain Allister Caine. . . . . . . . . . . 26 Captain E. Dominic Darius & Halfjacks. .

28

Captain Victoria Haley. . . . . . . . . .

30

Major Victoria Haley . . . . . . . . . . . . 32 Major Prime Victoria Haley . . . . . . . . 34 Captain Allison Jakes. . . . . . . . . . . 38 Captain Jeremiah Kraye. . . . . . . . .

40

Major Beth Maddox . . . . . . . . . . . . 42 Commander Adept Nemo. . . . . . . . . 44

Ironclad. . . . . . . . . . . . . . . . . .

82

Lancer. . . . . . . . . . . . . . . . . . . 83 Minuteman. . . . . . . . . . . . . . . .

84

Reliant . . . . . . . . . . . . . . . . . . . 85 Sentinel. . . . . . . . . . . . . . . . . .

86

Stormclad . . . . . . . . . . . . . . . . . 87 Ace . . . . . . . . . . . . . . . . . . . .

88

Brickhouse. . . . . . . . . . . . . . . .

90

Dynamo . . . . . . . . . . . . . . . . . . 92 Ol’ Rowdy . . . . . . . . . . . . . . . . . 94 Thorn. . . . . . . . . . . . . . . . . . .

96

Thunderhead. . . . . . . . . . . . . . .

98

Triumph. . . . . . . . . . . . . . . . . . 100 Hurricane. . . . . . . . . . . . . . . . .

102

Stormwall & Lightning Pods. . . . . . . 104 Gallant. . . . . . . . . . . . . . . . . .

Troops of Cygnar . . . . . . . . .

106

108

Unit & Solo Model Entries

General Adept Nemo. . . . . . . . . . .

46

Artificer General Nemo & Storm Chaser Finch. . . . . . . . . .

48

Arcane Tempest Gun Mage Officer . . . . 1 1 1

Captain Kara Sloan. . . . . . . . . . . . . 52

Field Mechaniks. . . . . . . . . . . . . . 1 1 3

Commander Coleman Stryker. . . . . .

54

Long Gunner Infantry. . . . . . . . . . .

56

Long Gunner Infantry Officer & Standard . 1 1 5

Lord Commander Stryker . . . . . . . .

Arcane Tempest Gun Mages. . . . . . .

1 10

114

Lord General Coleman Stryker . . . . . . 58

Sword Knights. . . . . . . . . . . . . .

1 16

Commander Dalin Sturgis. . . . . . . . . 60

Sword Knight Officer & Standard. . . .

1 17

Constance Blaize, Knight of the Prophet. . 62

Tempest Blazers . . . . . . . . . . . . .

1 18

Caine’s Hellslingers. . . . . . . . . . . .

Black 13th Strike Force . . . . . . . . . . 120

Warjacks of Cygnar . . . . . . . .

64

68

Warjack Model Entries

Arcane Tempest Rifleman. . . . . . . .

122

Gun Mage Captain Adept. . . . . . . . . 123 Journeyman Warcaster . . . . . . . . .

124

Squire. . . . . . . . . . . . . . . . . . .

125

Centurion. . . . . . . . . . . . . . . . . . 73

Lieutenant Allison Jakes. . . . . . . . .

126

Charger. . . . . . . . . . . . . . . . . .

Archduke Alain Runewood, Lord of Fharin . 128

Avenger . . . . . . . . . . . . . . . . . . 72 74

Cyclone. . . . . . . . . . . . . . . . . . . 75 Defender . . . . . . . . . . . . . . . . .

76

Firefly. . . . . . . . . . . . . . . . . . . 77 Grenadier. . . . . . . . . . . . . . . . .

78

Hammersmith . . . . . . . . . . . . . . . 79 Hunter . . . . . . . . . . . . . . . . . . .

81

Captain Arlan Strangewayes. . . . . .

130

Model Gallery . . . . . . . . . . .

132

Painting Your Army. . . . . . . . 143 Templates. . . . . . . . . . . . . 152

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FOREWORD A shining beacon of innovation, freethinking, and industry, the resource-rich nation of Cygnar rightfully claims its title as the jewel of the Iron Kingdoms. Though it enjoys many advantages, Cygnar is a nation surrounded on all sides by enemies that wish to take her riches for themselves. Against these external threats stands what is arguably the most advanced fighting force in western Immoren. The Cygnaran army boasts ranks of hard-bitten trenchers, deadly Arcane Tempest gunslingers, and gleaming knights who command the voltaic power of the storm with their mechanika weapons, but the true core of this army lies within the ranks of keeneyed long gunners, brave CRS rangers, expert mechaniks, and proud sword knights. Guided by the strong hand of their king and his chosen generals, the soldiers of Cygnar stand ready and willing to lay down their lives in duty to their king and country. Alongside these stalwart soldiers march the most cuttingedge warjacks in the Iron Kingdoms, each a physical testament to the Cygnaran spirit that it defends. Armed with versatile weaponry that includes accurate long-range, armor-piercing cannons as well as swords and hammers that crackle with barely contained electrical energies, the warjacks of Cygnar are a deadly blend of strength, technological advancement, and durability. Leading the brave armies of Cygnar are its warcasters— patriots and heroes with the ability to control warjacks through their arcane gifts. From the peerless gunslinger

Allister Caine to the techno-arcane genius Sebastian Nemo to the time-shifting Victoria Haley, each of Cygnar’s warcasters wields the power of a small army. When in command of the formidable warjacks of their homeland, these battle mages are nigh unstoppable. Within its pages, Forces of WARMACHINE: Cygnar Command gives you an extensive look at the background of the kingdom of Cygnar and access to all of its valiant warcasters and stateof-the-art warjacks, as well as a range of units and solos to support them in battle. In addition, this volume introduces three exciting additions to Cygnar’s forces: the warcaster Captain Allison Jakes, the warcaster unit Caine’s Hellslingers, and the heavy-hitting character warjack Brickhouse. Along with a wealth of information about specific models that can form the cornerstone of any Cygnaran army, this book also includes the first new theme forces for Cygnar. The Heavy Metal theme force marshals the full might of Cygnar’s warjacks into a roiling storm front of blue and gold, while Sons of the Tempest brings together the deadly ranks of the arcane gunslingers known as the Arcane Tempest, ready to annihilate your foes in a hail of magically enhanced firepower. Battle-tested and utterly determined, the soldiers of Cygnar are ready to heed your command. Muster your troops and unleash the power of the storm upon any who would threaten the jewel of the Iron Kingdoms!

5

THE CYGNARAN MILITARY BY RIFLE, CANNON & LIGHTNING

Cygnar’s military prides itself on having the mostdisciplined and best-trained soldiers in western Immoren, as well as providing them with the resources and equipment to overcome nearly any challenge. It has earned a reputation for defeating its enemies even while outnumbered, with an emphasis on the quality rather than the quantity of its infantry and warjacks. Cygnar’s warjacks have a wide range of capabilities and incorporate sophisticated militarygrade cortexes that make them highly effective whether controlled by warcasters or ’jack marshals. The army has changed considerably in recent years to incorporate gains from industrialization and mechanika and now stands at the cutting edge of technological ingenuity applied to the arts of war.

Recent Conflicts Despite its status as a major power in the region, the last six years have been a dark time for the Cygnaran Army. Surrounded on all sides, Cygnar has endured long periods of intense warfare, including a failed war to defend Llael, fierce fighting in the Thornwood, subsequent battles to drive out the largest Cryxian invasion in recorded history, renewed fighting with Khador in the Thornwood, and a bitter civil war fought for the Cygnaran crown. The year 609 AR was particularly tumultuous, as many of the struggles and turmoil that had been building over the last several years came to a head. While short-lived, the brief alliance between Khador and Cygnar to drive Cryx from the Thornwood was largely a

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success, demonstrating that mortals could contend with the undead seeking to eradicate them. The combined Cygnaran, Khadoran, and Protectorate forces managed to uproot the necrofactorium controlled by Lich Lord Asphyxious. The accord between them did not last beyond the declaration of victory, however, as the Khadorans demonstrated their perfidy by turning on Cygnar the moment Cryx was defeated. Taking advantage of the chaos in the aftermath of this conflict, Khador sought to cement its hold over the Thornwood. The Khadorans conducted punitive attacks against eastern Ord and launched a renewed invasion into Cygnar, hoping to use Stonebridge Castle as their gateway into its interior. This offensive was forestalled by an unexpected counterattack: Vinter Raelthorne IV, with the support of northern nobles and the Fourth Army, reclaimed the fortress. This maneuver was part of Vinter’s opening bid to reclaim the throne and the beginning of the Second Cygnaran Civil War. Vinter had chosen his timing well, as King Leto’s armies were already pinned down—the First Army embattled with Khador, the Second Army facing a renewed Protectorate incursion near Caspia, and the Third Army defending the coast from Cryx. King Leto was forced to withdraw into the interior with a small but dedicated force, reaching Fharin, where they would make their last stand with the fate of Cygnar’s future rulership in the balance. A third contender for the throne revealed himself at this time: Julius Raelthorne, bastard son of Vinter IV and nephew of Leto. Supported by the exiled Asheth Magnus

CYGNARAN

KING

INNER COUNCIL

JULIUS

Lord High Chancellor Leto Raelthorne Warmaster General Kielon Ebonhart IV Navarch Galten Sparholm III Scout General Bolden Rebald Arcane Administrator Orin Midwinter Lord Treasurer Lars Corumny Lord of Industry Lassiter Polk

CYGNARAN

ROYAL ASSEMBLY [All Archdukes, Dukes, Earls, & Barons]

RAELTHORNE

NORTHERN FLEET SEA OF A THOUSAND SOULS Lord Admiral Tucker Luptine

RANGERS [Military Recon]

CYGNARAN

AGENTS

RECONNAISSANCE SERVICE

[Espionage]

Scout General Bolden Rebald

CYGNARAN

EASTERN FLEET

CYGNARAN

ARMY

GULF OF CYGNAR

NAVY

Warmaster General Kielon Ebonhart IV, Duke

Lord Admiral Blythe Wassal

Navarch Galten Sparholm III, Archduke

SOUTHERN FLEET BROKEN COAST Lord Admiral Horace Nelson

FIRST ARMY

SECOND ARMY

THIRD ARMY

FOURTH ARMY

KHADORAN BORDER

CAPITAL & EASTERN BORDER

WESTERN & SOUTHERN COAST

RESERVES & ORDIC BORDER

Lord General Olan Duggan, Duke

Lord General Evelyn Turpin

Lord General Vincent Gollan, Earl

Commander Miller Gant

1st 2nd & 5th 3rd DIVISION DIVISIONS DIVISION

4th DIVISION

10th DIVISION

7th DIVISION

8th DIVISION

12th DIVISION

STORM DIVISION

9th DIVISION

13th DIVISION

14th DIVISION

11th DIVISION

NORTHGUARD

CORVIS

STONEBRIDGE

FELLIG

PT. BOURNE

EASTWALL

CASPIA

FORT FALK

MOBILE HQ

HIGHGATE

WESTWATCH

MERCIR

FORT BALTON

General Worley

Generals Nemo & Langworth

General Krismoor

General Mathern

General Terswell

General Runewood

General Halstead

General Dutton

Lord General Stryker

General Gately

General Pike

General Roper

*General Ossrum Dhurg * Hired interim consultant

LORD GENERAL STRYKER 6TH DIVISION, LIGHTNING RESPONSE FORCE 18th BRIGADE

23rd BRIGADE

30th BRIGADE Commander

77th INFANTRY REGIMENT

79th INFANTRY REGIMENT

80th INFANTRY REGIMENT

82nd CAVALRY REGIMENT Colonel

16th INFANTRY BATTALION

18th HEAVY INFANTRY BATTALION

19th HEAVY INFANTRY BATTALION Major

31st STORM KNIGHT COMPANY “Storm Chasers”

1st PLATOON Stormblades

32nd STORM KNIGHT COMPANY “Storm Watch”

2nd PLATOON Stormblades

21st SWORD KNIGHT COMPANY

82nd RIFLE COMPANY

“Ready Blades”

“Metal Thunder”

3rd PLATOON

4th PLATOON

Stormguard

Stormguard

Captain

5th PLATOON Storm Lances

Lieutenant

and a large mercenary army, Julius played an instrumental part in the war’s outcome. At the Battle of Fharin, Vinter was defeated and slain. King Leto subsequently abdicated the throne and passed his crown to Julius, hoping to save the kingdom from years of potential strife. Most of those who had fought against Leto were pardoned in the interests of preserving the nation. Even amid this civil war, other threats sapped strength from the Cygnaran military and added to the chaos and disruption inside this embattled nation. Angry trollkin kriels banded together and emerged from the forests and mountains under the banner of war. Dragons clashed over Cygnaran skies and left an indelible stain of blight on the land. In this time of uncertainty, the nation’s new and untested king has sought to change the fortunes of his nation.

Temporary Peace & a New War With the nation united behind him, the young king’s first actions were to consolidate support behind the First Army in the Thornwood, demonstrating to Khador that their invasion would be costly and ultimately futile. The Khadorans had hoped the civil unrest would tear Cygnar apart, but they soon realized their error. After a few short months the Khadoran Army withdrew and a tense peace was negotiated. King Julius and his new inner council knew their northern rival agreed to peace only to buy time to rebuild their strength. Shrewdly, Julius negotiated for a peace that left an opening for future gains. The Khadorans surrendered the Thornwood in exchange for Cygnar publicly legitimizing their hold over Llael—so long as no heir to the old Llaelese royal line emerged. Khadoran spies believed all members of that bloodline had been eliminated, but they were mistaken. Julius’ agents had discovered and safeguarded Kaetlyn di la Martyn, the last of Llael’s royal line, who is now his betrothed. Their marriage is contingent on recovering Llael for its people, a task to which King Julius has committed. By revealing this heir and confronting the empress with the treaty she had signed, Julius forced the hand of the Khadorans. As expected, Khador refused to yield the lands they had seized during the Llaelese War, giving Cygnar the pretext to launch a new war. In early 611 AR, the Storm Division led by Lord General Coleman Stryker seized the initiative by marching into the Llaelese interior. Despite bitter opposition, they managed to seize the northern city of Riversmet from Khador before advancing on Rynyr. The king soon sent additional troops from the First Army as reinforcements. If the campaign is successful, the heirs of King Julius and Queen Kaetlyn stand to inherit rulership of both Llael and Cygnar.

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THE CYGNARAN MILITARY

The Government One of Cygnar’s greatest assets is its adaptive government, which is able to facilitate the efficient organization of its vast military. While the realm operates as a monarchy with methods of governance similar to those employed by the other nations of the Iron Kingdoms, notable distinctions exist. In some ways, Cygnar boasts the most progressive government in western Immoren—at least under the leadership of its current and previous king. King Leto implemented many laws to foster industry, innovation, and a high standard of living along with justice and equity. King Julius inherited a government supported by a robust economy but suffering from divided interests. Cygnar’s system of government is rooted in ancient traditions but includes checks and balances that promote stability. Though the king wields great power, in practice his actions require cooperation from the kingdom’s body of nobles, collectively known as the Royal Assembly. Politics in Cygnar is a complicated and often messy business, but when the realm is threatened, officials can usually put aside their differences to support the military and its commanding officers, many of whom are members of the aristocracy.

The King As the highest authority in Cygnar, by law the sovereign possesses all the vast powers typically held by kings, including the ability to declare war, raise and command armies, negotiate treaties, make laws, and collect taxes. That said, the king is expected to obey certain laws and traditions regarding the mechanisms by which he can exercise his authority and the deference expected of the peers of the realm. Ultimately, the balance of power between the king and the Royal Assembly changes with each sovereign. Some tyrants have largely ignored this body, while others have preferred to let the assembly effectively rule in their stead. A king who acts entirely as he pleases or who earns the enmity of the Royal Assembly runs the risk of fomenting rebellion. Cygnar’s last two kings both faced insurrection: Vinter IV was overthrown by his younger brother Leto, and Leto abdicated following a civil war that threatened to restore his elder brother to the throne. While Leto and Vinter were vastly different kings with opposite approaches to governance, neither was able to retain the undivided loyalty of the realm’s powerful nobles. Without the cooperation of the Assembly, a king’s power is diminished. Although the Cygnaran Army technically answers to the king, many ranking officers are also nobles, and loyalty tends to be personal. Tyrants can be overthrown, as has been shown. Cygnar is not entirely beholden to primogeniture in determining succession, thanks to Woldred’s Covenant. This law allows Cygnaran royalty to determine their own

successors from among the noble families of Cygnar. Even with this law, the greatest bloodlines in Cygnar retain considerable status and symbolic power. A Cygnaran king has never appointed an heir who did not descend from the royal families of ancient Calacia, as such a ruler would be neither respected nor accepted. The circumstances of King Julius’ ascension to the throne was one of the most unusual in Cygnar’s history. Julius was raised in secret by a cabal of former members of Vinter’s Inquisition. This cabal eventually decided to overthrow Leto and see Julius crowned instead. With the help of former Cygnaran warcaster Asheth Magnus, Julius survived several attempts on his life and took part in the Second Cygnaran Civil War in 609 AR, helping defeat Vinter’s loyalists. Much to the surprise of everyone involved, at the end of the war King Leto decided to abdicate the throne for the good of the kingdom. Leto used Woldred’s Covenant to appoint Julius as his heir, reinforcing this argument by calling into question the legitimacy of his own reign due to his usurpation. This gave him a pretext to pardon the crimes committed by those who had otherwise committed treason against him, bringing peace to the Royal Assembly. Crowned shortly thereafter in Caspia, Julius has proven to be a cunning and bold leader who can handle himself at court as well as with his military staff. Though he is young and unproven, many hope he has inherited the more positive traits of the Raelthorne line.

Cygnaran Nobility & the Royal Assembly Nobility in Cygnar is organized in a system of ranks essential to the social and political fabric of the nation. The power to create nobles, to adjust the bounds of familial holdings, and to create new territories and divisions rests with the king. Cygnar is divided into duchies, provinces, and baronies. The largest territories, the duchies, are ruled by a duke or archduke, while provinces are ruled by earls, and the much smaller baronies are governed by barons. There exist other noble titles to signify familial relationships, but these are a matter of courtesy and carry no authority. Barons, earls, and dukes can vote in the Royal Assembly, as can high chancellors and Cygnaran exarchs and vicars of the Church of Morrow. Others may be invited to speak but cannot vote. Wealthy merchants, military officers, and others often attend the Assembly to champion or oppose proposed laws. Knights hold the lowest land-owning rank of peerage. They are vassals sworn to serve the nobles granting their lands to them. Knights are expected to be armed and capable liegemen, ready to answer their lord’s call to war. Cygnaran law limits the size and disposition of a noble’s household guard. Barons may retain only a small armed force to protect their lands, with proportionately larger forces being allowed to earls and dukes.

THE CYGNARAN MILITARY

9

By those same laws, the Cygnaran military no longer relies on the mustering of nobles and their households; instead, it leverages the power of a professional standing army. Many nobles of the realm also hold positions as officers in the Cygnaran Army or Navy. Such service is a matter of duty and honor, and strict covenants separate a noble’s social standing and his duties as an officer. For example, nobles are disallowed from using the nation’s forces to resolve disputes over their holdings and cannot abuse their authority by bestowing officer commissions as favors. Such matters are taken seriously, though eliminating politics from the military has never been entirely successful. Additionally, ranking nobles are still entitled to maintain armed household guards and can employ them to enforce the peace. The use of hired mercenaries is also common, which creates a grey area in the law.

The Inner Council Initially instituted by King Leto in 595  AR as an advisory council but transitioning to a full war body in 603 AR, the Inner Council is the core of the government. It exists to keep the king informed about the state of the realm and to assist in his most vital decisions. Julius’ reign has seen the council undergo a return to its traditional role as a board of advisors for all aspects of governance, though it also discusses the nation’s military concerns. After the Second Cygnaran Civil War, Warmaster General Olsen Turpin stepped down, as did several other members of the Inner Council. In addition to the king, the main body of the Inner Council is composed of the king’s high chancellors: Lord High Chancellor Leto Raelthorne; Warmaster General Kielon Ebonhart IV, supreme commander of the Cygnaran Army; Navarch Galten Sparholm III, supreme commander of the Cygnaran Navy; Arcane Administrator Orin Midwinter, advisor to the king on supernatural matters; Scout General Bolden Rebald, commander of the Cygnaran Reconnaissance Service; Lord Treasurer Lars Corumny, who manages the government’s budget and taxation; and Lord of Industry Lassiter Polk, who oversees military production and the realm’s commerce. During Leto’s reign, the Church of Morrow’s primarch had an open invitation to the council. While the Church’s role has been diminished, Exarch Sebastian Dargule is sometimes asked to attend when he has useful intelligence to contribute. Other frequent attendees include Commander Adept Birk Kinbrace of the Strategic Academy and Lord General Coleman Stryker, the army’s highest-ranking warcaster.

Army Organization The Cygnaran Army utilizes a combined-arms approach to warfare with an emphasis on ranged firepower. Its infantry delivers unrelenting fire at a distance by employing a large number of riflemen such as long gunners and trenchers. These soldiers form the backbone of the army and make up

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THE CYGNARAN MILITARY

the bulk of its numbers. Cygnar also maintains an impressive array of heavy infantry, including its famed Storm Knights. These soldiers wield mechanikally augmented weaponry to deliver the power of lightning to Cygnar’s enemies. Supporting these forces are a range of specialized soldiers and crews. These support troops include field mechaniks, who maintain the nation’s warjacks; gun mages, who combine firearms and sorcery to devastating effect; and the rangers of the Cygnaran Reconnaissance Service, who are versed in scouting, discerning enemy troop movements, and assisting in strike coordination. Cygnar’s wealth and resources have allowed it to augment its own formidable forces by establishing long-standing relationships with many reputable professional mercenary companies. These soldiers-for-hire are not relied upon to protect Cygnar’s most vital interests on their own, but they strengthen existing forces with their numbers and versatility. The mercenary tradition has deep and ancient roots in the region, and Cygnar hires only those companies with a reputation for obeying strict contractual laws. Enlistment in the Cygnaran Army has long been voluntary. Most enlisted soldiers begin their military careers among the ranks of the long gunners or the trenchers. The more specialized service branches each have their own requirements for recruits, often looking for specific physical or personality traits that are key indicators of a soldier’s suitability for heavy infantry, cavalry, or other roles. In addition, career soldiers of notable merit may be singled out for advanced training. Since the Raelthorne dynasty took the throne, commissioned officers are no longer drawn exclusively from the Cygnaran aristocracy, as had been the tradition previously. Soldiers now more easily rise through the ranks by merit and are frequently allowed to keep brevet ranks earned in the field—not an uncommon occurrence among companies with heavy casualties. Attending a military academy remains the best way to ensure an officer’s commission, and even brevet officers eventually receive formal training. The most prominent military school is the Strategic Academy, which maintains locations in Point Bourne and Caspia.

Four Armies Cygnar is a large nation in the unfortunate position of being surrounded by hostile powers. Each of the kingdom’s four corners is isolated from the others as much by imposing geography as by distance, and many dedicated military personnel are required to defend the nation against immediate threats. In recognition of this fact, the Cygnaran Army is divided into four smaller armies, each tasked with defending a specific region. Warmaster General Ebonhart is supreme commander of the entire Cygnaran Army. He coordinates shared actions among the forces and determines their current priorities, reassigning manpower and key personnel as needed.

THE STRATEGIC ACADEMY A lasting legacy of King Hector Sunbright  IV, the Strategic Academy (SA) has earned its reputation as a cornerstone of the Cygnaran Army. The SA provides commissioned officers with a thorough background in military history, tactics, engineering, and philosophy. Its instructors also train cadets to endure the physical rigors of war and to master the weapons used by modern soldiers. Its foremost goal is to create great leaders by developing its cadets intellectually, physically, militarily, and ethically. Academy staff also coordinate arcane instruction and research. The SA is tasked to locate, harness, and develop unique talents such as gun mages and warcasters. The academy includes programs to train specialists such as military alchemists, who produce munitions, and field mechaniks dedicated to warjack repair and fabrication. The stormsmiths are a separate branch of arcane researchers who rely on technology to call down the fury of the heavens. Field mechaniks and stormsmith stormcallers are as vital to Cygnaran operations as its soldiers, and the hazards of their vocations earn them the respect of enlisted men and officers alike. The Strategic Academy is divided into two major campuses. The original grounds are in Caspia, located within a section of the great wall overlooking the Black River. Commander Adept Birk Kinbrace is the current chancellor, and under his expert supervision the academy has further refined the nation’s warcaster training program. The Caspian campus also focuses on teaching the military applications of mechanika, and they work closely with the Cygnaran Armory. The Point Bourne branch is also highly regarded and is particularly noted for its expertise in training gun mages and readying warcasters for front-line duty in environments like the Thornwood. The Tempest Academy was created at Point Bourne, and the majority of Cygnar’s gun mages train there. In recent decades more warcasters have mastered their craft at Point Bourne than in Caspia, and it is fully equipped for such tasks, including maintaining numerous older warjacks put aside specifically for apprentices and journeymen. The current chancellor is Commander Elias Sunbright, son of the Duke of the Western Midlunds, who assumed the post in 610 AR.

The First Army (“Northern Army”) The First Army has traditionally shouldered the difficult responsibility of defending Cygnar’s northernmost border against Khador. Since its establishment, this army has seen more combat than the other three armies combined. The fighting men and women of the First are rightfully proud of their singular expertise in battling Cygnar’s greatest rival, and the recent escalation of fighting in this region has forced them to become familiar with the tactics of both Cryx and the Protectorate.

In the aftermath of the Llaelese War, the First Army endured severe setbacks. The Khadorans overran the fortress of Northguard and occupied the vast Thornwood Forest, pushing the First Army back to the Dragon’s Tongue River. This defeat and retreat was one of the bleakest periods in the army’s history, but despite the heavy casualties suffered across the ranks, these hardened border defenders were up to the task of regaining what was lost and proved they are neither cowed nor broken. Recent conflicts have pitted the First Army against the nightmarish forces of Cryx as well. Cryxian infiltrators entrenched themselves in the Thornwood Forest from 607–609 AR as part of the largest concerted assault on the mainland since the Scharde Invasions. Driving them out required a combined effort by the First Army and elements of the Second. Even then, ending this conflict required forming a tense alliance with Khador and cooperation with Protectorate military forces in the region. Khador broke its alliance with Cygnar almost immediately, even as the Second Cygnaran Civil War began and spread across the kingdom, occupying the attention of the king and many of his most loyal forces. Hostilities with Khador occupied the First Army with yet another bloody conflict in the Thornwood. While the opening days of this clash looked bleak, the First rallied and gained the opportunity to repay Khador for Northguard. The First managed to hold back an opportunistic strike by the Khadoran 2nd Army, consolidating its scattered forces and eventually driving the Khadorans from the forest. The Cygnarans attained this victory despite limited supplies and significant casualties from fighting with the Cryxians. Many new Cygnaran heroes arose in the process of reclaiming the Thornwood. The battles against Khador in the Thornwood did not permit the First Army to take part in the unfolding civil conflict— King Leto ordered these forces to focus on preserving the north from Khadoran invasion. The end of the Thornwood conflict was followed by more than a year of tense peace, but the recent campaign in Llael has summoned the men and women of the First Army, though the initial clashes were handled by Lord General Stryker’s Storm Division. Lord General Duggan leads the First Army from Northguard, but its official headquarters is in Point Bourne. Northguard was severely damaged in the conflicts of 606–607 and has yet to be fully restored, though it serves as an important northern garrison and bastion. Other commanders serving in this army include Generals Galt Langworth, Kierlan Krismoor, Dargus Mathern, Shay Terswell, Joseph Worley, and Sebastian Nemo—when the latter’s duties as artificer general do not require him elsewhere.

THE CYGNARAN MILITARY

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STRYKER’S STORM DIVISION Previously attached to Cygnar’s Second Army and still designated as the 6th Division, the Storm Division has become a sizable autonomous military force commanded by Lord General Coleman Stryker, who was promoted to that rank at the end of 608 AR. As a lord general, Stryker answers only to the warmaster general and the king. This division is viewed by many as the ultimate culmination of the ongoing efforts to modernize and transform Cygnar’s army, making use of the latest weaponry and hardware produced by the Cygnaran Armory. Composed of the largest concentration of Storm Knights in Cygnar, it is a highly mobile force that can be reallocated quickly to any theater of war where it is most needed. The division was freed from a permanent garrison to allow it to serve at the vanguard of any new conflict. As part of the Second Army, this division earned its fame fighting the Protectorate of Menoth in the Caspia-Sul War, but it has since gained just as many accolades in the north battling Cryx and Khador. The Storm Division is assigned the most difficult, perilous, and sensitive missions, and at any given time it might include a number of other major warcasters answering to Stryker. Its most recent mission was to strike deep into Llael, seizing the city of Riversmet with a follow-up attack on Rynyr.

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THE CYGNARAN MILITARY

The Second Army (“Army of the Black River”) The Second Army defends the eastern border, maintaining a large garrison at the capital and smaller forces at Fort Falk and Eastwall. It has traditionally defended Corvis as well, but since Khador’s invasion of the Thornwood in 607  AR that city has also hosted soldiers of the First Army. Most Second Army battalions in the city were transferred to the First to reinforce its numbers and shore up defenses along the contested northern border. Although it relies on a foundation of long gunners and trenchers, the Second Army also includes the largest proportion of heavy infantry and cavalry in the Cygnaran Army, including veteran Storm Knights and Royal Sword Knights. Many ranking officers of these companies are the vassals of nobles sitting on the Royal Assembly. Because the Cygnaran Armory operates out of Caspia, the Second Army also boasts substantial warjack support and often serves as the testing ground for new chassis and weapon designs. Providing repair and resupply to these forces is considerably faster and easier than to Cygnar’s other armies, thanks to the commercial and industrial might of the capital. The Second Army earned a reputation for doggedness during the Caspia-Sul War of 606–607  AR, a costly conflict

that caused significant damage to both cities. In more recent years, it engaged in battles against the traitors of the Fourth Army and their Protectorate allies during the Second Cygnaran Civil War. Survivors of the conflict consolidated into veteran regiments that are among the most dedicated in Cygnar’s four armies. At present, Lord General Evelyn Turpin leads the Second Army from its headquarters in Caspia. Granddaughter of decorated former Warmaster General Olsen Turpin, who fought under King Leto, Lord General Turpin is the youngest individual to achieve this rank other than Coleman Stryker of the Storm Division. The 8th Division, which protects Caspia against their Protectorate counterparts in Sul, is led by General Artoris Halstead. General Alain Runewood commands the 7th Division out of Eastwall, and his troops guard a sizable portion of the eastern border. The northern patrols of this border report to General Elizabeth Dutton, who commands the 12th Division from Fort Falk.

The Third Army (“Army of the Wyrmwall”) Based out of Highgate, the Third Army is responsible for protecting the southern shores, primarily from Cryxian attack. No soldiers in Cygnar are better versed in Cryxian tactics than those in the Third, and this army includes a sizable complement of Morrowan priests and Precursor Knights to assist in battling these horrors. Due to the ability of Cryxian forces to strike and vanish without warning, defending the coastline has always proved a challenge, and in recent years the threat has escalated to unprecedented levels. Operationally, the Third is quite different from the other armies of Cygnar, since none of the others work as closely with the Cygnaran Navy. In fact, army and navy personnel here are tightly integrated and accustomed to joint operations. The admirals of the Southern Fleet stationed at Highgate answer to both Lord General Vincent Gollan and their lord admiral—an unusual but effective partnership. At times, vessels from both the Northern and Eastern Fleets join in these assignments, and they have also shared operations with squadrons and soldiers from Ord. Lord General Vincent Gollan, earl of Shieldpoint and senior knight of the Prophet, has led the Third Army for over thirty years. Though he is well past his prime, Gollan is a living legend among the Third, respected as both a servant of Morrow and a determined enemy of Cryx. He surprised King Leto by marching to the sovereign’s aid at the end of the civil war, proving his loyalty to the crown. From Highgate, Lord General Gollan supervises the army’s complex engagements both at sea and on land. Ancillary garrisons exist at numerous forts along the western and southern coast. General Bors Gately commands the large 9th Division

out of Highgate itself, while Commander Harriet Pike leads the 13th Division from Westwatch, the army’s northernmost outpost. Since Evelyn Turpin was promoted to lead the Second Army, the 14th Division is now led by Commander Matthias Roper. While headquartered in Mercir, Commander Roper’s garrison includes both the reserves and the battle-ready patrols that scour the Wyrmwall Mountains for threats to the realm.

The Fourth Army (“Army of the Dragon’s Tongue”) Cygnar’s Fourth Army is the smallest of Cygnar’s armies, having historically been a reserve force numbering only about 28,000 soldiers. Because Cygnar’s kings have considered it important to watch all borders, the Fourth Army is charged with patrolling the land shared with Ord, a relatively friendly nation. Its less vital mission turned the Fourth into more of a rarely deployed reserve force than an active army and left it vulnerable to corruption. The Fourth was historically used as a dumping ground for undesirable and insubordinate soldiers branded as troublesome but not incompetent enough to be booted from service. While such elements did not comprise the majority of the army, the Fourth nonetheless counted more criminal behavior among its ranks than the rest of the army as a whole, including extortion, graft, bribery, misallocation of resources, looting, and violence against civilians. This disreputable state opened the door for the ranking officers of the Fourth Army to become involved in a treasonous conspiracy with some of Cygnar’s most powerful nobles, who sought to reinstate the exiled Vinter Raelthorne IV to the nation’s throne. Their seditious plans were hatched in early 609 AR with the onset of the Second Cygnaran Civil War but did not succeed, leading to the death of Vinter in the Battle of Fharin. The army’s involvement prompted an investigation into the conduct of the Fourth’s officer corps, and many officers were unceremoniously discharged. Most who were willing to bend the knee to Cygnar’s new king were pardoned, thereby escaping execution for their crimes. The Fourth Army is in a period of rebuilding. Loyal officers from other armies, most notably the First, have been transferred to the Fourth to ensure its future loyalty, and the Inner Council is working on incentives to lure fresh recruits to the ranks. Leadership of the Fourth Army has been given to Commander Miller Gant, a reliable veteran of Stryker’s Storm Division. To assist in restructuring the army, Cygnar opened its coffers to hire mercenary warcaster General Ossrum Dhurg as a consultant and tasked him with assisting Gant in bringing the Fourth up to the highest standards of discipline. Dhurg draws on decades of experience organizing warriors from disparate Rhulic clans into a professional fighting force. For all its checkered past, the Fourth Army is a reflection of Cygnar itself—after surviving a period of conflict and uncertainty, it is being rebuilt into something greater. THE CYGNARAN MILITARY

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The Cygnaran Navy Cygnar boasts the longest stretch of continuous shoreline of any nation in the Iron Kingdoms, and it has the dubious distinction of sharing the Broken Coast with Cryx. The responsibility for patrolling these waters falls to the Cygnaran Navy, commanded by Navarch Galten Sparholm III, who took over after the retirement of Govan Trent in 609 AR. The navy maintains officer training facilities separate from the army, supervised from the Sentinel Point Naval Fortress south of Caspia,. The Cygnaran Navy is divided into three distinct fleets: the Northern Fleet, based in Ceryl and assigned to guard Cygnar’s northern waters against all threats, including the Khadoran Navy; the Eastern Fleet (or “Caspian Fleet”), based in Caspia and charged with patrolling the Gulf of Cygnar; and the Southern Fleet, based in Highgate and entrusted with defending the southern peninsula most directly threatened by Cryx. These fleets are respectively led by Lord Admirals Tucker Luptine, Blythe Wassal, and Horace Nelson, each with several subordinate admirals serving them. The Southern Fleet is the largest and sees the most action, working closely with Cygnar’s Third Army to protect the kingdom from Cryx with support from the other two fleets. The Southern Fleet also plays a role in protecting the shipping lanes between southern Cygnar and Zu as well as other Cygnaran colonies abroad, though their ability to do so is limited. The privately owned Mercarian League has its own warships to escort its trading vessels, and League officers coordinate and cooperate with their counterparts in the navy.

Long Gunners Since the advent of the long gun, Cygnar has fielded skilled riflemen as part of its vast armies. Long gunners have an extensive history of service and historically have represented one of Cygnar’s two primary infantry services—the other being the trenchers. However, the days of the venerable long gunner may be nearing their end. Most Cygnaran officers prefer to lead the more versatile trencher corps in the field. Long gunners are still highly valued for their ability to provide concentrated firepower, but their numbers have diminished as their role has become more specialized.

Trencher Corps The men and women of the trenchers comprise the toughened core of the enlisted soldiers of the Cygnaran Army. Nicknamed “gravediggers” for their courage and the high casualties they sometimes suffer while defending their fortifications, they are the first onto the field and often the last to leave. Trenchers form the bulk of any Cygnaran vanguard. Spread across trench lines and hastily dug emplacements, they seize ground and hold it, enduring withering enemy fire and buying time for the rest of the army.

Cygnar classifies its warships according to a system of ratings. First-rate ships of the line are the largest naval vessels in all of western Immoren and typically serve as flagships to fleet admirals. Second- and third-rate ships are somewhat smaller, but their maneuverability and considerable firepower make them masters of naval combat. With ratings all the way down to sixth, smaller ships like schooners, frigates, and corvettes comprise the reconnaissance and supply ships of the Cygnaran Navy. Almost all naval ships, no matter their age or class, are equipped with both sails and steam engines.

The standard trencher weapon is a heavy rifle with a bayonet, supplemented by smoke grenades to obscure the soldiers’ advance. Trenchers endure a lengthy period of training and physical conditioning that prepares them for all battlefield conditions. Trencher regiments are supported by mobile artillery teams and specialist units like commandos. To become a trencher commando, a soldier must complete a punishing training regimen taught by veteran instructors of the Cygnaran Reconnaissance Service. Such units specialize in irregular warfare and alternative weaponry.

Cygnar boasts the most modern naval force to sail the Meredius. Its small but growing fleet of ironhull warships, heavily armored and driven purely by steam, signals a move away from sail and hybrid power, though many captains still prefer the latter. The Cygnaran Navy has even commissioned several highly advanced vessels, including a number of experimental submersibles.

The trencher corps began as an experiment by Cygnaran generals, who wanted to see if harsh training might transform unfit soldiers into hardened and versatile fighters. The program’s success has made trenchers the cornerstone of the Cygnaran Army. It is also the primary service branch open to Cygnaran trollkin and ogrun with patriotic inclinations.

Service Branches Reflecting its combined-arms approach to warfare, the Cygnaran Army is composed of a diverse array of service branches, including a trencher infantry corps that is the

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backbone of the army. Storm Knights and gun mages are part of both the infantry and the army’s small cavalry arm and bring considerable versatility to their roles. Support units include the field mechaniks who maintain the nation’s warjacks and the rangers of the Cygnaran Reconnaissance Service.

THE CYGNARAN MILITARY

Storm Knights Selected from the ranks of enlisted and commissioned soldiers, Storm Knights are galvanic warriors trained to fight in heavy plate armor that insulates them against the lethal currents of the weaponry they wield. Several branches of Storm Knights exist, each with a distinct battlefield role. The largest number train as Stormblades. These warriors specialize in leading

aggressive advances, relying on their powerful storm glaives to break through heavy armor. The Stormguard are trained to fight in close formations with their voltaic halberds, while the Storm Lances are a swift and hard-hitting cavalry force at the vanguard of Cygnar’s armies. The Storm Knights were founded by Leto Raelthorne during his time as Vinter IV’s warmaster general and have since earned a reputation as the elite heavy infantry and cavalry in service of the Cygnaran crown.

Royal Sword Knights Among the oldest of the knightly orders in western Immoren and drawn exclusively from noble Cygnaran families, the Royal Sword Knights have been a pillar of Cygnar’s military for centuries. Unlike some modern knightly orders, these knights fight with their traditional weapons—the Caspian battle blade and shield. Upon a knight’s acceptance into this order, he also receives a ceremonial blade to be kept with him at all times. He is expected to maintain this ornamental weapon throughout his life, never to be drawn in battle. Upon a valiant knight’s death, the blade is buried alongside him to keep him safe in the wilds of Urcaen.

Militant Order of the Arcane Tempest For more than two decades, the gun mages of the Militant Order of the Arcane Tempest have trained in the art of harnessing arcane powers to augment their gunfighting prowess. The order grew out of the Tempest Academy, an adjunct of the Strategic Academy established by Warmaster General Carston Laddermore at the height of Vinter IV’s reign. Originally a cabal of arcanists who came together in the early days of the gun mage’s craft, over time this group became a true branch of the Cygnaran Army and has grown into a professional and disciplined fighting force. Initiates of the Arcane Tempest undergo strenuous training at the Point Bourne Strategic Academy. All graduates are lethal marksmen, having mastered a variety of gun-based sorceries and small-unit tactics before earning the right to wield the magelock pistol and wear the distinctive uniform of the Arcane Tempest. Most often they are organized into small strike teams within larger forces, whose commanders can use them against special targets. Sometimes these teams are integrated into regular infantry companies, fighting alongside trenchers, long gunners, heavy infantry, or rangers. Some strike forces set aside for special tasks also share training with the CRS. This is also true of Tempest Academy initiates who score highly enough for cavalry aptitude and train to become Tempest Blazers, extremely versatile light cavalrymen.

Stormsmiths Many of today’s most brilliant minds serve the Cygnaran Army, and notable among these eccentric patriots are the stormsmiths. After being recruited for their aptitude and trained by the Strategic Academy, stormsmiths are immersed in the fields of weather manipulation and galvanic thaumaturgy. Though many spend the bulk of their time engaged in theoretical voltaic research, the ultimate testing ground for their work is the battlefield, where they take pride in supporting both their research and their comrades with the practical and lethal application of fulgurating energies.

Cygnaran Reconnaissance Service Traditionally, the Cygnaran Reconnaissance Service (CRS) was tasked with overseeing Cygnar’s military scouts and cartographers, and this remains its acknowledged primary function. The majority of its personnel are rangers working alongside the military. Picked from among the toughest and brightest the military has to offer, rangers are trained in survival skills, stealth, and secret communications. They function in a variety of roles, including guides, forward observers, and clandestine operatives, typically in selfcontained teams no larger than a squad. Their swift sergeants represent the pinnacle of their fighting ranks. Following the dissolution of the spy network employed by King Vinter  IV, which was dominated by the Inquisition, King Leto broadened the purview of the CRS to also serve as Cygnar’s intelligence-gathering body. Its officers now supervise the nation’s convoluted network of spies, contacts, and informants, including covert agents. To lead this organization, Leto created the rank of scout general, a position that would report directly to the king and coordinate the activities of the rangers along with the office of the warmaster general. Bolden Rebald has held this post since its inception. As Cygnar’s premier spy agency, the CRS is interested in both domestic and foreign affairs—anything that threatens the peace and welfare of the nation. It has succeeded in infiltrating trade, religious, and criminal organizations as well as compromising foreign governments and military structures. Agents in the field report to senior field agents or ranking CRS handlers and are supported by networks of safe houses and secret arms caches. Field agents, most of whom are officers, are tasked with creating personal networks of contacts and informants, including recruiting those who can work and live on foreign soil. They often rely on complex coded messages and other clandestine means of contact. Field agents are expected to report regularly to a liaison in order to keep information flowing and to receive orders. CRS colonels supervise the liaisons, coordinating the missions of junior field agents, covert gun mage strike teams, or military rangers, and report directly to the scout general.

THE CYGNARAN MILITARY

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CYGNAR THEME FORCE

HEAVY METAL Although Cygnar generally prefers a combined-arms approach to conflict, when its advanced warjacks are massed on the field under the control of a skilled warcaster, they are a match for any enemy. Such large, selfsufficient battlegroups are typically deployed to besiege fixed positions or to meet concentrations of enemy armor and heavy infantry on the battlefield. Where Cygnar faces deeply entrenched or armored foes, the tread of its mighty machines shakes the earth and its storm technology blackens the sky.

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

• Archduke Alain Runewood, Lord of Fharin

• Non-character warjacks

• Solos with the Battlegroup Controller ability

• Thunderhead • Mechanik models/units • Sword Knight models/units

• Squire solos • Cygnar battle engines

SPECIAL RULES • For every full 25 points of warjacks and battle engines in this army, you can add one command attachment or solo to the army free of cost. • Solos and Mechanik units in this army 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.) • Your deployment zone is extended 2˝ forward.

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CYGNAR THEME FORCE

SONS OF THE TEMPEST Mobile and versatile, the Arcane Tempest are called upon to deal with situations beyond the capacity of standard military forces, particularly arcane threats that are warded against conventional firepower. Coordinated by experienced gun mages to fight in conjunction with traditional battlegroups, these strike teams can operate in any theater of war. As their ranked guns tear apart the enemy with fusillades of deadly firepower, lone marksmen pick off high-priority targets with speed and accuracy.

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

• Arcane Tempest models/units

• Non-character warjacks with ranged weapons

• Mechanik models/units • Journeyman Warcaster solos

SPECIAL RULES • For every full 20 points of Arcane Tempest models/units in this army, you can add one Arcane Tempest command attachment or small-based Arcane Tempest solo to the army free of cost. Free models do not count toward the total point value of Arcane Tempest models/units in the army when calculating this bonus. • Arcane Tempest Gun Mage units in this army gain Combined Ranged Attack

.

• Friendly models/units can begin the game affected by the upkeep spells of warcasters in this army. These spells and their targets must be declared before either player deploys their models. Warcasters in this army do not have to pay focus to upkeep their spells during your first turn of the game.

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WARCASTERS OF CYGNAR

Cygnar rightfully considers itself the birthplace of both warjacks and warcasters. Since the first warcasters emerged at the end of the Rebellion against the Orgoth and manifested their talents, their kind has reshaped the face of warfare. No other nation has invested so much in training, arming, and integrating these exceptional individuals into its fighting forces. Mechanika and other evolving technologies are a defining feature of the Cygnaran Army. The fact that warcasters can use these technologies to maximum effect has made Cygnar a force to be reckoned with. The Cygnaran doctrine of war focuses on deploying fewer but better-trained soldiers to achieve victory in the field. They compensate for raw numbers with discipline, equipment, and overwhelming firepower. Cygnar’s warcasters embody this doctrine and have become a symbol of hope for combatants on the front lines as well as for the rest of the nation’s populace.

Cygnar & the Arcane Cygnar is the birthplace of organized magic, but this legacy has not quieted the distrust some of its people feel toward the gifted. The government keeps a wary eye on arcanists living within the nation’s borders who do not belong to a respected organization like the Fraternal Order of Wizardry. Those who practice sorcery and are unwilling to join the military are typically viewed with suspicion and fear. In Cygnar the only trusted magic is that which has been studied and catalogued. This rigid, structured approach to the arcane also applies to the instruction and supervision of the nation’s warcasters.

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The development of Cygnar’s modern warcaster training program drew on the knowledge and expertise of the realm’s arcanists, including leading members of the Fraternal Order of Wizardry. After the Lion’s Coup, training practices were reformed with the assistance of Magus Arland Calster of the Caspian branch of the Fraternal Order, modernizing processes and removing some of the influence of Vinter IV’s Inquisition. King Leto Raelthorne sought to improve upon Cygnar’s existing regimen through a stronger emphasis on precise control and battlegroup functionality; in addition, the older tradition of journeyman warcasters training under senior warcaster mentors was refined to include a systematic testing regimen that ensured every magus possessed the requisite fundamental skills before being promoted. The modern journeyman process has served very well, achieving a high standard of excellence among Cygnar’s warcasters. Cygnar’s warcasters each have their individual strengths and unique skills, but the systematic approach to magic means they also draw on a number of common techniques in battle, including a reliance on lightning magic, protective spells to shield the nation’s valuable soldiers, and spells that augment the mechanika for which Cygnar is famed. In recent times, lightning has been used as a power source for the innovative weaponry wielded by several warcasters and many of Cygnar’s soldiers, such as the Storm Knights and stormsmiths. The last few years have also seen various iterations of voltaic-powered warcaster armor. Originally utilized only by Sebastian Nemo, such armor has since been employed by several other prominent warcasters, including Lord General Stryker, Major Haley, and Major Maddox.

Recruitment The Cygnaran crown has invested considerable resources in locating those who manifest the rare ability to become a warcaster. The Strategic Academy oversees the ongoing search for these talented individuals. Its branches in Caspia and Point Bourne support a sizable staff of experts whose life’s work is to locate, recruit, and instruct military arcanists to turn them into battlefield assets. Many of these recruits become stormsmiths, arcane mechaniks, gun mages, alchemists, or other specialists, but the search for potential warcasters is the highest priority.

Potential warcasters are notoriously difficult to identify, especially if their talent is latent. The task is made easier when the talent activates at an early age, as there may be clear outward signs such as a faint glow in the individuals’ eyes when in close contact with mechanikal objects. Those with the warcaster gift may draw on their power without realizing it, demonstrating preternatural reflexes, unusually keen senses, or a heightened awareness of their surroundings, and some will manifest spontaneous magic when under duress. This ability often remains dormant well into adulthood, however, awakening only at a time of stress or crisis while in proximity to steamjacks or warjacks.

The Cygnaran Reconnaissance Service assists the Strategic Academy in finding warcasters, making use of its extensive network of agents, contacts, and informants. When the CRS receives reports of unusual disturbances involving magic or mechanika, it is standard policy to inform the Strategic Academy, which then dispatches investigators who conduct interviews and tests to identify potentially gifted individuals. Incidents of unexpected magic combined with erratic steamjack behavior are the most likely indicators of an emerging warcaster talent.

Those with little or no exposure to mechanika have a much lower chance of ever definitively manifesting their potential. The conditions needed to awaken the warcaster talent are most commonly found on the field of battle, so it is no surprise that many warcaster candidates are discovered among the ranks of the Cygnaran military when soldiers are fighting side by side with warjacks. Those with undiscovered talents may serve for years while seeming to be nothing more than remarkable soldiers. When their abilities finally awaken, such individuals are sent to the Strategic Academy

WARCASTERS OF CYGNAR

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for proper training. There they learn to harness their gifts, to integrate their minds with advanced weapons and armor, to wield magic, and to control warjacks. In addition, those who are not yet full officers continue their officer training at the same time. The Cygnaran government keeps records of the lineage of warcasters who have served since the kingdom was founded and routinely tests descendants for latent potential. This testing is an unreliable indicator because the warcaster talent only rarely passes from one generation to the next, but there are a select few bloodlines that have yielded warcasters with greater regularity than the average. Twins have also been known to share this gift, and history has shown that arcane talents seem to arise more frequently in twins than in regular siblings. Once identified, individuals with warcaster talent are put under considerable pressure to enlist if they are not already part of the Cygnaran military. In the past, when the Inquisition oversaw the recruitment of warcasters, these candidates were given little choice in the matter, since refusing to serve often translated into a death sentence. With the discontinuation of the Inquisition, these policies were also swept aside. While this practice is no longer followed and warcasters are under no legal compulsion to enlist, recruiters do stress that untrained arcanists are at greater risk of bringing harm to themselves and to others, which can have severe legal repercussions.

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WARCASTERS OF CYGNAR

In truth, military service as a warcaster is a rewarding career with good pay and an officer’s commission upon completion of training. It is a profession that offers greater status and excitement than most. Rarely do potential warcasters refuse the call outright, especially if they are already serving in the military. Some do withdraw after serving out a term, turning to the mercenary life instead.

The Military Role of the Warcaster Cygnaran warcasters are given tremendous operational freedom regardless of rank. They move with liberty from one battlefield to another and are granted relatively unfettered access to warjacks and supplies. While Cygnaran warcasters may be temporarily attached to a given army division or company, they are commonly transferred where they are most needed. More often than not, when warcasters ask to be accompanied by the trusted officers and soldiers with whom they have forged relationships, those requests are granted. Managing these assets can be a headache for the king and generals alike, but warcasters are irreplaceable military assets that are handled differently from other officers. The military hierarchy commands them with care and deliberation, giving them considerable latitude. Warcasters are theoretically accountable to the same code of honor and behavior as the

rest of the military, but they are seldom harshly disciplined. Some soldiers resent the double standard, but most who have served any time in the field have witnessed the warcasters’ ability to radically alter the outcome of a battle and so do not begrudge them their special status. After completing training at the Strategic Academy, either in Caspia or in Point Bourne, warcasters are guaranteed an officer commission. Upon graduation they become journeymen and are promoted to lieutenant if they do not already carry that rank or higher. Journeyman warcasters must complete a tour of service under the supervision of a senior warcaster, an obligation that varies in length from six months to a year or longer depending on the assessment of their mentor. Upon completing the journeyman tour, a warcaster is promoted to captain and takes on the full authority and responsibility of his rank. A warcaster entering active service is assigned a complement of warjacks along with a supply train and support staff. Senior warcasters can request specific warjacks from the military as needed, and those ’jacks will remain with them as long as the ’caster desires, in most circumstances. Often, a warjack that spends long periods of time with a warcaster

will form a permanent bond, developing a “personality” that can affect behavior in combat. Technically these ’jacks are still “owned” by the army, not the warcaster, though no one in the supply chain would dare reassign valued ’jacks away from a warcaster who has expressed a strong preference. Most warcasters field battlegroups with one or two favored ’jacks and rotate out any others as needed for the mission at hand. While all warcasters have considerable clout, the scope of what they can requisition increases proportionately with rank. A warcaster commander can call on entire brigades, commanding tens of thousands of soldiers if need be. Even a freshly minted captain has flexibility in selecting personnel and equipment but will generally command a much smaller complement. A warcaster’s authority extends beyond his rank in a number of ways. Though warcasters must obey orders given by higher-ranking command officers, in battle a warcaster has operational control, even over officers who outrank them. When several warcasters are present in a single engagement they follow an operational hierarchy, deferring to the highest-ranked warcaster. Similarly, when a warcaster must be called to task or reprimanded, it is generally handled by a higher-ranking warcaster. The senior-most warcasters are answerable only to the warmaster general and the king.

ARCANE RANKS The Strategic Academy bestows an additional rank to soldiers who have undergone arcane training, including gun mages, arcane mechaniks, gifted stormsmiths, and warcasters. These ranks are honorific and do not convey military authority. In circumstances where arcane specialists of the same rank cooperate on tasks related to their specialty, arcane rank might affect who is given oversight. All military arcanists begin training as apprentices and end training as journeymen. Journeyman status denotes an important probationary period during which theory is put to the test and powers are applied in the field. Individuals who have completed their journeymanship are promoted to magus and are counted as acknowledged members of the arcane specialty. Few receive higher arcane ranks.

APPRENTICE

JOURNEYMAN

Only those who have demonstrated exceptional power and control in a given field are promoted to adept. Each specialization has specific standards that an arcanist must meet before qualifying for this esteemed appellation. The ultimate rank of prime is much more rare, signifying a practitioner of unequivocal genius who possesses unique mastery. The Strategic Academy’s arcane instructors meet annually to determine whether any existing magi deserve adept or prime status. The rank of prime requires a unanimous vote from the arcane instructors of both academy faculties. This requirement has led to criticism that the standards for these appellations are unreasonably high, but the academy board insists these ranks would lose their prestige if awarded more liberally. The only active-duty warcaster who sits on this board is Sebastian Nemo, who is himself an adept.

MAGUS

ADEPT

PRIME

WARCASTERS OF CYGNAR

21

MAJOR MARKUS “SIEGE” BRISBANE CYGNAR WARCASTER FOCUS: 6 BRISBANE 1 SPD STR MAT RAT DEF ARM CMD 5 7 7 6 14 17 9

ROCKET CANNON RNG ROF AOE POW 14 1 — 14

HAVOC

SPELLS

DAMAGE TYPE: MAGICAL CRITICAL SMITE – On a critical hit, the model hit can be slammed d6˝ directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

HAVOC RNG POW P+S 1 7 14 DAMAGE:18 WJ +28

FA C

BASE:SMALL

BRISBANE 1 TOUGH COMBAT ENGINEER – This model gains an additional

die on its damage rolls against structures.

ROCKET CANNON GROUND POUNDER (HATTACK) – Place a 4˝ AOE anywhere completely within this weapon’s RNG that is in this model’s LOS. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth . This model does not gain a bonus for aiming when resolving a Ground Pounder attack. Models do not gain the target in melee DEF bonus when resolving Ground Pounder attack rolls, and a missed Ground Pounder attack roll is not rerolled against another model. Models hit suffer a ranged attack damage roll with a POW equal to the POW of this weapon. Ground Pounder attacks are simultaneous.

FEAT: BREACH With a veteran’s eye for the ebb and flow of battle, Major Markus Brisbane can find a way to nullify even the most formidable defenses. Choosing his moment carefully, he delivers a wave of arcane energy to render the armor of his foes brittle and weak before coordinating his allies to perfectly execute a singular, crushing assault. Remove all wall templates currently in Siege’s control range. Additionally, the next time each enemy model suffers a damage roll while in Siege’s control range, halve its base ARM when calculating damage. Breach lasts for one turn.

SPELLS EXPLOSIVO

COST RNG AOE POW DUR OFF 1



– UP NO

Target friendly Faction model’s ranged weapons gain Damage Type: Magical  . If the affected model directly hits and boxes an enemy model with an attack from a ranged weapon, center a 3˝ AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll  .

Some soldiers thrive on a life under fire, and Major Markus Brisbane is a man who eats, sleeps, and breathes warfare. He is a professional soldier with more field experience than virtually any other warcaster in the Cygnaran Army. It has been said there is no strategic obstacle the man cannot overcome, nor is there any wall in western Immoren that can stand against him. Brisbane has served the Cygnaran military faithfully for over two decades, living in the field almost constantly. Whereas other warcasters of Cygnar are embroiled in various personal or political intrigues, Brisbane is a soldier, pure and simple. This is not to say he is overly bloodthirsty or lacks intelligence, only that he embraces a simpler life, a life with a single, narrow purpose: to negotiate the battlefield and emerge victorious. Armed with a personal arsenal of mechanikal weapons, Brisbane has torn apart ramparts and palisades with his war maul Havoc and pounded his enemy to bloody pulp with the explosive volleys of his rocket cannon. The major breaks apart any combat engagement as if it were a puzzle, skilled at finding and exploiting the weaknesses in any fortification or enemy plan of attack. Even the toughest walls and strongest bulwarks have fallen before him—including the walls of Sul itself. That achievement alone ensured that Siege’s name will

22

6

COST RNG AOE POW DUR OFF

FORCE HAMMER 4 10 – 12 – YES

Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6˝ directly away from the spell’s point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. FOXHOLE

2 CTRL 5 – UP NO

Place a 5˝ AOE anywhere completely within the spellcaster’s control range where it does not touch a model’s base, an obstruction, or an obstacle. Models completely within the AOE have cover and do not suffer blast damage. When drawing LOS to a model not completely within the AOE, ignore intervening models completely within the AOE. MAGE SIGHT

2 CTRL 5 – UP NO

Place a 5˝ AOE completely within the spellcaster’s control range. While a model is within the AOE, models in the spellcaster’s battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth  when attacking it. RIFT

3 8 4 13 RND YES

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

echo through eternity. Sul’s walls had stood unconquered for millennia, a visible symbol of the Menite faith. When Siege succeeded in breaching those walls, he shook the Sul-Menites to the very core of their beliefs. In the months of bitter street-fighting that followed the incursion of Sul, Major Brisbane was key to many of Cygnar’s successes. His intuitive understanding of demolitions, warfare, and artillery, along with his habitual grim determination, made him superbly suited for the realities of urban combat. After the Caspia-Sul War, Major Brisbane was sent north to help reinforce Cygnar’s war-torn and tattered border. Even being grievously wounded in a clash with an insane Khadoran warcaster could not blunt Siege’s enthusiasm for battle or his dedication to duty. After the gun mage Allister Caine helped him escape from Khadoran captivity, Brisbane went on to play a significant role in defending Fharin during the Second Cygnaran Civil War. So long as there is breath in his lungs, he will stand on the front line of Cygnar’s conflicts.

TACTICAL TIPS Force Hammer – Incorporeal models are not slammed. They just suffer a damage roll.

23

LIEUTENANT ALLISTER CAINE CYGNAR WARCASTER The Militant Order of the Arcane Tempest requires a great degree of control over its students, for each is expected to graduate as an elite soldier. When it inducted an intense and troubled former hoodlum by the name of Allister Caine, the order had no idea what it had on its hands. The warcaster he became would single-handedly pioneer gunplay into an art of war.

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

CAINE 1

SPELLSTORM PISTOL RNG ROF AOE POW 12 1 — 12

Caine’s warcaster capability was revealed by accident during his gun mage training. His Arcane Tempest instructors were relieved, for the discovery allowed them to speed the brash and defiant young man through their regimen and pass him to other hands. Even after being urged to enlist as a warcaster by King Leto—based on a demonstration of his impressive talents—Caine chafed under instruction and thirsted to put his skills to use in battle.

SWORD RNG POW P+S 0.5 3 8 DAMAGE:15 WJ +30

FA C

BASE:SMALL

CAINE 1 GUNFIGHTER FIELD MARSHAL [ARCANE AMMUNITION] – The ranged

weapons of warjacks in this model’s battlegroup gain Damage Type: Magical  . RANGE AMPLIFIER – When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG.

SPELLSTORM PISTOL DAMAGE TYPE: MAGICAL RELOAD [1] – This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.

FEAT: MAELSTROM In an awesome display of speed and skill, Allister Caine launches himself into the air and spins about, firing his brace of Spellstorm pistols in rapid succession to rain death upon his enemies. Caine can make a basic Spellstorm Pistol attack against every enemy model currently in his control range, ignoring intervening models. When resolving Maelstrom, Caine can target models in his back arc. Caine cannot use Maelstrom while he is in melee. Maelstrom attacks are simultaneous.

SPELLS BLUR

COST RNG AOE POW DUR OFF 2

6 –

– UP NO

Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation. DEADEYE

2

6



– TURN NO

Target friendly Faction model/unit gains an additional die on each model’s first non-spray ranged attack roll this turn. SNIPE

2

6 –

– UP NO

Target friendly Faction model’s/unit’s ranged weapons gain +4 RNG. TELEPORT

2 SELF –

– – NO

Place the spellcaster anywhere completely within 6˝ of its current location, then its activation ends. THUNDER STRIKE

4

8



14



YES

Instead of suffering a normal damage roll, a nonincorporeal model hit by Thunder Strike is slammed d6˝ directly away from the spell’s point of origin and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14.

24

Shortly after Caine graduated from the Tempest Academy, he made an unfortunate visit to his hometown of Bainsmarket. There he was incarcerated for the murder of a gangster of no small status. The brash new officer made no attempt to deny his guilt. Rumors suggest invisible hands were involved in extricating the upand-coming warcaster and officer from his legal troubles. This incident started his career with a black mark that has never entirely faded. Despite his significant skill, Caine’s ego and irreverent attitude made him a difficult man to befriend. He quickly gained a reputation as a loner, drifter, and scoundrel who frequented seedy dives along the borders of Cygnar and Ord. He enjoyed slumming in the guise of a common drunk to show off his unmatched skills for a handful of crowns, and his behavior often earned him a night in a jail cell. His drinking, improprieties with women, unrelenting swagger, and insubordination all precluded him from advancement. In fact, he is the only warcaster in recent history to lose his captain’s rank just weeks after his initial promotion for conduct not befitting an officer. Those who have fought alongside Caine view him differently. For any who have seen the determination in his eyes when he is outnumbered by enemies before he unleashes a blazing storm through his pistols, there is no question why he has kept his commission and the right to lead men to war. Observant soldiers who have survived these bloody engagements note Caine’s uncanny knack for finding trouble. The frequency with which threats to Cygnar have been neutralized in the ensuing chaos of these supposedly chance encounters suggests some more deliberate providence.

TACTICAL TIPS Maelstrom – Caine can perform Maelstrom ranged attacks outside his Combat Action or during a Combat Action in which he chose to make melee attacks. If Caine aims during the activation he uses Maelstrom, the aiming bonus applies to his Maelstrom attacks. Range Amplifier – Channeled spells do not benefit from Range Amplifier. Teleport – This model cannot be placed on or in an obstruction or in impassable terrain as a result of Teleport. Thunder Strike – Incorporeal models are not slammed. They just suffer a damage roll.

25

CAPTAIN ALLISTER CAINE CYGNAR WARCASTER Caine’s extravagances as a youth were genuine expressions of an irrepressible spirit and a wild abandon essential to his nature. Time has seasoned him, exposing him to the gritty reality of life during constant war and giving him the opportunity to learn from his mistakes. What was once simply reckless, instinctive talent has cooled and refined into a sublime precision in the art of gunplay. No one walking Caen can best Allister Caine as long as his Spellstorm pistols are in his hands. He has eschewed all other weapons, and he is able to rain down death from afar as easily as at the range of a blade’s thrust.

FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 7 5 4 9 17 13 8

CAINE 2

SPELLSTORM PISTOL RNG ROF AOE POW 12 1 — 12 DAMAGE:15 WJ +27

FA C

BASE:SMALL

CAINE 2 GUNFIGHTER TRUE SIGHT – This model ignores cloud effects when

determining LOS. This model also ignores Stealth  .

SPELLSTORM PISTOL DAMAGE TYPE: MAGICAL EMPOWERED SHOT – When this model makes an attack

with this weapon, before the attack roll it can spend 1 focus point to gain one of the following special rules. Empowered Shot can be used only once per attack. • BLACK PENNY – This attack ignores the target in melee DEF bonus. • GRIEVOUS WOUNDS – A model hit by this weapon loses Tough  and cannot have damage removed from it for one round. • TRICK SHOT – If this attack directly hits, choose another model within 4˝ of the model hit. The chosen model suffers an unboostable POW 10 magical damage  roll. The point of origin for this damage is the model hit. Trick Shot damage rolls are not considered to have been caused by an attack. RELOAD [∞] – This model can spend focus points to make additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus point spent.

FEAT: OVERKILL Caine has achieved perfect, deadly synergy with his pistols. The bullets he fires are infused with sorcerous energies, each one more lethal than the one before, unleashing a focused onslaught of destruction. After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his Spellstorm Pistol attack damage rolls. Overkill expires at the end of Caine’s activation.

SPELLS BULLET DODGER

COST RNG AOE POW DUR OFF 2

6





UP

NO

Target friendly Faction model gains +2 DEF and Dodge. (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.) FIRE FOR EFFECT

3

6





UP

NO

Boost the attack and damage rolls of target friendly Faction model’s first ranged attack each activation. GATE CRASHER

2

SELF







NO

Place the spellcaster anywhere completely within 5˝ of its current location. After casting Gate Crasher, for the rest of this activation the spellcaster cannot advance and its ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation. HEIGHTENED REFLEXES

2

6





UP

Target friendly Faction model/unit cannot become knocked down or stationary. Models are not affected while out of formation.

The last few years have lined the rugged face of the warcaster and gun mage. He has been forced to make difficult decisions, and his skill and conviction have been put to the test. He has been involved in a complicated and increasingly convoluted web of intrigue, subterfuge, and assassination. If the full scope of his deeds were uncovered, he could be executed for treason—or heralded as a national hero, depending on how the information was unveiled. At the outbreak of war between Cygnar and Khador, Caine barely maintained the appearance of a warcaster or officer. He was a man of sordid reputation, frequently at odds with his superior officers. He had the dubious distinction of being the only full warcaster at the junior rank of lieutenant, and he had been seen fraternizing with dangerous elements, sometimes meeting with wanted criminals such as former commander Asheth Magnus. Many considered him a man with few apparent loyalties. What no one suspected was that the brash Allister Caine had been serving as one of the top agents of Scout General Bolden Rebald, head of the Cygnaran Reconnaissance Service. The exact moment Caine began serving the CRS is known only to those two men, but it was after the gun mage was briefly held for crimes in his hometown of Bainsmarket very early in his career. Those with the political means to do so buried the details of those crimes, and the incident was quickly forgotten. He has served with the CRS ever since. Under Rebald’s command, Caine entered into a lengthy plot to eliminate an insidious threat to the kingdom. Sworn to secret oaths that could be considered treason, he worked to uncover the location of a hitherto-unknown offspring of King Vinter Raelthorne IV. The scout general feared that learning such a child existed might prompt Leto to abdicate the throne to restore a chain of succession broken by his own coup. To prevent this and the chaos that would ensue, the child had to be found and eliminated—a task entrusted to Caine. In this pursuit, Caine stalked and assassinated dozens of former inquisitors, including those directly in the service of his own superior officer. He also clashed multiple times with the traitor Asheth Magnus, who sought first the inquisitors and now the heir for his own purposes. Magnus succeeded in outmaneuvering Caine during the Menite intrusion in the streets of Caspia and escaped with the location of the heir. This hurled Caine headlong into events that would ultimately determine the course of Cygnar’s history and its rulership. The gun mage was forced to decide whether he owed his duty and loyalty to Bolden Rebald or to the stability of Cygnar itself.

NO

TACTICAL TIPS Gate Crasher – A model cannot be placed in an obstruction or in impassable terrain as a result of this spell. Heightened Reflexes – 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. Overkill – The extra hits gained from Trick Shot are not themselves ranged attacks; therefore, they are not affected by Overkill and do not add to the cumulative Overkill bonus.

26

27

CAPTAIN E. DOMINIC DARIUS & HALFJACKS CYGNAR WARCASTER & CYGNAR SOLOS FOCUS: 6 DARIUS 1 SPD STR MAT RAT DEF ARM CMD 5 8 6 5 13 18 8

STEAM CANNON RNG ROF AOE POW 12 1 4 14

QUAKE HAMMER

HALFJACK

FEAT: PIT STOP Captain Darius draws upon his unmatched mechanikal experience to repair damaged warjacks in the field almost instantaneously. Releasing a wave of directed energy to augment their efforts, he works with his halfjacks at a mind-boggling pace, restoring even heavily damaged warjacks to perfect operating condition.

WRENCH

Darius and the Halfjacks in his battlegroup currently in his control range can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks.

RNG POW P+S 0.5 3 11

SPELLS

RNG POW P+S 1 7 15

ARCANTRIK BOLT

COST RNG AOE POW DUR OFF 2

10

12

* YES

A warjack damaged by this attack becomes stationary for one round.

WJ +29

FORTIFY

FA C

BASE:MEDIUM

DARIUS 1 ACTIVATE HALFJACK – At the end of your Control

Phase, you can put one Halfjack solo into play within 1˝ of this model if there are fewer than three Halfjacks in play in Darius’ battlegroup. CRANE – Once per turn at any time during its activation, this model can choose one other friendly large-based or smaller model within 2˝ of it. You can place that model anywhere completely within 2˝ of its current location, and if it is knocked down, it immediately stands up. REPAIR [d3 + 3] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 + 3 damage points from it. REPAIRABLE – This model can be targeted with Repair special actions as if it were a construct model.

QUAKE HAMMER CRITICAL KNOCKDOWN – On a critical hit, the model hit

becomes knocked down. TREMOR (HATTACK) – Before resolving damage from this attack, center a 4˝ AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.

2

6



– UP NO

Target warjack in the spellcaster’s battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot become knocked down, be pushed, or be moved by a slam. FULL THROTTLE

3

SELF CTRL



TURN NO

Warjacks in the spellcaster’s battlegroup beginning their activations in its control range can run, charge, or make slam or trample power attacks without spending focus that activation. While in the spellcaster’s control range, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn. JACKHAMMER 1 6 – – – NO

Target model in the spellcaster’s battlegroup immediately makes one basic melee attack. REFUGE

2

6



– UP NO

At the end of an activation in which target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.

Encased in his enormous steam-powered armor, Edward Dominic Darius strides into battle like a man of iron. This armor is an invention of his own design that surrounds him with a bulwark of solid steel and machinery, augmenting his strength while protecting his hide. Known in military circles as “the mechanik,” he earned his moniker not only for his mechanikal mastery but also for the efficiency with which he dismantles adversaries in his path. No other warcaster in the service of the crown has logged more time elbow-deep in grease and gears, repairing and readying warjacks for battle. Even Nemo defers to the practical expertise of Dominic Darius, and the two collaborated on the designs for Cygnar’s great colossals and the factories to build them. Though most warcasters rely on a team of mechaniks to maintain their warjacks, Darius insists on maintaining his machines himself. Instead of allowing scrapped warjacks to rust away, he has restored countless wrecks, breathing life into the most dilapidated hulks. Darius’ steam-powered armor serves many uses. Not only does it allow him to keep a small arsenal at the ready, but

28



DAMAGE:22

SPD STR MAT RAT DEF ARM CMD 6 2 3 1 13 14 — BASE:SMALL

HALFJACK CONSTRUCT COMPANION [CAPTAIN E. DOMINIC DARIUS] –

This model is included in any army that includes Captain E. Dominic Darius. If Darius is destroyed or removed from play, remove this model from play. This model is part of Darius’ battlegroup. Place all three Halfjacks in play at the start of the game. PRIME MINE (HACTION) – Replace this model with a mine marker. You can have up to three mine markers in play at any time. After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers. Center a 4˝ AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll. REPAIR [1] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove 1 damage point from it.

TACTICAL TIPS Activate Halfjack – A Halfjack can activate the turn Darius puts it in play. Crane – A model cannot stand up as a result of Crane during a turn it was knocked down. Fortify – 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. Pit Stop – Pit Stop cannot be used to remove damage from Darius.

he can also carry around a shop’s worth of heavy tools. The mechanikal armor can withstand considerable punishment while giving Darius the strength to wield an Ironclad’s quake hammer in one hand and an oversized mechanik’s wrench in the other. The powerful cannon mounted on the shoulder uses steam pressure to propel devastating high-explosive rounds. The most ingenious element of this walking arsenal is the halfjack deployment system at the rear of the armored chassis. Darius can unleash several simple self-powered machines to serve both as weapons and as battlefield repair assistants. Each halfjack carries a powerful explosive charge and can burrow into the earth to transform into a devastating remote landmine. Darius and his battlegroup can respond to any threat with surprising alacrity. More than one Khadoran kommander has ordered an attack based on intelligence that suggested Cygnar’s warjacks were too far from the front to respond, only to have their plans shattered by the rapid arrival of Darius and his battlegroup. Captain E. Dominic Darius shrinks from no challenge, standing resolutely alongside his men and warjacks even when seriously outnumbered.

604 ar

E. D. DARIUS

EXPLOSIVE PAYLOAD 3 ft 3 in

0.05 tons 1 hrs

25 lbs 20 mins

NONE

29

CAPTAIN VICTORIA HALEY CYGNAR WARCASTER A strong-willed woman capable of both grim resolve and singular heroism, Victoria Haley has risen from meager origins to become one of the greatest assets of the Cygnaran Army. She was born in Ingrane, a small fishing village on the western coast of Cygnar, north of Frog’s Bight. Her parents were humble folk who endured a hard existence to provide for Victoria and her twin sister Gloria. Their lives were simple but happy, and it would have stayed that way were it not for the horrifying intervention of Cryxian raiders.

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

HALEY 1

HAND CANNON RNG ROF AOE POW 12 1 — 12

VORTEX SPEAR RNG POW P+S 2 6 11 DAMAGE:15 WJ +27

FA C

BASE:SMALL

HALEY 1 ARCANE VORTEX – This model can immediately negate any spell that targets it or a model within 3˝ of it by spending 1 focus point. The negated spell does not take effect, but its COST remains spent. SET DEFENSE – A model in this model’s front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model.

VORTEX SPEAR DAMAGE TYPE: MAGICAL

FEAT: BLITZ Drawing on her powers to bend the flow of time, Captain Victoria Haley lends blinding speed to those under her command. Haley and friendly Faction models beginning their activations in her control range can make one additional ranged or melee attack during their activations. Blitz lasts for one turn.

SPELLS ARCANE BOLT

COST RNG AOE POW DUR OFF 2

12



11



YES

Magical bolts of energy streak toward the target model. ARCANE SHIELD

2

6





UP

NO

Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation. CHAIN LIGHTNING

3

10



10



YES

A model hit by Chain Lightning suffers a POW 10 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. Chain Lightning damage rolls are simultaneous. DEADEYE

2

6



– TURN NO

Nothing but dark memories and restless spirits dwell in the ruins of Ingrane. Now the village is a place of shadowy things, and icy winds howl down from the high bluffs to scrape across the necks of travelers and sailors who venture too near. The few survivors of that night gathered what they could of their old lives and made the voyage through moors and woods to the larger nearby town of Ramarck. Victoria Haley was fostered at a nearby Morrowan abbey; though she was not treated unkindly there, the sisters of the order did their best to curb her budding arcane power, believing it was unhealthy. At thirteen summers Victoria fled the school, made her way to New Larkholm, and found employ as a fishmonger’s assistant. It was while in the proximity of a laboring steamjack on the docks that her warcaster talents manifested and she caught the eye of military recruiters. In the army her latent power was ultimately fostered and unleashed like water rushing through a broken dam. Two years later, in 599 AR, she finished her arcane training and joined the ranks of the Cygnaran Army as a powerful warrior and a determined warcaster even at the age of twenty. Captain Victoria Haley has a furious loathing for anything Cryxian. Where the armies of the Nightmare Empire assemble she is often found throwing everything she can muster toward the undead hordes. She attracted the attention of the warwitch Deneghra long before learning her true identity, and the two seem hellbent on mutual destruction. Where Haley moves, Deneghra maneuvers to counter, and more than once their forces have collided in bloody conflict. Captain Haley’s motive is clear: there will never be enough bloodshed to balance what the minions of Lord Toruk took from her on the bluffs of Ingrane years ago.

Target friendly Faction model/unit gains an additional die on each model’s first non-spray ranged attack roll this turn.

TACTICAL TIPS

SCRAMBLE

Blitz – You do not have to spend focus for the additional attacks.

2

10

Target warjack suffers Disruption  TEMPORAL BARRIER

4

SELF



– RND YES

for one round.

*

– RND NO

While in the spellcaster’s control range, enemy models suffer –2 DEF. Enemy models beginning their activations in the spellcaster’s command range suffer –2 SPD. Temporal Barrier lasts for one round.

30

The girls were just five summers old in late spring of 584 AR when raiders from the Scharde Islands landed on Ingrane’s wooden docks. They charged into the peaceful village and met little resistance. The twins’ mother barely had enough time to push Victoria and Gloria through the cellar trapdoor before the Cryxian forces battered their way into the home. Through cracks in the floorboards, Victoria watched in horror as her mother was murdered. She huddled frozen in a lightless corner as the raiders wrenched the trapdoor open and dragged Gloria whimpering from the cellar.

Chain Lightning – Remember, lightning will not arc to a model with Immunity: Electricity. Damage from Chain Lightning is magical damage as well as electrical damage.

31

MAJOR VICTORIA HALEY CYGNAR WARCASTER Victoria Haley is a powerful tempest within whom a deep and sorrowful calm resides. Her unmatched talents are tempered with the experience of years of combat as a warcaster. As she has gained wisdom in the field of war, she has also grown into her own power, drawing on a deep well of seemingly inexhaustible potential. She flexes her arcane might to dominate the battlefield with magic unrivaled by any warcaster in western Immoren. Her ability to manipulate the ebb and flow of time has also increased. In battle her warjacks rush forth like blurs of destruction in comparison to the glacial movement of her foes. She can wield time’s flux like a weapon by unleashing a torrent of conflicting temporal energies to shred enemies apart.

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

HALEY 2

HAND CANNON RNG ROF AOE POW 12 1 — 12

ECHO RNG POW P+S 2 7 13 DAMAGE:15 WJ +25

FA C

BASE:SMALL

HALEY 2 FIELD MARSHAL [FUTURE SIGHT] – Warjacks in this model’s battlegroup gain Future Sight. FUTURE SIGHT – This model can boost attack and damage rolls after rolling. SET DEFENSE – A model in this model’s front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model.

ECHO DAMAGE TYPE: MAGICAL

FEAT: TEMPORAL SHIFT Calling upon her uniquely formidable arcane power, Major Victoria Haley manipulates the flow of time itself to slow her enemies to a crawl. Enemy models activating in Haley’s control range must forfeit either their Normal Movement or Combat Action during their activations. Temporal Shift lasts for one round.

SPELLS ARCANE BOLT

COST RNG AOE POW DUR OFF 2

12



11



YES

Magical bolts of energy streak toward the target model. DOMINATION

4 8 –

– – YES

Take control of target enemy warjack that has a noncrippled cortex. You can make a full advance with the warjack and can then make one basic attack, then Domination expires. The enemy warjack cannot be targeted by free strikes during this movement. Domination can be cast only once per activation. A warjack can be affected by Domination only once per turn. FORCE FIELD

2

SELF CTRL



UP NO

The spellcaster does not suffer blast or collateral damage and cannot become knocked down. When an enemy AOE ranged attack deviates from a point in the spellcaster’s control range, after the deviation distance is rolled you choose the deviation direction. 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. TEMPORAL ACCELERATION 3

6



– TURN NO

Target friendly Faction model gains +2˝ movement when advancing as part of its Normal Movement and can make one additional ranged or melee attack during its activation. Temporal Acceleration lasts for one turn. Temporal Acceleration can be cast only once per activation. TIME BOMB

4 10 4 14 * YES

A model directly hit by Time Bomb suffers –2 SPD and DEF for one round.

Major Haley has faced terrible trials and survived. Within the barbed groves of the Thornwood, after years of inconclusive duels between them, the warwitch Deneghra assailed Haley with a pent-up fury of hatred and cruelty. Haley’s malevolent twin sought to end her life and consume her soul. Faltering under Deneghra’s onslaught, Haley fell, pushed to the edge of defeat. Near death and with one arm ruined, Haley forced herself to mentally rupture the cortex locks securing the mind of Deneghra’s helljack. She turned the might of the Slayer upon her wicked twin, ordering the foul machine to hold Deneghra fast. Then Haley struck, tearing the warwitch in half with her spear and instantly ending her life. Never before and never since has a warcaster been able to so completely wrest the control of a warjack from another. She still bears physical and mental scars from this battle with the warwitch. Her arm was ripped from her body during the fight, and none of the finest of military surgeons could save it. Now a mechanikal prosthetic serves as a reminder of the fray. After Haley witnessed Deneghra’s transformation into a wraithlike creature by the power of Asphyxious during the Battle of the Temple Garrodh, the sisters clashed again. This confrontation left no clear victor, but subsequently Haley was able to grieve the child she remembered as her sister, and for a time she considered that part of her heart safely sealed off. Haley was distracted from this enmity by the needs of the northern border, where she fought alongside Sebastian Nemo to keep the Khadorans at bay. She proved her valor time and again, but in the end the Khadoran onslaught proved impossible to stop. It was in the Thornwood after the fall of Northguard that Haley saw her twin again. This latest meeting opened wounds Haley thought were healed, particularly when her sister did not attack her as expected. Deneghra came upon Haley when the Cygnaran warcaster was separated from the rest of her forces and surrounded by Khadorans. Strangely, Deneghra saved her life and then offered Haley her freedom. She professed to feel the renewal of long-buried sisterly affections and declared their antagonism at an end. Haley distrusts Deneghra completely, and though she would never admit it, the encounter greatly unsettled her. She could not fathom her sister connecting in death to emotions she clearly lacked in life, but Deneghra’s true goals remained a mystery. Even as Haley tries to concentrate on the defense of Cygnar’s northern border, she is aware of the unfinished business between the two. Meanwhile, her arcane power grows with each passing battle, and she knows she must unleash her full potential to earn a decisive and overwhelming victory for Cygnar.

TACTICAL TIPS Domination – You cannot spend focus points on the affected warjack.

32

33

MAJOR PRIME VICTORIA HALEY CYGNAR WARCASTER UNIT Despite humble beginnings and a tragic childhood, Victoria Haley has risen through the ranks of the Cygnaran Army to become one of the most formidable warcasters the nation has ever seen—and perhaps one of the most potent arcanists in all recorded history. Her inexplicable and unique control over the flow of time has continued to develop in recent years, though it was only with her recent brush with death that the nature of her power became fully apparent. Bending the fabric of time to suit her needs, Major Prime Victoria Haley draws upon the past and present to outpace, outmaneuver, and outfight the foes of Cygnar.

FOCUS: 8 SPD STR MAT RAT DEF ARM CMD 6 5 6 5 16 14 9

HALEY 3

HAND CANNON RNG ROF AOE POW 12 1 — 12

ECHO RNG POW P+S 2 7 12

The young warcaster’s bright future took a dark twist when, during an attempt to save the life of her friend and mentor Sebastian Nemo, the blade of a Cryxian assassin meant for him found her instead. The blade was coated with a poison designed to neutralize an arcanist’s magic, and the alchemical solution thrived on the font of her power, becoming a lingering toxin ravaging her body and threatening to end her life if she drew on her powers.

DAMAGE:15 WJ +25

FA C

BASE:SMALL

HALEY 3 OFFICER REITERATION – This model can cast any spell cast by

another model in its unit this activation as if it were one of its own spells. SET DEFENSE – A model in this model’s front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model. TIME WALKER – At any time during its unit’s activation, this model can spend 2 focus points to add Haley Past or Haley Future to this unit if that model is not already in play. Place that model completely within 2˝ of Haley Prime. The placed model enters play with a number of focus points equal to its FOCUS and cannot activate this turn. After this model replenishes its focus points during your Control Phase, it can spend 2 focus points each to keep Haley Past and/or Haley Future in play. If it does not, that model is removed from the table. WARCASTER UNIT – This unit is made up of Haley Prime, Haley Past, and Haley Future. However, only Haley Prime begins the game in play.

ECHO DAMAGE TYPE: MAGICAL

FEAT: ARCANE SINGULARITY Victoria Haley’s mastery of time and space has served to refine her seemingly infinite mystical potential. Drawing on what has been, what is, and what will be, Haley summons a maelstrom of arcane power. The models in this unit currently in this model’s control range gain +2 FOCUS for one turn and immediately gain 2 focus points.

SPELLS DOMINATION

COST RNG AOE POW DUR OFF 4 8 –

– – YES

Take control of target enemy warjack that has a noncrippled cortex. You can make a full advance with the warjack and can then make one basic attack, then Domination expires. The enemy warjack cannot be targeted by free strikes during this movement. Domination can be cast only once per activation. A warjack can be affected by Domination only once per turn. REPUDIATE

2 10 –

– – YES

Enemy upkeep spells and animi on the model/unit directly hit by Repudiate immediately expire. When an upkeep spell expires as a result of Repudiate, the model maintaining the spell suffers d3 damage points. TACTICAL SUPREMACY

2

6





UP

NO

Target friendly Faction model/unit gains 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.) TEMPORAL DISTORTION

2

SELF





With time growing short, Haley began to listen to the whispers of the Convergence of Cyriss, a cult of machine worshipers with the ability to house a living consciousness in an artificial body—to grant immortality of a sort. The Convergence offered to transfer her mind and soul into such a body, anticipating her eventual conversion to their beliefs. Haley found that she could not overlook her deeper philosophical concerns, however. After considerable soul-searching and a difficult conversation with Sebastian Nemo, she ultimately rejected the machine cult’s offer, choosing to retain her humanity even though it would bring about her demise. She sought to compose herself to face death on her own terms. Haley’s time came soon after. As her soul departed her body—and before it could pass into Urcaen—her essence reconnected with the source of her power. Freed from the agonies and limitations of the flesh, she felt a joyous realization that her end was not necessarily irreversible. She awakened to her full, unfettered potential. Amid this moment of arcane enlightenment, the threads of fate revealed themselves to her, extending as an infinite web both forward and backward in time. In this instant of clarity Haley seized these threads and manipulated them, summoning into the present echoes of herself from both past and future. By connecting with her own essence, she was able to summon a reflection of her former self and make it tangible, restoring her body. This not only erased the ravages of the poison but made her body whole, restoring the arm she had lost years before. Rejecting passage to the realm beyond life, her soul rejoined her body and she awoke, deeply changed and intimately aware of the fabric of reality around her. She retains the ability to see and manipulate the streams of time, instinctively apprehending how they warp and change in response to the decisions of those around her. By combining her power with this perception, she can summon and

RND NO

Models in this unit gain +2 DEF. While within 5˝ of a model in this unit, friendly Faction models gain +2 DEF and enemy models suffer –2 DEF. Temporal Distortion lasts for one round.

34

The complete deprivation of her arcane potential and warcaster abilities led to a loss of identity for the woman who had come to be defined by them. Since her teenage years it had been Haley’s magic that had given her freedom and opened up new opportunities, and it was as a warcaster that she had discovered a sense of her life’s purpose. The military has been her home and family since her power was first discovered, and this illness left her feeling useless and irrelevant. This period proved to be one of the hardest trials of Haley’s life, particularly when the affliction was determined to be both incurable and inevitably fatal.

TACTICAL TIPS Domination – You cannot spend focus points on the affected warjack. Repudiate – Because they expire immediately, upkeep spells and animi that had an effect when the model/unit was hit or damaged will have no effect. Tactical Supremacy – If a model is part of a unit, its activation does not end until all models in its unit have completed their activations. Time Walker – You can put both Haley Past and Haley Future in play during the same turn.

35

conjure ghostly manifestations of her past and future selves to fight at her side. It is a mysterious ability even to her, accomplished as unconsciously as opening or closing her hand. She did not choose these specific echoes so much as discover them, finding they were the most tangible and ready to respond to her needs.

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

HALEY PAST

TELEKINETIC STRIKE RNG POW P+S 2 5 10

From her past, a willful and reckless youth strides onto the field with unabashed confidence, a reminder of a time when Haley’s arcane potential had just emerged. This echo lacks the self-control to regulate her power, which surges forth explosively. Still angry from the death of her parents and rebelling against the suppression of her powers by those in charge of the Morrowan abbey that sought to raise her, the younger Victoria Haley embodies the defiant streak still present in the warcaster today.

DAMAGE:5 BASE:SMALL

HALEY PAST INCORPOREAL RAW TALENT – This model gains an additional die on

damage rolls. TIME PROJECTION – This model is not a warcaster

but has the following warcaster special rules: Control Range, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in its control range that are in Haley Prime’s battlegroup. This model can channel spells through warjacks in Haley Prime’s battlegroup that have the Arc Node advantage  and are in this model’s control range.

TELEKINETIC STRIKE DAMAGE TYPE: MAGICAL

SPELLS CHAIN BLAST

COST RNG AOE POW DUR OFF 3 10 3 12 – YES

After determining the point of impact for this attack, roll deviation for an additional 3˝ AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll. FORCE HAMMER

4

10



12



YES

Instead of suffering a normal damage roll, a nonincorporeal model Force Hammer hits is slammed d6˝ directly away from the spell’s point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.

36

The future echo yields a side of her she does not fully understand or recognize, an enigma possessed of wisdom earned from many years of warfare and having confronted the consequences of wielding her vast powers. She is a daunting affirmation of the fact that the depth of Haley’s power remains unplumbed. How distant the future from which this echo travels is unclear, but her mere presence has disturbing cosmological implications regarding the nature of fate and free will. Though these manifestations do not speak, when both are summoned by Haley, each of the three intuitively knows the pending actions of the others, allowing

TACTICAL TIPS Force Hammer – Incorporeal models are not slammed. They just suffer a damage roll.

them to act in concert. Among them they have access to a diverse arcane arsenal collected from across the span of Haley’s past and future lives. In a flurry of martial and magical prowess, the trio unleashes a tempest of power on their foes, exploiting the fabric of time to achieve astonishing levels of coordinated destruction. Haley’s ability to manipulate the flow of time is unprecedented. Even Cygnar’s finest minds cannot begin to grasp the fundamental principles at work. The exceptional nature of her powers has prompted the Strategic Academy—on Artificer General Nemo’s recommendation—to grant Haley the arcane rank of Prime. This prestigious rank is awarded only to those operating well beyond the capability and power of other arcanists; only a few individuals have achieved it in the army’s history. After her restoration, Haley was glad to return to the front lines in order to wield her powers in support of her nation and those she holds dear. Her ability to see the threads of fate allowed her to anticipate a dire threat to her nation, one that required the full extent of her powers to thwart. Fresh from her return from death, Major Haley joined Constance Blaize just in time to mitigate the devastation resulting from a clash between Toruk and his brood of dragons over the Wyrmwall Mountains in 609 AR, preventing the deaths of thousands. Bolstered by her formidable abilities, Major Prime Victoria Haley is resolved to meet whatever dangers lie ahead for Cygnar with confidence and conviction.

FOCUS: 4 HALEY FUTURE SPD STR MAT RAT DEF ARM CMD 6 5 6 5 16 14 8

PHASE BOLT RNG ROF AOE POW 10 1 — 13 DAMAGE:5 BASE:SMALL

HALEY FUTURE GUNFIGHTER INCORPOREAL GRANTED: TRUE SIGHT – While this model is in formation, models in its unit ignore cloud effects when determining LOS. While this model is in formation, models in its unit also ignore Stealth  . TIME PROJECTION – This model is not a warcaster but has the following warcaster special rules: Control Range, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in its control range that are in Haley Prime’s battlegroup. This model can channel spells through warjacks in Haley Prime’s battlegroup that have the Arc Node advantage  and are in this model’s control range.

PHASE BOLT

TACTICAL TIPS Revive – Remember, a returned Grunt can activate normally with its unit this turn. If all models in the Grunt’s unit have been destroyed, it cannot be placed within 3˝ of a model in its unit and therefore cannot return to play.

DAMAGE TYPE: MAGICAL RELOAD [2] – This model can spend focus points to

make up to two additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus point spent.

SPELLS GHOST WALK

COST RNG AOE POW DUR OFF 2

6





TURN NO

Target friendly Faction model/unit gains Ghostly for one turn. (A model with Ghostly 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.) REVIVE

3 CTRL –

– – NO

Return one destroyed Grunt to a friendly Faction unit with one unmarked damage box. Place the returned Grunt in the spellcaster’s control range, in formation, and completely within 3˝ of another model in its unit. The Grunt must forfeit its Combat Action the turn it is put into play.

37

CAPTAIN ALLISON JAKES CYGNAR WARCASTER FOCUS: 6 JAKES 2 SPD STR MAT RAT DEF ARM CMD 6 5 7 6 16 14 9

HAND CANNON RNG ROF AOE POW 12 1 — 12

FEEDBACK BLADE RNG POW P+S 0.5 7 12

ELECTRO BLADE RNG POW P+S 0.5 7 12 DAMAGE:14 WJ +28

FA C

FEEDBACK BLADE FEEDBACK – If this weapon damages a warjack

that is part of a battlegroup, the warjack’s controller suffers 1 damage point.

ELECTRO BLADE 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.

FEAT: POWERHOUSE BASE:SMALL

JAKES 2 PARRY ACROBATICS – This model can advance through other

models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target. FIELD MARSHAL [SPRINT] – Warjacks in this model’s battlegroup gain Sprint. 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.

Captain Allison Jakes channels a surge of voltaic energy through the forces under her command. Armed with galvanic weapons spouting tendrils of lightning, her soldiers and warjacks thunder across the battlefield to deliver leaping arcs of electricity deep into the enemy ranks. While in Jakes’ control range, friendly Faction models gain Immunity: Electricity  and Parry  . Affected models’ melee weapons become RNG 2 and gain Electro Leap. Powerhouse lasts for one round.

The transition from journeyman to full-fledged warcaster is never easy, but Captain Allison Jakes earned her promotion through circumstances far beyond the scope of any ordinary trial. She now carries herself with the confidence of one who has seen the ravages of war, moving across the battlefield with a grace expressed through acrobatic stunts, nimble parries, and cunning dodges. Wielding a pair of swords, Jakes cuts through the opposition with a fluidity that speaks of her skill as a duelist and the innumerable hours she has devoted to mastering the art of close combat. As she advances downfield, she freely lashes her foes with deadly voltaic strikes, and those who fight alongside her find themselves moving with the speed of a swiftly approaching storm. With each new battle her reputation grows, and despite her youth she commands the respect of any fortunate enough to serve under her command. The death of her mentor during her journeyman tour was a severe blow to Jakes, but this experience was only the beginning of her extended ordeal. Battling Khadorans on a mission deep within the Thornwood, Jakes’ detachment was cut off from the rest of the army. Rather than retreat from the forest, she gathered the survivors and pressed on to complete her objective, facing both the Khadoran forces and a host of Cryxians lurking in the shadows. The ensuing string of battles ultimately ended with Jakes confronting the risen corpse of Commander Sturgis, a corrupted mockery of her former mentor reanimated by the Cryxians. This horrific reunion had a lasting and traumatic impact on Jakes.

38

SPELLS

DAMAGE TYPE: MAGICAL

BULLET DODGER

COST RNG AOE POW DUR OFF 2

6





UP NO

Target friendly Faction model gains +2 DEF and Dodge. (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.) ESCORT

2 SELF CTRL –

UP NO

Warjacks in the spellcaster’s battlegroup beginning their activations in its control range gain +2˝ movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warjacks in its battlegroup are within 3˝ of  it. 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  . POSITIVE CHARGE

2

6



– TURN NO

Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3˝ of the affected warjack, friendly Faction models gain +2 to melee attack and melee damage rolls. Positive Charge lasts for one turn.

Following these events, Jakes was evaluated by a military tribunal and absolved of any fault in the death of Sturgis. She had expected to be punished, but the tribunal instead lauded her for going above and beyond the duties of her junior rank, effectively commanding her forces in a manner befitting a true Cygnaran warcaster. Jakes received the arcane rank of magus and was promoted to captain; her journeyman tour had ended. Since her promotion she has continued to strive for perfection as both a combatant and officer. Jakes now wields dual swords reforged from the broken remains of Sturgis’ bladed staff. As they did when the staff was whole, these twin blades crackle with arcane and voltaic energies, and through Captain Jakes they continue to serve a noble purpose. Jakes continually seeks to rise above the darkness that had threatened to destroy her and to find a way to honor the memory of Commander Sturgis through her actions on the battlefield.

TACTICAL TIPS Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Field Marshal [Sprint] – Warjacks advancing as a result of Field Marshal [Sprint] do not gain a movement bonus for Escort because Sprint movement does not occur as part of the warjack’s Normal Movement.

39

CAPTAIN JEREMIAH KRAYE CYGNAR WARCASTER In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy’s reinforcements, and he instills his warjacks with unprecedented mobility and crushing momentum.

FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 8 6 6 6 15 15 8

KRAYE 1

RADCLIFFE CARBINE RNG ROF AOE POW 13 2 — 11

BITTER END RNG POW P+S 1 7 13

Jeremiah Kraye comes from a long line of Cygnaran officers. His father Sheridan retired as a respected colonel, and history records Jeremiah’s grandfather Nathan as one of the finest generals to serve King Vinter III. Jeremiah continued this tradition by graduating with the highest honors from the Strategic Academy and entering the Cygnaran cavalry. His early career coincided with the Scharde Invasions, but he did not join in the fighting. He served instead with Cygnar’s often-overlooked border defenders.

MOUNT RNG POW 0.5 10 DAMAGE:18 WJ +30

FA C

BASE:LARGE

KRAYE 1 CAVALRY PARRY PATHFINDER IRON HORSE – Light and heavy warjacks in this model’s battlegroup gain Cavalry  and Reposition [5˝]. When an affected warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5˝. Affected warjacks do not gain Mount attacks from Iron Horse. 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.

BITTER END DAMAGE TYPE: MAGICAL

FEAT: HORSEPOWER Jeremiah Kraye can send forth a wave of charged energy to the warjacks around him that infuses them with speed and raw arcane power. They follow Kraye’s lead in a thunderous assault across the battlefield that grinds anything caught in their path into the mud. Warjacks in Kraye’s battlegroup beginning their activations in Kraye’s control range gain +2 SPD and can run, charge, or make a power attack without spending focus. Horsepower lasts for one turn.

SPELLS ARCANE BLAST

COST RNG AOE POW DUR OFF 3 10 4 13 – YES

A magical energy blast radiates from a single point to strike all models in the AOE. BULLET DODGER

2

6





UP

NO

Target friendly Faction model gains +2 DEF and Dodge. (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.) EASY RIDER

3 SELF CTRL – TURN NO

The spellcaster and friendly Faction models beginning their activations in its control range gain Pathfinder  . Easy Rider lasts for one turn. PURSUIT

2

8



– UP YES

If target enemy model/unit advances during its activation, one model in the spellcaster’s battlegroup that is in its control range can immediately make a full advance.

As Cygnar allocated more and more forces to the Broken Coast, it had fewer soldiers to guard the hundreds of miles of borderlands. The cavalry proved vital, and Kraye demonstrated he had the mettle to deliver crushing blows to the enemy. He learned how to make do with whatever supplies and resources the army could provide and often relied on foraging to survive. He always found a way to achieve victory against all odds. In a move that did lasting damage to his career, Kraye resigned his commission in 589 AR after his uncle was arrested on charges of treason and later executed by Vinter Raelthorne IV. This was at the peak of the Inquisition’s power, when they could arrest and execute anyone who spoke out against the king. Not until after the overthrow of the tyrant and the rise of King Leto did Kraye return to active duty. His reinstatement came at the urging of Scout General Bolden Rebald in 595 AR, at which time Kraye avenged his uncle by running many Vinter loyalists to ground. He brought his extensive experience along Cygnar’s borderlands to the Cygnaran Reconnaissance Service during the early days of that fledgling organization. With Cygnar’s defenses once more stretched thin, Captain Kraye remained busy leading forces from one battlefield to the next. Kraye is an outspoken man of intelligence and education. His refined breeding shows through despite his grimy, road-weary appearance. He enthusiastically debates military history, tactics, and strategy but has no patience for politics and claims no ambition to higher rank. He has a unique rapport with his trusted and expertly trained warhorse Malagant, who responds with almost empathic awareness to his rider’s will. Malagant heeds subtle shifts in weight and pressure as instructions to rear up and shred enemies with strikes of his iron-shod hooves. Kraye requires no accolades or praise for his service to the army and his king, only the opportunity to lead his ’jacks to war and deliver swift retribution against Cygnar’s enemies. He was one of the few warcasters available to help defend Fharin at the end of the Second Cygnaran Civil War, fighting to forestall a Protectorate army allied to Vinter that threatened to burn the city to the ground. He has adapted to the crowning of Julius, persuaded that the youth is a very different man from his father. Officers who have fought beside him claim Kraye can find the best fighting ground anywhere along Cygnar’s borders, which he roams as a tireless and vigilant guardian. He needs only his horse, his warjacks, and soldiers courageous enough to plunge into peril when he sounds the charge.

TACTICAL TIPS Iron Horse – Warjacks can spend focus points to boost impact attack and damage rolls. Pursuit – Remember, if an affected model made a full advance, ran, or charged during its activation, a model in this model’s battlegroup gets to make a full advance.

40

41

MAJOR BETH MADDOX CYGNAR STORM KNIGHT WARCASTER Born survivor and professional soldier, Major Beth Maddox has become the face of the modern Cygnaran military. Her trials and tribulations have not only garnered the respect of those with whom she serves, but also the gratitude and support of the nation at large.

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

MADDOX 1

STORM STRIKE RNG ROF AOE POW 10 1 — 12

Raised as a farmhand, Maddox spent the early years of her life harvesting crops and practicing swordplay with her younger brothers. Like most of her family, she served as a member of the town militia. Acting on a strong sense of patriotism, she left home to join the military at the age of seventeen. Through exemplary service as a member of the Storm Knights, she eventually saw herself promoted to the rank of captain. It was not until she had dedicated several years of her life to military service that her latent warcaster talents manifested.

TEMPEST RNG POW P+S 2 7 13 DAMAGE:16 WJ +30

FA C

BASE:SMALL

MADDOX 1 IMMUNITY: ELECTRICITY 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.

STORM STRIKE CRITICAL DISRUPTION DAMAGE TYPE: ELECTRICITY

TEMPEST DAMAGE TYPE: MAGICAL CRITICAL CORTEX DAMAGE – On a critical hit on a

warjack, the warjack suffers 1 damage point to its first available Cortex system box.

FEAT: THUNDERING RAGE The atrocities Major Beth Maddox endured during her imprisonment fill her with rage. In the heat of battle she can unleash this anger to imbue her allies with the thunderous might of a rolling storm. While in Maddox’s control range, friendly Faction models’ melee weapons gain +3 POW and Beat Back. Thundering Rage 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.)

SPELLS ASSAIL

COST RNG AOE POW DUR OFF 2

6 –

– UP NO

Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2˝ movement when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2˝. DAUNTLESS RESOLVE

2

6





UP

NO

Target friendly Faction warrior model/unit gains +3 ARM and Tough  . Models are not affected while out of formation. ELECTRICAL BLAST

3

8

3

13



YES

Electrical Blast causes electrical damage  . Warjacks damaged by Electrical Blast suffer Disruption  . ONSLAUGHT

2 SELF CTRL – UP NO

The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn. (While advancing as part of a charge, a model with Relentless Charge gains Pathfinder  .) SNIPE

2

6 –

– UP NO

Target friendly Faction model’s/unit’s ranged weapons gain +4 RNG.

42

Soon after Maddox completed warcaster training, the Caspia-Sul war broke out and thrust new responsibilities on her shoulders. At the height of the conflict, Maddox was captured by Protectorate forces and relocated to an internment camp deep within the Protectorate of Menoth. The conflict came to a close shortly after, and with Cygnar unwilling to reignite the war by breaking the ceasefire, Maddox was left to her fate. She would spend the next four years of her life in chains, amassing a collection of scars both physical and psychological. Rather than resigning herself to a life of suffering, Maddox’s “up by your bootstraps” mentality led her to plan and execute her own escape. Armed with nothing more than ingenuity and makeshift weapons crudely fashioned in her cell, she killed her captors and freed her fellow prisoners before fleeing into the desert where she was discovered weeks later by a CRS patrol, dehydrated and suffering from sun stroke. Upon her return to Caspia, Maddox was hailed as a national hero and soon after promoted to the rank of major. Despite national interest in the warcaster’s escape from enemy hands, she left the capital soon after her arrival, choosing to rejoin her former battalion rather than be subjected to the attention of admirers. This prompt return to active duty only galvanized the respect her countrymen held for her. Maddox does not always see eye to eye with her superiors. Unable to keep her opinions to herself, she can come off as abrasive and overly critical. Her experiences have left her with little tolerance for those who do not take to the battlefield themselves, and she has more in common with those in the trenches than with the Cygnaran military brass. Prior to capture, Maddox was a staunch supporter of Leto Raelthorne, as were most Storm Knights. Though she continues to serve her country and holds no grudges about the years she lost, the recent change in leadership has left the warcaster in a state of uncertainty, and she maintains reservations about the rule of King Julius. In light of her own imprisonment, Maddox has adopted a “no man left behind” policy, putting the lives of her soldiers above military protocol and often going off book to ensure the safety of those under her command.

TACTICAL TIPS Beat Back – You cannot move toward a model you destroyed. Critical Cortex Damage – Because this damage is caused by the effect when the model is hit, mark it before making the damage roll. Quick Work – This model cannot make the additional attack if it is still in melee.

43

COMMANDER ADEPT NEMO CYGNAR WARCASTER FOCUS: 7 NEMO 1 SPD STR MAT RAT DEF ARM CMD 5 5 5 5 14 15 8

BALL LIGHTNING RNG ROF AOE POW 10 1 4 14

LIGHTNING ROD RNG POW P+S 1 7 12 DAMAGE:14 WJ +30

FA C

BASE:SMALL

NEMO 1 IMMUNITY: ELECTRICITY ARCANE ACCUMULATOR – When another model in this

model’s control range casts a spell, this model gains one power token. This model can have up to three power tokens at any time. After this model replenishes its focus during your next Control Phase, replace each power token with 1 focus point. FIELD MARSHAL [SUPERCHARGED] – Warjacks in this model’s battlegroup can have up to 4 focus points at any time instead of the normal limit of  3. OVERPOWER – After this model replenishes its focus during your Control Phase but before it allocates focus, this model can spend focus to increase its control range for one round by 2˝ for each focus point spent.

BALL LIGHTNING

DECELERATION

DAMAGE TYPE: MAGICAL DISRUPTION

LIGHTNING SHROUD

FEAT: ELECTRICAL STORM Commander Adept Nemo can control the forces of voltaic energy and bend electro-magnetism to his will aided by the advanced mechanika built into his warcaster armor. With a sufficient amount of arcane energy, he can unleash a static storm that electrocutes warbeasts and scrambles the cortexes of enemy warjacks. Enemy warjacks and warbeasts currently in Nemo’s control range suffer a POW 14 electrical damage roll  . Electrical Storm damage rolls are simultaneous. Warjacks damaged by Electrical Storm suffer Disruption  .

SPELLS

COST RNG AOE POW DUR OFF

CHAIN LIGHTNING 3

10



10



YES

A model hit by Chain Lightning suffers a POW 10 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. Chain Lightning damage rolls are simultaneous.

Raised in a military household with soldiers stretching back several generations, Nemo has endured more than his share of loss and hardship. Among the worst of these misfortunes was the loss of a brother serving under him, an event for which he blamed himself. He immersed himself in his military responsibilities after that, leaving time and energy for little else. His wife took their daughter and left him upon realizing there was no space for them in his life. She died just months later of rip lung, and the guilt of not being there to care for her haunts him still. His daughter was sent back to his care, but he soon arranged for her to be raised by his family in Shieldpoint province, and the two have been estranged since. There is no question Nemo’s dedication to his nation and his duty has come at a cost. Nemo became embittered with the crown during Vinter the Elder’s reign. Preferring to avoid the atrocities committed by Vinter’s handpicked officers, Nemo refused promotion to focus on weapon research and development. It was during the Scharde Invasions that he earned his reputation as one of the most brilliant commanders in the Cygnaran Army. A few short years later, the greying warcaster fought on the

COST RNG AOE POW DUR OFF 3 SELF CTRL –

RND NO

While in the spellcaster’s control range, friendly Faction models gain +2 ARM against ranged and magic attack damage rolls. Deceleration lasts for one round.

LIGHTNING ROD

One of the most famous warcasters in Cygnaran history, Commander Adept Sebastian Nemo has served the nation he loves well into his twilight years. Despite his age, the commander adept remains a potent and welcome presence on any battlefield. Long after he is gone the changes he has wrought will serve as a lasting legacy within the Cygnaran Army.

44

SPELLS

DAMAGE TYPE: ELECTRICITY DAMAGE TYPE: MAGICAL

2

6



– UP NO

Target warjack in the spellcaster’s battlegroup gains +2 STR and Immunity: Electricity  , and its melee weapons gain Electro Leap. (When a model is directly 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.) LOCOMOTION

*

6 – – – NO

The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster’s battlegroup immediately advances up to 1˝ for each focus point spent. A warjack can be targeted by Locomotion only once per activation. VOLTAIC SNARE 2 8 4 – RND YES

This attack causes no damage. Warjacks hit suffer –4 DEF and cannot run, charge, or make slam or trample power attacks for one round. Voltaic Snare can be cast only once per activation.

side of Leto the Younger during the Lion’s Coup. Since Leto’s rise to the throne, Nemo has taken to the battlefield with a renewed commitment and has shaped the talents of several of Cygnar’s foremost warcasters. In combat, Nemo relies primarily on his magical prowess. His ability to control warjacks is legendary, as is the variety and power of his arcane repertoire. His armor itself represents a previously unthinkable innovation: Nemo crackles with electrical energy that emits a faint nimbus of light. He was the first to harness voltaic energy as a power source for Cygnar’s weapons, and he has continued to experiment with its expression, incorporating sometimes risky prototypes into his own gear. This senior warcaster is misunderstood by most of his contemporaries. He is viewed as harsh, arrogant, and demanding, an eccentric visionary. In truth, Sebastian Nemo has spent his life giving all to his country. If his standards are high, it is because he drives himself hard and expects his subordinates to keep pace. If he flaunts his power, it is because he has no patience for those who give less than their best.

TACTICAL TIPS Arcane Accumulator – A model can have more focus points than its FOCUS as a result of Arcane Accumulator. Chain Lightning – Remember, lightning will not arc to a model with Immunity: Electricity. Damage from Chain Lightning is magical damage as well as electrical damage. Electrical Storm – This damage roll can be boosted. Lightning Shroud – Remember, lightning will not arc to a model with Immunity: Electricity.

45

GENERAL ADEPT NEMO CYGNAR WARCASTER FOCUS: 7 NEMO 2 SPD STR MAT RAT DEF ARM CMD 5 5 5 5 14 16 9

GALVANIC BOLT RNG ROF AOE POW 10 1 — 13

FULGER RNG POW P+S 1 7 12 DAMAGE:14 WJ +26

FA C

BASE:SMALL

NEMO 2 IMMUNITY: ELECTRICITY FOCUS MATRIX – This model can allocate focus

points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model’s battlegroup that are in its control range and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix. VETERAN LEADER [STORMSMITH] – While in this model’s command range, friendly Stormsmith models gain +1 to attack rolls.

GALVANIC BOLT TRACTOR FIELD – Warjacks hit by this attack cannot advance and suffer –4 DEF. Warjacks beginning an advance within 2˝ of a warjack hit cannot run, charge, or make slam or trample power attacks. Tractor Field lasts for one round.

FULGER DAMAGE TYPE: MAGICAL DISRUPTION

FEAT: HIGH VOLTAGE General Adept Sebastian Nemo boasts supreme mastery over the voltaic energies provided by the thrumming coils of his warcaster armor. He has refined these energies to provide a precisely controlled surge channeled straight into his warjacks’ cortexes, which can then advance in a crushing offensive strike. Each warjack in Nemo’s battlegroup currently in his control range is allocated up to 3 focus points.

SPELLS

COST RNG AOE POW DUR OFF

ELECTRICAL BLAST 3 8 3 13 – YES

Electrical Blast causes electrical damage  . Warjacks damaged by Electrical Blast suffer Disruption  .

During peacetime, the promotion of a warcaster to the rank of general most often serves as a prelude to retirement. The honorific provides a commander a chance to quit the field with honor and leave the next battles to the young. Sebastian Nemo has defied this tradition. So long as he has the strength to lift a weapon and his warjacks heed his call, Sebastian Nemo will never quit the battlefield. The general adept’s mind remains at its peak. No one can match Nemo’s deep and fundamental understanding of warjacks and the voltaic technologies empowering the greatest weapons of Cygnar. His schematics are decades ahead of those created by his peers. Sebastian Nemo’s intellectual leaps have created new power sources and provided unanticipated innovations in warjack cortexes and weapons technology. The most brilliant minds of other nations struggle for even a basic understanding of Nemo’s designs; meanwhile, he moves on to the next invention. Even with the increased time he spends at war, Nemo finds time to develop new projects, such as Cygnar’s military telegraph network. Many of Nemo’s battlefield tactics evolved from the period when he led a brigade of the Third Army against the Cryxian menace during the reign of Vinter IV. Nemo learned to wrestle with an elusive enemy capable of striking anywhere, and these lessons served him well when he aided Prince Leto in overthrowing his tyrannical brother. Recent years have seen Nemo on the northern front, and the battles against Khador have prompted him to rethink his methods. Accustomed as an inventor to tearing up old schematics and starting fresh, Nemo has taken the same approach to his plans of war.

46

SPELLS

DAMAGE TYPE: ELECTRICITY DAMAGE TYPE: MAGICAL

ENERGIZER

COST RNG AOE POW DUR OFF 2 SELF – – – NO

Each model in the spellcaster’s battlegroup that is currently in its control range can immediately advance up to 2˝. Energizer can be cast only once per activation. FAIL-SAFE

2

6



– UP NO

Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems. LIGHTNING SHROUD 2

6





UP NO

Target warjack in the spellcaster’s battlegroup gains +2 STR and Immunity: Electricity  , and its melee weapons gain Electro Leap. (When a model is directly 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.) POLARITY SHIELD 2

6





UP NO

Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation. (A model with Polarity Field cannot be charged or slam power attacked by a model beginning the charge or slam in its front arc.)

Such wars do not allow men like Sebastian Nemo long to rest. Even after suffering injury at the Battle of the Temple of Garrodh, he found the strength to hasten north just in time for the now famous Relief of Northguard. Without the warcaster’s ’jacks and his ability to push them past their normal limits, the fortress would have fallen months sooner and endured worse losses. When Northguard at last gave way before the might of Supreme Kommandant Irusk, Nemo fought to save the lives of countless defenders as he led one of the most valiant rearguard actions of the current era. Wherever aggressors threaten his nation’s fortresses and military bases, Nemo sees innocent Cygnaran civilians in the line of fire. He is prepared to utilize every stratagem and trick from a lifetime of soldiering to make Cygnar’s enemies pay dearly for every inch of his soil they tread upon. Sebastian Nemo stands as an inspiration to his men and a legend to every stormsmith and mechanik wearing the Cygnus.

TACTICAL TIPS Fail-Safe – When all its damage boxes have been marked, the warjack is still destroyed as normal. High Voltage – A warjack cannot exceed normal focus limits as a result of High Voltage. Lightning Shroud – Remember, lightning will not arc to a model with Immunity: Electricity.

47

ARTIFICER GENERAL NEMO & STORM CHASER FINCH CYGNAR WARCASTER UNIT FOCUS: 7 NEMO 3 SPD STR MAT RAT DEF ARM CMD 5 5 5 6 14 16 9

LIGHTNING STRIKE RNG ROF AOE POW CTRL 1 — 12

TEMPEST ACCUMULATOR RNG POW P+S 1 7 12 DAMAGE:14

TACTICAL TIPS SPELLS

CHAIN LIGHTNING 3

FA C

BASE:SMALL

NEMO 3 IMMUNITY: ELECTRICITY OFFICER WARCASTER UNIT – This unit is made up of Nemo and Finch.

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

TEMPEST ACCUMULATOR DAMAGE TYPE: MAGICAL DISRUPTION

FEAT: EYE OF THE STORM With an outpouring of power, Artificer General Nemo unlocks the governors of every storm chamber in his vicinity to send these weapons into keening overload and unleash a torrent of voltaic destruction.

10



10



YES

A model hit by Chain Lightning suffers a POW 10 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. Chain Lightning damage rolls are simultaneous. ELECTRIFY

WJ +25

COST RNG AOE POW DUR OFF

2

6



– UP NO

Target friendly Faction model/unit gains +2 ARM and Repulsor Field. Models are not affected while out of formation. (When a model with Repulsor Field is hit with a melee attack, after the attack is resolved the attacking model is pushed 1˝ directly away from the model hit.) FORCE HAMMER

4

10



12



Chain Lightning – Remember, lightning will not arc to a model with Immunity: Electricity. Damage from Chain Lightning is magical damage as well as electrical damage. Force Hammer – Incorporeal models are not slammed. They just suffer a damage roll. Lightning Generator – Remember, lightning will not arc to a model with Immunity: Electricity. Lightning Shroud – Remember, lightning will not arc to a model with Immunity: Electricity. Magnetic Field – 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.

YES

Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6˝ directly away from the spell’s point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12. LIGHTNING SHROUD 2

6





UP NO

Target warjack in the spellcaster’s battlegroup gains +2 STR and Immunity: Electricity  , and its melee weapons gain Electro Leap. (When a model is directly 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.) MAGNETIC FIELD

2

SELF CTRL



UP NO

While in the spellcaster’s control range, models in its battlegroup cannot become knocked down, cannot be placed or pushed, and cannot be moved by a slam.

While in Nemo’s control range, friendly Faction models gain an additional die on electrical damage rolls  . Eye of the Storm lasts for one turn.

When the present fades into history, Sebastian Nemo will be remembered not only for his military record but also as one of the greatest minds of Cygnar. He has advanced the arcane science of mechanika through his willingness to put his hypotheses and experimental devices to the test on the battlefield, shattering preconceptions of what is and is not possible. As his nation’s wars grew more desperate, King Leto recognized the necessity of empowering this national hero to do whatever was necessary to improve the Cygnaran Army, resulting in Nemo’s elevation to the title of artificer general. Nemo’s contributions to his craft cannot be overstated: all modern weaponry that draws upon the storm chamber and galvanic power derives from his pioneering work. The stormsmiths might not even exist if not for his theories, and the same applies to the Storm Knights empowered by his inventions. Perhaps his crowning achievement will be the ideas that have led to the modern colossal. Had Cygnar’s leadership met Nemo’s visionary Stormwall project with the urgency

48

he demanded, the nation might have made decisive strikes against its enemies before they could field similar machines. In light of this missed opportunity, King Leto and his War Council decided in 608 AR to empower Nemo to act with greater latitude—with the hope that future crucial developments might not be delayed by such laborious bureaucracy. He was given considerable authority and oversight over the entirety of Cygnar’s military industry. He was also entitled to choose from among the nation’s brightest minds to fill the specialized ranks of his army and the workshops where his latest creations take form. Nemo is deeply concerned with the next generation of Cygnar’s warcasters. He has mentored and fought alongside many of them over the past half-century. Unfortunately, he has also outlived several of his former students and felt the grief of seeing them fall in battle. His uncompromising values and irascible nature have profoundly affected many of these powerful individuals; in fact, it can be argued that Nemo has directly molded the ideal of the modern Cygnaran warcaster.

49

FINCH 1 SPD STR MAT RAT DEF ARM CMD 6 5 5 5 14 12 8

ELECTRICAL BOLT RNG ROF AOE POW 10 1 — 10

TUNING FORK RNG POW P+S 1 5 10 DAMAGE:5 BASE:SMALL

FINCH 1 IMMUNITY: ELECTRICITY FINE TUNING – While this model is in formation, Nemo

can upkeep one spell without spending focus. POWER BOOSTER – When Nemo allocates 1 or more

focus points to a warjack in this model’s command range, the warjack is allocated 1 additional focus point.

ELECTRICAL BOLT DAMAGE TYPE: ELECTRICITY 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.

TUNING FORK DISRUPTION

50

As artificer general, Nemo also has direct authority over the stormsmith specialist branch of the Cygnaran Army. He oversees them by communicating with their ranking storm chasers, the most senior of the stormsmith officers engaged in active fieldwork. One of the finest is also one of the youngest: Adept Caitlin Finch. Nemo recognized Finch as one of the most brilliant minds of her generation when she came to his attention while contributing to the prototype of the Squire. Demonstrating keen insight, she developed a unique mechanikal improvement that greatly enhanced the mechanism assisting a warcaster with spell targeting. Finch possesses a reserved nature Nemo has come to respect despite her occasional arrogance. He recognizes her attitude as healthy in an ambitious young arcanist— even if her stubborn adherence to military protocol occasionally irritates the artificer general, who holds no love for bureaucracy. Still, Finch is utterly devoted to Nemo and delights in the opportunities she has to test experimental devices in the field alongside the prestigious warcaster. With his time split between fighting on the front lines and directing advanced military research, Artificer General Nemo is busier than ever. Nevertheless, he is acutely aware of the limited time he has remaining to pass on what he knows and to fulfill his vision for Cygnar. Despite Finch’s warnings that he should leave the fighting to younger officers, he continues to wield his power wherever his nation faces its most dangerous adversaries.

TACTICAL TIPS Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Power Booster – A warjack cannot exceed normal focus limits as a result of Power Booster.

51

CAPTAIN KARA SLOAN CYGNAR WARCASTER FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 6 5 5 8 16 14 8

SLOAN 1

SPITFIRE RNG ROF AOE POW 14 1 — 12

SWORD RNG POW P+S 0.5 3 8 DAMAGE:16 WJ +28

FA C

BASE:SMALL

SLOAN 1 FIELD MARSHAL [TRUE SIGHT] – Warjacks in this model’s battlegroup gain True Sight. TRUE SIGHT – This model ignores cloud effects when determining LOS. This model also ignores Stealth  .

SPITFIRE DAMAGE TYPE: MAGICAL WEAPON MASTER

FEAT: FIRING SQUAD Captain Kara Sloan is a master of coordinating Cygnar’s formidable firepower. Invoking her will, Sloan enhances the weapons of her machines with gleaming runes of power that enable them to deliver an artillery barrage no enemy can withstand intact. Sloan immediately casts Fire Group without spending focus. Additionally, Sloan and models in her battlegroup beginning their activations in her control range can make one additional ranged attack during their activations. Firing Squad lasts for one turn.

SPELLS DUST TO DUST

COST RNG AOE POW DUR OFF 2

10



12

* YES

When an enemy warrior model is boxed by Dust to Dust, center a 3˝ AOE cloud effect on it, then remove the model from play. The AOE remains in play for one round. FIRE GROUP

2 SELF CTRL – TURN NO

While models in the spellcaster’s battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn. GUIDED FIRE

3 SELF CTRL – TURN NO

While in the spellcaster’s control range, models in its battlegroup gain boosted ranged attack rolls for one turn. REFUGE

2

6 –

– UP NO

At the end of an activation in which target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement. RETURN FIRE

1

6





RND NO

When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.

Captain Kara Sloan goes to war as a one-woman rifle brigade. She orchestrates the unremitting onslaught of her battlegroup with a watchmaker’s sense of precision. When focused on the destruction of her foe, every warjack she commands becomes linked to the pull of her rifle’s trigger to simultaneously unleash a barrage of unparalleled accuracy and power. She has concentrated her considerable talent and skills toward the art of annihilation, which she applies mercilessly. Armed with her custom magelock rifle, she walks into the most vicious of firefights without hesitation and always emerges the victor. Sloan advanced swiftly through her training in the Militant Order of the Arcane Tempest. Her instructors noted her prodigious talents early and recognized her potential as a warcaster. While some gun mages approach combat with a duelist’s extravagance, Sloan sees herself as a professional soldier and her warjacks as simply another set of weapons at her disposal. When she graduated from the Tempest Academy near the top of her class, she was fortunate to serve her time as a journeyman warcaster under Markus “Siege” Brisbane, a mentor who suited her perfectly. Most of her formative combat experiences were against the legions of Cryx along the Broken Coast. The relentless undead raiders could not be demoralized or routed, and the necessity of their complete destruction left a lasting impression on Sloan. In addition to joining periodic patrols with the Third Army, she has proven herself against Khadoran border raiders while attached to the First Army and guarded the Black River from Menite incursions alongside soldiers of the Second. When the Khadorans attacked Point Bourne and the city was subsequently invaded by Cryx, Sloan fought ably in the city’s defense, taking a heavy toll on those intent on despoiling it. Soon after her promotion to captain, Sloan was issued Spitfire, the custom rifle built to her exacting specifications and one of the finest firearms ever produced in western Immoren. Chambered for truly massive rounds, it is a masterpiece of mechanikal weaponry capable of blasting open the carapace of a warjack. Its advanced steel alloy barrel is also reinforced to withstand the tremendous arcane energies Sloan channels with every shot. Despite her successes, Captain Sloan is not popular with her troops. She holds herself apart from those under her command and has a reputation for chilly conversation even with fellow officers. To some extent, this distance is a result of overcompensation for the guilt she feels at having broken Cygnar’s military code. While she has been careful to keep it secret, she has been romantically involved with one of her junior officers for several years. Such relationships are not entirely uncommon but are nonetheless disallowed by the Cygnaran Army. Sloan has come to terms with the notion that bonds between people must be nurtured where they can be found amid the horrors of war, and her relationship provides an occasional reprieve from the stress of constant battles and bloodshed. After conducting several difficult covert operations along the Dragon’s Tongue River, Sloan was swept up in the brutal fighting in the Thornwood in the aftermath of the brief alliance between Cygnar and Khador. She helped rally soldiers of the First Army in the chaotic early battles and held the line until the Khadorans could be pushed from the forest. Since the ceasefire between Cygnar and Khador, Sloan remains at the ready on the northern front. Her response to the border skirmishes that inevitably break out is to crush the enemy as quickly and overwhelmingly as possible.

TACTICAL TIPS Dust to Dust – The boxed model does not provide a soul or corpse token. Guided Fire – The spellcaster gains the boosts as well.

52

53

COMMANDER COLEMAN STRYKER CYGNAR WARCASTER Coleman Stryker was only nineteen years old when King Leto took the throne in 594  AR. He fought during the Lion’s Coup palace revolt, and though he started the day on the side of Vinter’s loyalists, in the end he was instrumental in Leto’s success—forever changing the course of history as well as his own destiny.

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

STRYKER 1

DISRUPTOR PISTOL RNG ROF AOE POW 10 1 — 10

Born with sorcerous ability, Stryker was a hotheaded youth who wanted nothing more than to become a celebrated hero. Under the direct tutelage of the senior warcaster Commander Adept Sebastian Nemo, he mastered the art of martial spellcraft and honed his natural abilities to control Cygnaran warjacks. They obeyed him with uncanny precision, and he demonstrated none of the usual fumbling and uncertainties of other fresh warcasters. One notable early demonstration of this talent was his ability to tame and control a particularly ornery Ironclad, a battleseasoned ’jack nicknamed Ol’ Rowdy that continues to fight alongside him today.

QUICKSILVER RNG POW P+S 1 7 13 DAMAGE:17 WJ +30

FA C

BASE:SMALL

DISRUPTOR PISTOL DAMAGE TYPE: MAGICAL DISRUPTION

QUICKSILVER DAMAGE TYPE: MAGICAL DISRUPTION

FEAT: INVINCIBILITY Commander Stryker is renowned for his strategic prowess and his protective regard for the soldiers under his command. With powerful arcane energies he summons a warding shield around his allies that deflects powerful explosions and disperses torrents of incoming fire. While in Stryker’s control range, friendly Faction models gain +5 ARM for one round.

SPELLS ARCANE BLAST

COST RNG AOE POW DUR OFF 3 10 4 13 – YES

A magical energy blast radiates from a single point to strike all models in the AOE. ARCANE BOLT

2

12



11



YES

Magical bolts of energy streak toward the target model. ARCANE SHIELD

2

6





UP

NO

Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation. BLUR

2

6 –

– UP NO

Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation. EARTHQUAKE

3 10 5 – – YES

Models hit by Earthquake become knocked down. SNIPE

2

6 –

– UP NO

Target friendly Faction model’s/unit’s ranged weapons gain +4 RNG.

It was with no small measure of pride that Stryker accepted his mentor’s pronouncement that he was ready to stand as a full warcaster. He had accomplished a great deal in a short time, inducted into military life by a less-than-scrupulous benefactor who had set the naive youth on an initially darker path. Had things gone differently during the Lion’s Coup, Coleman Stryker would surely be a different man. But under the often heavy-handed guidance of Nemo, Stryker’s course was realigned, and he stalwartly pursued his role as a champion of Cygnar even before earning his first commission. Not content to idly await the call to battle, Stryker committed to proactive patrols along the border regions, spending time in every significant post where hostile enemies threatened Cygnaran soil. He has killed many enemy soldiers and seen close friends die ugly deaths, and at times their faces haunt his thoughts. Still, he knows sacrifice is necessary to preserve the nation he loves. His dedication to Cygnar’s defense allowed him to advance rapidly through the ranks to the coveted position of commander, a distinction he achieved at a remarkably young age. Though Commander Stryker sees himself as just another soldier fighting for the crown, King Leto himself was present for his promotion ceremony, publicly affirming this warcaster as the nation’s finest young battlefield leader. Stryker’s youth compared to the aged generals leading the king’s army may deceive some into believing he has not earned his rank, but battlefield experience has made him wise beyond his years. He goes to great lengths to preserve the lives of his men. A fine leader, a better soldier, and one of the most accomplished warcasters in the Iron Kingdoms, Coleman Stryker was born to be a hero of Cygnar and expects to die defending his beloved nation.

TACTICAL TIPS Earthquake – Every model in the AOE is knocked down, friendly and enemy alike.

54

55

LORD COMMANDER STRYKER CYGNAR WARCASTER FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 6 7 7 6 16 16 9

STRYKER 2

MAGNUM RNG ROF AOE POW 10 2 — 12

QUICKSILVER MK II RNG POW P+S 2 8 15 DAMAGE:17 WJ +28

FA C

BASE:SMALL

STRYKER 2 IMMUNITY: ELECTRICITY OVERLOAD – Once per activation, you can roll one to

three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suffers damage equal to the total of that roll. This model cannot spend a focus point to reduce this damage. This bonus expires at the end of this model’s activation.

MAGNUM DAMAGE TYPE: MAGICAL

If King Leto has ever placed his faith in one man, it would be Coleman Stryker. Few others have been as tested in battle and character as Stryker. The warcaster has proven his bravery and unfailing loyalty to the Cygnaran crown in dozens of battles, but the carnage he witnessed during the invasion of Llael scourged him clean of his youthful ideals. The once-merciful soldier became a man of pitiless inclinations, and many within Cygnar questioned his actions in the conflict that soon followed. Given carte blanche to wage war against the enemies of the crown as he saw fit, Lord Stryker assembled a force handpicked from the best of the Cygnaran Army to create his “Storm Division” to replace the 6th Division of the Second Army. He then ordered the arrest of every Menite man, woman, and child in eastern Cygnar. Stryker went so far as to pardon former inquisitors of King Vinter Raelthorne IV and employ them to interrogate Menites among the Cygnaran populace. War barges delivered these civilians to Bloodstone Island, a prison previously reserved for Cygnar’s worst criminals. Commander Stryker fought the Sul-Menites with a bitter hatred that would have been unimaginable in the young man just a few years earlier. Under his command, Major Brisbane breached the walls of Sul and the flag of Cygnar was carried almost to the Great Temple of the Creator. Stryker spent a harsh year embattled in the streets of Sul, engaged in continuous strife to the extent that he nearly forgot all memories of peace.

QUICKSILVER MK II DAMAGE TYPE: MAGICAL DISRUPTION

FEAT: ROLLING THUNDER Lord Commander Stryker is an unstoppable force of absolute vindication, driven to rage by the atrocities committed by Cygnar’s enemies. Pushing ever forward, Stryker’s army thunders across the battlefield offering no mercy to those opposing them. After all friendly models have completed their activations this turn, friendly Faction models/units currently in Stryker’s control range can advance up to 3˝ and then can make one basic melee attack. When resolving these attacks, affected models can spend focus points to boost one attack or damage roll for each focus point spent.

SPELLS DECELERATION

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

While in the spellcaster’s control range, friendly Faction models gain +2 ARM against ranged and magic attack damage rolls. Deceleration lasts for one round. 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  . POSITIVE CHARGE

2

6





TURN NO

Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3˝ of the affected warjack, friendly Faction models gain +2 to melee attack and melee damage rolls. Positive Charge lasts for one turn. REBUKE

2

10 –

– UP YES

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

* SELF –

– – NO

The spellcaster can spend up to 3 focus points to immediately advance up to 2˝ for each focus point spent. Velocity can be cast only once per activation.

During a brutal clash against Feora, the Protector of the Flame, Stryker’s enemy ignited the temple where they fought in a desperate gamble to save her own life. Stryker had to choose between pursuing Feora and saving the innocent Menites around him. This was a choice that offered the last chance of redemption. After he ensured the safety of the Menites, the burning building collapsed on him and nearly ended his life. Stryker was unconscious for weeks while he recovered. By the time he could walk again, the tides of war had turned. Cygnaran forces had been pushed out of Sul, and the emboldened Menites surged into the streets of Caspia. Joined by Hierarch Garrick Voyle, supreme leader of the Protectorate of Menoth, the Menite crusaders became an almost unstoppable force threatening to destroy everything in their path. Stryker armed himself and rejoined the defenders, hoping to place another obstacle in the way of a seemingly invincible foe. Stryker initially sought to end the battle peaceably, going so far as to free the Menites he had once imprisoned. Voyle remained undeterred, so bent on conquest that he was willing to risk the lives of his own unarmed civilians. Stryker crossed blades with the hierarch to protect those he had once arrested for treason. The results of this titanic duel surprised all who watched, including the lord commander, as Hierarch Voyle’s reign ended by Stryker’s hand. Some have taken this as a sign of divine providence. After this experience, Stryker was a changed man. He remained willing to commit to ruthlessness to earn victory, yet learned to balance these violent impulses with the need to protect the innocent. His battles from this point forward were informed by the knowledge that the survival of his nation relies on not only his strength but also his restraint. His deeds have become legendary: those who confront him in battle know true fear, for he is the man who toppled the high priest of the Creator and emerged stronger than before.

TACTICAL TIPS Rolling Thunder – This feat affects models that are in Stryker’s control range at the time he uses it.

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57

LORD GENERAL COLEMAN STRYKER CYGNAR WARCASTER Coleman Stryker has long shouldered the greatest responsibilities for his beloved nation and king. While he committed to the call of duty with seemingly inexhaustible reserves of stamina, recent events have included trials that have tested his very soul. Indeed, many thought Stryker lost during the campaign in Sul, in both spirit and body. It was with great relief that they saw the lord commander rise from the proverbial ashes, his body still broken but his belief in the noble ideals of Cygnar renewed.

FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 8 6 7 6 15 16 10

STRYKER 3

QUICKSILVER BLAST RNG ROF AOE POW 8 1 — 14

QUICKSILVER MK III RNG POW P+S 2 8 14

Since that time, Stryker has been at the center of every major Cygnaran conflict, tasked by his king with keeping the Storm Division ready for any battle where the expertise of its veteran soldiers can be brought to bear. Created to be separate from Cygnar’s primary armies and to serve in support of them, this force quickly became one of the nation’s most powerful offensive assets. Stryker led his division north to liberate Point Bourne from the Cryxian invasion and then to fight alongside the Khadoran Army confronting the Nightmare Empire deep in the Thornwood. Through it all, Stryker has remained a bastion of courage for the Cygnaran Army.

MOUNT RNG POW 0.5 12 DAMAGE:18 WJ +28

FA C

BASE:LARGE

STRYKER 3 ASSAULT CAVALRY 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. 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.

QUICKSILVER BLAST DAMAGE TYPE: ELECTRICITY DAMAGE TYPE: MAGICAL

QUICKSILVER MK III DAMAGE TYPE: MAGICAL DISRUPTION

FEAT: LIGHTNING CHARGE Ordered forward by Lord General Coleman Stryker, the Storm Division becomes a sweeping tempest of destruction. Whether advancing on foot or galloping on horseback, Stryker’s knights rush forward while the air darkens with black clouds. They smash into the enemy line as a galvanic inferno of arcing lightning and booming thunder. When a friendly Faction model makes an impact attack or a charge attack while in Stryker’s control range, the attack automatically hits and gains an additional die on the damage roll. Lightning Charge lasts for one round.

SPELLS ARCANE BOLT

COST RNG AOE POW DUR OFF 2

12



11



YES

Magical bolts of energy streak toward the target model. CHAIN BLAST

3 10 3 12 – YES

After determining the point of impact for this attack, roll deviation for an additional 3˝ AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll. ESCORT

2 SELF CTRL – UP NO

Warjacks in the spellcaster’s battlegroup beginning their activations in its control range gain +2˝ movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warjacks in its battlegroup are within 3˝ of  it. FURY

2

6 –

– UP NO

Target friendly Faction model/unit gains +3 to melee damage rolls but suffers –1 DEF. IRON AGGRESSION

2

6





UP

NO

Target friendly Faction warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.

58

Stryker’s promotion to lord general late in 608 AR sent a clear message to the king’s general staff. The freedoms granted to the lord commander had raised some concerns among the War Council about the impact of this special rank on Cygnar’s chain of command. King Leto responded by demonstrating utmost confidence in this warcaster and his judgment; as lord general, Stryker’s place among the preeminent commanders of the nation was reinforced. Shortly after this promotion, Stryker was at the center of a string of impressive victories, including the successful second assault against Cryx in the Thornwood and a daring strike in which he defeated Lich Lord Terminus. This battle also let Cygnar seize from Cryx a prize more valued than any territory or wealth: a dragon athanc, which was prevented from falling to the clutches of Lord Toruk. After Khador betrayed its alliance with Cygnar and Vinter Raelthorne IV rallied his treacherous supporters in an attempt to seize back his throne, Lord General Stryker protected King Leto and ensured he could reach Fharin, where the final battle of the Second Cygnaran Civil War would take place. Stryker stood at the center of this storm alongside his liege, confronting the tyrant they had both helped overthrow in the Lion’s Coup. The last few years have been difficult for Coleman Stryker as he has had to come to grips with Cygnar under new rule, led by a king whose face reminds him of a hated villain. Yet now more than ever the Cygnaran Army has need of his experience, courage, and convictions. He stands as the greatest hope of his new king and his tattered nation in these trying times.

59

COMMANDER DALIN STURGIS CYGNAR WARCASTER FOCUS: 6 STURGIS 1 SPD STR MAT RAT DEF ARM CMD 6 6 7 5 16 15 9

HAND CANNON RNG ROF AOE POW 12 1 — 12

BLADE (LEFT) RNG POW P+S 2 7 13

BLADE (RIGHT) RNG POW P+S 2 7 13 DAMAGE:18 WJ +30

FA C

BLADE (LEFT) FEEDBACK – If this weapon damages a warjack

BASE:SMALL

CHAIN ATTACK: FLASH – If this model hits the same target with both its initial melee attacks, after resolving the attacks you can immediately place this model anywhere completely within 3˝ of its current location. RELENTLESS CHARGE – While advancing as part of a charge, this model gains Pathfinder  . REVERSAL – When a model misses this model with a charge or a power attack, the attacking model becomes knocked down. SNAP STRIKE – This model can make one additional attack with each melee weapon for each focus point spent to make additional attacks.

ARCANE SHIELD

COST RNG AOE POW DUR OFF 2

6





UP NO

that is part of a battlegroup, the warjack’s controller suffers 1 damage point.

Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation.

BLADE (RIGHT)

CONVECTION

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.

2 10 – 12 – YES

When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster’s battlegroup that is in its control range. 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  . SNIPE

2

6



– UP NO

Target friendly Faction model’s/unit’s ranged weapons gain +4 RNG.

FEAT: DEAD ON ARRIVAL

STURGIS 1

Leveraging his indomitable will into raw arcane power, Commander Dalin Sturgis seizes every enemy around him and pulls them closer before unleashing an explosion of rending force. Amid the aftermath his warjacks are empowered to annihilate those foes left standing.

TELEPORT

2 SELF – – – NO

Place the spellcaster anywhere completely within 6˝ of its current location, then its activation ends.

Enemy non-warcaster, non-warlock models in Sturgis’ control range are pushed 3˝ directly toward Sturgis in the order you choose. Then enemy models within 3˝ of Sturgis suffer a POW 12 magical damage roll  . These damage rolls are simultaneous. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis’ battlegroup in his control range.

Commander Dalin Sturgis earned his fame as a master duelist who led his troops from the front lines. Nimble and deadly, he honed his impressive combat skills to support his warjacks and soldiers while surging across the battlefield delivering death with his twin-bladed mechanikal staff. This collapsible weapon was at the center of the warcaster’s fighting style, allowing him to rend his foes with a flurry of precisely targeted blades before disappearing in a flash of arcane light, only to reappear within striking distance of his next opponent. An accomplished strategist and combatant, Sturgis inspired many with his acts of valor, and those who served under his command can attest to his strength of character. As a young man, he began his military career during the Scharde Invasions and played a significant role in the conflicts in and around Llael. He developed a reputation for only giving orders that he himself would be willing to carry out. The men and women who fought at his side spoke often of his selflessness. Sturgis also proved to be an enthusiastic and thoughtful mentor, one who knew the importance of preparing the next generation of Cygnar’s valued battlefield assets. He volunteered time at the Strategic Academy to instruct regular officer cadets in addition to warcaster apprentices. His most prominent former pupil is Captain Allison Jakes, with whom he shared a strong bond. She absorbed his approach to war and now fights with a fervor matching her mentor’s.

60

SPELLS

DAMAGE TYPE: MAGICAL

Though Commander Sturgis’ deeds will be remembered, he disappeared from active duty during the chaotic battles in the Thornwood Forest after Cygnar’s brief alliance with Khador was shattered. Cygnaran authorities are silent on Sturgis’ fate, but leaked reports suggest he gave his life during an undercover operation, battling Khadoran forces in an effort to buy time for the soldiers under his command to escape. Such a heroic death would normally deserve an equally heroic funeral, but his body was never recovered. Captain Allison Jakes later disclosed that the commander was brought back from the dead and fought against her within the Thornwood. Her report was corroborated by subsequent sightings of an undead warcaster resembling Sturgis alongside helljacks and soldiers of the Nightmare Empire of Cryx. It is a tragedy that this great Cygnaran champion has had his body reanimated and his personality and memories warped to serve the Dragonfather. Those who served with him prefer to remember him as a hero who gave his life for others.

TACTICAL TIPS Convection – A warjack cannot exceed normal focus limits as a result of Convection. Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Teleport – This model cannot be placed on or in an obstruction or in impassable terrain as a result of Teleport.

61

CONSTANCE BLAIZE, KNIGHT OF THE PROPHET MERCENARY MORROWAN WARCASTER

The Radiance of Morrow is more than a symbol of faith for the young warcaster Constance Blaize; her god’s light fills her every thought and action. Morrow is a deity who prefers to guide rather than intervene, counting upon his mortal followers to defend the powerless from the many evils besetting the world. Empowered by her faith, Blaize fights for her god and her nation with a fervor inspired by the holy ascendants she reveres.

FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 6 6 7 5 15 17 9

BLAIZE 1

SUN SPEAR RNG POW P+S 2 7 13 DAMAGE:16 WJ +30

FA C

In her lifetime, Blaize has received several unforgettable visions that have confirmed her calling and her connection to Morrow. Realizing there was something extraordinary about her, the vicar of her home town sent her to attend the Sancteum Seminary in Caspia. When she beheld the glory that was the Sancteum—the holy city and heart of the Morrowan faith—she saw a resplendent figure she recognized as an archon of the Host of Morrow pointing toward an ancient statue of Ascendant Katrena. She saw herself clad in shining armor, wielding a great spear gleaming with the light of the sun, and knew what she had been born to do. Hers was not to be the way of the priest.

BASE:SMALL

ANIMOSITY [THAMARITE OR UNDEAD MODELS] –

This model cannot be part of an army that includes Thamarite or Undead models. MERCENARY – This model will work for Cygnar. PARTISAN [CYGNAR] – When included in a Cygnar army, this model is a Cygnar model instead of a Mercenary model.

BLAIZE 1 BLESSING OF MORROW – While in this model’s control

range, undead models suffer –2 to damage rolls. FLANK [MORROWAN] – When this model makes a melee attack against an enemy model in the melee range of another Morrowan model, this model gains +2 to attack rolls and gains an additional damage die.

SUN SPEAR BLESSED DAMAGE TYPE: MAGICAL

FEAT: DIVINE INTERVENTION By prayers to Morrow, Constance Blaize becomes a conduit to speed the souls of the fallen to their final rest in Urcaen. The power released in the passage of these souls protects their remaining brothers in arms as Blaize becomes a font of holy might. When a friendly living Faction warrior model is destroyed by an enemy attack or collateral damage from an enemy attack while in Blaize’s control range, Blaize gains the destroyed model’s soul token. While in her control range, friendly living Faction warrior models gain +1 ARM for each soul token on Blaize. When Blaize replenishes her focus during your next Control Phase, replace each soul token on her with 1 focus point, then Divine Intervention expires.

SPELLS CRUSADER’S CALL

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

Friendly Faction models beginning a charge in the spellcaster’s control range gain +2˝ movement. Crusader’s Call lasts for one turn. FLASHING BLADE

1

SELF







NO

The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon’s melee range. These attacks are simultaneous. RADIANCE OF MORROW

2

SELF CTRL



UP

NO

While in the spellcaster’s control range during their activations, friendly non-warcaster Morrowan models can spend focus points on this model to boost one attack or damage roll for each focus point spent. REPUDIATE

2 10 –

– – YES

Enemy upkeep spells and animi on the model/unit directly hit by Repudiate immediately expire. When an upkeep spell expires as a result of Repudiate, the model maintaining the spell suffers d3 damage points. SUNBURST

3 10 3 13 – YES

Sunburst blast damage affects only enemy models. Models boxed by Sunburst are removed from play.

Blaize spent the rest of her youth learning the Morrowan philosophies on the honorable role of the soldier and the rites and responsibilities required of the faithful in a time of war. She was taught the Prayers for Battle and was immersed in the lessons of the church’s Martial Trinity: Ascendants Katrena, Solovin, and Markus. She was initiated into the Primarch Knights, guardians of the Sancteum. When her warcaster gift was discovered, she was taken aside for special training and became a vital part of the church’s arsenal. During her training, Blaize received news that her elder brother Corrin had been killed in action in one of the first battles of the Llaelese War. Blaize was devastated but had no time for grief; she was sent to join Cygnar’s Third Army at Highgate to provide support to the towns and villages threatened by Cryx. She rose to the challenge of leading mixed forces of church and kingdom soldiers, providing spiritual solace as well as strength of arms. Her camaraderie with her soldiers changed how she saw her role as both a Cygnaran and a sworn knight of the Morrowan Church. Even as Cryxian raids along the coast decreased, news of heavy Cygnaran casualties on the northern war front reinforced this shift, and the young warcaster repeatedly requested to be transferred to a more active military theater. Primarch Arius eventually consented to send a warcaster of the church into the war in the north. Blaize’s arrival was timely, and she fought alongside Lord General Stryker against Cryxian forces seeking to return a dragon athanc to their god and master. She was entrusted with securing this dangerous asset by taking it deeper into the kingdom’s interior. In a tumultuous confrontation in the Wyrmwall Mountains, dragons, dragonspawn, and blighted Nyss came after the prize she carried. It required the combined heroics of Blaize and Major Haley to salvage this impossible situation, preventing Toruk’s ascendancy and lessening the devastation from the dragon attack. Throughout these battles Blaize strove to protect the innocent and see to the proper rites for the dead while adhering to her code of conduct. Constance Blaize remains a Sword of the Church. She does not revel in bloodshed, but neither does she shy away from battle in defense of Morrow and Cygnar. Ready and willing to fight against any who would imperil innocents, she knows she must fulfill the destiny that has been laid upon her, no matter what comes.

TACTICAL TIPS Divine Intervention – The normal rules for collecting soul tokens still apply. If more than one model is eligible to collect a model’s soul token, the closest eligible model collects it. Repudiate – Because they expire immediately, upkeep spells and animi that had an effect when the model/unit was hit or damaged will have no effect.

62

Sunburst – Because boxed models are removed from play before they are destroyed, they do not generate soul or corpse tokens.

63

CAINE’S HELLSLINGERS MERCENARY WARCASTER UNIT

The trio of mercenary gun mages known as Caine’s Hellslingers has quickly developed a reputation as one of the toughest and deadliest outfits in western Immoren. Comprised of former Black 13th members Lieutenant Darsey Ryan and Sergeant Samuel Watts as well as the renegade Allister Caine himself, this team has gunned down scores of opponents during their short time together. The circumstances leading to the assembly of the Hellslingers were tragic, and they have focused their immediate attention on tracking down enemies in Cryx. Their intelligence, expertise, and lethality make them a force to be reckoned with.

FOCUS: 6 SPD STR MAT RAT DEF ARM CMD 7 5 4 9 17 13 8

CAINE 3

SPELLSTORM PISTOL RNG ROF AOE POW 12 1 — 12 DAMAGE:15 WJ +20

FA C

BASE:SMALL

MERCENARIES – This unit will work for Cygnar. PARTISAN [CYGNAR] – When included in a Cygnar army, this unit is a Cygnar unit instead of a Mercenary unit.

CAINE 3 GUNFIGHTER OFFICER WARCASTER UNIT – This unit is made up of Caine,

Ryan, and Watts.

SPELLSTORM PISTOL DAMAGE TYPE: MAGICAL 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. • BLAST – This attack becomes AOE 3. • WITCH MARK – If this attack hits an enemy model during this model’s activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS. RELOAD [1] – This model can spend up to 1 focus point to make one additional ranged attack with this weapon during its Combat Action.

FEAT: REAP THE WHIRLWIND Focusing his arcane reserves, Caine commands his companions and the warjacks he controls to unleash a salvo of unrivaled fury. Their unerring fire builds to a crescendo of raw destructive power, laying waste to any target in their path. While in Caine’s control range, models in his battlegroup gain a +1 cumulative bonus on ranged attack and ranged damage rolls for each other model in his battlegroup that hit an enemy model with a ranged attack this turn while in Caine’s control range. This cumulative bonus cannot exceed +3. Reap the Whirlwind lasts for one turn.

SPELLS CALAMITY

COST RNG AOE POW DUR OFF 3

10 –

– UP YES

Target model/unit suffers –2 DEF and ARM. FLICKER

2 SELF –

– – NO

Place models in the spellcaster’s unit anywhere completely within 2˝ of their current locations. Models are not affected while out of formation. Flicker can be cast only once per activation. LOCOMOTION

*

6 – – – NO

The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster’s battlegroup immediately advances up to 1˝ for each focus point spent. A warjack can be targeted by Locomotion only once per activation. MAGE SIGHT

2

CTRL

5



UP

NO

Place a 5˝ AOE completely within the spellcaster’s control range. While a model is within the AOE, models in the spellcaster’s battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth  when attacking it.

For the better part of thirteen years, Allister Caine hunted the bastard son of Vinter Raelthorne IV under the direction of Scout General Bolden Rebald. This life as an undercover agent saw Caine perpetually on the move, frequenting seedy taverns and rubbing shoulders with criminals. Put in a position where he had no choice but to disobey orders, Caine was disdained by his fellow officers as an unreliable braggart, drunk, and wastrel. When Caine finally caught up with Julius Raelthorne—the bastard in question— after years of pursuit littered with the bodies of former inquisitors, he could not pull the trigger. Though Rebald’s orders had been clear, the idea of carrying out such an act without the approval of King Leto, or indeed even the king’s knowledge of his nephew’s existence, gave Caine pause. The deed felt more like murder than like the justifiable elimination of a threat to the crown. Rather than play the mindless killer he was expected to be, Caine disobeyed Rebald’s orders and helped bring Julius before Leto so that the king could make his own decision on the matter. This choice put Caine on the wrong side of Scout General Rebald. After an angry confrontation between the two at the end of the Second Cygnaran Civil War, Caine deserted his commission and turned his back on the organization he had served so long. Leto abdicated his throne and Julius was crowned king, something that would not have been possible without Caine. The gun mage hoped this change in Cygnar’s rulership would let him settle matters with Rebald amicably. He promised to put aside past grudges and to keep the spymaster’s secrets in exchange for letting him live a quiet life away from political intrigues and military responsibilities. Rebald proved unable to let the matter rest, seeing the gun mage as a loose end that needed tying up. Though Caine went into isolation, his solitude has been interrupted by a steady stream of assassins and bounty hunters intent on collecting the fee Rebald placed on his head. Wanting to put his violent past behind him, Caine initially did his best to evade or disarm these would-be assassins and bounty hunters, but their persistence has made the peaceful life he sought unattainable. Looking for a more lasting solution to avoiding Rebald’s hired guns, Caine sought help from a Thamarite witch who offered to create a decoy, a wraith bearing his perfect likeness. This scheme backfired when the wraith went on a murderous rampage targeting people Caine had wronged in the past. Broadsheets throughout Cygnar picked up news of the brutal string of slayings, dubbing Caine “the Hellslinger.” Caine learned to his horror that the wraith was hunting a daughter he never knew he had sired. Despite his best efforts, Caine was unable to stop his double from taking the girl, stolen for some unknown but presumably terrible purpose. Caine has vowed to find those responsible for the abduction and bring to them a swift end no matter the cost. The fact that his quarry apparently fled to Cryx has in no way dissuaded him.

TACTICAL TIPS Flicker – Remember, troopers must be placed in formation. Officer – Because Caine is an Officer, when he is destroyed he does not replace Ryan or Watts. Instead Ryan or Watts becomes the new unit commander.

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65

RYAN 2 SPD STR MAT RAT DEF ARM CMD 6 4 5 8 14 11 7

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

WATTS 2 SPD STR MAT RAT DEF ARM CMD 6 4 5 8 14 11 7

MAGELOCK RIFLE RNG ROF AOE POW 14 1 — 10 DAMAGE:

5 EACH

BASE:SMALL

RYAN 2 & WATTS 2 GUNFIGHTER

MAGELOCK PISTOL DAMAGE TYPE: MAGICAL 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. • BRUTAL DAMAGE – On a direct hit, gain an additional die on this weapon’s damage rolls against the target directly hit. • SHADOW FIRE – A model hit by this attack does not block LOS for one turn.

MAGELOCK RIFLE DAMAGE TYPE: MAGICAL ATTACK TYPE – Each time this weapon is used to make

an attack, choose one of the following special rules. • BLACK PENNY – See above. • BRUTAL DAMAGE – See above. • GRIEVOUS WOUNDS – A model hit by this weapon loses Tough  and cannot have damage removed from it for one round.

66

Joining him on his mission are Lieutenant Ryan and Sergeant Watts. Originally set on Caine’s trail by Bolden Rebald, these gun mages fully intended to obey their orders even though they doubted the warcaster was capable of the crimes attributed to him. Thinking they were tracking the real Caine, the Black 13th unwittingly interfered with Caine’s hunt for the murderous wraith. Captain Dixon Lynch, the group’s commanding officer, was slain in the ensuing gunfight. The surviving members have come to regret their mission and are filled with a seething rage over the death of Captain Lynch. Ryan and Watts soon joined forces with Caine, willingly putting themselves on the wrong side of the law. Ryan’s unorthodox entry into the Black 13th made the strike team the only friends and family she had ever known. She is determined to avenge Lynch’s death, and this shared purpose has strengthened her ties to Watts and Caine. Both surviving members of the Black 13th had chafed under authority, but Watts has taken particularly well to his newfound freedom outside the army’s hierarchy. He has traded in his pistol for a powerful magelock rifle, making him a terror when downfield from the enemy. The nature of this weapon has also led the sergeant to develop a measure of patience and foresight he previously lacked. Bolden Rebald now regards Ryan and Watts as accomplices in Caine’s treachery, but few bounty hunters are willing to confront the trio of gun mages or follow them on their mission to the Scharde Islands. On the contrary, some of the sellswords Rebald might have bribed to hunt the gunslingers are now in the employ of Caine himself. Rather than turning to his friends in the Cygnaran military, Caine has reached out to his more disreputable contacts, sparing no expense and leaving no favor uncollected in the assembly of his own ragtag army for his foray into the Nightmare Empire.

67

WARJACKS OF CYGNAR

Cygnar’s warjacks and modern colossals are the most refined military machines in the Iron Kingdoms. Built to fill key battlefield roles, these warjacks represent the pinnacle of mechanikal engineering applied to warfare.

Evolution of the Modern Warjack Cygnar has long been a pioneer of warjack development. The first factories and workshops for assembling the great colossals for the Rebellion against the Orgoth were constructed in Caspia on the grounds that would eventually house the Cygnaran Armory. After the Rebellion, the machine shops, forges, and smelting furnaces continued operating to create the first colossals to bear the Cygnus, which would shake the earth and battle with their Khadoran counterparts during the Colossal War. While conflicts with the Orgoth and Khador informed the design of Cygnar’s colossals and their improvements, the battles against the trollkin in the Thornwood and the Gnarls initiated the next major change in design. In the First Trollkin War, the kriels were routed and suffered substantial casualties, but they quickly adapted their tactics. By the time of the Second Trollkin War, the trollkin has learned to use the complex terrain of their native territories to their advantage and employed ambush tactics and rudimentary traps to defeat the lumbering colossals. After these defeats the Cygnarans adapted smaller steamjacks—initially created for heavy labor—into the first true warjacks, agile and nimble

68

machines that could navigate the forest with relative ease. Using warjacks with smaller yet more advanced cortexes and sophisticated weaponry, Cygnar defeated the kriels once again, and the colossals were decommissioned and replaced by their tactically superior modern counterparts. Since its earliest days, Cygnar has been deeply invested in its technology. Indeed, mechanikal advancement has proven as instrumental as the kingdom’s vast wealth in withstanding the myriad foes gnawing at its borders. Some of the greatest minds in western Immoren call Cygnar home, and their innovations range from high-tech weaponry to experimental new power sources that provide an alternative to coal. Through their work the Cygnaran military is always evolving and changing, seeking to improve both the weapons it employs and the processes by which they are built, supplied, and transported across the kingdom. Warjack advancement and evolution is a slow process of iterative design. Since the move from the original, oversized colossals to the more sophisticated and adaptable warjacks, Cygnar has focused on incremental improvements to proven designs. Over generations of technological development, a warjack chassis receives improvements to key systems, such as more advanced optical sensors, improved cortexes and fine motor control relays, ever more compact and powerful furnaces, and chassis designs that allow for greater mobility. These advances can also lead to new weapon suites that allow Cygnaran engineers and mechaniks to outfit warjacks to fill critical battlefield roles or to explore new design philosophies altogether. Entirely new ideas are rare; rather,

Cygnaran engineers build upon the centuries of increasing refinement achieved by their predecessors. Perhaps the most significant warjack innovation in Cygnar was the arcantrik relay, the precursor to the modern arc node. These devices expanded a warcaster’s influence over the battleground by extending the range of their spells through the warjacks in their battlegroups. Arc nodes are linked by conduits to a warjack’s cortex, allowing the controller to channel arcane energy through the machine and to take advantage of the warjack’s optical systems for targeting. The original arcantrik relays had a number of design flaws, including the risk of feedback that could damage the warcaster and destroy the connected warjack cortex, but these issues were eventually resolved through incremental refinements. The manufacture of arc nodes is still timeconsuming and expensive, however, and they are reserved for warjack models with a proven track record of synergizing well with the device. The advent of arc nodes immediately opened up new tactics and strategies for warcasters, allowing them to wield offensive spells without exposing themselves to harm. Most early warjack armaments were based on the simple but effective weapons of the Cygnaran infantry: swords and

hammers, spears and shields. Mechanikal improvements to these weapons allowed for more effective arms, such as the devastating impact produced by the Ironclad’s quake hammer or the cortex-rending feedback created by the Lancer’s shock shield. Ranged armaments required the development of automated reloading mechanisms and improvements to the overall stability of a warjack. Once affixed to reliable chassis, these weapons provided the Cygnaran army with potent mobile artillery and the ability to disable heavy targets at a great distance. A significant breakthrough in warjack armament came from the development of warjack-scale storm chambers. The storm chamber was originally developed as a selfsustaining source of voltaic energy to power infantry melee weapons such as storm glaives. Small storm chambers proved extremely effective in powering the weapons arming Cygnar’s various Storm Knights, but making chambers large enough for use on warjacks proved a challenge. While greater power could be harnessed by increasing the size of a storm chamber, it also created wild energy surges that could lead to a dangerous and destructive explosion. Over time this issue was partially solved, resulting in the creation of the Stormclad. Built in 597 AR by direct order of King Leto and

WARJACKS OF CYGNAR

69

designed to serve alongside his loyal Stormblades in battle, this heavy warjack was outfitted with a massive generator blade not unlike the weapons of the Stormblades themselves. The warjack’s success in the field prompted the outfitting of other Cygnaran warjacks with voltaic weaponry, a trend that has steadily increased. Although the boilers of modern warjacks are more efficient than those of their predecessors, they nonetheless require considerable resources to run battle-ready. Conventional warjacks consume both coal and water at prodigious rates, requiring a smooth chain of supply to the front lines to keep them functioning. For this reason Artificer General Nemo, supported by the Cygnaran Armory, has worked to develop stable storm chambers large enough to power the warjacks in the hope of one day replacing the steam engine. These efforts have proven to be very difficult, but the challenges are not insurmountable. Warjacks that run solely on voltaic energy have been produced, but these machines are presently oneoff implementations whose fabrication techniques cannot yet be widely applied. At present the most widespread and successful use of this energy source is to power weaponry, not the warjack itself. Cygnar can point to many examples of cutting-edge technologies that give it a battlefield advantage over rival nations, from the Centurion’s modified shield that can stop charging warjacks in their tracks to the Minuteman’s ability to propel itself into the air by venting its heartfire through a series of compression chambers feeding into an arcane turbine to the Avenger’s seismic cannon that can create localized earthquakes. While Cygnar’s advanced technology has helped it attain numerous victories in the face of

70

WARJACKS OF CYGNAR

staggering odds, these innovations have also kindled similar developments in the armies of its enemies. Cygnar’s soldiers have become accustomed to the idea that the advanced technologies they employ might eventually be used against them. Arc nodes, for example, are found in the arsenals of several of Cygnar’s enemies. Cygnar’s cortex innovations and modern colossal fabrication techniques have similarly benefited other nations as the schematics eventually find their way into the hands of spies. The nation’s mechaniks know they can never stop innovating.

Deployment To avoid forcing warjacks to cross large distances under their own power, they are hauled to their deployment locations on trains, boats, or horse-drawn wagons whenever possible. This requires logistical coordination but consumes far fewer resources and inflicts less wear on the warjacks, allowing them to be delivered fully fueled and ready for battle. The military relies heavily on Cygnar’s extensive railway system to transport its warjacks. Trains in Cygnar are owned and operated by two competing companies: Steelwater Rail and Caspian Rail. These commercial interests often operate under contract with the Cygnaran government to relocate troops and supplies. Competition between these companies means quick and efficient travel, and the use of the expansive rail lines allows both troops and warjacks to be redeployed swiftly from one location to another. Access to this mode of transportation greatly amplifies the ability of the military to react to new threats and allows the Cygnaran Army to cover huge swaths of territory.

Keeping warjacks ready for battle in sufficient quantities is vital to the Cygnaran Army’s success. Meeting this goal requires the generals to anticipate their needs for these machines and reallocate them regularly. Whenever possible, older warjacks that have suffered damage in battle are repaired to fighting trim. So long as its cortex is intact and it receives the proper repairs and maintenance, a warjack can remain combat-ready for many decades of active duty. Cygnar only decommissions warjack chassis when they have been rendered obsolete by newer designs. The quality of Cygnar’s designs is demonstrated by the fact that even its outmoded chassis often find a second life on the black market or by being retooled for mercenary use. Each of the major forts in Cygnar is kept well supplied with warjacks against the inevitability of war. Support staff and command officers ensure that Cygnar’s warcasters need not concern themselves with details of supply so they can instead focus on the tactical requirements of the battle at hand.

Development of Modern Colossals Although the hulking colossals of old were retired due to their inherent design flaws and the expense of keeping them fueled and battle-ready, modern incarnations of these behemoths now stride the battlefield once more. Taking advantage of recent advances in metallurgy, cortex design, and engineering, these machines have little in common with their predecessors. The original colossals were powerful but simplistic machines, most useful for shattering fortress walls or smashing slowmoving targets with their massive fists. Cygnar’s modern colossals demonstrate considerably improved maneuverability and engine efficiency and serve as weapons platforms for an imposing array of firepower. The advanced cortexes employed in these machines give them the ability to control multiple weapons and track multiple targets simultaneously. Cygnaran colossals like the Stormwall and Hurricane use a combination of galvanic storm chambers and traditional steam engines— the former to power the machines’ many weapons systems and the latter to provide mobility. Although Cygnar’s modern colossals represent a vast investment of time and resources, their capabilities make them strategically significant assets. Able to withstand damage that would devastate smaller warjacks and outfitted with armaments equally useful in assault, siegecraft, and defense, colossals serve as the linchpins of large military operations. They are most effective when supported by smaller warjacks and infantry, allowing them to reach their intended targets intact and deliver overwhelming assaults. As Cygnar moves forward to new theaters of war, its colossals are often the vanguard of any successful assault.

CYGNARAN WARJACK SERVICE MARKERS Warjacks that have served in notable battles are often decorated with service markers to denote their length and regions of service. The warjacks themselves do not notice such distinctions, but the honors inspire confidence in the soldiers fighting alongside them. SCHARDE INVASIONS

This service marker was affixed to the few warjacks that served in the Scharde Invasions from 584–588 AR and survived. Primarily light warjacks but including several Defenders, these decorated ’jacks are considered to bring particularly good luck to those who can maintain them, and some claim they are especially effective against Cryxian forces. DEFENSE OF LLAEL

Warjacks that participated in the defense of Llael’s capital were awarded this service marker. Though the battle was ultimately a defeat, many see these icons as a symbol of what was lost in the name of Khadoran aggression.

WARJACKS OF CYGNAR

71

AVENGER CYGNAR HEAVY WARJACK AVENGER SPD STR MAT RAT DEF ARM CMD 4 12 7 5 11 19 —

SEISMIC CANNON RNG ROF AOE POW 10 1 4 14

L

STUN BLADE RNG POW P+S 2 6 18

R

The Centurion chassis was originally developed to provide not only superior durability but also the mechanikal infrastructure and conduits needed to support advanced weapons such as its polarity shield. With suitable modifications, this platform proved ideal for the Avenger’s seismic cannon as well as its stun blade, which complements the cannon’s ability to disrupt enemy movement by stopping opposing warjacks cold.

DAMAGE







L



PC 17

L R L M C R

R

M M C C

FA U

BASE:LARGE

AVENGER CONSTRUCT

SEISMIC CANNON QUAKE – On a direct hit against an enemy model, all models hit become knocked down.

STUN BLADE STALL – A warjack hit by this weapon becomes

stationary for one round.

607 ar SEISMIC CANNON, STUN BLADE 12 ft 7 in

8.6 tons 4.5 hrs

750 lbs 50 mins

CYGNARAN ARMORY/FRATERNAL ORDER OF WIZARDRY

72

Armed with an advanced seismic cannon, the Avenger is at the forefront of an ongoing contest of mechanikal innovation between Cygnar and its enemies. This cannon fires sophisticated projectiles that unleash a violent but localized earthquake upon impact. Roughly the size of a man’s head, each shell contains a complex arcanodynamic generator, a series of intricate and precisely arranged mechanikal rune plates, and a small alchemical detonator. Upon impact the detonator initiates an astonishing eruption of arcane force. The ground shakes with all the power of a mighty earthquake focused in a tiny area. Enemy combatants that manage to survive the explosion are hurled to the ground, dazed and disoriented, where they are easy targets.

The Avenger is almost exclusively entrusted to seasoned warcasters who have proven they will not squander its costly ammunition. Cygnar also takes great pains to recover key components of any Avengers that fall in battle to prevent enemies from reverse engineering its technological advances.

CENTURION CYGNAR HEAVY WARJACK Cygnaran military doctrine is grounded in a preference for advanced technological development over brute force. Challenged to design a warjack to rival the size and strength of Khadoran ’jacks, the engineers of Caspia developed a hulking and heavily armored chassis and then outfitted it with some of the most advanced mechanika available. The first melee-oriented heavy warjack chassis introduced since the Ironclad forty-three years before, the Centurion was also the largest and heaviest non-colossal warjack added to Cygnar’s arsenal. Though the increased bulk makes it one of the nation’s slowest warjacks, what the Centurion lacks in speed it makes up for in durability. Many of Cygnar’s warcasters increasingly look to this steam-belching behemoth of iron as a cornerstone of their personal defense and battlefield strategy.

CENTURION SPD STR MAT RAT DEF ARM CMD 4 12 7 5 11 19 —

SHIELD RNG POW P+S 1 2 14

L

PISTON SPEAR RNG POW P+S 2 6 18

R

DAMAGE

Nearly unassailable via frontal assault, the Centurion is both immovable and nearly invulnerable thanks to its augmented shield. Powerful techno-arcane coils embedded in the core can generate a field of arcano-magnetic force capable of stopping a charging warjack.



Even the hardest targets are ground to scrap at the working end of the Centurion’s piston spear. The wickedly sharp point, crafted for piercing layers of armor, is hydraulically powered to plunge repeatedly into an enemy, ripping through even thick warjack armor in short order.









L

PC 17

L R L M C R

R

M M C C

FA U

BASE:LARGE

CENTURION CONSTRUCT IMPRINT: POLARITY FIELD – This model can spend 1

focus point at any time during its activation to gain Polarity Field for one round. (A model with Polarity Field cannot be charged or slam power attacked by a model beginning the charge or slam in its front arc.)

SHIELD SHIELD

PISTON SPEAR CRITICAL SUSTAINED ATTACK – On a critical hit during this model’s Combat Action, attacks made with this weapon against the model critically hit by this weapon automatically hit that activation. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit.

599 ar MAGNO SHIELD, PISTON SPEAR 12 ft 7 in

8.5 tons 4.5 hrs

700 lbs 50 mins

CYGNARAN ARMORY

73

CHARGER CYGNAR LIGHT WARJACK CHARGER SPD STR MAT RAT DEF ARM CMD 6 9 6 6 13 16 —

DUAL CANNON RNG ROF AOE POW 12 2 — 12

L

BATTLE HAMMER RNG POW P+S 1 4 13

R

DAMAGE





L



PC 9

L R L M C R

R

M M C C

FA U

BASE:MEDIUM

CHARGER CONSTRUCT

DUAL CANNON POWERFUL ATTACK – When attacking with this weapon,

this model can spend 1 focus point to boost all attack and damage rolls for the attack.

567 ar DUAL CANNON, BATTLE HAMMER 8 ft 7 in

2.6 tons 6.5 hrs

297 lbs 75 mins

FRATERNAL ORDER OF WIZARDRY

74

The combination of a powerful and reasonably accurate light dual cannon and a heavy battle hammer allows this ’jack to operate with equal ease at range or in close melee. Many journeyman warcasters have cut their teeth with Chargers, sending them forward to blast shells into oncoming infantry and support the advance of heavier warjacks. The Charger is an improvement on the reliable Talon, its immediate predecessor. The newer ’jack retains the Talon’s powerful pistons and compact steam engine capable of driving it forward at surprising speeds. In addition, a number of subtle upgrades to the leg and hip components afford the Charger greater articulation, which enables it to react more quickly to threats in combat. Its cannon utilizes the reloading assembly originally developed for the Defender’s heavy barrel but adds a recoil-based mechanism that helps reload the second cannon barrel for another shot.





More Chargers have rolled off Cygnaran factory assembly lines and been hammered together in far-flung steamjack shops than any other light warjack in history. Commanders continue to rely on the Charger to bring versatility to the modern battlefield. This mainstay remains a dependable element stationed at nearly every forward post of the army.

CYCLONE

CYGNAR HEAVY WARJACK The Cygnaran Armory prides itself on its innovation and technological superiority. It maintained this tradition of excellence with the introduction of the Cyclone, a singularly deadly warjack capable of terrifying displays of rapid firepower. The Cyclone’s chain guns are a refined evolution of their older counterparts on the smaller Sentinel, with smoother cycling of ammunition and a reduced likelihood of jamming after protracted fire. With two sets of spinning barrels at its disposal, this hulking ’jack is a nightmare to Cygnar’s enemies. Those unfortunate enough to find themselves caught in its field of fire are literally ripped apart in a hail of smoke and lead.

CYCLONE SPD STR MAT RAT DEF ARM CMD 5 11 7 6 12 18 —

METAL STORM L

RNG ROF AOE POW 12 d3 — 12

R

RNG ROF AOE POW 12 d3 — 12

METAL STORM

OPEN FIST

Thanks to its suppressive fire, the Cyclone provides Cygnaran commanders a tool that supports sweeping advances across the battlefield, affording them greater ability to engage the enemy where and when they choose.

RNG POW P+S 1 3 14

L

OPEN FIST RNG POW P+S 1 3 14

R

DAMAGE







L



PC 13

L R L M C R

R

M M C C

FA U

BASE:LARGE

CYCLONE CONSTRUCT

METAL STORM COVERING FIRE (HACTION) – Place a wall template

anywhere completely within this weapon’s RNG and this model’s LOS, ignoring intervening models. A model entering or ending its activation in the template suffers a damage roll with POW equal to the POW of this weapon. The template remains in play for one round. If this model is destroyed or removed from play, immediately remove the template from play.

OPEN FIST OPEN FIST

MODIFIED BY

12

2 599

ADDITIONAL CORTEX MFG cygnaran armory

6.5

638

5

50

DUAL METAL STORM CHAIN GUNS FRATERNAL ORDER OF WIZARDRY

75

DEFENDER CYGNAR HEAVY WARJACK The Defender is a stout heavy warjack boasting unprecedented long-range and accurate firepower without sacrificing effectiveness in melee. It is a deadly machine no enemy can ignore, as dangerous at a distance as when it closes.

DEFENDER SPD STR MAT RAT DEF ARM CMD 5 11 7 6 12 18 —

The primary weapon of this impressive warjack is the enormous heavy barrel, a deceptively simple-looking cannon. In addition to a rapid reloading mechanism, the cannon has mechanikal stability enhancements that provide accurate fire at tremendous ranges, aided by custom-designed targeting protocols in the machine’s advanced cortex. The Cygnaran Armory also provided the ’jack with a shock hammer whose electrical jolt causes immediate damage to an enemy cortex.

HEAVY BARREL RNG ROF AOE POW 16 1 — 15

L

SHOCK HAMMER RNG POW P+S 1 6 17

R

DAMAGE

The design of the Defender marked a significant evolution in Cygnaran military tactics. After bloody clashes with Khador along the northern border during the reign of Vinter  III, Cygnaran generals demanded more accurate and longerranged firepower. The Armory delivered by modifying the chassis of the Ironclad to create a uniquely powerful warjack that has yet to be surpassed in its role on the battlefield.







L



L R L M C R

R

M M C C

TACTICAL TIPS PC 16

FA U

Cortex Damage – Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.

BASE:LARGE

DEFENDER CONSTRUCT

SHOCK HAMMER CORTEX DAMAGE – When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box.

MODIFIED BY

ADDITIONAL MFG

cygnaran armory

12

2 564

6.5

655

5

45

HEAVY BARREL, SHOCK HAMMER FRATERNAL ORDER OF WIZARDRY

76

FIREFLY

CYGNAR LIGHT WARJACK Crackling with galvanic energy and unleashing lethal bolts of electricity to arc through the enemy, the Firefly was developed to support Cygnar’s stormcallers and Storm Knights. It is among the most advanced light warjacks stalking the battlefields of western Immoren today and is the culmination of years of careful research and design.

FIREFLY SPD STR MAT RAT DEF ARM CMD 6 9 6 6 13 16 —

STORM BLASTER RNG ROF AOE POW 10 1 — 10

L

The Firefly illustrates the versatility of the Charger chassis. Nothing spurs innovation like warfare, and the arcane mechaniks of the Cygnaran Armory applied many of their recent breakthroughs to this ’jack. Cygnar’s electrified weapons are increasingly designed to complement each other, and the Firefly represents that design philosophy.

ELECTRO GLAIVE RNG POW P+S 2 4 13

R

DAMAGE

This battle machine’s powerful weaponry is not reliant on a warcaster’s guiding hand, making it a favorite with ’jack marshals. Stormblades in particular favor the Firefly for its outstanding ability to provide warjack support that complements their own voltaic assaults.







L



TACTICAL TIPS

L R L M C R

R

M M C C

Lightning Generator – Remember, lightning will not arc to a model with Immunity: Electricity. PC 8

FA U

BASE:MEDIUM

FIREFLY CONSTRUCT IMMUNITY: ELECTRICITY IONIZATION – When a model suffers an electrical

damage roll  to the roll.

while within 5˝ of this model, add +2

STORM BLASTER DAMAGE TYPE: ELECTRICITY LIGHTNING GENERATOR – When a model is 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.

606 ar STORM BLASTER, ELECTRO GLAIVE 8 ft 10 in

3.05 tons 7 hrs

321 lbs 70 mins

FRATERNAL ORDER OF WIZARDRY

77

GRENADIER CYGNAR LIGHT WARJACK GRENADIER SPD STR MAT RAT DEF ARM CMD 6 8 6 6 14 15 —

GRENADE LAUNCHER RNG ROF AOE POW 10 1 3 13

L

MATTOCK RNG POW P+S 1 5 13

R

Tempered in the relentless firefights and waterlogged trenches riddling the front lines, the Grenadier has proven a worthy addition to the battlefield. Since being introduced early in the Llaelese War, it quickly became a welcome companion to any trencher unit in a forward position. Production was quickly ramped up, making use of the easier-to-produce parts first designed for the more expensive and limited Hunter. The combined power of this warjack and trencher forces working in unison presents a devastating partnership. Wielding a massive mattock, the Grenadier easily tears up great clods of earth to dig makeshift emplacements, and its low profile makes for a hard target when it is nestled into a rough and muddy pit amid the farrow spikes and foxholes.

DAMAGE

The Grenadier’s most potent weapon is its grenade launcher, which can rapidly lob deadly shells across the battlefield. While the ’jack zeroes in on multiple targets, fire teams feed grenades into the launcher until their fingers burn with heat and effort. Enemies who survive the barrage may experience a brief moment of silence, but the reprieve ends with the roaring battle cry of valiant trenchers charging through mud and blood to close in for the kill.







L



PC 9

L R L M C R

R

M M C C

FA U

BASE:MEDIUM

GRENADIER ADVANCE DEPLOYMENT CONSTRUCT DIG IN (HACTION) – This model gains cover, does not

suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.

GRENADE LAUNCHER ARCING FIRE – When attacking with this weapon, this

model can ignore intervening models except those within 1˝ of the target. MANUAL RELOAD – This model can make one additional Grenade Launcher ranged attack during its Combat Action for each Trencher model B2B with it, up to a maximum of two additional attacks.

605 ar GRENADE LAUNCHER, MATTOCK 8 ft 5 in

2.8 tons 7.5 hrs CYGNARAN ARMORY

78

350 lbs 80 mins

HAMMERSMITH CYGNAR HEAVY WARJACK There is an old saying among mechaniks: fewer moving parts, fewer things to go wrong. As war continues to rage, warjacks on every side of the conflict become increasingly dependent on repairs. Supply lines grow less reliable every day, and front-line military commanders are concerned about finding their tactical options limited by faulty systems. The Hammersmith was outfitted with this pragmatic philosophy in mind. Although it is built on the same chassis as the Centurion, the Hammersmith takes the idea of “unstoppable force” to a completely different level. Gone are the intricately mechanized armaments of the Centurion, replaced by massive twin forge hammers. These direct, almost brutish weapons are clearly designed for pounding metal—and anything else in their path—as flat as the farmlands of the eastern Midlunds. They are capable of rocking even the heaviest opponent back on its heels and then pressing that advantage for everything it is worth. Every titanic blow from this heavy ’jack pushes its foe back, and the Hammersmith strides forward to strike again and again in a cacophonous rhythm like an ironworker shaping metal. At the end of the deafening sequence, the Hammersmith focuses its strength to deliver one final resounding attack that violently sends its enemy hurtling backward.

TACTICAL TIPS Beat Back – You cannot move toward a model you destroyed. Chain Attack: Smite – A model with a crippled weapon system cannot use it to make chain attacks, special attacks, or power attacks. 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.

HAMMERSMITH SPD STR MAT RAT DEF ARM CMD 4 12 7 5 11 19 —

HAMMER RNG POW P+S 1 5 17

L

HAMMER RNG POW P+S 1 5 17

R

DAMAGE







L



PC 12

L R L M C R

R

M M C C

FA U

BASE:LARGE

HAMMERSMITH CONSTRUCT 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.

HAMMER 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. 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.

604 ar TWIN FORGE HAMMERS 12 ft 7 in

8.8 tons 4.5 hrs

750 lbs 50 mins

CYGNARAN ARMORY

79

80

HUNTER

CYGNAR LIGHT WARJACK The Hunter was developed for one purpose only: to seek out and destroy opposing warjacks. Swift and maneuverable, it is effective at crippling enemy ’jacks before they even have the opportunity to engage Cygnaran forces. The agile machine is able to traverse most terrain with ease to gain the perfect vantage point from which to deliver supremely accurate armor-piercing firepower.

HUNTER SPD STR MAT RAT DEF ARM CMD 6 8 6 7 14 15 —

LONG ARM RNG ROF AOE POW 14 1 — 6

L

A sterling example of a mobile firing platform, the Hunter is armed with a precisionmade high-velocity cannon known as a long arm. This cannon is uncannily accurate and fires alchemically hardened steel-alloy ammunition that can punch through the thickest armor, allowing the Hunter to engage and potentially disable the heaviest warjacks on the field. The axe it carries is less weapon than tool, primarily used for clearing obstacles and brush, but it can be brought to bear against enemies in close quarters when necessary. The Hunter boasts additional specialized features to better fill its role in battle. First, it is equipped with the augmented cortex receiver, a device that enables it to register its warcaster’s directives at almost twice the normal distance. The ACR makes the Hunter its warcaster’s most distant eyes and ears in battle, enabling it to scout far ahead of the rest of the battlegroup and provide valuable information for the warcaster commander. Nearly as innovative are the warjack’s upgraded joint and gyroscope components, which give the machine unparalleled mobility in even the roughest of terrain. This ability allows the Hunter to take full advantage of both its ACR and its potent long-range cannon.

BATTLE AXE RNG POW P+S 1 4 12

R

DAMAGE







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PC 11

L R L M C R

R

M M C C

FA U

BASE:MEDIUM

HUNTER ADVANCE DEPLOYMENT CONSTRUCT PATHFINDER EXTENDED CONTROL RANGE – When checking to see if this model is in its controller’s control range, double the range.

LONG ARM ARMOR-PIERCING – When calculating damage from this

weapon, halve the base ARM stats of models hit.

603 ar LONG ARM CANNON, BATTLE AXE 8 ft 5 in

2.75 tons 8.5 hrs

400 lbs 90 mins

CYGNARAN ARMORY

81

IRONCLAD CYGNAR HEAVY WARJACK The Ironclad is a walking behemoth of metal twice the height of a man. Gigantic smokestacks blow sooty “breath” from its heartfire’s furnace, and its mechanikal eyes emit a bright orange glow that gives it a fearsome demeanor. Armed with a powerful quake hammer, the Ironclad effortlessly smashes lesser combatants to scrap.

IRONCLAD SPD STR MAT RAT DEF ARM CMD 5 11 7 6 12 18 —

QUAKE HAMMER RNG POW P+S 1 7 18

L

When it came time to upgrade Cygnar’s frontline heavy warjack in the 550s, the contract went to Engines East in Corvis. This independent shop had earned its fame a century earlier creating several mainstays of the Cygnaran Army. As good as those predecessors were, they were designed on old principles evolved from mundane laborjacks. The Ironclad, by contrast, was built from the ground up to be nothing but a weapon of war.

OPEN FIST RNG POW P+S 1 3 14

R

DAMAGE



The two most notable advances in this design are the use of a more sophisticated cortex, allowing considerably better performance in combat, and the addition of its signature quake hammer. Even when completely surrounded, the Ironclad can seize victory by smashing the earth with its hammer to send surrounding enemies tumbling to the ground. If an Ironclad cannot break something, it is safe to say that thing cannot be broken.







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PC 12

L R L M C R

R

M M C C

FA U

BASE:LARGE

IRONCLAD CONSTRUCT

QUAKE HAMMER CRITICAL KNOCKDOWN – On a critical hit, the model hit becomes knocked down. TREMOR (HATTACK) – Before resolving damage from this attack, center a 4˝ AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.

OPEN FIST OPEN FIST

MODIFIED BY

12

3 556

ADDITIONAL CORTEX MFG cygnaran armory

6

582

5.5

60

QUAKE HAMMER FRATERNAL ORDER OF WIZARDRY

82

LANCER

CYGNAR LIGHT WARJACK The development of the arc node and its precursor, the arcantrik relay, is among the most significant advances in modern warfare. A device of unquestionable utility, the arc node enables a warcaster to extend his arcane reach across the battlefield.

LANCER SPD STR MAT RAT DEF ARM CMD 6 9 6 6 13 16 —

For years before the creation of the Lancer, Cygnaran warcasters lamented the lack of a proper chassis to support this arcane relay. Cygnaran mechaniks had pioneered the field with such ’jack designs as the Javelin used in the Thornwood War and the Arcane of later years, but neither of these performed adequately. After several decisive Cryxian victories along Cygnar’s western coast, King Leto pressured Warmaster General Turpin to heed the warcasters’ assessment and challenged the Royal Cygnaran University to provide a better platform for the costly arc node.

SHOCK SHIELD

WAR SPEAR

Cortex Damage – Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.

RNG POW P+S 2 4 13

R

DAMAGE

Adapted from the reliable Charger chassis but developed with an emphasis on defense and survivability, the Lancer is a rugged yet agile masterpiece. The machine’s main weapon is a heavy spear designed to keep adversaries at bay, and its sturdy shield generates a shock field capable of burning out a warjack cortex on contact. These innovations are the basis for what most Cygnaran warcasters consider to be the most valued light warjack in the Cygnaran arsenal.

TACTICAL TIPS

RNG POW P+S 0.5 2 11

L







L



PC 10

L A A R L M C R

R

M M C C

FA U

BASE:MEDIUM

LANCER ARC NODE CONSTRUCT SET DEFENSE – A model in this model’s front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model.

SHOCK SHIELD SHIELD CORTEX DAMAGE – When a warjack is hit by this

weapon, it suffers 1 damage point to its first available Cortex system box. SHOCK FIELD – If a warjack in this model’s front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled.

605 ar SHOCK SHIELD, WAR SPEAR, ARC NODE 9 ft 1 in

3.15 tons 7 hrs

363 lbs 70 mins

CYGNARAN ARMORY

83

MINUTEMAN CYGNAR LIGHT WARJACK MINUTEMAN SPD STR MAT RAT DEF ARM CMD 6 8 6 6 14 15 —

SLUG GUN RNG ROF AOE POW 4 1 — 14

L

SLUG GUN RNG ROF AOE POW 4 1 — 14

R

OPEN FIST RNG POW P+S 0.5 2 10

L

OPEN FIST RNG POW P+S 0.5 2 10

R

DAMAGE





L



L R L M C R

The Minuteman is a product of numerous advances in mechanikal warfare. Utilizing a precisely designed series of compression chambers, the warjack can vent its heartfire through an arcane turbine that powers a special propulsion system to launch it briefly into the air. Upon landing, it can annihilate entire squads of infantry with its short-range grenade launchers, clearing its line of sight to an intended target. The Minuteman can then unload its dual short-range slug guns into the enemy. Each of these forearm-mounted guns fires a sizable piece of metal that generates considerable stopping power, making this light ’jack capable of damaging even heavy warjack armor, so long as it can get close enough. When not clearing infantry, Minutemen are often deployed in pairs to assault heavy ’jacks, using their battlefield mobility and powerful armament to preempt the attacks of more lumbering enemies. Relying on nimbleness over heavy armor of their own, a pair of these ’jacks can quickly cripple many enemy warjacks or keep them occupied until other assets can be brought to bear.





Able to swiftly reach any part of the battlefield and obliterate the enemy with a punishing short-range assault, the Minuteman fills a critical role. It was designed to circumnavigate any obstacle, giving the Cygnaran Army a warjack with unparalleled mobility. Over time, it has become a favorite of Cygnar’s warcasters, particularly those who favor rapid assault tactics in the otherwise impassable trenches of no man’s land.

R

M M C C

TACTICAL TIPS Flak Field – Running or failing a charge ends this model’s activation, so it cannot use Flak Field afterward.

PC 9

FA U

BASE:MEDIUM

MINUTEMAN ADVANCE DEPLOYMENT CONSTRUCT GUNFIGHTER BOUNDING LEAP – Once per activation, after making a full advance as its Normal Movement but before performing its Combat Action, this model can spend 1 focus point to be placed completely within 5˝ of its current location. FLAK FIELD – This model can use Flak Field once per turn at any time during its activation. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2˝ of it suffer an unboostable POW 6 blast damage roll. This model is not affected by Flak Field

OPEN FIST OPEN FIST

605 ar DUAL SLUG GUNS, FIRE-AND-FORGET FRAGMENTATION GRENADES (FFFG)

8 ft 5 in

2.4 tons 8.2 hrs CYGNARAN ARMORY

84

385 lbs 85 mins

RELIANT

CYGNAR HEAVY WARJACK Whether enveloping the enemy with crackling electrical fields at range or driving the opposition to its knees with titanic blows in melee combat, the Reliant brings invaluable combat versatility to Cygnar’s storm arsenal. As the count of smoking and shattered bodies has grown, the Reliant heralds a new era for Cygnaran battlefield technology.

RELIANT SPD STR MAT RAT DEF ARM CMD 5 11 7 6 12 18 —

STORMBRINGER RNG ROF AOE POW 12 1 3 13

L

The Cygnaran Armory designed the Reliant to expand Cygnar’s storm-based weaponry to fill different strategic roles. Just as the older Defender and Ironclad complement one another, the Reliant was engineered to support the close-fighting Stormclad by delivering a longer-ranged storm-generating attack platform without entirely sacrificing melee capability.

PULSE HAMMER RNG POW P+S 1 6 17

R

DAMAGE

Key to this strategy was the Stormbringer, the new ranged weapon designed specifically for the Reliant. The Stormbringer is capable of generating and projecting electrical fields at distance—fields that linger as swirling storms of crackling power to keep enemy infantry at bay while insulated Storm Knights charge through without hindrance. The Reliant’s pulse hammer is a less complex but tremendously effective mechanikal melee weapon. The pulse hammer can generate a powerful electrical discharge and thunderclap. Those in proximity are rendered senseless and hurled to the ground by the thunderous report, making it easy for the Reliant or other allies to finish them off.







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PC 14

L R L M C R

R

M M C C

FA U

BASE:LARGE

RELIANT CONSTRUCT IMMUNITY: ELECTRICITY

STORMBRINGER 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  .

PULSE HAMMER CRITICAL THUNDERCLAP – On a critical hit on an enemy model, center a 4˝ AOE on the model directly hit. Models in the AOE without Immunity: Electricity  become knocked down.

607 ar STORMBRINGER, PULSE HAMMER 12 ft 3 in

6.7 tons 5.5 hrs

650 lbs 55 mins

CYGNARAN ARMORY

85

SENTINEL CYGNAR LIGHT WARJACK SENTINEL SPD STR MAT RAT DEF ARM CMD 6 9 6 6 13 16 —

CHAIN GUN RNG ROF AOE POW 10 d3 — 10

R

SHIELD RNG POW P+S 0.5 2 11

L

DAMAGE







L



PC 8

R

M M C C

FA U

BASE:MEDIUM

SENTINEL CONSTRUCT 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.

SHIELD SHIELD

573 ar

ROYAL CYGNARAN UNIVERSITY

CHAIN GUN, ASSAULT SHIELD 8 ft 6 in

3.25 tons 6 hrs CYGNARAN ARMORY

86

It was the invention of the chain gun that set this warjack apart. This intricate machinery was advanced beyond anything seen until that point. Designed by the brilliant Albere Gungria, a member of the engineering department of the Royal Cygnaran University and consultant to its Strategic Academy, this innovative weapon was the first to feature brass casings that allowed rapid beltfed ammunition. Sentinels often fight alongside trenchers, drawing concentrated fire from enemy infantry. To protect the warjack, Gungria outfitted it with a heavy assault shield large enough to cover most of its chassis. The shield allows the Sentinel to maintain a withering hail of gunfire against an enemy position. Closing with a Sentinel costs enemies dearly. Once within striking range of the machine, they encounter the crushing power of its assault shield. The warjack has few rivals when deployed in the hands of cunning warcasters who know how to exploit its firepower.

L R L M C R

The first Cygnaran warjack outfitted with the infantry-shredding chain gun, the Sentinel fills an essential role on the battlefield. Its rapid-fire weapon enables it to cut down wide swaths of infantry, making it invaluable against charging platoons of Winter Guard, tides of Menite zealots, or waves of Cryxian mechanithralls.

300 lbs 65 mins

STORMCLAD CYGNAR HEAVY WARJACK In the days following the Lion’s Coup, King Leto set his engineers to the task of developing a new weapon to serve his loyal Stormblades in the field. The Stormclad was the resulting masterpiece, a suitable addition to their ranks. By taking the impressive bulk and chassis of the Ironclad and arming it with a weapon of incredible raw galvanic fury, Leto’s engineers crafted a walking tempest of steel and lightning. When the new warjack was demonstrated for the Stormblades, the knights’ roaring cheer confirmed that the Cygnaran engineers had created a machine of unprecedented capabilities. Each Stormclad bore the banner of the unit to which it was assigned, a tradition the Stormblades uphold with pride. The Stormclad is equipped with an accumulator that draws on the excess galvanic energies emitted by storm glaives, processing the charges through a modified storm chamber into the warjack’s own cortex. Its primary weapon is the generator blade, a massive mechanikal sword built following the same principles used in designing the Stormblades’ smaller storm glaives. The energy flowing through the generator blade allows the Stormclad to cleave through the heaviest armor like lightning splitting a tree, projecting cataclysmic electrical blasts with every impact.

STORMCLAD SPD STR MAT RAT DEF ARM CMD 5 11 7 6 12 18 —

GENERATOR BLAST RNG ROF AOE POW 8 1 — 14

R

GENERATOR BLADE RNG POW P+S 2 8 19

R

OPEN FIST RNG POW P+S 1 3 14

L

DAMAGE







L



TACTICAL TIPS

L R L M C R

R

M M C C

Accumulator – This model cannot exceed normal focus limits as a result of Accumulator. Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity.

PC 18

FA U

BASE:LARGE

STORMCLAD ASSAULT CONSTRUCT IMMUNITY: ELECTRICITY ACCUMULATOR [STORM KNIGHT] – When it begins its activation within 3˝ of one or more friendly Storm Knight models, this model gains 1 focus point.

GENERATOR BLAST DAMAGE TYPE: ELECTRICITY 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.

GENERATOR BLADE ELECTRO LEAP – See above.

OPEN FIST BUCKLER OPEN FIST

MODIFIED BY

12

3 597

ADDITIONAL CORTEX MFG cygnaran armory

6.5

650

5.5

55

GENERATOR BLADE, BUCKLER FRATERNAL ORDER OF WIZARDRY

87

ACE CYGNAR LIGHT WARJACK ACE 1 SPD STR MAT RAT DEF ARM CMD 6 8 6 7 14 15 —

RUNE SHOT CANNON RNG ROF AOE POW 14 1 — 12

L

BATTLE AXE RNG POW P+S 1 4 12

R

DAMAGE







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PC 12

L R L M C R

R

M M C C

FA C

BASE:MEDIUM

ACE 1 ADVANCE DEPLOYMENT CONSTRUCT PATHFINDER BOND [CAINE] – If this model begins the game in Caine’s battlegroup, it is bonded to him. This model is not considered to be bonded while under your opponent’s control. Each time this model makes a basic Rune Shot Cannon attack while bonded to Caine and in his control range, choose one of the following special rules: • SHADOW FIRE – A model hit by this attack does not block LOS for one turn. • 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. • TRICK SHOT – If this attack directly hits, choose another model within 4˝ of the model hit. The chosen model suffers an unboostable POW 10 magical damage roll . The point of origin for this damage is the model hit. Trick Shot damage rolls are not considered to have been caused by an attack. INFILTRATE – This model can use Infiltrate once per game at any time during its activation. This model gains Stealth  . While its controlling warcaster is B2B with this model, that model also gains Stealth  . Infiltrate lasts for one round. TRUE SIGHT – This model ignores cloud effects when determining LOS. This model also ignores Stealth  .

RUNE SHOT CANNON DAMAGE TYPE: MAGICAL

595 ar

CYGNARAN RECONNAISSANCE SERVICE

RUNE SHOT CANNON, BATTLE AXE 8 ft 5 in

2.8 tons 8.5 hrs CYGNARAN ARMORY

88

400 lbs 90 mins

Designed in secret by the Cygnaran Armory to carry out covert operations for the Cygnaran Reconnaissance Service, Ace was built as a one-of-a-kind prototype. The machine integrated an experimental mechanikal device intended to camouflage the warjack, rendering it almost invisible in the field. Eight years after Ace was completed, some elements of its chassis, including those which allowed it to negotiate forests with relative ease, influenced the design of the Hunter—a warjack that has since become a Cygnaran mainstay. Ace’s original chassis was an advanced wonder for its day. Its steam engine was engineered with sound baffles, its frame incorporated various dampeners to minimize noise, and its exhaust system was modified to produce less recognizable plumes. Similarly, its high-grade cortex was conditioned to prioritize stealth and to function smoothly under cover of darkness and in either urban or forest environments. Ace was outfitted with thin armor plating that left the warjack more vulnerable to direct hits but made it quite nimble and evasive, complementing its elusive personality. In battle it sought to avoid direct engagement and to kill foes at a distance whenever possible. The most ingenious aspect of Ace’s technology—its “umbrella” infiltration field—remained a mystery, ill-understood by the mechaniks who took over the machine’s maintenance after its inventor disappeared under suspicious circumstances. Ace’s first tour, alongside Allister Caine on a top-secret mission in Llael in 595 AR, also nearly turned out to be its last. The warjack proved itself to be intelligent and surprisingly self-willed, quickly developing a strong bond with the gun mage. The use of its infiltration field helped Caine succeed at a mission that should have been impossible. Unfortunately, Ace did not make it home from this operation: just outside Merywyn the warjack sacrificed itself to save Caine from an artillery barrage and wound up sinking into the Black River. Despite the destruction of the original chassis, years later Allister Caine was able to convince Scout General Rebald to launch a mission to recover Ace’s unique cortex. With the backing of the CRS, Caine saw the ’jack rebuilt with several modifications, including a rune shot cannon capable of enduring the force of spell-charged ammunition. Though Ace’s infiltration system was replicated, it is an imperfect copy. The field it generates is temporary and unstable, and the machinery must be repaired after each use. Despite this flaw, the warjack has been well worth the effort to recover and restore it, becoming Caine’s trusted and constant companion. Caine has relied on it during a number of vital CRS missions requiring an abundance of both discretion and firepower, including the actions which would ultimately result in the crowning of King Julius Raelthorne.

89

BRICKHOUSE CYGNAR HEAVY WARJACK BRICKHOUSE 1 SPD STR MAT RAT DEF ARM CMD 4 12 8 5 11 19 —

MAGNO FIST RNG POW P+S 1 3 15

L

Brickhouse began its service as a standard-issue Centurion under the command of Captain Maddox during the Caspia-Sul War. Fighting street to street through the Protectorate city of Sul in the final days of the conflict, Maddox strove to prove herself in her first major engagement. When she was ambushed by the Protectorate warcaster Thyra, Flame of Sorrow and a host of Daughters of the Flame, Maddox and her forces fought to the last. In the end the Centurion fell under the weight of numerous enemies, and Captain Maddox was captured. For a time the battered remains of the ’jack lingered on the battlefield. When a search party finally arrived to investigate Maddox’s disappearance, they discovered the wrecked machine and relocated it to Caspia.

POWER MAUL RNG POW P+S 2 6 18

R

DAMAGE







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PC 18

L R L M C R

R

M M C C

FA C

BASE:LARGE

BRICKHOUSE 1 CONSTRUCT IMMUNITY: ELECTRICITY BOND [MADDOX] – If this model begins the game in Maddox’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 Maddox and in her control range, it gains Retaliatory Strike. (If a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent’s turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against that model. The model with Retaliatory Strike can make only one Retaliatory Strike per turn.) CARAPACE – This model gains +4 ARM against free strike damage rolls and ranged attack damage rolls. FORCE HOLD – Enemy models beginning an advance within 2˝ of this model cannot advance except to change facing. This model loses Force Hold while its Magno Fist weapon system is crippled.

MAGNO FIST OPEN FIST

POWER MAUL CRITICAL SMITE – On a critical hit, the model hit can

be slammed d6˝ directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

611 ar

L. POLK

MAGNO FIST, POWER MAUL 12 ft 7 in

8.5 tons 4.5 hrs CYGNARAN ARMORY

90

With its advanced armament and heavily armored hull, Brickhouse is a veritable wall of steel. More than capable of enduring sustained assaults and holding vital positions on the battlefield, the warjack is just as eager to wade into enemy ranks to crush opposing warjacks with blows from its devastating power maul. No matter the situation, this bulwark of Cygnaran engineering is a welcome sight to its allies, particularly the Storm Knights fighting alongside Captain Elizabeth Maddox.

700 lbs 50 mins

The warjack’s cortex and chassis had suffered significant damage in the battle. At first glance the cortex appeared unsalvageable, and it was placed in storage within the Cygnaran Armory in Caspia amid piles of other damaged equipment awaiting disassembly and reuse. A spark still lingered deep within this battered cortex, however, and four years later, while touring the armory following her return to Caspia after escaping from a Protectorate temple prison, Major Maddox sensed it. Disregarding the protests of the officers escorting her, Maddox followed the call of the cortex until she arrived at the facility in which her old Centurion was being stored. At her touch, the inert cortex leapt to life once more, heeding her call without hesitation. Maddox requested that a new custom chassis be built, and work began without delay on the warjack that would be called Brickhouse. Artificer General Nemo asked Master Mechanik Lassiter Polk of the Cygnaran Armory to have his best mechaniks build a machine that would be worthy of the warcaster who now stood as a powerful symbol for Cygnar’s military might and perseverance. Equipped with an experimental magno fist that can stop its opponents in their tracks, Brickhouse stands as an immovable obstacle between Maddox and those who would do her harm. Significant time and resources were invested in the construction of the chassis and the integration of advanced technologies into Brickhouse’s systems, and the remade warjack was delivered to Major Maddox only after her participation in the recent liberation of Riversmet. Since being reunited with its master, Brickhouse has proven fiercely protective of Maddox, and the pair are a force to be reckoned with on any battlefield.

91

DYNAMO CYGNAR HEAVY WARJACK DYNAMO 1 SPD STR MAT RAT DEF ARM CMD 5 11 7 6 12 18 —

FIRESTORM CANNON RNG ROF AOE POW 10 1 — 12

L

BATTLE SPEAR RNG POW P+S 2 6 17

R

DAMAGE







L



PC 18

L R L M C R

R

M M C C

FA C

The concept for the Firestorm cannon first occurred to Nemo after completing the Thunderhead, when he was eager to create another warjack deriving its power from an integrated storm chamber. He was convinced there was a way to prevent it from exploding under combat stresses without resorting to components that were difficult to manufacture—and therefore expensive. It occurred to him that the proper weapon might itself channel and store excess energy, essentially serving as a pressure valve. Nemo avoided the expense of fabricating new prototypes by requisitioning severely damaged machines from the war front and working on the project in his spare hours. The initial cortexes he subjected to his hardware succumbed to overload and either had their memories wiped or suffered cataclysmic failure outright.



Armed with an experimental cannon fed by the energies of its storm chamber, Dynamo unleashes sustained voltaic pulses, each discharge more potent than the last. This brilliant stream of destruction can focus fire on hard targets or scatter shots to gun down infantry in quick succession. The telltale whine of this cannon charging is enough to rally faltering lines and send enemies diving for cover.

BASE:LARGE

DYNAMO 1 CONSTRUCT IMMUNITY: ELECTRICITY BOND [NEMO] – If this model begins the game in Nemo’s battlegroup, it is bonded to him. This model is not considered to be bonded while under your opponent’s control. While this model is bonded to Nemo and in his control range, it can reroll missed attack rolls for weapons with Damage Type: Electricity  . Attack rolls can be rerolled only once as a result of this bond. CHAIN REACTION – When this model hits an enemy model with a melee or ranged attack during its activation, after the attack is resolved this model gains a cumulative +1 to its damage rolls on subsequent attacks that activation. INSULATED FRAME – Friendly Faction models B2B with this model gain Immunity: Electricity  .

FIRESTORM CANNON DAMAGE TYPE: ELECTRICITY MULTI-FIRE (HATTACK) – Make an attack with this

weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2˝ of that model. This model can make up to four attacks during its activation as a result of Multi-Fire.

The solution came from a battle-scarred cortex recovered from a highly decorated Stormclad that had been battered to scrap in the Caspia-Sul War. For unknown reasons, this veteran cortex proved resistant to the tempestuous environment created by the storm chamber, and it was uniquely suited to regulating galvanic energies. After months of experimenting with new methods to insulate both the cortex and the chassis from building energies, Nemo attached the Firestorm and braced for the worst. Dynamo took to its weaponry with enthusiasm, effortlessly stabilizing energy levels by releasing blasts of electrical energy from the cannon. Since being outfitted with the Firestorm, Dynamo has displayed an impulsive eagerness that belies the age of its cortex. Those who observe the warjack describe it as hyperactive, which seems appropriate given its power source. It has developed a strong attachment to Nemo, who insists his own preference for this machine is a result of its independence from coal and regular supply lines, but the many hours he invested in restoring it to functionality likely play a part. Dynamo remains a finicky machine, continually in need of fine tuning that only Nemo can provide, but these efforts have proven well worth it. Dynamo can unleash a fury of galvanic energies on Cygnar’s foes and has become the favored battlefield companion of the nation’s oldest and most experienced warcaster.

TACTICAL TIPS Multi-Fire – Multi-Fire ignores ROF but does not ignore RNG. Additional attacks against targets beyond this weapon’s range will automatically miss.

608 ar

S. NEMO

FIRESTORM CANNON, BATTLE SPEAR 12 ft 3 in

6.5 tons —

NONE —

FRATERNAL ORDER OF WIZARDRY

92

93

OL’ ROWDY CYGNAR HEAVY WARJACK The image of Lord Commander Stryker fighting back-to-back with the ’jack affectionately named Ol’ Rowdy is indelibly imprinted on the minds of those who fight under the banner of the Cygnus. The earth-shaking blows of the warjack’s hammer striking in counterpoint to the flash of the warcaster’s heavy blade has become a familiar spectacle to the men and women of the Storm Division. Although Ol’ Rowdy may look like any other Ironclad at first glance, its eyes smolder with an unusual eagerness to charge into the heart of battle and reduce anything in its path to scrap. It is as much a simple warjack as Coleman Stryker is a simple soldier.

ROWDY 1 SPD STR MAT RAT DEF ARM CMD 5 11 8 6 12 19 —

QUAKE HAMMER RNG POW P+S 1 7 18

L

OPEN FIST RNG POW P+S 1 3 14

R

Hailing from the first generation of Ironclads hammered together at Engines East, Ol’ Rowdy has more than five decades of service to its credit. Many of the warjacks produced at that time had an unfortunate flaw in their cortexes that emerged only under the pressure of battle, but it was only after years of fighting during the Scharde Invasions that the ornery temper that would characterize Ol’ Rowdy came to the fore: the ’jack is so eager for a fight it will throw itself at any enemy that dares come near.

DAMAGE







L



PC 18

L R L M C R

R

M M C C

FA C

Of all the personality quirks a warjack might develop, the habit of charging into battle without prompting is among the least desirable. A ’jack found to have a flaw of this nature generally has its cortex wiped clean, but Ol’ Rowdy’s service record gave the mechaniks reason to leave its cortex untouched. Few ’jacks survived the war, and each boasted valuable combat experience that was impossible to replicate.

BASE:LARGE

ROWDY 1 CONSTRUCT AGGRESSIVE – This model can run or charge without

spending focus. BOND [STRYKER] – If this model begins the game

in Stryker’s battlegroup, it is bonded to him. This model is not considered to be bonded while under your opponent’s control. While this model is bonded to Stryker and B2B with him, Stryker gains +2 DEF against melee attack rolls and cannot become knocked down. While bonded to Stryker and B2B with him, this model is not moved when slammed. COUNTERCHARGE – When an enemy model advances and ends its movement within 6˝ of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged. RETALIATORY STRIKE – If this model is hit by a melee attack made by an enemy model during your opponent’s turn, after that attack is resolved this model can immediately make one basic melee attack against that model. This model can make only one Retaliatory Strike per turn.

QUAKE HAMMER CRITICAL KNOCKDOWN – On a critical hit, the model hit becomes knocked down. TREMOR (HATTACK) – Before resolving damage from this attack, center a 4˝ AOE on the model directly hit. Models in the AOE become knocked down. This model is not affected by Tremor.

Eventually Ol’ Rowdy was retired from the field to serve in the training of young warcasters at the Point Bourne Strategic Academy. The warjack served in this capacity for several years, until it was assigned to twenty-one-year-old Lieutenant Coleman Stryker for his journeyman tour as a test of skill. Stryker’s instructors thought he would learn humility from the challenge of controlling Rowdy; instead, the journeyman warcaster thoroughly enjoyed the machine’s spirit and will to fight. As the years go by, Ol’ Rowdy stands ever further apart from its peers. Its chassis has been demolished and rebuilt several times, but its cortex has endured. Stryker has invested a large portion of his wages in the warjack to enhance its abilities and keep it in prime fighting condition. At his direction, mechaniks have worked to squeeze every possible ounce of performance out of its systems. Huge custom-built armored plates provide additional protection for its arms, and its steam engine has been expanded and augmented to handle the added weight without sacrificing mobility. Its hull bears a collection of service markers earned in countless battles over the past fifty-odd years, and Stryker has lost count of the number of times Ol’ Rowdy has saved his life—whether by hurling itself into harm’s way or by simply refusing to stop fighting no matter how much punishment it has taken.

OPEN FIST BUCKLER OPEN FIST

TACTICAL TIPS Bond [Stryker] – 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.

MODIFIED BY

ADDITIONAL MFG

b. lovejoy

12

3 606

6.75

750

6

70

QUAKE HAMMER, BUCKLER FRATERNAL ORDER OF WIZARDRY

94

95

THORN CYGNAR LIGHT WARJACK THORN 1 SPD STR MAT RAT DEF ARM CMD 6 9 7 6 13 16 —

SHOCK SHIELD RNG POW P+S 0.5 2 11

L

DISRUPTION SPEAR RNG POW P+S 2 5 14

R

Even the most skeptical arcanists of the Fraternal Order will admit that there is something exceptional going on in the cortex of this Lancer: it consistently demonstrates an intelligence considerably above the norm for a warjack. Given Major Haley’s prodigious arcane talents, it seems likely Thorn’s singular capabilities result from continuous exposure to her extraordinary will. Experts on cortex development at the Strategic Academy theorize the strength of Haley’s mental influence has imprinted additional arcane connections on the intricate machinery, forging myriad new pathways its creators never anticipated. As the only ’jack Haley has retained from her impetuous first years in the service fighting Cryx along the Broken Coast, Thorn has been with her for virtually her entire career.

DAMAGE







L



PC 13

L A A R L M C R

R

M M C C

FA C

BASE:MEDIUM

THORN 1 ARC NODE CONSTRUCT BOND [HALEY] – If this model begins the game in Haley’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 Haley and in her control range, Haley can channel spells through it as if it were not engaged. DODGE – This model 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. REACTION DRIVE – Once per turn immediately after this model’s controller channels a spell through it, this model can advance 3˝. SET DEFENSE – A model in this model’s front arc suffers –2 on charge, slam power attack, and impact attack rolls against this model.

SHOCK SHIELD SHIELD CORTEX DAMAGE – When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box. SHOCK FIELD – If a warjack in this model’s front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled.

DISRUPTION SPEAR DISRUPTION

601 ar

ROYAL CYGNARAN UNIVERSITY

SHOCK SHIELD, DISRUPTION SPEAR, GRADE IX ARC NODE 9 ft 1 in

3.3 tons 7 hrs

380 lbs 70 mins

Thorn’s transformation into one of the most efficient warjacks in Cygnar’s arsenal did not happen overnight. During its long and distinguished service, it has been battered into a nearly unrecognizable heap time and time again. Haley feels a special connection to its cortex, and she saw that her mechaniks salvaged and rebuilt the warjack on each occasion. She noticed a dramatic improvement in subsequent combat behavior every time, a demonstration of Thorn’s ability to learn from its experiences. The warcaster also pushed for technological improvements to the ’jack’s chassis as part of each reconstruction to expand the capabilities of the singular machine. Thorn’s most recent upgrades included an experimental reaction drive that utilizes a high-end accumulator and reflexive trigger relay to translate overflow arcane energy into motive power. So long as the warjack regularly receives channeled spell energy, it can perform short bursts of exceptional speed. Thorn’s reaction drive allows it to deliver Haley’s magic exactly where she needs it the most and then reposition itself behind cover to avoid incoming fire—making it almost impossible to pin the warjack down in combat. To bolster its ability to evade opposing ’jacks, Haley had Thorn outfitted with a disruption spear. Since this modification, Thorn behaves with almost reckless aggression in battle, as if it enjoys taunting the enemy into pursuit while it rushes forward. Haley’s soldiers believe the warjack’s willingness to go for the throat comes directly from the warcaster herself. One of Thorn’s most impressive capabilities is not derived from mechanikal upgrades. Haley has fought so closely with the warjack that her control over it is unparalleled. Her senses are so finely attuned to Thorn’s cortex that even the most intense close combat does not impede her ability to channel spells through its arc node. More than one enemy has closed with the ’jack expecting to neutralize its cortex only to be immediately subjected to Haley’s arcane will. Mechaniks at the Cygnaran Armory had hoped to use Thorn as a prototype for the next generation of arc node technology, but thus far they have found their efforts frustrated. Warjacks with less refined cortexes cannot operate the reaction drive, and the overflowing arcane power often causes delicate arc nodes to suffer catastrophic failure. Every attempt to get a closer look at Thorn itself has been rebuffed. Petitions to both the warmaster general and the artificer general for permission to dismantle and study the warjack have been refused. The importance of Major Haley’s presence on the front lines and her reliance on this machine has kept it out of their hands, and the warcaster has made no secret of how she feels about letting “curious gearheads” poke around inside her most trusted warjack.

FRATERNAL ORDER OF WIZARDRY

TACTICAL TIPS Cortex Damage – Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.

96

97

THUNDERHEAD CYGNAR HEAVY WARJACK THUNDERHEAD 1 SPD STR MAT RAT DEF ARM CMD 5 12 7 6 12 19 —

LIGHTNING COIL RNG ROF AOE POW 10 1 — 14



SHOCK FIST RNG POW P+S 1 5 17

L

SHOCK FIST RNG POW P+S 1 5 17

R

After several prototypes that failed in spectacular explosions, Nemo finalized construction plans in 604 AR. The size and complexity of the machine required every part to be carefully fabricated to the senior warcaster’s exacting specifications. Its design pushes the envelope of modern mechanikal science and integrates a number of technological advances initially developed by the Cult of Cyriss and reverse engineered by Nemo. Though thousands of crowns’ worth of equipment were destroyed and two assistants were badly burned developing its power generator, Nemo proceeded with the project until he knew he had a workable device that could generate sufficient power and still remain stable enough to be viable in a heavy warjack chassis. The result was a new pinnacle of warjack design.

DAMAGE







L



PC 20

L R L M C R

R

M M C C

FA C

BASE:LARGE

THUNDERHEAD 1 CONSTRUCT IMMUNITY: ELECTRICITY

LIGHTNING COIL DAMAGE TYPE: ELECTRICITY ENERGY PULSE (HATTACK) – Each other model within

6˝ of this model that is in its front arc is automatically hit unless this model’s LOS to it is blocked by terrain. Models hit suffer a POW 12 electrical damage roll  . Energy Pulse damage rolls are simultaneous. RELOAD [2] – This model can spend focus points to make up to two additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus 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.

SHOCK FIST CRITICAL DISRUPTION OPEN FIST SUSTAINED ATTACK – See above.

606 ar

S. NEMO/B. GORMLEIGH

LIGHTNING COIL , TWIN SHOCK FISTS 14 ft 0 in

12.5 tons — CYGNARAN ARMORY

98

Arguably the most sophisticated warjack ever built by human hands, the Thunderhead is a marvel of technological innovation and sheer artistry. This powerhouse of a warjack, a source of awe and devastation on the battlefield, relies on technologies developed by Sebastian Nemo decades ahead of their time. It draws its power entirely from galvanic energy generated by its massive storm chamber. Nemo originally envisioned a warjack fueled by arcane electricity, able to function without coal or water or the telltale signs of steam power, but he never found a way to disguise the brilliant corona of energy surrounding the massive construct. The air around the mechanikal behemoth hums with pale, crackling arcs of electricity as its galvanic aura scorches the ground with each step. The Thunderhead is no subtle or quiet machine—but it does not need to be.

NONE —

The Thunderhead is large even for a heavy warjack, its great lightning coils rising from the rear of the machine in place of conventional smokestacks. Its carapace is composed of huge, graceful plates of curving steel that bulge as if barely containing the energy within. A blue-tinged glow seeps from the joints and edges of the armor. The twin brass-capped coils tower a full five feet over the hull, and arcs of electricity continually lash the air between them. So powerful are the galvanic forces involved that it took Nemo over six months to engineer shielding to protect the ’jack’s own cortex. All the Thunderhead’s weapon systems were designed to take advantage of its galvanic heart. A pair of enormous lightning coils channel the electricity generated by the oversized storm chamber into devastating pulses, annihilating anyone who comes too near without the protection of mechanikal insulation. Alternatively, the pulse can be narrowed into directed blasts through the smaller arrays of coils that run down the warjack’s massive fists. In melee combat, lightning plays across the Thunderhead’s fists and grounds through anything smashed by its powerful blows. These energies sometimes surge unpredictably, frying the cortexes of enemy warjacks. Given its staggering cost and technical complexities, this is not a machine Cygnar can afford to manufacture in great numbers. As a result, the Thunderhead is reserved for only the direst of battles where its presence can assure crucial victories for the crown.

TACTICAL TIPS Energy Pulse – Energy Pulse is a ranged attack. All models hit are “the last model hit” and are eligible for Sustained Attack. Remember that after making an Energy Pulse attack, this model can spend focus to make up to two additional Lightning Coil attacks.

99

TRIUMPH CYGNAR HEAVY WARJACK TRIUMPH 1 SPD STR MAT RAT DEF ARM CMD 5 11 7 7 12 18 —

HEAVY BARREL RNG ROF AOE POW 16 1 — 15

L

ASSAULT SHIELD RNG POW P+S 1 3 14

R

DAMAGE







L



PC 20

L R L M C R

R

M M C C

FA C

BASE:LARGE

TRIUMPH 1 CONSTRUCT ARCANE PRECISION – If this model uses its Normal

Movement to aim, it ignores Stealth  that activation. BOND [SIEGE] – If this model begins the game in Siege’s battlegroup, it is bonded to him. This model is not considered to be bonded while under your opponent’s control. While this model is bonded to Siege and in his control range, its ranged weapon becomes AOE 3 and gains Damage Type: Magical  . RAPID FIRE – This model can make one basic ranged attack during your Maintenance Phase. 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.

ASSAULT SHIELD SHIELD

607 ar

M. BRISBANE

SCOPED HEAVY BARREL, ASSAULT SHIELD 12 ft 2 in

6.8 tons 4.9 hrs

655 lbs 45 mins

CYGNARAN ARMORY/FRATERNAL ORDER OF WIZARDRY

100

When Major Markus “Seige” Brisbane brought low the walls of Sul, he wrote his name into history. He carefully sought out the weakest parts of those massive fortifications and orchestrated a ceaseless barrage of ordnance using an arsenal of Defenders and other Cygnaran artillery. During the protracted attack, Siege came to know the idiosyncrasies of his warjacks well. One Defender in particular showed an extraordinary aptitude for targeting the most vulnerable spots in enemy defenses, almost as if by instinct. Siege came to trust the innate capabilities of this ’jack and soon allowed it to select its own targets, freeing himself to concentrate on other matters in the heat of battle. Whenever he returned his attention to the machine, he found it responded readily and quickly to his mental directives, requiring almost no effort on his part. Siege’s appreciation for the warjack he eventually named Triumph only grew throughout the campaign. In the aftermath of the Menite withdrawal from Caspia, he made use of his limited time on leave to draft plans for numerous improvements to his favored warjack. The warcaster worked closely with some of the finest arcane mechaniks of the Cygnaran Armory to realize his vision, and soon he had an ideal warjack outfitted to his specifications. Now armed with a heavy assault shield, Triumph was able to withstand incoming fire with near impunity as it moved into position. The crowning achievement of Siege’s upgrades was Triumph’s new sighting system, which links the cortex directly to a scope integrated into the warjack’s cannon. In late 608 AR, the limits of Triumph’s durability were discovered when Siege was attacked by the Butcher of Khardov during the brief alliance between Cygnar and Khador in the Thornwood. Ignorant of the nature of this alliance, the Butcher attacked and demolished Triumph and then almost killed Siege, taking the severely wounded warcaster into his custody. As soon as Major Brisbane was rescued and returned to the army, he arranged for Triumph to be recovered and rebuilt. Since that day, the warjack has proven to be even more protective than before, quite willing to put itself in harm’s way to prevent injury to Siege or others under his command. Siege rarely goes into battle without Triumph. Given his preference for the use of precision ordnance, he has equipped Triumph with mechanikal ammunition receptive to the warcaster’s explosive power. This combination of arcane firepower and protective shielding allows Triumph to bring the fight to the heart of the battlefield, assailing even the most heavily defended positions with a rain of shells.

101

HURRICANE CYGNAR COLOSSAL WARJACK Flashes of lightning and echoing thunder herald the Hurricane as it arrives to battle like a tempest. Torrential rain and driving winds swirl about the colossal’s towering form, and both man and beast take cover at its approach. The vortexes of wind it generates can toss aside enemy soldiers and topple warjacks, sending them sliding across muddied ground. Its arc node flashes like a beacon in the heart of the downpour, channeling one blistering spell after another to extend the power of Cygnar’s warcasters across the battlefield. Infantry and machines are smashed into streaks of gore or heaps of smoldering metal beneath the Hurricane’s fists as each strike issues its own clap of thunder to punctuate the storm.

HURRICANE SPD STR MAT RAT DEF ARM CMD 5 17 6 6 10 19 —

STORM EMITTER L

RNG ROF AOE POW 12 1 — 16

R

RNG ROF AOE POW 12 1 — 16

L

RNG ROF AOE POW 14 1 4 13

R

RNG ROF AOE POW 14 1 4 13

STORM EMITTER

CANNON

Though production of the Stormwall was slowed by numerous setbacks and spools of red tape, that machine’s creation smoothed the way for the Hurricane, whose design was finalized even before the first Stormwall strode from the assembly line. Cygnar’s engineers were able to use the same factories to construct the Hurricane immediately after the initial run of Stormwalls was completed. A streamlined assembly process cut production times on the Hurricane to nearly half that of the Stormwall despite its complex design. In addition, Sebastian Nemo’s role as artificer general helped accelerate progress on the project, as the Cygnaran Armory could immediately act on his directives rather than having to wait for funds to be approved.

CANNON

SHOCK FIST L

RNG POW P+S 2 3 20

R

RNG POW P+S 2 3 20

SHOCK FIST

LEFT DAMAGE

RIGHT DAMAGE









A A

A A





L



C A R R



L

C



C



L C M M M M



M M M M C R

L

L

A C

C C C

PC 39

FA 2

C

C C R

R

BASE:HUGE

HURRICANE ARC NODE CONSTRUCT IMMUNITY: ELECTRICITY PATHFINDER TURBULENCE – Models activating within 12˝ of this

model lose Flight 

for one round.

STORM EMITTER

Influenced by clashes involving strong warjack support in the north, including the recent setbacks in the Thornwood, the designers of the Hurricane set out to craft a colossal with the ability to stop the heaviest enemies in their tracks. To this end, hardware, conduits, and insulating framework surrounding the Stormwall’s lightning pods were repurposed to house several new systems. The most extensive divergent system is a pair of storm emitters set into the shoulders of the Hurricane’s chassis. Applying technology already wielded by stormsmiths but on a scale previously unseen, these devices generate potent localized storms capable of driving back the stoutest opponents with focused winds while lashing them with streaks of lightning. Similarly, the Hurricane’s fists include subtle adjustments to the routing of voltaic energies to render them particularly useful in damaging the cortexes of any warjacks tough enough to survive direct strikes, diminishing their ability to retaliate. The Hurricane marks not just another engineering triumph but a beacon of hope for a nation so often beset on all sides. For Cygnarans, the distant rumble of its thunder represents the infinite power of storms wielded against those who would do their people harm.

DAMAGE TYPE: ELECTRICITY THUNDER CHARGE – A small- or medium-based model

without Immunity: Electricity  hit by this attack is slammed d3˝ directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models without Immunity: Electricity  hit by this attack become knocked down.

SHOCK FIST OPEN FIST CORTEX DAMAGE – When a warjack is hit by this

weapon, it suffers 1 damage point to its first available Cortex system box.

102

TACTICAL TIPS Cortex Damage – Because this damage is caused by the effect when the model is hit, mark it before making the damage roll.

608 ar

S. NEMO / E.D. DARIUS

DUAL STORM EMITTERS, DUAL CANNONS, TWIN SHOCK FISTS 60 tons

28 ft 10 hrs

1,650 lbs 110 mins

CYGNARAN ARMORY/FRATERNAL ORDER OF WIZARDRY

103

STORMWALL & LIGHTNING PODS CYGNAR COLOSSAL WARJACK & CYGNAR SOLO STORMWALL

CONSTRUCT IMMUNITY: ELECTRICITY PATHFINDER

BIG GUN L

RNG ROF AOE POW 14 1 — 15

R

RNG ROF AOE POW 14 1 — 15

ACTIVATE LIGHTNING POD – Once per activation, after the Stormwall’s Normal Movement, you can mark one unmarked lightning pod circle on this model’s card to place one Lightning Pod anywhere completely within 10˝ of this model. When a Lightning Pod is placed, enemy models whose bases are intersected by a line drawn from the center of the Lightning Pod’s base to the center of this model’s base suffer a POW 10 electrical damage roll  . Warjacks damaged by a Lightning Pod damage roll suffer Disruption  . The S boxes of this model’s damage grid represent its Lightning Pod system. While its Lightning Pod system is crippled, this model cannot use Activate Lightning Pod.

BIG GUN

CHAIN CANNON L

RNG ROF AOE POW 10 d3 — 10

R

RNG ROF AOE POW 10 d3 — 10

CHAIN CANNON

CHAIN CANNON SUSTAINED FIRE – Instead of making attacks

VOLTAIC FIST L

RNG POW P+S 2 3 20

R

RNG POW P+S 2 3 20

VOLTAIC FIST

LEFT DAMAGE

LIGHTNING POD

STORMWALL

SPD STR MAT RAT DEF ARM CMD 5 17 6 6 10 19 —

RIGHT DAMAGE

with this weapon during this model’s activation, place a wall template anywhere completely within this weapon’s RNG and field of fire and in this model’s LOS, ignoring intervening models. This model cannot place a wall template for this weapon while it is disabled. A model entering or ending its activation in the wall template suffers a damage roll with POW equal to the POW of this weapon. The wall template remains in play for one round. If this model is destroyed or removed from play, immediately remove the wall template from play.









S S

S S

ELECTRO LEAP – When a model is directly hit





C S R R

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.



L

L

L

S C



L

C C C

C



C



L C M M M M



M M M M C R

PC 39

FA 2

C

C C R

BASE:HUGE

R

SPD STR MAT RAT DEF ARM CMD — — — — 5 15 — LIGHTNING POD CIRCLES:

3

BASE:SMALL

LIGHTNING POD CONSTRUCT IMMUNITY: ELECTRICITY CONDUCTOR – When a friendly Stormsmith

Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller. CREATED – This model does not begin the game in play. IMMOBILE – This model has no Normal Movement or Combat Action, cannot become knocked down or be moved, and is automatically hit by melee attacks.

VOLTAIC FIST OPEN FIST

TACTICAL TIPS Activate Lightning Pod – The damage roll is boostable. Chain Cannon – One Chain Cannon can be used to make attacks and the other can use the Sustained Fire ability. Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Immobile – This model can be placed.

The looming tempest that is the Stormwall sprang from the genius of Commander Sebastian Nemo. During the battle at the Temple Garrodh, the renowned inventor discovered a functioning cerebral matrix within the shattered hull of a colossal forgotten since the Rebellion. Mechanikal innovation in warjack fabrication had greatly advanced since that time, and Nemo saw the potential of a modern colossal. While he pushed for sufficient funding from the reluctant Royal Assembly, Nemo labored over detailed schematics. Captain Dominic Darius reviewed the plans and offered suggestions vital to the final shape of the machine. In particular, Darius saw the benefit of reliable ammunition-fed weapons systems and convinced Nemo to supplement the storm chambers with coal-based steam power. Collaboration between Nemo and the Fraternal Order of Wizardry resulted in the arcanum supernum cortex, a large but powerful design capable of controlling multiple weapon systems. The Royal Assembly’s reluctance to provide funding evaporated upon learning that the Khadorans had obtained key schematics and worked to build their own colossals.

104

Cygnaran Armory mechaniks brilliantly executed the synergy of Nemo’s and Darius’ designs. The Stormwall’s largest moving parts are driven by the most efficient and powerful central steam engine Cygnar has ever produced, while the electrical weapon systems draw power from sizable galvanic chambers. The combination of the two power sources allows the Stormwall to sustain itself between refueling longer than any Cygnaran heavy warjack save experimental stormpowered one-offs, like the Thunderhead and Dynamo. Within its central chassis the Stormwall carries several experimental lightning pods launched using powerful explosive charges. The pods open on impact to form conduits for destructive energies produced by the Stormwall’s voltaic coils. Even after a pod has discharged its initial fury, it serves as an ongoing strategic asset for nearby stormcallers, who use it to triangulate subsequent lightning strikes. Firing rates of the Stormwall’s more traditional storm cannons and main guns require an enormous amount of ammunition. In action, the Stormwall unleashes torrents of infantry-shredding bullets and riddles warjacks with cannon shells, all before closing with electrified fists.

608 ar

S. NEMO / E.D. DARIUS

LIGHTNING POD LAUNCHER & VOLTAIC COILS DUAL BIG GUNS, DUAL CYCLONE CHAIN CANNONS, TWIN VOLTAIC FISTS 28 ft

60 tons 10 hrs

1,650 lbs 110 mins

CYGNARAN ARMORY/FRATERNAL ORDER OF WIZARDRY

105

GALLANT

MERCENARY MORROWAN HEAVY WARJACK The favored battlefield companion of the warcaster Constance Blaize, Gallant is a walking instrument of faith. Though the Cygnaran Armory first crafted the underlying chassis of the great machine, based on the Ironclad design, the Morrowan armorers of the Sancteum have made their own alterations to shape it into the weapon required of one of their most accomplished warcasters. The warjack is as much a work of art as a formidable foe on the battlefield, intended to inspire hope in its allies and dread in the wicked who stand against it.

GALLANT 1 SPD STR MAT RAT DEF ARM CMD 5 11 7 6 13 18 —

LASTING LIGHT RNG POW P+S 2 7 18

L

OPEN FIST RNG POW P+S 1 3 14

R

To the degree that such concepts can be translated into a warjack’s mind, the armorers endeavored to imprint Gallant’s cortex with the warrior philosophies extolled by Morrow and his martial ascendants. Its behavior follows the example of Constance Blaize, seeking to prioritize enemies based on the threat they represent not only to her but also to her soldiers and any innocents or noncombatants that may be in danger. Gallant has a keener sense of consequence than most fighting machines; it is able to anticipate the potential for collateral damage and has the autonomy to act to prevent it.

DAMAGE







L



PC 17

L R L M C R

R

M M C C

FA C

BASE:LARGE

ANIMOSITY [THAMARITE OR UNDEAD MODELS] –

This model cannot be part of an army that includes Thamarite or Undead models. MERCENARY – This model will work for Cygnar. PARTISAN [CYGNAR] – When included in a Cygnar army, this model is a Cygnar model instead of a Mercenary model.

GALLANT 1 CONSTRUCT ACCUMULATOR [MORROWAN] – When it begins its

activation within 3˝ of one or more friendly Morrowan models, this model gains 1 focus point. BOND [BLAIZE] – If this model begins the game in Blaize’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 Blaize and in her control range, it gains Shield Guard. (When a friendly model is directly hit by a non-spray ranged attack during your opponent’s turn while within 3˝ of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. It is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary.) SACRED WARD – This model cannot be targeted by enemy spells.

LASTING LIGHT 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.

OPEN FIST BUCKLER OPEN FIST

MODIFIED BY

ADDITIONAL MFG

sancteum armory

12

3 604

6

582

5.6

65

LASTING LIGHT, BUCKLER FRATERNAL ORDER OF WIZARDRY

106

A copy of the holy catechism called the Prayers for Battle is mounted on its hull, including passages from the Enkheiridion as well as other teachings related to proper conduct in a time of war. The tome is open to pages that speak of Morrow’s entreaties to his followers to protect one another from evil in all its forms. Some among the Church’s defenders claim this tome to be a holy relic once held by past primarchs, maintaining that its holy aura both protects Gallant from foul magics and imbues his personality with an almost human awareness. Where Gallant strides, the light of Morrow shines. As it walks beside its mistress, each strike of its blade unravels the dark invocations of the damned like shadows before the dawn. Those who would raise a hand against Blaize find Gallant moving to block their blows with phenomenal speed. Even as the huge ’jack knocks aside the blades of the enemy, Blaize steps forward alongside it to administer righteous justice.

TACTICAL TIPS Accumulator – This model cannot exceed normal focus limits as a result of Accumulator.

107

TROOPS OF CYGNAR

Cygnar relies heavily on its infantry to defend its borders against a wide array of foes, trusting in the patriotic courage of those who volunteer for this service. Though often outnumbered, the disciplined, highly trained, and wellequipped Cygnarans have acquitted themselves admirably time and time again in battles both within Cygnar and abroad.

Recruitment & Training Bordered by several hostile kingdoms, Cygnar maintains a strong contingent of able-bodied soldiers at all times. To ensure the nation has an adequate number of volunteers, Cygnar provides a decent wage for soldiers of all ranks. Recruitment bills encouraging patriotic young citizens to enlist are a common sight in major cities, and recruitment drives are frequent. While Cygnar relies primarily on volunteers, King Julius has implemented several penal battalions, mustered from the ranks of soldiers whose crimes did not warrant a full pardon at the end of the civil war. Those demonstrating exceptional endurance and mental fortitude are selected for the intensive and grueling trencher training, while others enter the army as long gunners or field mechaniks or possibly in other support roles. In an effort to increase numbers in the trencher corps, the army recently lowered the entrance requirements, relying instead on the training regimen to bolster the recruits’ physical endurance and strength. The results have been promising, affording a wider variety of individuals the chance to become front-line

108

infantry. Any who rise to the top are given the option to join one of the elite branches of the military, such as the Storm Knights. Both the Storm Knights and Royal Sword Knights have their own standards but tend to give preference to relatives of existing knights and those of noble birth. Recruits with unusual aptitudes, such as arcane mechaniks or frontiersmen, may be recommended for other specialized branches such as the rangers of the Cygnaran Reconnaissance Service or the stormsmiths. Gifted recruits are almost always shunted over to a branch of the army that can capitalize on their arcane talents, including the formidable Militant Order of the Arcane Tempest.

Rank Structure The army includes both enlisted soldiers and commissioned officers. Cygnarans who complete courses at the Strategic Academy enter the military as junior officers. Many come from affluent families, with preference given to children of former officers or the nobility. In some cases these individuals have trained for these roles since early childhood and thus have an advantage over those who were not born to privilege. The Cygnaran Army has increasingly sought to expand its officer pool by offering commissions to those who have proven themselves in battle. In times of war, this process can be accelerated as officers are killed in action. Battletested sergeants may be promoted to lieutenant and quickly on to captain, though some prefer to remain sergeants and instead advance in grade only. As a probationary measure,

brevet ranks earned in combat become permanent only after the officers’ aptitude is demonstrated. Enlisted personnel promoted to officers are technically required to attend the Strategic Academy, although this duty is often postponed. Few trencher officers who have risen through enlisted ranks have ever attended courses at Point Bourne or Caspia. During training, an enlisted soldier is a “recruit”; at the end of training, a recruit becomes a private. After proving competence, a private may earn promotion to corporal, the first grade of non-commissioned officer. Corporals are entrusted by their sergeants to supervise small fire teams. Above corporals are sergeants, vital non-commissioned officers who lead squads formed from larger units comprised of multiple fire teams. This rank has a number of grades, varying by service, and is as high as most soldiers will ever climb. Cygnaran sergeants must serve at least two terms of enlistment, each lasting five years. A soldier may be promoted to sergeant before his first term ends, but acceptance of the rank requires reenlistment for a second term, and most become career soldiers. Some specialist branches have their own NCO ranks, such as the crew chiefs who lead groups of field mechaniks. Officers in training are called “cadets” and graduate as lieutenants. Promotion above the rank of lieutenant is based on both performance and the availability of positions. The role of an officer of a given rank varies from one branch of the army to the next. In larger infantry companies such as the trenchers and long gunners, lieutenants lead entire platoons. In more specialized groups such as gun mages, higherranking officers may lead the same number of soldiers as lower-ranking officers but will often be selected to command veteran subordinates on high-priority missions. Among the general infantry, captains lead companies, majors lead battalions, colonels lead regiments, commanders lead brigades, and generals lead army divisions. Lord generals command Cygnar’s three largest armies; the fourth and smallest army is traditionally commanded by a general. Providing a single voice of authority above these officers is the warmaster general, who enacts the king’s will across the entire army.

In the course of service, it is expected that soldiers will develop an esprit de corps and take pride in their company’s accomplishments. Many soldiers remain in the same company throughout their career. There is no guarantee a soldier will have that choice, however, as some troops are rotated as needed to fill specialized roles elsewhere, reinforce other companies, or, in the case of veterans, lend their experience to companies with an imbalance of new recruits.

CYGNAR MILITARY RANKS For most officers, the gold Cygnus is displayed on the left shoulder, with rank insignia on the right. Many warcasters and certain branches such as the CRS are afforded liberties with the dress code. Rank insignia are sometimes placed on other locations of a uniform, such as the helmet or forearm.

SERGEANT

COMMANDER LIEUTENANT

GENERAL CAPTAIN

LORD GENERAL MAJOR

Deployment Once they complete their training, soldiers are placed within companies attached to one of Cygnar’s four armies or assigned to the Storm Division in the case of some special forces recruits. While platoons and many companies are composed entirely of a single service branch, mixed companies are also common. Heavy infantry companies usually include only knights, while regular infantry companies might include trenchers, long gunners, and rangers. Each company is organized with a specific battlefield role in mind, and commanding officers scrutinize the composition of their companies to ensure they are suitable to their missions and assignments.

COLONEL

WARMASTER GENERAL (GENERAL OF THE CROWN)

TROOPS OF CYGNAR

109

ARCANE TEMPEST GUN MAGES CYGNAR UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 6 4 5 7 14 11 7

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

SWORD RNG POW P+S 0.5 3 7 PC Leader & 5 Grunts

11

FA 2

BASE:SMALL

Gun mages represent an elite caste of gunfighters within the Cygnaran military. For three decades the Militant Order of the Arcane Tempest has trained pistolattuned sorcerers to harness their unique powers. Tempest members focus arcane energy into ammunition for their magelock pistols, which are crafted from an expensive steel alloy noted to be particularly responsive to arcane forces. In the hands of members of the Arcane Tempest, these pistols unleash a torrent of deadly energies to enhance their firepower with tactical versatility. When gun mages of the Arcane Tempest march to join the front line, the sight of their uniforms inspires immediate confidence among their comrades. The mages’ pistols foretell pyrotechnics to come when these elite gunslingers spring into action. Working like a well-oiled machine, they unleash a hail of rune-carved bullets enchanted by their unique sorcery.

LEADER & GRUNTS GUNFIGHTER

MAGELOCK PISTOL DAMAGE TYPE: MAGICAL ATTACK TYPE – Each time this weapon is used to make

an attack, choose one of the following special rules: • CRITICAL BRUTAL DAMAGE – On a critical hit, gain an additional die on this weapon’s damage rolls against the target directly hit. • 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.

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Since the invention of the firearm, only a select few have been born with the talent to become gun mages. Such sorcerers feel an instant affinity with pistols and an urge to extend their power through the gun’s barrel. Recognized by the Cygnaran military only thirty years ago, this once secret and exclusive fellowship of duelists has been absorbed into its ranks as gun mages. Arcane Tempest instructors temper talent with discipline and instill each gun mage with unwavering patriotism and utter loyalty to the crown. Gun mages must earn the right to wield the magelock pistol and wear the uniform of their order. Once recognized in this way, they are deployed in precision teams to take down adversaries by attacking with coordinated strikes that can knock back enemy warjacks or tear entire ranks of soldiers to shreds with brutal efficiency.

ARCANE TEMPEST GUNCYGNAR MAGE OFFICER COMMAND ATTACHMENT As battles intrude on Cygnar, the Militant Order of the Arcane Tempest has stepped up to answer its nation’s call. Bringing an arsenal of arcane abilities together with deadly accurate magelock pistol fire, the order’s captains and their teams are highly prized for their versatile fire support. Though esteemed as officers, these specialized combatants rarely rise to higher command ranks, with peerless veterans remaining at the rank of captain for most of their careers. A gun mage is expected to fight as long as he is able. It is typically only in old age or after suffering a crippling wound that one is elevated to the rank of major or rarely colonel, and even then he will most likely spend the duration of his service as an Arcane Tempest instructor. The most talented of the younger lieutenants and seasoned captains are chosen to lead elite teams of gun mages, often under the direct command of a warcaster. The Militant Order expends considerable resources to requisition warjacks for these veteran teams. Research has demonstrated that experienced gun mages can prepare warjack ammunition to transmit arcane energy with the same techniques used to create rune bullets, and the Arcane Tempest has trained a number of its officers to master this process. Unfortunately, firing rune-carved ammunition often damages a ’jack’s weaponry, as warjack armament is not constructed from the same alloy as magelocks. A single battle usually does not render the weapons ineffective, however, and the benefits can mean the difference between victory and defeat.

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. Remember this model can issue the Arcane Inferno order to its unit.

OFFICER SPD STR MAT RAT DEF ARM CMD 6 4 6 8 14 11 9

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

SWORD RNG POW P+S 0.5 3 7 DAMAGE:5 PC 4

FA 2

BASE:SMALL

ATTACHMENT [ARCANE TEMPEST GUN MAGES] – This attachment can be added to an Arcane Tempest Gun Mages unit.

OFFICER GUNFIGHTER ’JACK MARSHAL OFFICER DRIVE: RUNE SHOT – While in this model’s command range, the ranged weapons of a warjack under its control gain Damage Type: Magical  . When a warjack controlled by this model makes a basic ranged attack during its Combat Action while in this model’s command range, you can choose one attack type available to this model to apply to the attack. GRANTED: SWIFT HUNTER – While this model is in formation, models in its unit gain Swift Hunter. (When a model with Swift Hunter destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2˝.) TACTICS: PRACTICED MANEUVERS – Models in this unit gain Practiced Maneuvers. (Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.)

MAGELOCK PISTOL DAMAGE TYPE: MAGICAL ATTACK TYPE – Each time this weapon is used to make

an attack, choose one of the following special rules: • CRITICAL BRUTAL DAMAGE – On a critical hit, gain an additional die on this weapon’s damage rolls against the target directly hit. • 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.

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FIELD MECHANIKS CYGNAR UNIT Armor gets mangled. Firearms misfire. Warjacks break down. Any of these things could spell doom to a battlefield commander if it were not for the mechaniks who brave the combat zone. These staunch soldiers dive into the midst of battle wearing little in the way of armor. They shun anything that would impede their ability to move into position and make necessary repairs quickly. Their repairs can be miraculous, and many battles have been turned at the point of defeat by the reappearance of a warjack thought to have been destroyed just moments earlier. A mechanik’s pockets, pouches, and satchels overflow with extra parts and tools. Any self-respecting field mechanik can never have enough gear, as not having a single specific piece might mean disaster for hundreds of soldiers. This is why they keep company with the ever-present and ever-willing gobber bodgers.

CREW CHIEF SPD STR MAT RAT DEF ARM CMD 6 4 3 3 12 11 6

RIVET GUN RNG ROF AOE POW 4 1 — 10

MONKEY WRENCH RNG POW P+S 0.5 2 6

GOBBER GRUNTS SPD STR MAT RAT DEF ARM CMD 6 4 3 3 14 9 4

Gobbers love to tinker—no matter what, where, or how. They earn a pittance for the dangers they endure to carry extra parts and tools for their crew chiefs, but to them the adventure and excitement of the work is at least half its reward.

MONKEY WRENCH RNG POW P+S 0.5 2 6 PC

TACTICAL TIPS

Crew Chief & 3 Grunts Crew Chief & 5 Grunts

3 5

FA 3

BASE:SMALL

Iron 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 it was thrown.

CREW CHIEF

Officer – Because the Crew Chief is an Officer, when it is destroyed it does not replace a Grunt in its unit. Instead one of the Gobber Grunts becomes the new unit commander.

IRON SENTINEL – While B2B with a friendly Faction

OFFICER

warjack, this model gains +2 DEF and ARM and cannot become knocked down. REPAIR [d6] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d6 damage points from it.

GOBBER GRUNTS REPAIR [d3] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 damage points from it.

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LONG GUNNER INFANTRY CYGNAR UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 6 4 4 5 12 12 7

REPEATING LONG GUN RNG ROF AOE POW 14 1 — 10

SWORD RNG POW P+S 0.5 3 7 PC

Leader & 5 Grunts Leader & 9 Grunts

11 18

FA 2

BASE:SMALL

LEADER & GRUNTS COMBINED RANGED ATTACK DUAL SHOT – If this model uses its Normal Movement

to aim, it can make one additional ranged attack this activation.

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Since the advent of the long gun, Cygnar has assembled skilled riflemen to support its vast armies. Originally the guns were muzzleloaders, and gunners had to line up in pairs with one gunner shooting while the other reloaded each ball down the barrel by hand. The introduction of the breechloader eliminated the need for firing in pairs and vastly improved the rate of fire. Current long guns employ the ammo wheel, which allows a single gunner to fire up to six shots by cranking a lever atop the gun. Preloaded replacement wheels are easy to substitute even in the heat of combat, allowing ranks of long gunners to deliver a constant hailstorm of crippling fire. Long gunners reflect Cygnar’s relatively modern focus on outfitting its army with the best weapons for war. Rifle soldiers were once seen only in small squads providing support fire to the main line, but now Cygnar relies on them to man its garrisons and defend its borders alongside squads of hardened trenchers. Long gunners are well trained in concentrating their fire, releasing barrages of withering shots that tear through even thickly armored enemies and warjacks. Fresh recruits who have just learned to handle their weapons fight alongside seasoned veterans who have earned widespread fame and notoriety for their skill.

LONG GUNNER INFANTRY OFFICER & STANDARD CYGNAR COMMAND ATTACHMENT A long gunner officer lends confidence and experience to any group of riflemen lucky enough to serve with him. Respect for these men is quickly earned; most are seasoned soldiers promoted to command in the field. These lieutenants and captains are experts in the tactics of their unit and ensure that their soldiers are drilled in specific firing sequences to allow for complex maneuvers in the midst of a frantic battle. Peppering tactical points on the battlefield with a barrage of gunfire, long gunners are drilled to fire and fall back from the enemy when the need arises, covering their repositioning with the coordinated bark of rifle fire. Anyone trying to draw close to a formation of long gunners often earns a blackpenny in the forehead for his troubles. Close by the officer is the platoon or company’s standard bearer, a courageous enlisted soldier chosen to walk into battle with a blade and a banner rather than a rifle. Shouting battle cries, the standard bearer keeps morale high and serves as a stalwart example to her fellow gunners. Should she fall, another will take her place, eager to keep the ranks rallied.

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.

OFFICER SPD STR MAT RAT DEF ARM CMD 6 4 5 6 12 12 7

REPEATING LONG GUN RNG ROF AOE POW 14 1 — 10

SWORD RNG POW P+S 0.5 3 7

STANDARD BEARER SPD STR MAT RAT DEF ARM CMD 6 4 4 5 12 12 7

SWORD RNG POW P+S 0.5 3 7 DAMAGE:5 PC Officer & Standard

4

FA 2

BASE:SMALL ATTACHMENT [LONG GUNNER INFANTRY] – This

attachment can be added to a Long Gunner Infantry unit.

OFFICER COMBINED RANGED ATTACK OFFICER DUAL SHOT – If this model uses its Normal Movement

to aim, it can make one additional ranged attack this activation. FLAWLESS MANEUVERS – This model can use Flawless Maneuvers once per game at any time during its unit’s activation. This activation, models in this unit gain Reposition [5˝]. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5˝] can advance up to 5˝, then its activation ends.) GRANTED: TRAINED FIRE – While this model is in formation, models in its unit gain Trained Fire. (A model with Trained Fire gains an additional die on ranged attack rolls against models within 8˝ of  it.) TACTICS: PRACTICED MANEUVERS – Models in this unit gain Practiced Maneuvers. (Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.)

STANDARD BEARER 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.

115

SWORD KNIGHTS CYGNAR UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 6 6 6 4 13 14 8

BATTLE BLADE RNG POW P+S 1 4 10 PC

Leader & 5 Grunts Leader & 9 Grunts

8 13

FA 2

BASE:SMALL

LEADER & GRUNTS DEFENSIVE LINE – While this model is B2B with one or more models in its unit, it gains +2 DEF against melee attacks and cannot become knocked down. FLANK [FRIENDLY FACTION WARJACK] – When this model makes a melee attack against an enemy model in the melee range of a friendly Faction warjack model, this model gains +2 to attack rolls and gains an additional damage die. PENETRATING STRIKE – When this model hits a warjack or warbeast with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Among the oldest of the knightly orders in western Immoren, the legendary Royal Sword Knights are one of the cornerstones of Cygnar’s armies. Each knight is the inheritor of an illustrious legacy marked by faith, service, and courage in defense of crown and country. Whereas some modern orders carry advanced mechanika, sword knights fight with the same weapons and armor they have borne for centuries—a testament to their deadly prowess. Sword knights are masters of the Caspian battle blade. Every knight practices tirelessly with the weapon until it becomes an extension of his mind and body. Upon a knight’s acceptance into this order, two swords are bestowed upon him: the battle blade that will serve as his weapon, and a ceremonial blade to be kept with him at all times. He is expected to maintain this second weapon throughout his life, though it is never to be drawn in battle. Upon a valiant knight’s death, the ornamental blade is buried alongside him to keep him safe in the wilds of Urcaen. For centuries the Royal Sword Knights have served Cygnar, keeping the countryside free of brigands and rampaging beasts. Since the advent of the warjack, these knights have adapted their time-honored tactics to deal with monsters of metal as well as flesh. Trained to fight against as well as alongside warjacks, knights are expected to learn their inner workings. This knowledge enables the knight to inflict considerable damage by targeting a warjack’s most vulnerable points. Sword knights reach their full fighting potential when accompanied by warjacks in battle. Well versed in warjack maneuvers, they use their massive counterparts to spearhead daring advances, and they flank the ’jacks as they make their way across the battlefield, felling any enemy within striking range of the knights’ cleaving blades.

TACTICAL TIPS Defensive Line – 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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SWORD KNIGHT OFFICER & STANDARD CYGNAR COMMAND ATTACHMENT Sword knight officers carry forward the proud tradition of their order, proving in every battle that some methods of waging war never become obsolete. These warriors fight unrestrained by reliance on charged accumulators, storm chambers, or mechanikally insulated armor; they require nothing but a stout shield, a sharp blade, and their amazing skill. No man wearing the Cygnus can compare with these senior knights when it comes to coordinating focused and devastating strikes that tear apart rushing warjacks or hulking warbeasts with surpassing ease. Most sword knight companies serve alongside other heavy infantry, but several battalions in each army remain composed solely of sword knights, led by a major with decades of decorated service to the crown. The men holding these esteemed ranks descend from the noble blood of the ruling families comprising the Royal Assembly. They are masters of the Caspian battle blade, their skills shaped by uncompromising instructors and honed in war. Years of experience fighting and leading knights has given these officers tremendous insight into the best way to direct their soldiers and ’jacks in battle, allowing their complex and precisely timed maneuvers to bring untold destruction to the enemy.

TACTICAL TIPS Defensive Line – 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. Granted: Reposition [3˝] – If a model is part of a unit, its activation does not end until all models in its unit have completed their activations. Officer – Because this model is an Officer, when it is destroyed it does not replace a grunt in its unit. Instead the unit leader becomes the unit commander.

OFFICER SPD STR MAT RAT DEF ARM CMD 6 6 7 4 13 14 8

BATTLE BLADE RNG POW P+S 1 4 10

STANDARD BEARER SPD STR MAT RAT DEF ARM CMD 6 6 6 4 13 14 8 DAMAGE:5 PC Officer & Standard

4

FA 2

BASE:SMALL ATTACHMENT [SWORD KNIGHT] – This attachment can

be added to a Sword Knight unit.

OFFICER ’JACK MARSHAL OFFICER DEFENSIVE LINE – While this model is B2B with one or more models in its unit, it gains +2 DEF against melee attacks and cannot become knocked down. FLANK [FRIENDLY FACTION WARJACK] – When this model makes a melee attack against an enemy model in the melee range of a friendly Faction warjack model, this model gains +2 to attack rolls and gains an additional damage die. GRANTED: REPOSITION [3˝] – While this model is in formation, models in its 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.) PENETRATING STRIKE – When this model hits a warjack or warbeast with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll. TACTICS: COMBINED MELEE ATTACK – Models in this unit gain Combined Melee Attack  .

STANDARD BEARER DEFENSIVE LINE – See above. 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.

117

TEMPEST BLAZERS CYGNAR ARCANE TEMPEST UNIT LEADER & GRUNTS SPD STR MAT RAT DEF ARM CMD 9 4 5 7 14 13 9

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

MOUNT RNG POW 0.5 10 DAMAGE: PC

Leader & 2 Grunts Leader & 4 Grunts

5 EACH 11 18

FA 2

BASE:LARGE

LEADER & GRUNTS CAVALRY GUNFIGHTER PATHFINDER 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.

MAGELOCK PISTOL DAMAGE TYPE: MAGICAL ATTACK TYPE – Each time this weapon is used to make an attack, choose one of the following special rules: • BRUTAL DAMAGE – On a direct hit, gain an additional die on this weapon’s damage rolls against the target directly hit. • 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. • WARD BREAKER – When resolving this attack, this weapon gains Blessed  .

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Few sounds inspire patriotism in a faltering Cygnaran line like the thunder of hooves coupled with the sharp report and glow of arcane gunfire. As the premier light cavalry division of the Militant Order of the Arcane Tempest, the Tempest Blazers traverse the battlefield at great speeds, leveling their magelock pistols to unleash devastating volleys on those who threaten the crown. A small number of Tempest Academy initiates who score highly for cavalry aptitude are invited to train with both gun mage instructors and light cavalry drill sergeants from the Cygnaran Reconnaissance Service. Lessons range from crafting rune shot to the implementation of cavalry tactics. Their steeds are drawn from the swiftest and most durable stock, including Cardovars imported from southern Ord, and are viewed by the riders as an extension of themselves. With practiced hands, these gunslingers can adroitly select the proper rune bullets to reload even at a full gallop amid the chaos of battle. Their role forces them to be ready to reposition at a moment’s notice and requires focused concentration and discipline. While they excel at hit-and-run tactics, the Tempest Blazers have no qualms about snapping off point-blank shots at any who close with them.

TACTICAL TIPS Electro Leap – Remember, lightning will not arc to a model with Immunity: Electricity. Reposition – If a model is part of a unit, its activation does not end until all models in its unit have completed their activations.

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BLACK ⁄‹TH STRIKE FORCE CYGNAR ARCANE TEMPEST UNIT LYNCH 1 SPD STR MAT RAT DEF ARM CMD 6 4 5 8 14 11 7

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

RYAN 1 SPD STR MAT RAT DEF ARM CMD 6 4 5 8 14 11 7

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

WATTS 1 SPD STR MAT RAT DEF ARM CMD 6 4 5 8 14 11 7

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10 DAMAGE: PC Lynch, Ryan & Watts

5 EACH 10

FA C

BASE:SMALL

LYNCH 1 GUNFIGHTER OFFICER CONCENTRATED FIRE – 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. PROWL – While this model has concealment, it gains Stealth  . SWIFT HUNTER – When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2˝.

RYAN 1 & WATTS 1 GUNFIGHTER CONCENTRATED FIRE – See above. PROWL – See above. SWIFT HUNTER – See above.

MAGELOCK PISTOL DAMAGE TYPE: MAGICAL 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. • BRUTAL DAMAGE – On a direct hit, gain an additional die on this weapon’s damage rolls against the target directly hit. • SNIPE – This attack gains +4 RNG.

The Black 13th, an elite strike force of the Militant Order of the Arcane Tempest, is a weapon of war sharpened to a razor’s edge by relentless service to the crown. The exact number of men and women serving in this tight-knit organization has varied since its founding, but it has always consisted of a select few who demonstrate deadly skill with the magelock pistol. For most of its history, the Black 13th has been based at Northguard, from which its company undertook highly secret missions deep into Khador and occupied Llaelese territory. These sensitive assignments included lightning raids, daring rescues, and flawless assassinations. The members of the Black 13th have carried out missions that would break the nerve of lesser combatants, and they have done so knowing they can never receive more recognition than a handshake and the quiet thanks of their superiors. After the fall of Merywyn in 605 AR, the Black 13th covered Cygnar’s withdrawal from Llael by harrying vast numbers of Khadoran forces and buying time for weary soldiers to regroup at the northern fortresses. Intense fighting near Northguard cut the unit’s complement to three, and they did not deign to add more companions to replace the fallen. Captain Dixon Lynch is the longest-standing veteran, the only member who remains of the original founders of the Black 13th. Lynch does not talk about the team’s history, whether from a desire to preserve its secrets or due to an abundance of painful memories, and he will not identify the ultimate source of its sometimes-enigmatic orders. Many at the Tempest Academy rightfully view Lynch as a legend. One of the eldest gun mages still serving in the field, years ago Lynch belonged to the Brothers of the Tempest, the secretive fraternity that predated the founding of the Militant Order and its formal adoption as a branch of the Cygnaran Army. Despite being a man of few words, his cold but steady leadership has earned him the unshakable loyalty of his team. Those who see Lynch as taciturn view Sergeant Samuel Watts as downright unfriendly. Infamous for his biting wit and loud mouth, the gaunt and scarred gun mage has few friends. Rumor has it Watts remains a sergeant despite over seven years with the unit after earning the ire of Lord General Olan Duggan, who allegedly declared, “That man will never be an officer so long as I am still breathing.” Those who know Watts’ reputation carefully avoid responding to his baiting. He is said to have a habit of taunting fools into reaching for a weapon as an excuse to demonstrate his own lightning-fast draw. The reputations of Lynch and Watts might lead people to think of Lieutenant Darsey Ryan as the friendly face of the team. A coolly polite and professional duelist of unsurpassed skill, Ryan joined the Black 13th just before the invasion of Llael and remains as tough an opponent as ever. She attracts challengers like a flame attracts moths and has left dozens of overconfident pistoleers dead in the dirt. Even Watts admits she once beat him at his own game. In battle, she wields a magelock in each hand with no apparent inhibition to her sorcerous power. When these three fight together, each effortlessly watches the blind spots of the others while combining their fire to tear apart any opposition. For the Black 13th there can never be capture or surrender, only victory or death.

TACTICAL TIPS Officer – Because Lynch is an Officer, when he is destroyed he does not replace Ryan or Watts. Instead Ryan or Watts becomes the unit commander.

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ARCANE TEMPEST RIFLEMAN CYGNAR SOLO RIFLEMAN SPD STR MAT RAT DEF ARM CMD 6 4 5 7 14 11 7

MAGELOCK RIFLE RNG ROF AOE POW 14 1 — 10

SWORD RNG POW P+S 0.5 3 7 DAMAGE:5 PC 4

FA 2

BASE:SMALL

RIFLEMAN ARCANE PRECISION – If this model uses its Normal Movement to aim, it ignores Stealth that activation. MARKSMAN – When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. 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.

MAGELOCK RIFLE DAMAGE TYPE: MAGICAL ATTACK TYPE – Each time this weapon is used to make

an attack, choose one of the following special rules: • DEADLY SHOT – Instead of making a damage roll to resolve an attack with this weapon, you can choose to have a model hit by this weapon suffer 3 damage points instead. A model disabled by this attack cannot make a Tough roll. • SNIPE – This attack gains +4 RNG. • WARD BREAKER – When resolving this attack, this weapon gains Blessed  .

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These highly skilled marksmen represent an expansion of the armed might of the Militant Order of the Arcane Tempest. They are often deployed where more conventional support is either impractical or ineffective, to provide swift-moving firepower to gun mage units and other branches of the Cygnaran military. Armed with steely nerve, long-ranged magelock rifles, and witheringly effective combat magic, these professional soldiers operate autonomously to neutralize enemy officers or to help bring down hard targets. Arcane Tempest riflemen are drawn from both new recruits and those already serving in the militant order. Anyone with the will and raw talent can test as a rifleman, but many young recruits bristle at the arduous training process required to fashion them into military assets that can be relied upon in the field. Of the soldiers admitted into this highly selective program only one in five successfully completes the required training, making them a rarity even among the elite gun mages. In addition to the Arcane Tempest training they receive at the Strategic Academy, prospective riflemen undergo instruction from officers of the Cygnaran Reconnaissance Service and conduct field operations alongside CRS scouts both during and after training. Such experience has granted Arcane Tempest riflemen greater awareness when navigating battlefields, selecting appropriate firing positions, and identifying enemy forces attempting to move unseen.

GUN MAGE CAPTAIN ADEPT CYGNAR ARCANE TEMPEST SOLO The journey to becoming a gun mage is difficult and long, and few are born with the gift and the unique connection to the firearm that lets them take even the first step. Of those who survive the trials of the Arcane Tempest and have the mettle required to take up the magelock, only a very few make captain, and fewer still earn the arcane rank of adept. Gun mages of this level are rare, and the army reserves them for the most crucial battles and demanding missions. Captain adepts would be among the deadliest pistoleers in all of western Immoren even without their sorcerous talents. Each has the eyes of a hawk, able to discern the subtlest movement in battle. Their vision is so uncanny that some say the rounds they fire never miss, especially if a captain adept takes a moment to aim. With an arsenal of arcane knowledge at his disposal, the gun mage captain is the nexus of the corps. He commands soldiers with an unfaltering voice and consigns enemies to death with each blast from his magelock pistol as he strides the battlefield. Uttering words of power, he can greatly enhance the range and accuracy of his weapon to hit targets at incredible distances or blast apart those who venture too close with gunshots that hit with the force of cannon balls. His glowing shots can leave the stealthiest assassin exposed and revealed, while a bodyguard standing in the way of a priority target can be made as insubstantial as smoke.

CAPTAIN SPD STR MAT RAT DEF ARM CMD 6 4 5 8 14 11 7

MAGELOCK PISTOL RNG ROF AOE POW 10 1 — 10

SWORD RNG POW P+S 0.5 3 7 DAMAGE:5 PC 5

FA 2

BASE:SMALL

CAPTAIN GUNFIGHTER SWIFT HUNTER – When this model destroys one

or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2˝. TRUE SIGHT – This model ignores cloud effects when determining LOS. This model also ignores Stealth  .

MAGELOCK PISTOL DAMAGE TYPE: MAGICAL ARCANE SAVANT – Each time this weapon is used to

make an attack, choose two of the following special rules: • BRUTAL DAMAGE – On a direct hit, gain an additional die on this weapon’s damage rolls against the target directly hit. • FLARE – Models hit by this attack lose Stealth and suffer –2 DEF for one turn. • SHADOW FIRE – A model hit by this attack does not block LOS for one turn. • SNIPE – This attack gains +4 RNG.

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JOURNEYMAN WARCASTER CYGNAR SOLO The tales of warcaster accomplishments have brought many hopefuls to the Strategic Academy to see if they have the spark. It is difficult to predict who will manifest the ability to meld the mind with a warjack cortex. Those who prove promising begin training with veterans of the warcaster discipline in the hopes of unlocking their potential. Finding new warcasters is one of the kingdom’s highest priorities.

FOCUS: 3 SPD STR MAT RAT DEF ARM CMD 6 5 5 4 14 14 7

JOURNEYMAN WARCASTER

HAND CANNON RNG ROF AOE POW 12 1 — 12

Becoming a warcaster requires the reinvention of a soldier. Many fresh warcasters have already served for years before realizing their ability to sense cortexes and must work hard to master these new skills. Beginning as apprentices, they control labor-exclusive steamjacks. Soon they move to disarmed warjacks and eventually earn the right to command a warjack—albeit typically an old or battered one— when reaching journeyman rank.

MECHANIKA BLADE RNG POW P+S 0.5 5 10 DAMAGE:5 PC 4

FA 1

BASE:SMALL

JOURNEYMAN WARCASTER BATTLEGROUP CONTROLLER – This model is not a

warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game.

MECHANIKA BLADE DAMAGE TYPE: MAGICAL

SPELLS ARCANE BOLT

COST RNG AOE POW UP OFF 2

12



11



YES

Magical bolts of energy streak toward the target model. ARCANE SHIELD

2

6





UP

Target friendly Faction model/unit gains +3 ARM. Models are not affected while out of formation.

NO

As part of a tradition as old as the Strategic Academy, each journeyman spends a tour of duty under the tutelage of a veteran warcaster before graduating to the title of magus. In a time of war, this means journeymen must learn vital lessons while evading death, and some will not survive the tour. New warcasters are juicy targets of opportunity, and enemies seek to kill them before they can mature into greater threats. As they develop they become great assets, fighting alongside their mentors and learning to become leaders of men and machines. Some mentors wince at allowing a rookie to command a six-ton powerhouse with lives on the line, but most know it is a crucial step in their development. Only the heat of battle burns hot enough to forge even the strongest talents into accomplished warcasters.

TACTICAL TIPS Battlegroup Controller – This model is a non-warcaster model and is not affected by special rules that specifically affect warcasters. Models with the Attached rule cannot be attached to this model.

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SQUIRE CYGNAR SOLO The Squire represents the culmination of decades of painstaking work by the experimental engineering branches of three of the leading centers of thinking in Cygnar: the Strategic Academy, the Royal Cygnaran University, and Caspia’s Cygnaran Armory. Powered by an advanced arcane turbine similar to those found in warcaster armor, the Squire has no tools or weaponry, as its designers intended it to neither labor nor fight. Instead, this compact mechanikal marvel enhances the innate powers of the warcaster controlling it. While its designers admit the fact only reluctantly even in their most secret reports, some of the final pieces needed to assemble the Squire fell into place only once the Cult of Cyriss in Caspia consented to provide certain key technologies as part of an undisclosed agreement with King Leto. The main difficulties on the project involved finding a way to miniaturize a tremendous volume of extremely sensitive and fragile equipment into a portable armored shell that would hold up when exposed to the hazards of the battlefield. To augment the enigmatic mental field warcasters use to control warjacks in combat, the Squire integrates sensitive relays that expand this field to allow warcasters to control ’jacks at significantly extended distances. Its other powerful features include enhanced spell targeting technology and a refined accumulator that temporarily stores reserves of arcane energy. Development and production costs for the Squire are tremendous, given its compact cortex and many difficultto-engineer components, and very few have been manufactured.

SQUIRE SPD STR MAT RAT DEF ARM CMD 6 3 4 1 13 14 — DAMAGE:5 ACCUMULATOR CIRCLES: PC 5

FA 1

3

BASE:SMALL

ATTACHED – Before the start of the game, attach this

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

SQUIRE CONSTRUCT ARCANE REALIGNMENT – While this model’s warcaster

is within 5˝ of it, that warcaster can reroll one failed magic attack roll each turn. ARCANE REPEATER – While this model’s warcaster is within 5˝ of it, that warcaster’s control range is extended 2˝. RESERVE ACCUMULATOR – Once per turn during your Control Phase after replenishing focus, if this model is within 5˝ of its controlling warcaster, you can mark one unmarked accumulator circle on this model’s card to give 1 focus point to its warcaster.

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

607 ar

Reserve Accumulator – A model can have more focus points than its FOCUS as a result of Reserve Accumulator.

ARCANE REPEATER, RESERVE ACCUMULATOR 3 ft 11 in

S. NEMO / C. FINCH

0.15 tons 12 hrs

50 lbs 3 hrs

CYGNARAN ARMORY

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LIEUTENANT ALLISON JAKES CYGNAR SOLO FOCUS: 4 SPD STR MAT RAT DEF ARM CMD 6 5 6 5 15 13 7

JAKES 1

HAND CANNON RNG ROF AOE POW 12 1 — 12

MECHANIKA BLADE RNG POW P+S 0.5 5 10

DUELING DAGGER RNG POW P+S 0.5 2 7 DAMAGE:5 PC 4

FA C

BASE:SMALL

JAKES 1 PARRY BATTLEGROUP CONTROLLER – This model is not a

warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the game. 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.

MECHANIKA BLADE DAMAGE TYPE: MAGICAL

DUELING DAGGER DAMAGE TYPE: MAGICAL

SPELLS ENERGIZER

COST RNG AOE POW DUR OFF 2 SELF –

– – NO

Each model in the spellcaster’s battlegroup that is currently in its control range can immediately advance up to 2˝. Energizer can be cast only once per activation. SIDEKICK

3

6 –

– UP NO

Target warjack in the spellcaster’s battlegroup gains +2 DEF and cannot become knocked down or be pushed, placed, or moved by a slam. While B2B with target model, the spellcaster gains +2 DEF and cannot become knocked down or be pushed, placed, or moved by a slam.

A consummate duelist, Lieutenant Allison Jakes moves across the war-torn battlefields of western Immoren with deadly poise, striking down foes and then darting away in preparation for her next attack. She utilizes her arcane abilities to impart the same fluidity of movement to the warjacks in her battlegroup, granting them a burst of speed at the critical moment or imbuing them with the grace of a duelist. Having discovered her warcaster talent at a young age, Allison Jakes learned early in life that her destiny was to serve her country and protect those who cannot protect themselves. When she entered warcaster training at the Strategic Academy in Caspia, her vibrant energy and youthful determination, combined with her burgeoning sorcerous talents, made her stand out to her instructors. But it was her reflexes, athleticism, and natural affinity for a blade that marked her as a perfect candidate for the academy’s elite dueling school. Something of a holdover from an older era, Caspia’s military academy has long maintained its esteemed dueling tradition, favored in particular by officer candidates of noble birth and those aspiring to join the sword knights or storm knights. Given the extensive generalized study already expected of them, it was rare for warcaster apprentices to join, but Jakes soon proved willing and possessed of sufficient stamina to endure this regimen on top of her other instruction. During her time at the academy, the young Jakes defined her personal approach to combat and warfare. She became enamored of the precision and exacting execution required by the graceful fighting style as well as its ability to grant lethal force to the lightest blow through speed and accuracy. Not only was it well suited to her thin frame, but it was also a good match for her personality. At her core, Allison Jakes is a perfectionist. Few among her peers can match her determination and unwavering dedication in the pursuit of a goal once she sets her sights on it. While this trait can also have an isolating effect, Jakes’ positive and upbeat nature tends to compensate for it. Her deep sense of responsibility and caring for the welfare of those serving with her has helped earn the respect and loyalty of her fellow soldiers. She is always the first to volunteer for any assignment, and she actively takes the most dangerous positions on the battlefield to spare the soldiers under her command from harm. While Lieutenant Jakes is proud to serve her beloved homeland, her fierce dedication stems from something greater than a sense of obligation or national pride: she believes to her core that it is every person’s duty to make the world a better place whenever and wherever possible. For Jakes, that work will be done amid the mud and blood of Cygnar’s war-ravaged borders.

TACTICAL TIPS Battlegroup Controller – This model is a non-warcaster model and is not affected by special rules that specifically affect warcasters. Models with the Attached rule cannot be attached to this model. Sidekick – 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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ARCHDUKE ALAIN RUNEWOOD, LORD OF FHARIN CYGNAR SOLO RUNEWOOD 1 SPD STR MAT RAT DEF ARM CMD 6 6 7 6 13 14 10

HAND CANNON RNG ROF AOE POW 12 1 — 12

VINDICATOR RNG POW P+S 1 6 12 DAMAGE:5 PC 4

FA C

BASE:SMALL

RUNEWOOD 1 ’JACK MARSHAL BATTLE PLAN – This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn. • MARCH – RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder  for one turn. • PATH TO VICTORY – RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to charge attack rolls. Path to Victory lasts for one turn. • REVEILLE – Knocked down friendly Faction models in this model’s command range immediately stand up. Models that became knocked down this turn are not affected by Reveille. DRIVE: REPOSITION [5˝] – While in this model’s command range, a warjack under its control gains Reposition [5˝]. (At the end of an activation in which it did not run or fail a charge, a model with Reposition [5˝] can advance up to 5˝, then its activation ends.) VETERAN LEADER [SWORD KNIGHT] – While in this model’s command range, friendly Sword Knight models gain +1 to attack rolls.

VINDICATOR DAMAGE TYPE: MAGICAL WEAPON MASTER

The Lord of Fharin is one of the few men Leto Raelthorne looks upon as a true friend, and with good reason. Archduke Alain Runewood has given up the comfort and safety of his estates to come to the aid of his country and his king. He has answered the call of his nation and has become one of the greatest leaders of his generation. Runewood’s friendship with the former king goes back many decades, but his loyalty was cemented when he was a young officer in the Cygnaran Army. Under the reign of King Vinter Raelthorne IV, he saw too many lives carelessly wasted in war. The grim realities of battle made the young heir to the Duchy of the Eastern Midlunds realize the inherent value of life, no matter the station. When the young prince staged his coup against his ruthless brother, Alain Runewood was proud to fight beside him. After the coup, Runewood was entrusted to govern considerable lands once held by less loyal nobles, particularly Archduke Fergus Laddermore. Another man might have retired from active command, but Runewood refused to put down his sword. Wherever his command fights, Runewood leads from the heart of the battle. His tactical acumen is finely honed, and his men are inspired by the sight of him swinging his heirloom blade, Vindicator, as he fights by their side. Archduke Runewood stood ready to do anything to prevent the return of the tyranny imposed under Vinter IV, and he nearly gave his life in this cause during the Second Cygnaran Civil War. When conspirators against King Leto took the field of battle, Runewood fought to defend his king and friend. He led a daring night raid against Vinter’s loyalists, during which he was shot by Colonel Lynn Hawkins, a traitor in the Fourth Army. Despite the injuries he suffered that day, Runewood bore witness to the end of the civil war and the elevation of Cygnar’s new king. He followed Leto’s example and now serves Julius with the same sense of duty that has marked his long and illustrious career. Almost twenty thousand men fight for crown and country under the Lord of Fharin in his role as general of the 7th Division of the Cygnaran Second Army, and they are proud to do so. His Royal Sword Knights will risk all in his defense, knowing the honor and glory that he embodies must endure.

TACTICAL TIPS Reveille – Remember, a model cannot stand up during a turn it was knocked down.

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129

CAPTAIN ARLAN STRANGEWAYES CYGNAR MECHANIK SOLO STRANGEWAYES 1 SPD STR MAT RAT DEF ARM CMD 5 7 5 6 12 16 7

VOLTAIC GAUNTLET RNG ROF AOE POW SP 8 1 — 10

FIXER RNG POW P+S 1 5 12 DAMAGE:8 PC 4

FA C

BASE:SMALL

STRANGEWAYES 1 IMMUNITY: ELECTRICITY ’JACK MARSHAL MAGIC ABILITY • ARCANE REINFORCEMENT (HACTION) – RNG CMD.

Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical  . Arcane Reinforcement lasts for one turn. • EMPOWER (HACTION) – RNG CMD. Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point. • EVASIVE ACTION (HACTION) – RNG CMD. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (When a model with Evasive is hit by an enemy ranged attack, immediately after the attack is resolved the model with Evasive can advance up to 2˝.) REPAIR [d3 + 3] (HACTION) – RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 + 3 damage points from it.

VOLTAIC GAUNTLET CRITICAL DISRUPTION DAMAGE TYPE: ELECTRICITY

The arcane mechanik Arlan Strangewayes views every challenge in life and in battle as a puzzle with a corresponding actionable solution. Whether handling an arrogant superior, repairing a hopelessly mangled arcane turbine, or facing a charging Khadoran Juggernaut, Strangewayes discovers and executes the best course of action. He finds the chaos of battle and the complex inner workings of warjacks easier to fathom than military politics, and he boasts of having “solved” many of his most difficult dilemmas just by swinging his enormous mechanikal wrench. Strangewayes is first and foremost a battlefield mechanik. While some of his colleagues enter the fray only reluctantly, Strangewayes seeks out danger. Younger men have often mistaken Arlan’s recklessness in battle as a death wish, but it actually arises from his complete and utter faith in Cygnaran warjacks. With a Defender, a Stormclad, or even a simple Sentinel in front of him, Strangewayes becomes oblivious to peril. He concentrates only on the ’jacks in his charge, watching pressure gauges and weighing the impact of damaged systems, and he stands ready to use his potent magic to enhance the capabilities of these machines. With a little arcane boost, warjacks near him spring into a blur of motion and nimbly evade blows or destructive magic. When not on the battlefield, Strangewayes focuses on lovingly repairing these machines. He takes every damaged armor plate, torn connecting rod, and burst conduit as a personal affront, going to great lengths to restore machines to full functionality. Unlike many arcane mechaniks, Strangewayes prefers to find simple solutions to repairs in the field. Strangewayes ignores many ordinary dangers of combat thanks to the safety afforded him by his massive customized, steam-powered armor. Strangewayes’ armor grants considerable protection and allows him to shrug off explosions or blows that would easily fell an unprotected man. He has become quite comfortable in his armor despite the work involved in keeping it refueled and maintained. He also relies on its enhanced strength to manipulate oversized warjack parts during field repairs. Adding to the armor’s utility, Strangewayes adapted Cygnaran voltaic technology to create an electromechanikal gauntlet that can send forth a powerful electrical surge capable of frying both men and machines. Strangewayes is a paragon of expertise among the field mechaniks serving the Cygnaran Army. Most of its best mechaniks heed his advice, though many find him a grueling taskmaster, unforgiving and prone to calling out the mistakes of others in the most embarrassing way. Even in casual settings Strangewayes comes across as gruff and difficult to please. His eyes bore into anyone addressing him as if suggesting he has more important things to do than waste time in conversation. One might expect a sense of kinship between Arlan Strangewayes and Sebastian Nemo—they have indeed fought and worked together on numerous occasions— but the two men have many differences. Nemo is a warcaster, inventor, and theoretician fascinated by ideas for the future, while Strangewayes is a pragmatic nuts-and-bolts man focused on keeping warjacks running in the here and now. Strangewayes has openly called both the Thunderhead and Dynamo “overly complicated and impractical,” and that has strained the men’s relationship. Even with his voltaic gauntlet, Strangewayes advocates steam power and has a keen admiration for the older ’jack chassis, particularly those of the Ironclad and the Defender. This has added to his reputation as a curmudgeon, but he nonetheless remains the man every Cygnaran warcaster wants patching his machines back together after a major battle.

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131

MAJOR MARKUS “SIEGE” BRISBANE Warcaster

LIEUTENANT ALLISTER CAINE Warcaster

CAPTAIN ALLISTER CAINE Warcaster

CAPTAIN E. DOMINIC DARIUS & HALFJACKS Warcaster & Solos CAPTAIN VICTORIA HALEY Warcaster

MAJOR VICTORIA HALEY Warcaster

MAJOR PRIME VICTORIA HALEY Warcaster Unit

CAPTAIN ALLISON JAKES Warcaster

CAPTAIN JEREMIAH KRAYE Warcaster

132

MODEL GALLERY

MAJOR BETH MADDOX Storm Knight Warcaster

ARTIFICER GENERAL NEMO & STORM CHASER FINCH Warcaster Unit

COMMANDER ADEPT NEMO Warcaster

GENERAL ADEPT NEMO Warcaster

CAPTAIN KARA SLOAN Warcaster

COMMANDER COLEMAN STRYKER Warcaster

LORD COMMANDER STRYKER Warcaster

CONSTANCE BLAIZE, KNIGHT OF THE PROPHET Mercenary Morrowan Warcaster

LORD GENERAL COLEMAN STRYKER Warcaster

COMMANDER DALIN STURGIS Warcaster

MODEL GALLERY

133

AVENGER Heavy Warjack

CENTURION Heavy Warjack

CYCLONE Heavy Warjack

CHARGER Light Warjack

134

MODEL GALLERY

DEFENDER Heavy Warjack

FIREFLY Light Warjack

GRENADIER Light Warjack

HAMMERSMITH Heavy Warjack

HUNTER Light Warjack

IRONCLAD Heavy Warjack LANCER Light Warjack

MINUTEMAN Light Warjack

MODEL GALLERY

135

STORMCLAD Heavy Warjack

RELIANT Heavy Warjack SENTINEL Light Warjack

DYNAMO Heavy Warjack

ACE Light Warjack

THORN Light Warjack

OL’ ROWDY Heavy Warjack

136

MODEL GALLERY

THUNDERHEAD Heavy Warjack

TRIUMPH Heavy Warjack

GALLANT Mercenary Morrowan Heavy Warjack

HURRICANE Colossal Warjack

MODEL GALLERY

137

STORMWALL & LIGHTNING PODS Colossal Warjack & Solos

138

MODEL GALLERY

ARCANE TEMPEST GUN MAGES Unit

FIELD MECHANIKS Unit

ARCANE TEMPEST GUN MAGE OFFICER Command Attachment

LONG GUNNER INFANTRY Unit

LONG GUNNER INFANTRY OFFICER & STANDARD Command Attachment

SWORD KNIGHTS Unit

MODEL GALLERY

139

SWORD KNIGHT OFFICER & STANDARD Command Attachment

BLACK 13TH STRIKE FORCE Arcane Tempest Unit

TEMPEST BLAZERS Arcane Tempest Unit

140

MODEL GALLERY

SQUIRE Solo GUN MAGE CAPTAIN ADEPT Arcane Tempest Solo

ARCANE TEMPEST RIFLEMAN Solo

JOURNEYMAN WARCASTER Solo

CAPTAIN ARLAN STRANGEWAYES Mechanik Solo LIEUTENANT ALLISON JAKES Solo

ARCHDUKE ALAIN RUNEWOOD, LORD OF FHARIN Solo

MODEL GALLERY

141

142

PAINTING YOUR ARMY As a hobby miniatures game deeply rooted in lore and character, WARMACHINE 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 designed to provide inspiration for your Cygnar painting adventure. We begin with a look at models painted in the traditional studio scheme for the Cygnaran Army. This scheme is shown throughout the model gallery on pages 132–141. Whether or not you decide to emulate the studio scheme, it is a great foundation to draw from with its eye-catching blue and gold contrast, alongside cool whites and tans. Next we present some alternative approaches to painting your Cygnar models. The Cygnaran Army is composed of

several notable companies and divisions, many of which march to war in their own particular colors drawn from the standard Cygnaran Army palette. Such battledresses include the bright yellow and tans of the 32nd Storm Watch, the cool greys of Fort Falk, and the dusty whites of the Northguard Gravediggers. 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 Cygnar 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 Cygnar 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!

143

STUDIO PAINT SCHEME RELIANT

Yellow base: Cygnus Yellow shade: Bloodtracker Brown highlight: Menoth White Highlight

Blue base: Cygnar Blue Base shade: Exile Blue highlight: Cygnar Blue Highlight

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

Steel base: Pig Iron shade: Greatcoat Grey highlight: Cold Steel

Vent Glow base: Heartfire shade: Skorne Red highlight: Cygnus Yellow

Arcane Effects base: Arcane Blue shade: Meredius Blue highlight: Menoth White Highlight

Painter’s Inspiration The Cygnar color scheme grabs your attention and easily holds it through its elegant use of contrast. Large areas of rich, cool blue contrast with regions of warm gold, causing the eye to glide over the model. On some models the rich Cygnar blue is replaced with denim and the gold takes on the warm tones of tan and leather, but the contrast between cool and warm colors is always maintained, since it really defines the Cygnar paint scheme. For more examples of Cygnar models with studio paint schemes, see the gallery on pages 132–141 or go to privateerpress.com.

144

PAINTING YOUR ARMY

STUDIO PAINT SCHEME JOURNEYMAN WARCASTER

Hair base: Sulfuric Yellow shade: Rucksack Tan highlight: Menoth White Base

Gold

Steel base: Pig Iron shade: Greatcoat Grey highlight: Cold Steel

Pants

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

Flesh

base: Trollblood Base highlight: Coal Black highlight: Underbelly Blue

Cloth

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

Blue base: Cygnar Blue Base shade: Exile Blue highlight: Cygnar Blue Highlight

base: Trollblood Highlight shade: Bastion Grey highlight: Menoth White Highlight

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

PAINTING TIPS When painting your arcane glow, add a small amount of P3 Mixing Medium to Menoth White Highlight for your final highlight. You may have to apply two coats to achieve coverage, but doing so will help keep the paint smooth and slightly translucent.

PAINTING YOUR ARMY

145

KELLER’S LIONS PAINT SCHEME RELIANT

Black base: Thamar Black highlight: Coal Black highlight: Frostbite

Yellow base: Sulfuric Yellow shade: Battlefield Brown highlight: Menoth White Highlight

Gold base: Rhulic Gold shade: Umbral Umber highlight: Solid Gold

Steel base: Pig Iron shade: Armor Wash highlight: Cold Steel

Vent Glow base: Heartfire shade: Skorne Red highlight: Cygnus Yellow

Arcane Effects base: Arcane Blue shade: Meredius Blue highlight: Menoth White Highlight

Painter’s Inspiration Keller’s Lions are one of the most highly decorated companies currently deployed to the defense of Eastwall under Commander Timeck Keller. The company first earned its notoriety during the Scharde Invasions, but it wasn’t until the Lion’s Coup under command of then Captain Keller that the company earned its name. In honor of the moniker, the company replaced its traditional Cygnaran blues with a scheme inspired by its namesake animal. The company now marches to battle in rich golden yellows and browns, a perfect homage to the fierce determination and loyalty in defense of king and country for which this elite company is renowned.

146

PAINTING YOUR ARMY

KELLER’S LIONS PAINT SCHEME JOURNEYMAN WARCASTER

Hair base: Menoth White Highlight shade: Bastion Grey highlight: Morrow White

Steel base: Pig Iron shade: Armor Wash highlight: Cold Steel

Leather

Flesh

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

base: Midlund Flesh shade: Khardic Flesh highlight: Ryn Flesh

Black base: Thamar Black shade: Coal Black highlight: Frostbite

Yellow base: Sulfuric Yellow shade: Battlefield Brown highlight: Menoth White Highlight

PAINTING TIPS A touch of Battlefield Brown with a glaze of Umbral Umber added to the bottoms of the Cygnaran greatcoats adds to the drama of warriors fighting on your battlefield.

PAINTING YOUR ARMY

147

“BUBBLEGUM BLUES” PAINT SCHEME RELIANT

Red

Pink

base: Khador Red Base shade: Skorne Red highlight: Khador Red Highlight

base: Murderous Magenta, Carnal Pink 1:1 shade: Murderous Magenta highlight: Carnal Pink

Bone base: Menoth White Highlight shade: ’Jack Bone highlight: Morrow White

Brown base: Beast Hide shade: Umbral Umber highlight: Hammerfall Khaki

Metal base: Cold Steel shade: Thamar Black highlight: Quick Silver

Gold base: Rhulic Gold shade: Blighted Gold highlight: Solid Gold

Arcane Effects base: Heartfire shade: Red Ink highlight: Menoth White Highlight

Painter’s Inspiration By Brendan Roy When I first started playing Cygnar, I wanted to paint some sort of bone on the armor plates. I wasn’t sold on that being the primary color, however, so I needed a complementary color. As I thought about it, the idea of having a very inyour-face color scheme kept running through my head. I eventually settled on a bright, bubblegum pink. In case you weren’t aware of this fact, bubblegum pink isn’t a good complement to bone. It’s a great one! With my color scheme chosen, I still had a hurdle before me. My paint collection lacked the pink that I wanted for this scheme. I knew Murderous Magenta and Carnal Pink had all the right tones I was looking for, so I got to mixing. With a simple 1:1 ratio of each, I had the color I wanted and dived into painting.

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PAINTING YOUR ARMY

“BUBBLEGUM BLUES” PAINT SCHEME JOURNEYMAN WARCASTER

Hair base: Ironhull Grey shade: Thamar Black highlight: Trollblood Highlight

Metal base: Cold Steel shade: Thamar Black highlight: Quick Silver

Gold

Bone

base: Rhulic Gold shade: Blighted Gold highlight: Solid Gold

base: Menoth White Highlight shade: ’Jack Bone highlight: Morrow White

Leather

Flesh

base: Beast Hide shade: Umbral Umber highlight: Hammerfall Khaki

base: Midlund Flesh shade: Rucksack Tan highlight: Ryn Flesh

Pink base: Murderous Magenta, Carnal Pink 1:1 shade: Murderous Magenta highlight: Carnal Pink

Cloth base: Umbral Umber shade: Thamar Black highlight: Bootstrap Leather

PAINTING TIPS Many models in the Cygnar range have a quilted pad to protect them from electricity. When painting the quilt, communicate the flow of the cloth by using a mix of Battlefield Brown and Brown Ink as a second shade to define the texture by drawing lines along the underside of the pattern.

PAINTING YOUR ARMY

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SQUIRE by William Shick

PRECURSOR KNIGHTS by Dallas Kemp

ARCANE TEMPEST GUN MAGES by William Shick COMMANDER COLEMAN STRYKER by Eric Liu

LANCER by Jason Soles

MAJOR VICTORIA HALEY by Eric Liu

CENTURION by Eric Liu

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PAINTING YOUR ARMY

TRENCHER CHAIN GUN CREW by Ron Kruzie

HUNTER by Eric Liu

CAPTAIN E. DOMINIC DARIUS by Ron Kruzie

OL’ ROWDY by Michael Archer

STORM STRIDER by Brant Benoit

PAINTING YOUR ARMY

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TEMPLATES

MAGE SIGHT (Major Markus “Siege” Brisbane, Caine’s Hellslingers)

COVERING FIRE (Cyclone)

LIGHTNING STORM (Captain Allison Jakes, Lord Commander Stryker, Commander Dalin Sturgis)

You may photocopy these templates for your personal use.

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