Infernals Errata

By Privateer Press

Infernals are coming! And with them, a couple new model types: Infernal masters and horrors. Masters are effectively warcasters/warlocks, and horrors are basically warjacks/warbeasts, but they do have some unique rules.

We combed the model rules and have identified a variety of special rules we wanted to affect infernal masters and/or horrors and have called them out here. Many of these are evergreen rules and effects that are present across a wide selection of models, as well as a few specific feats and abilities we specifically determined should affect infernal masters and/or horrors.

Cygnar

Commander Adept Nemo

Change the text of Electrical Storm to the following:

Enemy warjacks, warbeasts, and horrors currently in Nemo’s control range suffer a POW 14 electrical damage roll XICONX. Electrical Storm damage rolls are simultaneous. Warjacks damaged by Electrical Storm suffer Disruption XICONX.

Added horrors. See explanation at top of page.

Sword Knights

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Sword Knight Officer & Standard

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Protectorate

Testament of Menoth

Change Soul Ward to:

 Soul Ward – Enemy models cannot gain soul tokens from friendly models destroyed in this model’s command range.

 We made a change to Soul Ward that prevents enemy models from collecting souls from friendly models, as opposed to every model. Soul Ward was too much of a blanket ability that passively interacted with too many models with very little effort. Now the ability should feel a lot less oppressive on the table and should not casually shut down entire game mechanics.

 Hand of Silence

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s command range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s command range.

This change to Direct Spirits now adds a friendly clause in the final sentence, limiting the scope of the ability. Direct Spirits, like Soul Ward, was too efficient at shutting down soul collection. This change makes the ability a lot less universal in its coverage and should give a little breathing room to soul-collecting armies.

Cryx

Goreshade the Cursed

Change the text of Abyssal Gate to the following:

When Abyssal Gate damages an enemy non-warcaster, non-warlock, non-infernal master model, after the attack is resolved you can place the enemy model anywhere completely within 3˝ of its current location. A model can be placed by Abyssal Gate only once per turn.

Added infernal masters. See explanation at top of page.

Retribution

Lys Healer

Change Soul Ward to:

 Soul Ward – Enemy models cannot gain soul tokens from friendly models destroyed in this model’s command range.

 We made a change to Soul Ward that prevents enemy models from collecting souls from friendly models, as opposed to every model. Soul Ward was too much of a blanket ability that passively interacted with too many models with very little effort. Now the ability should feel a lot less oppressive on the table and should not casually shut down entire game mechanics.

Crucible Guard

Aurum Legate Lukas di Morray

Add Irregulars [Alyce Marc]:

Irregulars [Alyce Marc] – Alyce Marc solos can be included in any army that also includes Aurum Legate Lukas di Morray.

This is essentially a freebie for Lukas so he can always opt to take Alyce in a Hearts of Darkness list without taking up one of his limited solo slots.

Mercenary

Fiona the Black

Change the text of Befuddle to the following:

On a hit, you can immediately advance target enemy non-warcaster, non-warlock, non-infernal master model up to 3˝. Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.

Added infernal masters. See explanation at top of page.

Croe’s Cutthroats

Change Mercenaries to:

Mercenaries – This unit will work for Cryx, Infernals, Khador, and the Protectorate.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this unit is an Infernal unit instead of a Mercenary unit.

Surprise! Jarok Croe and his Cutthroats are infernalists. There may be more in store for Croe and his mercenary band, so keep an eye out because you never know when you may become their prey…

Eilish Garrity, The Occultist

Change Mercenary to:

Mercenary – This model will work for the Convergence, the Crucible Guard, Cryx, Cygnar, Infernals, Khador, the Protectorate, and the Retribution.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this model is an Infernal model instead of a Mercenary model.

Gain Marked Soul:

Marked Soul – This model is a Marked Soul.

Gideon Asher was Eilish all along! We apologize for the smoke and mirrors, but we wanted to surprise everyone with some hidden infernalists in your midst. Now that the secret is out, and their identities have been revealed, we have some classic solos to add to your army, i.e., their original versions.

Orin Midwinter, Rogue Inquisitor

Change Mercenary to:

Mercenary – This model will work for Cryx, Infernals, Khador, and the Protectorate.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this model is an Infernal model instead of a Mercenary model.

Gain Marked Soul:

Marked Soul – This model is a Marked Soul.

Just like Eilish, Orin was secretly an infernalist all along under the CID guise of Faustus. Now that he has been outed, we can let you know his original version is also available for Infernal armies. Enjoy!

Saxon Orrik

Change Mercenary to:

Mercenary – This model will work for Cryx, Infernals, Khador, and the Protectorate.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this model is an Infernal model instead of a Mercenary model.

Change the text of Blind Spot to the following:

Blind Spot – When an enemy warbeast or horror misses this model with a melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model.

Gain Marked Soul:

Marked Soul – This model is a Marked Soul.

More secret Infernalists! Although this guy didn’t get a new, more infernally version, we still didn’t want everyone to know who the secret traitors were until the Faction was releasing. Also, Blind Spot got a change to include horrors. See the explanation at the top of the page.

Trollbloods

Calandra Truthsayer, Oracle of the Glimmerwood

Change the text of Befuddle to the following:

On a hit, you can immediately advance target enemy non-warcaster, non-warlock, non-infernal master model up to 3˝. Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.

Added infernal masters. See explanation at top of page.

Skorne

Supreme Aptimus Zaal

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s control range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s control range.

This change to Direct Spirits now adds a friendly clause in the final sentence, limiting the scope of the ability. Direct Spirits, like Soul Ward, was too efficient at shutting down soul collection. This change makes the ability a lot less universal in its coverage and should give a little breathing room to soul-collecting armies.

Zaal, the Ancestral Advocate

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s control range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s control range.

Same as his earlier version above.

Praetorian Swordsmen

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Praetorian Swordsman Officer & Standard

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Supreme Guardian

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s command range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s command range.

Same as the Zaal entry above.

Grymkin

The Dreamer

Change the text of Abyssal Gate to the following:

When Abyssal Gate damages an enemy non-warcaster, non-warlock, non-infernal master model, after the attack is resolved you can place the enemy model anywhere completely within 3˝ of its current location. A model can be placed by Abyssal Gate only once per turn.

Added infernal masters. See explanation at top of page.

Original Post

 

May 2019 Dynamic Update

By Privateer Press

Cryx

Skarre, Queen of the Broken Coast

Change the text of Black Spot to:

Target enemy warrior model/unit suffers –2 DEF. When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its Combat Action, immediately after the attack is resolved it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.

We’ve made a small update to Black Spot to make it a bit clearer. Functionally, the change is only allowing additional attacks from attacks made during your Combat Action, whereas previously it was during your activation. That led to some edge-case scenarios that became a rules quagmire, so we made a blanket change to the spell to correct some of those problems.

Mercenaries

Captain Bartolo Montador

Warjack points 28.

Bart wasn’t in the Privateer CID, but we got a lot of good feedback and data on him based on battle reports that included him. We’re happy with his overall rules and position, especially considering some of the new models releasing, but we wanted to give him a couple more warjack points to help bring him up to speed. Enjoy!

Fiona the Black

Cut Animosity [Morrowan].

Warjack points 27.

Change the text of Cultists to the following:

Cultists – Choose one friendly living non-Morrowan Faction unit at the beginning of the game to be Cultists. Cultists are Thamarite models. This model can upkeep one spell without spending focus if there is one or more Cultist models in formation in its control range during the Control Phase. Additionally, Cultist models do not suffer damage when spells are channeled through them as a result of Dark Rituals.

Add Dark Rituals:

Dark Rituals – This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage .

Cut Affliction, Telgesh Mark. Nonkrion Brand, and Influence.

Gain Befuddle:

Befuddle                                                        2          10        –          –          –          Yes

On a hit, you can immediately advance target enemy non-warcaster, non-warlock model up to 3˝. Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.

Gain Chasten:

Chasten                                                          2          8          –          12        –          Yes

Enemy upkeep spells and animi on target model/unit damaged by this attack expire.

Gain Curse of Veils:

Curse of Veils                                            2          8          –          –          UP       Yes

Target model/unit suffers –2 ARM and does not block LOS.

Gain Occultation:

Occultation                                                  2          6          –          –          UP       No

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

Change the text of Soulfire to:

Soulfire                                                        3          10        3          13        –          Yes

When a living non-soulless enemy model is boxed by Soulfire, the spellcaster gains 1 focus point and the boxed model is removed from play. If the spellcaster does not have the Focus Manipulation special rule it cannot gain a focus point as a result of Soulfire.

 

Fiona was the recipient of a serious overhaul in the Privateer CID. In general, we looked to smooth out her gameplay with some quality of life changes like Dark Ritual as her spell arcing tool instead of Telgesh Mark. We also drastically changed her spell list to really commit her to the spell-slinging trope. We wanted to lean into her concept as a Thamarite spellcaster, so her spell list tends to reflect control-style spells and dark or shadow-style effects. We hope you have a great time putting this re-imagined warcaster on the table!

Buccaneer

MAT 6.

ARM 16.

Cost 7.

Gain Amphibious.

 

This little guy got a couple updates. Pretty much across the board, we upped the ARM on Privateer ’jacks by a point. We also gave him (and the rest of his chassis) Amphibious because, c’mon, pirate ’jacks! We also gave him a small MAT bump to give him a touch more reliability in combat. These changes did come at the cost of increasing his, uh, cost, by 1 point.

Freebooter

ARM 18.

As I said above with the Buccaneer, we pretty much increased the ARM on almost all of the Privateer warjacks by 1 because going into the CID, they felt just a tad soft. The Freebooter should feel a tad bit sturdier now.

Galleon

Point cost 35.

Gain Power Lifter:

Power Lifter – Once per turn at any time during its activation, this model can choose one other friendly Faction 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 unless it became knocked down this turn. A model can be placed by Power Lifter only once per turn.

 

The long-awaited Galleon update! As we’ve been steadily reviewing Colossals and Gargantuans over the years, in many cases we’ve found them to be priced just a tad too high. For the Galleon, we brought its points down and also gave it Power Lifted to provide a bit of utility. This should give it a distinct home in armies that are looking for a bit of shooting combined with a bit of utility.

Mariner

ARM 18.

Ship Gun AOE 4.

Anchor melee range 2˝.

Much like his Freebooter and Buccaneer buddies, the Mariner gained a point of ARM. Perhaps more significantly, the AOE on the Mariner’s gun went up in size, and this Good Ol’ Boy learned how to grasp the Anchor by the chain, increasing its melee range to 2˝. There are some simple dials we turned to modernize this ’jack and make him a bit more appealing in armies looking for a combined arms warjack.

 

The Commodore Cannon & Crew

Change the text of Limited Employment to the following:

Limited Employment – This unit can be included only in Mercenary armies that include a Privateer warcaster.

 

Crewmen gain Tough.

 

There is a slight change to Limited Employment that now specifically calls out the Commodore Cannon working only for Mercenary armies. This change was made to limit Rahera’s access to the model so that the Commodore doesn’t go on a magical adventure into Cryx armies.

 

Also, Privateer’s all pretty much gained Tough across the board.

 

The Devil’s Shadow Mutineers

Cost 7.

CMD 8.

Add Partisan [Cryx]:

Partisan [Cryx] – When included in a Cryx army, this unit is a Cryx unit instead of a Mercenary unit.

Gain Tough.

Mar’s Saber melee range 1˝.

Morland’s Cutlasses melee range 1˝.

 

The Devil’s Shadow got a couple of tweaks. Some point reductions and a CMD update should make them a bit easier to fit into lists and a bit easier to spread around the battlefield. We also gave their swords a bit more melee range to help them get into the enemy and do a bit more work once there.

 

Press Gangers

Cost 7/12.

Gain Ambush:

Ambush – You can choose not to deploy this unit at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent’s deployment zone. Place all models in this unit in formation completely within 3˝ of the chosen table edge.

 

Press Gangers got a point update that doesn’t change their upper end but modernizes a minimum unit. We also overhauled the theme force (see below), stripping Ambush as a benefit and just giving it to the unit baseline. This means you can Ambush a pair of units now if you’d like!

 

Sea Dog Deck Gun

RAT 5.

Gain Advance Deployment.

Gain Tough.

 

We weren’t happy with the Sea Dog Deck Gun, so we wanted to give it a few little boosts to make it more appealing. We really liked the “light gun” nature of the deck gun, and so we approached it from the perspective of giving it a bit more utility instead of just simply ramping up its damage. First, a RAT increase gives it a bit more consistency in combat, and Advance Deploy lets it be where it wants without having to drag it there first. Also, Tough!…because…Privateers!

Sea Dog Pirate Rifleman

Cost 1.

RAT 6.

Gain Tough.

Add Wild Shot 
 
Cut Take Up
 
Cut CRA
 
Cut Point Blank 

 

Sea Dog Riflemen saw a variety of changes over the course of the CID.  These changes make them a cheap filler model with improved accuracy and the ability to fire before the unit charges into combat, giving them some flexibility.

 

Sea Dog Pirates

Cost 7/11.

Gain Tough.

 

Arr, Sea Dog Pirates got a wee bit cheaper and gained Tough. We didn’t feel the Sea Dogs needed a drastic overhaul, as all the things changing around them help elevate them a bit.

 

Bloody Bradigan

DEF 14.

 

Bloody Bradigan is a great, cheap, killy model that can easily fit into many lists, thanks to his cost. We wanted to keep that aspect, so we opted to just give him a simple little DEF increase to help him get stuck-in and stay there. Do you think he is high DEF because he is drunk and hard to hit from swaying around? Or do you think he is much higher DEF naturally, but his drunkenness lowers his DEF? The world may never know!

 

Bosun Grogspar

RAT 6.

Point Cost 5.

Change No Sleeping on the Job to:

No Sleeping on the Job [living Privateer] – This model and friendly living Privateer models in its command range cannot become knocked down.

Harpoon Gun gains Critical Devastation:

Critical DevastationOn a critical hit, models hit are thrown d6˝ directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a damage roll with POW equal to half the POW of this weapon. The POW of collateral damage is equal to half the POW of this weapon.

 

Grogspar’s big change was opening No Sleeping on the Job from Sea Dog to Privateer. However, that also includes the warjacks, so it was tightened up to living Privateer. We also amped up his shooting, giving him a RAT increase and putting Critical Devastation on his harpoon because…dynamite!

 

Hawk

Cost 5.

Cut Sucker!

Add Relentless Charge:

Relentless Charge – While advancing as part of a charge, this model gains Pathfinder .

Add 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.

Cutlasses gain Lunge:

Lunge – This weapon becomes RNG 2 during this model’s activation.

 

We made a bunch of tweaks to Hawk, specifically to ramp her into a deadly duelist. Sucker got dropped, thanks to other theme changes (see below), but she gained Relentless Charge and Sprint to help her get there then get out. Also, we gave her the Ashlynn treatment, giving her Lunge so she can strike from a bit farther away.

 

Lord Rockbottom

Replace Paymaster [Sea Dog] with Paymaster [Privateer]:

 

Paymaster [Privateer] – At any time during this model’s activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Privateer units. A Privateer unit can be affected by only one incentive per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.

 

Change to text of Walk It Off to:

Walk It Off – If the affected models were suffering from continuous effects, knockdown, and stationary, those effects immediately expire.

 

You may have noticed a theme of us replacing things that reference Sea Dog into Privateer. The general idea was to open up how things interact with each other in the army and provide some deeper decision-making. Since we have added Tough to many Privateer models, we changed Walk It Off from granting Tough to encourage models in other ways.

 

Master Gunner Dugal MacNaile

Cut Veteran Leader.

Add Spyglass (★Action):

Spyglass (Action) – Target an enemy model in this model’s LOS. That model loses Stealth for one round.

  

We increased the base RAT on the Deck Guns so they’re a bit more independent. As a result, we dropped Veteran Leader from Dugal but also gave him the Spyglass action. Now he should have a variety of useful tools available to him that doesn’t necessarily tie him down to a specific model or unit type.

  

Swamp Gobber River Raider

Cost 1.

FA 9.

 

Surprise! How about some River Raider changes? Instead of purchasing a pack of River Raiders, you now purchase them as singles for 1 point per model. Because you no longer purchase a set of them, we increased their FA to accommodate the maximum number of models someone may have owned before this change.

 

Skorne

Lord Arbiter Hexeris

Change the text of Black Spot to:

Target enemy warrior model/unit suffers –2 DEF. When a friendly Faction model destroys one or more affected models with a basic melee or ranged attack during its Combat Action, immediately after the attack is resolved it can make one additional melee or ranged attack. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.

 

This is a simple adjustment to Black Spot’s language. Please see Skarre’s entry at the top of this page for more details.

Grymkin

Mad Caps

Change the text of Catastrophic Explosion to:

Catastrophic Explosion – When this model is disabled by an enemy attack, choose a point 2d6 + 3˝ from this model and roll deviation from that point, with direction 4 on the deviation template pointing directly toward the rear edge of your deployment zone. Center a 4˝ AOE on the point of impact. Then, remove this model from play. Models in the AOE suffer an unboostable POW 12 fire damage roll and the Fire continuous effect .

 

Catastrophic Explosion was changed to now require an enemy attack to trigger it. Some abuses were brought to our attention after testing out the Powder Monkey, which we wanted to rectify across the board, and that means the Mad Cap received this small update to its language.

 

Theme Forces

Mercenary Theme Force: Talion Charter

Army Composition:

Add Scallywag.

Change the First benefit to the following:

This army can also include Cryx Scharde units. These units are considered to be friendly Mercenary Privateer units instead of Cryx units and can include attachments but cannot include Ranking Officers.

Change the second benefit to the following:

For every full 25 points of Privateer models/units in this army, you can add two solo or weapon crew unit to the army free of cost. Free models/units do not count toward the total point value of Privateer models/units in the army when calculating this bonus.

Change the third benefit to the following:

Solos in this army gain Sacrificial Pawn [Sea Dog model]. (When a model with Sacrificial Pawn [Sea Dog model] is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Sea Dog trooper model within 3˝ of it directly hit instead. That model is automatically hit and suffers all damage and effects.)

Add the following benefit:

After models are deployed at the start of the game, you can place up to two 3˝ AOEs any where on the table at least 6˝ away from the nearest enemy model. These AOES are hazards and rough terrain that remain in play for the first round of the game. A model entering or ending its activation in one of these AOEs suffers an unboostable POW 12 blast damage roll.

  

Talion Charter got a bunch of updates. Allowing Scharde Pirates gives the theme access to some additional units for players to explore. Additionally, we amped up the defensive tech on the solos by swapping it from Dodge to Sacrificial Pawn, which should help keep those key solos alive. We decided we wanted to add a fun thematic benefit, so we decided to give the player an opening bombardment from the Talion into the battle, which manifests as some hazards you get to put into play to funnel your opponent where you want them.

 

 

 

No

Original Post

 

April 2019 CID Developer’s Notes

By Privateer Press

We are making a clarification change to Alchemical Mask. This should clear up some confusing wording on how Alchemical Mask relates to clouds, and the concealment granted by those clouds. The previous wording resulted in some overly complex and confusing rulings we had to make, so we decided to just alter the wording to ensure it reads much smoother. Each the models listed below are every model in WARMACHINE & HORDES with Alchemical Mask, and this new text has been updated on all their cards to reflect the change.

Assault Kommander Strakhov & Kommandos

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Kommander Oleg Strakhov

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Assault Kommandos

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Assault Kommando Flame Thrower

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Aurum Adeptus Syvestro

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Combat Alchemists

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Gorman Di Wulfe, Rogue Alchemist

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Hutchuk, Ogrun Bounty Hunter

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Splatter Boar

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Grymkin

Piggybacks

ARM 14.

We made a small adjustment to Piggybacks (and by extension, the new Piggyback Officer) in the Grymkin CID to give them a small boost to their ARM, from 13 to 14. We found that at their previous ARM, they were just a tad too soft defensively unless you also brought along a Death Knell, which heavily influenced their opportunity cost in lists. This change means they are suitably tough without the Death Knell or reach more elite levels of durability when paired with one.

We think this change allows the Piggybacks to be included in more lists without soaking up too many points of support unless you really want to commit to a particularly sturdy army that favors soaking up the enemy alpha strike, which should give players a bit more flexibility in list building.

Oink!

Theme

Grymkin Theme Force: Dark Menagerie

Add “Malady Man units” and “Baron Tonguelick, Lord of Warts” to the Army Composition section.

We added two of the new model entries to Dark Menagerie. Baron Tonguelick, as the new attachment, is an obvious addition. However, the Malady Man is a tad more of an edge case addition. Our decision was to provide an alternative, cheap unit to a theme force that specializes in an extremely large and diverse warbeast package. Even though we don’t expect the Malady Man to fit into every Dark Menagerie army, we wanted to give the players the option of an accessible unit for scoring, contesting, and other uses.

 

Grymkin Theme Force: Bump in the Night

Add “Baron Tonguelick, Lord of Warts” and “Grave Ghoul solos” to the Army Composition section.

Change the second benefit to the following:

For every 20 points of Grymkin units and Grymkin battle engines in this army, you can add one Malady Man unit, command attachment, or solo to the army free of cost. Free command attachments do not count toward the total point value of units in the army when calculating this bonus.

Much the same as above, we have added the new model entries to Bump in the Night. Remember, Bump in the Night automatically includes all Grymkin units, which means the Malady Man is an automatic addition to the theme force. Additionally, the have added the Malady Man as one of the free options in Bump in the Night. This should provide some creative list building options, and the new Neigh Slayer Warhorse and Piggyback Officer should also breath some new life into their respective units and how they are utilized on the battlefield.

 

 

No

Original Post

 

March 2019 Grymkin CID Developer’s Notes

By Privateer Press

We are making a clarification change to Alchemical Mask. This should clear up some confusing wording on how Alchemical Mask relates to clouds, and the concealment granted by those clouds. The previous wording resulted in some overly complex and confusing rulings we had to make, so we decided to just alter the wording to ensure it reads much smoother. Each the models listed below are every model in WARMACHINE & HORDES with Alchemical Mask, and this new text has been updated on all their cards to reflect the change.

Assault Kommander Strakhov & Kommandos

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Kommander Oleg Strakhov

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Assault Kommandos

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Assault Kommando Flame Thrower

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Aurum Adeptus Syvestro

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Combat Alchemists

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Gorman Di Wulfe, Rogue Alchemist

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Hutchuk, Ogrun Bounty Hunter

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Splatter Boar

Change the text of Alchemical Mask to:

Alchemical Mask – This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

Grymkin

Piggybacks

ARM 14.

We made a small adjustment to Piggybacks (and by extension, the new Piggyback Officer) in the Grymkin CID to give them a small boost to their ARM, from 13 to 14. We found that at their previous ARM, they were just a tad too soft defensively unless you also brought along a Death Knell, which heavily influenced their opportunity cost in lists. This change means they are suitably tough without the Death Knell or reach more elite levels of durability when paired with one.

We think this change allows the Piggybacks to be included in more lists without soaking up too many points of support unless you really want to commit to a particularly sturdy army that favors soaking up the enemy alpha strike, which should give players a bit more flexibility in list building.

Oink!

Theme

Grymkin Theme Force: Dark Menagerie

Add “Malady Man units” and “Baron Tonguelick, Lord of Warts” to the Army Composition section.

We added two of the new model entries to Dark Menagerie. Baron Tonguelick, as the new attachment, is an obvious addition. However, the Malady Man is a tad more of an edge case addition. Our decision was to provide an alternative, cheap unit to a theme force that specializes in an extremely large and diverse warbeast package. Even though we don’t expect the Malady Man to fit into every Dark Menagerie army, we wanted to give the players the option of an accessible unit for scoring, contesting, and other uses.

 

Grymkin Theme Force: Bump in the Night

Add “Baron Tonguelick, Lord of Warts” and “Grave Ghoul solos” to the Army Composition section.

Change the second benefit to the following:

For every 20 points of Grymkin units and Grymkin battle engines in this army, you can add one Malady Man unit, command attachment, or solo to the army free of cost. Free command attachments do not count toward the total point value of units in the army when calculating this bonus.

Much the same as above, we have added the new model entries to Bump in the Night. Remember, Bump in the Night automatically includes all Grymkin units, which means the Malady Man is an automatic addition to the theme force. Additionally, the have added the Malady Man as one of the free options in Bump in the Night. This should provide some creative list building options, and the new Neigh Slayer Warhorse and Piggyback Officer should also breath some new life into their respective units and how they are utilized on the battlefield.

 

 

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Original Post

 

Stormbreak

By Privateer Press

Stormbreak is a one-month narrative league for WARMACHINE and HORDES that is part of the larger narrative event centered on the occupation (and potential liberation) of Llael. The previous chapter of this event was Winter Rampage 2019, in which players affected the outcome of the battle at Riversmet. Stormbreak focuses on the next major battle in this saga, the Siege of Merwyn.

The imperial occupants of Llael, Khador, are constructing something that could change the face of war in the Iron Kingdoms forever. Utilizing technology stolen from Zu, Khadoran engineers are building a super-weapon in the city of Merwyn. As a result, the city is completely locked down by the Khadoran Invaders—the only way the Llaelese Liberators can hope to stop the construction of this super-weapon is through war. Of course, not everyone converging on Merwyn has Llael’s best interests at heart—some care only about their own ill-gotten gains, Opportunists looking to make quick coin off the suffering of others.

As a participant, you must decide which Agenda you will join: the imperial Invaders, the vengeful Liberators, or the cunning Opportunists. The results of your battles will massively affect the final narrative event in this saga at Lock & Load GameFest 2019, an event that will decide the ultimate fate of Llael.

Wins and losses are reported online each week, the global results determining the overall winning Agenda of this event. In-store participants can earn special Tank Commander participation patches by playing league games throughout the event.

Stormbreak rules can be found here.

Prize kits can be purchased through distribution, or our online store (viewable only when logged into a registered retail account) here.

Original Post

 

Privateer Press Welcomes Bob Watts as new Chief Executive Officer

By Privateer Press

Bellevue, WA, Release: January 22, 2019: For Immediate Release

Privateer Press, Inc. has hired industry veteran and long-time licensing partner Bob Watts as Chief Executive Officer.

Bob Watts joins Privateer Press with 40 years of experience in the gaming industry. He started his career as a metal miniatures caster and worked his way into management in charge of sales, marketing, R&D, and the opening of new production facilities in the U.S. and abroad for multiple companies. Over the years, he has served as CEO & Founder of Sabertooth Games (LotR CMG, 40K CCG), Vice President of Wizards of the Coast (M:TG CCG, Dungeons & Dragons RPG), President & Founder of Heartbreaker Hobbies (Warzone, James Bond CCG, DoomTrooper CCG), President of Games Workshop North America (Warhammer 40K), and most recently as the President of Cerberus Entertainment, overseeing the production and sales of Privateer Press products in the EU.

sketch

“We’ve been waiting for the right opportunity to work with Bob as a more intrinsic part of our organization,” said founder and Chief Creative Officer Matt Wilson. “Besides the positive direct working relationship we’ve had with Bob over the past 15 years, his background in all aspects of the business—design, sales, production, and logistics—makes him the perfect person to develop Privateer’s business to the next level in ways that we could not have achieved before.”

As CEO, Bob Watts will oversee the day-to-day administration of Privateer Press as well as the company’s future development, supported by Privateer’s President, Sherry Yeary, and CCO, Matt Wilson. Privateer expects that having Bob Watts involved in the daily operations of the company while still being involved in Privateer Press EU will help promote greater consistency and quality of service to customers in the UK & EU.

Bob Watts said, “Privateer Press is a company full of talented people who design and produce great games and miniatures. It is a privilege to be asked to join this industry leader and to be part of the continued success with the present portfolio of products, along with new opportunities that lie before us.”

About Privateer Press, Inc.

Privateer Press, Inc., is a privately held producer of entertainment and hobby brands based in the Seattle area. Its products include the award-winning WARMACHINE and HORDES hobby miniatures games, the award-winning Iron Kingdoms property and Iron Kingdoms Full Metal Fantasy Roleplaying Game, the Monsterpocalypse battle miniatures game, the Formula P3 hobby line, No Quarter Prime magazine, and digital fiction through the Skull Island eXpeditions imprint. LEVEL 7 is the property of Matthew D. Wilson, used under license. To learn more about Privateer Press, visit www.privateerpress.com or contact the president, Sherry Yeary, at (425) 643-5900 or sherry@privateerpress.com.

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Original Post

 

Privateer Press Will Be At Las Vegas Open 2019

By Privateer Press

Las Vegas Open 2019 is quickly approaching, and you won’t want to miss out!

https://www.lasvegasopen.net/

Join us February 8th through the 10th at Bally’s Casino in Las Vegas for three days of wargaming, socializing, and general mayhem! There’s plenty to keep you busy at LVO, including Privateer Press and other vendors, painting and terrain classes, and social events for those who may not be gaming during the day. But if that’s not enough, it’s Vegas, baby—there’s entertainment and diversions around every neon-lit corner!

  • Play on elaborate custom tables:
    • LVO
      LVO

    • Compete for great prizes:
      • Iron Gauntlet qualifier spot
      • WARMACHINE Weekend qualifier spot
      • WTC qualifier spot
      • $500 flight voucher for L&L/WMW/LVO
      • Tons of other great prizes and swag!
        • LVO

        • Multiple events for both competitive and casual players:
          • Champions qualifier
          • Steamroller finals qualifier
          • Who’s the Boss?!
          • Caster Draft
          • Scrambles
          • Open play

        We look forward to seeing all our friends, and hope to make some new ones this year! If you have any questions, don’t hesitate to reach out to us through the website at https://www.lasvegasopen.net/!

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        Original Post

         

        Privateer Press’ Latest Organized Play Event Advances the Iron Kingdoms Story

        By Privateer Press

        January 15, 2019

        Bellevue, WA — Privateer Press’ first Organized Play event of 2019 for WARMACHINE and HORDES, Winter Rampage, launched this month with a twist: outcomes of players’ participation in the story-driven event directly impact the games’ overall setting.

        At the center of this single-day event lies the war-torn nation of Llael, which is besieged by Iron Kingdoms enemies on one side but protected by allies on the other. As players participate in the growing narrative to determine the fate of the nation, the Organized Play team at Privateer collates player reports to determine the next part of the story. These outcomes are then incorporated into the setting’s latest work of fiction, the third installment in author Aeryn Rudel’s Acts of War series. Part I of Stormbreak has already been published (http://privateerpress.com/organized-play/winter-rampage), and part II is being drafted as reports are submitted.

        “The story will continue to evolve through our annual Privateer Press convention, Lock & Load GameFest,” says Lead Developer William Hungerford. “Over the course of three different events, we’ll see if Llael is liberated from or dominated by its enemies.”

        There’s still time for players to get in on the action and determine the course of the Iron Kingdoms history. Retailers are able to obtain Winter Rampage 2019 Prize Kits by logging into their accounts on the official Privateer Press store (store.privateerpress.com), and they can continue to host and report events through January 31, 2019, in order to impact the story.

        The next event begins in April. The ongoing installments of Stormbreak, reflecting player input from this first Winter Rampage even, will be available for free through the Privateer Press Organized Play site.

        About Privateer Press, Inc.

        Privateer Press, Inc., is a privately held producer of entertainment and hobby brands based in the Seattle area. Its products include the award-winning WARMACHINE and HORDES hobby miniatures games, the award-winning Iron Kingdoms property and Iron Kingdoms Full Metal Fantasy Roleplaying Game, the Monsterpocalypse battle miniatures game, the Formula P3 hobby line, No Quarter Prime magazine, and digital fiction through the Skull Island eXpeditions imprint. LEVEL 7 is the property of Matthew D. Wilson, used under license. To learn more about Privateer Press, visit www.privateerpress.com or contact the president, Sherry Yeary, at (425) 643-5900 or sherry@privateerpress.com.

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        Original Post

         

        Privateer Press Announces Art of Privateer Press Kickstarter

        By Privateer Press

        Privateer Press Announces Kickstarter Launch of THE ART OF PRIVATEEER PRESS Book

        January 14, 2019

        Bellevue, WA — Privateer Press has announced that on Monday, January 14, it will launch a Kickstarter campaign for The Art of Privateer Press, an art book requested by fans of Privateer Press’ games for nearly 20 years. Illustrations will come from Privateer’s multiple fantasy and science-fiction worlds, including the Iron Kingdoms, WARMACHINE, HORDES, Level 7, and more. In addition to a full-color hardback—with a minimal page count of 144 pages and a final page count determined by pledges that unlock stretch goals—the campaign will also include a preview miniature, J.A.I.M., otherwise known as the Iron Maiden, from a future Privateer Press game and, at higher levels, sketchbooks of concept art pieces, some of which have never been published before.

        The campaign will launch January 14 and run through January 25. Privateer Press expects to ship the preview miniature in May and the sketchbooks and book itself in fall 2019.

        cover img

        “We’ve intended to do this book for many years now,” says Privateer Press’ owner and Chief Creative Officer Matt Wilson. “Players, fans, and art collectors have been asking since we launched WARMACHINE for compilations of the illustrations we provide to bring life to our worlds. Now, thousands of images later, we’re ready to bring some of the best pieces together in one special edition.”

        Backers will find a wide variety of different pledge levels to consider—from digital content to limited-edition sketchbook options, all of which include the Iron Maiden miniature. The miniature itself has been designed to be playable in every WARMACHINE and HORDES game Faction to ensure the broadest appeal to players, and all backers will have their names included in the book’s dedication.

        The Art of Privateer Press Kickstarter campaign can be found beginning January 14 at https://www.kickstarter.com/projects/privateerpress/the-art-of-privateer….

        About Privateer Press, Inc.

        Privateer Press, Inc., is a privately held producer of entertainment and hobby brands based in the Seattle area. Its products include the award-winning WARMACHINE and HORDES hobby miniatures games, the award-winning Iron Kingdoms property and Iron Kingdoms Full Metal Fantasy Roleplaying Game, the Monsterpocalypse battle miniatures game, the Formula P3 hobby line, No Quarter Prime magazine, and digital fiction through the Skull Island eXpeditions imprint. LEVEL 7 is the property of Matthew D. Wilson, used under license. To learn more about Privateer Press, visit www.privateerpress.com or contact the president, Sherry Yeary, at (425) 643-5900 or sherry@privateerpress.com.

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        Original Post

         

        Sales Account Manager

        By Privateer Press

        About Us

        Privateer Press, Inc. (privateerpress.com) is an award-winning publisher of games and game supplements based in Bellevue, WA. We produce the acclaimed WARMACHINE® and HORDES® tabletop miniatures wargames, the Monsterpocalypse® pre-painted miniatures game, the Iron Kingdoms® Full Metal Fantasy and Iron Kingdoms® Unleashed roleplaying games, the Undercity™ and Widower’s Wood™ adventure board games, and the LEVEL 7® survival-horror board game line. We also produce the Formula P3™ hobby tool and paint range in addition to the other products in our catalog. We are focused on producing the finest gaming products on the market today as we continue to build and expand the richness of our games and settings. We are in search of great people who are enthusiastic about producing engaging and enjoyable experiences and who can appreciate the inherent beauty of giant steam-powered robots smashing each other to pieces.

        We are a hard-working crew who derive satisfaction from a job well done. We work in a fast-paced, results-driven environment, and we seek a highly confident individual with excellent interpersonal skills and an ability to build rapport with new and existing customers over the phone and in person.

        Job Description

        The Account Manager role is a mid-level position and will report directly to the Sales Director. The Account Manager will be responsible for making weekly calls to existing accounts to enhance individual account performance as well as making daily new account cold calls and followups to canvas for new business by maintaining a current call sheet. The Account Manager will also be responsible for ensuring that all accounts are informed of current OP programs, Best Trade Sales Practices, and other promotional and marketing materials.
        This is a full-time position in our Bellevue, WA office.

        Duties include, but are not limited to:

        • Direct sales (or through distribution sales) to retail stores – existing accounts and new accounts.
        • Make direct contact with retailers to promote products as well as gather feedback and data that can be applied to product development and growth strategies.
        • Promote sales, retention, and acquisition at the retailer and club level with in-store and club programs such as leagues, release events, and special promotions.
        • Liaison with Marketing to ensure marketing goals are being met at the store level and collaborate on future promotions coordinating with product releases, events, etc. Trade Sales will have input with Marketing.
        • Coordinate and send weekly emails to retailers.
        • Determine product selling points and setting sales strategies. Marketing and Graphic Design will be made available.
        • Evaluating effectiveness of sales initiatives. Proper CRM software will be purchased at a later date, if current software is just not adequate.
        • Recommend product enhancements to boost sales / gain new customers, such as OP kits, Point of Sale materials, displays, etc.
        • Attend events, conventions, and tradeshows as a representative of Privateer Press.
        • Travel to industry trade shows (e.g., GAMA), distributor open houses, and large consumer conventions (e.g. Gen Con).

        Qualifications

        • Excellent written and verbal communication skills
        • Excellent customer service skills
        • Communication and negotiation skills
        • Tele-sale experience a plus with the ability to communicate by phone and email
        • Knowledge of Privateer Press product lines
        • Knowledge of Hobby Industry – Distribution and Retail
        • Able to train and manage sales staff
        • Able to be discreet and trustworthy
        • Highly organized
        • Able to pay attention to detail
        • Experience with Microsoft Office applications (Excel, Word, PowerPoint)
        • Ability to work independently and multitask
        • Experience working in a fast-paced office environment
        • Strong work ethic and positive attitude
        • Must be reliable
        • Must be action-oriented and able to complete tasks quickly
        • Must be willing and able to travel to industry trade shows, distributor shows, and large consumer conventions

        Benefits

        • Medical and dental
        • Paid vacation/sick days
        • Free and discounted product

        Start date: Immediate
        Compensation: Negotiable

        Application Process:

        1) Prepare a resume of no more than two pages. The filename of the resume should be your first and last name separated by an underscore, and it must be in .doc or .PDF format. Example: John_Doe.doc
        2) Compose a cover letter of no more than one page. The filename of the cover letter should be your first and last name followed by “CL”, all separated by underscores. The file must be in .doc or .PDF format. Example: John_Doe_CL.doc
        3) Send your resume and cover letter to jobs@privateerpress.com, and make sure the subject line says “Trade Sales Account Manager—[your name].” Example: Trade Sales Account Manager —John Doe.

        Original Post

         

        December 2018 Dynamic Update Developer’s Notes

        By Privateer Press

        December 2018 Dynamic Update Developer’s Notes: Skorne CID

        Below are changes that came out of the Skorne CID. Our thanks to all who participated in this CID cycle!

        Convergence

        Enigma Foundry

        Change Reconstruction (Action) to Reconstruction:

        Reconstruction – During your Maintenance Phase you may remove one soul token from this model to return one destroyed medium-based friendly Faction construct Grunt to play, or remove up to three soul tokens from this model to return one destroyed small-based friendly Faction construct Grunt to play for each token removed. Place each returned Grunt completely within 2˝ of this model and in formation.

        The change to the Enigma Foundry should help increase the relevance and power level of the Clockwork Legion theme force and return a unique feel to the recursion mechanics inside of the Convergence of Cyriss.

        Skorne

        Makeda & the Exalted Court

        Bonus points +25.

        Change the text of Dance of Death to the following:

        Makeda immediately casts Incite without spending fury. Additionally, when a model in Makeda’s battlegroup destroys one or more enemy models in her control range with an attack, either Makeda can gain 1 fury point or 1 fury point can be removed from a model in her battlegroup that is in her control range. Dance of Death lasts for one turn.

        Makeda & the Exalted Court gain Overtake:

        Overtake – When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1˝.

        Cut Ground Zero, Hand of Death, and Vortex of Destruction.

        Add Bladed Gale, Bulwark, Deathbringers, and Incite.

        Bladed Gale       3          SP 8     –          13         *           Yes

        Models hit lose Flight for one round.

        Bulwark       2          Self      Ctrl       –          UP       No

        While in the spellcaster’s control range and B2B with one or more models in its battlegroup, models in the spellcaster’s battlegroup gain +2 DEF and cannot become knocked down.

        Deathbringers       2                Self            Ctrl             –       Turn       No

        While within the spellcaster’s control range, the melee weapons of models in its battlegroup gain Grievous Wounds. Deathbringers lasts for one turn. (A model hit by a weapon with Grievous Wounds loses Tough and cannot have damage removed from it for one round.)

        Incite       4       Self      –          –          Turn      No

        Friendly Faction models gain +2 to attack and damage rolls against enemy models while the enemy models are in the spellcaster’s command range. Incite lasts for one turn.

        A substantial overhaul. Makeda 3 is almost an entirely new warlock. I will let the changes speak for themselves, but players should be able to play this warlock in a few different armies and lead the Skorne Empire to victory on the front lines.

        Supreme Aptimus Zaal

        Gain Irregulars [Ancestral Guardian]:

        Irregulars [Ancestral Guardian] – Ancestral Guardian solos can be included in any army that also includes Supreme Aptimus Zaal.

        Change the text of Soul Converter to the following:

        Soul Converter – Once per turn at any time during its activation, this model can spend 1 fury point to give each friendly Exalted model with Soul Taker: Gatekeeper currently in its control range one soul token. 

        The addition of Irregulars allows Zaal to bring Ancestral Guardians into any theme force he plays in, which should really open up the themes available to him. Slight wording updates to Soul Converter help smooth out some of the issues in the Exalted theme force.

        Void Seer Mordikaar

        Gain Irregulars [Void Spirit]:

        Irregulars [Void Spirit] – Void Spirit solos can be included in any army that also includes Void Seer Mordikaar.

        Much like Zaal 1, Mordikaar 1 will be able to bring Void Spirits in any theme force.

        Agonizer

        Add “Titan” to sub-header.

        This change is minor but will allow the Bronzeback Titan to interact with the Agonizer.

        Aradus Sentinel

        FURY 3.

        Cost 14

        Change animus to Recoil:

        Recoil       1          Self      –          –          Turn      No

        The spellcaster gains Swift Hunter. Recoil lasts for one turn. (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˝.)

        Gain Snacking:

        Snacking – When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points.

        Gain Sturdy:

        Sturdy – This model cannot be pushed.

        Venom Blaster RNG SP 10, AOE -, POW 14.

        Cut Arcing Fire and Scather.

        After a rather substantial rework, the Sentinel is now quite different from the Titan Cannoneer. Changing the ranged attack to a Spray opens a unique place for the Sentinel.

        Aradus Soldier

        Change animus to Swarm:

        Swarm       2          Self      –          –          RND    No

        The spellcaster gains concealment. Living enemy models suffer –2 to attack rolls while within 2˝ of the spellcaster. Swarm lasts for one round.

        Gain Snacking:

        Snacking – When this model boxes a living model with a melee attack, it can choose to remove the boxed model from play. When it does, this model can remove d3 damage points.

        Gain Sturdy:

        Sturdy – This model cannot be pushed.

        Much like the Sentinel, the Aradus Soldier received updates to further differentiate it from other options in the Faction.

        Bronzeback Titan

        Cost 17.

        Gain 1 Mind damage box.

        Change the text of Puissance to the following: 

        Puissance      1          Self      –          –          RND    No

        The spellcaster gains Unyielding. Puissance lasts for one round. (A model with Unyielding gains +2 ARM against melee damage rolls.)

        Gain Hyper-Aggressive:

        Hyper-Aggressive – When this model suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.

        War Gauntlets gain Beat Back:

        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.

        The Bronzeback received significant updates to bring it in line with the rest of the game. Hyper-Aggressive, Beat Back, and a strong animus make this a much more enticing model.

        Cyclops Brute

        MAT 6.

        A slight bump in MAT makes the Brute a stronger choice.

        Desert Hydra

        Cost 35.

        DEF 10.

        Acid Spray RNG SP 8, POW 14.

        Cut Concentrated Blast (★ Attack).

        A point drop and some upgrades to its ranged attacks put the Desert Hydra into a solid place.

        Despoiler

        Cost 17.

        Despoiler was operating in lists how we wanted it to, but it did not feel worth its points. A slight point drop helps mitigate this issue.

        Mammoth

        Cost 35.

        RAT 5.

        Cut Assault and Shooting Gallery.

        Gain Pain Maddened:

        Pain Maddened – When this model is damaged by an enemy attack, this model gains +2 SPD for one round.

        Siege Battery RNG 14 and gains Full Battery Fire (★ Attack):

        Full Battery Fire ( Attack) – This weapon becomes POW 20 for this attack. On a direct hit, models hit are thrown d6˝ directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a damage roll with POW equal to half the POW of this attack. The POW of collateral damage is equal to half the POW of this attack.

        Tusks RNG 3.

        Dropping points, increasing RAT, and adding additional special rules carve out a unique place for the Mammoth to exist in the Skorne Faction. As a strong melee presence and a solid gun platform, the Mammoth brings something unique to Skorne. 

        Razor Wurm

        Bite melee range 1˝.

        A slight bump in melee range should increase the viability on the Razor Wurm.

        Tiberion

        Cost 19.

        Tiberion is a strong melee warbeast but cost slightly too many points. A drop was warranted.

        Titan Cannoneer

        Cost 16.

        FURY 4

        Gain 2 body damage boxes.

        The Cannoneer had some minor tweaks that should make it shine as a hybrid melee-ranged heavy warbeast.

        Immortals

        Cost 8/13.

        Reducing the point cost of Immortals to 8/13 should bring them in to line with other similar infantry.

        Extoller Advocate

        Cost 3.

        Change the text of Grave Mist to the following:

        Grave Mist – At any time during its activation, this model can spend one soul token to give models in its unit +2 DEF for one round.

        In this CID, we needed to be expand the niche use of the Extoller Advocate. Grave Mist now grants +2 DEF all the time instead of Concealment, standardizing the rule, making it easier for players to utilize, and increasing the power level of the Command Attachment.

        Ancestral Guardian

        Change the text of Resonance [Immortal] to the following:

        Resonance [Immortal] – An Immortal model/unit activating within 5˝ of this model gains +2 movement when advancing as part of its Normal Movement that activation.

        Halberd is POW 6.

        A slight bump in POW of the Halberd will increase the offensive potential of this model slightly. Additionally, Resonance received a wording update to make it clear how it functions.

        Aptimus Marketh

        Gain Gunfighter .

        Gain Harmonious Exaltation Magic Ability:

        Harmonious Exaltation (Action) – RNG CMD. Target this model’s warlock. If it is in range, once this turn when the warlock casts a spell, reduce the COST of the spell by 1.

        Cut the Soul-Powered special rule.

        Gain RNG 8, ROF 1, POW 6 Spirit Eye with Damage Type: Magical and Annihilating Gaze and Ghost Shot:

        Annihilating Gaze – When a living or undead model is hit by this attack, add its current STR to the damage roll.

        Ghost Shot – This model ignores LOS, concealment, and cover when making attacks with this weapon.

        Marketh received a substantial upgrade in abilities and effects that should help not only The Exalted theme force but several others as well.

        Hakaar the Destroyer

        Cost 6.

        A small point drop helps Hakaar feel more at home in the Exalted theme force.

        Supreme Guardian

        Replace Soul Ward with Direct Spirits.

        Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s command range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from models destroyed in this model’s command range.

        Replace Well of Rage text with:

        Well of Rage – Once per turn, at anytime during this model’s activation, you can remove up to three soul tokens from this mode to return one destroyed small- or medium-based friendly Faction non-character trooper warrior model to play for each token removed. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model’s command range, in formation, and completely within 3˝ of another model in their unit. Returned Grunts must forfeit their Combat Actions the turn they are returned to play.

        The Supreme Guardian upgraded its soul manipulation mechanic to Direct Spirits, a much more powerful version of its previous rule, Soul Ward. Additionally, Well of Rage has been modified to allow the return of non-character trooper models, opening up the ability to a wider variety of options. 

        Theme Forces

        Convergence Theme Force: Clockwork Legions

        Change the third benefit to the following:

        For every full 20 points of Convergence units and solos in this army, you can add one Convergence command attachment or Convergence solo to the army free of cost. Free command attachments do not count toward the total point value of units in the army when calculating this bonus.

        Change the fourth benefit to the following:

        Eradicator, Perforator, and Reciprocator units in this army gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3˝ and make one basic melee attack.)

        Clockwork Legions received clerical updates, removing confusing interactions with its benefits.

        Skorne Theme Force: Disciples of Agony

        Add “Chiron” to the Army Composition section.

        Change the first benefit to the following:

        This army can include any number of Minion units and Minion solos. These models/units can be included even if they have the Partisan [Skorne] special rule.

        Disciples of Agony had its composition rules tweaked slightly to open up list-building options.

        Skorne Theme Force: The Exalted

        Add “Despoiler” to the Army Composition section.

        Change the third benefit to the following:

        Construct models in this army gain Immovable Object. (A model with Immovable Object cannot become knocked down, cannot be placed, and cannot be moved by a push, slam, or throw.)

        The Exalted received a new theme benefit that replaced the original Death Rage benefit. Players during the CID found this to be a much more exciting and compelling benefit.

        Skorne Theme Force: Imperial Warhost

        Add “Molik Karn” and “Aptimus Marketh” to the Army Composition section.

        Change the second benefit to the following:

        For every 30 points of Skorne warbeasts and battle engines in this army, you can add one Agonizer or Basilisk Krea warbeast or Skorne solo to the army free of cost. Free warbeasts do not count toward the total point value of warbeasts in the army when calculating this bonus.

        Adding both Marketh and Molik Karn and opening up the options for free models really makes this theme feel more versatile and should allow players more freedom when list building.

        Skorne Theme Force: Masters of War

        Cut “non-character warbeasts without ranged weapons” and “Basilisk Krea warbeasts” from the Army Composition section.

        Add “non-character warbeasts,” “Ancestral Guardian solos,” and “Supreme Guardian” to the Army Composition section.

        Change the second benefit to the following:

        For every full 20 points of Skorne units, Skorne dragoon solos, and Skorne battle engines in this army, you can add one Skorne command attachment, one Tyrant Commander & Standard Bearer unit, or one small- or medium-based Skorne solo to the army free of cost. Free models do not count toward the total point value of units in the army when calculating this bonus.

        Removing restrictions from Masters of War and adding additional models opens up list building for the theme. Additionally, opening up free model options can really let the theme find its stride.

        Original Post

         

        Name Correction

        By Privateer Press

        While there was never any intention on Privateer’s part to draw a parallel between the Crucible Guard character Adolpheus Morely and any historical figure, some members of our community have continued to question this connection. While we thought we had sufficiently addressed the reality of some thin but unfortunate similarities, the matter has come up enough times that we have chosen to retroactively change the character’s name so there will be no further confusion that provokes comparisons to any historical personality. The Iron Kingdoms is a fantasy setting, and we do not use it to make any commentary on real-world history; as such, we find any such comparisons unacceptable. To ensure an end to any misrepresentation, the character’s name has been changed to “Alejandro Mosby.” The corresponding stat card on the online database and War Room have been updated to reflect this change, as will our sales catalog and online store entry. The blister slip packaging will also be updated at our first opportunity. We appreciate your understanding as we make this adjustment to Iron Kingdoms canon.

        No

        Original Post