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® ® ® CONVERGENCE OF CYRISS MODEL PREVIEWS, BATTLE REPORT, GUTS & GEARS, MODELING & PAINTING, THE GAVYN KYLE FILES, AND MUCH MORE! CONVERGENCE REVEALED!

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No Quarter, issue 48

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Page 1: NQ_48

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ConvergenCe of Cyriss MoDeL PrevieWs, BATTLe rePorT, gUTs & geArs, MoDeLing & PAinTing, THe gAvyn KyLe fiLes, AnD MUCH More!

ConvergenCe revealed!

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Your destination for steam-powered tales of adventure!Skull Island eXpeditions is Privateer Press’ own digital publishing imprint, featuring an all-star lineup of acclaimed novelists, including New York Times bestselling author Larry Correia, C.L. Werner, Howard Tayler, and Dave Gross. Fans of the Iron Kingdoms, WARMACHINE, and HORDES can now experience the setting like never before with immersive new tales about their favorite characters.

Available exclusively in digital format compatible with most computers, tablets, and electronic reader devices, Skull Island publishes new titles on a monthly basis. Check out what’s available now and coming your way soon.

Allister Caine has always been an enigma and an outsider among the warcasters of Cygnar, but few are privy to his true motivations or his complicated past . . .Born into poverty, Allister Caine did what he must to survive, and the choices he made have followed him like a vengeful specter throughout his life. Now, just months after the Lion’s Coup and his full commission as a warcaster, he has been secretly assigned by Scout General Rebald to investigate plots against King Leto in lands just north of the Bloodsmeath Marsh. The game changes, however, when mercenaries camped inside Cygnar’s borders threaten hostility against the country’s divided nobility. In a test of grit and arcane power, Caine alone must make choices that will affect all the nations of the Iron Kingdoms.

Follow Cygnar’s most unpredictable warcaster from his early days on the streets and roofs of Bainsmarket to his first covert mission in the shadowy Cygnaran Reconnaissance Service as you uncover The Way of Caine.

Skull Island eXpeditions publications are available directly from skullislandx.com. Visit the website for more information and to purchase Skull Island eXpeditions titles today!

www.skullislandx.com

The Devil’s Pay

by Dave Gross

insTrumenTs of War

by Larry Correia

moving TargeTs

by C.L. Werner

AlSo AVAIlAble from Skull ISlAnd eXpedItIonS!

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The Way of Caine by Miles Holmes

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Become a fan of No Quarter on Facebook!

C r e d i t sPresident: Sherry Yeary • Chief Creative

Officer: Matthew D. Wilson • Creative

Director: Ed Bourelle • Director of Business

Development: Will Shick • Director of

Operations: Jason Martin • Project Director:

Bryan Cutler • Lead Developer: Jason Soles

Art Director: Mike Vaillancourt • Graphic

Design Director: Josh Manderville

Development Manager: David “DC” Carl

Production Manager: Mark Christensen

Studio Director: Ron Kruzie

• • •

Editor-in-Chief: Aeryn Rudel

Hobby Manager: Stuart Spengler

Editorial Manager: Darla Kennerud

Editing: Lauren Houchin, Darla Kennerud, Aeryn Rudel, Michael Sanbeg

Proofreading: David “DC” Carl, Matt Goetz, Will Hungerford, Michael Sanbeg, Doug Seacat

Playtest Coordination: Jack Coleman

Continuity Editors: Doug Seacat, Jason Soles

Graphic Design: Richard Anderson, Matt Ferbrache, Laine Garrett, Josh Manderville

Staff Writers: Simon Berman, Douglas Seacat

RPG Producer: Matt Goetz

Studio Miniatures Painting: Matt DiPietro, Ron Kruzie, Meg Maples

• • •

COntRiButORS

David “DC” Carl, Keith Christianson, Jack Coleman, Matt Goetz, Rob Hawkins,

Will Hungerford, Lyle Lowery, Aeryn Rudel,

Michael Sanbeg, Will Shick, Doug Seacat,

Jason Soles, Jon Webb

• • •

iLLuStRAtiOnS

Roberto Cirillo, Mariusz Gandzel, Ryan Gitter,

Ross Grams, Kory Lynn Hubbel,

Nicholas Kay, Susan Luo, Néstor Ossandón,

Michael Rookard, Shae Shatz, Brian Snoddy,

Andrea Uderzo, Matthew D. Wilson,

Keiran Yanner, Nikolay Yeliseyev

All content copyright 2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal Fantasy, Immoren, WARMACHINE®, Forces of WARMACHINE, WARMACHINE High Command, Steam-Powered Miniatures Combat, Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES, HORDES High Command, Monstrous Miniatures Combat, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, War Room, No Quarter, Formula P3, Formula P3 Hobby Series, Bodgers, Heap, Infernal Contraption, Infernal Contraption 2: Sabotage!, Scrappers, Grind, Skull Island eXpeditions, SiX, Dogs of War, Exiles in Arms, The Warlock Sagas, The Warcaster Chronicles and all associated logos and slogans are trademark property of Privateer Press, Inc. All other trademarks appearing are property of their respective owners. First printing Vol. 9, Issue 48: May 2013. Printed in the USA. This magazine contains works of fiction, any resemblance to actual people, organizations, places, or events in those works of fiction are purely coincidental. 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, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. LEVEL 7 is a registered trademark of Matthew D. Wilson, Individual. Used with permission.

On the COver Forge Master Syntherion by Andrea Uderzo

Meet Doug Hamilton, digital sculptor for Privateer Press. Doug is one of the folks responsible for taking two-dimensional concept art and transforming it into three-dimensional sculpts suitable for producing miniatures. He gets to work on all kinds of cool stuff, and at any moment you might see Privateer Press’ next top-secret project coming to life on his computer screen. I happened by Doug’s desk recently and snapped the photo you see here. I also managed to score a sneak peek at what he’s been working on.

DOug’s Digital Designs

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2 Table Of COnTenTs

The Gavyn Kyle Files: Iron Mother Directrix 34

News from the Front 4

New Releases 6

WARMACHINE Model Previews: 10 Convergence of Cyriss

Guts & Gears: Heavy Vectors 22

Modeling & Painting: Convergence Battlegroup 28

The Gavyn Kyle Files: 34 Iron Mother Directrix

Battle Report: Converge & Conquer 44

Mysteries of the Maiden: 62 Convergence of Cyriss in the RPG

Tales of the Iron Kingdoms: Conversion 78

Tournament Triple Threat: 89 Convergence of Cyriss

Modeling & Painting Challenge: From the Deep 96 Convergence Model Previews

Table oF ConTenTs

Mysteries of the Maiden:Convergence in the RPG 62

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3Table Of COnTenTs

JusT lIKe CloCKwoRKWithin each issue, No Quarter highlights exciting new Iron Kingdoms products coming your way in the near future, be it new models and rules previews for WARMACHINE and HORDES or out-of-the-box playable material for the Iron Kingdoms Full Metal Fantasy Roleplaying Game. No Quarter #48, however, provides a rare treat—the introduction of an entirely new faction for the tabletop and the RPG. Yes, finally, the Convergence has begun, and WARMACHINE’s newest faction, the Convergence of Cyriss, takes center stage in this issue of No Quarter. We’ve turned the dial up to eleven to immerse you in all things Cyriss, and the Maiden of Gears has many clockwork gifts to bestow.

First, we’ll let you take the new faction for a test drive with the full stats for nine Convergence models, including the Convergence of Cyriss Battlegroup Starter. After that, Guts & Gears focuses on the Convergence’s lethal machines of war, the heavy vectors. Then, Modeling & Painting checks in with a step-by-step guide to painting the new faction in their official colors. More Convergence goodness can be found in the Gavyn Kyle Files with a dossier on Iron Mother Directrix, and the first article in a new series, Tournament Triple Threat, which shows you how to build three devastating Convergence armies.

Although much of this issue focuses on the Convergence within WARMACHINE, we haven’t forgotten about our dedicated RPG players. No Quarter #48 includes an in-depth guide to introducing the Cult of Cyriss and the Convergence into your game, with new careers, new abilities, new gear, and a treasure trove of other clockwork goodies for players and Game Masters.

So we invite you to delve deep into the mysteries of the Nine Harmonics, fire up your astronometric nexus, and welcome the Convergence of Cyriss to the battlefields of the Iron Kingdoms.

Convergence Model Previews 10 Guts & Gears:Heavy Vectors 22

battle Report:Converge & Conquer 44 Modeling & Painting:

Convergence battlegroup 28

aeryn RudelEditor-in-Chief

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MayheM Cup VIII By Keith Christianson

News from the froNt

In 2010, the gauntlet was thrown down. Mayhem Comics & Games in Des Moines, Iowa commissioned a travelling trophy, and a Midwestern grudge match was born. Players banded together to represent their local game stores, each team attempting to demonstrate its dominance and bring the cup home.

The rules are simple: players score points for their team based on their individual standing at the end of the day. The team with the highest score wins the right to emblazon their names upon the illustrious trophy and gains the bragging rights that go along with it. The first Mayhem Cup featured only thirty-six people from five different states: Minnesota, Wisconsin, Iowa, Illinois, and Nebraska. Two years and seven Mayhem Cups later, the tournament has seen over a hundred players from ten different states, with combatants travelling from as far as Delaware and Texas.

The cup returned to Iowa this March after a stay at Misty Mountain Games in Madison, Wisconsin for Mayhem Cup VIII, sponsored by Mayhem Comics & Games and museonminis.com. The ninety-two players in the main event were divided into two flights. After day one, the top eight players from each flight were cordoned off to continue the battle for the prize. Meanwhile, the rest of the attendees broke off to play in the fast-paced, late night 20-point “Softcore” event.

When the final rounds of the main event were held the next day, Andy Welton (PG_Majortusk) ran one of his ever-popular “Who’s The Boss?” events. Several eight-man scrambler tournaments kept the competitive WARMACHINE and HORDES action going all weekend long. When the dust settled, “Wild Bill” Pagani stood undefeated and his Texas Renegades, playing for Asgard Games in Houston, claimed the cup by the slimmest of margins, eking out the win over the Dice Dojo from Chicago, Illinois.

The final standings were as follows:

Wild Pagani’s Circle Orboros List

Model Cost

Morvahna the Dawnshadow +5 warbeast pts.

Warpwolf Stalker x2 10 each

Gorax 4

Warpborn Skinwalkers (5) 8

Warpborn Alpha 3

Wolves of Orboros (10) 6

Wolves of Orboros Chieftain & Standard

2

Shifting Stones x2 2 each

Stone Keeper 1

Wolf Lord Morraig 5

Gallows Grove x2 1 each

TOTAL 50

Will Pagani 10 Points

Tom McLaughlin 8 points

Jordan Nach 6 points

Dan Sammon 5 points

Michael Puryear 4 points

Chad “Ghad Shonwiler” Shonkwiler 3 points

Jordan Boichut 2 points

Erik Nelson 1 point

4 News from the froNt

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SMogCon 2013 By Jon Webb (with thanks to Tom hutchins and norbert Brunhuber)

News from the Front brings you recaps and advance information about WARMACHINE and HORDES-related events from around the world. Is there a cool event taking place in your area?

Tell us about it at: [email protected]

February 15th saw the triumphant return of SmogCon to Firestorm Games in Cardiff, Wales. With organized and casual play for WARMACHINE and HORDES, painting lessons and competitions, plus gaming sessions for the Iron Kingdoms Full Metal Fantasy Roleplaying Game, Monsterpocalypse, and LEVEL 7 [ESCAPE], this was among the finest celebrations of Privateer Press games ever held here in the UK.

Players travelled from mainland Europe and the four corners of the British Isles to take part in three days of qualifying clashes, hoping to earn their place in the SmogCon championship and stand victorious over their foes. With numerous competitive gaming formats, including Steamroller and the UK’s first official Hardcore tournament, players had to bring their best if they hoped to reach the Sunday finals. Martin Hornacek of Slovakia earned his place by winning the opening event of the weekend, then went on to defeat Lewis Johnson in a hard-fought match to seize the title of SmogCon 2013 champion.

While most of the full-on action was taking place at the competitive tables, the more artistic attendees were slugging it out in a series of speed-painting rounds. A rainbow of Pyg Burrowers was painted, and after eight rounds and a final involving several Royal Guard Coleman Stryker miniatures, Stuart Hunter was declared the Speed Painting champion.

Also being held at the convention was the first Golden Thrall Master Painter Competition. With numerous categories and a Formula P3-inspired judging process, painters of all skill levels were invited to showcase their talents and fight for the Golden Thrall coins. Ultimately, Nick Robert’s stunning Kaya the Moonhunter and her battlegroup took best in show; rumors of Laris being finished the night before the event are currently unsubstantiated.

Several painters were also on hand to guide novices and experts alike through various techniques and painting styles. With some of last year’s painting competition winners included in these lessons, we look forward to seeing entries of even greater quality in the 2014 Golden Thrall contest.

Returning from last year’s show, the notorious Iron Kingdoms quiz was back to test even the most well-read Privateer Press player. The new picture round, in which contestants struggled to name famous weapons from the Iron Kingdoms, proved to be the undoing of many entrants. The ultimate prize of a Convergence of Cyriss faction patch, which had somehow found its way to our shores, inspired competitors to carry on.

Rounding out this weekend of gaming, the SmogPit was free to casual players to grab pickup games against both old friends and new. The tables were always a hive of activity, and plans are underway to make the SmogPit even better next year.

SmogCon also continued its charitable tradition, raising over £400 for the British Heart Foundation in memory of Press Ganger Leon Vickers, who passed away at the start of the year. Humble thanks to everyone who contributed.

Thanks must go out to all the Press Gangers and volunteers who crewed the convention and made it such a great success, and to all the players who joined us. Without you there would be no show, so please join us again next year for SmogCon 2014. Plans are already in place to ensure SmogCon 2014 can hold a growing number of players, and offer even more gaming and social activities to make the event better than ever.

For more details and picture, please visit www. smogcon.wordpress.com.

5News from the froNt

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New releases

Tharn Blood Pack (PlasTic) Game: hordes/circle orboros Sculptor: steve saunders Painter: meg maples Release: may PIP 72076 • $54.99

ExEmPlar BasTion sEnEschal Game: warmachine/protectorate of menoth Sculptor: sean bulloughs Painter: matt dipietro Release: may PIP 32090 • $24.99

Troll BouncEr (PlasTic) Game: hordes/trollbloods Sculptor: brian dugas Painter: meg maples Release: may PIP 71072 • $18.99

iron Fang kovnik Game: warmachine/khador Sculptor: bobby jackson Painter: matt dipietro Release: june PIP 33091 • $18.99

6 NEW RELEASES

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New releases

chimEra (PlasTic) Game: warmachine/retribution of scyrah Sculptor: ben misenar & neil roberts Painter: matt dipietro Release: may PIP 35055 • $18.99

gorgon (PlasTic) Game: warmachine/retribution of scyrah Sculptor: ben misenar & neil roberts Painter: matt dipietro Release: may PIP 35056 • $18.99

griFFon (PlasTic) Game: warmachine/retribution of scyrah Sculptor: ben misenar & neil roberts Painter: matt dipietro Release: may PIP 35057 • $18.99

classic WarmachinE modEls noW availaBlE in Full-sizE uniTs

PrEss gangErs game: warmachine/mercenaries Release: may PIP 72076 • $44.99

cylEna raEFyll & nyss hunTErs game: warmachine/mercenaries Release: june PIP 41107• $59.99

TacTical arcanisT corPs Game: warmachine/mercenaries Sculptor: bobby jackson Painter: matt dipietro Release: may PIP 41102 • $29.99

argus (PlasTic) (rEsculPT) Game: hordes/circle orboros Sculptor: benoit cosse Painter: matt dipietro Release: june PIP 72068 • $14.99

rEPTilE hounds Game: hordes/skorne Sculptor: benoit cosse Painter: matt dipietro Release: may PIP 74075 • $17.99

7NEW RELEASES

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New releases

sTormBladE inFanTry caPTain Game: warmachine/cygnar Sculptor: todd harris Painter: meg maples Release: june PIP 31101 • $15.99

caTaPhracT arcuarii (PlasTic) (rEsculPT) Game: hordes/skorne Sculptor: todd harris Painter: matt dipietro Release: june PIP 74070 • $54.99

lylyTh, rEckoning oF EvErBlighT Game: hordes/legion of everblight Sculptor: jose roig Painter: matt dipietro Release: may PIP 73070 • $64.99

8 NEW RELEASES

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LEVEL 7 [ESCAPE]: LoCkdown Game: level 7 [escape] (expansion) Release: june PIP 62003 • $31.99

iron kingdoms TokEn sET Game: iron kingdoms full metal fantasy roleplaying game Release: june PIP 91071 • $18.99

Tharn ravagErs (PlasTic) (rEsculPT) Game: hordes/circle orboros Sculptor: steve saunders Painter: meg maples Release: june PIP 72066 • $54.99

9NEW RELEASES

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By David “DC” Carl, Jack Coleman, and Michael Sanbeg

Art by Ryan Gitter, Susan Luo, Andrea Uderzo, and Nikolay Yeliseyev

The Convergence of Cyriss, the newest WARMACHINE faction, allows you to experience the game in a way you’ve never seen before. With unique and compelling synergies on the tabletop, Convergence models function together like the integral components of a great, ruthless machine. The release of Forces of WARMACHINE: Convergence of Cyriss is still a few months away, but the following pages give you an advance look at some of the models releasing in the very near future.

This preview focuses on Convergence warcaster Forge Master Syntherion, soon to be available in the Convergence of Cyriss Battlegroup Box. We’ll also show you a dynamic Convergence infantry unit, the Clockwork Angels, as well as the small but extraordinary solos, the Accretion Servitors. Also, get ready for six of the Convergence’s signature walking vectors, three lights and three heavies, each one a versatile and efficient mechanikal killer.

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Focus InductIonDefender

Diffuser A

Diffuser B

Inverter

Focus induction can be an efficient use of focus with a little planning. In this example, the Convergence player gets three boosted rolls out of just 1 focus point.

First, Diffuser A forfeits its movement to aim, makes its attack roll, and hits the Defender. Diffuser A spends 1 focus point to boost its damage roll. Using focus induction, the Convergence player allocates 1 focus point to Diffuser B, a vector in the same battlegroup and within 6˝ of Diffuser A. Diffuser A then makes its damage roll.

Before attacking, Diffuser B moves closer to the Inverter, a model in the same battlegroup, so it is within 6˝ and therefore close enough to use focus induction again. Diffuser B boosts its attack roll at the Defender. Using focus induction, the Convergence player allocates 1 focus point to the Inverter. Diffuser B then finishes resolving its attack.

Lastly the Inverter can attack the Defender and use the focus point it received from Diffuser B. Each vector in the battlegroup was able to boost a roll using jut one focus point due to focus induction.

VectorsThe Convergence of Cyriss does not use warjacks in the traditional sense. Their machines are built using arcane science fused with applied physics and mathematics. Each completed vector is an act of worship to the Maiden of Gears as well as an irrefutable triumph of engineering. The smooth lines and artisanal attention to detail contrast with the pure brutality that the science of kinematics can inflict on enemies of the Clockwork Goddess.

Vectors are warjacks. In addition to the standard warjack rules (see WARMACHINE: Prime Mk II, “Warjacks”) vectors have the following rules.

Interface NodeThe I boxes of a vector’s damage grid represent its interface node. The interface node functions identically to a cortex (see WARMACHINE: Prime Mk II, p. 73) for the purposes of allocating and spending focus.

Because an interface node is not a cortex, vectors are immune to effects that cause a warjack to suffer damage directly to its cortex (such as Cortex Damage and Shock Field) or that require a warjack to have a functional cortex (such as Domination and Possession).

Additionally, a vector cannot form a warjack bond, since it does not have a cortex.

Vector MAT and RATVectors do not have MAT or RAT values. Instead, their MAT and RAT are equal to the current MAT and RAT of their controlling warcaster. For example, a vector under the control

of a warcaster who has MAT 6 and RAT 4 would have MAT 6 and RAT 4. Vectors do not directly benefit from MAT/RAT bonuses or suffer from MAT/RAT penalties, but any MAT/RAT alterations to a warcaster controlling one or more vectors will be passed along to his vectors.

Note that spells and abilities that affect attack rolls will still affect vectors normally. For example, the Conservator heavy vector’s Hand of Vengeance grants it +2 on attack and damage rolls. Its MAT will remain equal to the warcaster’s MAT, but it will gain +2 on its melee attack rolls from Hand of Vengeance.

Focus InductionOnce per turn during its activation, when a vector spends a focus point you can allocate a focus point to another vector if the two are in the same battlegroup and are within 6˝ of one another. Each vector can use focus induction only once per turn to allocate a focus point to another vector but can be allocated more than 1 focus point in a single turn if it is within 6˝ of multiple other vectors when they spend focus.

Remote ReactivationVectors become inert when their controlling warcasters are destroyed. Vectors can be reactivated only by friendly Faction models with the Battlegroup Commander special ability.

A Convergence warcaster can reactivate a friendly inert vector even if it is not B2B with the vector. The warcaster can forfeit his action to reactivate a friendly vector up to 6˝ away provided the vector has a functional interface node. A vector with a crippled interface node cannot be reactivated remotely.

Vector ruLes

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Using Forge Master SyntherionForge Master Syntherion is perfectly suited to bringing a large battlegroup to bear against the enemies of the Convergence of Cyriss. His Field Marshal [Auto-Repair] ability removes d3 damage points per turn from every model in his battlegroup. Additionally, Syntherion’s MAT 6 and RAT 5 give his vectors some pretty impressive base stats, which can then be enhanced with various abilities throughout the faction. Lastly, his Resourceful ability allows him to upkeep his many battlegroup spells without spending additional focus.

Players will want to take full advantage of Resourceful by upkeeping Synergy, Hot Shot, and Reconstruct every turn. While Synergy is active, don’t hesitate to use a Diffuser or Mitigator to build up the Synergy bonus when their ranged weaponry is not in particular demand. This will allow even higher attack and damage bonuses for the last vectors to activate, allowing them to crush even the sturdiest targets with ease. Since it boosts all of a vector’s ranged attack damage rolls, Hot Shot is best used on a Prime Axiom, but it can also be impressive on a Cipher, boosting every damage roll from its Bombardment servipods. Reconstruct will give one of Syntherion’s vectors a second chance after it is disabled, so keep it on the most valuable vector in the path of danger.

In addition to his Resourceful-enabled battlegroup spells, Syntherion has Convection for direct magical damage and Magnetic Hold for a combination buff/debuff spell. Magnetic Hold gives a model/unit -2 SPD

Forge Master SyntherionPerhaps closer to absolute synergy with the machine than any other Convergence leader, Forge Master Syntherion has long surrendered all human emotion. He finds no use for pity or mercy, and in every engagement seeks to eliminate all opposition with ruthless efficiency. The forge master has no patience for variables and thus makes heavy use of vectors, whose actions he controls with artistic mastery. Clockwork soldiers who accompany him in battle know only too well that there will be no allowance for error, and that Syntherion will discard without hesitation any who fail him. In his calculations there is no possibility of redemption.

POW P+SWorkshop ArrAy

5 14

5 9 6 5 13 18 10

synthErIon SPD STR MAT RAT DEF ARM CMD

FOCuS 6 DAMAgE 20 FiElD AllOWAnCE C WARjACk POinTS +6 MEDiuM BASE

Rng ROF AOE POW stAtIc Bolt

11 1 — 11

FeAt: teChNoLoGiCAL SUpeRioRitY Few can hope to comprehend the simplest thoughts of Forge Master Syntherion. His acute and vigilant mind ever flickers from angle to angle, contemplating myriad possibilities in every moment. In times of great need, he focuses his prodigious mental aptitude to a singular point of clarity and purpose, directing his vectors to simultaneously dismantle his foes with every last tool at their disposal.

While in Syntherion’s control area, models in his battlegroup can charge without spending focus and gain Weapon Platform. Technological Superiority lasts for one turn. (A model with Weapon Platform can make melee and ranged attacks in the same activation. When a model with Weapon Platform makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. A model with Weapon Platform can make ranged attacks even while in melee.)

SYNtheRioN Construct

Pathfinder

Clockwork Vessel – This model counts as a living model for the purposes of generating soul tokens.

Field Marshal [Auto-Repair] – Models in this model’s battlegroup gain Auto-Repair. (During your Control Phase, remove d3 damage points from models with Auto-Repair.)

Repairable – Other models can make Bodge or Repair special actions to repair this model as if it were a warjack.

Resourceful – This model can upkeep spells on models in its battlegroup without spending focus.

StAtiC BoLt Damage type: electricity

SpeLLS CoSt RNG Aoe poW Up oFF

CoNVeCtioN 2 10 – 12 No YeS When Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model’s battlegroup that is in its control area.

hot Shot 2 6 – – YeS No Target model in this model’s battlegroup gains boosted ranged attack damage rolls.

MAGNetiC hoLD 3 8 – – YeS YeS Target model/unit suffers –2 SPD and DEF. Friendly Faction models with Construct charging an affected model gain +2˝ movement.

ReCoNStRUCt 3 6 – – YeS No When target warjack in this model’s battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3˝ of its current location. Remove 1 damage point from each system, then Reconstruct expires.

SYNeRGY 2 SeLF CtRL – YeS No While in its control area, models in this model’s battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model’s control area.

None can claim the degree of mastery over vectors that comes so effortlessly to Syntherion.—Father Lucant, Divinity Architect

Forge Master syntHerion CoNVeRGeNCe WARCASteR

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and DEF, and it also gives models +2˝ movement when charging the target model/unit. Combine Magnetic Hold with a Diffuser’s Beacon for some serious threat range enhancement.

The Technological Superiority feat meshes seamlessly with Syntherion’s spells and abilities. Magnetic Hold and Hot Shot both play a role, and Synergy really amps up the power of the battlegroup’s attacks. Technological

Superiority allows the battlegroup to charge for free and grants Weapon Platform. Weapon Platform lets models in the battlegroup make ranged and melee attacks in the same turn and even ranged attacks while locked in melee combat. Don’t forget to include Syntherion himself in the Synergy chain. With a pair of P+S 14 melee attacks and a RNG 11, POW 11 ranged attack, he can certainly play his part in destroying enemy models while building up the Synergy attack and damage bonus.

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GalvanizerThe oldest vector design still in use, the Galvanizers form the core of the Convergence’s vector armory. Galvanizers are equipped with metal saws powerful enough to rip through the thickest armor plating or cause horrific damage to flesh and bone, yet precise enough to be used in conjunction with their field repair arrays for quick battlefield maintenance. This versatility makes the Galvanizers an indispensable battlefield asset.

Using the GalvanizerThe Galvanizer is the first warjack in all of WARMACHINE to feature the Repair ability. Due to the Repairable ability found on many of their construct warrior models, Convergence of Cyriss players can turn the usual repair equation on its head by using warjacks to repair warriors. At Repair [9], the Galvanizer is fairly reliable at removing damage from construct models.

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Galvanizers are also competent combatants with their metal saws. These weapons inflict a P+S 12 hit, respectable for a light warjack, and Critical Grievous Wounds is a pretty nasty special ability against certain types of targets. At just 3 points apiece, it’s easy to stock up on a few Galvanizers to spread around the healing and the carving alike. When charging into combat, don’t forget focus induction to pass those Galvanizers’ focus points from vector to vector.

H POW P+SMEtAl sAW

5 12

5 7 X X 12 16 —

GAlVAnIZEr SPD STR MAT RAT DEF ARM CMD

DAMAgE 1 2 3 4 5 6

FiElD AllOWAnCE u POinT COST 3 MEDiuM BASE

H H H H

M M i i M M

GALVANiZeR Circular Vision – This model’s front arc extends to 360˚.

Repair [9] (HAction) – This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack’s damage grid.

MetAL SAW Critical Grievous Wounds – On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round.

tACtiCAL tipS RepaiR – A wreck marker cannot be repaired. A model cannot repair itself, because it is not B2B with itself.

HeigHt/WeigHt: 7´4˝ / 1.9 tons

ArmAment: Metal saw (head), Field RepaiR aRRay

PeAk OPerAtiOnAl DurAtiOn: 5 hRs coMbat

initiAl Service DAte: 339 aR

current DeSign: GalvanizeR iteRation 113

leAD innOvAtOr: FoRGe MasteR lucidia

Galvanizers are the perfect tools—equally suited to restoration or destruction.—Forge Master Syntherion

GaLvanizer CoNVeRGeNCe LiGht VeCtoR

Page 17: NQ_48

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tACtiCAL tipS Beacon – Modifiers to movement apply only to a model’s normal movement.

POW P+SBAsh

0 7

5 7 X X 12 16 —

dIFFusEr SPD STR MAT RAT DEF ARM CMD

DAMAgE 1 2 3 4 5 6

H Rng ROF AOE POW hoMInG rIpspIkE

11 1 — 11

H

H H H H

M M i i M M

DiFFUSeR Circular Vision – This model’s front arc extends to 360˚.

hoMiNG RipSpikeBeacon – Friendly models can charge or make a slam power attack against an enemy model hit by this weapon without being forced or spending focus. A friendly model charging an enemy model hit by this weapon gains +2˝ of movement. Beacon lasts for one turn.

Luck – This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled only once as a result of Luck.

FiElD AllOWAnCE u POinT COST 3 MEDiuM BASE

HeigHt/WeigHt: 7´4˝ / 1.75 tons

ArmAment: hoMinG Ripspike (head), aeRial Guidance unit, positional allocation tRansMitteR

PeAk OPerAtiOnAl DurAtiOn: 6 hRs coMbat

initiAl Service DAte: 507 aR

current DeSign: diFFuseR iteRation 59

leAD innOvAtOr: iRon enuMeRatoR Quentin talbot

DiffuserThe Diffuser is a clockwork marvel equipped with a ripspike launcher and a sophisticated arcane relay. The individual ripspikes bear tiny fins controlled by a clockwork mechanism. This allows the arcane relay to adjust the trajectory of each ripspike, maximizing the probability of every shot striking true. The relay sends similar signals to other vectors, clockwork vessels, and priests of Cyriss to direct their efforts toward targets marked for immediate termination.

Using the DiffuserFor its cost (3 points), the Diffuser is tough to beat when you’re looking for a ranged warjack. Its homing ripspike has respectable range and power at RNG 11 and POW 11, but it also has remarkable accuracy thanks to the Luck ability. A

boosted ripspike attack is nearly guaranteed to find its mark.

While its accuracy is noteworthy, it’s the homing ripspike’s Beacon ability that really sets the Diffuser apart. Beacon allows other vectors to charge the marked target without spending focus, and it allows vectors and warriors alike to charge an extra 2˝ against the target. Against enemy armies that include warjacks, warbeasts, or battle engines, a couple of Diffusers are an indispensable asset for claiming the alpha strike and then maximizing it.

Facing those things is suicide. Their bullets can hunt down a man better than Leto’s own hounds.—Trencher Corporal Lucian Banks

diFFuserCoNVeRGeNCe LiGht VeCtoR

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MitigatorAn enemy soldier who finds himself the target of a Mitigator stares death in the face. He knows that once it launches its razor bola, fitted with spikes that actuate with enough force to easily puncture armor and bone, his chances of escape are practically nil. Those who survive the impact of the razor bola find themselves entangled, helpless against the constructs and clockwork vessels of the Convergence closing in to methodically eliminate ensnared targets.

Using the MitigatorThe Mitigator is the most expensive light vector at 4 points. It’s got substantially shorter range than the Diffuser, and its primary weapon has POW –. Yet the Mitigator is the light vector most feared by the enemies of the Convergence of Cyriss due to its razor bola.

The razor bola has RNG 7, AOE 3, POW –, Puncture, and Quake. Puncture deals 1 point of damage to every model under the

16

3˝ AOE, making the Mitigator the true bane of heavily-armored troops or those with abilities like Shield Wall or Defensive Line. Against multi-wound targets Quake is just as terrifying, knocking down every model under the AOE if the attack hits its declared target. Though Mitigators won’t frequently score the killing blow against major threats, they are perfect setup vectors, clearing out pesky troops and knocking enemies to the ground to negate their DEF.

FiElD AllOWAnCE u POinT COST 4 MEDiuM BASE

POW P+SBAsh

0 7

5 7 X X 12 16 —

MItIGAtor SPD STR MAT RAT DEF ARM CMD

DAMAgE 1 2 3 4 5 6

Rng ROF AOE POW rAZor BolA

7 1 3 —H

H

H H H H

M M i i M M

MitiGAtoR Circular Vision – This model’s front arc extends to 360˚.

RAZoR BoLA puncture – A model hit by this attack automatically suffers 1 damage point.

Quake – On a direct hit against an enemy model, all models hit are knocked down.

HeigHt/WeigHt: 7´4˝ / 1.8 tons

ArmAment: RazoR bola huRlon (head), Rotational acceleRatoR

PeAk OPerAtiOnAl DurAtiOn: 5.5 hRs coMbat

initiAl Service DAte: 563 aR

current DeSign: MitiGatoR iteRation 23

leAD innOvAtOr: Fluxion isolexus

The journey to enlightenment is initiated by the brilliance of discovery.—The Ninth Harmonic of Cyriss

Mitigator CoNVeRGeNCe LiGht VeCtoR

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CipherConvergence warcasters favor the Cipher both for its versatility and raw efficiency. Every shot from its servipod mortar discharges seven miniature servitors, specially selected for its warcaster’s changing needs, which disperse in flight for maximum coverage. Any targets fortunate enough to survive this withering volley will soon face its heavy piston spikes, designed to sunder the heavy armor plating of any foe sturdy enough to reach the Cipher intact.

Using the CipherThe Cipher is an exceptionally

well-rounded vector equipped to fulfill multiple roles within an army.

With two P+S 18 piston spikes and the Bombardment ammo type, the Cipher is equally adept at cracking heavy armor and clearing out high-DEF infantry. In addition to its offensive capabilities, the Cipher can hamper your enemy’s movement with Crater and increase the accuracy of every attack against models within the

Flare AOE.

With ROF 2 and AOE 4, the servipod mortar is capable of covering a large area

of the board with no need for a direct hit. Position the Cipher as close to the target as possible in order to minimize the distance of deviation rolls.

HeigHt/WeigHt: 11´8˝ / 8.8 tons

ArmAment: piston spike (both), seRvipod MoRtaR (head)

PeAk OPerAtiOnAl DurAtiOn: 4.25 hRs coMbat

initiAl Service DAte: 405 aR

current DeSign: cipheR iteRation 83

leAD innOvAtOr: FoRGe MasteR MeRidian

POW P+S

POW P+S

pIston spIkE

pIston spIkE

6 18

6 18

4 12 X X 10 19 —

cIphEr SPD STR MAT RAT DEF ARM CMD

DAMAgE 1 2 3 4 5 6

— Rng ROF AOE POW sErVIpod MortAr

11 2 4 —

l

R

l R

l l R R

M M i i M M

CipheR Attack type – Each time this model makes a normal ranged attack, choose one of the following abilities:

•Bombardment–Models hit suffer a POW 6 blast damage roll.

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

•Flare–Models hit by this attack suffer –2 DEF for one round.

Steady – This model cannot be knocked down.

SeRVipoD MoRtAR Arcing Fire – When attacking with this weapon, this model can ignore intervening models except those within 1˝ of the target.

FiElD AllOWAnCE u POinT COST 9 lARgE BASE

There is no equation so complex, no pattern so elusive, or no defense so impenetrable that it cannot be unlocked with the right key. —Forge Master Meridian

CipHerCoNVeRGeNCe heAVY VeCtoR

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inverterThe Inverter represents the first of the Convergence of Cyriss’ heavy vector chassis still in use today. Designed specifically for brute force, its heavy spring-loaded macropummeler sends its unfortunate opponents crashing to the ground, making them easy targets for the finishing blows of its meteor hammer.

Using the inverterThe Inverter is a front-line monster. The only heavy vector with Reach, its meteor hammer provides the extra threat range that is vital to a front-line model. However, the first thing you’ll likely notice about the Inverter is the powerful macropummeler. At P+S 20, the macropummeler allows the

18

Inverter to hit with the power of a colossal, though Discharge limits it to doing so only once per round. In addition to its exceptional damage output, the macropummeler provides some utility with Knockdown. Not only does this decrease a target’s DEF against subsequent attacks, the Inverter can also use the knockdown to disengage friendly models and open LOS to an enemy warcaster/warlock.

When endeavoring to eliminate obstacles to the Maiden’s Equation, there is no weapon so destructive that it should be dismissed as “excessive force.” —Iron Enumerator Quentin Talbot

Inverter CoNVeRGeNCe heAVY VeCtoR

HeigHt/WeigHt: 11´8˝ / 9.2 tons

ArmAment: MeteoR haMMeR (leFt), MacRopuMMeleR (RiGht)

PeAk OPerAtiOnAl DurAtiOn: 4.5 hRs coMbat

initiAl Service DAte: 402 aR

current DeSign: inveRteR iteRation 44

leAD innOvAtOr: FoRGe MasteR MeRidian

POW P+S

POW P+S

MAcropuMMElEr

MEtEor hAMMEr

8 20

5 17

4 12 X X 10 19 —

InVErtEr SPD STR MAT RAT DEF ARM CMD

R

l

DAMAgE 1 2 3 4 5 6

l R

l l R R

M M i i M M

FiElD AllOWAnCE u POinT COST 8 lARgE BASE

iNVeRteR Steady – This model cannot be knocked down.

MeteoR hAMMeR Reach

Chain Weapon – This attack ignores the Buckler and Shield weapon qualities and Shield Wall.

MACRopUMMeLeR Discharge – After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round.

knockdown – When a model is hit by an attack with this weapon, it is knocked down.

Page 21: NQ_48

19

HeigHt/WeigHt: 11´8˝ / 8.5 tons

ArmAment: ellipsaw FlinGeR (leFt), spRinG-spike Fist (RiGht), optical analysis coMpaRatoR

PeAk OPerAtiOnAl DurAtiOn: 4.25 hRs coMbat

initiAl Service DAte: 453 aR

current DeSign: MonitoR iteRation 62

leAD innOvAtOr: FoRGe MasteR MeRidian

POW P+SsprInG-spIkE FIst

5 17

4 12 X X 10 19 —

MonItor SPD STR MAT RAT DEF ARM CMD

R Rng ROF AOE POW EllIpsAW FlInGEr

13 1 — 13

l

DAMAgE 1 2 3 4 5 6

l R

l l R R

M M i i M M

FiElD AllOWAnCE u POinT COST 8 lARgE BASE

MoNitoR Steady – This model cannot be knocked down.

true Sight – This model ignores concealment, Camouflage, and Stealth.

eLLipSAW FLiNGeR Critical Brutal Damage – On a critical hit, gain an additional die on this weapon’s damage roll against the model directly hit.

SpRiNG-Spike FiSt open Fist

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.

MonitorBearing peerless optical arrays, this vector can isolate and identify targets despite natural camouflage and even occult concealment techniques. The Monitor’s deadly ellipsaw flinger hurls spinning saw blades to strike targets at all angles of vulnerability. Its powerful spring-spike fist strikes with tremendous speed and force, rapidly neutralizing anyone unfortunate enough to face this vector in melee combat and allowing the Monitor to seek new targets.

Using the MonitorThe Monitor’s ellipsaw flinger has

the longest RNG of any weapon in the Convergence, and at POW 13 with Critical Brutal Damage it packs a significant punch. It is almost always a good idea to boost ellipsaw attack rolls in order to get the most out of Critical Brutal Damage. Thankfully, with focus induction you can pass that focus on to another vector after boosting!

Take the aiming bonus whenever possible. With True Sight and a little support

from a Cipher or Attunement Servitor, the Monitor can

eliminate targets such as Eiryss or Widowmakers with average

boosted attack rolls.

Countless times I’ve seen a warjack’s blade strike true, but never before from twenty paces.—Battle Mechanik Ilya Raskalov

MonitorCoNVeRGeNCe heAVY VeCtoR

Page 22: NQ_48

Clockwork AngelsClockwork angels are fast and deadly strike forces that utilize the innovation of true flight to remain in constant motion, eagerly disrupting all who would dare to oppose the will of Cyriss. Relying on their speed, maneuverability, and the devastating precision of their binomial beams to surgically cripple enemy forces, the clockwork angels leave their foes weakened and vulnerable to the finishing blows of other Convergence elements.

20

Using Clockwork AngelsThe Clockwork Angels form the vanguard of the Convergence forces. With Advance Deployment, SPD 7, Flight, and Reform, these empyrean warriors are the most mobile unit within the faction.

Apply this speed to outmaneuver and flank your opponents. Put pressure on the enemy’s back line, and use CRAs to eliminate key targets. While you circle the enemy forces, take advantage of the terrain. Blade Shield is particularly potent when combined with elevation or concealment for DEF 18 against ranged attacks (or DEF 20 in cover). The combination of Flight and Reform allows the Angels to advance behind a forest or through an obstruction, potentially rendering them immune to retaliation.

cLocKworK angeLs CoNVeRGeNCe UNitOur knowledge has taken us beyond mortality. With this new vessel, we rise as the Maiden’s angels.

—Aurora, Numen of Aerogenesis

LeADeR & GRUNtS Advance Deployment

Combined Ranged Attack

Construct

Blade Shield – This model gains +2 DEF against ranged attack rolls.

Clockwork Vessel – This model counts as a living model for the purposes of generating soul tokens.

Flight – This model can advance through terrain and

obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target.

Reform – After all models in this unit have completed their actions, each can advance up to 3˝.

BiNoMiAL BeAM Magical Weapon

BiNoMiAL BLADe Magical Weapon

Brutal Charge – This model gains +2 to charge attack damage rolls with this weapon.

POW P+SBInoMIAl BlAdE

5 10

7 5 6 5 14 12 7

lEAdEr & Grunts SPD STR MAT RAT DEF ARM CMD

FiElD AllOWAnCE 3 lEADER & 2 gRunTS 3 SMAll BASE

Rng ROF AOE POW BInoMIAl BEAM

10 1 — 10

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Accretion ServitorsAccretion servitors move about like great mechanical honeybees, flitting from one clockwork vessel to another, pausing only briefly to repair damaged servos or weld armor plating. Their mastery of quick repairs to clockwork vessels and vectors in the heat of battle can often mean the difference between victory and defeat, and these servitors have rapidly become indispensable on the field of battle.

21

Accretion ServitorsCoNVeRGeNCe SoLo

You cannot defeat what you cannot destroy.—Forge Specialist Isopurgus

SeRVitoR Construct

Pathfinder

Bodge (HAction) – This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack.

Steady – This model cannot be knocked down.

Strip (HAction) – This model can make this special action only when B2B with an enemy warjack. The warjack suffers 1 damage point to the column of your choice.

6 3 5 5 12 13 —

sErVItor SPD STR MAT RAT DEF ARM CMD

FiElD AllOWAnCE 3 3 ACCRETiOn SERviTORS 1 SMAll BASE

Using Accretion ServitorsIn a faction full of constructs, the Accretion Servitors stand out by being the most affordable and reliable way to maintain your troops and keep vectors fully operational. Unlike repairing, the Bodge (HAction) does not require a skill roll, and in the heat of battle a little bodging is often all you need to restore a

vital system on your vectors or top off the health of a multi-wound warrior model.

Inversely, the Strip (HAction) allows your Accretion Servitors to disable the systems of an enemy warjack without even making an attack roll. This is great for those moments when you roll just a little too low to remove an enemy’s weapon or cortex system.

Page 24: NQ_48

By DaviD “DC” Carl & aeryn ruDel • art By Shae Shatz anD anDrea uDerzo

From the Archive of Iterative Design, Volume LXXXVII

The Maiden of Gears directs us toward mechanikal purity in all things, and paramount among these directives is the fundamental concept that sentience and the immortal soul are intrinsically amalgamated. This is the guiding principal of the Eighth Harmonic: False shadows of consciousness mock the divine equation. Our vectors share superficial similarities with the constructs employed by the nations of the Iron Kingdoms, but a vector is a true extension of its master’s consciousness, a truer embodiment of harmonious machine-craft.

A more perfect synthesis between human mind and machine of war is achieved through the interface node, which allows our gifted warcasters to attune vectors under their control, infusing the machines with their personal skills, experience,

and tactical acumen. Thus, the vector is unburdened by the imperfect directives of an artificial consciousness and is guided in all things by a truly awakened mind.

Mechanikal perfection must be relentlessly pursued and can be achieved only through diligent research and iterative refinement, not isochronally but as the spark of genius strikes. Each vector, from recent innovations to ancient designs, must be analyzed, so flaws can be identified and removed. This archive charts the trajectory of each of our vectors, from initial designs to the sometimes dozens of iterations that followed. This work represents the efforts of hundreds, over centuries, each focused unwaveringly on improving our machines of war.

—Fluxion Garren di Luca

GUTS & GEARS

CIpHer, Inverter, MonItorHeavy vectors

22 Guts & Gears

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InVerterDesignation: Inverter

Iteration: 1

Lead Innovator: Forge Master Meridian

Design Approved: 399 AR

Inception Date: 402 AR

It has become apparent that the most widely employed heavy vector chassis, designation Aggregator, is unsatisfactorily armed and insufficiently resilient to meet present demands. Recent clashes have shown the Aggregator’s difficulty in penetrating heavy armor, and a single Aggregator is rarely sufficient to neutralize a comparable warjack.

Although the Aggregator is capable of serving in a combat role and has done so with moderate efficacy, this was not intended to be its primary function. As the threats we face escalate, a more forcible weapon platform is needed, one dedicated to protracted combat against the most resilient enemies. Recent breakthroughs in weapon design, coupled with innumerable parallel advances, have made it possible to construct a new vector to replace the Aggregator, one better suited to our current and future offensive needs. The proposed vector, designation Inverter, shares some similarities with the Aggregator, primarily its base motive design and optical array. However, we have upgraded these systems with current technology, improving ambulatory stability and target acquisition speed.

The Inverter departs from the Aggregator in its armament, making use of our newest and most destructive innovations. First among these new armaments is the macropummeler, which is based partly on the design of the piston spike. However, the macropummeler employs an efficient system of gears and ratchet drives rather than the high tensile springs used by the piston spike. This new system can store nearly 60 percent more kinetic energy than older designs. In addition, the macropummeler’s striking arm is more robust and fitted with a concussive impact hammer tipped with a hardened point. This striking arm can deliver a blow strong enough to sunder armor and drive even a heavy warjack to a supine position.

As pleased as we are with the macropummeler, it does have one significant drawback. After firing, the striking arm must be reset by internal cogs connected to the ratchet drive, rendering the weapon inoperative during this process. Reliance on this weapon as a sole means of offense is untenable. Therefore, the Inverter will be fitted with a secondary weapon system. The proposed design for the secondary weapon system, called a meteor hammer, consists of a spiked striking head attached to a flexible steel chain. This weapon can be swung at great speeds, using angular momentum to deliver the inertial force of the weapon’s head to a target’s armor plating, crushing not only the plating but transferring the force to more vulnerable systems beneath.

The Inverter’s innovative design makes retrofitting existing Aggregators impossible, although raw materials can be

obtained from the older chassis. I realize this proposal requires a large investment of time and resources, but we cannot sit idle and trust the defenses of our temples to archaic designs when advancement is well within our grasp.

—Forge Master Meridian, AR 397

Designation: Inverter

Iteration: 19

Lead Innovator: Optifex Uther Korran

Design Approved: 497 AR

Inception Date: 500 AR

Forge Master Meridian has entrusted me with identifying opportunities for improvement in the heavy vector chassis designated Inverter. While the forge master’s initial designs are both elegant and inspired, minor adjustments to the Inverter’s macropummeler would undoubtedly increase its battlefield utility.

We have recently synthesized a sturdier brass alloy that can withstand higher levels of heat and stress. The retraction gears within the macropummeler’s arm housing are currently constructed of an inferior alloy that necessitates a slower retraction speed lest the gears overheat and fail. If we replace the main helical wheel within the arm housing with the new alloy, we can increase rotational velocity, resulting in a 19 percent increase in retraction speed and reducing the time necessary to reset the striking arm. This would allow a controlling warcaster access to the Inverter’s most potent armament on a more frequent basis, increasing his or her ability to neutralize enemy targets.

This upgrade would require little in the way of labor or resources, and I believe we could retrofit the majority of existing Inverters within a matter of months.

—Optifex Uther Korran, AR 495

Designation: Inverter

Iteration: 39

Lead Innovator: Fluxion Uther Korran

Design Approved: 600 AR

Inception Date: 601 AR

In the century I have served the Maiden, I have immersed myself in her mysteries, seeking ways to strive for mechanikal purity in myself and the machines I create. Oddly enough, the simplest solutions are often the most elusive, and the allure of complexity for complexity’s sake is a trap we all must actively circumvent. Case in point is my proposed improvement to the Inverter’s meteor hammer.

I have thoroughly examined this weapon, and a simple alteration will increase its battlefield functionality significantly. If we exchange the meteor hammer’s current torus link chain for a multi-dimensional pivot chain, it will

23Guts & Gears

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facilitate increasing the chain length with no loss of precision control. In addition to granting the Inverter increased reach, the increased control will more fully enable the Inverter to strike around barriers, negating certain defenses.

The cost and labor required to make this improvement is negligible, and even the least experienced optifex among us could swap the older style of chain for the new in less than an hour.

—Fluxion Uther Korran, AR 599

CipHerDesignation: Cipher

Iteration: 1

Lead Innovator: Forge Master Meridian

Design Approved: 401 AR

Inception Date: 405 AR

Although my previous vector design, designation Inverter, fills a required role as a primary close-combat vector, I believe there exists a need to further enhance our vector arsenal. Our existing heavy vector chassis lack ranged armament, making it difficult for our warcasters to neutralize certain threats. With that in mind, I have designed a new heavy vector, designation Cipher, which offers a more versatile weapons platform, one that is effective in close combat but can also engage enemies at range.

My proposal for the Cipher’s close-combat armament is to utilize the simplistic yet effective piston spike. Although the now outmoded Aggregator makes use of this weapon, and in its present form it is inadequate for out needs, I believe it can be improved significantly with little effort. We have made great strides in improving the tensile strength of high-tension springs, and the proposed Cipher features a pair of piston spikes that can store up to 15 percent more potential energy, increasing the weapon’s armor piercing capabilities when converted to kinetic energy in combat.

The Cipher’s potential ranged armament is limited, as its close-combat weapons and heavily armored hull already push the maximum weight its displacement field generator can handle. Therefore, ranged armament must be lightweight. A shoulder-mounted ripspike launcher is the best choice for this design. The firing assembly and ammunition are light enough they will not overtax the Cipher’s motive systems, and the weapon has proven effective against a variety of targets, from infantry to light warjacks.

Like the Inverter, the Cipher is based on the Aggregator chassis. However, unlike the Inverter, the new Ciphers can be created from existing Aggregators with a significant retrofit. This will allow us to upgrade all Aggregators in service in the most efficient way possible. Subsequently, we can begin fabricating new Ciphers as required.

—Forge Master Meridian, AR 399

Designation: Cipher

Iteration: 27

Facilitator: Forge Master Meridian

Design Approved: 444 AR

Inception Date: 446 AR

An annual review of the Cipher’s utility on the field of battle has revealed opportunities for improvement. Warcasters controlling Ciphers in battle laud the devastating power of its twin piston spikes, but have expressed dissatisfaction with its ripspike launcher. Primarily intended for close-combat, the vector’s range weaponry does little to support its role on the battlefield. Recent innovations in servitor technology may provide an answer to the Cipher’s perceived shortcoming.

Success in the miniaturization of servitor units has allowed us to convert these incredibly useful automatons into a type of intelligent ammunition. The proposed servipod mortar would posses the capability to fire a group of miniature servitors with spring-driven metal components that fly apart on impact, becoming deadly piercing shrapnel. These explosive servipods would be most effective against groups of lightly armored infantry, which have the potential to swamp our vectors and hamper their ability to close with more serious threats.

Replacing ripspike launchers with servipod mortars is a fairly complex retrofit, but the weapons possess sufficiently comparable size and weight that the upgrade is possible. Our warcasters will no doubt be in need of this versatility in the battles to come, and this upgrade will increase the Cipher’s effectiveness by a significant degree.

—Forge Master Meridian, 443 AR

Designation: Cipher

Iteration: 51

Facilitator: Optifex Kalias Renald

Design Approved: 511 AR

Inception Date: 512 AR

In an effort to improve the hull integrity of existing vectors, we have recently perfected a higher-grade carbon steel alloy that is both stronger and lighter than those currently used in vector construction. The reduced weight would not provide additional speed to the Cipher, but would allow us to upgrade other systems with more robust components. If the outer hull of the Cipher were lightened by 10 percent, we could improve the displacement field generator by increasing the size of the gyroscopic stabilizer. The primary benefit to this adjustment would be vastly increased stability for the vector.

Retrofitting existing Ciphers with the new hulls would be prohibitively expensive and extraordinarily time consuming; therefore, I propose these designs be implemented in the construction of all new Ciphers.

—Optifex Kalias Renald, 510 AR

24 Guts & Gears

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Designation: Cipher

Iteration: 75

Facilitator: Enumerator Ivan Drasko

Design Approved: 594 AR

Inception Date: 595 AR

Battlefield demands have made it imperative that existing Ciphers continue to evolve their functional versatility, posing a threat both at range and in close combat. Although effective, the servipod mortar provides one-dimensional ranged capability. The Cipher would be more effective and versatile if additional types of servipod ammunition were made available.

The proposed upgrade to the servipod mortar would allow the warcasters controlling Ciphers to make use of two new types of servipod ammunition. The first are lumichem servipods that carry the same compounds used by attunement servitors. The second are tunneling servipods that burrow into the earth before releasing a controlled charge to create craters and sinkholes. These two new ammunition types will grant our warcasters greater versatility when engaging targets at range, hindering their movements and making them more vulnerable to attack by supporting vectors and clockwork soldiers.

Upgrading existing servipod mortars to accept the new ammunition types requires the installation of a variable selector module within the mortar assembly. Due to the space requirements of the additional servipod ammunition variants as well as the selector module, this will also require replacing the shoulder-mounted launcher to a centrally located head-mounted servipod mortar. This is not a particularly complicated process, however.

—Enumerator Ivan Drasko, 593 AR

MonitorDesignation: Monitor

Iteration: 1

Lead Innovator: Forge Master Meridian

Design Approved: 451 AR

Inception Date: 453 AR

The Inverter and Cipher have increased our destructive potential in close combat, but we lack a heavy vector with the ability to engage enemies at range with comparable destructive potential. The Cipher’s servipod mortar is better utilized against fragile targets, such as living soldiers, and protracted ranged combat is neither the Cipher’s strength nor its intended role.

I propose a new heavy vector chassis with primary armament designed to neutralize targets at range, while maintaining utility in a close combat role. This is a philosophical inverse of the Cipher’s design, which is primarily a close-combat vector but possesses ranged utility as a secondary priority. The new

25Guts & Gears

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vector, designation Monitor, will be armed with the latest ranged innovations from our arsenal.

The best choice for the Monitor’s primary armament is the ellipsaw flinger, a devastating ranged weapon that fires spinning blades capable of penetrating armor even at extreme distances. Each blade also includes internal microactuator-driven accelerator wheels that allow it to change the angle of impact in midflight, exploiting enemy vulnerabilities. This weapon would comprise the vector’s right arm.

It is my intention to equip the Monitor’s left arm with a grasping claw. Although simple, this claw could be used to strike blows powerful enough to neutralize light warjacks and heavy infantry. In addition, the grasping claw would allow the Monitor to manipulate objects, an undeniable utilitarian feature.

Although the Monitor will be based on the Cipher chassis, retrofitting existing Ciphers is not an efficient use of resources. I suggest implementing dedicated production for this chassis, and have attached a list of recommended temple foundries where this could be done.

—Forge Master Meridian, 450 AR

When forced into close combat, the Monitor’s primary means of offense is a grasping claw, which it can use to pummel its targets or, if the enemy is small enough, grapple it and fling it bodily away. We can improve the Monitor’s close combat capabilities by focusing on that which it does well—taking hold of an enemy with its grasping claw. Utilizing the high-tension spring technology developed for the Cipher’s piston spikes, I propose adding a similar weapon to the Monitor’s grasping claw. This “spring-spike fist” would trigger each time the Monitor strikes a blow, propelling a retractable hardened-steel spike into its target. In addition, the mechanism controlling the spring-spike could be triggered by servo-gears in the grasping claw itself, so that when the Monitor grapples an opponent, the spring-spike is triggered, striking the target repeatedly without need of additional targeting.

This improvement would increase the Monitor’s close-combat destructive potential by an estimated 47 percent. Retrofitting existing Monitors with the new spring-spike assembly would require 3.6 man-hours per vector, a reasonable expenditure for such increased combat ability.

—Fluxion Athos DeVeer, 513 AR

Designation: Monitor

Iteration: 38

Lead Innovator: Enumerator Silas Geir

Design Approved: 579 AR

Inception Date: 580 AR

I have recently been given charge of increasing the size of the gyroscopic stabilizer within the Monitor’s displacement field generator, granting it increased stability similar to that of the Cipher. Although the primary motivation for this upgrade is an increase in the Monitor’s stability, my calculations indicate an enhanced gyroscopic stabilizer would improve the accuracy of the Monitor’s ellipsaw flinger.

Additionally, I have had the good fortune to work beside Father Lucant, aiding him in his work on the alchemical treatment of optic lenses. To ensure the Monitor can strike enemies with certainty, I propose it be fitted with an optical array that includes alchemically treated, rotating lenses designed to penetrate both mundane and arcane obfuscation. Although this technology does not currently exist, Father Lucant has made significant strides in this area and assures me the lenses I require could be available within the year.

My calculations indicate the improvement in accuracy of the Monitor›s ellipsaw flinger from the upgraded gyroscopic stabilizer would be small. However, when coupled with the proposed alchemical optics array, the increase in accuracy against targets benefitting from arcane obfuscation would be incalculable, rendering inviolable targets vulnerable to the Monitor’s attacks.

—Enumerator Silas Geir, 578 AR

Designation: Monitor

Iteration: 30

Lead Innovator: Fluxion Athos DeVeer

Design Approved: 514 AR

Inception Date: 515 AR

I have analyzed data gathered from various conflicts over the past fifty years, focusing on those where the vector designated Monitor was the primary means of hostile pacification. My analysis confirms it performed adequately at range but struggled in close combat when faced with heavily armored foes.

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By DaviD “DC” CarlCIpHer, Inverter, and MonItor TactIcs

The forces of the Convergence of Cyriss utilize tactics built upon an unshakable foundation of army synergy. Any one unit or vector can pose a viable threat to opposing forces, but it is the army’s spells, feats, and abilities all working in tandem that create a juggernaut of gear-forged death. The Cipher, Inverter, and Monitor are some of the finest models available to deliver the finishing blow.

Reliability GuaranteedThe quadruped heavy vector chassis is slightly slower than the faction’s other vectors, but it also has the highest base ARM, 32 damage boxes, and is immune to knockdown effects. This allows the Cipher, Inverter, and Monitor to stay in the fight longer than other vectors.

This sturdiness is even more of a factor when one takes the Convergence’s restorative abilities into consideration. With a number of models having Repair or Bodge, it’s not difficult to keep these heavy vectors operating at maximum efficiency. Under the control of Forge Master Syntherion these vectors are especially durable, healing d3 damage points every turn thanks to his Field Marshal [Auto-Repair] ability.

Repairing warjacks is a tactic available to other factions as well, but the Convergence has an important tool no other factions share—focus induction. The most debilitating system for a warjack to lose is its cortex (or in this case, its interface node). Even if the warjack is subsequently repaired, if its cortex is in a crippled state during the control phase, it rarely has a means of gaining focus points. The focus induction ability, however, is an easy way around this limitation. On any activation that a vector spends focus, you can allocate one focus point to another vector within 6˝. Depending on which other vectors are activating where, an Inverter that began the turn with a crippled interface node can charge into battle at maximum efficiency!

Forge Master Syntherion’s Field Marshal ability isn’t the only one that can be used to great effect with these heavy vectors. Iron Mother Directrix can use each of these iron giants as an Arc Node, Father Lucant allows them to Shield Guard weaker allies, and Axis grants them Counter Charge—a truly impressive ability considering their melee prowess. (Aurora’s field marshal is also amazing on the Cipher, Inverter, and Monitor, but it’s too early to reveal it.)

Tools of DevastationThe attacks unleashed by these heavy vectors are just as important as their sturdiness and utility, if not more so. Remember their MAT and RAT values vary with their commanding warcaster, so they’re not all equally suited to every Convergence warcaster.

The Cipher, however, does fit well with any warcaster. Its P+S 18 piston spikes are a great melee threat, and its servipod mortar is a versatile ranged tool. With ROF 2 and AOE 4, the servipod mortar doesn’t even need a high RAT to get the job

done. Each shot can dish out a POW 6 blast, create a zone of rough terrain, or inflict –2 DEF on models in the AOE. In early turns, use the Cipher to hinder enemies with Crater or assist allies with Flare before switching gears to take advantage of multiple high-P+S melee weapons.

The Inverter is melee-focused through and through, so high-MAT warcasters are the way to go with this vector. Its macropummeler boasts an impressive P+S 20 with automatic knockdown, and its meteor hammer has Reach, Chain Weapon, and P+S 17. Though the macropummeler can only be used once each round, combining that hit with a flurry of meteor hammer attacks allows a focus-loaded Inverter to dish out some serious damage.

The Monitor is the heavy vector for Convergence warcasters with higher RAT values. Its ellipsaw flinger is tied for the longest range in the faction at RNG 13, and it has POW 13 with Critical Brutal Damage for the potential of up to four damage dice. Its True Sight ability also allows it to see through concealment, Camouflage, and Stealth, making it a truly impressive sniper under Directrix or Syntherion. The spring-fist spike is no joke at P+S 17, though, and once it hits a target each of its subsequent attacks are guaranteed to connect thanks to Sustained Attack.

Vector SupportThe Cipher itself is a great support for Inverters, Monitors, or even other Ciphers, but these three vectors can take advantage of all sorts of other army support as well.

• Auto-Repair, Repair, and Bodge are all great tools for keeping these vectors in the fight, and a few Galvanizers, priests, or Accretion Servitors will ensure your vectors are fighting-fit.

• In addition to repair duty, Convergence priests have a cou-ple of other very important ways to support heavy vectors. Unfortunately it’s too early to expound upon that, but this article simply wouldn’t be complete without at least some portent of their vector support.

• The Attunement Servitors have the same Flare ability as the Cipher, causing –2 DEF within a 4˝ AOE. Even more severe, the Mitigator can knock enemies to the ground thanks to Quake, drastically reducing DEF against ranged attacks and allowing melee attacks to hit automatically. These are both great tools for conserving focus points for boosting attack rolls, thus maximizing damage output.

• Diffuser light vectors can be a heavy vector’s best friends. They typically need just 1 focus point, and focus induction allows them to pass that focus along to a nearby Cipher, Inverter, or Monitor. Their homing ripspike’s Beacon abil-ity also allows the heavy vector to charge for free and move an additional 2˝.

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If you’re like me, once you finally get your Convergence of Cyriss Battlegroup Starter you’ll want to put your models on the table right away. I’ve long prided myself on gaming only with painted miniatures, so before I unleash the Convergence on my opponents, Forge Master Syntherion and his vectors need to get painted. Fast.

Since the Convergence models are all-metal constructs, priming them black and drybrushing Cold Steel over the surface can be a pretty tempting solution. However, while I’ve always been a fan of drybrushing and use the technique almost exclusively in my terrain, on a small miniature it can look sloppy and rushed. On top of that, the Convergence models have a lot of delicate limbs—not the sort of thing you want to vigorously brush.

What follows is a quick way to turn out an effective and clean Convergence paint scheme. We’ll match official faction colors and use simple basecoats and washes to get the job done (okay, and a little drybrushing, too).

Paint the entire battlegroup together, using an assembly-line process to work on all the parts as a single batch so you can work quickly and finish the models together. If you can maintain your focus and power through this process, you’ll have these models painted in a matter of hours.

By RoB Hawkins

arcane Blue

armor wash

Brown ink

Cold steel

Greatcoat Grey

Gun Corps Brown

Menoth white Base

Morrow white

Pig iron

Quick silver

Radiant Platinum

Rhulic Gold

solid Gold

Thamar Black

Thornwood Green

Colors used

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Assemble the models, keeping some limbs separate so it’s easier to access all the details without the arms getting in the way. Use popsicle sticks and dowels to hold the parts, pinning each in place with a thick brass rod. The images below show how to best separate the major components of each model.

You’ll notice I’ve glued sand to the bases and then glued the models on top of the sand. This is so I could get a secure bond to the base without the sand obscuring the miniature’s feet, as would happen if it were added at the end. The sand will be painted in the final steps as weathering is applied to the models.

Spray the models with Formula P3 Black Primer. Try to get solid coverage, but don’t agonize over it if the spray doesn’t penetrate into every nook and cranny. The washes will adequately cover any “bald” spots.

Model AsseMbly & PriMing

PAinting the outer hull

Forge Master syntherion’s body and each of the two workshop array arms. The Cipher’s torso, arms, and legs.

The Mitigator and Galvanizer are almost complete, but i kept their arms separate, lightly glued to a popsicle stick.

Step 1) Coat all the parts with Cold Steel darkened with a touch of Pig Iron. A Formula P3 Large Drybrush or Large Flat Brush works best for this. Wet the brush and blot it dry on a paper towel. Then, apply the paint using a normal drybrushing technique. The moisture still in the brush will allow the paint to penetrate into the recesses more than if this were a true drybrush. (If you’ve ever attempted drybrushing with a brush that wasn’t fully dry, you’ll know exactly what I mean.) I find this method is faster than applying a standard basecoat because you don’t need to worry about precision.

Work across the model, taking care not to let the paint gum up the details, until you have a smooth, metallic coat.

1A 1b

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Step 2) Next, wash the entire model with Armor Wash. Use the wash straight from the bottle without thinning and ensure it gets in all the recesses. Take care not to let the wash pool on the surface or completely fill in details like the art deco designs or screw heads. If you see this happening, pull some of the excess wash off the model with a clean, dry brush.

Step 3) After the wash has completely dried, drybrush the model with Cold Steel and then Quick Silver using a properly dry brush. A Formula P3 Large Flat Brush is the most effective brush for this.

The result is a nicely shaded and suitably dark metallic part.

Use care when drybrushing the smaller arms to avoid breaking or bending them. Bring all the parts up to this stage before moving on.

2

3A

3b

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1A 1b

PAinting the CArbon steel

PAinting the brAss geArs And Cogs

This step allows you to add variety to your miniatures. The intention is to add contrast between the different areas of the model and break up the all-metallic surface. If you’re matching the studio scheme, look at the images and gallery shots to see where the carbon steel plates are located, but feel free to add as much or as little carbon as you like. If you prefer to deviate from the studio faction colors, you could even apply a different color wash.

For even more contrast, a few parts should be picked out as brass. And, just as with the carbon steel, it is up to your discretion to add as much or as little as you feel is necessary. This is the most painstaking step because you don’t want to get brass on any other areas of the model. Accordingly, I’ve kept the process as simple as possible.

Mix a wash of Greatcoat Grey, Armor Wash, and a little water. The areas receiving this carbon steel wash are mostly recessed, so you don’t need a particularly steady hand to stay within the lines. Use a Formula P3 Work Studio Brush and lay in the color with a continuous sweeping stroke to avoid any overlapping lines as the wash begins to dry.

The original silver highlighting will show through the wash. If you find the wash has gone on heavy, to the point of turning the area too grey, simply drybrush a little Pig Iron on the surface after the wash has dried. That will recapture the metallic shine.

Step 1) Basecoat the areas to be painted brass with Rhulic Gold. Since I’m matching the studio scheme, this will be all the gears and pistons, a few of the arm and leg segments, and the shoulder details on the Cipher.

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Step 2) Mix a wash with 50/50 Brown Ink and Thornwood Green with a few drops of Armor Wash to darken it, then thin the mix with a little water and mixing medium. Paint the mix onto all the brass areas to shade them.

Step 1) Thin Morrow White with a few drops of water and paint it into the glowing areas. The thinness of the paint will allow it to flow into the recesses.

Step 3) If a single coat of the wash doesn’t properly shade the white (if too much white shows through or if the blue ends up being more opaque than you wanted), adjust the glow by adding another layer of wash or by adding highlights. The coils, for example, will benefit from thin highlight lines using a mix of Arcane Blue and Morrow White and a final highlight of straight Morrow White. This is an organic process, and you may need to shade some areas more and add brighter highlights to others.

As with the Armor Wash earlier, don’t let this pool on surfaces or completely fill in any of the recessed details.

Step 3) When the wash dries, use a Formula P3 Small Flat Brush to drybrush highlights onto the raised areas with Solid Gold and a touch of Radiant Platinum. Don’t worry about the deeper areas where the brush won’t fit.

Step 2) Make a wash using Arcane Blue with a little water and mixing medium. Paint this over the white and on some of the metal around the glowing components.

2A 2b

1

3

PAinting the VoltAiC glowThe models are nearly complete! All that remains is the blue light emanating from within the mechanikal constructs.

2A 2b

3A

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Step 1) To paint the sand, first basecoat it with Gun Corps Brown.

Step 3) When the wash has dried, drybrush the sand with Gun Corps Brown. Don’t worry if some of the color gets on the legs; it will enhance the weathering effect, making the models look as though they’ve been tromping across the muddy battlefield.

Step 4) Drybrush the sand with Menoth White Base, keeping this last highlight clear of the model’s legs.

Step 2) Use the brown wash you created earlier for the brass and paint it over the sand.

While washing the sand, apply some to the feet and legs of the vectors to give them a muddy appearance.

1

PAinting the bAses And weAthering

2A 2b

If the glow obscures too much of the surrounding metal, drybrush a little Cold Steel and Quick Silver around the frame. By pulling the side of your brush across the area, you can keep the hairs from falling into the recesses and keep the silver on the raised surfaces. This is particularly effective on the Mitigator’s vents and the Convergence faction symbol on the Cipher’s torso.

3 4

Finishing the ModelsAll that remains are the final details! To finish the models, paint the rims of the bases with Thamar Black and add some static grass. Then carefully remove the parts from their painting stands and super glue the miniatures together. Now they’re ready for the battlefield!

If you stick with this method as you add to your force, you can complete whole groups of models as you get them, avoiding every hobbyist’s dilemma: the dreaded backlog of unpainted miniatures.

3b

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Iron Mother

DIrectrIx

Transcribed by Aeryn Rudel

Art by Kory Lynn Hubbel and Andrea Uderzo

Take a look inside the files and dossiers of Gavyn Kyle, the Iron Kingdoms’ premier spy. Gathered at great expense and risk, these dossiers

give a behind-the-scenes look at the histories and motivations of important characters in WARMACHINE and HORDES.

The documents you provided regarding the recent attack on a Cygnaran supply train by the being known as Iron Mother Directrix provided me with a meager if workable starting point to further research this enigmatic creature and the organization to which she may belong. The abbreviated report on the incident itself proved somewhat more useful than the transcribed interrogation of the Cyrissist priest you captured after the attack.

Since your instructions were simply “find out all you can,” I’ve taken information from the incident report on the attack in western Cygnar and extrapolated from there. My initial investigations led me to two conclusions, which I believe are the crux of the information you wish to acquire.

First and foremost, it is clear the Iron Mother represents a new and credible threat. The technology she employed suggests military equipment comparable to that fielded by armies of the sovereign kingdoms. This implies astounding technological sophistication, access to considerable manufacturing, as well as to resources and an organization of considerable scope. Of course we have no proper gauge of the actual scale of this group nor the size of its forces, but even if their armed might is relatively small, it suggests considerable sophistication. Also, the warjacks—if they can truly be called that—controlled by the Iron Mother demonstrated machinery apparently quite different from the steam-powered ‘jacks which are still the mainstay throughout the Iron Kingdoms.

Second, it is clear those who committed this attack were connected to the worship of the goddess Cyriss, whose cult is both widespread and secretive. Her symbol was omnipresent on the machines involved in the attack, and the priest you captured was an avowed Cyrissist. My research then focused

not on if the Iron Mother is connected to that faith, but to what degree.

In the dossier that follows, I will provide evidence to support the conclusions above. However, I must warn you, my research into this Iron Mother has left me with many unanswered questions.

—GK

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Iron Mother Directrix Summary580 AR – A warcaster appears in a remote part of southern Khador, near the Shadoweald Forest with a force of warjacks and clockwork soldiers. She exterminates a dangerous and violent Cyrissist cult, although she spares the leader for reasons unknown, perhaps to face punishments devised by her superiors. 603 AR, Solesh 17th – Investigation of a hidden Cyriss temple northeast of Corvis by the Cygnaran Reconnaissance Service, after that temple was broken into by agents of the Inquisition and other interested parties.607 AR, Casteus 11th – A large and well-orchestrated attack on a shipment of high-grade steel en route to Merin from Rhul. The description of the leader of this force matches Iron Mother Directrix.608 AR, early Khadoven – An attack on blackclads in the Gallowswood is witnessed by an irregular in the service of the Khadoran Army. The leader of the attacking force matches the description of Iron Mother Directrix.608 AR, Khadoven 23rd – Interrogation of Mikael Chevesk by Khadoran authorities on the grounds of theft of government property. Mikael is a member of the Khadoran Mechaniks Assembly and an alleged leader in the largest known Khadoran cult of Cyriss.608 AR, Ashtoven – Attack on Cygnaran supply train with subsequent theft of expensive rare minerals most commonly employed for advanced metallurgy and mechanikal applications such as arc nodes, cortexes, and high grade conduits. A priest of Cyriss is captured and provides the identity of Iron Mother Directrix as his superior.

The most logical place to start my investigation was the incident that prompted you seeking my services in the first place. Since you were unable to provide me with more than a name and a description of the subject and her forces, I began looking for attacks of a similar nature. In official military records there at first appeared to be little of direct bearing, only a number of rumors, hearsay, and poorly documented anecdotes with too little substance to merit investigation.

I eventually unearthed a letter sent by a Searforge Commission senior trader to his superior regarding the loss of a shipment of high-grade steel en route from Rhul to Ord, intended for a steamjack foundry in Merin. This document was difficult to procure because the Searforge obviously did not want the incident it details to be public knowledge, because they were attempting to bypass Khadoran tariffs on shipments of refined steel. Therefore, the shipment was “mislabeled” as scrap metal. Such underhanded techniques are commonplace, and Rhulic merchants can generally get such goods intact to Ord with a few well-placed bribes.

The shipment had a small escort of Searforge soldiers and a pair of warjacks, which was insufficient to turn aside the enemy that fell upon them—one quite similar to our subject.

—GK

Date: Casteus/Uldern 11th, 607 AR

To: Trade Master Ecken Rothrock

From: Senior Trader Thorne Caldish

You are no doubt aware of the shipment lost in transit to the Ordic capital. The official stance of the Searforge Commission is that the Khadoran government confiscated the steel because we attempted to bypass their tariffs on these goods. This is not the case.

I was there. I saw what happened, and it was not what went into the official report. There was no “confiscation,” there was outright theft, and not by the Khadorans. Our wagons were set upon just south of Midfast by something I have never seen before, a force of steel automatons—warjacks possibly, but like none I’m familiar with—commanded by a giant silver construct in the shape of a woman.

The metal woman commanded us to leave our wagons and flee into the nearby forest. Of course, we were not about to give up our goods, and the gun corpsmen opened fire on her, commanding their two Grundback Blasters to do the same. It was a mistake. She and her automatons reacted swiftly and decisively to the attack, firing strange metal projectiles at the gun corps and the warjacks or tearing into them with spring-loaded spikes and spinning blades. The machines had no smoke stacks that I could see, and damned if I know how they were powered.

The gun corps and warjacks were cut to pieces in seconds, and the rest of us fled into the forest. We returned hours later to find the wagons overturned and the steel gone.

—Thorne

There are similarities between the attack described above and that perpetrated on the Cygnaran supply train. Both included resources slated for warjack production and would be useful to any group with a need for similar manufacture.

Her warjacks imply a level of mechanikal skill similar to or perhaps in some ways even surpassing that of the kingdoms militaries. In addition, in both the attack on the Cygnaran supply train and the attack above, she was accompanied by multiple warjacks, some identical to each other. In other words, these warjacks seem more like standardized, purpose-built military-grade warjack chassis. If this is the case, we are dealing with an individual or possibly a group with access to sophisticated manufacturing capabilities, which would, of course, require great resources and coordination.

—GK

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So far, I have presented two cases of the Iron Mother attacking military convoys carrying valuable resources. Although I could find no further evidence of attacks of this specific nature, I did discover a reference to what might be the same individual involved in an attack on the mysterious blackclads.

The following document is a transcript of a report from a Khadoran manhunter and details a battle he witnessed between blackclads and a group of mysterious “spider” machines and “metal men” led by a “metal woman.” His descriptions are crude but intriguing.

—GK

Date: Khadoven 7th, 608 AR

To: Kapitan Luka Petru

From: Vikta Lovot, irregular

Three nights ago I was in the northern Gallowswood, ten miles from Volningrad, and I saw something you should know about. My orders are to keep an eye on the blackclads in the area, and I had been tracking a group of them and some of their beasts. They led me into the deep woods, to one of their sacred places, a clearing with tall standing stones. The clearing wasn’t empty when the blackclads arrived; there was a group of metal men and strange machines unlike any I have seen before. They were big like warjacks but made a different sort of racket and produced no smoke or steam. All seemed to be following the instruction of a huge metal woman wearing a cloak of knives.

The blackclads were not pleased to find intruders in their sacred area, and they attacked. I watched the battle from the trees.

Blackclads have powerful magic, and their wolf-beasts are big and strong enough to tear apart a Juggernaut. Here they were outmatched. There were four spider warjacks, and they fired cannons from their heads and attacked with huge steel spikes mounted on their arms. The blackclads’ two wolf-beasts were killed quickly, leaving the druids and ten or so spear-wielding warriors to continue the battle. The metal woman ordered her metal men forward. Each was armed with a stout steel club and a large shield. As they advanced on the spearmen, their shields moved and mechanically locked together. The metal woman attacked the blackclads, and I saw her use magic against them, bolts of blue energy that burned men and beasts. When one of the blackclads tried to attack her with his axe, the blades on her cloak moved and cut him to pieces.

The battle ended swiftly, and all the blackclads were killed. Some of the warriors fled, and the metal woman let them go. I watched her after the battle, and she was very interested in the druid stones. After looking at them for a long time, she had her warjacks begin to demolish them. After that, I feared I would be spotted, and left.

—Vikta

The most intriguing aspect of Vikta’s report is the Iron Mother’s interest in the blackclads’ menhirs and the site at which they stood. The fact that she removed them means something, and I can only guess at her aims here. This location is of no strategic value, but perhaps there were occult reasons for her interest.

Further research indicates this attack on the blackclads may not have been an isolated event. I found a few scattered reports of sites known to be sacred to the blackclads defiled in a manner consistent with what is described above, both in

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the wilds and also in remote townships. I have attached these reports separately but they are sparse in details, as you will see. Nonetheless, some describe warjacks and automatons at least potentially similar to those used by the Iron Mother. In all cases save the one reported by the manhunter, the witnesses are unreliable, and there is no verifiable account or official record. However, this suggests more attacks might have occurred in remote locations and gone unrecorded.

While these attacks may have been carried out by warjacks similar to those used by the Iron Mother, there were no other references to her that I could uncover in even the most scattered report. This begs the question of how many warcasters this group has at their disposal. Given the similarities in machinery, I think it’s safe to rule out the notion that these might have been entirely disconnected Cyriss-worshiping groups.

—GK

With the information I have compiled, I believe it is logical to assume the Iron Mother is connected to a reasonably large and well-organized Cyriss-worshiping organization with unknown but potentially expansive goals and influence. What is uncertain is whether the more public face of the goddess, the various accepted cults operating in numerous cities, are complicit with the Iron Mother and the group with which she is connected.

Therefore, I expended considerable energy and resources in orchestrating an interrogation of an open Cyrissist priest in Volningrad, the city nearest the incident in the previous report. I did not have any reason to suspect he is involved with a larger group, but he seemed the sort who might know more than he would willingly divulge.

The priest in question, Mikael Chevesk, is a member of the Khadoran Mechanik’s Assembly, or at least he was. Worship of Cyriss is common among the brotherhood of the Assembly, and the High Kommand is tolerant of the religion. They are not, however, tolerant of mechaniks who steal government property. I was able to unearth doctored paperwork proving that Mikael had been slowly thieving small, intricate parts useful in the manufacture of warjacks for at least a decade and funneling them to various Cyriss cults throughout Khador.

After a few quiet words to the right people, Mikael’s illicit activities were revealed to the authorities and he was arrested. When Mikael was questioned, I made sure the interrogating officer would make reference to the report submitted by

the Scout Sergeant Vikta Lovot regarding the Iron Mother’s activities near the Gallowswood.

Below is a transcription of the relevant portions of the interrogation.

—GK

Date: Khadoven 23rd, 608 AR

Kapitan Ushka: Tell us your rank within this cult.

Mikael Chevesk: I am an enumerator, a purely spiritual title. I serve the Maiden in what ways I can.

KU: Does this service include thievery from the Motherland? Does it require you to spit upon the glorious nation that has provided you with position and opportunity in its great Mechaniks Assembly?

MC: Kapitan, you do not understand. I was acting on imperatives from the Maiden. What I took and made available to my brothers can only benefit Khador. The path to perfect mechanikal enlightenment is a boon to all.

KU: Then why do it in secret? Why hide this great work?

MC: I did not believe the resources I needed would be allocated to me. Kapitan, I swear that my work, although unauthorized, can aid the Motherland.

KU: So you’re a patriot? Then show us by telling us about these other cults your were aiding. Who are their leaders? Where are they located?

MC: I don’t have that information. I simply know the requests were valid and from members of my faith in need. I could not turn them aside.

KU: So, as far as you know, these individuals whom you so blithely aided could be planning an attack against Khador.

MC: Of course not. We are not a violent faith, Kapitan. We only wish to increase our understanding of the Maiden’s directives and in doing so show others the light of her perfection.

KU: You lie. We have reports of other Cyriss cults operating within our borders. In fact, I have a report right here that details a violent sect of Cyriss worshippers operating in the Gallowswood.

MC: I find that hard to believe. I certainly have no knowledge of such attacks.

KU: But as you said, you know nothing about these cults to whom you supplied resources and technical information. Correct? Even if I believed that were so, you could have been unwittingly abetting this dangerous group. Isn’t that so, Mikael?

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MC: I don’t believe that. Kapitan, members of my faith often share information of a technical nature, but I swear I have received nothing from these radicals you describe. I say again, I had no prior knowledge of their activities. This is the truth!

KU: I find that very odd. Are you not a ranking priest of your goddess? It is strange that you would have no knowledge of such things, especially since your illicit activities seem to coincide with the attacks.

MC: My brothers and I would never conspire against the Motherland! I tell you, we had no knowledge of these radicals!

KU: Then who are these mysterious Cyrissists who command powerful and alien warjacks in the name of your goddess? If there is any honor left in you, you will tell me what you know.

MC: We . . . have heard rumors of fringe cults operating in the wilds. But we have had no contact with them. We assumed their understanding of the goddess’ directives was imperfect. If they are doing the things you say, it must be true.

KU: Who leads these “fringe” cults? What are their names?

MC: I do not know! We are not associated!

The interrogation goes on, but it is mostly repetition of what you see here. Kapitan Ushka eventually applied more creative means to get the information I required, but Mikael never recanted his assertion that he and his cult are unconnected to any group akin to those described. Kapitan Ushka is skilled at wringing information from his subjects, so I am inclined to believe Mikael.

So where does that lead us? Given the prominence of this particular cult among the Khadoran Mechaniks Assembly, it seemed logical they might have been connected, yet I think it probable that this connection is only one way. The more “open” cults of Cyriss may be distinct from the sinister cabal or cabals behind the Iron Mother, but she and the groups with which she is associated I suspect make use of the more public cults to surreptitiously acquire resources and materials. You will note the materials Mikael Chevesk was stealing are useful in the manufacture of warjacks, as were the rare minerals stolen from the Cygnaran supply train and the high-grade steel taken from the Rhulic merchants. I think this is more than coincidence.

I have one further theory regarding the connection between Cyrissist faithful operating in the open and the clandestine cabals to which the Iron Mother undoubtedly belongs. I think

the more public cults may serve as a pool of potential recruits for these secretive groups of Cyrissists. Although I have no direct evidence of this, the placement of prominent Cyrissists within the Khadoran Mechaniks Assembly and the Cygnaran Armory, not to mention the access such individuals have to technology and resources, would make them extremely attractive prospects for induction into these fringe cults.

—GK

The previous documents make it clear the Iron Mother and possibly other powerful Cyrissists connected to her are attempting to acquire raw materials and resources. But for what purpose? It is obvious these groups are constructing warjacks and other weapons, and the iron ore, high-grade steel, and other materials stolen would be useful in the manufacture of such things. If this is the case, where is this manufacturing taking place?

A facility designed to create the warjacks previously described would have to be both large and well hidden. As such, I began searching for

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a site that met these parameters and eventually came across the following report from a CRS agent concerning the exploration of a hidden Cyrissist temple in the wilds outside of Corvis.

Interestingly, both Alexia Ciannor and members of Vinter’s old Inquisition visited the temple shortly before the skorne invaded. What they may have been seeking among the Cyrissists is not clear. A group of mercenaries hired by the prelate of the Church of Morrow in Corvis, Alexia’s uncle, sent to find his niece, attacked the temple shortly after her visit, murdered many of its priests, and wrecked dozens of clockwork automatons. These events initiated an investigation by the CRS.

—GK

Date: Solesh 17th, 603 AR

To: Colonel Vincent Tyne

From: Lieutenant Jerra Grimes

Sir,

I have completed the initial reconnaissance of the Cyriss temple in the swamps northeast of Corvis. Although there are definite signs it was attacked in the recent past, it is no longer abandoned, and the cult has reclaimed large portions of the interior.

From the outside, the temple still looked abandoned, so we proceeded to venture into the interior, gaining ingress through a breach in the southern exterior wall. Inside we found much debris and the wreckage of three clockwork automatons; these machines were smashed into uselessness from axe and sword blows and multiple gunshots. Farther in, we came across the corpses of two priests in the remains of a laboratory of some kind. These men had also been killed violently, and both were armed with strange spear-like devices. I took one of the spears so it could be examined by our mechaniks back in Caspia.

Within the laboratory we found a number of books and reams of notes, many destroyed but others that I collected. In addition, there was a large device in the center of the laboratory,

a clockwork machine of some kind whose purpose I could not hope to guess.

Danvers is a fair artist, and he quickly sketched the device. I have

included the sketch with the other materials recovered from the temple.

As we continued to search we came across another

lab, different than

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the first. Another bizarre machine sat in the center of this second lab, festooned with various mechanical arms, levers, and gears. Around the device were arrayed four metal slabs, each with wrist and leg manacles. On one of these slabs was the desiccated remains of a man in priestly garb. Tubes and wires were sunk into his flesh in various places, which in turn were connected to the machine. As strange as this was; it paled in comparison to the two massive silver constructs sitting inert within the lab.

Each was a towering, spider-like thing, with four stout mechanical legs upon which sat a narrow torso with four limbs, each ending in a taloned four-fingered hand. The heads of the constructs were elongated, conical. As we searched around the laboratory we noticed that some of the tubes and wires connected to the remains of the priest terminated in one of the inert constructs. The purpose of this connection was unclear, although it called to mind certain ghoulish Cryxian practices.

Sergeant Vyne, who has some training as a mechanik, was taking a close look at one of the constructs, trying to gain some insight into its purpose, when the thing shuddered to life. One moment it was completely motionless and silent, the next it was ablaze with blue light, its inner workings whirring steadily in a low-pitched whine. It snatched up Sergeant Vyne and flung him effortlessly across the laboratory, where he crashed against the wall and was killed instantly.

We opened fire on the construct, but its metal body was impervious to our weapons. In addition, it returned fire with bolts of blue light; one struck Danvers and he was instantly immolated. After that, we made no effort to fight back and simply ran. Thankfully, the construct did not pursue.

That temple is huge, and I think it likely there are more of these dangerous constructs within. If we return, I suggest we do so with a sizable force supported by warjacks.

—Lt. Grimes

In the records I examined, the CRS intended to send a follow-up mission to this temple, but the requests were eventually denied by the generals and soon forgotten amid higher priorities. The reports were apparently not given the credence they were due and were subsequently lost amid the bureaucratic detritus of the Cygnaran Army. Such incidents are not uncommon, particularly given the confusion surrounding the invasion of Corvis. Not long thereafter other matters took priority, such as the Khadoran invasion of Llael. I cannot rule out the possibility of a conspiracy to bury these reports nor can I confirm it.

I have access to some of the notes and research material Lieutenant Grimes recovered from the site. They are fragmentary and incredibly complex, but I was able to make sense of certain portions with the aid of someone highly skilled in both mathematics and mechanikal engineering. The thrust of the material is confusing, but it involves the transfer of a living soul into a clockwork shell. It is unclear if the material I have is based on theoretical research or an existing technology. Based on Lt. Grimes report, I’m inclined to believe the latter.

The construct that attacked Lt. Grimes and his men bares a few superficial similarities to the warjacks utilized by the Iron Mother, primarily its spider-like movement, and the construction of its hull. However, since there were no other Cyrissists present during the attack, I do not believe this creature was a warjack but an autonomous construct, as I believe the Iron Mother to be. To make a further logical leap based upon the soul transference technology found within the temple, I think it likely the dangerous construct encountered by Lt. Grimes was no simple machine but a mechanikal vessel housing and powered by a human soul. The implications of such a thing are both fascinating and disturbing—any group with this kind of technology could be frighteningly powerful.

I think there are enough similarities between what was found in the temple and what we know about the Iron Mother to assume the two are connected. However, Lt. Grimes saw none of the strange warjacks utilized by the Iron Mother in the temple nor equipment or facilities that might be used to create them. It seems this temple’s purpose was entirely devoted to soul transference. So then, does this cult have other holdings scattered across western Immoren, some of which might be focused on the creation of warjacks and other weaponry? If we assume this clandestine group of Cyriss worshippers has the resource and abilities to manufacture warjacks, then I think the answer is a profoundly disturbing yes.

—GK

Armed with the knowledge gained from the CRS report and with the assumption that I was dealing with an organized group with access to military-grade resources and manufacturing, I set about trying to find more documentation of their activities. Additionally, I felt one last piece of evidence was required for me to say with certainty that all the events described above are related. I needed documentation of technology similar to that used by the Iron Mother—warjacks, metal soldiers, etc.—commanded by

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someone else, another leader of this mysterious cult, preferably at a time greatly removed from the recent incidents.

However, I reasoned that if the Iron Mother’s cult had taken military action in the past, they would have been careful to cover their tracks. Of course, such action is difficult to conceal entirely, and I was able to find one document describing an event that fit many of the parameters I was looking for.

What follows is a report from a Winter Guard garrison near the Shadoweald Forest regarding an attack almost thirty years ago on a strange and violent cult that had been terrorizing villages in the area. The cult was wiped out in a single day by an unknown force that vanished soon thereafter. The few eyewitness accounts of the cult’s demise were dismissed by the Winter Guard commander and deemed a one-time anomaly.

—GK

Date: Cinten 13th, 580 AR

To: Kovnik Grigor Vanov

From: Kapitan Peytr Gulin

I have rounded up all those who say they witnessed the incident at the old keep south of the Shadoweald. I will briefly summarize the important elements of the eyewitness descriptions here. I must warn you; what follows is quite bizarre, and I’m honestly unsure what to make of it.

One thing that seems clear is that this incident is connected to previous requests for aid we received from the villages of this region as early as Casteus this year. Kovnik, you may recall I forwarded to you a dozen or more desperate pleas related to certain unsolved murders in this region. I am sure you intended to see that the matter was investigated and were only delayed by bureaucratic mishaps. I assured them their pleas had not fallen on deaf ears and that our garrison had not been at liberty to investigate. After enduring more accusations, at length I was able to get to the heart of the matter.

Apparently a radical and violent cult had taken up residence in the nearby ruins. The leader of this group, a clearly deranged man, had threatened many with death if they did not abandon their homes and cede the territory to his people. When they ignored his ranting, he subsequently made good on his promises, conducting murderous punitive attacks under the cover of night. The two

villages in the area, Gorstov and Vellin, share a small militia of thirty armed and able-bodied men, all former soldiers, but they were unable to stop these attacks.

From what I could discern, this cult worshipped Cyriss, the Maiden of Gears, although I have never encountered members of that faith so predisposed to violence. On the morning of Cinten 9th, smoke was seen rising over the Shadoweald in the direction of the ruined keep on the forest’s southern edge. When smoke was seen above the ruins, the militia kapitan, Viktor Tarov, hoped to seize the opportunity to rid himself of the violent Cyrissist cult that had taken root and so mustered his men. He led them to the ruins only to discover there was nothing left for them to do.

The group had been attacked and was engaged in a losing battle with what Viktor described as multi-legged warjacks of polished steel and bronze and metal men armed with shields and halberds. Leading this outlandish force was a young woman in gleaming steel armor whom Viktor believes to be a warcaster. His descriptions fit no military force of which I am aware; nothing in the armories of Cygnar, Ord, or Cryx match the warjacks and troops he saw.

The cultists had been slaughtered and only the leader remained, locked in furious combat with the woman in steel armor. He was no match for her, and she subdued him with blasts of arcane energy, but did not slay him. She apparently spoke to him at length and much of what was said Viktor either could not hear or did not understand.

It was at this time Viktor and his men—who had been watching the battle at the edge of the forest—came to the attention of this unknown warcaster. She ordered her warjacks and troops forward, sending them toward the village militia. Seeing the destruction previously wrought by these machines, Viktor and his men wisely fled and were not pursued. When they returned the next day, there was no sign of the warcaster, her machines, or the leader of the cult. The bodies of the cultists had also been taken.

I sent a squad to investigate but they found no trace of anything Viktor or the other members of the village militia described. The only evidence found were curious scorch marks on the ground around the ruins and on the stonework itself. However, this is hardly enough to corroborate the villager’s story.

Viktor’s story seems unlikely. Perhaps the villagers killed the cultists, buried their bodies, and made up this wild tale for fear of being punished for taking the law into their own hands. Even if this is true, to my mind no crime was committed. The cult and its leader were

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obviously dangerous and the men in the militia acted to defend their families, as was their duty. I see no reason to investigate this matter further.

—Kapitan Peytr Gulin

The descriptions of the warjacks and troops in the document above are consistent with those found elsewhere in this dossier. So much so I don’t think there is any doubt that all of the events and incidents I have uncovered are connected and attributable to the same group of mysterious and powerful Cyriss worshippers. We now have nearly thirty years of recorded activity, although the goals of this group are still unclear. It seems likely, given they already possessed sophisticated machinery, that this group must stretch back even further. Again, seeking the actual root of this organization would require a difficult investigation outside the scope of my assignment.

Another incredibly important piece of information in Kapitan Gulin’s report is the appearance of another cult leader, one with obvious warcaster abilities. However, what is far more unsettling is the logical conclusion one can draw here. If this group has the resources and capabilities hinted at in this dossier, then they must have numerous and potent leaders beyond this warcaster and the Iron Mother. How many, though, and with what manner of abilities? How long have they been active?

—GK

From the evidence gathered, I believe it is clear the Iron Mother represent a new and potentially unbalancing threat to the Iron Kingdoms. Although the goals of the group to which she belongs are still a mystery, they are and have been active for at least thirty years, with much of this activity taking place in the last decade. She is without doubt a powerful and capable leader, highly positioned within an organization with extensive resources and technological capabilities.

The question of whether the Iron Mother is connected to the more prominent groups of Cyrissists is a complicated one. My conclusion is that she is not directly connected, as it appears even high-ranking members of the faith are unaware of her activities or those of the group to which she belongs. Still, I think it is possible this powerful, hidden cult may still somehow be involved, perhaps recruiting members from the more public groups of Cyrissist faithful.

Despite the information I have uncovered about the Iron Mother, I am left with unanswered questions. Paramount among these questions is what manner of creature are we dealing with? Machine? Human? A mingling of both? I lean toward the third option. The soul transference technology found inside the temple near Corvis certainly indicates these fringe Cyrissists have the ability to house a human soul in a machine body. I think it is probable the Iron Mother is a construct of this kind.

In conclusion, I believe we are looking at the emergence of an unknown and potentially devastating new power in the Iron Kingdoms with complex and far-reaching goals, whose significance could fan the flames of war already consuming this land. This bears careful and close watching, a task I would be happy to perform for a substantial fee. In truth, I wish to know more about this Iron Mother and the cult she leads; and who better than I to ferret out this information? I would be entirely willing to enter into negotiations for a more exhaustive and thorough investigation of this matter.

—GK

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By DaviD “DC” Carl anD lyle lowery • ChroniCleD By aeryn ruDel anD MiChael SanBeg art By anDrea uDerzo anD Kieran yanner

44 Battle RepoRt

It’s not often we get to showcase a whole new faction in the Battle Report, but here in No Quarter #48 we let development manager David “DC” Carl tear the

wrapping off his new shinies and show the world what they can do. To say DC was eager to put the Convergence of Cyriss through its paces on the tabletop, a faction he was instrumental in bringing to fruition, would be quite the understatement. We just needed to find him a suitable opponent.

We did find one brave soul with the sand to take on DC and the faction he helped design. Up stepped Privateer

Press Marketing Manager Lyle “Fresh Meat” Lowery for his Battle Report debut. Lyle is no slouch on the tabletop, though, and he is both skilled and practiced with his formidable Khador army. For this historic Battle Report, Lyle chose Supreme Kommandant Irusk to lead his army against the new and terrible threat of the Convergence, crowning his force with the thundering guns of a massive Conquest. On the other side of the table, DC armed himself with the latest in Cyrissist technology, choosing Forge Master Syntherion to lead his force of clockwork killers.

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Player 2 Deployment

Player 2 aD line

Player 1 aD line

14˝

Player 1 Deployment

24˝ 6˝

10˝

24˝

14˝

45Battle RepoRt

Outflank (Border Scenario) Special Rules: Mark two zones (12˝ diameter circles) in accordance with the diagram below.

At the end of each player’s turn, starting on the second player’s second turn, a player earns Control Points (CP) as follows:

Zone: Control = 1 CP, Dominate = 2 CP

Victory Conditions The first player to earn at least 5 control points and have more control points than the opponent immediately wins the game.

If time runs out before a player has won the game via scenario or assassination victory, break the tie as outlined in the Steamroller 2013 scenario reference sheet. For the 3rd tiebreaker, double the army points within each zone.

Tactical Tip: Only the active player scores when multiple players dominate the same zone, flag, or objective.

Scenario RulesDC and Lyle turned to the SR 2013 scenarios to add both tension and variety to their battle. They settled on the Outflank scenario, with the lofty hope their conflict might not devolve into simple (yet very satisfying) blood-soaked mayhem in the middle of the field.

Here are the rules for the Outflank scenario.

The BattlefieldDC and Lyle chose to tell a story with their choice of terrain. The idea was fairly simple. A Convergence force led by Forge Master Syntherion had recently established an astronometric nexus deep within Khadoran lands near a small village. The High Kommand saw this incursion as nothing short of invasion and dispatched Supreme Kommandant Irusk to eliminate the threat.

Here are the rules for the chosen terrain.

Astronometric Nexus: This massive clockwork tower was treated as an obstruction. Even though it is technically illegal to place an obstruction inside a deployment zone, DC and Lyle thought the piece added the perfect amount of flavor to the battle and chose to forgo that rule.

Forest: The two stands of trees on either side of the battlefield were treated as forests.

Hills: The slopes on both sides of this terrain board were treated as hills.

Houses: The houses were treated as obstructions.

Rocky Slopes: For ease of play, these areas were considered impassable terrain.

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46 Battle RepoRt

Khador Army Construction – Lyle

When Aeryn gave me the opportunity to take on DC and his

new Convergence of Cyriss army, I jumped at the chance. What an honor it was to play against one of the primary creative forces behind the Convergence of Cyriss in their first No Quarter battle report!

I decided to field an army around one of my most prized models: a beautiful Supreme Kommandant Irusk painted for me by one of our fantastic Press Gangers. I anticipated that DC would field a vector-heavy list, so I decided to counter with an overwhelming mass of infantry to mire his relatively small force of vectors.

Irusk is well suited to an infantry-heavy force, so I included full units of Winter Guard Infantry, Man-O-War Shocktroopers, and Iron Fang Pikemen. The Winter Guard Infantry with the unit attachment brings loads of spray attacks to the table to deal with whatever support infantry DC might have. I added Kovnik Jozef Grigorovich to the army so I could boost the Winter Guard’s attack rolls and

vastly increase their survivability with a combination of Tough from Grigorovich and the boost to DEF from the officer’s Bob & Weave order.

With Irusk’s Battle Lust spell granting an extra die to melee damage rolls, selecting the Iron Fang Pikemen with unit attachment was an easy decision. Three focus for as many as 11 extra dice of damage? Sign me up!

I then added an Iron Fang Kovnik to the list. The Iron Fang Kovnik would help keep my Iron Fangs from being knocked down, even after successful Tough rolls from Irusk’s Total Obedience ability. In addition, the Kovnik’s Shield March special action would ensure units with the Shield Wall order get a speed boost while still benefiting from the ARM bonus. The slow but extremely durable Man-O-War Shocktroopers really benefit from the increased speed, so I added them to my army for extra staying power.

My army still needed some heavy-duty firepower, so I added a Conquest. Supreme Kommandant Irusk’s Fire for Effect spell takes the Conquest’s main guns from dangerous to outright devastating. Finally, I rounded out my army with supporting Mercenary solos: Gorman di Wulfe, Rogue Alchemist and Eiryss, Angel of Retribution.

I

IF

FO FS

FK

M

W

WO WS

JG

E

G

IF

FOFS

FK

M

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47Battle RepoRt

C

Model/Unit PointsSupreme Kommandant Irusk +5 warjack pts

Conquest 19

Iron Fang Pikemen (10) 8

Iron Fang Officer & Standard 2

Iron Fang Kovnik 2

Man-O-War Shocktroopers (5) 9

Winter Guard Infantry (10) 6

Winter Guard Officer & Standard 2

Kovnik Jozef Grigorovich 2

Eiryss, Angel of Retribution 3

Gorman di Wulfe, Rogue Alchemist 2

Total 50

I

IF

FO FS

FK

M

W

WO WS

JG

E

G

C

I

WWO WS

JGE

G

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Convergence of Cyriss Army Construction – DC

48 Battle RepoRt

Long ago, far from the home offices of Privateer Press, a

Game Master came across a roleplaying campaign called the Witchfire Trilogy. As he led his players through all manner of adventures, much to their mutual enjoyment, one

particular element of the setting enthralled him more than any other. He designed side quests to further explore this element, and he created non-player characters to showcase it and create challenges for the players to overcome. That element was the Cult of Cyriss: a group of devoted followers of a machine goddess with advanced clockwork technology, the capability to transfer human souls into clockwork vessels, and a grand plan to draw the goddess to their home world of Caen.

If we fast-forward to early 2011, that Game Master received a truly remarkable opportunity—the chance to play a substantial role in further developing the canon material for the Cult of Cyriss in the setting, and, even more remarkably, the chance to help turn this group into a playable WARMACHINE faction. I was that Game Master, of course, and I took to my work on the Convergence of Cyriss army with unequaled passion and imagination. I became absorbed in their new mechanics, new elements of their background, and even in the work of discovering and defining new names. I could go on about my love for

the clockwork goddess for quite some time, but we’ve got to get to the first-ever Convergence of Cyriss battle report!

My actual army construction for this particular battle report was a bit unconventional. My warcaster was pre-determined simply due to Forge Master Syntherion being the only one available, and my warjacks and units were limited to a small subset of what will eventually become the faction’s full range of options. Given the nature of my army construction, I’m not going to focus on why I selected particular models/units but rather on what I like about them and what they bring to the table.

I’ll start with my light vectors. The army has a pair of Diffusers and a pair of Galvanizers. Diffusers are great little warjacks, and I doubt I’ll often leave home without one (or more). Their homing ripspikes are far more accurate than their warcaster’s RAT would imply thanks to Luck, and any target they don’t destroy outright will be tagged with Beacon. Beacon grants added focus efficiency by allowing other vectors to charge the target for free, and it increases threat ranges by adding 2˝ to those charges. Galvanizers are another reliable vector selection thanks to their Repair ability. Since most of the Convergence warcasters as well as several units and solos can be repaired (in addition to their warjacks and battle engine, as usual), Convergence armies should always pack a few models with Repair.

The heavy vectors in my list are a Cipher and a Monitor. The Cipher is a really versatile threat thanks to its servipod mortar and its pair of heavy melee attacks. The servipod

DD

O

RS

Rc

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49Battle RepoRt

ammo types can deal damage, create rough terrain, or reduce DEF as circumstances require. The Monitor is the best vector in the arsenal when it comes to sniper duty. Its True Sight ability allows it to ignore a broad array of ranged attack defenses, and a critical hit with boosted damage gives it 4 dice of carnage on top of its ellipsaw flinger’s POW 13.

Leading those six vectors is Forge Master Syntherion. Syntherion gives them all MAT 6 and RAT 5, which is near the top of the curve for vector combat capability. He also gives them Field Marshal [Auto-Repair] for d3 points of free healing for every vector, every turn. His Synergy spell is great for so many warjacks and his feat, Technological Superiority, allows even the Diffusers to help build the Synergy bonus without sacrificing their homing ripspike attacks. Thanks to the Resourceful ability, Syntherion will never have to pay focus to upkeep Synergy, Hot Shot, or Reconstruct. His Magnetic Hold spell is a perfect complement to the Diffusers’ Beacon, granting yet more charge threat range and preventing the opposing unit from charging. And Convection is a nice direct damage spell if you really need a magical attack, which you won’t find anywhere else in this army list.

The list includes several units of clockwork soldiers: Obstructors, Reductors, and Reciprocators. The Obstructors and Reductors are fairly expendable units with a low cost, but each has an ability that sets them apart. The Obstructors’ Chain Weapon makes them perfect against opponents with shields, and the Reductors’ Clear! keeps allies safe from their swarm projectors. The heavier Reciprocators are a sturdy

Model/Unit PointsForge Master Syntherion +6 warjack pts

Cipher 9

Monitor 8

Diffuser x2 3 each

Galvanizer x2 3 each

Reductors (10) 6

Obstructors (10) 6

Reciprocators (5) 9

Attunement Servitors (3) x2 2 each

Reflex Servitors (3) 2

Total 50

AS

C

D

FM

G

M

O

R

RS

Rc

Shield Wall unit and have the protean weapons common to the Convergence heavy infantry. These protean polearms can take spear form for Set Defense or halberd form for +2 damage.

Last, but certainly not least, the army includes a group of Reflex Servitors and two groups of Attunement Servitors. Reflex Servitors can Dig In and also Counter Charge, two abilities that combo nicely with their impressive probability mine attack. The Attunement Servitors should be voted the servitors most likely to play well with others. The Flare ability on their lumichem ampules deals out a 4˝ AOE of -2 DEF, providing a truly invaluable aid for hitting enemy models.

AS

C

FM

G

G

M

R

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50 Battle RepoRt

Predeployment

Deployment

Khador – Lyle

Khador – Lyle

Convergence of Cyriss – DC

I had one model to predeploy: the mighty Conquest. I put the colossal in the middle of my deployment zone behind the forest, knowing it would be unimpeded by rough terrain, because it would be a good central location to

With the Conquest deployed in the center and threatening both control zones, I decided to split my infantry into two groups to take and hold both zones. I deployed my Man-O-War Shocktroopers on my right flank with the Iron Fang Pikemen just behind them. With Irusk’s Martial Discipline, I didn’t have to worry about the Man-O-War getting in the way, and if the opportunity presented itself, the Pikemen could even charge directly through the Shocktroopers! I deployed the Iron Fang Kovnik nearby to support those units, and Supreme Kommandant Irusk between my shield-carrying infantry and the Conquest.

I deployed the Winter Guard Infantry on the left flank, with Grigorovich nearby for support. The Winter Guard would be operating independently of the rest of the army, but with the Winter Guard Officer and Grigorovich there to boost their combat effectiveness, they would be able to hold their own. When it came time for Advance Deployment, I deployed Eiryss ahead of the Winter Guard Infantry on my left flank.

The terrain wasn’t particularly conducive to an army with lots of models and not a whole lot of Pathfinder or Advance Deployment, so I had to make do. I placed Forge Master Syntherion and some of the servitors behind the forest in the center of the table and placed the other servitors off to the flanks.

I placed the Cipher, one Diffuser, one Galvanizer, the Reductors, and the Reciprocators all on my right flank facing off against Eiryss and the Winter Guard.

I placed the Monitor, the other Diffuser, the other Galvanizer, and the Obstructors over on my left flank facing off against the Iron Fangs and Man-O-War Shocktroopers. Shield Wall versus Chain Weapon—how could I pass that up?

threaten a greater area of the board. Plus, the image of the Conquest crashing through the forest to lead the charge really appealed to me!

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51Battle RepoRt

Round 1

The strategy I had been pursuing when I built my army was coming unglued. I had anticipated DC would field an army composed almost entirely of vectors. While he had six vectors, his infantry still outnumbered my own! To make matters worse, my heavily armored infantry were staring down a unit of Obstructors, whose ability to negate Shield Wall put a frown on my face. Nevertheless, I stuck with my plan to seize both control zones, counting on the damage my army could inflict on the machines across from them.

Irusk allocated 1 focus to the Conquest and kept 6 focus for casting upkeep spells. I activated Irusk first and cast Tactical Supremacy on the Shocktroopers and Fire for Effect on the Conquest. Irusk then moved into the relative safety of the edge of the forest.

The Iron Fang Kovnik activated next, advanced up the field, and gave the Shocktroopers Shield March. The Shocktroopers then marched toward the control zone on my right, moving 6˝ with the Shield Wall order. The Shocktroopers were followed closely by the Iron Fangs, with six Pikemen running to take position just in front of the Shocktroopers and six taking position behind them. Thanks to Martial Discipline, the leading six Iron Fangs advanced straight through the Man-O-War ranks.

Back in the center, the Conquest barreled into the forest while Gorman ran to the front edge. Eiryss ran up the

left flank and into the control zone on my left. Kovnik Grigorovich gave his Courage of the Forefathers speech to grant the Winter Guard Fearless and Tough before running toward the left control zone. The Winter Guard Infantry then did the same, spilling around a large rock formation obstructing their path.

With all my activations complete, Tactical Supremacy triggered and allowed my Shocktroopers to advance through the Iron Fangs in front of them thanks to Martial Discipline.

Khador – Lyle

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52 Battle RepoRt

Convergence of Cyriss – DCFor the first turn, Syntherion kept 5 focus to cast spells and allocated the last focus point to the Monitor. This turn was mostly going to be about getting further up the battlefield. Unfortunately, the cliff and the forest on my right flank were really going to gum up the works.

I started out by running all nine servitors, who, thankfully, have Pathfinder. Then I ran the Obstructors on the left, less-obstructed flank. Forge Master Syntherion activated next and cast Reconstruct on the Monitor and Hot Shot on the Cipher before advancing into the forest terrain.

The Monitor also ran up the left flank, transferring the focus point from running to the nearby Diffuser thanks to induction. This allowed the Diffuser to run and induct a focus point to the Galvanizer, which also ran. I didn’t run the Diffuser or Galvanizer nearly as far as they could have gone, however, because I didn’t want them to provide too tempting a target for the Conquest’s main guns. I really shouldn’t have worried about that, though, considering how tempting a target my right flank was soon to become.

The right flank Diffuser advanced, followed by the Reductor unit, who ran. Then the Cipher advanced and fired a Crater servipod to deviate in front of the Winter Guard in a position that would be fairly beneficial for hindering their advance. The remaining Galvanizer then advanced and the Reciprocators ran, setting their protean

Round 1 (continued)

polearms to spear mode for Set Defense. The impassible cliff and rough terrain forest had really done their job against my right flank, and my forces were much too close together. I should have kept some of those models in reserve and spread out more; I could tell already that Lyle’s next turn was going to hurt.

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53Battle RepoRt

Round 2

Khador – LyleI surveyed the battlefield, licking my chops in anticipation of the carnage I could cause this turn. DC’s right flank was exposed and vulnerable, having been funneled by the cliffs into a tight group just outside the control zone on my left. I could almost see my Conquest’s heartfire flaring with anticipation. I paid 2 focus to upkeep Fire for Effect and Tactical Supremacy, allocated 2 focus to the Conquest, and kept 3 on Irusk.

I decided to deal with my right flank first; the Conquest would have to wait. DC’s left flank looked like it was just within reach of my Shocktroopers’ Shield Cannons, so I activated the Iron Fang Kovnik to give the Shocktroopers Shield March. With Shield March, the Shocktroopers advanced 6˝ into the control zone and used Shield Wall. But before they could fire their shield cannons at the Obstructors, a Reflex Servitor Counter Charged one of my Man-O-War and dealt 4 damage before exploding. After that little setback the Shocktroopers opened fire, downing one Obstructor. The Iron Fang Pikemen used Shield Wall and advanced to the edge of the zone, ready to retaliate against anything that threatened the Man-O-War. Irusk moved behind my Iron Fangs and cast Airburst on an Obstructor. The spell missed the intended target but hit and killed a different Obstructor, which was fine by me.

On the left flank, Eiryss steadied her crossbow and dispatched a stray Attunement Servitor. Now it was time to unleash the Conquest. It crashed through the front of the forest and fired its main guns at DC’s right flank. What calamity a Critical Devastation would cause! I wasn’t so lucky, but the main guns still wrought an impressive amount of destruction. With Fire for Effect boosting the attack roll, the shot hit a Reciprocator and caught two other Reciprocators and three Reductors in the blast. The boosted damage rolls destroyed the Reciprocator directly hit as well as two of the Reductors, while causing minor damage to the other two Reciprocators. The Conquest then opened fire with its secondary batteries, destroying two Reflex Servitors with boosted attack rolls. I could see the terror in DC’s eyes as he watched five models fall to the Conquest’s unyielding barrage, but I wasn’t done yet. It was time for the Winter Guard to deliver the crippling blow to DC’s right flank!

Kovnik Jozef Grigorovich, inspiring his men to fight ferociously For the Motherland, leveled his hand cannon and toppled another Reductor. Following his lead, the

Winter Guard Bobbed & Weaved deep into the control zone for +2 DEF, bringing down two more Reductors and another Reciprocator. DC’s right flank had lost two of its five Reciprocators, half of the Reductors, and three servitors. As DC grew more concerned, I became more confident of victory.

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Convergence of Cyriss – DCYeah, that right flank was looking pretty tattered after just one turn of combat. I really had my work cut out for me trying to deal a counterstrike as damaging to the Khadorans as their alpha strike was to me. I gave 1 focus each to the Monitor, left flank Diffuser, Cipher, and left flank Galvanizer, leaving 2 focus to spare for Forge Master Syntherion. Syntherion upkept both Reconstruct and Hot Shot with the Resourceful ability.

I started things off with one of the Attunement Servitors on the left flank, who advanced and fired a lumichem ampule into three out of five Man-O-War Shocktroopers, giving them -2 DEF. A second Attunement Servitor advanced and fired a second round to cover the last two Man-O-War Shocktroopers. With that whole unit down to DEF 9, I knew I’d be able to hit them with ease.

Syntherion activated next. He cast Synergy, advanced (but stayed 3˝ within the forest so the Khadoran forces couldn’t see him), and used Technological Superiority. It was a little early to use his feat, but I wanted those free charges and, more importantly, I wanted my heavy vectors to be able to shoot even after charging.

Round 2 (continued)

My left-flank Diffuser activated next, advanced a bit, and shot at the DEF 9 Shocktrooper on the end. Astoundingly, it missed—but thanks to the Luck ability it got a second chance, which connected without difficulty. I boosted the damage roll and gave the Monitor a focus point from induction. A roll of 10 on the dice could have been 4 points of damage, but that pesky Shield Wall meant it just tinked off the armor instead.

The Monitor activated next and charged the Man-O-War Shocktrooper the Diffuser had just shot without spending focus (whether from Beacon or Technological Superiority, who’s to say?). The spring-spike fist hit the Man-O-War Shocktrooper and dropped him, but he succeeded on his Tough roll. Using Weapon Platform, the Monitor then fired an ellipsaw at Gorman di Wulfe. The boosted attack roll did not crit, but it hit thanks to True Sight and sliced the rogue alchemist in two. The Monitor spent its last focus on an additional attack against the aforementioned Shocktrooper and finally finished him off.

Next, the unit of Obstructors charged the remaining four Man-O-War Shocktroopers. Their teleflails’ Chain Weapon

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55Battle RepoRt

Convergence of Cyriss – DC

ability allowed them to make fairly short work of the sturdy Khadorans. When all was said and done, three out of four had fallen to the Obstructors’ charge and the last Shocktrooper was heavily damaged. Then the Galvanizer behind the Obstructors ran forward.

The last Attunement Servitor to activate on my left flank simply ran into position to try to deny a few Iron Fang Pikemen a charge. A right flank Attunement Servitor next fired on a Winter Guard trooper right in the middle of their formation. Though the shot missed, the 4˝ AOE still caught five of the Winter Guard with Flare for -2 DEF.

The Reductors then advanced to spray the Winter Guard unit with their swarm projectors. Some of these attacks were declared against other Convergence models, but the Clear! ability guaranteed they only ever had a chance of hitting the soldiers in red. Beginning at the back of the line and moving forward, the Reductors were able to dispatch four Guardsman, thanks in large part to the -2 DEF from the Attunement Servitor. The last Reductor shot his swarm projector at Kovnik Jozef Grigorovich, and with no Winter Guard left in range for Sacrificial Pawn, he also fell to a swarm of clockwork death.

Next, I activated my Cipher. It wasn’t very nice, but the Cipher charged one of my own Reductors (for free thanks to the feat) and destroyed him. I wanted to get closer to the Winter Guard to make the most out of Hot Shot. After a pair of Bombardment servipod mortar attacks, the Winter Guard unit had been reduced to just one trooper and an officer who had just 1 health remaining. Induction allowed

the Galvanizer to gain a focus point when the Cipher bought the second attack.

The Reciprocators activated next, chose the Set Defense variable, and received a charge order. One Reciprocator charged the last remaining Winter Guard grunt but missed him. The other two just ran into position for the next turn.

The last Galvanizer spent his focus point to run and gave the Diffuser a focus point from induction. That Diffuser then advanced and shot the Conquest but failed to damage the mighty machine despite a boosted damage roll. Lastly, the final servitor ran into position.

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56 Battle RepoRt

Round 3

Khador – Lyle

Any advantage I thought I had after my last turn quickly disappeared thanks to DC’s withering counterattack. It wasn’t entirely unexpected; I anticipated my Man-O-War getting run down, but my Iron Fangs were ready to avenge their deaths. I had hoped my Winter Guard would have fared a little better, though. I had expected the +2 DEF from Bob & Weave to keep some of my Winter Guard alive, but the Reductors and their swarm projectors ripped my infantry to shreds. A heavy blow, but I had my Conquest in great position to retaliate.

I upkept Fire for Effect and allocated 3 focus to the Conquest, planning to have it wreak havoc on DC’s right flank. First, though, I really wanted to destroy DC’s Monitor.

I activated Irusk first and cast Battle Lust on my Iron Fangs, advanced, and used Desperate Ground. With Irusk’s position, most of DC’s army would be at -2 SPD next turn, which would keep them from charging. Irusk then fired his hand cannon at the Monitor, hitting it but failing to penetrate its armor. I then charged the Monitor with my Iron Fang Kovnik, but even with the extra damage die from Weapon Master the vector took only 2 damage. Then the last surviving Shocktrooper whiffed on his attack against the Monitor, courtesy of my snake-eyes roll.

Enough was enough. Time to charge in with the Iron Fangs who, with Battle Lust, would be hitting at POW 13 with four damage dice. Five of the Iron Fang Pikemen charged the Monitor while five charged Obstructors. The other two ran into position, shielding Irusk. The five Pikemen charging Obstructors all struck true, killing their targets. The Monitor would be a tougher

nut to crack. One Pikeman rolled a critical hit on the Monitor, but thanks to Steady the vector stood tall. The second, third, and fourth drove their pikes into the heavy vector, weakening it with each blow. Finally, the fifth assailant brought it down.

Or so I thought! I had forgotten about the Reconstruct upkeep spell Syntherion had cast on the Monitor. It sprang back to life, reconstructing itself within melee range of Supreme Kommandant Irusk!

This put me in a very bad spot. I absolutely had to finish off the Monitor or Irusk was doomed. Fortunately, my Conquest had not yet activated; it was the only model in position to deal with the threat. But that would mean I had to divert the Conquest from its mission to cripple DC’s right flank! Before ending the Iron Fang Pikemen’s activation, I used Defensive Formation to reform the lines and give them Shield Wall. Then, after much gnashing of teeth and desperate consideration, I despondently sent my Conquest to smash the Monitor, watching all that focus and firepower go to waste.

There was no time to worry about my Conquest getting marginalized. The Cipher with Hot Shot across the table was a serious threat. I activated Eiryss, and thanks to Arcane Interference she stripped the vector of its upkeep spell, leaving it disrupted. Meanwhile, the surviving Winter Guard hopelessly, fruitlessly engaged the Reciprocators.

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Convergence of Cyriss – DCWhile I certainly would have liked to have started my turn with a heavy warjack in melee with Irusk, the Monitor definitely pulled its weight. When the Conquest turned to finish off the heavy warjack, the remainder of my army breathed a sigh of relief.

Syntherion upkept Synergy and lamented the loss of Hot Shot to Eiryss. He then put 2 focus on the left flank Diffuser and 1 focus on the right flank Diffuser, keeping the other 3. Then Auto-Repair kicked in, removing the damage point Eiryss inflicted on the Cipher.

The Attunement Servitor nearest Eiryss advanced toward her and fired a lumichem ampule at the elf. Though it missed and I rolled 5˝ for the deviation distance, it still hit her because the maximum deviation from that range kept the template over her. Another Attunement Servitor gave a good chunk of the Iron Fang Pikemen the same treatment.

The Reductors then advanced a whopping 3˝ thanks to Irusk’s feat and made spray attacks against a mix of Iron Fangs and Winter Guard. Despite several truly terrible rolls the unit succeeded in taking out the last Winter Guard trooper and the Winter Guard Officer. The Reciprocator unit also advanced 3˝ and took out Eiryss, thanks to the earlier work of the Attunement Servitor.

Next, the Diffuser on the right flank advanced, shot the nearest Iron Fang, and boosted the damage. The nearby Galvanizer gained a focus point from induction and the Iron Fang fell unceremoniously to the dirt. The Galvanizer then ran a blisteringly fast 6˝ (curse you, Irusk!) and was unable

to induct a focus point over to the disrupted Cipher (curse you, Eiryss!). The Cipher advanced its mere 2˝ and lobbed a Crater over to the Iron Fang Pikemen. It landed squarely, providing a nice big swath of rough terrain for them to contend with.

The Diffuser on the left flank boosted the hit roll of its homing ripspike attack against a nearby Iron Fang, giving the Diffuser a focus point through induction. It also boosted the damage roll but, surprisingly, failed to damage the Iron Fang due to Shield Wall.

Forge Master Syntherion activated next. He advanced and cast that remarkable Reconstruct spell on the Cipher. The right flank Galvanizer then advanced, hit the Iron Fang Kovnik, and destroyed him with a boosted damage roll.

Rounding things out, a couple more Attunement Servitors activated, bathing the Iron Fang unit (and my own engaged servitor) with lumichem to maximize the effectiveness of the Obstructors. The Obstructors didn’t accomplish too much, however, knocking down one Iron Fang who made his Tough roll from Total Obedience and destroying one other. Last of all, the engaged Attunement Servitor shifted position slightly so he wasn’t giving some of the Iron Fangs a back strike.

With full control of the zone on my right, I scored my first control point.

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58 Battle RepoRt

Round 4

Khador – LyleI really needed to get the Conquest back to my left flank. The Winter Guard Infantry and Eiryss were gone and the control zone on my left was uncontested. I could probably contest the zone if I made the Conquest run that way, but I couldn’t afford another turn without dishing out as much destruction as possible with the colossal. I would have to concede another control point to DC this turn.

I upkept Fire for Effect and advanced the Conquest toward the control zone, shelling DC’s machine army on the way. Boosted by Fire for Effect, the main guns directly hit the Cipher, causing Critical Devastation and throwing back the Cipher, a Diffuser, and an Attunement Servitor. The Cipher took 11 points of damage and the Attunement Servitor, thrown into the Cipher, was destroyed. The Diffuser barely took a scratch. Secondary battery shots brought down another Attunement Servitor.

I activated Irusk next. Boosting attack and damage rolls, his hand cannon dealt 6 more damage to the Cipher. I cast Battle Lust on the Iron Fang Pikemen and activated them, giving them the Shield Wall order. Five Pikemen moved to engage the nearby Galvanizer, destroying it in a flurry of blasting pike thrusts. The remainder of the Iron Fangs brought down the last three Obstructors.

My last surviving Man-O-War Shocktrooper charged a Diffuser, dealing a healthy 12 damage and disabling its

movement. Because of Auto-Repair, though, I knew that damage wouldn’t stick.

Though I had essentially won the right flank (and I would have scored, too, if it weren’t for those meddling Attunement Servitors!), DC scored another point from the control zone on my left and was getting closer to victory.

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59Battle RepoRt

Convergence of Cyriss – DCSyntherion upkept Synergy and Reconstruct, then allocated all 6 focus points: 1 to the Cipher, 1 to each Diffuser, and 3 to the remaining Galvanizer. Auto-Repair restored 3 points of damage to the Diffuser on my left, bringing its movement system back online. It also restored 1 point to the other Diffuser and 1 point to the Cipher.

The Diffuser on the left started things off by advancing right up to the last Man-O-War Shocktrooper, making a bash attack, and boosting the damage roll. I only really expected to start racking up my Synergy bonus, but a slightly above-average roll was enough to finish off the Shocktrooper thanks to the damage he took earlier and the lack of Shield Wall.

After an Attunement Servitor gave the Conquest -2 DEF for the round, the Diffuser on the right activated. It forfeited movement to stand back up, hit with a homing ripspike, and boosted damage. It failed to damage the sturdy Khadoran machine, but Beacon was more important than any actual damage. Induction gave the Cipher a focus point from the boosted roll.

Next the Reciprocators activated, finally switching their protean polearms into halberd mode with Empowered Attack. The additional damage proved very helpful and they started putting some healthy dents in the Conquest’s left damage grid. The Reductors followed suit, advancing and firing on the Conquest to sneak a few points of damage through the armor.

The Galvanizer shifted position slightly to make sure it wouldn’t block the Cipher and would be within 6˝ of the heavy vector for induction purposes. It attacked the Conquest with the Synergy bonus at +1, successfully hit, boosted damage, and gave the Cipher a focus point from induction. It made an additional attack, also with boosted damage, and added to the damage total on the Conquest.

Now at a full 3 focus (though it was only allocated 1), the Cipher charged the Conquest. Charging did not cost focus thanks to Beacon, and the Cipher moved an additional 2˝ thanks to Beacon. It also received +2 on every attack and damage roll thanks to Synergy. This allowed every piston spike attack to have an effective MAT 8 and an effective P+S 20. After the charge attack, the other initial attack, and a flurry of additional attacks, the mighty Conquest let out a resounding groan and crashed heavily to the ground.

The last couple of servitors took their activations before I finished off the turn with Syntherion. With the threat of the Conquest eliminated, the warcaster ran into the zone to dominate it, granting me 2 control points and bringing my total to 4. Victory was nearly within my grasp.

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60 Battle RepoRt

Round 5

Khador – LyleOnly one turn ago my Conquest was in pristine condition, but DC’s mechanikal constructs converged on my colossal and reduced it to rubble with an impressive display of the army’s synergy. Now it was imperative I contest the zone DC was currently dominating or I’d lose right then and there.

First I activated the Iron Fang Pikemen and charged over to the control zone. The Iron Fang Pikemen destroyed a Reductor and two Attunement Servitors in the charge while dishing out a bit of damage to the Cipher and a Diffuser. Four Iron Fangs made it into the zone. With a little luck and the help of the Tough rolls granted by Total Obedience, they might even hold their ground!

For good measure Irusk took a hand cannon shot at Forge Master Syntherion, but he missed.

Convergence of Cyriss – DCSyntherion upkept both Synergy and Reconstruct, allocated 1 focus to the right flank Diffuser, 2 focus to the Galvanizer, and kept the other 3. Auto-Repair returned 3 points to the Cipher, restoring all crippled systems, and gave 2 back to the left-flank Diffuser, restoring its on-again/off-again movement system.

The plan was pretty simple—build up the Synergy bonus a little and then kill the Iron Fangs in the zone to win the game. It started out fairly inauspiciously, however, when the Galvanizer failed to hit with any of its three attacks (needing 7s). It did manage to induct a focus point over to the Diffuser on my right flank.

Syntherion activated next. Despite one miss and one Tough roll he eventually finished off the nearest pair of Iron Fangs after buying a couple of additional attacks. With Synergy now at +1 the Cipher activated, advanced to the nearest Iron Fang, and disabled him. Tough! The Iron Fang wasn’t so lucky against the second piston spike, however. My Synergy bonus was now up to +2, and the Iron Fangs in the zone were dwindling.

The Diffuser (now with 2 focus points) finished off another Iron Fang before the Reductor unit took out the last Khadoran in the control zone. This gave me another 2 control points and the scenario victory.

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Conclusion

Khador – Lyle Convergence of Cyriss – DCWhat a game! Early on it looked like I had won the left flank, and with it the control zone on my left. But in the end, DC’s tattered forces turned the tide and obliterated my left flank, winning the game by seizing the zone I was sure I had won. My Conquest looked like it might dominate the battlefield, but through clever play by DC its combat role was minimized. DC was then able to unleash the true power of Cyriss upon the colossal, reducing it to a smoking pile of scrap.

As much as it pained me to see my army buckle, I did enjoy watching the clockwork efficiency of the Convergence manifest in such an impressive manner. And while no general savors defeat, at least it was at the hands of the Convergence of Cyriss’ master.

Good game, DC. I was honored to play against the true Forge Father, and it was a memorable experience to watch you command your creations with such pride. I can’t wait for the next matchup. Who knows, maybe next time I’ll field a Convergence army and give you a taste of your own medicine!

That was quite a game. Irusk’s Battle Lust and Fire for Effect definitely had a chance to shine, and his Desperate Ground feat was truly nasty, as always. But the Convergence forces had a great showing as well, and I feel like the game was a good example of the way all the little pieces of a Convergence army work like gears in a much greater machine. The Galvanizers didn’t wind up doing a whole lot of repairing in this particular game, but the Attunement Servitors and Diffusers certainly kept busy passing out Flares and Beacons to facilitate attack rolls and charges.

Resourceful and induction also allowed me to use far more focus in any given turn than a 6-focus warcaster has a right to. Forge Master Syntherion has a good deal of efficiency, and it really isn’t a burden to field six (or even more) warjacks. Additionally, the free d3 points of repairs every turn for every vector add up quickly. His spell list further adds to his strong points—Synergy is amazing in the right circumstances, and Reconstruct is a blast.

As much fun as this army was, I’m still really excited to get my hands on some more Convergence models. A few Algorithmic Dispersion Optifex would be perfect for taking advantage of Magnetic Hold. It’s a great spell, but there was no way I was going to put Syntherion within the Conquest’s sights. An Optifex Directive would also make a good addition, allowing me to overcome certain hurdles with ease rather than being mired by them. Oh, and a Corollary! And an Enigma Foundry! I could go on like this for a while, but I’ll stop there. Suffice it to say, this really is just the tip of the iceberg for the Convergence of Cyriss. There are many, many more clockwork wonders yet to come.

Thank you, Lyle, for the game. I had a good time, and you are one classy opponent. I look forward to the next time our forces can meet on the field of battle.

ConverGenCe vICTorY

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Mysteries oFtHe MaiDenThe convergence of cyriss in The rpg

By Matt Goetz, DouG Seacat, anD JaSon SoleS art By MariuSz GanDzel, roSS GraMS, nicholaS Kay, Michael rooKarD, anD anDrea uDerzo

To coincide with the release of the Convergence of Cyriss for WARMACHINE, No Quarter #48 presents this guide to using the cult of Cyriss and the Convergence in the Iron Kingdoms Full Metal Fantasy Roleplaying Game. In the following pages you’ll find everything you need to bring the clockwork flavor of the Cyrissists to your game, from new, distinctly Cyrissist careers,

abilities, and gear to stats for the mighty vectors, the clockwork warjacks of the Convergence.

wilderness. Nearly all these temples are underground or include substantial subterranean elements, making them difficult to find and extremely defensible. Convergence leaders built these facilities on sites of geomantic significance, allowing them access to the mystical energies flowing underground. These energies form a vital and essential power source for the sect’s workshops, laboratories, and great machines.

RecRuitment and indoctRination

The Convergence draws its membership primarily from the myriad cults dedicated to the worship of Cyriss. These groups tend to rise anywhere intellectual study or machine-craft is practiced. Those whose professions involve alchemy, arcane research, astronomy, engineering, mathematics, mechanika, metallurgy, or other sciences are frequently drawn to Cyriss. Some of these minds may be receptive to the deeper mysteries.

Agents of the Convergence periodically survey these cults looking for promising recruits. The Convergence sometimes goes so far as seeding scholarly works with hidden enigmas and clues that can awaken minds and draw interested individuals toward the inner circle. Latent warcasters are usually brought into the Convergence at an early age.

Becoming a member of the Convergence requires a permanent commitment and, usually, the abandonment of one’s previous life. The Convergence cannot risk secrets being revealed and isolates new recruits, sending them to remote temple facilities to undergo indoctrination.

intRoduction and HistoRyThe Convergence is the inner circle of the cult of Cyriss. It is a self-contained and self-governed secret society with a distinct culture, as well as beliefs and goals that necessitate a large and technologically advanced military. Its members consider themselves awakened to the fundamental mysteries of the goddess and live by a set of tenets known as the Nine Harmonics. The Nine Harmonics form the guiding principles of the Convergence. These simple but broad tenets are studied and meditated upon by all members, but are especially important to the priesthood.

The overarching goal of the Convergence is to bring about the manifestation of Cyriss on Caen, a divine imperative. Accomplishing this task requires attaining a degree of control over the world’s geomantic energy through a vast interconnected network. In addition to being places of worship, workshops, research facilities, and centers of Cyrissist communities, each temple contains massive specialized machinery that lets it serve as a node in the temple network. Together, this network and the geomantic energy flowing through it are considered a single great machine, albeit one that is incomplete. Reaching harmonic convergence is referred to as the Great Work, a convoluted sequence of construction that has been ongoing for almost twenty-five decades.

The Convergence controls little territory, and the extent of its geographical holdings are limited. The faith is scattered across western Immoren, focused within the Iron Kingdoms. The majority of its members spend their lives in hidden temple facilities. Some of these are located in major cities and towns while others are built deep within regions of inhospitable

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62 Mysteries of the Maiden

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membeRsHipThe process of becoming a fully awakened member of the Convergence reveals the candidate’s aptitudes and skills, which helps determine the role he will take in the organization. New members who have the requisite qualities may seek to join the priesthood. Being a priest requires a spiritual inclination and the ability to control arcane energies in order to help design, fabricate, or repair essential machinery. Arcane talent alone does not guarantee entrance into the priesthood.

Most awakened lay members of the Convergence are referred to as technicians, unless they have other specific titles or functions. All are expected to contribute to the maintenance of their temples and the fabrication of new machinery. Those who are highly skilled at these tasks may go on to become engineers, an esteemed status representing considerable expertise and usefulness. A number of senior engineers are involved in more cerebral but equally valued tasks such as pure mathematics, astronomy, or research.

Some awakened members suited to this role become temple guardians. Guardians train in the weaponry and armament of the temple and are dedicated to the protection of a facility. When not actively on patrol or drilling, guardians perform other work as needed, including ordinary labor and temple upkeep. Guardians are distinct from temple soldiers, a role occupied by clockwork vessels. Most guardians become clockwork soldiers after they surrender mortality.

CloCkwork TransformaTionOne of the greatest miracles of the Convergence is the ability to transfer the soul of a worshiper into an essence chamber, which can then power a machine body referred to as a clockwork vessel. This is seen as a sacred process, and forms the afterlife for members of the Convergence. All awakened aspire to become clockwork vessels, and nearly all can expect to achieve this state eventually. The priesthood insists it is to the betterment of the soul to live as long as possible before being transformed.

The Convergence has the means to preserve the souls of members who die unexpectedly, in order to transfer them immediately into essence chambers. In most temples clockwork members outnumber the living. They continue to contribute to the work of the temples and also act as the soldiers of the Convergence.

It takes time to become accustomed to this mechanikal state, and military training accelerates familiarity. All clockwork vessels have formidable combat capabilities, wielding advanced weaponry as well as being immune to pain and confident in the knowledge that even the destruction of their bodies is unlikely to be permanent.

ConvergenCe HierarCHyThe priesthood comprises the leadership of the Convergence at all levels, both within individual temples and coordinating between them. The three broad ranks of priests, in descending order, are: fluxions, enumerators, and optifex. Most individual temples are led by a single fluxion, while larger complexes might

be led by a fluxion directive comprised of several individual fluxions. Leading the faith as a whole and coordinating the fluxions is the iron mother or iron father, a singular position that changes every nine years. The current iron mother is Directrix.

Beneath fluxions are enumerators, highly respected leaders who supervise specific projects, objectives, or ongoing work. Attaining this rank requires considerable mental acumen, strong leadership, and a broad array of technical abilities. Optifex, the lowest rank, comprise the majority of the priesthood. Individual optifex fulfill a broad range of functions; working as mechaniks, mathematicians, engineers, and technicians. Optifex have limited authority but perform much of the Convergence’s advanced technical labor. Many highly specialized optifex are never promoted, so this rank does not always denote inexperience.

Other than the fluxion(s) in charge of a temple, the highest-ranking individual at a temple facility will be the forge master, who is responsible for maintaining its machinery and production as well as its armory. Forge masters are rarely priests, but are often skilled arcane mechaniks with considerable experience and expertise with Convergence technology.

For more information on the history and inner workings of the Convergence, see Forces of WARMACHINE: Convergence of Cyriss.

The nine harmonicsthe FirSt harMonic

Precision is the opening theorem in the proof of perfection.

the SeconD harMonic Mathematics is the only true language.

the thirD harMonic The power of understanding transcends the inexplicable.

the Fourth harMonic Magic obeys scientific principles and does not require

mysticism.

the FiFth harMonic The goddess of perfection will manifest to inhabit the

vessel thereof.

the SiXth harMonic Clockwork perfection requires an absence of entropy.

the SeVenth harMonic Souls are elements in the divine equation.

the eiGhth harMonic False shadows of consciousness mock the divine equation.

the ninth harMonic To awaken a soul one must seek harmony with the goddess.

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PriesT of cyrissnew caReeRs

Prerequisites: Human, Gifted, Worshipper of Cyriss

While higher-ranking priests are the leaders of the Convergence of Cyriss, most perform highly skilled technical work and theoretical research as part of their worship in addition to other duties. The majority of the priesthood fulfills the role of mechaniks, mathematicians, engineers, and technicians.

staRting abilities, connections, and skills

abilities: enigma cipher (p. 64)connections: connections (convergence of cyriss)Military Skills: hand Weapon 1occupational Skills: lore (cyriss) 1, Mechanikal engineering 1Special: a character who chooses Priest of cyriss as one of his two starting careers gains the Genius intellectual archetype benefit.Spells: Guided Blade and Dissolution Bolt (p. 70)

staRting assets optifex armor (p. 67) and a tuning kit (p. 68)

pRiest of cyRiss abilitiesBlaster, Bodge, choir, clockwork transcendence (p. 64), enigma cipher (p. 64), inscribe Formulae, language, Vessel upgrade (p. 64)

pRiest of cyRiss connections connections (convergence of cyriss)

pRiest of cyRiss skillsalchemy 3, command 3, craft (any) 4, cryptography 4, General Skills 4, Mechanikal engineering 4, research 4

pRiest of cyRiss spells Spells from the Priest of cyriss spell list

Priests of the Convergence serve in either biological bodies or clockwork vessels. In order to allow their minds and souls to fully mature, priests are generally required to retain their living bodies as long as possible before transcending to a clockwork vessel. Upon death, or upon approval by a fluxion directorate, the soul of an awakened member is transferred into an essence chamber, which is then installed in a clockwork vessel. This rebirth as a machine allows an adherent to continue on the path to perfection. Members of the Convergence can expect to pass through any number of clockwork forms in this pursuit.

Contemplation of the Nine Harmonics is paramount to the priests of Cyriss. Every action taken by awakened members must be in accordance with these principles, which ensure the deeds of the Convergence are to the exacting standards of the goddess. These simple but broad tenants are at the core of worship, forming the guiding principles by which each priest lives his life.

Playing a Priest of Cyriss: Priests of Cyriss blur the line between traditional priest and engineer, commanding a wide range of abilities allowing them to pursue worship of the Clockwork Goddess. The Enigma Cipher ability rewards priests who successfully solve complex problems, while the Genius Intellectual archetype benefit ensures they are able to do so. A priest of Cyriss can undertake a wide range of tasks with access to the mechanikal engineering, alchemy, and craft skills.

As a priest gains experience he also acquires access to a greater variety of spells granting increased offensive and defensive options. The true capability of a priest of Cyriss, though, is only evident once he undergoes Clockwork Transcendence. Within a clockwork vessel, a priest of Cyriss can tailor his body in a variety of ways to become a commanding force both on and off the battlefield.

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WarcasTer, cyriss

Warcasters are vital to the Convergence of Cyriss, since vectors require the direct command of a warcaster. Fortunately, many who manifest the warcaster talent are drawn to worship of the Clockwork Goddess, giving the sect access to warcasters far out of proportion to its numbers. The role they fulfill is of critical importance, so their training is extensive and prolonged.

Warcasters begin their time within the sect as soldiers of flesh and blood, but they eventually realize machine transcendence to live out their days commanding clockwork vessels. Being free of a mortal body grants them increased clarity of thought and special sympathy with the interface node.

Playing a Cyrissist Warcaster: A Cyrissist warcaster benefits from nearly any career pairing, particularly those that allow the character to contribute in some way to the great work. The advantages of Clockwork Transcendence brings with it a whole new range of special abilities a warcaster can use to turn himself into a finely-tuned instrument of war.

Experienced Cyrissist warcasters benefit greatly from additional selection of the Bond ability, but the advantages of Clockwork Transcendence cannot be ignored. A clockwork vessel brings with it a whole new range of special abilities a warcaster can use to turn himself into a finely-tuned instrument of war.

Prerequisites: Human, Gifted, Worshipper of Cyriss, Starting Career

staRting abilities, connections, and skills

Special: a character starting with the cyriss Warcaster career must choose between alchemist, arcane Mechanik, arcanist, aristocrat, explorer, Field Mechanik, Gun Mage, investigator, Man-at-arms, Military officer, or Priest of cyriss for his other career.abilities: Bond, convergence Warcasterconnections: connections (convergence of cyriss)Military Skills: Great Weapon 1 and hand Weapon 1occupational Skills: Detection 1 and Mechanikal engineering 1Spells: arcane Strike, Jump Start, and temper MetalSpecial: change the character’s arcane tradition to focuser if he has another arcane career. a warcaster can boost only with mechanikal weapons to which he has bonded.

staRting assets

choose one of the following: suit of warcaster armor (light or medium), mechanika hand weapon, or a light vector. Mechanika weapons have housings of the chosen weapon type, runeplates inscribed with the Bond rune, and are powered by clockwork capacitors. this item begins the game bonded to the warcaster.

cyRissist waRcasteR abilitiesBlaster, Bond, clockwork transcendence (p. 64), convergence Warcaster (p. 64), Field Marshal: celestial harmony (p. 64), Field Marshal: Magical attack, Field Marshal: Shield Guard, overpower (p. 64), Vessel upgrade (p. 64)

cyRissist waRcasteR militaRy skills Great Weapon 3, hand Weapon 3

cyRissist waRcasteR occupational skills

command 3, craft (any) 3, General Skills 4, Mechanikal engineering 3, research 3

cyRissist waRcasteR spells Spells from the cyrissist Warcaster spell list

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new abilitiesclockWork Transcendence

Prerequisite: INT or PER 5

The character’s essence is placed in a clockwork priest vessel.

convergence WarcasTer

Prerequisite: None

The character can bond to vectors. Additionally, while the character can technically bond to standard steamjacks, he will not do so as a matter of faith, as the Eighth Harmonic makes clear Cyriss’ disdain for attempts to create false sentience.

field marshal: celesTial harmony

Prerequisite: ARC 6

The warcaster can spend a focus point during his turn to use Field Marshal: Celestial Harmony. For one round, he can channel spells through the vectors in his battlegroup while they are in his control area.

enigma ciPher

Prerequisite: None

This character gains a feat point when he solves a puzzle, riddle, or other complex problem. Exactly what qualifies as an enigma is up to the Game Master.

overPoWer

Prerequisite: ARC 5

During this character’s Control Phase, after he replenishes his focus but before he allocates focus, he can spend focus to increase his control area for one round at 1 focus point for each 1˝ increase.

vessel UPgrade

Prerequisite: Clockwork Transcendence

The character gains an upgrade to his clockwork vessel. This ability can be taken more than once.

new connectionConvergence of Cyriss: The character has connections with the Convergence of Cyriss. If not a member of the cult, his contacts only provide him with general—but still helpful—information. If he is a member of the cult, the character can expect access to temple facilities and aid in pursuing research, development, and refinement of work related to subjects of interest to the Convergence. If he has proven himself to the organization, the character can consult directly with priests for counsel regarding his theorems and projects. If he is pursuing goals in line with those of the Convergence, like the acquisition of a new temple node, he can potentially receive even greater assistance. For instance, while undertaking such objectives a warcaster might petition his superiors for access to a temple facility’s vectors—though these requests are never granted without careful consideration. The Convergence is a secretive group, and actions taken by the character that expose or endanger the organization could result in severe punishment, including being cast out and having all connections severed.

clockwoRk VesselsSome among the Convergence have had their essences transferred into machine bodies called clockwork vessels. Essence transference represents the best afterlife many in the Convergence can hope for, and see their transference as bringing them one step closer to the goddess. Those who undergo this process become effectively immortal, no longer subject to the limitations of the flesh. They do not need to eat, breathe, or sleep. However, should the essence chamber ever be destroyed, the soul within would immediately vacate the machine body.

The process of having one’s soul transferred into an essence chamber is permanent and results in the death of the physical body. However, transference of the essence chamber into a specific clockwork vessel is not permanent. A character may have the opportunity to have his essence transferred into other vessels. Experienced Convergence members may periodically transfer between different forms as required for work or battle. There are a wide variety of clockwork vessel configurations and customizations, although certain clockwork soldier types share a common form.

A clockwork vessel is powered by an essence chamber containing a soul. Without an essence chamber, a clockwork vessel cannot function and becomes inert. An essence chamber can subsist indefinitely outside of a clockwork vessel, but the soul contained within has no sensory apparatus or ability to move or act. Certain Convergence facilities have apparatuses that can store essence chambers and enable the individuals within to communicate.

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RulesThere are a number of special rules associated with characters inhabiting clockwork vessels.

Clockwork vessels are constructs (see IKRPG: Core Rules) that provide soul tokens when they are destroyed. Additionally, despite being a construct, a character inhabiting a clockwork vessel does not automatically pass Willpower rolls.

If a character is eligible for more than one clockwork vessel, he must choose one among those he is eligible to inhabit.

All clockwork vessels are considered to have the Ambidextrous Skilled archetype benefit and the Two-Weapon Fighting ability (see IKRPG: Core Rules).

sTaTsA character’s physical stats are based on the clockwork vessel his essence inhabits, rather than on his race. When a character transfers his essence into a clockwork vessel, his base PHY, SPD, STR, AGL, PRW, and POI are changed to those of his new clockwork form.

These stats cannot be increased with experience and the character loses any stat increases he has previously gained before he transfers his essence. When a character with a clockwork vessel gains a +1 stat increase as a result of experience, he may only increase his INT, PER, or ARC stat, or gain a new ability instead.

DefenseA character’s defense is modified by his clockwork body. A clockwork vessel suffers a –2 penalty to DEF.

armorA character’s ARM is also determined by his clockwork body. Clockwork vessels cannot wear additional armor.

Damage anD DesTruCTionUnlike other characters, those inhabiting a clockwork vessel do not have vitality points. Instead they have a number of damage boxes determined by their clockwork body.

Repairing damage to a clockwork vessel requires access to sheet metal, scrap, and a full repair kit. Every hour a mechanik labors over a damaged clockwork vessel, he can repair an amount of damage equal to his Mechanical Engineering skill level. If the character has access to a full machinist’s shop and/or a ready supply of replacement parts, he can remove an additional d3 damage points each hour. A mechanik who is assisted in his repairs by additional characters with the Mechanical Engineering skill can remove one additional damage point for each character assisting him. The repair of non-internal damage to a clockwork vessel costs 10 gc per hour per mechanik working on it.

Clockwork vessel internal Damage Table

When a character’s clockwork vessel suffers 5 or more points of damage as a result of a single damage roll, a roll must be made on the Clockwork Vessel Internal Damage Table to determine if any internal systems are also damaged. If the vessel suffers the same effect on a subsequent roll before the previous effect has been repaired, it suffers no additional internal damage.

d6 Result

1-2no internal systems are damaged – no additional

penalty.

3

arm damaged – one of the vessel’s arms is crippled as a result of the damage suffered. Randomize which arm is damaged. until the

damage is repaired, the character suffers –3 to attack rolls made with the damaged arm.

4

loss of power – the vessel’s internal power flow has been compromised, resulting in a severe loss of power to the clockwork vessel. until repaired, the

character suffers –3 stR.

5

movement damaged – the vessel’s movement systems have been damaged. until repaired,

the character suffers –1 spd and def and cannot run or charge.

6

essence chamber damage – the vessel’s essence chamber has been damaged, resulting in reduced

control over the vessel. until the vessel is repaired, the character suffers –1 int and peR.

Repairing internal damage to a clockwork vessel requires two hours of labor with the proper tools and a successful INT + Mechanikal Engineering skill roll against a target number of 14. If the roll fails, the character can attempt it again after another hour of labor. A successful repair removes the effects of one internal damage roll.

Repairs to a clockwork vessel’s internal systems cost 75 gc per effect removed.

Destroying a Clockwork vessel

When a clockwork vessel loses its last damage box, it is destroyed. However the vessel’s essence chamber and the soul within can be recovered, unless the chamber was damaged before the vessel was destroyed. If the vessel was suffering the Essence Chamber Damage internal system effect at the time it was destroyed, the essence chamber is breached at the time of the vessel’s destruction. Unless a friendly character immediately recovers the soul, it will move on to Urcaen and the clockwork character will be effectively deceased.

Removing an essence chamber from the wreckage of a clockwork vessel requires a successful Mechanikal Engineering roll against a target number of 15 after twenty minutes of labor. If the roll fails, it can be repeated after an additional ten minutes of labor.

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If an intact essence chamber is returned to a major Cyrissist temple, the soul contained within will be given a new clockwork vessel of a type chosen by the character from among those for which he is eligible. The character’s new vessel will also have a number of upgrades equal to those for which he is eligible (see the Vessel Upgrade ability, p. 64).

clockwoRk pRiest VesselThis vessel is reserved for ranking priests of the faith. While it is not as powerful as some of the clockwork soldier vessels, it is more graceful and elegant.

Base Size: Medium

Damage Boxes: 18

pHy 8

spd 5

stR 6

agl 4

pRw 4

poi 3

aRm 15

clockwoRk Vessel upgRadesUpgrades are options that enable a character to change or improve his clockwork vessel. Upgrades are generally gained from the Vessel Upgrade ability (p. 64). Unless otherwise noted, a clockwork vessel can have each upgrade only once.

aPerTUre Beam

The character’s clockwork vessel has a ranged weapon built into it. The weapon is RNG 8, AOE –, POW 12 attack that causes electrical damage. When making an aperture beam ranged attack, the character makes the attack roll using his POI.

A character can take this upgrade more than once to add the following bonuses each time this upgrade is chosen: +3 RNG, AOE 3, or POW +2. A character can take each of these bonuses only once.

arcane field

Only Cyrissist warcasters can take this upgrade. The character’s clockwork vessel has a power field with six power field damage boxes. When a warcaster takes damage, mark his power field boxes before marking his clockwork vessel damage boxes. The warcaster can spend focus points during his turn to regenerate lost power field boxes at a rate of 1 focus point for each power field box restored.

Unspent focus points on the warcaster with this upgrade increase his ARM by 1 for each unspent focus point.

circUlar vision

This character’s front arc extends to 360˚.

disPlacemenT field drive

The character’s clockwork vessel has an integral displacement field drive enabling it to float above the ground. The character gains +4 ARM when resolving falling damage and ignores movement penalties from rough terrain.

elecTrical insUlaTion

The clockwork vessel is immune to electrical damage.

hardened

The clockwork vessel gains +3 damage boxes. A character can take this upgrade up to three times.

increased agl

The clockwork vessel gains +1 AGL. A character can take this upgrade up to three times.

increased arm

The clockwork vessel gains +1 ARM. A character can take this upgrade up to three times.

increased Poi

The clockwork vessel gains +1 POI. A character can take this upgrade up to three times.

increased PrW

The clockwork vessel gains +1 PRW. A character can take this upgrade up to three times.

increased sPd

The clockwork vessel gains +1 SPD.

increased sTr

The clockwork vessel gains +1 STR. A character can take this upgrade up to three times.

imProved sTaBiliTy

The character’s clockwork body has four or more legs for increased stability. The clockwork vessel’s base size is increased by one and the character cannot be knocked down.

oPTical array

The character’s clockwork vessel has a complex optical array that enables him to ignore Stealth.

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geaRThe Cyrissists are known for their fine manufacturing skills and the complexity of their arms and equipment. As a result, such exotic gear can fetch a high price when sold on the open market.

aRmoRoPTifex armor

Cost: 885 gc (100 gc without the helmet)

DEF Modifier: –2

ARM Modifier: +7

Description: Worn by the subordinate priests of the Convergence of Cyriss, this stylized armor combines an under-suit of thick leathers with armored plating. A heavy steel helmet shields the optifex’s head, letting him view the world through lenses of polished glass. The armor is covered with pockets and pouches for parts and additional tools. Optifex armor is powered by an ambient accumulator (see below).

Rune Points: 2

Special Rules: The helmet of the optifex armor is capable of generating light equivalent to torchlight. This light is generally kept dim when the optifex is not working.

Fabrication: The material cost of the helmet is 90 gc. It takes three weeks to construct the housing. The pertinent Craft skill for construction is Craft (metalworking).

The helmet’s runeplate requires two weeks to inscribe, and requires a successful INT + Mechanikal Engineering roll against a target number of 14.

melee weaponscharged sPear

Cost: 785 gc

Skill: Great Weapon

Attack Modifier: –1

POW: 4 (one-handed), 5 (two-handed)

Description: This short, two-pronged metal spear is a mechanikal weapon designed to deliver a nasty shock with every strike. This weapon is powered by an ambient accumulator.

Rune Points: 2

Special Rules: While this weapon has power, a character without Immunity: Electricity hit by it is pushed 1˝ directly away from the attack. On a critical hit, unless the target has Immunity: Electricity he is also knocked down.

Fabrication: The material cost of the tuning spear housing is 90 gc. It takes two weeks to construct the device. The pertinent Craft skill for construction is Craft (metalworking).

The charged spear’s runeplates require one week to inscribe, and require a successful INT + Mechanikal Engineering roll against a target number of 14.

amBienT accUmUlaTor

Cost: 175 gc

Power Output: 4

Lifespan: Inexhaustible within the confines of a Cyriss temple, 1 week outside of a temple

Description: The ambient accumulator is a special capacitor widely used by the Convergence of Cyriss. These accumulators are charged by the ambient energies given off by the temples of Cyriss. Within the confines of a temple, these power sources are near inexhaustible. Should an ambient accumulator lose its charge, it will be fully recharged after five hours of exposure to the ambient energy of a temple of Cyriss.

Optifex armOr& Charged Spear

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mechanoflail

Cost: 200 gc (when available at all)

Skill: Hand Weapon

Attack Modifier: –1

POW: 5

Description: The mechanoflail is an ingenious clockwork weapon designed to spin its flail heads at high speeds to greatly increase striking damage. The weapon must be rewound after prolonged use. These weapons are extremely rare and are only produced by the engineers of the temples of Cyriss.

Special Rules: Attacks from mechanoflails ignore ARM bonuses from bucklers and shields.

Once during his activation, a character can spend 1 feat point to make an additional attack with a mechanoflail against a target he has previously hit that turn with this weapon.

After making ten attacks with a mechanoflail, a character must spend five minutes rewinding it before it can be used again.

TelescoPing sTaff

Cost: 25 gc

Skill: Hand Weapon, Great Weapon

Attack Modifier: 0

POW: 3 (one-handed), 4 (two-handed)

Description: A marvel of engineering, this relatively light-weight weapon retracts into a small metal rod that can be extended into a full-length battle staff. Even while collapsed, it can be used to make deadly melee strikes. This weapon is favored by the living guardians of the temples of Cyriss.

Special Rules: A character can extend or collapse a telescoping staff as a quick action. It uses the Hand Weapon skill while collapsed and the Great Weapon skill while extended.

While extended, the staff is a Reach weapon and must be used two-handed.

A character can spend 1 feat point to make a trip attack instead of a normal attack with an extended staff. If the attack hits, the target is knocked down instead of suffering damage.

TUning kiT

Cost: 735 gc

Skill: Hand Weapon

Attack Modifier: –1

POW: 3

Description: This complex mechanikal device incorporates all the tools an optifex is likely to need to carry out his work. Its arcane motor drives a variety of saws, clamps, drills, and cutters. The tuning kit even has a small accumulator-powered torch for spot repairs. This torch is not strong enough to be used effectively as a weapon. This device is powered by an ambient accumulator.

Rune Points: 1

mechanoflail

TuningkiT

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Special Rules: While equipped with a powered tuning kit, this character can bodge friendly steamjacks whether or not he has the Bodge ability. Additionally, a character equipped with the a tuning kit gains +1 on his Mechanikal Engineering rolls to fabricate mechanika or to repair or disassemble steamjacks.

Fabrication: The material cost of the tuning kit housing is 120 gc. It takes two weeks to construct the device. The pertinent Craft skill for construction is Craft (metalworking).

The tuning kit’s runeplates require one week to inscribe, and require a successful INT + Mechanikal Engineering roll against a target number of 13.

TUning sTaff

Cost: 1,485 gc

Skill: Great Weapon

Attack Modifier: –1 (one-handed), 0 (two-handed)

POW: 4 (one-handed), 5 (two-handed)

Description: This complex mechanikal staff incorporates a suite of tools driven by an arcane motor powered by an ambient accumulator. The tip of the staff is set with an industrial torch capable of unleashing torrents of fire.

Rune Points: 4

Special Rules: The tuning staff is a Reach weapon.

A character armed with a tuning staff can use it to fire bursts of flame. These bursts are RNG SP6, AOE –, POW 12 ranged attacks that cause fire damage. A character hit by a burst suffers the Fire continuous effect. When making a flame burst ranged attack, the character makes the attack roll using his POI.

While equipped with a powered tuning staff, this character can bodge friendly steamjacks whether or not he has the Bodge ability. Additionally, a character equipped with the a tuning staff gains +1 on his Mechanikal Engineering rolls to fabricate mechanika or to repair or disassemble steamjacks.

Fabrication: The material cost of the tuning staff housing is 210 gc. It takes three weeks to construct the device. The pertinent Craft skill for construction is Craft (metalworking).

The tuning staff’s runeplates require four weeks to inscribe, and require a successful INT + Mechanikal Engineering roll against a target number of 16.

Telescoping sTaff

Tuning sTaff

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adVentuRing companies

fringe cUlTisTs

The characters are part of a Cyrissist cult on the periphery of the Convergence, such as the Maiden’s Equation or the Disciples of the Harmonics. Working beyond the inner circle of the faith, fringe cultists toil in secret pursuit of their own unique worship of the Clockwork Goddess.

Requirements: Each character must be a worshipper of Cyriss. At least one character must have the Intellectual archetype or be a Priest of Cyriss. If there are multiple priests or characters with the Intellectual archetype in the company, they should choose one among their number to be the leader of the sect. All other characters are assumed to be his apostles and followers.

Benefits: The leader of the sect gains the Team Leader ability as well as +2 on all social skill rolls against other members of the company. All other members gain one occupational skill level in one of the following skills: Craft (metalworking), Cryptography, Forensic Science, Lore (Cyriss), Mechanikal Engineering, or Research.

The inner circle

The characters are members of the inner circle of the Convergence of Cyriss, with access to the highest quality of astronomical, engineering, and research facilities. Additionally, they have the privilege of working and worshipping alongside some of the keenest minds in all of western Immoren.

Requirements: Each member of the company must be a worshipper of Cyriss and have the Intellectual archetype, the Priest of Cyriss career, or the Cyrissist Warcaster career. The company must include one or more Priests of Cyriss. If there are multiple priests, they should choose one among their number to be the leader of the company.

Benefits: The characters have dedicated workshops and laboratories within one of the Convergence of Cyriss’ temple facilities (equivalent to a Mechanik’s Workshop). They can enter or leave this facility at will and will be recognized by its guardians.

Additionally, each character gains the University Education ability whether or not they meet the requirements.

tHe magic of cyRissnew spells

spell lisTsSpell lists are divided by career and COST.

priesT of Cyriss spellsPriests of Cyriss can learn spells from the following list.

cost 1Electrical Charge (p. 71), Guided Blade, Protection From Electricity, Total Spectrum (p. 71)

cost 2Arcantrik Bolt, Blessings of War, Dissolution Bolt (p. 70), Eyes of Truth, Polarity Shield, Temper Metal, True Sight, Vision

cost 3Deceleration, Electrical Blast, Fail Safe, Force Field, Magnetic Hold (p. 71), Mirage, Purification

cost 4Electrodynamics (p. 71), Realignment (p. 71), Shock Wave

CyrissisT warCasTer spellsCyrissist Warcasters can learn spells from the following list.

cost 1 Arcane Strike, Jump Start, Locomotion

cost 2

Admonition (p. 70), Arcantrik Bolt, Battering Ram, Convection, Fire Group, Fortify, Hot Shot (p. 71), Positive Charge, Razor Wall (p. 71), Synergy (p. 71), Temper Metal, Transference

cost 3Awareness, Backlash (p. 70), Domination (p. 71), Grind, Iron Aggression, Magnetic Hold (p. 71), Shrapnel Swarm (p. 71), True Path, Watcher (p. 71

cost 4Force Hammer, Reconstruction (p. 71), Voltaic Lock

spell DesCripTions COST RNG AOE POW UP OFF

admoniTion 2 6 — — yes no

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

Backlash 3 8 — 12 yes yes

When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.

dissolUTion BolT 2 8 — 12 no yes

A character hit by Dissolution Bolt cannot channel spells for one round.

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COST RNG AOE POW UP OFF

dominaTion 3 8 — — no yes

Take control of target enemy warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn.

If the target warjack hit by this spell is bonded, the spellcaster makes a contested Willpower roll against its controller. If the spellcaster loses, Domination does not take effect. If the spellcaster succeeds, Domination takes effect normally.

elecTrodynamics 4 self cTrl — yes no

While in the spellcaster’s control area, friendly characters gain +2 to their electrical damage rolls and friendly construct characters’ melee attacks inflict an additional d3 points of electrical damage.

elecTrical charge 1 self — — no no

The spellcaster’s next melee attack this turn causes 1 additional point of electrical damage. Steamjacks damaged by the spellcaster’s next melee attack this turn suffer Disruption. (A steamjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round).

hoT shoT 2 6 — — yes no

Target friendly character in the spellcaster’s battlegroup gains boosted ranged attack damage rolls.

magneTic hold 2 8 — — yes yes

Target character suffers –2 SPD and DEF. Friendly Construct characters charging an affected model gain +2˝ movement.

razor Wall 2 cTrl Wall — yes no

Place the wall template anywhere completely in the spellcaster’s control area where it does not touch a character’s base, an obstruction, or an obstacle. When a character enters or ends its activation in the wall area, he suffers d3 damage points.

realignmenT 4 self cTrl — no no

While in the spellcaster’s control area, worshipers of Cyriss can reroll their failed attack and skill rolls. Each roll can be rerolled only once as a result of Realignment. Realignment lasts for one round. Realignment can only be cast once per encounter.

reconsTrUcTion 4 self cTrl — no no

Remove d6 damage points from each construct character in the spellcaster’s control area currently in his control range.

shraPnel sWarm 3 8 * 13 no yes

On a direct hit against an enemy, center a 4˝ AOE on the character hit. After resolving the damage roll, characters in the AOE are hit and suffer 1 point of damage.

synergy 2 self cTrl — yes no

While in the spellcaster’s control area, characters in the spellcaster’s battlegroup gain a +1 cumulative bonus to melee attack and melee damage rolls for each other character in the battlegroup that hit an enemy character with a melee attack this turn while in the spellcaster’s control area.

COST RNG AOE POW UP OFF

ToTal sPecTrUm 1 self — — yes no

The spellcaster treats all light conditions as bright light.

WaTcher 3 self — — yes no

When an enemy character advances and ends its movement within 6˝ of the spellcaster, choose a steamjack in this character’s battlegroup that is in his control area. That steamjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy character. The attack and damage rolls against that character are boosted. After the attack is resolved, Watcher expires.

VectoRsRefined over countless iterations and centuries of labor, the vectors of the Convergence of Cyriss are lethal marvels. While superficially similar to warjacks of the Iron Kingdoms, vectors lack the relative intelligence granted by a cortex. The Eighth Harmonic forbids the construction of machines with such false consciousness, prompting the sect to develop an ingenious device: the interface node. This specially designed node in each vector allows the warcaster to infuse the masterwork machine with his personal skill, battle experience, and tactics. A vector is purely a clockwork extension of a warcaster’s will, driven only by the needs of the warcaster who controls it.

Lacking the ability to process information on its own, a vector cannot function without the direct attention of a warcaster. Without this attention a vector becomes inert, like a pocket watch with its springs wound down. This limits the sect’s ability to use vectors in smaller engagements and in the defense of secondary structures, causing it to rely more heavily on other resources to fill those roles.

Vectors are highly mobile and versatile weapon platforms, each equipped with a displacement field generator that partially negates its considerable weight. Vectors move across a battlefield on multiple legs and this displacement field grants them additional stability.

Vectors do not rely on crude fuel like the warjacks of the Iron Kingdoms. Instead, a vector draws power from a complex infrastructure put in place by worshippers of the Maiden of Gears. Based on the collection of geomantic energy, the sect’s temple facilities broadcast a voltaic field of alternating current that can extend for miles. A vector within this field can operate continuously, and even beyond a temple’s range its capacitors drain slowly, giving a vector a prolonged operational lifespan relative to a traditional ’jack. Though large and unwieldy, mobile apparatus exist capable of generating smaller voltaic fields to extend the range of Convergence.

Though the Convergence uses this voltaic energy to power a vector’s motive system and major weapons, the sect has embraced simpler power sources for many other applications. The complex weapon systems employed by many vectors, for instance, rely on potential energy stored in simple coils and springs. The engineers of the sect are masters of attaining tremendous efficiency from such simple mechanisms.

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RulesWhile vectors share many commonalities with steamjacks, there are several areas in which they differ greatly. The following special rules apply to all vectors.

Except for where noted below, vectors follow all other rules for steamjacks.

inTerfaCe noDeVectors do not have a cortex and do not burn coal. In place of a cortex, vectors have an interface node that allows them to become an extension of a Cyrissist warcaster’s will. Because they do not have a cortex, vectors lack artificial intelligence and never possess personality quirks. The interface node functions identically to a cortex for the purposes of allocating and spending focus (see IKRPG: Core Rules p. 324). The “I” boxes of a vector’s damage grid represent its interface node.

Because an interface node is not a cortex, vectors are immune to effects that cause a warjack to suffer damage directly to its cortex or that require a warjack to have a functional cortex.

Vectors do not have the ability to process information on their own and cannot operate without the direct attention of a warcaster.

Additionally, vectors never develop imprints or improve combat skills.

veCTor maT anD raTVectors do not have their own MAT or RAT values. Instead, the MAT of a vector is equal to its warcaster’s current PRW. The RAT of a vector is equal to its warcaster’s current POI. For example, a vector under the control of a warcaster that has PRW 6 and POI 4 would have MAT 6 and RAT 4. Vectors do not directly benefit from MAT/RAT bonuses or suffer from MAT/RAT penalties, but any PRW/POI alterations to a warcaster controlling one or more vectors will have broader consequences than usual.

Note that spells and abilities that affect attack rolls still affect vectors normally.

foCus inDuCTionOnce during its warcaster’s turn, when a vector spends a focus point, the warcaster’s controller can allocate one focus point to another vector in his battlegroup within 6˝(36 feet) of the vector that spent the focus point. Each vector can use focus induction only once per turn to allocate a focus point to another, though a vector can be allocated more than one focus point in a single turn if it is within 6˝of multiple other vectors when they spend focus.

power sourCeVectors do not rely on conventional fuel to operate. Instead, a vector draws power from the ambient energy surrounding the temples of Cyriss. While on the grounds of a temple a vector can operate indefinitely. Away from a temple, however, the vector must rely on power stored in its accumulators.

It takes up to ten hours within the power field of a temple to fully recharge a vector’s accumulator.

BonDs anD reaCTivaTionA vector cannot act independently or be ‘jack marshaled. Only a character with the Convergence Warcaster ability (p. 64) can bond to or control a vector. A character bonding to a vector does not need a pass code or the knowledge of a specific language to bond to a vector, because vectors lack cortexes and so do not have either a native language or cortex locks (see Steamjack Bonds in the IKRPG: Core Rules).

A character with the Convergence Warcaster ability can bond to a vector within 6˝ (36 feet) without physically touching it. A character can also remotely reactivate an inert vector he is bonded to if it is within 6˝. A character cannot remotely bond to or reactivate a vector while it has a crippled interface node system.

weapon sysTems anD upgraDesVectors have their own weapon systems and upgrades. A vector cannot be armed with a weapon designed for another type of steamjack, nor can a vector’s weapon systems or upgrades be used by any other steamjack type.

VectoR cHassisVector configurations are the result of many lifetimes of theory, testing, and refinement. Each vector is outfitted with a specialized suite of systems and weapons the sect determines to be necessary and useful. Attempts to bodge together weapons designed for a different vector are not only labor intensive, but the imperfect result is an affront to Cyriss.

rulesThe following attributes define different vector chassis in the game.

Description: This is a description of the chassis.

Height/Weight: The chassis’ technical specs.

Peak Operational Duration: This describes how long the chassis can continue to operate outside a temple’s ambient energy field.

Initial Service Date: This is the date the chassis first entered service.

Stats: These are the chassis’ stats. Remember that a vector’s MAT and RAT are determined by its controlling warcaster’s PRW and POI.

Special Rules: These are the special rules that apply to the chassis.

Damage Grid: This is the chassis’ damage grid.

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galVanizeR cHassis and weapons systems

galvanizer light Vector chassisDescription: The Galvanizer is the Convergence’s main light vector chassis. Its variants include the Diffuser and Mitigator, each with a unique weapon system.

HeigHt/WeigHt: 7´4˝ / 1.9 tons

peak operational Duration: 5 hours combat

initial service Date: 339 AR

pHy 7

spd 7

stR 5

agl 4

matwc’s

current pRw

Ratwc’s

current poi

def 12

aRm 16

Special Rules: Circular Vision – This character’s front arc extends to 360°.

galvanizer veCTorThe Galvanizer is the oldest vector configuration still in current use, able to perform critical repairs to damaged vectors in the heat of battle. The Galvanizer is equipped with a metal saw and a field repair array upgrade.

meTal saW

Type: Melee

Location: Head

Attack Modifier: 0

POW: 5

Description: This is a rotating saw designed to cut through iron and steel.

Special Rules: On a critical hit, the character hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round. To determine the vector’s MAT with this weapon, use the controlling warcaster’s PRW + Unarmed Combat skill.

Diffuser veCTorProduced in only slightly lower quantities than the ubiquitous Galvanizer, the Convergence has multiple foundries dedicated to producing the parts to create sufficient numbers of these clockwork marvels. A Diffuser Vector is equipped with a homing ripspike launcher.

homing riPsPike laUncher

Type: Ranged

Location: Head

Ammo: 8

Effective Range: 66 feet (11˝)

Extreme Range: —

Attack Modifier: 0

POW: 11

AOE: —

Description: The ripspike launcher is a channel-catapult powered by a high-tension spring. Each spike has tiny fins mounted on it to adjust the spike’s trajectory in flight. A ripspike projectile also functions as a beacon, sending targeting data to other vectors, clockwork vessels, and priests to facilitate termination of the target.

Special Rules: This weapon can reroll a failed attack roll. Friendly characters charging a target hit by this weapon gain +2˝ of movement. Friendly vectors can charge or make a slam power attack against a target hit by this weapon without spending focus. This bonus lasts for one round.

Reloading the homing ripspike launcher’s ammo supply outside of combat takes two hours without the specialized equipment kept within the confines of the temples of Cyriss, but can be accomplished by any character with the Mechanikal Engineering skill without a die roll.

1 2 3 4 5 6

damage grid

H H H H

M M I I M M

galvanizer

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miTigaTor veCTorDesigned to hurl its sophisticated razor bolas to destabilize threats or shred through formations of enemy soldiers, Mitigators are highly effective support weapons in a warcaster’s arsenal. The Mitigator is equipped with a razor bola weapon system.

razor Bola

Type: Ranged

Location: Head

Ammo: 6

Effective Range: 42 feet (7˝)

Extreme Range: —

Attack Modifier: 0

POW: —

AOE: 3

Description: Propelled by a sophisticated hurlon chamber, the razor bola is a high-speed, razor-sharp weapon that envelops targets in a brutal web of steel on impact.

Special Rules: A character hit by this weapon suffers d3 damage. On a direct hit, all characters hit are knocked down.

Once knocked down, a character must either spend a quick action and succeed in a Rope Use skill roll against a target number of 12 to untie himself, or spend a quick action and succeed in a STR roll against a target number of 14 to break free. If the attempt fails, the character can spend additional quick actions to repeat the attempt, but can take no other action until freed.

Reloading the razor bola’s ammo supply outside of combat takes two hours without the specialized equipment kept within the confines of the temples of Cyriss, but can be accomplished by any character with the Mechanikal Engineering skill without a die roll.

conVeRgence geaR and upgRades

field rePair array

Cost: 350 gc

Description: The field repair array allows a vector to restore damaged vectors to fighting condition. The array is strong enough to remove dented plating from a heavy vector, yet dexterous enough to delicately handle an injured vessel’s essence chamber.

Special Rules: If this character is in base contact with a damaged friendly vector, once per turn the controlling warcaster can make a Mechanikal Engineering roll against a target number of 14 to affect the damaged vector. If this roll succeeds, remove d3 damage points from the vector’s damage grid. If this roll fails, nothing happens.

Integrating a field repair array into a vector requires the proper tools, six hours of labor, and a successful INT + Mechanikal Engineering roll against a target number of 14. If the roll fails, it can be repeated after another hour of labor.

Having a field repair array integrated into a vector costs an additional 80 gc.

As with steamjacks, most of the damage sustained by a vector can be repaired by a mechanik with the appropriate tools and sufficient time. Sometimes, though, a vector suffers attacks so devastating that replacement components are required to return it to complete functionality. Members of the Convergence, who seek to create near-perfect machines, view such imperfect instruments as particularly undesirable.

VectoR catastRopHic damage tables

As with steamjacks, roll once on the appropriate Catastrophic Damage table for each vector system that was crippled during the battle. This roll is made even if the crippled system was repaired during the battle. Roll once for each system even if it was crippled multiple times during the same battle. Remember, this roll is made after the battle, so it does not further impair the functionality of the vector during the battle in which the damage was sustained.

The following two damage tables are unique to Convergence of Cyriss vectors.

miTigaTor

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Catastrophic Damage Table, vector movementIf a movement system suffers the same effect on a subsequent catastrophic damage roll (a roll of 3–11) before the previous effect has been repaired, the movement system suffers no additional catastrophic effect. See the rules for repairing or replacing a catastrophically damaged system (IKRPG: Core Rules p. 320).

2d6 Result

2

destroyed – the vector’s chassis has buckled under the damage it sustained and can no longer bear the weight of the machine. though the vector may have been bodged back together during the battle, it collapses into a pile of scrap.

3–4

gear-train misalignment– the complex clockwork mechanisms of the vector’s movement system are misaligned, causing seizures in the mechanism. until repaired, the vector cannot run or charge and suffers –1 agl.

5–6cracked mainspring – mainsprings in the vector’s movement system are severely damaged. until repaired, the vector loses steady.

7

displacement field damage – the vector’s displacement field is critically damaged and can no longer compensate for the vector’s mass. until repaired, the vector suffers –1 spd and def.

8–9

gears stripped – the gears in the vector’s movement systems are badly damaged. until repaired, each time the vector runs, charges, or performs a slam or trample power attack, the vector suffers 1 point of damage to its movement system.

10–11

slipped spring – a clockwork return-spring in the vector’s movement system is prone to slipping. until repaired, if the vector runs, charges, or performs a slam or trample power attack, immediately after resolving the action the vector is stationary for one round.

12

wear and tear –though it suffers no immediate effects from the catastrophic damage it has endured, the vector’s movement system is starting to show its age. each time this result is rolled, the target number for all future rolls to repair the movement system is increased by a cumulative +2. a movement system’s wear and tear cannot be repaired, only tolerated until is replaced.

Catastrophic Damage Table, interface nodeIf an interface node suffers the same effect on a subsequent catastrophic damage roll (a roll of 3–11) before the previous effect has been repaired, the interface node suffers no additional catastrophic effect. See the rules and costs associated with repairing or replacing catastrophically damaged systems (IKRPG: Core Rules, p. 320). An interface node can only be replaced with the specialized equipment kept within the confines of the temples of Cyriss.

2d6 Result

2

destroyed – the interface node was destroyed as a result of the damage the vector endured in combat. though the interface node might have been bodged back together during the battle, by the time the dust clears it is ruined beyond all repair.

3–4

parasitic drain – the interface node is shorting out, causing a parasitic drain on the warcaster. until repaired, each time the warcaster spends focus to make the vector run, charge, or perform a power attack, he suffers d3 damage. this damage is applied to the warcaster’s life spiral or damage boxes (bypassing his warcaster armor power field if applicable).

5–6

signal noise – critical receptors in the interface node have been knocked out of alignment, causing intermittent degradation in its ability to receive commands from a warcaster. until repaired, the vector must forfeit its movement or action each turn.

7Reduced output – critical systems in the interface node have been badly damaged. until repaired, the maximum range of focus induction is 3˝ (18 feet).

8–9

misalignment – the interface node has been knocked out of proper alignment and occasionally slips free of its housing. until repaired, during each maintenance phase, roll a d6. on a result of 1, the vector cannot activate that turn.

10–11slow Response time – the interface node still responds to the warcaster’s commands but processes information much slower. until repaired, the vector suffers –1 def.

12

wear and tear – though it suffers no immediate effects from the catastrophic damage it has endured, the vector’s interface node is starting to show its age. each time this result is rolled, the target number for all future rolls to repair the interface node system is increased by a cumulative +2. an interface node’s wear and tear cannot be repaired, only tolerated until it is replaced.

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Caspia 604 AR

Thaddeus Solomon sat hunched over his home desk, the stillness of the room broken by the furious scribbling of his pen. Stacks of papers and open books were scattered around its edges, creating a ramshackle paper fortress about the wiry engineer. His black hair was peppered with grey and a pair of wire-framed glasses sat low on the bridge of his nose. Several mechanikal lamps gave the room a warm glow despite the lateness of the hour.

The sound of the pen scratching on paper stopped, and his brow furrowed, revealing deep lines upon his face as he paused in concentrated thought. He put down the pen and picked up a small gear puzzle box. Absentmindedly his fingers spun the various gears, each turn causing other pieces to shift and rotate, the action and reactions transforming the box’s shape in his hand. With sudden clarity, he placed the box down and began shuffling through one of the piles of documents at his desk, chin lowered to allow him to peer over the rim of his glasses. His thin lips pursed tightly as he carefully pulled a manuscript from near the bottom of the tower of papers, causing it to waver precariously. The title page read, “Principles on Voltaic Condensation and Expansion—Sebastian Nemo.”

He nodded to himself in satisfaction, then scanned the pages quickly for the information he needed. After a moment his blue-grey eyes returned to the notes he’d made on the paper in front of him and he picked up his pen. Scrawled equations and notes covered the page, several roughly scratched out. Next to the paper sat another manuscript. Upon it was a delicately rendered schematic of a storm chamber. To the trained eye, however, it was easy to see that several of the typical components had been altered and annotations drawn to the changes in precise yet flourishing script. He ran his finger over one of the notes as his lips read it silently even as he scrawled a new equation on his worksheet.

A soft voice from behind startled him from his concentration. “Hard at work, I see.”

Thaddeus paused and reviewed the lines he had just written. He grunted in frustration before roughly crossing out the work with a dark scribble.

He felt gentle hands rest lightly upon his shoulders before sliding down his chest in a loving embrace. He felt the side of his wife’s face press against his. He took a moment to revel in the warmth and feel of her skin against his. Unconsciously his free hand reached up to clasp hers, squeezing it warmly.

The spell of his work now broken, Thaddeus finally registered the view from the window facing his desk. Calder’s pale blue light shone brightly, flanked by the weaker luminescence of his sister moons Laris and Atris. “What time is it?” he asked as he put down his pen. He removed his glasses and rubbed the bridge of his nose, suddenly feeling very weary.

“Time for you to put away your work and pay attention to your wife,” she said playfully in his ear.

Thaddeus smiled faintly. “Who said I wasn’t doing that already?” He picked up the document he had been working on and held it up for his wife’s inspection.

“Conduction and Amplification: Theories on Advanced Voltaic Relay and Galvanic Exponentials. By Eliza Solomon,” she read aloud. “This Eliza Solomon must be quite a mind to have put you in such a state.”

Thaddeus turned to face the author of the paper he held, taking in her deep brown eyes as he said, “You know she is.”

Eliza smiled and bent over, causing the Cyriss medallion she wore to fall forward. He felt it bump against him as she kissed him deeply. Her soft, full lips sent a jolt of electricity through him, and Thaddeus forgot all about equations and engineering principles. The only thing that occupied his mind was Eliza.

ConversionBy Will Shick • Art By ShAe ShAtz, BriAn Snoddy, And AndreA uderzo

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She drew away from him and her voice took on a more clinical tone. “So, have you figured out how to reconcile the increased voltaic energy output without relying on more conductive but less durable alloys?”

It took Thaddeus’ mind a moment to shift back into an intellectual mode. “It’s not simply an issue of metallurgy. The problem is with the voltaic condenser and amplifier. While in theory such energy generation is possible, it requires the fabrication of very small integrated components with impossibly narrow tolerances for deviation. This is simply not achievable given real-world parameters.”

One of Eliza’s eyebrows raised. Thaddeus knew that as a sign he was about to get an earful. “Theory drives practical application. Unless you are saying my theory is flawed.”

“No.” Thaddeus knew how Eliza could get when her work was challenged, and he knew he wasn’t witty enough to be able to win such a debate. “I’ve run your numbers every way I can think of. Your theory is sound. But of course theory always outpaces the capability to manufacture.”

Eliza’s face immediately softened as her husband’s frustration boiled to the surface, and she moved to embrace him. “I’m sorry. I didn’t mean to imply that you should be.”

Thaddeus grunted. He knew she wasn’t angry with him or even judging him harshly. She was passionate about her work and championed it fiercely. And he wasn’t angry with her. He was angry with himself—he knew the answers were there but he just wasn’t capable enough to see them. He muttered a soft prayer to Morrow.

Eliza cupped his face in her hands. “You are a brilliant engineer, Thaddeus Solomon. If anyone can bring my theories into practice it’s you.”

He nodded half-heartedly. She leaned in and kissed him again, and as their lips met all his frustration melted away. “Now come to bed. You can return to equations and engineering conundrums tomorrow. Perhaps our service with the Light of the Maiden will provide some clarity. For the rest of tonight, though, it’s time for you to be nothing more than my loving husband.”

The reassuring atmosphere of the chapel of the Light of the Maiden settled over Thaddeus as he prepared to recite the Cyrissist prayer that began the service. His eyes took in the familiar sights of the old abandoned building that had been secretly reclaimed to serve as the group’s chapel. Eliza had told him when she had first convinced him to attend service early in their courtship that the building was nearly three centuries old. Thaddeus did not have a difficult time believing it. Although the building had been restored since the Light of the Maiden had taken it over some hundred years ago, the group had taken care to keep its true function hidden. Those areas accessible to outsiders were taken up with administrative offices and associated storage. The small Cyrissist faith that had been conducting ceremonies here for so long had been unable to conduct major structural repairs without drawing attention, and the chapel showed its age despite their best efforts. The once-rich mahogany supports were worn, the wood chipped and dull. The low ceiling showed similar wear, sagging where an old support had fallen. Some might have found the weight of time that permeated the place oppressive, but for Thaddeus it was incredibly soothing. He closed his eyes as he began the prayer with the other worshippers, letting the familiar words calm the churning thoughts of his mind.

“By the Maiden is perfection found. And by perfection is the Maiden revealed. By her equation is all reality bound. And by her equation is our consciousness made manifest. The Dark Wanderer lights the way for the discovery of revelation.”

The prayer complete, Thaddeus opened his eyes and looked toward the lectern where the Maiden’s priest had appeared. Like the rest of the building, the lectern showed its age.

Thaddeus tried to move toward her, hoping to end the intellectual debate, but Eliza crossed her arms, shutting down his advance. For her their discussion was not done. “Perhaps the issue is that you are too focused on the problem. A wider view often affords revelations thought impossible. Just look at what Sebastian Nemo has accomplished in the realm of voltaics and galvanic energy. His work on the Thunderhead project has shattered any previous notion of what is and is not practical in regards to manufacture and theory.”

“Well, I’m not Sebastian Nemo!” Thaddeus said in exasperation, sinking back into his chair. “And while the Thunderhead project demonstrates his genius, I would like to point out the man has yet to successfully complete it!”

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Though a chrome relief of the Maiden was set into its front, closer inspection would reveal the faint remnants of the symbol of the Royal Cygnaran University beneath. As with many of the building’s accoutrements, the lectern had been acquired when the university had replaced it.

Behind the lectern hung a large painting of the celestial plane. The painting had been meticulously transcribed from star charts on heavy canvas found in the library of the RCU. Though far from the stunning works of ascendants that decorated Morrowan churches, the celestial painting was nevertheless beautiful. Its precision and accuracy was impressive in itself, but the depth the artist had achieved made the monochromatic piece inspiring. Thaddeus swore that looking at it was like viewing the heavens through one of the university’s telescopes.

As he lost himself in the painting his hand instinctively found Eliza’s. He leaned over and whispered softly in her ear, “Every time I see your mother’s work I am truly inspired.”

Eliza squeezed his hand. “She would be happy to know that.”

Thaddeus winced as a sad smile broke across Eliza’s stunning features. He cursed himself for not thinking; Eliza’s mother had died six months before, a loss he knew his wife still carried with her.

As he looked around, his eyes landed on a face he had never seen before. It belonged to a woman who sat tucked into a corner near the front of the chapel. Despite her position, Thaddeus’ angle to her position gave him a very clear view of her. New members were rare, and he found this new arrival quite curious. She wore a simple black dress, and her auburn hair was pulled up into a tight bun. She wore no makeup that he could tell. Her skin was so pale as to look almost porcelain, providing a stark contrast to the black of her dress. She seemed slightly uncomfortable as the priest gave his sermon. At several points her brow furrowed and she pursed her lips tightly.

Thaddeus remembered his own similar reaction to the first few services he had attended with Eliza. While over time he had begun to take comfort in the message of Cyriss, initially he had found it difficult to reconcile his Morrowan upbringing with some of the tenets of the Maiden. On the other hand, the Light of the Maiden had offered him the opportunity to interact with some of the greatest minds of the RCU and the Strategic Academy. He’d been a young up-and-coming scholar then, and those opportunities had directly impacted his rise within the RCU faculty, bringing his work to the attention of

influential individuals. That and his intense love for Eliza had seen him through the initial discomfort.

Lost in thought as he was, Thaddeus completely missed the cue for the closing benediction. He was snapped from his daze by Eliza’s elbow nudging him in the ribs. Slightly embarrassed when he realized he had not heard a word of the service, he quickly picked up the prayer.

As soon as the benediction was complete, the members of the Light of the Maiden began to disperse. Thaddeus was making ready to leave when Eliza stopped him. “Thaddeus, do you truly believe in the Maiden?” Her deep brown eyes looked intently into his face.

The sudden question sent his mind spinning. She had never asked him that before; he wasn’t even sure if he had ever

asked the question of himself. Thaddeus tried to stall. “What?”

She looked towards the celestial painting at the front of the chapel.

“You were not raised in this faith like I was. You did not even find the Maiden on your own as so many of us do. You were brought here by me.” She turned her gaze back to him.

His brow furrowed and he pushed his glasses up his nose.

It was an idiosyncrasy he had when puzzling over an equation

that eluded him. “I love you more than anything in this world. I am

happy to share your beliefs. My life is richer because of them.”

“That is what worries me, Thaddeus.” Her face took on a serious look. It was the same look she had when she set to work. “You have done much for me, for which I am eternally grateful. But you haven’t answered my question. Do you truly believe in Cyriss and her teachings?”

Thaddeus swallowed as he felt his beloved wife’s gaze upon him. In all the years they had been together, they had shared intense conversations about many things, but had not spoken at length about their religious beliefs since the early days of their courtship. When Eliza had invited him to join her at the chapel and listen to the message of Cyriss, he had been glad to do so, if primarily to understand her better. It was clear how important the faith was to her. They had shared in such services countless times, but quietly, each with their own thoughts. She had never asked him if he believed, and now he was unsure how to answer. He saw Cyriss as a highly plausible likelihood, the physical existence of the Dark Wanderer as a proven scientific fact. He appreciated the teachings and beliefs espoused within the Light of the Maiden—as a scholar and intellectual, their message rang true with him. But did he truly believe?

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Eliza clutched his hands in hers. “You have that look that says you are struggling to find the right answer. But faith isn’t something you can discern. It’s either there or it isn’t.”

Thaddeus sensed another presence behind him. He turned and saw the women in the black dress he had noticed earlier. She nodded in greeting to Eliza.

Eliza introduced her to him. “This is Lycandria. She approached me shortly after I completed my thesis on galvanic exponentials. I’ve been wanting you to meet her. She has offered me the chance to see my work realized in service to the Maiden. I am inclined to accept.”

Thaddeus tried to process what his wife was telling him. “Are you talking about leaving your position at the Strategic Academy?” Her eyes told him she was. “For what sort of work? I don’t understand.”

“This isn’t about work, so much as finding a closer harmony with the goddess.”

He stammered, “Are you talking about becoming…a priest?”

Lycandria said, “Not a priest, Professor Solomon. While my order has many priests among them, Eliza’s intellect marks her for a much different path—one just as important to the work of the Maiden.” Her tone was friendly and warm, but something about her eyes unsettled him.

Thaddeus felt confused and alarmed, but he had promised to be accepting of his wife’s faith. “If you wish to leave your position, that is your choice. We shall make do,” he said to Eliza.

She shook her head slightly and took his hand. “It is more complicated than a simple career change. If I choose to accept Lycandria’s offer I will have to leave Caspia, our home, and our old life behind. This requires a total commitment.”

Thaddeus felt his throat go dry as her words sank in. “You would leave me?” he asked weakly, his knees shaking.

She shook her head fiercely. “No. I would never leave you. Not for my goddess, not for anything.” Thaddeus nodded, slightly reassured, but his head was still spinning from the shock of the thought of losing her. She continued, “Lycandria has offered us both a place among the inner circle. They know of your work as well.” Eliza entwined her hands in his. “I know this is sudden, that I am asking much of you. But this is our chance not only to become closer to the Maiden but also to learn from great minds. Lycandria’s people conduct their lives devoted to intellectual perfection.”

Lycandria interjected, “If you take this journey, the enigmas of the world will open to you. The Maiden offers a mental awakening, but seeing the world through new eyes requires commitment and sacrifice.”

Thaddeus looked at the two women. His thoughts were a jumble and his heart was still racing. He tried to clear his mind, to think, but this was one of the rare moments in his life where logical clarity escaped his grasp. He was a professor and engineer; intellectual pursuits were his life’s

work. He thought about the collective genius held within the Light of the Maiden’s membership alone and wondered what he might find among those who had given their lives entirely to science and reason. But most of all he thought about Eliza, and he realized he had known the solution before the question had even been asked.

He pulled her close to him and hugged her tightly. “So long as we are together, my life will be complete.”

Despite the quickness of Thaddeus’ decision to leave his old life behind, it was several months before he and Eliza began the journey with Lycandria to the Temple of Enumerative Configuration, which she said was somewhere in the central Wyrmwall Mountains. It had been important that they simply not disappear into the night, especially given the close ties both of them had with the Cygnaran military; if it were thought that they had been abducted—an unusual but not unheard-of circumstance for scholars of particular standing—the army might bring force to bear, and they did not wish to endanger anyone. They put all their affairs within Caspia in order and fabricated a cover story for their departure, one intended to reassure their colleagues at the Strategic Academy in particular. Thaddeus was unsure how long he and Eliza would need to remain hidden from their friends and family but hoped these measures would suffice. The last thing he wanted was to draw any untoward attention of the authorities to well-intended Cyrissists in Caspia.

On the day of the journey, Thaddeus and Eliza both took one last look at the towering walls of Caspia as they left the city. Thaddeus couldn’t help but appreciate the symbolism in that view. Leaving the safety of what they had once known for something completely unknown. He realized he had hoped Eliza might change her mind. She, however, had carried herself through the months as she always did when completely set on a course of action. Unbendable and determined to achieve success. As the walls of Caspia disappeared from view Thaddeus wished, not for the first time, that he could find the same conviction in action.

They travelled for several days by rail before arriving at Ironhead Station and setting off on foot. Another several days of arduous travel followed before the trio finally arrived at their destination. The Temple of Enumerative Configuration was little more than a strange pyramidal structure of stone set at the base of a sizable mountain. Once again Thaddeus felt doubt rise within him. He glanced over at Eliza, but her face was etched with the same determination it had had since that day in the Light of the Maiden’s chapel. Looking back to the rather austere structure, he began wondering how they would make do with the meager possessions they had brought with them. Lycandria had assured them that the Convergence, as she

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called the Cyriss inner circle during their journey, would provide for them. This place looked more like a tomb than a workshop, forge, or library.

Lycandria must have noticed the apprehension on his face. In her low monotone she said, “You need not fear. Like much of Cyriss’ truths, there is far more to this temple than first appears.”

“The Dark Wanderer lights the way for the discovery of revelation,” Thaddeus recited.

An amused smile crossed Lycandria’s face. “Yes, the teaching from your chapel.”

“You do not approve?” Thaddeus asked.

“Like many things outside the Convergence, it is a pale reflection of the truth of Cyriss.” Lycandria made a motion for Thaddeus and Eliza to follow as she walked past the temple entrance and made her way towards the rough granite mountainside behind. She turned to him as they reached the slope of the massive mountainside. “The true teaching is: ‘The journey to enlightenment is initiated by the brilliance of discovery.’ Cyriss does not light the way; you must find the path to her yourself. As it is with all knowledge.”

Lycandria lifted her hand and placed it upon the rough granite of the mountain. With a smooth motion she twisted her hand and then pushed. Thaddeus watched in awe as the seemingly solid surface turned and depressed into the cliff. A great rumble emanated from the rock in front of them and the seamless stonework split and swung back, revealing a yawning entrance into the mountain itself. Rather than stone and darkness, however, Thaddeus could see the glint of polished chrome, the mirrored metal illuminated by soft glowing mechanikal lamps set into the walls. Several men in strange armor, their heads enclosed by large domed helmets, stood at the ready with wicked three-chained flails held at their sides. Emblazoned upon their chests was the image of the Maiden of Gears herself. But it was the constructs floating beside them that took Thaddeus’

breath away. Each about the size of a steamjack’s head, the clockwork constructs flitted about in a manner similar to honeybees at their work. A cool, blue light emanated from ocular lenses set into them, and Thaddeus could hear the slight whir of internal mechanisms as the machines moved. Attached to the underside of each construct was a steel tube from which vicious looking tri-pronged projectiles jutted.

With a smile Lycandria extended one arm toward the opening, indicating their path. “Welcome to the first discovery of many. Welcome to the Temple of Enumerative Configuration.”

No time was wasted following Thaddeus and Eliza’s arrival at the temple. They were quickly led through the massive underground complex by Lycandria to their separate quarters, passing by several other individuals who looked as newly arrived as they were. Lycandria informed them that it was imperative during the initiation sequence that individuals be isolated. The process was intensive and ultimately different for each person. She assured them that they would still be allowed to see each other during scheduled times and would be reunited upon completion of the initiation sequence. The couple had only a short moment to say their goodbyes.

Thaddeus’ small room was sparsely furnished. A plain metal desk and chair butted against a wall opposite a bed. Two lumen globes lit the room, their pale light casting strange reflections off the smooth walls and low ceiling. Thaddeus set his bag next to the desk before sitting down wearily on the bed. The mattress was hard and thin, far from the down bed he and Eliza had shared in their home in Caspia. Before he had time to think more of his past life, there was a knock at his door.

He opened it and discovered a plainly dressed man, his only ornamentation a symbol of the Maiden of Gears hanging from a chain about his neck. The man smiled

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politely and handed him a bundle of clothes, informing Thaddeus that he was to escort him to his initiation presently and would wait outside while he changed. Thaddeus took the bundle and closed the door, feeling apprehensive and nervous. He had no idea what to expect. When he was dressed in the simple tunic and breeches, he took a deep breath and stepped outside to find his escort waiting. Without a word the man led him down several hallways. Finally he stopped before a thick steel door that bore the face of Cyriss set within a pattern of abstract lines, an aesthetically pleasing pattern.

The man gestured toward the door and said, “All journeys begin with a choice; yours brought you here. Upon such a journey there are inevitably obstacles. The measure of a thinker is how he surmounts them. The next phase of your awakening awaits.”

Thaddeus nodded, recognizing this must represent some symbolic formality, and then reached for the door to open it. It was then he realized there was no knob or lever he could see. When he put his hand on the door and pushed, it did not budge. He glanced at his guide, but the man had taken a position next to the door and was looking back the way they had come, his face as still as a statue’s. Thaddeus’ pulse raced slightly as he realized this must be a test of some sort. His eyes narrowed as he felt his determination rise. He would not be put off by a single obstinate doorway.

Thaddeus turned back to the smooth steel door. He scanned its surface again for any signs of a handle but could see none. His brow furrowed as he began examining the door closely. His first thought was to look for hinges, as they would at least indicate which way the door might open, but an exhaustive search revealed no sign of any. Thaddeus felt his curiosity grow. He ran his finger along the seam and then the patterned surface. He took a step back and stroked his chin as he took in a wider view and his mind puzzled.

Having nothing else to fixate upon, his eyes took in the convoluted patterns of lines across the door’s surface. He frowned and stepped back further, until he could see the entire door more easily at a single glance. He stared at it for what seemed forever, and some part of him wondered if perhaps he was too stupid to be here. His wife had always been the more brilliant one. There was little to go on, yet the lines intrigued him. At length he realized they did not form a standard pattern at all, but something akin to a maze or an extremely complex version of the conduit diagrams he had dealt with in repairing mechanikal machinery. In such diagrams it was important that no conduit directly cross another, and this pattern seemed similar.

On making this mental connection, he was at last able to identify a small flaw in the lines—and then he realized there were not one as he first thought, but three, spaced around the symbol of the goddess. They were areas where the lines were strangely broken and disconnected. The breaks were very small and subtle, but now they seemed clear to him.

He stepped forward and touched one of these spots, and felt satisfaction as a tiny circular section, smaller than his fingertip, indented. He turned his finger and the section also turned and then clicked into place, now with the lines fixed and connected. He performed the same operation at the other two flawed locations.

When he finished the third, he heard a thrum and a blue light traced along the pattern in the door, starting at the outside and working its way inward. When it reached the face of Cyriss, the metal door itself indented and then slid to the side, where he saw it had clearly been mounted on a metal track.

The room within was well lit. A large worktable sat in the center, with tools and mechanical implements of every kind upon it in neat lines. A multi-swivel apparatus with several ocular lenses extended over it. More tools hung in rows upon the walls. The place smelled faintly of mechanic’s grease and melted solder. Lycandria sat upon a stool at the center workstation. A wide smile crossed her face.

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“I had hoped your skills as an engineer would allow you to find the solution more quickly than most.”

“I must admit I almost despaired. It seemed utterly baffling at first.”

“Yet you were able to solve the puzzle.” Lycandria’s face took on a serious look. “How?”

Thaddeus thought about the question for a second. “When I was examining it closely, I couldn’t find any clues. I had to step back, take in the entirety of the door, and that was when I saw the pattern. Once I saw it, it seemed obvious. I felt startled I hadn’t seen it before.”

Lycandria nodded as though he had said something profound. “Enlightenment is often that way. Very good, Thaddeus. This was your introduction to the Third Harmonic: ‘The power of understanding transcends the inexplicable.’ I can already tell your previous life has given you the tools to embrace this most essential of principles. There is nothing that cannot eventually be understood with the proper application of reason.” She motioned to the worktable. “Your first step to awakening has been made. Are you ready to take another?”

For their first month within the Temple of Enumerative Configuration, Eliza and Thaddeus were kept to an exacting schedule that governed their every minute. They were expected to perform each and every daily task at precisely the same time as the previous day. He regularly saw temple escorts with a number of other people who appeared to be undergoing a similar process. They had no chance to interact with one another except for brief polite greetings as they passed in the halls.

Although Thaddeus had been a meticulous person in his former life, the level expected by Lycandria was extreme. Not a single aspect of his routine deviated during that time. He dressed in the same clothes, ate the same food at the same time, and—most frustrating of all—attended the exact same lessons. The only bright spot in his day was the last hour before sleep, when he was allowed to see Eliza. Lycandria had instructed them both that they were not to speak about their lessons, as each person moved through the sequence at their own pace. Thaddeus was intelligent enough, however, to deduce that Eliza had progressed beyond him by the second week, when her dress began to vary slightly from day to day.

By the fifth week his frustration reached a boiling point, and he spent his hour with Eliza raging about the pointlessness of the maddening routine. Though she held him close to her in an effort to soothe him, he noticed she said nothing about the reason for his anger. Thaddeus expected some sort of disciplinary action for his outburst the next morning but instead was greeted by the exact same routine. Realizing

there could well be no end to his situation, he decided to stimulate his mind by perfecting every action of every task he had to perform during the day. As he challenged his mind and body more each day, his frustration faded. He even began to find himself eagerly anticipating the next obstacle. He was reminded of the enthusiasm with which he had entered university as a youth, an excitement that had faded during his years as a professor.

One morning he emerged from his room to find not his usual escort, but Lycandria. Thaddeus was taken aback by the change in structure. Smiling, she told him he had finally passed the understanding of the First Harmonic, “Precision is the opening theorem in the proof of perfection.” She explained that perfection in all action was a cornerstone to a connection with Cyriss, and only once that lesson was understood could a person hope to move on in their spiritual progress.

She led him to the workshop where he had undergone his first test. The table was covered with a wide assortment of machined parts. Gears, springs, steel plating, and rivets lay alongside more advanced mechanikal components. Lycandria gestured for him to sit.

She handed him a worn schematic and told him to build. Thaddeus looked at her quizzically but was happy for a new challenge. She told him that as he built he was to recite the catechism of the Second Harmonic, “Mathematical principles bind reality to consciousness.” After she left Thaddeus began reviewing the schematics she had handed him. He recognized the machine as one of the mechanikal apparatuses the Convergence called a servitor. He had marveled at the few he had seen flitting about the corridors of the temple. Looking at the internal workings, he felt his awe at their construction increase. It took him almost a week to complete the assignment.

Though he was mentally exhausted from the effort of deciphering the plans, he felt a swell of pride as Lycandria reviewed his work. She smiled and instructed him to disassemble the machine and then rebuild it. This time Lycandria stayed to lecture on the Nine Harmonics and the nature of the Convergence. When he was done, Lycandria told him to repeat the entire procedure. So it went for several more weeks until Thaddeus was able to construct and deconstruct the servitor by memory. The monotony of the

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repetition did not irk him as it once might have, and instead he focused on coming closer to a perfect understanding of his task. It was when he became truly lost in his work that he felt Lycandria’s lessons reverberate in his soul. Soon he found himself longing for those moments, when he felt close to some supreme understanding.

Thaddeus and Eliza had been living among the Convergence for almost four months when Eliza hinted at an important test on the horizon and told him it might be some time until they would see each other again. Thaddeus’ heart had dropped at the news. Lycandria had told him recently that Eliza had been doing exceptionally well at adapting to the lessons of the Convergence, and he had hoped her progress would allow them more time together, not less. He wished he could show the same aptitude, for he knew they could not resume their full lives together until they had both passed the initiation.

When he returned to his room, he saw a stack of papers on his desk. A note was attached to them from Lycandria. It read, “In these lies the truth of Cyriss.” Though he was tired, Thaddeus’ curiosity prompted him to briefly scan the first few pages. Line upon line of complex equations greeted him. Oddly enough, each was already complete with a solution. Closer scrutiny revealed that some of the solutions seemed erroneous. In a few others the entire structure of the equation was jumbled. The mistakes were so strange that he found himself sitting at the desk rather than lying down to sleep as he had intended. His brow furrowed and he pushed his glasses up the bridge of his nose. After shuffling through a few more sheets of equations, he took paper and his pen from the desk drawer and began furiously scribbling notes.

The next day Thaddeus sat down to his lesson with Lycandria, bleary-eyed and exhausted. The night before, he had become so engrossed in the stack of equations she had left him that he had slept little. She could clearly see the weariness on his face but simply began the day’s lesson without pause. Thaddeus, however, could not keep his thoughts from the documents. Finally he decided he had to ask her about them. “Those documents you left on my desk last night—what are they?”

Lycandria paused smoothly, as if fully expecting the question. “They are printouts from a ingenious calculation machine known as the Cipher Engine.”

“A calculating machine?”

She nodded. “At its core, yes. The Cipher Engine was designed by some of the most brilliant minds of our order. It can perform calculations autonomously.”

Thaddeus raised an eyebrow. “Clearly it isn’t quite perfected yet. The data you gave me is filled with incongruities.”

A small, knowing smile crossed Lycandria’s lips. “Yes. I was hoping you might be of some help in deciphering those, given your background. In your off time, of course.”

Thaddeus nodded, his mind going back to the strange anomalies in the data even as Lycandria resumed her lecture. For the next several nights he pored over the sheets of data and equations. Soon his desk was littered with scrawled pages of his own, and as the days turned into weeks, his pages began to outnumber those in the original packet.

At the same time, Lycandria’s lessons increased in difficulty and intensity, and Thaddeus found himself struggling more and more. The engineering tasks quickly began to outstrip the bounds of what he knew as possible, but each time he voiced this she produced a working model of whatever device the schematics described, then launched into a lecture of one of the Harmonics.

Thaddeus felt like he had hit a wall and worried that he might never complete the initiation sequence. He longed to see Eliza again. Surely she had far outpaced him by now; her incisive mind would have had little difficulty with the challenges he himself struggled with. As he sat at his desk, surrounded by his roughly scrawled notes and the Cipher Engine’s sheets, he found his mind unable to focus on anything but her. Staring at one of the Cipher Engine’s first pages he lost himself in memory. Soon he felt a strange niggling in the back of his mind and forced himself to refocus on the page in front of him. A thought suddenly struck him like a bolt of lightning, sending a jolt through his consciousness. Frantically he rifled through the disorderly stacks of paper for the next page of the document.

His hand trembled slightly with excitement as he lifted it for inspection. He grabbed the closest sheet of paper to him and began scribbling in an unused corner. Like a dam bursting, the rush of understanding threatened to sweep him away. What for so long he had thought were unique instances of computational errors were actually all intertwined. His mistake had been not looking at the whole, just as Eliza had often chided him for. He had been overly focused on the specific problem at hand. Separated, the errors were simply that, but when taken as a whole they showed a distinct and logical pattern. They were themselves a code.

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The tempo of the pen scratching increased to a furious allegro as clarity overtook Thaddeus. Page after page of the erroneous Cipher Engine equations were scanned and then tossed aside as he unraveled their hidden messages, each one more quickly than the last. In hours he had solved what had taken him weeks. As the last page fell to the floor from his hand he looked over his work and saw for the first time in his life the words of Cyriss, the Maiden of Gears staring back.

Thaddeus was barely able to contain his excitement. His whole being buzzed with the power of sudden revelation. He anxiously awaited morning when he could reveal his findings to Lycandria and desperately wished Eliza were with him. There was so much he wanted to discuss with her. His mind was a jumble.

When morning finally came he raced to find Lycandria. The second he saw her the words poured out, like a steam being released from an overpressurized boiler. With each excited sentence Lycandria beamed more, though she said nothing. When he was finally finished he looked at her for some excited response, but she simply looked back at him with a pleased smile.

As his euphoria began to finally subside, realization dawned on him. “You already knew all of this, didn’t you?”

Lycandria nodded. “Yes. The documents I gave you were translated many years ago.”

Thaddeus felt his face fall. It had all been a test. “So I have done nothing,” he muttered dejectedly.

For the first time, he heard Lycandria’s voice change from its consistent monotone. “No, Thaddeus, you have done more than many among our faith could ever hope for. Those with the mental capacity to discern even the simplest of the Maiden’s messages are few. To be able to hear the actual words of Cyriss is an immense gift.”

Thaddeus looked into Lycandria’s cool eyes. “I can see her everywhere now. I can feel her presence within me.”

“Once you have seen the true face of the Maiden, nothing can ever be the same. The mysteries of the world are yours to reveal.”

“I only wish I could share this with Eliza,” Thaddeus said, almost in a whisper. He looked at her expectantly. “Do you think we might see each other again soon?”

The smile faded from Lycandria’s face. Thaddeus could see her weighing something in her mind. Finally she said, “Thaddeus, Eliza has run into difficulties. She has not taken to the Harmonics as you have.” Thaddeus’ brow furrowed. He couldn’t imagine Eliza having difficulty with anything. Lycandria continued, “But you needn’t worry. We have encountered such difficulties before and overcome them. Each person’s journey to truth is different.”

He nodded, but his stomach felt knotted. He pushed his glasses up his nose absentmindedly, a cue his teacher could not miss. Lycandria said, “I am sure she will find her path to Cyriss just as you have. Now—you have earned the right to learn some of the deeper mysteries. Let us begin.”

Following his deciphering of the Cipher Engine’s encrypted message, Thaddeus’ life within the Temple of Enumerative Configuration became a whirlwind of activity. Though Lycandria remained his primary teacher, he was handed over to several other instructors who elucidated him on the Convergence’s advanced understanding of mathematics, physics, and engineering. These new lessons began to reveal the truly awesome depths of the Convergence’s technological understanding. He learned about their ability to harness Caen’s own geomantic energies and how that energy was applied to power nearly everything within the temple. He discovered their mastery of clockwork mechanika and their incredible ability to miniaturize supremely advanced workings. And he also delved deeper into the tenets of the Harmonics and began to explore a personal relationship with the goddess, something he had never previously experienced. He felt he could sense her watchful presence behind every convoluted mathematical formula and every complex schematic.

In recognition of his spiritual growth Thaddeus was given greater freedom within the temple. Each day he became more engrossed with the mysteries of the Convergence and felt his previous limitations as an intellectual and engineer disappear as his understanding grew. The expanse of knowledge was like a drug to him, and his appetite for it became increasingly voracious. Despite his newfound passion, there was an absence he felt keenly, as he missed his wife more than ever. He wanted very much to share in this new growth with Eliza. He continued to ask Lycandria for updates on her but was never given any hopeful news.

Another month passed. Thaddeus was about to retire for the night when he heard a knock at his door. He opened it and was shocked to see Eliza’s face. She threw her arms around him, pushing him back into the room with the force of her embrace.

“Thaddeus, my love!” She drew her head back and kissed him deeply.

“Eliza,” Thaddeus said when he could catch his breath, “what are you doing here? Have you been given dispensation for this visit?”

She raised an eyebrow. “Dispensation? It’s been months since we last saw each other and that is your first concern?!”

“My heart leaps to see you, but you cannot be discovered here.”

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Eliza drew back and took in Thaddeus’ room. Her gaze landed upon his desk, the papers and documents upon it neat and perfectly ordered. A single sheet of work paper lay in the center, Thaddeus’ pen precisely aligned with its edge. Her brow furrowed as she took in the perfectly ordered lettering upon the page.

“What?” Thaddeus asked.

She paused, considering, then said, “I have never known you to be so . . . tidy.”

Thaddeus nodded. “Precision is the opening theorem in the proof of perfection. My disorder was a barrier to connecting with Cyriss’ truth.”

Eliza looked at him. “Life is rarely precise, Thaddeus. It is messy. As much fulfillment as we can find in science, it will never change that. Nor should it.”

“No, Eliza, the Maiden and her teachings give us the ability to order the chaos. Through her we can make the world perfect.”

“What is perfection? How do you define it?”

“Cyriss shows us the way, and we among the Convergence will be the ones to make it manifest.” He gripped her hands as he spoke, staring intently into her eyes. For so long he had yearned to share his newfound passion for the Maiden with her—to truly share her faith with her after so many years together.

Eliza’s countenance darkened, and she shook her head sadly. “No, Thaddeus. I have seen what the Convergence wishes. It is anathema to the Maiden I know. The natural order, physics, mathematics—all these things are embodiments of Cyriss, and all exist in the world as she wishes. What we see as chaos, we simply do not understand as the Maiden does. What the Convergence sees as imperfect are aspects of her very being.”

Thaddeus shook his head. “No, no. She has instructed the Convergence to rectify the imperfections. To make the world in perfect harmony for her.”

Eliza sighed. “The Convergence is blinded. They believe their course to be right, but how can the Maiden exist and yet her touch upon this world be flawed? Can you not see the contradiction in that belief?”

Thaddeus felt stunned. He had eagerly anticipated sharing his newfound faith with Eliza, and now it was she who was the skeptic. She pulled him close again, her expression earnest. “Listen to me. I was wrong to bring us here. I was wrong to believe the Convergence was a purer expression of the goddess.” She motioned to the orderly desk. “They seek to remake everything. To stamp out the true beauty of the world.” Her face took on a grim resolve. “They must not do this. I will not let them.”

“I do not understand,” Thaddeus mumbled, struggling to comprehend the import of his wife’s words.

“We must flee this place, Thaddeus. It is the only way to save ourselves. I am sorry I couldn’t see it before. Our life was already perfect. I need to return to the Strategic Academy. The authorities need to know what is happening at places like this. These people are corrupting our faith.”

The words hit Thaddeus like a shock. He stood numb. “You can’t mean it. You wish to leave? To go back?”

“Yes. It is our only chance.” She pushed a folded piece of paper into his hand. “I’ve been planning this for some time now, but our window of opportunity will be short. The details are here.” She kissed him deeply again. “I must leave before they notice my absence.” As she made her way out his door she turned and said, “I will wait for you tomorrow, my love.”

As the door closed Thaddeus felt his knees begin to shake, and he collapsed on his bed. His insides were in turmoil as he tried to comprehend what had just transpired. He ran over Eliza’s words in his head, trying to reconcile them with the truths he had learned during his time at the Temple of Enumerative Configuration. He picked up the sheets of paper that described the escape plan she had created. Even here he was impressed by her brilliance, and he saw that it could work. Had he been so wrong? He truly felt as though his mind had been opened, awakened, and the Convergence was responsible for that. But he had barely scratched the surface of all there was to learn, all there was to know of the goddess. How could he abandon that? He thought about life apart from the Convergence and he thought about life without Eliza. Both made him sick to his stomach. He felt like he might vomit.

Desperately he tried to make sense of the tumult of his thoughts. Finally he stood and made his way to his desk. He needed to do something to focus his mind. Like a man drowning he grasped for the first thing he could find to keep him afloat. He looked at the Cipher Engine page. Lycandria had said it was part of a very recent printing, one that had yet to be deciphered. Thaddeus turned his attention to the page and picked up his pen. His writing quickly lost its ordered and steady tempo. Soon the page was covered in roughly scrawled handwriting.

Hours later, Thaddeus blinked and looked at his work, double-checking it with the Cipher Engine document. Trembling, he put down the pen and exhaled in one long, slow breath. He knew what he had to do. There was always a solution.

Thaddeus made his way quickly and quietly through the empty corridors of the temple. Given the late hour, there was little chance of running into anyone in this part of the structure, as the majority of the temple guardians were posted closer to the temple entrances. Still, it was better to be as cautious as possible.

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He rounded a corner and took in a deep breath as he saw Eliza standing where her note had told him she would be. Her face lit up when she saw him, and she rushed to meet him.

“Thaddeus! Thank Morrow and the Maiden.” She pulled him into an embrace.

“Eliza—” he said, but she cut him off.

“There’s no time. We must be quick if we are to escape this place.”

“Eliza,” he said again, more forcefully. Still she did not acknowledge him but only pulled him by the hand toward the hallway that led up to one of the temple’s surface exits.

She didn’t get more than three steps when a pair of silhouettes appeared in the doorway, blocking it. Even in the low nocturnal light of the hallway Thaddeus could see the glint of chromed steel. The emblem of the Convergence glowed in pale blue light from the figures’ chests. Eliza took a startled step back, looking frantically from side to side as she tried to determine a new escape.

The figures stepped toward her, and Thaddeus heard her gasp as the pair of Obstructors came into full view. A familiar monotone rang out from behind them, causing Eliza to turn. “I’m afraid you won’t be leaving as planned, Mrs. Solomon.”

Eliza turned to her husband, tears forming in her eyes. “I’m so sorry, Thaddeus.”

Thaddeus felt his heart drop. “No, I’m sorry, my love.”

Eliza looked at him, confused, and then realization dawned on her. “You told them?” she asked. The pain of this was fierce, but Thaddeus forced himself not to look away.

“I had to,” he said. It wasn’t enough, but he could say no more.

Eliza slumped, staring at him. She said not a word, not even to lash out at her betrayer. Her husband. When the metallic hands of the Obstructors gripped her shoulders, she didn’t struggle. Instead she simply went limp and allowed herself to be taken away.

Thaddeus body trembled visibly and his guts twisted painfully. He felt as if he might collapse. He forced himself to think back to the message he had revealed in the Cipher Engine documents last night. As much as this hurt, he knew it was all part of Cyriss’ grand equation.

Lycandria came up to him and he asked, “You will find a way to convince her?” He could hear the desperation in his own voice. “She can still join us—I know it. It was a temporary lapse. She would never really do harm to this temple.”

“We will try. But I believe she has made her decision already. I doubt it will work.” She paused, then said in the same monotonous tone, “Thaddeus, if we fail in this last attempt, we cannot let her go. You understand why. Should it come to that, be assured that she will feel no pain. We have had to resolve similar situations before.” Lycandria placed a hand on his shoulder. It was a rare gesture from her, and he felt strangely comforted, although even now the grief threatened to overwhelm him. He knew deep down that Eliza would not change, that he had lost her. He found it too hard to hope for a better outcome. Drawing on his faith in the Maiden for strength, he turned and walked away, back to his room where more work awaited him. He knew he must find a way to push his emotions away. Work would soothe him.

Thaddeus sat at his desk, though not in the same room as he had occupied as an initiate. The quiet stillness of the room was broken only by the efficient scratching of his pen. Stacks of well-organized papers and books lay neatly upon his desk, creating a paper fortress about him.

The sound of the pen scratching on paper stopped as he paused in deep thought. There was a whir as his ocular lenses adjusted within the steel chrome of his clockwork body’s face plate. Without putting down the pen he reached out and picked up the small gear puzzle box Eliza had given him so many years ago, holding it in his other two steel hands. Absentmindedly those fingers spun various gears, each turn causing others to shift and rotate, the action and reactions causing the box’s shape to transform in his hands even as he resumed writing with his other hand. His fourth arm began sifting carefully through one of the document stacks. Things that had once been challenging or impossible for his body of flesh now seemed easy. So too was his mind clearer, sharper, a better instrument.

He allowed himself a satisfied whir of gears as his metallic hand found the right paper. The title page read, “Theories on Advanced Voltaic Relay and Galvanic Exponentials. By Eliza Solomon.”

Thaddeus, now known as Solomnus, checked the document against his own work. He nodded his head slightly in appreciation for what he saw and said softly through his audio emulator, “I have put theory into practice, my love. You will live on in the Maiden’s work.”

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WARMACHINE and HORDES have many rewarding aspects that appeal to a wide variety of gamers. As a community, we enjoy discussing our favorite aspects at length, in person and online. One topic that comes up often is the art of army list building—so much so, entire online forums are dedicated to it.

Building a great army takes practice, ingenuity, and a deep understanding of the play style you enjoy most. Sure, you could copy whichever army list did best at the most recent Iron Gauntlet qualifier, but you’ll almost always have more fun and perform better in competitive tournaments when you play a list you crafted on your own.

By Will Hungerford • Art By AndreA uderzo And roBerto cirillo

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“Tournament Triple Threat” is a new article series for No Quarter that focuses on the art of building an awesome army list that works for you. The primary goal is not necessarily to provide you with the “best” lists for each faction—although the lists built for this article are certainly tabletop worthy. Rather, we’re going to dissect the process of choosing models for different types of forces with distinctly different play styles. While these decisions are specific to each author and each army list, they provide insight into concepts you can consider when building a list with specific goals in mind.

For each article we’re going to build three lists, one for each of the three major army archetypes: assassination, attrition, and control. There are definitely more archetypes, but these three are the most popular and prevalent.

Without further adieu, let’s get this series started with three lists for the newest WARMACHINE faction: the Convergence of Cyriss.

Faction BreakdownThe Convergence is a truly unique WARMACHINE faction that provides ample opportunities to experiment with army construction. While every warcaster in WARMACHINE significantly changes the way an army performs, Convergence warcasters take this concept to the next level. Not only will the warcaster’s play style affect army composition, but the fact that each vector uses its warcaster’s MAT and RAT as its own makes things really interesting.

In the Convergence, the battlegroup is king. This doesn’t mean units, solos, and battle engines don’t have their place, but fielding a variety of vectors is quite effective. The incredibly efficient focus synergies available to Convergence warcasters combined with the abundance of faction models with the Repair ability means a large battlegroup is much easier to use than it might otherwise be. The rules for focus induction allow each additional warjack to potentially add an available focus point each turn, rather than taking focus away. This remarkable aspect of the Convergence allows them to act more like a HORDES army in certain regards than a traditional WARMACHINE one.

For this article I also have a unique challenge: I’ll only be using models available during the first few months of Convergences releases. The only exception to this restriction is my choice for an attrition warcaster, Father Lucant, who will be out a bit later than the rest. For those of you reading this article specifically because you’re interested in starting a Convergence army, this will give you a solid idea what model selections you can expect to have at your disposal soon after the faction debuts.

AssassinationBuilding an assassination army might seem straightforward, but it is deceptively complex. This style of army construction focuses on two goals: (1) decide which models you’ll use to destroy the enemy warcaster/warlock and (2) determine how you’ll get those models into position for the assassination run. It doesn’t matter what you have to sacrifice to get there, the scenario objectives you have to ignore, or the horrific board position you put yourself in. Pure assassination lists are built to deliver the killing blow at all costs.

When building an assassination list, it’s very important to identify your bad matchups and learn how to work around them. For example, if your list is built to take out the enemy warcaster/warlock at range as early as turn 2, but you have no way of dealing with Stealth, you’re going to have some very rough games ahead of you. You also have to know which matchups are nearly impossible to win via assassination, which means you’ll have to change your entire strategy before the game even starts. In other words, develop a plan B based on one of the other army composition types: attrition or control.

Now let’s get to our Convergence assassination list!

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If I had to describe Aurora in one word it would be mobility. With so many ways to speed up her troops or reposition her entire battlegroup each control phase, it’s difficult to pin Aurora or her forces down. This is critically important, because in this list I intend to deliver the killing blow with Aurora herself!

Aurora is the primary assassination tool in this list due to her great threat range; her ability to protect herself while getting into position; and, thanks to flight, her ability to get where she needs to be no matter the terrain. With SPD 7 and Reach, Aurora naturally has a 12˝ melee charge threat range. Now add in Field Marshal [Apparition], and on any given turn Aurora actually has a 14˝ melee threat range without any outside support or the need to spend focus.

Once I get Aurora into melee, her ability to buy seven additional P+S 12 attacks after the charge isn’t too shabby—but I can really seal the deal by making the most of her Flank [Clockwork Angels] ability. By positioning a single Clockwork Angel into melee with the enemy warcaster/warlock, Aurora can make eight MAT 8, P+S 12 attacks as if she had the Weapon Master ability—more than enough to take down some of the toughest enemies I might face.

Since I want to make the most of Aurora as an assassination tool, taking a few units of Clockwork Angels is an absolute must. These units are cheap

and versatile, and I’m going to max out and take the full field allowance.

With the Clockwork Angels included, I have an incredibly mobile force that can get into position to deliver the killing blow with Aurora, but it doesn’t hurt to add a few additional support models to make the job easier. Primarily, I want to further increase Aurora’s melee threat range as well as her accuracy.

To increase Aurora’s melee threat range and the melee threat range of my entire army, I add two Diffusers. These cost-effective light vectors have a nice little ability on their RNG-11 homing ripspikes called Beacon. This ability grants friendly models +2˝ movement when charging an enemy the Diffuser hits. The Diffusers are SPD 5, which gives their homing ripspikes a 16˝ threat range. Coincidentally, that’s the same threat range Aurora has when charging the model hit.

To increase the army’s accuracy, I take two sets of Attunement Servitors (giving me a total of six of these little solos) and a Cipher heavy vector. All seven of these models pack 4˝ AOEs with the Flare ability, which inflicts -2 DEF on all enemy models under the AOE. I don’t even have to score a direct hit to inflict the penalty; I just need to catch an enemy model under any part of the AOE template.

Assassination: 50–Point List

Model Point Cost

Aurora, Numen of Aerogenesis +6 warjack pts.

Clockwork Angels (3) x3 3 each

Diffuser x2 3 each

Monitor x2 8 each

Inverter 8

Cipher 9

Optifex Directive (3) x2 2 each

Attunement Servitors (3) x2 2 each

Total 50

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The list is now complete. I have a variety of threats to confound my opponent, plus the

ability to provide constant pressure with my warcaster and her elite cadre of Clockwork

Angels. I’m a bit light on the ability to contest zones, flags, and objectives in scenario play, but

with luck I’ll be able to take down my opponent’s warcaster/warlock before he scores enough control points to stop me.

Now that I have the tools in place for my primary assassination plan, I need to figure out what my army is lacking, identify its potential bad matchups, and come up with ways to deal with these issues. As it stands my army is mobile, accurate, and capable of dealing damage both in melee and at range. However, my army isn’t as effective as it could be against high-ARM models, it doesn’t have the tools to survive a prolonged attrition battle, and it has a bit of a problem clearing charge lanes for Aurora if the enemy warcaster/warlock is completely surrounded by other models. The last part isn’t too big of an issue since Aurora and the Clockwork Angels have flight, but a savvy opponent could definitely leave me with no room to get into melee with his warcaster/warlock. I need one or two ways to fix that.

I include three additional heavy vectors to help me deal with high-ARM enemies and address the problem of clearing charge lanes when my opponent clusters up. The Inverter is my go-to answer for cracking heavy armor in Convergence. Its P+S 20 macropummeler can definitely put a dent in any armor it encounters. To further complement the Inverter and Cipher’s impressive melee capabilities, I also have two Monitors. I’m including the Monitors primarily to clear charge lanes at range, but their P+S 17 spring-spike fists aren’t too shabby either. While they will no doubt find themselves in melee on many occasions, the Monitors’ ability to see through Stealth and the Critical Brutal Damage on their RNG-13 ellipsaw flinger means their main goal is to remove models surrounding the enemy warcaster/warlock.

Now let’s take a look at this list so far. I’m almost at my 50-point limit, and I’ve got three units, a handful of solos, and six warjacks. Six warjacks! That may seem a bit unorthodox, but honestly, that’s how the Convergence functions. The vectors are so versatile and so focus-efficient, taking this many ’jacks isn’t a problem for my warcaster at all.

With only 4 points left, I still need to address my attrition concern by increasing the survivability of my list. Being able to heal my heavies after they are engaged while I position Aurora and the Angels is going to be very important, so I round out my list with two units of Optifex Directives. These units are very low-cost, but they do so much on the table! Not only will they repair my vectors, they can also provide them with Pathfinder or Magical attacks.

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AttritionOn the opposite end of the spectrum from assassination army lists are attrition-style lists.

With an attrition list, you aren’t trying to end the game in one quick precision strike against the enemy. Instead, you’re attempting to stymie your opponent’s efforts and grind out a win via caster-kill or scenario. With this style, you’re looking to smash into the enemy lines and slowly gain an unconquerable advantage over several turns via superior survivability.

When using an attrition army, you need to be very aware of weak points in your list. You need to know what can break through or disrupt your carefully constructed army and how best to neutralize those threats as quickly as possible. Also, as an attrition player, you’ll want to make sure you are very familiar with the scenarios you’ll be playing, whether casually or in tournaments. While an assassination list can ignore scenario to some degree, as an attrition player you’ll often find yourself winning by scenario as you slowly force your opponent off the objectives and whittle his army down.

Let’s take a look at this Convergence attrition list below.

Father Lucant is a devastating attrition caster who can bolster his own force’s defenses while shutting down his opponent’s pesky upkeep spells. For starters, Lucant can increase the ARM of his force with his awesome feat Clockwork Reinforcement and his spell Deceleration, which provides additional DEF and ARM against ranged attacks. In addition to bolstering his army’s defenses, Lucant’s feat greatly increases the efficiency of the Repair ability, meaning any damage my models suffer before they engage the enemy can be more reliably undone.

In addition to being able to increase his force’s defenses and remove damage effectively, Lucant’s Field Marshal [Shield Guard] ability means the damage suffered from ranged attacks during the early turns of the game can go exactly where I want it to go. My goal with Lucant is to present my opponent with a variety of problems and then reduce his ability to answer them effectively, thereby increasing my own survivability significantly.

My first step with building this list is to determine what my battlegroup is going to look like. Due to Lucant’s below-average RAT, I don’t want to focus too heavily on ranged vectors, so I’m going to take some hard-hitting heavies with solid armor and a healthy amount of damage boxes. The Inverter and the Prime Axiom,

Attrition: 50–Point List

Model Point Cost

Father Lucant, Divinity Architect

+5 warjack pts

Clockwork Angels (3) x2 3 each

Obstructors (10) 6

Galvanizer x2 3 each

Prime Axiom 19

Inverter 8

Mitigator 4

Optifex Directives (3) x2 2 each

Attunement Servitors (3) 2

Total 50

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the Convergence colossal, are a perfect fit. Both these monsters can lay the smack down in melee and have the stats to hold their ground in a prolonged battle even before Lucant buffs them.

I want to make judicious use of the Repair ability during this game, both during Lucant’s feat turn and on other turns, so a pair of Galvanizers is my next choice for his battlegroup. In additional to being able to repair my larger vectors, these awesome lights are able to repair Lucant himself. Given that Lucant is no slouch in melee, having the ability to repair him multiple times will be incredibly useful.

Since I’m taking a colossal, I know my model count is going to be a bit lower than normal at 50 points. My final battlegroup choice is the Mitigator. This workhorse light vector is capable of taking out entire swathes of single-wound infantry with just one attack, as well as knocking down any potential threats I want to stop from charging into my front lines.

With my battlegroup complete, I want to further supplement the repair capabilities of my army to really push its attrition potential through the roof. It’s an easy choice here to add two units of Optifex Directives, which now gives me a total of eight models with the Repair ability. With my remaining points I need a tar pit unit to tie up enemy models and units, as well as a bit of mobility to put pressure on the enemy flanks and threaten scenario areas.

Given the options available to me as I’m making these lists, I decide to take a full unit of Obstructors and two units of Clockwork Angels. The Obstructors will benefit greatly from Deflection as I march them up the field under Shield Wall, while the Clockwork Angels will stick to the flanks and harass the enemy from the outskirts of battle. With my final points I take a trio of Attunement Servitors to help increase the accuracy of my army. The Prime Axiom could make Attunement Servitors for me during its activation, but I’d rather have a full set of three to start.

Looking at my finished list, I can see I’m a bit slow, but I can take a serious beating and recover from it quickly. Once the enemy is engaged, I’ve got more than enough power to put them down and force a win regardless of the well-laid plans my opponent may have had.

ControlControl lists are incredibly rewarding to play, but to be successful they require a thorough understanding your army works and your opponent’s. In this style of list you are looking to control the state of the game at every opportunity, typically by denying your opponent key opportunities to gain any advantage.

Convergence doesn’t have a classic control warcaster in the fashion many veteran WARMACHINE players are accustomed to seeing. This doesn’t mean we can’t create a control list; we’re just going to have to get a bit creative. For this list I’m going to create an army that controls the state of the game via board position. My goal is to always be in a superior position to threaten the enemy, ensuring my opponent has nothing but undesirable options when engaging me.

My caster of choice for this control list is Axis, the Harmonic Enforcer. At first glance Axis stands out as a melee monster, conferring MAT 7 to every vector in his battlegroup! However, his feat, his Field Marshal ability, and his spell list all indicate something more intricate than just beating my foe to death. With all his advantages combined, Axis has a way to increase the SPD of his entire army, decrease the SPD of the enemy army (which prevents charges), bulldoze models, create walls, push models away from him, and give

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his battlegroup Counter Charge! This suite of skills is perfect to control my own board position while disrupting my opponent’s.

I want to make the most of Axis’ Field Marshal [Counter Charge] ability, so I intend to bring a very large battlegroup. With at least four heavy vectors all threatening Counter Charges, I can really herd my opponent into engaging me on my own terms. I start my list with two Inverters and two Ciphers, which is a solid chunk of my available points. Because so much of my army is tied up in four heavies, I definitely want a way to keep them in the game longer, so models with the Repair ability are a must. With that in mind, two Galvanizers round out my six-warjack battlegroup.

To further supplement my plan of saturating the field with Counter Charging models, I add two groups of Reflex Servitors, giving me a total of six. Not only can these explosive little drones protect themselves with Dig In each turn, they also come equipped with the Counter Charge ability. When one of these servitors hits an opponent it explodes in a 4˝ AOE that can potentially put a nice dent in an entire infantry unit.

At this point, my list has a total of thirteen models with Counter Charge and several ways of impeding the enemy advance via Axis’ spells and feat. However, I need a way to protect the core of my army as it gets into position, which means I need some cheap, disposable units to hold the line. At only 6 points for a unit of ten, the Obstructors are just what I need. Two full units of Obstructors will round out the final 50 points of my list.

Let’s be honest: this list is about as unorthodox a control list as you can imagine, but it’s effective. Every time my opponent moves a model he has a hard choice to make. If he tries to avoid the obvious traps, I can funnel enemy models into the positions I want. If my opponent thinks his army is tough enough to simply spring the obvious traps, I’ve got the melee accuracy and damage potential to make him pay for being so bold.

ConclusionBuilding these lists has been a lot of fun. Whenever a new model is released, it’s enjoyable to play around with different list compositions to figure out how to utilize that model to its maximum potential. With the release of the Convergence of Cyriss we have a whole new faction of models for list building. I’m really looking forward to seeing what players come up with when Convergence releases this summer.

Working with a smaller pool of models has proven to be an interesting challenge, but in the end the armies created are all potent and very capable of getting the job done. Experimenting with model selection, whether using new models or those you haven’t played before, or, as in this case, using a limited pool of models, is a rewarding exercise in list building. Give it a try sometime; you never know what interesting new tactics and tricks you may discover.

ControL: 50–Point List

Model Point Cost

Axis, The Harmonic Enforcer +6 warjack pts

Galvanizers x2 3 each

Inverters x2 8 each

Cipher x2 9 each

Obstructors (10) x2 6 each

Reflex Servitors (3) x2 2 each

Total 50

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eFrom the murky depths of the seas and swamps of western Immoren come terrifying monsters, savage humanoids, and even aquatic war machines. The Modeling & Painting Challenge for No Quarter #48 asks you to show us your aquatic versions of formerly land-bound models. Show us an ocean-going Juggernaut, an amphibious Warp Wolf, or maybe even a member of a completely aquatic Skorne subspecies. It’s up to you. Just make sure we can tell your model is from a watery environment.

To submit your entry, take a digital photo of your creation, fill out a submission form, and send both to [email protected]. Before you send your entry, make sure you read the rules and submission guidelines at:

www.privateerpress.com/no-quarter/no-quarter-challenges

ENTRIES DUE BY 07/15/13

The winner of this challenge will receive a $100.00 US spending spree at the Privateer Press Store (store.privateerpress.com), and the runner up will receive $50.00.

The top entries will also be published in an upcoming issue of No Quarter.

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