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Magnus the Traitor
_” By my sword and the blood of my enemies, I will leave an immortal
legacy.”_
Asheth Magnus works with the inexhaustible energy of a man utterly devoted to
his purpose, which is survival and revenge. Once a loyal servant of Cygnar’s
deposed king, Vinter Raelthorne, Magnus now sells his services to the highest
bidder as he bides his time, preparing for the return of his exiled liege. A
formidable warcaster and unparalleled tactician, Magnus’ mastery of warfare is
as feared as it is in demand throughout the Iron Kingdoms.
SPD: 5
MAT: 3
RAT: 1
MAG: 2
DEF: 3
ARM: 3
FOCUS: 6
Weapons: Foecleaver, Mechanikal Arm, Scattergun
Abilities and Advantages: Feign Death, Backstab, Resourceful
Spells: Arcantrik Bolt, Blur, Iron Aggression, Obliteration, Temper Metal,
Snipe
Feat: Hit and Run
Magnus the Traitor will work for Cryx, Khador, and the Protectorate of Menoth.
Magnus is viewed as criminal and traitor to the majority of the population of
Cygnar. Nothing could be further from the truth. A consummate patriot, every
action Magnus has ever taken has been to preserve the country he loves. This
includes leading a guerilla war against his former countrymen with the final
goal of restoring Vinter Raelthorne IV to the throne. In terms of patriotism,
it is only Magnus’ faith in the deposed despot that is questionable. Magnus
now sells his skills as a commander and warcaster to any who can afford him,
but he never takes a job that does not advance his underlying goal of
restoring Cygnar to its former glory.
As a product of the Cygnaran Royal Academy and a genius with mechanika
rivalling the likes of Sebastian Nemo, Dominic Darius and Arlan Strangeways,
Magnus the Traitor is second-to-none at supporting warjacks. At the Cygnaran
Royal Academy, Magnus mastered staple spells that increase the range of his
army’s guns and protect it from opposing guns and spells. On the other hand,
his mechanikal genius grants him the ability to impart unparalleled aggression
in his warjacks, cause any enemy warjack to seize up, and even magically
temper ‘jack armor to greater resilience. When the time is right, Magnus can
impart his hit-and-run tactics to his warjacks. He and his battlegroup lay
waste to prime targets and are far out of reach before his enemies know what
hit them.
Drake MacBain
SPD:6
MAT: 2
RAT: 1
MAG: 2
DEF: 4
ARM: 2
FOCUS: 6
Weapons: Hand Cannon, Undertaker
Abilities and Advantages: Tough, Gang Fighter, Unyielding
Spells: Countermeasure, Energizer, Failsafe, Fortune, Jackhammer, Rift
Feat: True Grit
MacBain is a shrewd combatant willing to use every trick and improvised
stratagem he can manage to assure victory. Years at war making do with
whatever warjacks and men he can muster have made him an expert in exploiting
his enemy’s weaknesses. He has a reputation for being a stickler with
contracts and adheres to their particulars with stubborn devotion. When he
signs his name to commit to a task, he delivers on that promise, and this
reliability has earned him such constant work that he regularly has to turn
offers away. Those who fight with him know he truly loves his job and is never
happier than when extricating himself from some deadly situation.
Having grown up on the street, and having had no formal training as a
Warcaster, MacBain’s selection of abilities might seem like a haphazard
combination of random stuff, but, as with most Mercenary Warcasters, they all
are worth more than the sum of their parts, and add to the flavor of his
character as well.
Ashlynn D’Elyse
SPD:6
MAT: 4
RAT: 2
MAG: 2
DEF: 5
ARM: 2
FOCUS: 6
Weapons: Hand Cannon, Nemesis
Abilities and Advantages: Gunfighter, Parry, Quick Draw, Riposte, Virtuoso
Spells: Admonition, Distraction, Flashing Blade, Gallows, Quicken, Twister
Feat: Roulette
Before the occupation of Llael, Ashlynn grew up as a member of a noble family,
receiving much training both at military academies and targeting ranges.
During her adolescence, she was discovered as a Warcaster and started serving
the nation. After her father was executed during the Khadoran invasion, she
started doing freelance work in order to fund incursions against the
Khadorans.
Ashlynn is a duelist-type character. This is seen through several aspects of
her abilities, most notably her high Defense, the highest in the game, as well
as some defensive passive abilities, and some impressively devastating
offensive tricks. Her entire game plan revolves around sticking a pin in the
wheel of the opponent’s plans and capitalizing on the mistakes caused thereby.
Mangler Warjack
Originally hammered together from an assortment of scrap materials, the
Mangler has quickly become a favored heavy warjack chassis among the mercenary
companies of the Iron Kingdoms. Equipped with a massive spiked ball of riveted
iron, the Mangler can smash through enemy formations in a single swing. The
huge spike on its left arm is wicked in close combat and also leaves its hand
open to execute throw power-attacks, making the Mangler as versatile as it is
deadly.
SPD: 5
MAT: 2
RAT: –
DEF: –
ARM: 4
Weapons: Wrecker, Punching Spike
Abilities and Advantages: Thresher, Open Fist
Mangler warjacks can be included in the battlegroup of any Mercenary
warcaster.
The Mangler warjack is one of Asheth Magnus’ custom-built wonders. It is an
all-comers heavy melee warjack. Much like the Renegade light warjack, Magnus
bolted the first of these mechanikal bruisers together with looted ‘jack
parts. With nothing but dedicated melee brutality in mind, he built the
Mangler to handle any close combat situation. Since the heavy warjack does not
use any of the expensive components that the Renegade does, it can be found in
the battlegroups of mercenaries across the Iron Kingdoms.
The Mangler heavy warjack has everything a battlegroup commander needs in a
melee warjack. It is heavily armored and carries a massive wrecker ball so it
can go toe-to-toe with other heavies. The Wrecker is attached to a long chain,
allowing it to get around shields and punch through phalanxes. The Mangler can
flail the Wrecker about and devastate tight infantry formations. The punching
spike on the back of its other arm is a credible secondary threat that also
leaves the Mangler’s fist free to grab hold of enemies.
Renegade Warjack
Asheth Magnus’ magnum opus is a testament to his intuitive skill with
mechanika. Based on the chassis of decommissioned Cygnaran ‘jacks, the
Renegade exemplifies Magnus’ approach to war: overwhelming aggression
accompanied by a total commitment to each battle. Armed with a savage chain-
driven shredder scrapsaw and a one-shot obliterator rocket, whose powerful
concussive blasts are able to toss troops like ragdolls, the Renegade is
devastating in both close combat and from afar. But its most valuable feature
is its arc node, allowing Magnus to channel spells from a distance — a
coveted ability unique among mercenaries in the Iron Kingdoms.
SPD: 5
MAT: 2
RAT: 2
DEF: –
ARM: 4
Weapons: Shredder, Obliterator (rocket)
Abilities and Advantages: Arc Node
Renegade warjacks can be included in the battlegroup of Magnus.
The Renegade light warjack is testament to the ingenuity of Asheth Magnus.
These amazing light warjacks are never seen outside of a battlegroup
controlled by Magnus. He would have to lose an engagement where one was left
intact for anyone else to get their hands on one. If Magnus still has a
Renegade intact, he probably is not losing. After cobbling the first Renegades
together out of battlefield salvage, Magnus, through lucrative employment and
personal opportunities, acquired the resources for dedicated production of
Renegades and his other custom warjacks.
Arc nodes are normally only available to the greatest, wealthiest kingdoms.
Even the prodigious means and resources of the Steelhead Mercenary Company do
not afford them access to warjacks with Arc Nodes unless they have a contract
with Magnus. Magnus’ mechanikal ability includes the ability to build arc
nodes from scratch if necessary, allowing him to incorporate them in the
design of the Renegade. The Renegade allows Magnus to support his warjacks and
armies from tactical, unassailable positions before and after the Renegade
delivers its deadly payload. The Renegade’s ranged weapon is an expensive,
one-shot alchemical wonder that knocks anything within its blast radius into
the dirt. Whatever is still moving has to face the Renegade’s whirring chain
blade that, once it bites, saws metal or bone to bits.
Talon Warjack
Originally developed as a frontline Cygnaran warjack, the Talon is a common
sight in today’s black markets and salvage yards. Though retired from the
Cygnaran armory in favor of more technologically advanced chassis, the Talon
remains a favorite among mercenary companies for its reliable effectiveness in
almost any situation. The Talon’s Stun Lance, while lethal against soldiers,
has the added benefit of being able to stall enemy warjacks, making them
easier to hit and unable to run or charge. Its spiked shield provides
increased protection and a secondary weapon in close combat. Simple, but
effective, the Talon will remain a staple of mercenary and freelance forces
for many years to come.
SPD: 6
MAT: 2
RAT: –
DEF: 1
ARM: 4
Weapons: Shield, Stun Lance
Abilities and Advantages: Powerful Charge
Talon warjacks can be included in the battlegroup of any Mercenary warcaster.
The Talon, like so many other warjacks commonplace in mercenary battlegroups,
is a decommissioned Cygnaran light warjack. Cygnaran technology and production
advancements made the Talon obsolete as a frontline warjack. Talons quickly
found their way to scrapyards, where they even more quickly found their way to
the black market and mercenary armories.
The Talon is a cheap, reliable light warjack that protects the advance of
softer elements of its army. It can withstand considerable punishment with its
shield and keep enemies at a distance with its stun lance. The stun lance is a
precursor to Cygnar’s well-guarded cortex disruption technology and can stall
the advance of enemy warjacks. When the stun lance strikes another warjack, it
interferes with the ‘jack’s cortex and severely reduces its mobility.
Vanguard Warjack
SPD: 6
MAT: 1
RAT: 1
DEF: 2
ARM: 4
Weapons: Shield Gun, Tower Shield, Guisarme
Abilities and Advantages: Assault, Shield Guard
Nomad Warjack
SPD: 5
MAT: 2
RAT: 1
DEF: 0
ARM: 4
Weapons: Open Fist, Battle Blade
Abilities and Advantages: N/A
Steelhead Rifleman
_” You bought the bullets whether I use them or not.”_
Working in concert with other Steelheads, or the regular forces of a client
army, the Steelhead Riflemen are skilled shooters capable of decimating enemy
lines or providing covering fire to ensure that their allies reach the enemy
in one piece. Every rifleman is a solid marksman, but when ordered to
concentrate their fire at a single target they become truly deadly.
SPD: 6
MAT: 1
RAT: 1
DEF: 2
ARM: 1
Weapons: Sword, Military Rifle
Abilities and Advantages: Combined Ranged Attack, Take a Knee
Steelhead Riflemen will work for Cryx, Cygnar, Khador, and the Protectorate of
Menoth.
As the most well-known and accessible mercenary charter in the Iron Kingdoms,
the Steelhead Mercenary Company wages war with an unparalleled dedication to
combined arms. Steelhead Halberdiers march across the battlefield in
disciplined formations hedging in enemy formations to received devastating
Steelhead Cavalry charges. While mercenary warjacks pursue hard targets, the
Steelhead Riflemen units cover the melee elements as they maneuver into
position with ranged fire. Riflemen go through the rigorous training and
drilling that all branches of the Steelheads do. In addition, they receive
incentives to conserve ammunition. As long as it does not violate the terms of
the contract of employment, they will fire just enough bullets to fulfill
their battlefield role.
Steelhead Riflemen are able to quickly move around the battlefield and achieve
stable firing positions to increase their accuracy. Though this may cost them
some mobility subsequently, it allows them to make crucial shots when they
matter. Steelhead Riflemen can combine their firepower against heavier targets
when operating without warjack support.
Steelhead Halberdier
_” I’m yours until the coin runs out.”_
For the right price, the Steelhead Mercenary Company can bring more soldiers
to bear than any other. Halberdiers are the core of that company, and wielding
a simple but effective pole arm, these mercenary soldiers can bring down more
sophisticated enemies with astonishing efficiency.
SPD: 6
MAT: 1
RAT: –
DEF: 2
ARM: 1
Weapons: Halberd
Abilities and Advantages: Combined Melee Attack, Powerful Charge, Pike Hedge,
Set Defense
Steelhead Halberdiers will work for Cryx, Cygnar, Khador, and the Protectorate
of Menoth.
The Steelhead Mercenary Company is the most widespread and reliable mercenary
company in the Iron Kingdoms. The quality of their training, tactics and
soldiers has been proven time and again. Though they do not discriminate when
it comes to employment, they follow their contracts and charter to the letter.
The Steelhead Halberdiers are the mainstay of any Steelhead detachment. They
comprise the bulk of the front lines and execute maneuvers with speed and
precision. Fast, lightly-armored, and wielding their polearms, they can
quickly move into position to receive a charging enemy. Halberdiers are able
to form a hedge with their polearms that both makes them harder to hit, and
affords them a preemptive attack against enemies that try to break their
lines. On the offensive, the Steelhead Halberdiers coordinate their attacks to
take down larger, heavily-armored targets. If Halberdiers win the initiative,
they boast impressive threat and accuracy on the charge.
Kell Bailoch
_” It’s just business.”_
Perhaps even more notorious than sniper-for hire Kell Bailoch, is his
legendary mechanika rifle, Silence. The weapon makes no report when fired,
allowing its shooter to stay concealed, never giving away his position. The
chilling promise of a soundless death is what every soldier fears when facing
an enemy force that has contracted Bailoch.
SPD: 6
MAT: 1
RAT: 4
DEF: 3
ARM: 1
Weapons: Sword, Silence (sniper rifle)
Abilities and Advantages: Dual Shot, Crippling Shot, Disabling Shot, Sniper,
Prowl
Kell Bailoch will work for Khador, and the Protectorate of Menoth.
Kell Bailoch was a rifleman in the Cygnaran Army for a short time before he
joined the infamous Black Talons mercenary company. The deeds he committed
with that company, before it was discredited and disbanded, made him a
deplorable individual even by the standards of tyrant Vinter Raelthorne IV.
Kell has been a wanted man since Vinter’s reign and that is unlikely to
change. Lucky for Kell, his value as a sniper often exceeds the value of the
multitude of bounties out on his head.
Kell Bailoch is one of the most talented marksmen in recent history. Coupled
with his lack of conscience, this makes him very deadly and very sought after.
Kell has mastered the ability to vanish into his surroundings to wait for the
kill shot. His ability to find the chinks in armor makes him as much a threat
to a soldier in full plate as a man in plain clothes. On the rare occasions
Kell has a target he cannot take down easily or his employer wants alive, he
can cripple a target to make it easy to catch or disable it so that it cannot
use any dangerous abilities.
Jarok Croe
_” No task too dirty, no task too bloody, no one untouchable.”_
A notorious murderer and shameless opportunist, Jarok Croe is most valued by
his clients for his effectiveness against arcanists. His mechanika pistol,
Hiss, can neutralize spell casting and with his combination of stealthy
movement and a poisoned blade, no target will keep Croe from his payday.
SPD: 6
MAT: 3
RAT: 2
DEF: 2
ARM: 1
Weapons: Two-handed Sword, Hiss (pistol)
Abilities and Advantages: Stealth, Pathfinder, Bushwhack, Backstab, Poison,
Track
Jarek Croe will work for Cryx, Khador, and the Protectorate of Menoth.
Jarok Croe is one of the most notorious assassins in the Iron Kingdoms. Though
a mercenary, he follows only a nefarious personal code and holds no charter.
Those who would hire him are only slightly less scrupulous than him. The
concept of the “lone assassin” does not apply to Jarek as he has accumulated
over the years a following of like-minded, would-be assassins eager to learn
from him. All he ever asks in return is that they die for him. Other than
that, anything goes. As a result, Jarek Croe has proved remarkably hard to
kill over the years and a respectable number of his followers have been felled
by enemies thinking they were Croe himself. His ability to elude Cygnaran
authorities is as legendary as his tactics are deplorable.
Jarok Croe creeps across the battlefield unseen until he marks his target. All
of his cutthroats coordinate around him to take down the enemies he has chosen
to hunt. The targets on the battlefield he has chosen are rarely aware of his
attention until a poisonous blade has been buried in their back. He seems to
relish finishing off wounded foes he comes across and finishes them off with a
shiv in the blink of an eye. Even spellcasters are not safe from Jarek Croe.
His magelock, Hiss, stolen from his mentor that he himself slew, makes magic
users unable to speak the words to erect their arcane defenses.
Greygore Boomhowler
_” I’m not a fell caller, I’m a bloody legend!”_
Trollkin fell callers command a power of voice that staggers the imagination,
capable of invoking supernatural effects through song alone. Greygore
Boomhowler claims to be the reincarnation of Bragg, the most legendary fell
caller in trollkin history, revered as much for his lust of procreation, booze
and battle (in that order) as for his vocal prowess. Despite being an admitted
outcast of his own people, Boomhowler relentlessly works to embody this vision
of Bragg, sometimes to the consternation of those who have hired him. But the
effectiveness of his voice in battle is unquestionable, and those capable of
tolerating Boomhowler’s bigger-than-life presence have enjoyed the distinct
tactical advantage this mercenary can deliver.
SPD: 6
MAT: 3
RAT: 1
DEF: 1
ARM: 3
Weapons: Blunderbuss, Great Axe
Abilities and Advantages: Combined Melee Attack, Tough, Fell Call – Call of
Defiance, Fell Call – Call to Action, Fell Call – Rage Howler
Greygore Boomhowler will work for Cryx, Cygnar, Khador, and Trollbloods.
The trollkin of Western Immoren have found themselves marginalized and
exploited since the time of the Orgoth. Wanting only to live the life of a
trollkin, the kith and kriel of the Iron Kingdoms keep to themselves unless
otherwise provoked. Greygore Boomhowler & Co. are the exception. Leaving
behind kith and kriel to the extent he wears a quitari tartan of his own
design, Greygore and his fellow trollkin entered the realms of man to fight
their battles for money and mead. To Greygore Boomhowler, this is no
sacrifice. The life of a mercenary allows he and his trollkin to live a life
of carousing, singing, fighting, and amorous pursuits.
Greygore Boomhowler is part of a long and powerful tradition of Fell Calling.
Fell Calling is a discipline passed down from a prolific trollkin known as
Bragg and many trollkin descended from him possess this power. Greygore and
other descendants of Bragg can focus the trollkin voice to produce powerful
effects. Greygore’s voice can lift an ally to its feet; cause he and his
fellow trollkin, though already exceptionally tough, to shake off all but the
most grievous wounds; or disrupt the attacks of great machines and beasts of
war. Greygore also has the battle experience to combine his attacks with his
allies to bring down even the most implacable foes.
Gorman Di Wolfe
_” Some people say I’m mad. The rest just haven’t met me yet.”_
With a reputation for mayhem even by mercenary standards, the rogue alchemist
known as Gorman di Wulfe sells his services as a means to fund his
controversial research. Equipped with a selection of alchemical weapons that
can corrode armor, blind targets and disintegrate flesh, di Wulfe is
guaranteed to leave a trail of destruction in his wake.
SPD: 6
MAT: 1
RAT: 1
DEF: 3
ARM: 1
Weapons: Stiletto, Alchemical Grenades
Abilities and Advantages: Stealth, Immunity: Fire, Immunity: Corrosion,
Alchemical Mask, Black Oil (grenade), Acid Bomb (grenade), Rust (grenade),
Smoke Bombs
Gorman di Wulfe will work for Cryx, Cygnar, Khador, and the Protectorate of
Menoth.
Gorman di Wulfe is one of the most talented alchemists in the Iron Kingdoms.
He studied at the Merywyn Academy before joining the Order of the Golden
Crucible. Gorman achieved Master Aurumn Ominus Alchemist in record time and no
alchemical effect seemed beyond his expertise. Knowledge, like most dedicated
pursuits, has a straight path as well as a dark path. It was not long before
Gorman di Wulfe begain experimenting with dangerous and forbidden reagents.
The Order of the Golden Crucible expelled Gorman di Wulfe but his journey of
alchemical discovery did not stop there. He travels the Iron Kingdoms selling
his deadly, alchemical skills for coin and the opportunity to test out
experimental concoctions. Employers turn a blind eye to the grisly results of
his experiments since none can argue with his results. Gorman creeps around
the battlefield unseen, showering enemies with his most notorious mixtures: an
adhesive, tarlike substance that makes targets all but helpless; a burning
acid that eats through flesh, armor, and continues to eat away at the victim;
and a corrosive chemical that erodes the integrity of the heaviest warjack
armor.
Eiryss, Mage Hunter of Ios
_” Your coin today, theirs tomorrow…”_
Despite several decades of offering her skills for hire and earning her
reputation through word of mouth, Eiryss is still largely a mystery to the
mercenary community as well as those who hire them. Her modest fees,
dispassionate professionalism, and lack of any apparent allegiance only beg
the question of why she has chosen this particular trade. Some believe the
money means nothing to her at all, but none would argue her value at any
price. A ruthless and efficient killer, the Iosan assassin is most well known
for her grim specialty: hunting and slaying Warcasters.
SPD: 7
MAT: 2
RAT: 5
DEF: 4
ARM: 1
Weapons: Saber, Bayonet, Crossbow
Abilities and Advantages: Stealth, Pathfinder, Death Bolt, Disruptor Bolt,
Phantom Seeker (crossbow bolt), Camouflage
Eiryss, Mage Hunter of Ios will work for Cygnar, Khador, and the Protectorate
of Menoth. Eiryss is also a Retribution of Scyrah unit.
The nation of Ios is closed off from the rest of the Iron Kingdoms and very
few outside of the elven kingdom know anything about it. From time to time,
travelers from the elven nation can be seen abroad but their motives are not
shared. This is not the case with Eiryss, Mage Hunter of Ios. Though reticent
about her homeland, her motives in the Iron Kingdoms are clear: she will hunt
down any warcaster for the right price. In truth, Eiryss would hunt down and
slay every human warcaster in the Iron Kingdoms if she could. She would be
reviled and hunted if this were common knowledge, so Eiryss operates under the
guise of an assassin for hire and abides by the principles of mercenary
conduct.
Eiryss, Mage Hunter of Ios brings the ancient and deadly battle lore of the
elves to the battlefields of Immoren. Like all mage hunters, she can walk
unseen until she is ready to strike. The intolerance of her people for human
magic makes her unable to use her powers near warjacks, but if she is able to
keep her distance, she can call on the disciplines of the mage hunter. Eiryss
can fire a deadly bolt that pierces all defenses. She can also cause her shots
to pass through barriers and find well hidden targets. Finally, the bane of
the warcaster, she can let fly a shot that unravels a warcaster or warjack’s
connection to the flow of magic. Warcasters struck by this bolt can no longer
access their arcane reservoir to bolster their defenses.
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