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No Quarter #2

No Quarter #2

The fun thing about Privateer Press is that just about everything they do - be it miniatures, skirmish games or role-playing ones - is all based around the same fantasy realm... so even if you are only interested (like me) in role-playing, you'll find stuff of interest in articles about games you'll never play, because they widen the background understanding that you have of the Iron Kingdoms. And this isn't mere chance, it's editorial policy for No Quarter!

When all's said and done, though, it is a house journal; and the first article is a spectacular photospread of planned releases for September and October 2005. If you like miniatures, there's a feast of eye-candy here. The letters page is rather dreary, but with only one magazine before this one, it is unsurprising. The next article is about fine-tuning the construction of Warmachine armies ready for battle, and due to the common setting and the personalisation of what could otherwise just be tabletop miniatures to skirmish with, even a die-hard role-player can scavange snippets here. Good battle tactics too, whether you play skirmish games as an end in themselves or use them to play out medium to large scale conflict as a backdrop to your role-playing.

Next is a detailed article on a single character, the troubled daughter of a witch who has deliberately sought out the very blade that executed her mother and now wields it herself... along with its necromantic powers! The small mercenary unit she leads is also described. While the stat blocks suggest these are for Warmachine play, she could prove an interesting ally or adversary for role-playing too. Other units are here as well. This is followed by a short piece of fiction, set of course in the Iron Kingdoms and with a few feats that feature being written out for those who'd like their role-playing characters to have them.

Then there is a piece - Foundary, Forge and Crucible - a regular column about artifacts you may come across in the Iron Kingdoms, full of background not only of the items but of the craftsmen who created them as well. Here the life and work of one Chaplain Bowden Langworth is discussed. He combined the skills of wizard, cleric and arcane mechanic to craft a range of items such as a pistol that fires not just bullets but baleful energy as well: fascinating fusions of spellcraft and technology. His inventions have other uses as well as combat - the Bowden's Censer serves as a durable portable light source (although you can generate a blinding flash if the need arises!).

Next comes a modelling and painting article based around two miniatures: the deathjack and behemoth. Plenty of tips and techniques to make yours look as ferocious on the table as their stats make them in a Warmachine game! As both miniatures require assembly, there are useful stage-by-stage photographs to show you how to put them together. This is followed by a selection of alternate scenarios for the Battle in the Thornwood Theatre of War for Warmachine: Apopheosis, plenty to keep tabletop generals busy for a while; and more Warmachine units described in loving detail... which can be appropriated by role-players who want a military slant to their game or have a character who has seen service on the battlefield in the past. Then back to figure-painting: tricks to ensure that your troops show natural variations rather than apearing too uniform!

The Order of Illumination, which appeared earlier (Chaplain Bowden Langworth is a member), is next given some in-depth analysis. Members tend to be pious wizards who use their talents to combat evil - and there's no short of that in the Iron Kingdoms. History, operating practices, premises, personalities: every you need to make this a pivotal force in your games, especially if you role-play. There are even resources for those who'd like to run a campaign based around members of the Order and their exploits.

Blatant advertising, the next bit: but with Privateer's new game Hordes in its final stages of development, a behind-the-scenes look at what's coming is to be expected and proves fascinating when read after the fact. (Don't ever throw old gaming mags away... they are excellent insights into hobby history!) It's followed by a piece on elite cadres in Warmachine, including painting guides to make yours stand out on the tabletop and another modelling article, this one on building terrain.

The final couple of articles are a rather breathless account of that year's Origins convention from a staff member (one needs to remember that for these poor dears, it's work) and a fascinating piece for role-players on the dangers, excitement and sheer profitability of smuggling warjack cortexes... especially in times of war. Adventure ideas spawn as you scan it, even without the suggestions aimed at GMs given throughout the article.

Overall, it's a fascinating insight into the interlocking gears of Iron Kingdoms games, be they miniatures skirmish or full-blown role-play; if you want to find out the flavour of the Kingdoms or already play there and want more you will find plenty of interest here.

Return to No Quarter #2 page.

Reviewed: 26 September 2010