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Hordes: Circle Orboros (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • HORDES: Primal Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Fury & 3 Spell Tokens
    Arguably humanity’s most ancient organization, the Circle Orboros predates all the civilizations presently dominating western Immoren. For millennia these powerful mystics have gathered in secret to master the energies of nature and wield that power as a versatile tool and formidable weapon. The entity they call Orboros manifests in raging storms, blazing lightning, roaring thunder, unrelenting floods, and the consuming hunger of wild beasts. Druids of the Circle call on these primal forces and bend them to their will.The Circle Orboros has stepped from the fringes to join battle against enemies who would despoil their sacred sites or whose mere existence defiles Orboros. The druids extend their will through a large group of loosely organized warriors called the Wolves of Orboros as well as through the tribal and bloodthirsty Tharn.

    At the beck and call of the druids and their allies are great beasts of the wilds, including savage warpwolves, powerful satyrs, enraged gorax, and other fierce creatures. These living beasts are joined by great wolds, stone-and-wood constructs brought to life by ancient ritual. Be they flesh and blood or stone and timber, these towering weapons of war stand equal to the warjacks created by the armies of the “civilized” nations.

    TANITH THE FERAL SONG – Fearless, strong, and unrelenting, Tanith the Feral Song has emerged as one of the most efficient enforcers of the Circle Orboros. She excels at those duties requiring extra muscle and a strong stomach. Tanith never leaves an appointed task unfinished, be it striking an encroaching settlement or punishing former allies for acts of betrayal. Her powers stem from the divide between the forces of life and death, and she walks this line with a confidence many find unnerving. She wields the Staff of Fate, a weapon that radiates an aura of unmistakable malice and hunger.

    PUREBLOOD WARPWOLF – Warpwolves are humans that have been transformed into savage beasts well suited for battle. The druids of the Circle Orboros use the white-furred purebloods to cut swathes through the enemies of Orboros with measured ferocity and bone-shattering howls.

    GORAX RAGER – Hulking brutes that fall somewhere between man and beast, gorax serve the Circle Orboros by ripping its enemies limb from limb with their powerful, oversized claws. When wounded, gorax become living embodiments of primal rage, tearing into enemies with unfettered savagery.

    ARGUS – Ferocious two-headed canines whose frames are thick with muscle, argus are keen hunters. They are as impossible to elude as they are to surprise, as they constantly survey the terrain with their acute vision. While their two powerful sets of jaws are an asset in any fight, these beasts are equally valued for their paralyzing bark. This immobilizing howl can stagger even the mightiest of enemies, leaving them open for the kill.

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Hordes: Legion of Everblight (5)3 , ,

Battlegroup Box Contents

  • 5 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • HORDES: Primal Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Fury & 3 Spell Tokens

 

The Legion of Everblight has become a dire threat to all of western Immoren in just a handful of years. This lethal army is the ultimate weapon of the dragon Everblight, an ancient creature born from the heartstone of Lord Toruk, the Dragonfather. Everblight long remained apart from his siblings, plotting in secret and spurning their millennia-old alliance against Toruk.

Centuries ago Everblight’s physical body was destroyed, but his indestructible heartstone, or athanc, survived. After luring the ogrun Thagrosh to free him from an icy tomb, Everblight turned his attention to the corruption and domination of the Nyss, the winter elves inhabiting the northern lands. These skilled warrior-hunters are ideal foot soldiers for Everblight’s legion. Ogrun from the nearby mountains were also horrendously blighted and added to the fighting force, bringing their brawn and ferocity to Everblight’s cause.

Everblight has implanted shards of his athanc into his chosen generals, creating warlocks who lead the Legion in the dragon’s name. Their army includes an ever-growing assortment of warbeasts spawned from the blighted blood of Everblight’s warlocks. Each warlock shares thoughts directly with Everblight, giving the army a terrifying singularity of purpose.

KRYSSA, CONVICTION OF EVERBLIGHT – Kryssa once served among the ryssovass, an elite class of armored Nyss warriors. Her discipline and devotion also served her under the dragon’s rule. Initially just one legionnaire among many, her service was to change drastically after she witnessed the destruction of a Legion warlock by a rival dragon. Kryssa recovered that warlock’s athanc by thrusting it into her own heart before fleeing to reach her master Thagrosh. Kryssa expected to be ordered to surrender the shard but was instead granted an honor she had never hoped to achieve.

NEPHILIM BOLT THROWER – Nephilim stand apart from other warbeasts of Everblight’s legion in their ability to wield weapons while maintaining all the advantages of beasts born of the dragon’s blood. Their draconic strength allows nephilim bolt throwers to use artillery-style ballistae as hand-held weapons. Each bolt delivers tremendous stopping power against approaching foes before the bolt throwers carve up survivors with their heavy bow blades.

SHREDDERS – Driven by ravenous hunger and murderous instinct, shredders are fearsomely effective at latching onto and tearing apart any foe unfortunate enough to face them. The smallest and simplest of the dragonspawn, shredders fight well in packs that swarm and devour their hapless victims.

NERAPH – Considered Everblight’s messengers of death, the neraphim is a winged spawn of sublime but horrific elegance. A Neraph slices through the air on multiple powerful wings, closing to seize its prey in its prehensile tail before finishing it with a lethal strike.

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Hordes: Skorne Battle Group Box (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • HORDES: Primal Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Fury & 3 Spell Tokens
    The expanse dominated by the Skorne Empire is larger than most of the nations of the Iron Kingdoms combined, and their military has an ancient heritage of discipline and might. This great eastern power has trekked across the Bloodstone Desert to conquer the prosperous lands of western Immoren and subjugate her people.

    Skorne live in a rigid caste system of warriors, workers, and slaves. In their eyes, all non-skorne are potential slaves. The Venator, Praetorian, and Cataphract warrior castes are supported in battle by exotic beasts that have been extensively trained by skorne paingivers. From the hulking titans and rhinodons to the cunning cyclopes and temperamental basilisks, skorne armies are bolstered by brutal living weaponry that complements their forged arms and armor.

    The skorne have arcane powers born not from western wizardry but from the dark art of mortitheurgy. The priest-like extollers call upon the power of skorne ancestors to fortify troops or to animate the merciless statues that march alongside soldiers to battle. Mortitheurges among the skorne warlocks can annihilate their enemies or allow their soldiers to keep fighting past their normal physical limits, keeping death itself at bay until the battle is won.

    BEAST MASTER XEKAAR – Though Beast Master Xekaar is now chief among skorne beast handlers, he had to reach that position by rising above his own defeat. During a clash with trollkin in the desert, an explosion sent him crashing in a heap of broken bones and charred flesh, left for dead. Enduring through sheer will, he drew strength from his pain and eventually restored himself, though the pain never leaves him. He is the embodiment of the skorne principle that suffering is a crucible for strength. Joined in agony, Xekaar and his beasts have earned a reputation for ruthless brutality and limitless endurance in the face of even the most grievous wounds.

    TITAN GLADIATOR – Favored warbeasts of the skorne, the versatile titans can be conditioned and equipped for a variety of battlefield roles. The titan gladiator is armed with massive spiked war gauntlets and uses its weapons and its armored body to pulverize enemy troops and warbeasts.

    CYCLOPS RAIDER – The cyclops raider is a terrifying sight—an eight-foot-tall brute capable of unleashing torrents of razor-sharp steel. The few who survive the excruciating hail of the raider’s heavy reiver are dispatched by crushing blows of its spiked gauntlets. The raider’s proficiency at arms is greatly enhanced by its natural prescient abilities. It can train its weapon on even the best-hidden enemies and annihilate them in a burst of fire before they have time to react.

    CYCLOPS SAVAGE – Enslaved by the skorne as implements of war, cyclops savages are prized for their viciousness and battle prowess. They come from a brutish, carnivorous species that live to hunt and kill and possess uncanny skill in combat due to their innate ability to see into the future. Their complex and sensitive single eye demonstrates unusual perceptiveness, allowing them to see exactly how to penetrate a foe’s defenses.

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Hordes: Trollbloods (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • HORDES: Primal Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Fury & 3 Spell Tokens

 

The trollbloods represent a loose alliance of scattered and disparate trollkin tribes, called kriels, who carved out homes from wild lands the human nations deemed of little interest. The recent wars of mankind have encroached on even these remote havens, eroding the ancestral homes of this hardy race. In addition, trollkin are beset on all sides by the scheming druids of the Circle Orboros, the cruel skorne from across the eastern desert, and the recent rise of terrible draconic monsters.

The trollbloods have answered the call of great war leaders and shamans to emerge an increasingly united fighting force. The stalwart trollkin have been joined by cunning pygmy trolls and have enlisted the mighty full-blood trolls, ravenous dire trolls, and legendary mountain kings in an alliance of common blood that combines modern military armament with the unparalleled strength of primal beasts.

Every challenge strengthens the resolve and warrior spirit in the blood and bones of these brave peoples. They refuse to break under pressure and fight tooth-and-nail for a better life. Fortified by their natural regenerative powers, their prayers to the mother-goddess Dhunia, and the elemental magic of their sorcerers, trollkin warriors stand their ground against impossible odds for kith and kriel.

RAGNOR SKYSPLITTER, THE RUNEMASTER – Ragnor Skysplitter has long secluded himself amid the peaks and valleys of the Wyrmwall Mountains, surrounding himself by the stillness of towering geological wonders to commune with earth and stone. In combat, Ragnor’s calm and measured demeanor often gives way to fierce determination, particularly when sacred sites or lands long held by the kriels are threatened with destruction. Wide sweeps of his massive rune-covered hammer unleash tremors of explosive force on contact with foes, harnessing the power of the earth itself to hurl their broken bodies to the ground.

TROLL AXER – Massive axe in hand, the troll axer is a monster of corded muscle capable of cleaving through a wall of men in a single blow. These full-blood trolls are renowned for their incredible resiliency, as their regenerative qualities allow them to shrug off wounds that would kill lesser beings. Trollkin leaders use axers extensively to bolster battle lines; indeed, the presence of just a few axers can make all the difference to a trollkin army.

TROLL IMPALER – Pitching enormous spears with bone-crushing force, impalers are the living ballistae of the trolls. Each carries a quiver of massive wood-and-iron projectiles bearing only the most basic resemblance to the puny twigs smaller races call spears. These savage implements obliterate men and knock even the greatest beasts off their feet.

TROLL BOUNCER – Strapped with thick, heavy armor in addition to holding a stout shield, each bouncer whirls a deadly spiked ball on a chain whose keening whistle heralds bone-shattering brutality. Loyal to those they consider kin, bouncers eagerly charge into harm’s way heedless of their own survival, often shouldering allies aside to take the hit themselves. Because of this unusual protective nature, trollkin kriels single out bouncers to guard chieftains, shamans, and other important elders.

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Warmachine: Cryx Battle Group (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • WARMACHINE: Prime Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Focus & 3 Spell Tokens

 

The armies of Cryx spread like a cancer across the nations of western Immoren. Every battle serves to swell their ranks as their necrosurgeons pick the charnel fields clean and imbue the corpses with fell magic, mechanikal augmentation, and a lust for destruction. The most harrowing necrotech creations stand above the legions of implacable undead: shadow-forged warjacks laden with gruesome weaponry and fueled by death itself.

Led by powerful and unholy lords of death, Cryx is a nightmare empire of the restless dead bound to the service of Lord Toruk, the Dragonfather. These abominations work tirelessly to spread their necromantic dominion across the Iron Kingdoms. Enemies of the undying can never be lax in their vigilance, for Cryxian raiders arrive without warning. They burrow up from underground lairs or swarm ashore from the dreaded blackships that sail the coastlines of the Iron Kingdoms powered by ghostly winds.

Human nations toil for next season’s crop and elves fight for the future of their race, but the undead lich lords of Cryx have nothing but time. These death-wrought immortals weave plans across generations, and machinations long forgotten are even now unraveling western Immoren.

BANE WITCH AGATHIA – In life, Agathia was valued for her insight into the occult, and the tragic circumstances of her death only increased her worth to the Nightmare Empire. For decades, her mind was lost to the void, enduring a nightmarish hellscape. Lich Lord Tenebrous found and recovered her soul and reunited it with her unliving flesh as a shadow of death. She retained great insights from her time in the void, but her mind was fractured and changed. She has proven to be both a formidable weapon of the lich lords and a cunning and unpredictable adversary.

REAPER – The fiendish inventiveness of Cryxian necrotechs has resulted in many machines perfected to employ the killing arts. The Reaper can fire its harpoon to sink deep into flesh or steel before reeling in its victim with frightening speed to within range of its vicious helldriver spike.

SLAYER – The Slayer is a swift, hulking beast of bone and black iron that relishes murdering anything in its path.

DEATHRIPPER – The quintessential Cryxian bonejack, the Deathripper is a terrifying weapon of surprising speed and bestial ferocity that charges forward to tear apart its enemies while serving as a magical conduit for the horrifying spells of its master. In a blur of billowing smoke, screaming metal, and bleeding hydraulics, just a few Deathrippers can strip a light warjack down to its components within minutes.

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Warmachine: Cygnar Battle Group (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • WARMACHINE: Prime Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Focus & 3 Spell Tokens
    Blood and sweat, hope and desperation, gun smoke and arcing lightning: all these accompany the blue and gold banner of the Cygnus into battle. Cygnar is a protector of its people at odds with myriad enemies that seek its strength and prosperity for their own. Seasoned by bloody warfare, now its proud military defends the nation from the wolves of Khador, the pious fires of the Protectorate of Menoth, and the undying horrors of Cryx.

    The crown jewel of the Iron Kingdoms, Cygnar is unequalled in the synthesis of magic and science known as mechanika. Its advanced technology is evident in the varied strengths of its troops, from specialty forces such as the legendary Stormblades and Arcane Tempest gun mages to the rank-and-file long gunners and trenchers. While the Strategic Academy reinforces the front lines with recruits, the Cygnaran Armory fortifies those lines with a constant supply of powerful warjacks.

    In truth, the Cygnaran spirit resting in the hearts of its soldiers is the military’s true strength. They remain more than willing and ready to defend themselves and their beloved kingdom from those who would crush the principles of freedom for which Cygnar stands.

    MAJOR BETH MADDOX – A fierce Storm Knight of consummate skill, Major Maddox is a born survivor and a superlative officer, a woman whose courage and resolve have made her the face of the modern Cygnaran military. Maddox survived as a prisoner of war held by the Protectorate of Menoth and managed her own daring escape after years of captivity. She has adopted a “no man left behind” policy and does not hesitate to go off-book to ensure the safety of those under her command.

    IRONCLAD – The Cygnaran Armory takes pride in its innovation and technological superiority, traits seen in all the battle-tested warjacks built on the classic Ironclad chassis. Armed with a powerful quake hammer, the Ironclad effortlessly smashes lesser combatants to scrap.

    LANCER – The Lancer was developed with an emphasis on defense and survivability. The machine’s main weapon is a heavy spear designed to keep adversaries at bay, and its sturdy shield generates a shock field capable of burning out a warjack’s cortex on contact. The Lancer is valued most of all, however, for its arc node. A device of unquestionable utility, the arc node allows a warcaster to extend his arcane reach across the battlefield.

    FIREFLY – The light warjacks commissioned by the Cygnaran Armory set the standard by which all light ’jacks are judged. The original Charger chassis has proven an excellent platform for versatile and deadly machines. The Firefly is the most recent variant of the Charger chassis and possesses cutting-edge electro-mechanika capable of frying opponents to a crisp.

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Warmachine: Protectorate of Menoth Battle Group (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • WARMACHINE: Prime Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Focus & 3 Spell Tokens
    The Protectorate of Menoth is a nation forged in turmoil and utterly dedicated to the will of an ancient and unforgiving god: Menoth, the Creator of Man. Led by the ruthless priest caste of the scrutators, the Sul-Menites of the Protectorate have initiated a great crusade for the singular purpose of spreading the Creator’s dominion across the face of Caen.Although the faith of the Sul-Menites is ancient, their nation is of more recent origins, having arisen from the Cygnaran Civil War that was sparked to bring Cygnar back to proper worship of the Creator. Following their defeat, the Menites bided their time in the harsh lands east of Caspia; there they built an army in secret, preparing for the day when they could defy those who sought to control them and seize hold of their own destiny.

    Now the Protectorate stands as a formidable power, armed with both righteous weapons of war and the resolve of faith. They have amassed a fervent host ready to march forth to enlighten the vast heathen countries for Menoth’s greater glory. Their armies sweep across Immoren as a holy tide, darkening the skies with the soot and smoke from the holy flames of their crusade.

    MALEKUS, THE BURNING TRUTH – Determined to bring Menoth’s glory to the world, Malekus, the Burning Truth carries with him the righteous fire of the Creator. Malekus’ youth as an orphan was harsh, giving him insight into the perfidy of the world, and this inspired his conversion to the Sul-Menite faith. Malekus is ever willing to intercede on behalf of those willing to return to Menoth’s embrace, but he offers only scouring flames for those who persist in blind heresy.

    CASTIGATOR – Based on the same design as the Reckoner, the Castigator brings Menoth’s Fury to its enemies with its flaming fists and the ability to ignite the surrounding air with flesh-cremating heat.

    REPENTER – The Repenter brings the scourging flames of purity upon any who would deny the name of Menoth. The warjack’s superheated heartfire ignites a stream of fuel that it sprays in an unforgiving arc upon the heretical enemies of the Protectorate. Those who somehow survive the cleansing fire are smashed beneath its war flail.

    REVENGER – The primary function of the Revenger is to channel a warcaster’s divine power, which protects the faithful and consumes heretics in the cleansing fires of Menoth’s wrath. These warjacks are critical to the Lawgiver’s crusades, and their armament is designed to keep the Revenger in the fight long after other warjacks would fall. The sturdy repulsor shield is inlaid with powerful runes that rebuke enemies and hurl them away from the Revenger, where they can be cut down with the warjack’s heavy polearm.

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Warmachine: Retribution of Scyrah (4)3 , ,

Battlegroup Box Contents

  • 4 Highly Detailed, Single-colored Plastic Miniatures with Stat Cards
  • Basic Training Tutorial Guide
  • Battle Map & Obstacle Card
  • Introductory Guide
  • WARMACHINE: Prime Rules Digest
  • 18” Ruler
  • 4 Six-sided Dice
  • 10 Focus & 3 Spell Tokens

 

The nation of Ios has long isolated itself from the peoples of the Iron Kingdoms. Among the few Iosans willing to venture outside its borders were members of the Retribution of Scyrah, a zealous and outlawed splinter sect devoted to stopping the proliferation of human magic. Recent events, however, have seen the Retribution gain political prominence within Ios, as it was they who liberated the frozen god Nyssor from the clutches of Khador.

Members from numerous Iosan houses have now banded together to fight for the future of their race beneath the banner of the Retribution of Scyrah. This has brought the might of powerful military houses alongside the guerrilla-style mage hunters who have long prosecuted the Retribution’s secret war against human arcanists. This new army relies upon millennia of military tradition, the tactical acumen of their commanders, and the knowledge that should they fail there will be no tomorrow for their people.

The soldiers of Ios are backed by the mighty myrmidons, sleek warjacks that utilize technology far beyond the ken of man. Unhindered by national borders and more than equipped to contend with the mightiest militaries of the Iron Kingdoms, the Retribution of Scyrah represents a relentless threat to all human practitioners of magic.

MAGISTER HELYNNA – A theorist and unconventional freethinker, Helynna has dedicated her life to the advancement of myrmidon technology. The affinity that exists between her and the arcanikal constructs she commands transcends the normal bond between warcaster and myrmidon, a culmination of her understanding of the inner workings of these machines. Viewing each battle as an experiment, Helynna delights in sending Shyeel myrmidons crashing into enemy lines and unleashing their potential as only she can.

MANTICORE – House Shyeel has brought the power of its formidable myrmidons to the Retribution, fighting machines enhanced by sophisticated arcanika systems. The Manticore is equally as formidable in melee or at range, thanks to kinetically augmented attacks and its Cyclone Cannon.

GRIFFON – The Griffon is a sleek and fast myrmidon, designed for swift flanking maneuvers. Its power field enables the Griffon to become near-weightless for short intervals, allowing for long, loping strides before it strikes home with its powerful halberd. By judicious use of this field the Griffon can negotiate marshy terrain, dense undergrowth, or other obstacles.

CHIMERA – The Chimera has an unsettling appearance as its active power field makes its form blur and fade. Once it nears the enemy, a Chimera becomes a delivery device for its warcaster’s most powerful arcane powers, channeled across its arc node. The Chimera will strike and kill with its scything arm-mounted glaives, then vanish as nearby soldiers turn to desperately engage it. With a flicker of blended light it appears behind them to deliver arcane death.

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