PP: New Grymkin Releases

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The Grymkin are still on parade, check out the latest for this horrific, hexing horde.

Coming shortly from Privateer Press–a new Warcaster for the Grymkin, the Child, who definitely won’t come to life whenever you’re not looking, and whom you should always feel safe having in your house. Speaking of minis that make you feel safe, there’s also the release of the Hollowmen, and their new Battle Engine, Death Knell, and a passel of Cask Imps, who are always good for a lark.

via Privateer Press

The Child$34.99

Break my toys and scold me not, my anger burns both bright and hot.

First of the Defiers, the Child wants nothing more than to play and not be told what to do. Accompanied by her companion, Dolly, woe upon the fool who tries to take her grymkin “toys” away or tries to harm her. Only the Child decides what she gets to do—anyone else who tries will be ripped apart like a broken doll in a fit of rage.

Skin & Moans$34.99

A living nightmare of tattered faces that stalks in dark and shadowed places, this charnel figure treads the land with wicked curving blades in hand.

Towering above its victims, Skin & Moans fells mortals with expert slashes, then slices off their faces to stitch them into its own motley skin, where the dead visages continue to moan and groan. These thin, overlapping whispers eerily herald the monster’s approach

Hollowmen & Lantern Man$49.99

Cowards who flee their posts in war their comrades do betray. Lured by golden lantern light, they die while off astray.

Deserters often follow the alluring glow of a strange lantern as they stumble through the dark—and perish. They rise again as empty husks, stripped of hate and fear. Now they bear rifles and march beneath that lantern in the ranks of the Hollowmen.

Crabbits$14.99

Click and clack, bound and leap, these nightmares will their harvest reap!

These grotesque little nightmares may act ridiculous, but they ravenously defend their masters and devour the enemies of the Wicked Harvest. Able to bound in great leaps to land upon their prey, or to spring into harm’s way to protect their otherworldly patrons, crabbits gleefully rend any flesh in reach. If you spy a Defier, you can be sure that a colony of crabbits is near.

Cask Imp$11.99

Avoid drunken stumbles and tavern brawls, or these intemperate imps will take you all.

Cask imps are mischievous grymkin that take no greater pleasure than bedeviling drunkards. At the Defiers’ commands, cask imps chaotically hurtle themselves at the enemy to control the flow of battle, albeit in an unpredictable and explosive fashion.

Death Knell$84.99

Claim the dead and stack the caskets. Save these sots from the maggots.

Creaking corpse carts called death knells follow behind the cursed hordes of the grymkin. The impish coachman rings its somber bell as a warning to all who would dare disrespect the dead, and its toll can be felt as a chill down to the marrow.

The bodies stacked high on the cart contain power of an old and dark sort. These corpses fuel the nightmares and horrors of the grymkin while bolstering their ability to shrug off wounds that would fell mortal folk.

Huh–that’s odd, I’m pretty sure I only had one copy of the Child. Why are there two. Wait…three…oh no…send hel–

  • Hahboo

    Page 5: A serious game for serious people seriously

    • georgelabour

      Don’t forget.

      Play like you got a pair!

      • dave long island

        Ixnay on the pair-ay, or else Anita Sarkeesian-ay make a big deal-ay… lol

        • georgelabour

          Only when she needs more money to fund her ‘charity work’ spent ‘fighting oppression’.

          So until she needs a new car I’m safe.

      • thereturnofsuppuppers

        Do they actually use that line?

        • Daniel Enos

          Yup. Page 5. It was from the first days of WM/H. Wyrd only got rid of it when they released Mk3 – The most “METAL” version of the game to date.

          I meant Privateer Press not wyrd. Sorry.

        • georgelabour

          They did in the first couple of editions. It was even on the advertisements they put in gaming stores for Prime.

          Mostly it just meant a bunch of pretentious hipster types looking down their noses at ‘others’, and then spending an hour arguing over who won in the first turn of the game.

          Oh, and turning a lot of us away from anything they made until they got back to making RPGs.

          • thereturnofsuppuppers

            Sounds like a slogan for a bad 90s videogame.

            ‘Photon the Wombat: Play like you got a pair!’

  • Richard Mitchell

    Can’t wait to get more lore associated with the Grymkin and how they fit into the overall cosmology. The big bosses reside in the wilds of Urcaern. In a way they ascended without the consent of Menoth and are not allowed into his big walled city where he fights the Devourer. But at the same time they live where the Devourer and his hunted reside. This raises some issues.

    We know souls that are brought back through necromancy are those not “owned” by a god and are tormented by experiences the wilds of Urcaern. So how do the Grymkin and the Defiers survive such an environment and compete with a god as elemental as the Devourer? Is this way the Defiers want to come to Caern on a permenant basis since their position in Urcaern is unwinnable?

    The release of the Defiers also suggests that Morrow and Thamar ascended due to Menoth allowing them to ascend. The Defiers were denied access to the Walled City because they believed humans could ascend to godhood.

    So did Menoth just deny them the same opportunities that he gave Morrow and Thamar, or did they mess up process?

    And if they messed up the process but Morrow and Thamar refined it, then were the Defiers fundamentally right all along? Humans could ascend to godhood but the Defiers got stuck in their own portion of Urcaern, like Morrow and Thamar?