Prime
Prime
Prime
CREDITS
President Sherry Yeary Chief Creative Officer Matthew D. Wilson Creative Director Ed Bourelle
Director of Business Development William Shick Director of Operations Jason Martin Director of Publications Michael
WARMACHINE
created & designed by
Matthew D. Wilson
Lead Designer & Developer
Jason Soles
Additional Development
David Carl
Jack Coleman
Brian Cutler
Development Assistant
Cody Ellis
Darla Kennerud
Douglas Seacat
Writers
Matt Goetz
Zachary C. Parker
Additional Writing
Simon Berman
Matt DiPietro
Darla Kennerud
Michael Plummer
Aeryn Rudel
William Shick
Jason Soles
Additional Editing
Dan Henderson
Laine Garrett
Richard Anderson
Shona Fahland
Matt Ferbrache
Josh Manderville
Jessy Stetson
Ainsley Yeager
Roberto Cirillo
Nate Feyma
Johan Grenier
Nick Kay
Matthew D. Wilson
Art Director
Studio Director
Cartographer
Sculpting Manager
Cover Illustrator
Staff Sculptors
Mike Vaillancourt
Laine Garrett
Nstor Ossandn
Andrea Uderzo
Illustrators
Carlos Cabrera
Oscar Cafaro
Alberto Dal Lago
Eric Deschamps
Jonathan Gonzales
Lars Grant-West
Johan Grenier
Grant Griffin
Imaginary Friends Studios
Ben Lo
Raphael Lbke
Luke Mancini
Slawomir Maniak
Marco Mazzoni
Marcel Mercado
Hgni Jarleivur Mohr
Nstor Ossandn
Miroslav Petrov
Dave Rapoza
Neil Roberts
Daniel Rudnicki
Serg Souleiman
Andrea Uderzo
Svetlin Velinov
Ron Kruzie
Doug Hamilton
Brian Dugas
Michael Jenkins
Sculptors
Shawn Bruner
Steve Buddle
Sean Bullough
Reed Casey
Carlos Castao
Russ Charles
Adam Clarke
Gregory Clavilier
Benoit Cosse
Christian Danckworth
Chaz Elliot
Mauro Gnani
Jeff Grace
Shaun Hamm
Will Hannah
Todd Harris
Jason Hendricks
Bobby Jackson
Vladd Jnger
Pat Keith
Werner Klocke
Fausto Gutierrez Lopez
Alexandre Marks
Ben Misenar
Jerzy Montwill
Paul Muller
Oliver Nkweti
Felix Paniagua
Edgar Ramos
Bob Ridolfi
Neil Roberts
Jose Roig
Ben Saunders
Steve Saunders
Nate Scott
Ben Seins
Javier Garcia Urea
Stephane Nguyen Van Gioi
Jim Warner
Kev White
Jeff Wilhelm
John Winter
G. Ryan
Studio Administration
Assistant
Dan Roman
Stuart Spengler
Michael Archer
Photography
Matt Ferbrache
Stuart Spengler
Senior Project Manager
Shona Fahland
Project Manager
Gabriel Waluconis
Playtest Coordinator
Jack Coleman
Infernals
Nathan Lombardi
Peter Gaublomme
Travis Marg
John Morin
Gilles Reynaud
D. Anthony Robinson
Donald Sullivan
Staff Painters
Proofreaders
Studio Modeler
James A. Thomas
Digital Engineer
Matt DiPietro
Dallas Kemp
Miniature Painters
Angel Giraldez
Geordie Hicks
Ron Kruzie
Meg Maples
Ali McVey
Mike McVey
Tom Schadle
Quentin Smith
David Carl
Jack Coleman
Matt Goetz
Will Hungerford
Cal Moore
William Schoonover
William Shick
Jason Soles
Jack Coleman
Bryan Cutler
Cody Ellis
Charles Foster
Peter Gaublomme
Brian Green
JR Godwin
Matt Goetz
Doug Hamilton
Licensing &
Contract Manager
Marketing Manager
Game Developer
Geordie Hicks
William Hungerford
Federico Ingrosso
Tony Konichek
Geoffrey Konkel
Ron Kruzie
Stu Liming
Lyle Lowery
Bryan Maclaflin
Travis Marg
Chris McLeroy
Matthew Miller
James Moreland
Michael Plummer
Joseph Michael Raper III
Andrew Ready
Erik Reierson
Giles Reynaud
Aeryn Rudel
William Schoonover
William Shick
Tim Simpson
Jason Soles
Stuart Spengler
Jesse Sterland
Brent Waldher
Keith Loree
Bryan McClaflin
Antonio Mora
Phuong Nguyen
Soroth Penh
Antwan Porter
Sam Rattanavong
Erik Reiersen
Yami Rios
Rob Seamount
Jesse Sterland
Colton Stoddard
Chris Tiemeyer
Ben Tracy
Thanh Tu
Dara Vann
Ryan Walker
Zixiao Zhou
William Schoonover
Organized Play Developer
William Hungerford
Matt Goetz
Michelle Horton
Customer Service
Justin Cottom
Allen Krause
Matt Razincka
Video Producer
JR Godwin
Tony Konichek
IT Administrator
No Quarter Editor-in-Chief
Convention Manager
No Quarter Editorial
Assistant
Michael Plummer
Convention Coordinator
Brian Green
Simon Berman
Valerie Herron
Volunteer Coordinator
James Arbuthnot
Charles Agel
Lyle Lowery
Kelsey Fox
Production Director
Mark Christensen
Technical Director
Kelly Yeager
Joe Lee
Vendor Coordinator
Geoffrey Konkel
Marcus Rodriguez
Scott Paschall
Production
Oren Ashkenazi
Nelson Baltzo
Felisha Bolzenthal
Thomas Cawby
Johan Cea
Stephen Cox
Bryan Dasalla
Alfonso Falco
Joel Falkenhagen
Delilah Gearhart
Brian Green
Trevor Hancock
Mike Harshbarger
Chris Lester
David Lima
Clayton Links
contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Welcome. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Rules Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Making Attacks.
Attack Roll .
. . . . . . . . . . . . . . . . . . . . . . . . .
41
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
41
Melee Attacks. .
43
. . . . . . . . . . . . . . . . . . . . . . . . .
Ranged Attacks. .
49
Game Overview .
. . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . .
Spray Attacks .
. . . . . . . . . . . . . . . . . . . . . . . . . .
54
10
Magic Attacks .
. . . . . . . . . . . . . . . . . . . . . . . . . .
55
General Guidelines .
Rule Priority. .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . .
. .
. . . . . . . . . . . . . . . . . . . . .
12
Damage .
12
Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Model Profiles .
. . . . . . . . . . . . . . . . . . . . . . . . . . . .
15
16
. . . . . . . . . . . . . . . . . . . . . . .
19
. . . . . . . . . . . . . . . . . . . . . . . .
20
Weapon Statistics .
Weapon Qualities.
. . . . . . . . . . . . . . . . . . . . . .
20
. . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
52
56
60
Anatomy of a Unit . . . . . . . . . . . . . . . . . . . . 62
Warjacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Warcasters & Focus . . . . . . . . . . . . . . . . . . 68
Spells & Spellcasting. . . . . . . . . . . . . . . . . . . 71
21
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Encounter Levels .
. . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . .
22
23
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
26
Appendix A: Timing . . . . . . . . . . . . . . . . . . 90
Gameplay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Appendix B: WARMACHINE .
Faction-Specific Rules. . . . . . . . . . . . . . . . 92
29
. . . . . . . . . . . . . . . . . . . . . . . . .
Activating Models .
Movement. .
. .
. . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Combat Actions.
. . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . .
29
Rhulic Mercenaries .
30
Cephalyx Mercenaries .
. . . . . . . . . . . . . . . . . . .
92
36
Convergence of Cyriss.
. . . . . . . . . . . . . . . . . . .
95
36
40
. . . . . . . . . . . . . . . . . . . . . .
92
Foreword
Since mankind began creating machines, we have endeavored
to make them better. Instinctively, we seek out the imperfections
and vulnerabilities of our creations, and we strive to improve
them. We tune them and we tinker and refine. Even a machine
that functions as intended isnt safe from our desire to make
it faster or more powerful. We augment, we supercharge, we
overclock in our never-ending yet impossible quest to perfect
the machine. Its our instinct, our nature. We cant help it.
And so it goes with our games.
An immersive miniatures game is a complex machine,
made up of countless interconnected parts, that as a whole
attempts to strike a balance between a true-to-life masscombat simulation and an enjoyable recreational pastime.
Somewhere between the realism and the entertainment is
the sweet spot, or what we refer to as the fun. With too
many components, the machine becomes cumbersome and
grinds to a halt. Without a reasonable amount of complexity,
the machine cant achieve the desired level of immersion and
the experience is reduced to something abstract and fleeting.
But we want our machine to engage you. We want to give you
an experience that keeps you coming back for more.
Some machines are intriguing because of their intricacy.
Others inspire excitement because of their power and
potential. With WARMACHINE, we seek to capture all
Matthew D. Wilson
Welcome
to Steam-Powered Miniatures Combat!
WARMACHINE is a game of cunning strategy, brutal tactics,
and epic clashes between armies of thundering steampowered warjacks, battle-hardened soldiers, and elite battle
mages. The game is set in the Iron Kingdoms, where youll
find deft swordsmen fighting alongside skilled riflemen and
where powerful magic is just as present as cannonballs and
battle axes. The Iron Kingdoms are rife with conflict, and
only the boldest heroes will reign supreme.
This book gives you all the nuts and bolts of how to play out
these conflicts on your tabletop, from the basics of building
an army to guidance on terrain and scenarios. If you are
new to the game, check out privateerpress.com for Basic
Training, a downloadable interactive tutorial that will take
Rules Basics
General Knowledge for
Combat in WARMACHINE
Game Overview
Summary of Play
Some events call for rolling a d3. To do so, roll a d6, divide
the result by 2, and round up.
Some instances call for a models stat or a die roll to be divided
in half. For distance measurements, use the actual result after
dividing the number in question. For everything else, always
round a fractional result to the next highest whole number.
Dice Shorthand
A six-sided die is referred to as a d6. When you need two or
more of these, a numeral before the d indicates the number
of dice to roll. Two six-sided dice are abbreviated as 2d6, three
dice as 3d6, and so on.
The term d3 is a shortcut for roll a d6, divide by 2, and round
up. Heres how to read the results of a d3 roll quickly:
or
=1
or
=2
or
=3
rules basics
General Guidelines
rules basics
the player whose turn it is. In both cases, the other player is
the inactive player. When resolving effects that occur after
the attack is resolved, the active and inactive players remain
the same as during the attack until all effects triggered by the
attack (see below) are resolved.
Rule Priority
Triggers
10
rules basics
rules basics
11
Sportsmanship &
Sharing Information
A player can measure any distance for any reason at any time.
12
Measuring Distances
rules basics
Within vs.
Completely Within
Bile Thrall A is not within the shaded area. Bile Thralls B
and E are within the shaded area. Bile Thralls C and D are
completely within the shaded area.
C
E
Models
Model Types, Stats
& Damage Capacity
Independent Models
Independent models are those that activate individually.
Warcasters, warjacks,
independent models.
solos,
and
battle
engines
are
Warcasters
A warcaster is a tremendously powerful sorcerer, warpriest,
or battle mage with the ability to control a group of warjacks
telepathically. A warcaster is a deadly opponent highly skilled
in both physical combat and spellcasting. A battlegroup
includes a warcaster and the warjacks he controls.
During battle, a warcaster commands his battlegroup of
warjacks in an effort to complete his objectives. A warcaster
can use his focus points to enhance his combat abilities and
cast spells, or he can assign them to individual warjacks to
increase their fighting abilities. A warcaster can also channel
spells through jacks equipped with arc nodes, effectively
extending the range of his magical powers.
Warjacks
A steamjack is a mechanical construct given the ability to
reason by a magical brain, known as a cortex, housed within
its hull. A steamjack does not possess high cognitive powers,
but it can execute simple commands and make logical
decisions to complete its assigned tasks. Throughout the
Iron Kingdoms steamjacks perform a variety of heavy or
dangerous tasks that would be impossible for a human.
models
13
battle engine
Winter Guard Gun Carriage
Warjack
Ironclad
WARCASTER
Iron Lich Asphyxious
COMMAND ATTACHMENT
Mage Hunter Commander
UNIT
Mage Hunter Strike Force
14
models
SOLO
Paladin of the
Order of the Wall
Solos
Solos are individuals who operate alone, such as assassins
and snipers. Solos are independent models.
Battle Engines
Battle engines are powerful weapons of war. Battle engines
Units
Model Statistics
Grunts
STRYKER 1
SPD STR MAT RAT DEF ARM CMD
Attachments
Attachments are troopers that can be added to some units.
They include command attachments and weapon attachments.
A unit can have only one command attachment and up to
three weapon attachments. Attachments are easily identified
by their Attachment rule, which specifies the unit or units
to which they can be attached.
Model Profiles
2016 v1
CYGNAR WARCASTER
16 15
DISRUPTOR PISTOL
RNG ROF AOE POW
10
10
QUICKSILVER
POW
P+S
models
15
16
models
Advantages
Advantages are common special rules that many models have.
2016 v1
MERCENARY SOLO
EIRYSS 1
SPD STR MAT RAT DEF ARM CMD
16 12
CROSSBOW
RNG ROF AOE POW
12
10
BAYONET
RNG
0.5
POW
P+S
FA
PISTOL WRAITH
Cryx Solo
17
Immunities
Immunities are advantages that protect models from some
types of damage and effects. A model never suffers damage
from a damage type to which it is immune. If the damage has
multiple damage types, a model that is immune to any of the
types will not suffer the damage.
18
Feats
Each warcaster has a unique and powerful special rule called
a feat that can be used only once per game (p.69).
Orders
An order lets a unit perform a specialized combat maneuver
(see Issuing Orders, p.64).
Spells
Weapon Qualities
Weapon Statistics
On a models weapon stat bar a sword icon denotes a melee
weapon, a pistol icon denotes a ranged weapon, and a
horseshoe icon denotes a Mount. The entry for a model with
multiple identical weapons has a single weapon stat bar with
the number of weapons indicated on the icon. A weapons
LIEUTENANT
stat bar lists only
the stats ALLISTER
that applyCAINE
to its use. Those
2016 v1that are
CYGNAR WARCASTER
not applicable are marked with .
CAINE 1
17 13
SPELLSTORM PISTOL
RNG ROF AOE POW
12
12
SWORD
IRONCLAD
RNG
POW
P+S
2016 v1
Sample
Ranged
Weapon Stat Bar
CYGNAR
HEAVY
WARJACK
0.5for 3
Two Identical Weapons
FOCUS
11
12 18
6 QUAKE
7 5HAMMER
13 17
RNG
POW
P+S
18
ELECTRICAL
BOLT
L
RNG ROF AOE POW
OPEN FIST
8 1 12
RNG
POW
R
ELECTRO
LANCE
RNG
POW
WJ
+30
P+S
14
DAMAGE
P+S
13
FA
C
MOUNT
RNG POW
0.5
12
DAMAGE
MODEL AS DAMAGE
R
MODEL CS DAMAGE
M maximum
C R R
RNG, RangeL L The
distance in inches between the
PC
FA
C C
12
U
DS DAMAGE
attacks pointMofMMODEL
origin
and the target before the
attack
will
automatically miss
(see
Making
Attacks,
p.
41).
Measure
MODEL ES DAMAGE
& 2 Grunts
12
FA
PC Leader
Leader
& 4 Grunts base20nearest
2
range from the edge of the point
of
origins
to the
target, up to the maximum range of the attack (see Measuring
Range, p. 40 and p. 71). Spray attacks use special range
descriptors beginning with SP (p. 54). A RNG of CTRL
indicates the weapon can target any model in the attacking
models control range. Remember, the attacking model
needs line of sight to a model to target it (p. 36). A RNG
of * indicates the models special rules contain information
about determining the RNG. Some special rules can affect a
weapons range. If a weapons RNG is reduced to 0 or less by
some effect, the weapon cannot be used to make attacks.
models
19
Weapon Qualities
Weapon qualities are special rules that are marked as icons on
a weapons stat THE
block.
HIGH RECLAIMER
2016 v1
PROTECTORATE WARCASTER
HIGH RECLAIMER 1
SPD STR MAT RAT DEF ARM CMD
14 16 10
POW
P+S
14
FOCUS
Blessed Attacks
5 with this weapon ignore bonuses from
spells, including animi, that add to a models ARM or DEF.
Buckler This weapon has an integral buckler that gives the
model a cumulative +1ARM bonus; for example, a model with
two of them gains a bonus of +2ARM. A model does not gain this
bonus while the weapon system with the buckler is crippled or
DAMAGE
when resolving damage that originates in its back arc.
WJ
CREMATOR
RNG
FA
+32
C
Chain Weapon Attacks with this weapon
ignore
the
Buckler and Shield weapon qualities and Shield Wall.
20
models
Base Size
The physical size and mass of a model are reflected by its
base size. There are four base sizes: small bases (30 mm),
medium bases (40mm), large bases (50mm), and huge bases
(120 mm). Generally, most human-sized warrior models
have small bases; larger creatures and light warjacks have
medium bases; very large creatures and heavy warjacks have
large bases; and colossals and massive vehicles, like battle
engines, have huge bases. A models entry states its base size.
Stryker
Facing
A models facing is determined by its shoulder orientation.
The 180 arc in the direction its shoulders face defines the
models front arc; the opposite 180 defines its back arc.
Many players find it helpful to make a small mark on either
side of each models base to indicate where the front arc ends
and the back arc begins instead of relying on the positioning
of its shoulders. If a model lacks shoulders, you must mark
its base or discuss its facing with your opponent before the
game starts.
Front Arc
Defender
Marking Your
Models Facing
We recommend you paint lines on your models bases to
identify their facing clearly.
Back Arc
RECKONER
Protectorate Heavy Warjack
21
CRYX BATTLEGROUP
22
Encounter Levels
Duel
Max. Warcasters: 1
Army Points: 0
A duel occurs when two warcasters cross paths, sometimes
on special assignments, other times to settle old scores.
Duels include only warcasters and the warjacks in their
battlegroups. This encounter level is perfect for playing with
the contents of a battlegroup box. Theme forces cannot be
used at this encounter level.
Skirmish
Max. Warcasters: 1
Army Points: 10
A skirmish is a battle between warcasters and a few trusted
companions. This encounter level is perfect for players just
beginning to expand their armies.
Rapid Assault
Max. Warcasters: 1
Army Points: 25
A rapid assault is a conflict between warcasters and their
battlegroups supported by a small retinue of units and solos.
Rapid assaults can occur over such things as routine border
patrols or elite surgical missions.
Clash of Arms
Max. Warcasters: 1
Army Points: 50
Clashes are small battles between well-rounded forces.
Though such encounters can be decided relatively quickly,
they give players a sense of the greater conflicts to come.
Pitched Battle
Max. Warcasters: 1
Army Points: 75
Pitched battles are sizeable conflicts between significant
forces. They are considered the average engagement size for
a game of WARMACHINE.
Grand Melee
Max. Warcasters: 1
Army Points: 100
A grand melee is a battle between large forces under the
direction of individual commanders. A grand melee is the
largest battlefield conflict suited for a single warcaster on
each side of the engagement.
Major Engagement
Max. Warcasters: 2
Army Points: 125
Major engagements are pivotal events that shape whole
military campaigns. With two warcasters in an army, you
can fully realize the opportunities for army customization to
bring tremendous firepower to bear.
Open War
Max. Warcasters: 3+
Army Points: 200+
When objectives can no longer be achieved by limited force of
arms, when both sides refuse to yield, then nothing less than
war can resolve their differences. This is a huge game in which
each player fields three or more warcasters, allowing your
forces enough breadth to inflict and recover from staggering
blows as the fight swings back and forth. Additional warcasters
can be added to a force for every additional 75 points. When
playing a game of 275 points, for example, players can each
field four warcasters. When playing 350 points, players can
each field five warcasters, and so on.
Point Costs
All models in WARMACHINE have a point cost that
indicates how many army points you must spend to include
one of these models (or in the case of units, one basic unit)
in your army. Some models and units have different costs
associated with different play options. For example, many
units have one cost listed for the minimum-strength unit
and a separate cost for the maximum-strength unit. When
you compose a list of the models in your army (commonly
known as your army list), you must specify which point
cost option you are taking.
23
16
12
20
20
11
10
6
10
Battlegroup Subtotal
Units and Solos Subtotal
TOTAL ARMY POINTS
48
57
105
IRONCLAD
Stryker
Lancer
24
Lancer
Warcasters are the driving force of your army and do not cost
army points to include. Instead, they grant you a number of
warjack points that can be spent only on warjacks for your
warcasters battlegroup. These bonus points are in addition to
the army points determined for the game, and any warjack points
not spent on warjacks for a warcasters battlegroup are lost.
Field Allowance
Field allowance (FA) is the maximum number of models or
Battlegroups
Each warcaster in an army controls a group of warjacks.
A warcaster and the warjacks he controls are collectively
referred to as a battlegroup. There is no limit to the number of
warjacks that can be fielded in each warcasters battlegroup.
Warjacks must begin the game assigned to a battlegroup or
controlled by a jack marshal (p.74).
Because a warcaster can allocate focus points only to
warjacks in its battlegroup and only warjacks in a battlegroup
power up, it is important to distinguish which warjacks
are controlled by each warcaster and which warjacks are
controlled by each jack marshal. When composing your
army, specify the controller for each of the warjacks in your
army. For more information on battlegroups, see Warcasters
& Focus, p.68.
Characters
Mercenaries
Character units are unique units that may or may not be made
up of named characters.
2016 v1
MERCENARY SOLO
EIRYSS 1
SPD STR MAT RAT DEF ARM CMD
16 12
CROSSBOW
RNG ROF AOE POW
12
10
BAYONET
RNG
POW
0.5
EIRYSS, ANGEL OF RETRIBUTION
P+S
2016 v1
EIRYSS 2 SABER
RNG DEF
POW
SPD STR MAT RAT
ARM P+S
CMD
0.5
9 16 3 12 79
CROSSBOW
RNG ROF AOE POW
12
10
BAYONET
RNG
POW
0.5
2
DAMAGE
EIRYSS, MAGE
HUNTER COMMANDER
P+S
2016 v1
PC
FA
7
C
RNG DEF
POW
SPD STR MAT RAT
ARM P+S
CMD
EIRYSS 3 SABER
7
0.5
9 16 3 12 79
CROSSBOW
RNG ROF AOE POW
12
10
CROSSBOW BLADE
RNG
DAMAGE
0.5
SABER
RNG
0.5
POW
P+S
PC
6
POW
FA
C
P+S
25
Theme Forces
Theme forces are rules that allow a player to field a themed
Scenarios
A scenario is a specific mission that adds unique rules and
victory conditions to a game, which introduces an extra layer of
excitement. A player wins a scenario by achieving its objectives,
not necessarily by eliminating the opponents forces. Some
scenarios have specific guidelines for deployment, battlefield
size, terrain setup, deployment zones, and turn order. If you
feel particularly daring, you can randomly determine which
scenario to play.
As long as all players agree, you can even design your own
scenarios to create a unique battle experience. Just be sure
to allow a minimum of 28 between rival deployment zones.
Feel free to be creative when setting up your games. Your
imagination is the only limit.
A selection of scenarios is presented beginning on p.82.
Once players have determined the scenario they will use and
have built their armies, they are ready to play. Games are
typically played on a 4 4 battlefield, sometimes referred to
as the table. To start a game of WARMACHINE, perform
the following steps in order:
1. Players set up the battlefield with a number of terrain
features generally outlined by the scenario they
have decided to play (see Terrain, p.77, and
Scenarios, p.82).
2. Players make a starting roll, with each rolling a d6 to
determine who will be the first player and who will
be the second player. The player who rolls the higher
number chooses which player will be the first player
and which will be the second.
3. The second player chooses an edge of the battlefield to
deploy to.
4. The first player deploys his models first, placing
them completely within 7 of the table edge opposite
the one chosen by the second player. This area is the
players deployment zone. Deploy units so that all
their troopers are in formation (p.64). Models with
Advance Deployment do not have to be deployed
at this time.
5. The second player deploys his models on his chosen
side of the battlefield, placing them completely within
10 of that edge, following the same guidelines.
6. The first player deploys any of his models with Advance
Deployment that he did not place in step 4, deploying
models up to 6 beyond his deployment zone.
7. The second player deploys any of his models with
Advance Deployment that he did not place in
step 5, following the same guidelines.
8. After all forces have been deployed, the first game
round begins with the first player taking the first turn.
Players then alternate taking turns for the rest of the
game. This is the turn order. Once established, the
turn order remains set for the rest of the game. Game
rounds continue until one side achieves its victory
conditions and wins the game.
Starting Focus
Every warcaster and other model with the Focus Manipulation
special rule begins the game with a number of focus points
equal to its FOCUS stat.
26
Team Games
Before beginning a team game, players split into two
opposing sides. Each side then builds an army according to
the rules above. If the players on a team wish, they can build
their army using a theme force. Once the players on a team
have built their army, they should determine which player
controls which battlegroups, units, and solos.
The game will work just like a standard two-person game of
WARMACHINE except instead of one army taking a turn,
only one player will take a turn. Then the next player will be a
player from the other team. Players take turns like this until all
players have taken a turn, then the next game round begins.
At the beginning of the game, one player from each team
rolls a d6 to establish the turn order. The team that rolls
higher chooses which team goes first, and the first team
chooses which of its players will be the first player. Once
the first player is determined, the opposing team chooses
which of its players will go next. The first team then
names one of its players to be third, followed again by the
opposing team. This continues until all players have a place
in the turn order and ensures the turn order will alternate
between players of opposing teams.
Free-for-All Games
In a free-for-all game, each player fights independently. To
establish turn order, each player makes a starting roll. Starting
with the player rolling the highest result and working to the
lowest, each player chooses any available position in the
turn order. Reroll to break ties as they occur, with the player
rolling the highest reroll result winning his choice of position,
followed by the next highest reroller, and so on.
Example: Matt, Jason, Will, and Jack roll 6, 5, 5, and 3
27
Gameplay
Turn Sequence, Movement & Actions
28
gameplay
Maintenance Phase
During the Maintenance Phase, perform the following steps
in order:
1. Remove all focus points from your warjacks. Remove
all focus points in excess of the FOCUS stat for each of
your models with the Focus Manipulation special rule.
2. Check for expiration of continuous effects on any
models you control. After checking for expired
continuous effects, resolve the effects of those that
remain in play.
3. Resolve all other effects that occur during the
Maintenance Phase.
Control Phase
During the Control Phase, perform the following steps in order:
1. Each of your models with the Focus Manipulation
special rule, like warcasters, replenishes its focus points.
To replenish focus, a model gains focus points so that it
has a number equal to its current FOCUS.
2. Warjacks power up. Each warjack in a battlegroup that
has a functional cortex and is within its controllers
control range gains 1 focus point. A warjack with a
crippled cortex or no cortex at all cannot power up
and does not gain this focus.
3. Each model with the Focus Manipulation special rule
can allocate focus points to warjacks in its battlegroup
that are in its control range. A model cannot allocate
focus to a warjack with a crippled cortex.
4. Each model with the Focus Manipulation special
rule can spend focus points to maintain its upkeep
spells in play. If a model does not spend focus points
to maintain an upkeep spell, the spell expires and its
effects immediately end.
5. Resolve all other effects that occur during the Control
Phase.
Activation Phase
The Activation Phase is the major portion of a players turn.
All models you control must be activated once per turn.
This is usually done during the Activation Phase, but some
effects allow a model to activate earlier in the turn. Units
and independent models are activated one at a time in the
order you choose. A model cannot forfeit its activation unless
allowed to do so by a special rule (see Forfeiting Normal
Movement or Combat Actions, next). A model must be on
the table to activate.
Activating Models
Activating Independent
Models
Independent models activate individually. Only one
independent model can activate at a time. The model
makes its Normal Movement if it was not forfeited. Then,
after resolving its Normal Movement, the model resolves
its Combat Action if it was not forfeited. After resolving its
Combat Action, the model ends its activation. The active
model must end its activation before another model or unit
can be activated.
Activating Units
Troopers do not activate individually. Instead, the entire unit
activates at once. See Unit Activation, p. 64, for details
on activating units. As with activating independent models,
a unit must end its activation before another model or unit
can be activated.
29
Movement
Aim
advancing
During Normal Movement the model changes its facing to
point in the direction it moves.
The model does not advance, not even to change its facing; then its
Normal Movement ends. For the rest of the models activation, it
receives a +2 bonus to every ranged attack roll it makes. A model
in melee (p.43) cannot use its Normal Movement to aim.
Full Advance
The model advances up to its current speed (SPD) in inches.
Run
2
Involuntary Movement
During involuntary movement the model does not change
its facing.
30
gameplay
Charge
The model rushes into melee range with a target and takes
advantage of its momentum to make a more powerful first
strike. A model that does not have a melee range or cannot
make attacks also cannot charge. A model that forfeits its
Combat Action cannot use its Normal Movement to charge
that activation. A model cannot target a friendly model with
a charge.
Declare a charge and its target before moving the model.
A model requires line of sight to another model to target it
(see Line of Sight & Targeting on p. 36 for details). After
declaring a charge, the charging model turns to face any
direction that will bring its target into its melee range when
it moves, ignoring terrain, the distance to the charge target,
and other models. The charging model then advances up to
its current SPD plus 3 in that direction, in a straight line.
The charging model cannot voluntarily stop its movement
until its target is in its melee range, but after that point it can
end this movement at any time. Once the charging model
has the charge target in its melee range, it must keep the
charge target in its melee range for the rest of the charge.
The charging model stops if it contacts a model, an obstacle,
or an obstruction or if it is pushed, slammed, thrown, or
placed during its charge movement. If a model contacts a
model, an obstacle, or an obstruction while charging but is
able to move through it for some reason (such as a special
rule on the model), the charging model does not stop but
is still considered to have contacted the model, obstacle, or
obstruction. At the end of the charge movement, the charging
model turns to directly face its target.
Some effects require a model to charge. If a model is required
to charge and either it cannot or there are no legal charge
targets in its line of sight, the model activates but must forfeit
its Normal Movement and Combat Action.
A charging model that is engaging its charge target at the end
of its charge movement has made a successful charge. The
charging model must use its Combat Action to make either
initial melee attacks or a special attack with a melee weapon.
The charging models first melee attack after ending its charge
movement must target the model it charged. If the charging
model advanced at least 3, its first attack with a melee
weapon targeting the model it charged is a charge attack. If
that attack hits, the damage roll against the charge target is
automatically boosted. After resolving its charge attack, the
charging model completes its Combat Action normally.
Charge Direction
Either of these charge moves would bring the Winter Guard
Infantry model within melee range of its target, the Deathripper.
The red area represents the Winter Guards melee range.
Winter Guard
Winter Guard
Deathripper
Deathripper
gameplay
31
charge examples
Deathripper
Deathripper
Skarlock Thrall
Rough
Terrain
Bile Thralls
Trencher
Infantry
Trencher
Infantry
Directly Toward
& Directly Away
The dotted line represents the line
connecting the center points of the
Paladin of the Order of the Wall and the
Deathripper. To move directly toward or
directly away from the Deathripper, the
Paladin must travel along this line.
32
gameplay
Trencher
Infantry
Paladin of the
Order of the Wall
Directly
Directly
Away
Toward
Deathripper
Movement Restrictions
Some effects place restrictions on how a model moves or
advances. There are four types of these restrictions. In the
following descriptions, Model A is moving with some
restriction relative to Model B.
Model A Must Move Toward Model B: Model A can move
along any path such that the distance between Model A
and Model B is always decreasing or remaining the same
during the movement.
Model A Must Move Directly Toward Model B: Model A
moves along the straight line that connects the center
points of Model A and Model B such that the distance
between them decreases during the movement. A model
that moves directly toward a point cannot change its
facing after moving.
Model A Must Move Away From Model B: Model A can
move along any path such that the distance between
Model A and Model B is always increasing or remaining
the same during the movement.
Model A Must Move Directly Away From Model B: Model
A moves along the straight line that connects the center
points of Model A and Model B such that the distance
between them increases during the movement. A model
that moves directly away from a point cannot change its
facing after moving.
In all these cases, the model affected by the movement
restriction can still forfeit its Normal Movement, change its
facing, or choose not to move at all.
A model can be affected by more than one movement
restriction. For example, a model required to advance toward
one model and away from another would need to move in
a manner to satisfy both requirements. If a moving model
cannot satisfy all restrictions on the movement, it cannot
move at all.
Entering
A model enters an area when it moves from not being within
the area to being within the area, when it is put into play in
the area, or when it is placed in the area. A model can suffer
the effects of entering any particular area only once each time
it advances.
Movement in a Nutshell
All intentional movement, for any reason, is advancing.
The Normal Movement phase of your models activation is the
time you can be certain your model will have the opportunity
to move.
Unintentional movement can also occur at various times.
gameplay
33
Unintentional Movement
Models can move without advancing as a result of being
pushed or slammed or from other effects. Determine the
distance a model moves in this way by measuring how
far the leading edge of its base travels. Unless otherwise
specified, a models facing does not change when it moves
unintentionally. Remember, unintentional movement is not
advancing, so things like free strikes that occur as a result
of advancing do not apply to movement caused by pushes,
slams, or throws.
Pushed
Sometimes models can be pushed as a result of an attack, a
special rule, or a spell. A pushed model moves at half rate
through rough terrain, suffers the effects of any hazards
(p. 81) through which it moves, and stops if it contacts an
obstacle, an obstruction, or another model.
Slammed
Sometimes models are slammed as a result of a spell or
attack. When a model is slammed, it is moved a certain
distance directly away from the point of origin of the slam
(usually the attacker), then becomes knocked down (p. 61).
The distance the slammed model is moved is determined
by the spell or attack that caused the slam. The slammed
model then suffers a damage roll determined by the spell
or attack that caused the slam. A slammed model moves at
half rate through rough terrain, suffers any damaging effects
through which it passes, and stops if it contacts an obstacle,
an obstruction, or a model with an equal or larger base. A
slammed model moves through models with smaller bases
than its own.
Add an additional die to the damage roll the slammed model
suffers if it contacts an obstacle, an obstruction, or a model
with an equal or larger base.
Slammed by
a Power Attack
Slammed by
a Melee Attack
Slammed by
a Spell
Ironclad
Slayer
4
Crusader
Juggernaut
Marauder
Lancer
Lt. Allister
Caine
34
gameplay
Collateral Damage
Collateral damage cannot be boosted and is not considered
damage from an attack or model.
Thrown
Sometimes models are thrown as the result of a spell or attack.
When a model is thrown, refer to the spell or attack that caused
the throw to determine the models point of impact, generally
directly away from the attacking model. When resolving a throw
power attack, however, it may be necessary to roll for deviation
to determine the thrown models point of impact (see Throw
Power Attack, p. 46, and Deviation, p. 52). Move the
thrown model from its current location in a straight line directly
toward the point of impact. During this movement, a thrown
model moves through models with smaller bases without
contacting them. Unlike when a model is slammed, rough
terrain does not affect this movement, but the thrown model
still stops if it contacts an obstacle, an obstruction, or a model
with an equal or larger base. After moving, the thrown model
becomes knocked down (p. 61) and contacts all models with
which it is base-to-base and all models whose bases it overlaps.
The thrown model then suffers a damage roll determined by the
spell or attack that caused the throw.
Add an additional die to the damage roll the thrown model
suffers if it contacts an obstacle, an obstruction, or a model
with an equal or larger base.
If a thrown model contacts a model with an equal or smaller
base, the contacted model becomes knocked down (p. 61)
and suffers a collateral damage roll determined by the spell
or attack that caused the throw. A contacted model with a
larger base than the thrown model does not suffer collateral
damage and is not knocked down. Resolve any collateral
damage simultaneously with the damage resulting from
the spell or attack that caused the throw (see Simultaneous
Effects, p.43).
Falling
A model that is slammed, thrown, or pushed or that otherwise
moves off an elevated surface to another surface at least 1
full inch lower falls. A falling model becomes knocked down
(p. 61) and suffers a damage roll. A fall of up to 2 causes
a POW12 damage roll. Add an additional die to the damage
roll for every additional 2 the model falls, rounded up.
Fall Damage Roll = 2d6+12 + d6 for
every 2 of the fall after the first
Example: A model falling 2 suffers a damage roll of
35
Placed
Basic Attacks
Replacing Models
When replacing one model with another, place the new model
so the area covered by the smaller of their bases is completely
within the area covered by the larger. If the two bases are the
same size, place the new model in the same location as the
one being replaced. There must be room for the models base
in the location the model is placed. The player choosing the
placed models new location chooses its facing.
Combat Actions
Additional Attacks
After resolving its initial attacks, a special attack, or a power
attack, a model might be able to make additional attacks if it
has a special rule allowing it to do so.
A model can make additional attacks only during its Combat
Action. Each additional attack is a basic attack that can be
made with any weapon the model possesses that is allowed
by the special rule granting the attack, including multiple
attacks with the same weapon. Completely resolve each
attack before making another attack. A model cannot make a
special attack or a power attack as an additional attack.
Warcasters and warjacks can spend focus points to make
additional melee attacks. (Information on spending focus is
presented in Focus: Additional Attack. For warjacks, see
p. 66. For models with the Focus Manipulation special
rule, see p.70.)
36
gameplay
Crusader
Flameguard B
Flameguard A
Revenger
Kreoss
Butcher
2.75
2.25
1.75
Small Base
Mechanithrall
Medium Base
Wrack
Large Base
Juggernaut
Huge Base
Stormwall
gameplay
37
Vanquisher
Stormblade
Stormblade
This wall is shorter than 1.75. It will not block line of sight
to any of the models behind it.
This wall is taller than 1.75 but shorter than 2.25. It will
block line of sight to small-based models behind it.
This wall is taller than 2.25 but shorter than 2.75. It will block
line of sight to small- and medium-based models behind it.
This wall is taller than 2.75. It will block line of sight to all
non-huge-based models behind it.
GUARDIAN
Heavy Warjack
TRENCHER SHARPSHOOTER
Unit Attachment
38
gameplay
REPENTER
Light Warjack
Revenger
Crusader
RIGHT
SIDE
Flameguard
Wall Template
LEFT
SIDE
Stormwall
gameplay
39
Charger
Berserker
Manhunter
40
gameplay
Battle
Mechanik
Kommander
Sorscha
For most attacks, the origin of damage will be the same as the
point of origin of the attack. The origin of damage for a direct
hit with an AOE attack is the attacks point of origin, but the
origin of damage for any other damage caused by an AOE
attack is the point of impact.
Finally, some non-AOE attacks, such as Ashes to Ashes and
Chain Lightning, have special rules that allow them to damage
models in addition to the attacks target. The origin of damage
in those cases is the model or point from which the range to
other affected models is measured. For example, the origin of
damage for the target of Ashes to Ashes is the spells origin, but
the origin of damage for the other models affected by the spell
is the target model. Similarly, when the lightning generated
by Chain Lightning arcs to another model, the model most
recently struck by the lightning is the origin of that damage.
The origin of damage for an AOE that is not considered to
be part of an attack, such as from a hazard, is the center of
the AOE.
Measuring Range
Combat
Attack Resolution & Damage
Making Attacks
Effects That
Prevent Targeting
Certain rules and effects prevent a model from being targeted.
A model that cannot be targeted by an attack still suffers its
effects if it is hit by the attack, such as a result of being inside
an area of effect. Other rules and effects, such as Stealth ,
can cause an attack to miss automatically. They do not prevent
the model from being targeted by the attack, however.
Attack Roll
41
Rerolls
Some models have special rules that enable them to reroll
attack or damage rolls or that cause another model to
reroll its attack or damage rolls. These rerolls occur before
applying effects that are triggered when an attack roll hits
or misses or when a damage roll damages a model or fails
to damage a model. The reroll results replace the original
rolls results. For example, if a reroll causes a hit model to be
missed, it is missed. If a reroll causes a missed model to be
hit, it is hit. Multiple reroll effects can come into play on the
same roll. Resolve them all before resolving any other effects
dependent on hitting/missing or damaging/not damaging.
See the Timing appendix on p.90 for details on timing.
Switching Targets
Some models have the ability to cause another model to
be directly hit by an attack in their place. Others can cause
themselves to be directly hit by an attack in place of another
model. Switching targets occurs as soon as a hit or a miss has
been determined, including the resolution of all rerolls.
Back Strikes
A back strike grants a +2 bonus to the attack roll of a melee,
ranged, or magic attack. For a model to receive the back strike
bonus, the point of origin of the attack must be completely in
the back arc of the target of the attack.
Mechanithrall B
Charger
Revenger
Deathripper
42
combat
Simultaneous Effects
Melee Range
Attack-Generating Special
Rules
When a model is granted more attacks as a result of an
attack it made, it gains only one. If two or more special rules
would grant the model another attack as a result of making
an attack, its controlling player chooses which special rule
to apply. The attack is then resolved using those rules. These
attacks can in turn earn more attacks of their own.
Example: Lich Lord Terminus casts Ravager on a Slayer
Melee Attacks
43
Mechanithrall
Templar
Templar
Templar
Free Strikes
Power Attacks
44
combat
Crusader
Wall
Flameguard
4
Juggernaut
Head-Butt
A model making a head-butt power attack smashes its head
into a model to drive it to the ground. A head-butt power
attack made by a colossal has a 2 melee range. A head-butt
power attack made by any other model has a 0.5 melee
range. The attacking model makes a melee attack roll against
its target. If the attack hits, the target becomes knocked down
(p.61) and then suffers a power attack damage roll.
A model cannot head-butt a model with a larger base.
Power Strike
Only colossals can make power strikes.
A colossal making a power strike power attack uses the force
of its tremendous melee power to send a smaller-based
model flying. A colossal must have at least one non-crippled
Slam
A model making a slam power attack rams a model with
the full force of its body to send the target model flying
backward and knock it to the ground. A slam combines a
models Normal Movement and Combat Action. A model
cannot make a slam power attack if it forfeited either its
Normal Movement or its Combat Action that activation.
A slam power attack made by a colossal has a 2 melee range.
A slam power attack made by any other model has a 0.5
melee range.
A model making a slam power attack during its activation
can attempt to slam any model that is in its line of sight at
the beginning of its Normal Movement. Declare a slam and
its target before moving the slamming model. Remember,
a model requires line of sight to another model to target it.
After declaring a slam, turn the slamming model to directly
face the slam target. The slamming model then advances its
full SPD plus 3 directly toward its target. The slamming
model cannot voluntarily stop its movement unless its target
is in its melee range, but it can end this movement at any
point with its target in its slam power attacks melee range.
It stops if it contacts a model, an obstacle, or an obstruction
combat
45
Sweep
A colossal can use its arms to scythe through models within
its reach. A colossal chooses a non-crippled melee weapon
with a location of L or R to make the sweep power attack. It
then makes one melee attack with the weapon against each
model in the weapons field of fire that is within the weapons
melee range, ignoring intervening models when determining
line of sight. This power attack does not require a target, but
each separate attack does. These attacks are simultaneous
(see Simultaneous Effects, p. 43). Models hit suffer a
power attack damage roll.
46
combat
Throw
A model making a throw power attack picks up and throws
another model. A warjack must have at least one non-crippled
weapon with the Open Fist weapon quality to make a throw
power attack. A throw power attack has a melee range equal to
the melee range of its non-crippled weapon with Open Fist. A
model cannot throw power attack a model with a larger base;
that is, a model with a larger base cannot be targeted.
The attacking model must first attempt to grasp the model it
intends to throw by making a melee attack roll against it. If
the attack hits, that model is grasped and tries to break free
before it is lifted off the ground. Both models roll a d6 and
add their current STR. An attacker with two non-crippled
weapons with Open Fist rolls 2d6 instead. If the grasped
models total is greater, it breaks free and the attack ends.
If the attackers total equals or exceeds the grasped models
total, the grasped model is thrown (see Thrown, p.35).
When your model throws another model, you can choose either
to throw the model directly away from the attacker or to throw
it at another model within the attackers line of sight. The throw
distance is equal to half the attackers current STR in inches.
If you choose to have your model throw a model at another
model, ignore the model being thrown when determining line
of sight to the target. The target can have a larger base than
the attacker. If the distance between the thrown model and the
model it is being thrown at is beyond the throw distance, the
point of impact is the point along the line from the thrower to
the other model equal to the throw distance (see Thrown,
p. 35). In this case, do not roll deviation. If the other model
is within the throw distance, the attacker makes a melee attack
roll against it. On a hit, move the thrown model from its
current location directly toward the other models base until
it contacts the target.
If the target was in the throw range and the attack roll resulted
in a miss, determine the thrown models actual point of impact
by rolling for deviation. Referencing the deviation rules
(p.52), roll a d6 for direction and a d3 for distance in inches.
Measure deviation from the center of the missed models base.
The deviation distance cannot exceed half the distance between
the thrown model and the model that was missed.
When moving the thrown model, it moves through the
throwing model without contacting it.
The thrown model suffers a power attack damage roll.
Deviation
In WARMACHINE most attacks that miss have no further
effect. However, some attacksprimarily power attack
throws, ranged AOE attacks, and AOE spell attacksare so
strong or explosive that they will still land somewhere even
when they miss. Use the rules for deviation (p. 52) to
determine where those attacks land.
1
6
5
Defender
Defender
Actual
Point of
Impact
2
3
Mechanik Chief
Bodger
Bodger
Charger
5.5
Crusader
Charger
Crusader
The Charger suffers a damage roll from the power attack, and an
additional die is added to the damage roll because the Charger
contacted a model with an equal or larger base. The Bodger
suffers a collateral damage roll of 2d6 plus the Crusaders STR of
11. The Defender does not suffer any damage and is not knocked
down because its base is larger than the Chargers.
The Crusader wasnt able to crush the Mechanik Chief, but at least
the warjack eliminated a pesky Bodger with its throw.
combat
47
Another
Example of
a Throw
Power Attack
Ironclad
Charger
Juggernaut
Trample
trample example
A Crusader power attack tramples through a unit of
Mechanithralls. The Crusader chooses a direction that allows it
to contact as many Mechanithrall models as possible as it moves.
The Crusaders SPD is 4, so it moves 7 in a straight line without
changing its facing. Upon finishing this trample movement, the
Crusader makes a melee attack roll against Mechanithralls A, B,
C, D, and E. After resolving those attacks, Mechanithrall F and
the Deathripper make free strikes against the Crusader.
Crusader
Deathripper
F
Mechanithrall
E
48
combat
Ranged Attacks
combat
49
Cover
+4 DEF
Cover
+4 DEF
Cover
+4 DEF
Concealment
+2 DEF
Concealment &
Cover in Action
The Defender has several targets from
which to choose, but many of them
are actually well defended. The forest
grants concealment (+2 DEF) to the
Juggernaut, and the crates grant cover
(+4 DEF) to Winter Guard Infantry
models A and B. The Defender cannot
draw line of sight to Orsus Zoktavir, the
Butcher of Khardov at all because there
is a forest between them (see the rules
for forests on p. 79). Winter Guard
C is behind the crates, but because it
is more than 1 from them, it does not
receive the cover bonus.
50
combat
Butcher
Defender
B
Charger
If the attack misses, the Decimator rerolls the attack, this time
targeting the Butcher because he is the only other model in the
same combat. It still includes the additional die for boosting
the attack roll, the +2 for aiming, and the 4 penalty for
targeting a model in melee. If the Butcher is behind cover in
relation to the Decimator, he gains +4DEF against this attack.
Deathripper
Stryker
Deneghra
Defender
combat
51
Assault
A model with the Assault
advantage can make one
ranged attack as part of a charge during its activation. This
ranged attack must occur after the model ends its movement
but before it begins its Combat Action and must target the
model charged. The model cannot make an assault attack if
it is in melee with its charge target at the start of its Normal
Movement. If the target is not in the charging models melee
range after ending its movement, the charge fails, but the
can still make the Assault ranged
model with Assault
attack before its activation ends.
Gunfighter
A model with the Gunfighter advantage can make ranged
attacks targeting models it is in melee with and can make free
strikes with its ranged weapons. If it does not have a melee
weapon, it gains a melee range of 0.5.
A model with the Gunfighter advantage can make charges.
If it makes a charge, the model can make its initial attacks with
its ranged weapons, but these attacks can target only models
in its melee range. The charging gunfighters first melee or
ranged attack after ending its charge movement must target
the model it charged. If the charging gunfighter did not fail
its charge and cannot make its first melee or ranged attack
against the charge target, the charging gunfighter can make
its first attack against any eligible target. Remember, your first
attack after charging is a charge attack only if you make it with
a melee weapon, and a model in melee cannot aim (p.30).
Gunfighter does not allow a model to make melee and ranged
attacks during the same activation.
52
combat
Deviation Example
A Redeemer makes a ranged attack with its Skyhammer targeting the Mechanithrall in the middle of the unit 12 away. If it hits the
target, the Skyhammer will catch four Mechanithralls under the template! The Redeemers ranged attack roll misses, however, and since
the attack is an AOE attack, the Redeemers controller must roll deviation to determine the attacks point of impact. The roll is a 5 for
direction and a 4 for distance in inches. Measure 4 in the determined direction from the center of the attacks original target in order to
locate the point of impact. Models under the template are hit, but not directly hit, and suffer blast damage and are subject to the attacks
special effects. The Redeemer does not hit as many Mechanithralls as it wanted, but it still catches one under the template.
Point of Impact
6
5
< Orig
in of A
2
3
ttack
Redeemer
Mechanithralls
combat
53
examples of
spray attacks
A Bile Thrall makes a spray attack against
a group of Winter Guard Infantry. The Cryx
player chooses the centermost Winter
Guard as the target and centers the SP8
spray template laterally over that model.
Targeting that trooper enables the player
to cover the greatest number of Winter
Guard models with the template without
covering his own nearby Deathrippers. He
makes a ranged attack roll against each
of the four Winter Guard in the spray. If
an attack roll against the Winter Guard in
melee with the Deathrippers misses, it will
not hit one of the Deathrippers.
A pair of Mechanithralls has advanced to
within range of a Repenters Flamethrower.
The Cryx player has been careful to place
them far enough apart that a spray attack
targeted against either one of them will
not catch the other under the template.
Unfortunately he has not taken the
Deathripper behind them into account.
The Repenter has line of sight to the
Deathripper and therefore can target it
with its Flamethrower even though it is
out of range. Doing this will cover both
Mechanithralls with the spray template.
Winter Guard
Bile Thrall
Deathrippers
Repenter
Mechanithralls
Deathripper
Spray Attacks
An attack using the spray template is sometimes referred
to as a spray attack. Some weapons and spells, such as
flamethrowers and Warwitch Deneghras Venom spell,
make spray attacks. These devastating short-ranged attacks
can potentially hit several models. A spray attack uses the
spray template, which is marked with three possible ranges:
SP6, SP8, and SP10. Consider only the portion of the
template corresponding to the RNG of the spray attack when
determining which models are hit by the attack. Effects that
modify RNG do not affect spray attacks.
A spray attack follows all normal targeting rules. When
making a spray attack, center the spray template laterally
over the target with the narrow end of the template touching
the nearest edge of the point of origins base. The target itself
need not be under the template. Every model with any part
of its base covered by the appropriate section of the spray
template can be hit by the attack.
54
combat
Magic Attacks
55
Damage
Damage Rolls
Determine how much damage is dealt to a model by making
a damage roll. In the case of ranged attacks, magic attacks, and
most other damaging effects, roll 2d6 and add the Power (POW)
of the attack. In the case of melee attacks, roll 2d6 and add the
P+S of the attack, which is the POW of the weapon used for the
attack + the Strength (STR) of the attacking model. A boosted
damage roll adds an additional die to this roll. Special rules for
certain circumstances might modify the damage roll as well.
Damage Roll = 2d6 + POW (+ STR if melee)
Compare this total against the Armor (ARM) of the model
suffering the damage. That model takes 1 damage point for
every point that the damage roll exceeds its ARM. A model
cannot suffer more damage than it has damage boxes.
A weapon or attack with POW does not cause damage.
Damage Types
Some weapons inflict a specific damage type that might affect
some models differently than others. When a damage type is
referenced in text, it is described as X damage. For example,
a damage roll that causes electrical damage is described as an
electrical damage roll .
A model with immunity to a certain damage type never takes
damage of that type. A single attack can inflict damage of
several types. If a model is immune to any of those types, it does
not suffer damage from the attack. A model immune to damage
from an attack can still suffer other effects from the attack.
Example: The Stormclad is a warjack with Immunity:
Cold
Corrosion
Immunity:
Cold
56
combat
Electricity
Immunity:
Corrosion
Fire
Immunity:
Electricity
Magical
Immunity:
Fire
Recording Damage
A models entry gives its damage capacity, or the total
amount of damage it can suffer before being disabled. For
models without damage boxes, this is 1 damage point. A
model resilient enough to take more than 1 point of damage
will have a row of damage boxes for tracking the damage
it receives. Record its damage left to right by marking
one damage box for each damage point taken. A model is
disabled once all its damage boxes are marked.
Some models, such as warjacks, have damage grids consisting
of six columns of damage boxes labeled with the numbers
1 through 6. Different damage grids might be slightly
different in shape and the number of damage boxes, but
they function the same way. When a model with a damage
grid suffers damage, roll a d6 to determine which column
takes the damage. Starting with the uppermost unmarked
box in that column and working down, mark one damage
box per damage point taken. Once a column is full, continue
recording damage in the next column to the right that
contains an unmarked damage box. If all the damage boxes in
column 6 are marked, continue recording damage in column
1 or the next column that contains an unmarked damage box.
Continue filling columns as required until every damage
point taken has been recorded.
When a rule specifically states a model suffers damage to the
first box of a given system (see Warjack Damage Key callout),
find the lowest numbered column on the models card that has
an unmarked damage box for that system. Within that column,
mark the uppermost unmarked damage box of that system.
Crippling Systems
When a model with systems, like a warjack, suffers damage,
individual systems critical to its combat performance can
be hindered or crippled. Blank damage boxes represent a
warjacks hull. The hull is not a system. Beneath the hull are
the models vital systems, represented by system boxes. Each
of these boxes is labeled with a letter designating the system it
supports. System boxes are still damage boxes; when recording
damage, mark both blank boxes and those containing system
labels to record the correct amount of damage. While all the
boxes corresponding to a system are marked, the system is
crippled. The effects of crippled systems are as follows:
Crippled Arc Node: The model loses the Arc Node
advantage.
Crippled Cortex: The model loses any focus points on it
and cannot gain or spend focus points for any reason.
Crippled Movement: The model has its base DEF
changed to 5. It cannot run, charge, or make slam or
trample power attacks. A model that has its Movement
system crippled while advancing as part of a charge or
slam power attack immediately stops advancing, and its
activation ends.
Crippled Field Generator: A model with a crippled Field
Generator cannot spend focus points to remove damage
from its force field damage track (p.59).
Crippled Arm or Head Weapon System: The model rolls one
fewer die on the attack and damage rolls with weapons
in the crippled location. Additionally, a model cannot use
weapons in a crippled location to make power attacks
or special attacks. A model cannot make a chain attack or
combo special attack, such as Combo Smite or Combo
Strike, while either of the weapon systems with the special
rule is crippled. If a weapon in the crippled location has the
Buckler or Shield weapon quality, the model loses the
ARM bonus for that quality while the location is crippled.
If 1 or more damage points are removed from a crippled
system, the system is no longer crippled.
combat
57
Damaging a Colossal
The huge-based warjacks known as colossals have two
damage gridsright and leftbut otherwise suffer damage
like a smaller warjack.
Location &
Attacking
a Colossal
58
combat
Butcher
E
Stormwall
Force Fields
Some models, notably the Retribution warjacks produced
by House Shyeel, have two damage tracks: a set of boxes
representing their force fields and another representing
their damage grids. Mark the field boxes before marking
the damage grids.
Example: When damage is dealt to column 2, mark
field with his Molten Metal spell. That spell deals 1 point of
damage to each column on the warjacks damage grid; the
damage grid has six columns, so the spell deals 6 damage
points. If the warjack has three unmarked force field boxes
remaining, the damage points that would otherwise be
marked in the first three columns are marked in the force
field instead. The remaining 3 damage points are assigned
to columns 4, 5, and 6.
Damage to a specific system is marked in that system; in this
case, the force field is ignored.
Example: If a warjack with a force field is hit by a
Once per turn during its activation, a model with a force field
can spend 1 focus point to remove d3+1 damage points from
its force field damage track unless its Field Generator (G)
system is crippled.
Warcaster Destruction
When a warcaster is destroyed or removed from the table, the
warjacks in that models battlegroup become inert. Additionally,
all upkeep spells cast by that warcaster expire (p.72).
In many cases, the loss of a warcaster heralds the end of the
battle. If the game does not end with the warcasters loss,
though, other warcasters or jack marshals can reactivate the
inert warjacks.
Inert Warjacks
combat
59
Expiring Effects
When a model is removed from play or removed from the table,
any effects on it expire. In the case of an upkeep spell affecting
a unit, the spell will not expire as a result of a model being
removed until the last model in the unit is removed (p.72).
Return to Play
Some special rules can cause a model to return to play after
it is removed from the table. Unless otherwise specified, a
model that is returned to play has all damage removed and
can activate that same turn. Models removed from play
cannot be returned to play.
If a model has a special rule it can use only once per game
and uses it before being removed from the table, it cannot
use that special rule again that game even if it returns to play.
Removing Damage
Some special rules, spells, and other effects remove damage
points from a model. When a model with a damage grid has
damage removed, remove the damage points from anywhere
on the models damage grid. Remember, if a model has damage
points removed while disabled, it is no longer disabled.
Special Combat
Situations
Cloud Effects
A cloud effect produces an area of dense smoke, magical
darkness, thick mists, or the like that remains in play for
a specified length of time. Use an AOE template of the
appropriate diameter to represent the cloud. Every model
with any part of its base covered by the clouds template is
within the cloud and is susceptible to its effects.
In addition to being affected by a clouds special rules, a
model completely within the perimeter a cloud effect gains
concealment (p. 50). The cloud effect does not block line
of sight from models within it to those outside of it or from
models outside it to models within it, but it completely
obstructs line of sight from models outside of it to anything
beyond it. Thus, a model can see into or out of a cloud effect
but not through one. A cloud effect provides no protection
from melee attacks.
Cloud effects do not block line of sight to huge-based models.
60
combat
Charger
Winter Guard
Continuous Effects
Continuous effects remain on a model and have the potential
to damage or affect it some other way on subsequent turns. A
model can have multiple continuous effects on it at once, but it
can have only one of each continuous effect type on it at a time.
Knockdown
Some attacks and special rules cause a model to become
knocked down. While knocked down, a model does not have
a melee range and cannot advance, make special actions,
make attacks, cast spells, use feats, or be used to channel a
spell. A knocked down model does not engage other models
and cannot be engaged by them. As a consequence, a model
is never in melee with a knocked down model. A melee
attack against a knocked down model automatically hits.
A knocked down model has a base DEF of 5. A knocked
down model does not block line of sight and is never an
intervening model.
A knocked down model can stand up at the start of its
next activation unless it became knocked down during its
controllers turn. In that case it cannot stand up until its
controllers next turn, even if it has not yet activated this
turn. A model cannot stand up during a turn it was knocked
down. Knockdown is not cumulative; a model cannot become
knocked down while it is knocked down.
Example: A model becomes knocked down during your
Stationary Models
combat
61
Anatomy
of a Unit
Components, Formation
& Movement
Unit Components
Grunts
Grunts are the basic troopers in a unit. The number of Grunts
62
anatomy of a unit
Field Promotion
If an Officer leading a unit is destroyed, is removed from
play, or leaves the unit for another reason and there is a
Leader model in its unit, the Leader model becomes the unit
commander. If there is not a Leader model in the unit, choose
another model in the unit to become the unit commander.
When a units Leader is destroyed, choose a Grunt in that
unit to take its place as the new Leader, even if there is an
Officer model in the unit. Replace the Grunt model with the
Leader model. Effects on the destroyed Leader expire. The
promoted model retains any effects that were applied to it
while it was a Grunt and has the same number of unmarked
damage boxes remaining as the Grunt it replaced. The
new Leader must forfeit its Combat Action the turn it was
promoted and is not considered to have entered an area (for
the purposes of hazards and similar abilities).
If a units Leader is destroyed while under your opponents
control, do not replace the Leader model.
If the units Leader is the unit commander and it is destroyed
while there is no Grunt to replace it, is removed from play, or
leaves the unit for another reason, choose another model in
the unit to become the unit commander.
If the units Officer or Leader later returns to the unit, that
model becomes the units commander.
Weapon
Attachment
Weapon
Attachment
Weapon
Attachment
Standard
Bearer
Leader
Grunt
Grunt
Grunt
Officer
Grunt
Grunt
Attachments
Attachments are made up of one or more models that can be
added to a unit. Each attachments rules list the unit types
it can be added to. Attachments can be fielded only as part
of a unit, not as individual models. There are two types of
attachments: command attachments and weapon attachments.
anatomy of a unit
63
Unit Formation
Out of Formation
While out of formation, a trooper cannot advance outside of
its Normal Movement, make special actions, or make attacks,
including attacks that do not take place during the models
or units activation, such as a free strike. Friendly models
cannot target out-of-formation troopers with spells or special
rules. Note that many upkeep spells and special rules also do
not affect out-of-formation models.
At the beginning of a units activation, determine if any
troopers are out of formation. Those that are out of formation
will not receive any order issued by their unit commander
that activation. A trooper that is out of formation at the start
of its units activation must use its Normal Movement to
make a full advance toward or run directly toward its unit
commander. If it makes a full advance, it must forfeit its
Combat Action that activation.
Unit
Commander
E
D
C
anatomy of a unit
Issuing Orders
Orders allow models in a unit to make specialized combat
64
Command Range
Unit Activation
Combined Melee
Attacks
Combined Ranged
Attacks
anatomy of a unit
65
WARJACKS
special rules & spending focus points
Cortex
Warjacks can gain focus. A warjack can have no more than 3
focus points at any time. Unless otherwise stated, a warjack
can spend focus only during its activation. Remember, a
warjack cannot gain or spend focus while its Cortex system
is crippled (p. 57).
Damage Grid
Warjacks have damage grids. A warjack is not destroyed until
all the boxes in its damage grid are marked. See Recording
Damage on p. 57 for details.
IRONCLAD
Cygnar Heavy Warjack
Focus: Boost
A warjack can spend 1 focus point to boost any of its attack
rolls or damage rolls during its activation. Add an extra die
to the boosted roll. Boosting must be declared before rolling
any dice for the roll. Remember, a particular roll can be
boosted only once, but a warjack can boost as many different
rolls as you choose and can afford.
66
Machine
Warjacks do not have a CMD stat or a command range.
Power Attacks
Warjacks can make power attacks. To make a power attack,
a warjack must spend 1 focus point. For the rules for power
attacks and their requirements, see Power Attacks on p. 44.
Colossals
Controlling a Colossal
Colossals must be assigned to a battlegroup and cannot begin
the game under the control of a jack marshal (p. 74). A
colossal can never be controlled by a jack marshal. If a jack
marshal reactivates an inert (p. 59) colossal, the colossal
becomes autonomous (see Autonomous Warjacks, below)
instead of coming under the jack marshals control.
Your opponent can never take control of your colossal.
Colossal Movement
A colossal can advance only during its Normal Movement. A
colossal can never be placed.
Mercenary Warjacks
Remember, Mercenary warjacks can only be part of
battlegroups controlled by Mercenary warcasters. Inert
Mercenary warjacks (p. 59) can be controlled and
reactivated only by Mercenary warcasters and Mercenary
jack marshals. Likewise, a Mercenary warcaster or jack
marshal can control and reactivate only Mercenary warjacks.
Massive
A colossal cannot be pushed, knocked down, or made
stationary. A colossal cannot be moved by a slam or throw.
Autonomous
Warjacks
Great Machine
A colossal never suffers Disruption . A colossal can never
gain Advance Deployment , Incorporeal , or Stealth .
warjacks
67
Warcasters
& Focus
Special Rules & Focus Manipulation
Warcaster Special
Rules
Battlegroup Commander
This model can control a group of warjacks. This model
and the jacks it controls are collectively referred to as a
battlegroup. This model can allocate focus points to warjacks
in its battlegroup and can channel spells (p. 73) through
warjacks in its battlegroup with the Arc Node advantage
As warcasters and warjacks are independent models, each
model in a battlegroup can move freely about the battlefield
separate from the rest of the group. Although warjacks
usually benefit from remaining within their battlegroup
commanders control range, they are not required to do so.
68
Power Up
Warjacks are empowered by the mere presence of their
controlling warcaster on the battlefield. During the Control
Phase, each warjack with a functional cortex in a battlegroup
that is in its controllers control range (p. 69) gains 1 focus
point. A warjack with a crippled cortex or no cortex at all
cannot power up and does not gain this focus. Remember,
a warjack cannot have more than 3 focus points at any time.
Feat
Each warcaster has a unique feat that can turn the tide of
battle if used at the right time. A warcaster can use this feat
at any time during its activation. A warcaster can use its feat
only once per game.
Remember that a warcaster cannot use its Normal Movement
to run after using its feat and cannot use its feat after using
its Normal Movement to run, as its activation ends as soon
as it completes the run movement. Additionally, because
a warcaster can use its feat at any time, it can do so before
moving, after moving, before making an attack, or after an
attack but not while moving or attacking (see Use of Any
Time Special Rules,p.11).
Focus Manipulation
This model has a Focus stat (FOCUS). During your Control
Phase, this model replenishes its focus points so that it has
a number equal to its current FOCUS. To replenish focus, a
model gains focus points so that it has a number equal to its
current FOCUS. This model begins the game with a number
of focus points equal to its FOCUS. Unless otherwise stated,
a model can spend focus points only during its activation.
A model with the Focus Manipulation special rule has a
control range and can spend its focus points for additional
melee attacks, to boost attack and damage rolls, and to shake
Representing Focus
Use something countable, such as coins, beads, or tokens,
to represent focus points. During a players Control Phase,
replenish the focus points of that players warcaster by placing
tokens next to the model so that it has a number of tokens
equal to its current FOCUS. These tokens can later be allocated
to eligible warjacks in that warcasters battlegroup by moving
them next to those models. Remove focus point tokens from
the table as they are used.
Control Range
A model with the Focus Manipulation special rule has a
control range, a circular area centered on the model with a
radius that extends out from the edge of its base a number of
inches equal to twice its current FOCUS. When a special rule
changes a models current FOCUS, its control range changes
accordingly. Some spells and feats use the control range,
noted as CTRL, as their range or area of effect. A model is
always considered to be in its own control range.
A warjack must be in its battlegroup commanders control
range to power up, to be allocated focus points from the
warcaster, or to channel spells (p.73).
69
Focus: Boost
A model with the Focus Manipulation special rule can
spend 1 focus point to boost any of its attack or damage rolls
during its activation. Add an extra die to the boosted roll.
Boosting must be declared before rolling any dice for the roll.
Remember, a particular roll can be boosted only once, but a
model can boost as many different rolls as you choose and
can afford.
Power Field
Warcaster armor is perhaps the most sophisticated blend
of magic and mechanics to be found anywhere. Besides its
seemingly impossible strength, this armor creates a magical
field to surround and protect the warcaster from damage that
would rend a normal individual to pieces.
At any time during its activation, this model can spend focus
points to remove damage it has suffered. For each focus point
spent this way, the model can remove 1 damage point.
Spellcaster
This model can cast spells by paying the COST of the spells
in focus points (p.72 ).
Warcaster Units
70
Spells &
Spellcasting
Rules for casting spells
Spell Targeting
When a spell is cast, declare its target. A spell can target any
model in the spellcasters line of sight. Non-offensive spells
with a numeric RNG can also target the spells point of origin.
Many spells can target only certain types of models, such as
warjacks or enemy troopers. Such restrictions are noted in the
spells description. To abbreviate these targeting restrictions,
when a spells description mentions an effect against a target
X, the spell can be cast only on that type of model.
Example 1: The Witch Coven of Garlghasts Infernal
Machine spell states, Target warjack in the spellcasters
battlegroup gains Murderous and +2 SPD. Therefore when
a witch casts this spell it can target only a warjack in the
Covens battlegroup.
Spellcasters
When a spells description references the spellcaster, it
refers to the model that cast the spell.
71
The spells a model with the Magic Ability special rule can
cast are listed in its entry under Magic Ability. Magic Ability
special attacks are magic attacks (p. 55) that are resolved
using the models Magic Ability score. A models Magic
Ability score appears in brackets next to Magic Ability; for
example, a Greylord Ternion model has Magic Ability [7].
A model with the FOCUS stat can cast any number of spells
during its activation for which it can pay the COST. A spell can
be cast multiple times per activation if the COST can be paid.
A model can cast spells by spending focus at any time during
its activation. Remember that a model cannot use its Normal
Movement to run after casting a spell and cannot cast a
spell after using its Normal Movement to run, because its
activation ends as soon as it completes its run movement.
Additionally, because a model can cast a spell at any time, it
can cast a spell before moving, after moving, before making
an attack, or after resolving an attack but not while moving
or attacking (see Use of Any Time Special Rules, p.11).
Example: A warcaster could cast a spell, move, use its
Spell Statistics
Spells cast using focus points are defined by the following
six statistics. If a stat is listed as *, the spell does not use
the stat in a normal way and contains special rules relating to
that aspect of the spell. For example, a spell that has an AOE
but does not use one of the standard 3, 4, or 5 templates
would have * as its AOE stat and include rules explaining
how its AOE is measured.
COST The number of focus points that must be spent to cast
the spell.
RNG, Range The maximum distance in inches from the
spells point of origin to its target (see Measuring the Range
of a Spell, p. 71). A RNG of SELF indicates the spell can
target only the model casting it. A RNG of CTRL indicates
the spell can target any model in the spellcasters control
range. Remember, the spellcaster needs line of sight to a
model to target it.
POW, Power The POW forms the basis of the spells damage
roll. A spell with POW does not inflict damage.
72
Casting Spells on
Out-of-Formation Troopers
Remember, a model cannot target friendly trooper models
that are out of formation with spells. This includes offensive
spells and spells cast using Magic Ability. See Out of
Formation on p. 64 for details.
Upkeep Spells
Upkeep spells are spells that can be maintained from round to
round. During your Control Phase, your models can spend
focus to keep their upkeep spells in play. Each upkeep spell
requires 1 focus point for its upkeep every round. A model
can maintain an upkeep spell even if the spells effects are
outside that models control range. If focus is not spent to
maintain one of your upkeep spells during your Control
Phase, the spell expires.
Deathripper B
Revenger
Channeling
Some models, known as channelers, can act as passive relays
for spells and extend their effective range. The most common
channelers in WARMACHINE are warjacks with the Arc
advantage. A spellcaster can cast spells through
Node
any channeler in its battlegroup that is also within its control
range. The spellcaster is still the model casting the spell
and, if the spell is offensive, the attacker, but the channeler
becomes the spells point of origin (p. 40). This means that
eligible targets and the spells range are measured from the
channeler and that the channeling model must have line of
sight to the spells target. Channeling a spell does not require
the spellcaster to have line of sight to either the channeler
or the spells target. There is no additional focus cost for
channeling a spell.
A channeler that is stationary, knocked down, or engaged by
an enemy model cannot channel spells. A channeler can be
the target of a non-offensive spell it channels, but a spell with
a RNG of SELF cannot be channeled. A channeler cannot
be the target of an offensive spell channeled through it.
Make a magic attack for a channeled offensive spell normally.
The spellcaster can spend focus to boost die rolls.
Remember, the channeler is just a relay. Being used to
channel a spell is a passive effect that occurs during a
spellcasters activation and has no impact on the channelers
own activation. A channelers focus points cannot be used to
pay the spells COST or boost its rolls, for example.
Kreoss
Deathripper A
73
ADDITIONAL
MODEL RULES
Jack Marshals, CAVALRY & MORE
Jack Marshals
74
Battle Engines
Massive
A battle engine cannot be pushed, knocked down, or made
stationary. A battle engine cannot be moved by a slam or throw.
Cavalry
Mount Attacks
Exemplar A
Cavalry Charge
Exemplar B
Exemplar C
Impact Attacks
A cavalry model cannot make an initial melee attack with its
Mount during an activation it charged. Instead, a charging
cavalry model uses its Mount to make impact attacks. If a
charging cavalry model contacts another model during its charge
movement and has moved at least 3, it can stop and make impact
attacks with its Mount (see Mount Attacks, above) against all
models in the Mounts melee range. The cavalry model makes
these attacks even if it is out of formation. Impact attack and
damage rolls cannot be boosted. Impact attacks are simultaneous
(see Simultaneous Effects, p. 43). After resolving the
impact attacks, the charging cavalry model resumes its charge
movement. The charging model does not resume its movement
if it is pushed, slammed, thrown, or placed while it was stopped.
It cannot make further impact attacks during this charge. If the
charging cavalry model did not move at least 3 before contacting
the other model, it does not make any impact attacks and must
stop its movement at that point.
Storm Lance
75
Dragoons
Dragoons are cavalry models that begin the game mounted
Elite Cadres
Ranking Officers
Man-O-War Drakhun
Dragoon Solo (Mounted)
Man-O-War Drakhun
Dragoon Solo (Dismounted)
76
, the
Terrain
The Battlefield,
Terrain Features
& Hazards
Placing Terrain
Terrain Features
77
Custom Terrain
Custom terrain features enable players to tailor terrain
for their games, allowing them to use any terrain in their
collections. Because the terrain features in each players
collection are unique and varied, the players decide the
specific qualities of each feature before starting the game.
Terrain features are virtually limitless in their variety, but
you can quantify each by how it affects movement, the type
of protection it affords, and how it affects visibility.
If players decide to use custom terrain, discuss the terrain
prior to the start of the game and answer the following four
questions for each piece of custom terrain.
Rough Terrain
Elevation Bonus
slower pace than open terrain. As long as any part of its base
is in rough terrain, a model moves at half rate. Examples
include thick brush, rocky areas, murky bogs, forests, shallow
water, and deep snow.
Difficult Terrain
78
Terrain
Standard Terrain
Features
Dense Fog
Patches of dense fog or thick smoke limit visibility on the
battlefield. Dense fog is represented by clusters of 3, 4, or 5
AOE templates. These templates are cloud effects (p.60).
Fog may lift unpredictably from the battlefield at any time.
At the end of each players turn, starting with the end of the
second players first turn, roll a d6 for each dense fog template
in play. On a roll of 1 or 2, remove that template from the table.
Forests
A forest is generally considered to be a wooded area that is
not so dense that models cannot move through it, but these
rules can be applied to any terrain feature that hinders
movement and makes a model inside it difficult to see.
A forest is rough terrain and provides concealment (p. 50)
to a model completely inside its perimeter.
Rubble
Rubble represents large areas of ruined ground that provide
ample opportunities for cover but are challenging to traverse,
such as collapsed structures and impact craters. Rubble
is rough terrain and provides cover (p. 50) to a model
completely inside its perimeter.
Hill
A hill is a terrain feature with a gentle rise or drop in
elevation. A hill is open terrain, and models move up and
down it normally. A hill provides elevation to models that are
completely within its perimeter. Hills do not provide cover
or concealment, but tall hills can block line of sight.
Shallow Water
Shallow water is rough terrain.
Terrain
79
Trenches
Trenches are earthwork fortifications represented by 3 5
templates. Trench templates are designed to be placed in
contact with each other to create networks of trenches on
the table.
Trenches
Assault Kommandos A, B, and C are completely within the
area of one or more trench templates, so they have cover and
do not suffer blast damage unless the origin of the damage is
in a trench template they are touching.
Assault Kommandos D and E are not completely within the
area of at least one trench template, so they do not gain the
benefits of being within the trench.
Obstacles
An obstacle is a physical barrier on the table up to 1 tall, such
as a wall, hedge, or standing ruin. A non-charging advancing
model can cross an obstacle if it has enough movement to
move completely past the obstacle. Otherwise, the model
must stop short of the obstacle. A charging model stops its
movement if it contacts an obstacle. A model cannot partially
cross, climb on, or stand atop an obstacle.
Obstruction
Hill
Obstacle
Forest
Rubble
Dense Fog
Shallow Water
Trench
80
Acid Bath
Obstructions
An obstruction is a terrain feature 1 tall or greatersuch as
a high wall or a gigantic boulderthat cannot be climbed
upon. Obstructions are difficult terrain. Only models with
Flight or Incorporeal can move through obstructions.
A model with any portion of its base obscured from its
attacker by an obstruction gains +2DEF against melee attack
rolls and may gain a DEF bonus against ranged and magical
attacks for concealment or cover depending on the nature of
the terrain (p.78).
When resolving a slam (p. 45) or a throw (p. 46),
remember to add an additional die to the damage roll when
the slammed or thrown model contacts an obstruction.
Terraced Obstructions
Players may decide that an obstruction is wide and accessible
enough that models can climb on it, allowing models to move
up and down it normally. A terraced obstruction provides
elevation to models that are completely within its perimeter.
Terraced obstructions provide cover to models behind them
but not to models on top of them.
A models base size can limit which terraced obstructions it
can climb. A model cannot climb onto a terraced obstruction if
its base would hang off the terrain feature by more than 1. For
example, a huge-based model cannot climb onto a terraced
obstruction that is only 1 wide because doing so would result
in its base overhanging the edge by more than 1.
Hazards
Hazards are dangerous terrain features that wreak havoc with
Acid Bath
An acid bath is a caustic pool of industrial waste, alchemical
sludge, or corrosive acid. An acid bath can be represented by
3, 4, or 5 AOE templates or by another piece of terrain that
simulates a pool.
Burning Earth
Burning Earth
Burning earth represents fires raging on the tabletop. Flames
Terrain features can have some parts that are greater than 1 tall
and some parts that are less, such as a crumbling wall. In such
cases players decide before the start of the game whether they
are treating the terrain feature as an obstacle, an obstruction,
or both. If they are treating it as both, the parts up to 1 tall are
obstacles and the parts over 1 tall are obstructions.
Terrain
81
Scenarios
Variations of Gameplay
82
Scenarios
Annihilation
Flags
Some scenarios use flags to mark key positions on the
battlefield. Flags are represented on the table with 40 mm
flag markers. The flag is not considered a model or terrain.
A model can move through a flag normally as long as it has
enough movement to move completely past it; otherwise, the
model must stop short of the flag.
A player who has one or more of his models in base contact
with a flag that is not contested controls that flag. A flag is
contested if an opponent's model is within 4. A model that
is wild, inert, or out of formation cannot contest or control
a flag.
Zones
Some scenarios use zones to mark key areas on the battlefield.
A player controls a zone if one or more of his models are
within a zone that is not contested. A zone is contested if
your opponent controls one or more models within it. A
model that is wild, inert, or out of formation cannot contest
or control a zone.
Special Rules
Players deploy normally. The game ends after six rounds.
Throughout the game, players score points equal to the army
point value of their opponents models that are destroyed
or removed from play. Points are scored even if a destroyed
model is later returned to play. For units, points are scored
only when all the models in the unit are destroyed or
removed from play.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game.
At the end of six rounds, if both players still have one or
more warcasters/warlocks in play, the player who scored the
most points during the game wins.
Random Scenario
Determination
If both players agree, instead of choosing a scenario for your
battle, you can roll 2d6 and play the scenario indicated here.
ROLL
23
RESULT
Incoming
Annihilation
Throw Down
Mosh Pit
Close Quarters
10
Outflank
1112
10
Player 2
Deployment
Player 1
Deployment
Reinforcements
Scenarios
83
Close Quarters
Special Rules
Before the start of the game, place two flags on the table. The
first flag is centered 21 forward from the first players table
edge and 18 from the table edge to that players right. The
second flag is centered 21 forward from the second players
table edge and 18 from the table edge to that players right.
Do not place any terrain features within 5 of a flag that
would prevent a model from being in base contact with the
flag. Starting on the second players second turn, a player
scores 1 control point for each flag he controls at the end of
his turn.
Players deploy normally.
Before the start of the game, place three flags in the middle
of the table: one at the center and one 12 from the right and
left table edges. Do not place any terrain features within 5 of
a flag that would prevent a model from being in base contact
with the flag. Starting on the second players second turn, a
player scores 1 control point for each flag he controls at the
end of his turn.
Players deploy normally.
Victory Conditions
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 4 or more control points.
Player 2
Deployment
10
Special Rules
10
Player 2
Deployment
21
18
12
12
18
21
7
84
Scenarios
Player 1
Deployment
Player 1
Deployment
Incoming
Mosh Pit
Special Rules
Before the start of the game, mark one 12-diameter control
zone centered in the middle of the table. When placing terrain,
do not place any obstructions within this area. Starting on the
second players second turn, a player scores 1 control point if
he controls the zone at the end of his turn.
Players deploy normally.
Starting at the beginning of round 2, the battlefield will be
continuously bombarded with artillery fire. At the start of
each turn from then on, each player will choose a point on
the table outside the control zone for a bombardment blast
to deviate from. The bombardments then deviate 2d6 from
these points in a direction determined by the deviation
template. Direction 4 on the deviation template should
be pointed toward the rear edge of the rolling players
deployment zone. Center a 4 AOE on the point of impact.
Models hit suffer a POW10 ranged attack blast damage roll.
Special Rules
Before the start of the game, mark a 12-diameter control zone
centered in the middle of the table. When placing terrain, do
not place any obstructions within the control zone. Starting
on the second players second turn, a player scores 1 control
point if he controls the zone at the end of his turn.
Players deploy normally.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 3 control points.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 3 control points.
10
Player 2
Deployment
10
Player 2
Deployment
12
12
Control
Zone
Control
Zone
Player 1
Deployment
Player 1
Deployment
Scenarios
85
Outflank
Reinforcements
With each force seeking advantage over the other, two great
armies wheel about each other at the start of battle.
Special Rules
Special Rules
Before the start of the game, place two flags on the table.
Center the first 21 forward from the first players table edge
and 18 from the table edge to that players right. Center the
second 21 forward from the second players table edge and
18 from the table edge to that players right. Do not place
any terrain features within 5 of a flag that would prevent
a model from being in base contact with the flag. Starting
on the second players second turn, a player scores 1 control
point for each flag he controls at the end of his turn.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 4 or more control points.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 3 control points.
Note
This scenario is not appropriate for very small-scale games
with only a handful of models in each players army. If you
decide to play this scenario, plan accordingly.
Note
This scenario is not appropriate for very small-scale games
with only a handful of models in each players army. If you
decide to play this scenario, plan accordingly.
Player 2
Deployment
10 24
10
Player 2
Deployment
21
18
Secondary
Deployment
4 12
Secondary
Deployment
4 12
12
Control
Zone
18
21
Player 1
Deployment
10 24
86
Scenarios
Player 1
Deployment
Special Rules
Place five flags on the table: one centered in the middle of the
table and each of the remaining four centered 18 from the
middle of the table toward a different table corner. Do not place
any terrain features within 5 of a flag that would prevent a
model from being in base contact with the flag. Starting on the
first players second turn, a player scores 1 control point for
each flag he controls at the end of his turn. A player can score
a control point for each flag only once.
Players deploy normally.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring a control point from all five flags.
Player 2
Deployment
10
Throw Down
Armies desperately clash across the muddy, blood-drenched
field to secure two points of vital strategic importance. Each
side strives to gain supremacy while trying to manage their
divided forces.
Special Rules
Before the start of the game, mark two 12-diameter control
zones on the centerline of the table, one centered 14 from the
left table edge and one centered 14 from the right table edge.
When placing terrain, do not place any obstructions within
these areas. Starting on the second players second turn, a
player scores 1 control point for each zone he controls at the
end of his turn.
Players deploy normally.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 5 or more control points.
Player 2
Deployment
10
14
18
18
18
14
18
Player 1
Deployment
12
12
Control
Zone
Control
Zone
Player 1
Deployment
Scenarios
87
Hordes
Beyond the borders of the Iron Kingdoms,
beasts and monsters rule the wild.
WARMACHINE is fully compatible with HORDES, a 32mm
tabletop miniatures game set in the wilds of Immoren.
HORDES features powerful warrior-sorcerers and battleshamans known as warlocks who harness the strength and
fury of the savage warbeasts they bend to their will.
The gameplay is similar to WARMACHINE, but there are
some key differences. In HORDES, warlocks rather than
warcasters lead armies, and a warlocks battlegroup is made
up of warbeastsmighty creatures drawn from the wilds and
bred or trained to fightrather than warjacks. Warlocks have
the ability to mentally control these monstrous creatures,
pushing them to ferocious acts of carnage. These warlocks
can then siphon the power of their beasts fury and use it
to fuel their own magical abilities. In addition, a warlocks
army often includes supporting squads of warriors and other
combatants, their combined might a match for any army in
western Immoren.
88
Hordes
TITAN GLADIATOR
Heavy Warbeast
RAGNOR SKYSPLITTER,
the Runemaster
Warlock
TROLL Bouncer
Light Warbeast
Pureblood Warpwolf
Heavy Warbeast
Tanith
The Feral Song
Warlock
KRYSSA, CONVICTION
OF EVERBLIGHT
Warlock
Hordes
89
appendix A:
TIMING
Activation Timing
1.
Spellcasting Sequence
90
Appendix A: timing
Attack Sequence
Attack Roll
a. Resolve effects that change the number of
dice rolled, such as boosting the roll.
e.
f.
Damage Application
If an attack damaged more than one model, choose
one model, follow the damage application sequence
below, then repeat for each other damaged model.
a. Resolve effects triggered by a model
suffering damage.
b. If all of a models damage boxes are marked,
the model is disabled. Resolve effects
triggered by the model becoming disabled.
c.
e.
e.
Damage Roll
a. Resolve effects that change the number of
dice rolled, such as boosting the roll.
b. Roll the dice.
c.
Appendix A: timing
91
appendix B:
WARMACHINE
Faction-Specific Rules
Rhul, Cephalyx & Convergence
Rhulic
Mercenaries
Cephalyx
Mercenaries
Warcasters
Warjacks
Selective
Jack Marshals
Warcasters
Healing
At any time during its activation, this model can spend focus
points to heal damage a monstrosity in its battlegroup in its
control area has suffered. For each focus point spent this way,
remove 1 damage point.
92
Monstrosities
Living Models
Unfortunately for them, monstrosities are living models.
They are not warjacks and do not have cortexes.
Damage Grid
Monstrosities have damage grids like warjacks.
Brain
A monstrosity can be allocated focus but can have no more
than 3 focus points at any time. Unless otherwise stated, it
can spend focus only during its activation. A monstrosity
cannot gain or spend focus while its Brain system is crippled.
Unthinking
Rage-Fueled
Though monstrosities can be allocated focus normally, they
do not power up and do not automatically gain a focus
point for being in their controlling warcasters control range
during the Control Phase. Instead, a monstrosity gains
1 focus point each time it suffers damage as a result of an
attack or a continuous effect.
Note that monstrosities are not warjacks and focus points are
not removed from them during the Control Phase.
Focus: Boost
A monstrosity can spend 1 focus point to boost any of its
attack rolls or damage rolls during its activation. Add an
extra die to the boosted roll. Boosting must be declared
before rolling any dice for the roll. Remember, a single roll
can be boosted only once, but a monstrosity can boost as
many different rolls as you choose and can afford.
Power Attacks
Monstrosities can make power attacks. To make a power
attack, a monstrosity must spend 1 focus point.
A monstrosity can make head-butt, slam, and trample
power attacks. A monstrosity with at least one non-crippled
weapon quality can make
weapon with the Open Fist
throw power attacks.
Warcaster Destruction
If a Cephalyx warcaster is destroyed or removed from the
table, the monstrosities in its battlegroup become autonomous.
Autonomous monstrosities remain active but do not have a
controller. An autonomous monstrosity acts normally but
cannot be allocated focus, though it can receive focus from
other sources. A monstrosity must have a controller at the start
of the game; it cannot begin the game autonomous.
A Cephalyx warcaster can take control of an autonomous
friendly monstrosity. To do this, a Cephalyx warcaster must
spend 1 focus point during its activation while base-to-base
with the autonomous monstrosity. The monstrosity must
forfeit its Combat Action the turn it becomes controlled.
The monstrosity becomes a part of the battlegroup of the
warcaster that took control of it.
93
Operating Theater
The inscrutable cephalyx tirelessly perform diabolical
experiments on their captives deep below the earth.
Masters of powerful psychic energies and advanced
surgery, these alien beings shape both the minds and
bodies of lesser creatures to create heavily modified
laborers and warrior slaves to suit the sinister agenda of
their vast underground hives.
Army Composition
An army made using this theme force can include
only the following Mercenary models:
Cephalyx warcasters
Non-character monstrosities
Cephalyx models/units
Non-Cephalyx units with Cephalyx Dominator
command attachments
94
Special Rules
For every 30 points of Drudge units in this army,
you can add one Cephalyx Overlord unit to the
army free of cost.
Monstrosities in this army gain Hyper-Aggressive.
(When a model with Hyper-Aggressive suffers
damage from an enemy attack anytime except
while it is advancing, after the attack is resolved
it can immediately make a full advance directly
toward the attacking model.)
One Cephalyx Mind Slaver & Drudge unit in
this army gains Ambush. (You can choose not
to deploy a unit with Ambush at the start of the
game. If it is not deployed normally, you can
put it into play at the end of any of your Control
Phases after your first turn. When you do, choose
any table edge except the back of your opponents
deployment zone. Place the unit with Ambush
completely within 3 of the chosen table edge.)
Convergence
of Cyriss
Warjacks
Interface Node
Instead of a cortex, Convergence warjacks have an interface
node. The (I) boxes of a Convergence warjacks damage grid
This model can gain focus. This model can have no more than
3 focus points at any time. Unless otherwise stated, this model
can spend focus only during its activation. This model cannot
gain or spend focus while its Interface Node system is crippled.
Because an interface node is not a cortex, Convergence
warjacks 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).
No Power Up
Though Convergence warjacks can be allocated focus
normally, they do not power up and do not automatically
gain a focus point for being in their controlling warcasters
control range during the Control Phase.
Focus Induction
When a Convergence warjack spends a focus point during its
activation, you can give a focus point to another Convergence
warjack if the two are in the same battlegroup and are within
6 of one another. Note that a Convergence warjack still can
have no more than 3 focus points at any time.
95
appendix C:
hordes rules
Warbeasts
96
hordes Rules
MIND
BOD
Y
3
4
RI
I
SP
5
The first unmarked damage box of the Body aspect
Crippling Aspects
Life spirals are divided into three aspects that can be crippled
as a warbeast suffers damage: Body, Mind, and Spirit. As
a warbeasts aspects are crippled its performance on the
battlefield suffers. While all the boxes corresponding to an
aspect are marked, that aspect is crippled. The effects of
crippled aspects are as follows:
Crippled Body: The warbeast rolls one fewer die on
damage rolls.
Crippled Mind: The warbeast rolls one fewer die on
attack rolls. Additionally, the model cannot make chain
attacks, power attacks, or special attacks.
Crippled Spirit: The warbeast cannot be forced.
If 1 or more damage points are removed from a crippled
aspect, the aspect is no longer crippled.
Warbeast Constructs
Forced: Boost
A warbeast can be forced to boost any of its attack rolls or
damage rolls during its activation. Add an extra die to the
boosted roll. Boosting must be declared before rolling any
dice for the roll. A particular roll can be boosted only once,
but a warbeast can boost as many different rolls as you choose
and can afford to force it. Each time a warbeast is forced to
boost an attack or damage roll it gains 1 fury point.
Forced: Rile
During its activation, a warbeast can be riled, or forced for
the sole purpose of gaining fury points. When a warbeast is
riled, it can gain any number of fury points but cannot exceed
its current FURY. A warbeast can be riled even if it runs.
97
Animi
Power Attacks
98
hordes Rules
Gargantuans
Controlling a Gargantuan
Gargantuan Movement
Great Beast
Massive
hordes Rules
99
Warbeast Packs
blight wasps
Legion Warbeast Pack
Unit
100
hordes Rules
Pack Frenzy
Pack Animus
Warlocks
Battlegroup Commander
This model can control a group of warbeasts. This model and the
warbeasts it controls are collectively referred to as a battlegroup.
This model can force the warbeasts in its battlegroup.
Control Range
A model with the Fury Manipulation special rule has a control
range, a circular area centered on the model with a radius
that extends out from the edge of its base a number of inches
equal to twice its current FURY. When a special rule changes a
models current FURY, its control range changes accordingly.
Some spells and feats use the control range, noted as CTRL,
as their range or area of effect.
A model is always considered to be in its own control range.
A warbeast must be in its battlegroup commanders control
range to be forced or for the battlegroup commander to leech
fury points from it.
Forcing Warbeasts
A model with the Fury Manipulation special rule can force
its warbeasts as long as they meet the following criteria. The
warbeast must be in the battlegroup commanders own
battlegroup and in its control range, though the warbeast
need not be in its battlegroup commanders line of sight. A
battlegroup commander cannot force warbeasts in another
models battlegroup even if they are both part of the same army.
Feat
Fury Manipulation
This model has a Fury stat (FURY) and begins the game with a
number of fury points equal to its FURY. During your Control
Phase, this model replenishes its fury points by leeching fury
from the warbeasts in its battlegroup. This model cannot
exceed its Fury stat in fury points as a result of leeching.
Unless otherwise stated, this model can spend fury points
only during its activation.
A model with the Fury Manipulation special rule has a
control range and can spend its fury points for additional
melee attacks, to boost attack and damage rolls, and to shake
some effects. During its controllers Maintenance Phase, a
model with the Fury Manipulation special rule loses all fury
points in excess of its Fury stat.
hordes Rules
101
Leeching
A model with the Fury Manipulation special rule can spend fury
points to make additional melee attacks as part of its Combat
Action (p.36). It can make one additional attack for each fury
point spent. Some models have special rules that enable them to
also spend fury points to make additional ranged attacks.
This model can also leech fury points from its own life force
during its controlling players Control Phase. For each fury
point a model leeches in this way, it suffers 1 damage point.
This damage cannot be transferred.
Fury: Boost
This model can leech any number of fury points but cannot
exceed its FURY in fury points as a result of leeching.
Leeching is performed at the start of the Control Phase before
threshold checks are made or fury is spent to upkeep spells.
Example: Hoarluk Doomshaper has FURY7. If he begins
Spirit Bond
After leeching, a model with the Fury Manipulation special
rule can additionally gain up to 1 fury point for each mediumbased or larger warbeast that was part of its battlegroup and
has been destroyed or removed from play. If a destroyed
warbeast returns to play for any reason, this model can no
longer gain fury points for that warbeast from Spirit Bond.
A model cannot exceed its FURY in fury points as a result of
Spirit Bond.
Reaving
A model with the Fury Manipulation special rule is able to
capture the life essence of its warbeasts as they are destroyed
or removed from play. When a warbeast in its battlegroup is
destroyed or removed from play while in its control range,
this model can reave the fury points on the warbeast. Before
removing the warbeast from the table, remove its fury points
and place them on the reaving model. A model cannot reave
fury points from a warbeast in its battlegroup that was
destroyed or removed from play by a friendly attack or as a
result of transferring damage to the warbeast.
Some special rules enable a model that does not control
a warbeast to reave its fury points. The fury points of a
warbeast that was destroyed or removed from play can only
ever be reaved by a single model, however.
A model cannot exceed its FURY in fury points as a result of
reaving. Excess fury points gained from reaving are lost.
102
hordes Rules
Discarding Fury
During its activation, a model with the Fury Manipulation
special rule can remove any number of fury points from
itself, even if it runs.
Transferring Damage
Healing
Spellcaster
This model can cast spells by paying the COST of the spells
in fury points. In addition to the spells listed on its card, a
battlegroup commander can also cast the animi (p. 98) of
the warbeasts in its battlegroup that are in its control range.
Warlocks are the driving force of your army and do not cost
army points to include. Instead, they grant you a number
warbeast points that can be spent only on warbeasts for your
warlocks battlegroup. These bonus points are in addition to
the army points determined for the game, and any warbeast
points not spent on warbeasts for a warlocks battlegroup
are lost.
Warlock Destruction
Wild Warbeasts
Warlock Units
Minions
hordes Rules
103
index
A
magic, 55, 72
melee, 43
ranged, 49
sequence, 91
special, 36
spray, 54
see also power attacks
Action, 36
Attack, 36
acid bath, 81
Activation Phase, 29, 90
activation timing, 90
active and inactive player, 10
additional attack, 36
additional dice, 8
vs. boosting, 8
falling, 35
obstacle, 34, 80
obstruction, 81
Weapon Master weapon quality, 20
advancing, 3031
Advance Deployment advantage, 17
advantages, 17
aiming bonus, 30
automatic
boost for successful charge, 31
hit for knocked down target, 61
hit for stationary target, 61
hit or miss, 42
miss for AOE attack, 52
miss due to Stealth, 17
away from vs. directly away from, 33
battlegroup, 24
AOE attacks, 52
damage point of origin, 53
damage roll, 52
deviation, 52
direct hit, 41
battlegroup commander, 68
Arc Node
advantage, 73
system, 57
index
charging, 31
diagram: Cavalry Charge Example, 75
diagram: Charge Direction, 31
diagram: Charge Examples, 32
cavalry, 75
outside activation, 33
clash of arms encounter level, 23
cloud effect, 60
diagram: Example of a Cloud Effect
Combat Actions, 36
Combined Attack advantages, 65
command attachment, 63
command range, 15, 64
diagram: In & Out of Formation, 64
concealment, 50
diagram: Concealment & Cover in Action
Construct advantage, 97
bonejack, 13
continuous effects, 61
bonuses
aiming, 30
back strike, 42
and Blessed weapon quality, 20
Buckler weapon quality, 20
combined attacks, 65
concealment, 50
cover, 50
elevation, 78
free strike, 44
knocked down target, 61
order of modifiers, 16
Shield weapon quality, 20
stationary target, 61
target in melee, 5152
vectors, 95
warbeast points, 103
warjack points, 24
wild warbeast, 103
boosted roll, 8
boxed and destroyed, 59
Brain system, 93
Buckler weapon quality, 20
burning earth, 81
C
cannot, 10
casting spells, 71
104
character, 25
colossal, 6768
diagram: damage grids, 58
diagram: Location & Attacking a Colossal, 58
attacking, 58
damaging, 58
power strike, 45
ARM, Armor, 15
channeling spells, 73
diagram: Control Range & Channeling
CMD, Command, 15
back strike, 42
diagram: Making a Back Strike
animus, animi, 98
warbeast pack, 100
Amphibious advantage, 17
Cephalyx, 9294
B2B, base-to-base, 33
base
base-to-base, B2B, 33
contact, 33
moving between bases, 30
overlapping bases, 36
sizes, 21
allocate, 68
Control Phase, 29
control range, 69
diagram: Control Range & Channeling, 73
controller, 9
Convergence of Cyriss, 95
corpse token, 60
Cortex system, 57
COST, 72
cover, 50
diagram: Concealment & Cover in Action
crippled aspect, 97
crippled system, 57
critical effect, 61
critical hit, 41
current
game round, 8
stat, 16
D
d3, d6, 8
damage, 56
callout: Monstrosity Damage Key, 93
diagram, unmarked damage box, 57
AOE attack, 52
capacity, 20, 57
collateral, 35, 45
to a colossal, 58
HORDES, recording 96-97
life spirals, 96-97
point of origin of, 40, 53
recording, 57
removing, 60
roll, 56
transferring, 102
types, 5657
damage grid, 20, 57
diagram: a warjack damage box, 20
colossal, 58
damage boxes, 20
force field, 59
monstrosity, 93
recording damage on, 57
system boxes, 20
damage roll, 56
AOE, direct hit on, 52
boosted, 56
comparing to ARM, 56
crippled weapons system, 57
critical effect, 41
falling, 35
rerolling, 42
resolving with simultaneous effects, 43
Weapon Master weapon quality, 20
see also additional dice
damage roll in specific cases
AOE attack, 52
collateral damage, 45
combined attacks, 65
falling, 35
Fire continuous effect, 61
melee, 56
Mount melee attack, 75
origin of, 53
power attack, 45
ranged weapon, 56
Damage Type weapon quality, 5657
DEF, Defense, 15
deployment and zones, 2627
destroyed, 59
deviation, 52
callout: Deviation, 46
diagram: Deviation Example, 53
dice, 8
direct hit, 41, 52
directly facing, 21
directly toward and directly away, 33
diagram: Directly Toward & Directly Away, 32
disabled, 59
dismounted, 76
disputes, resolving, 12
Disruption rule, 61
dragoon, 76
entering an area, 33
forfeiting
activation, 29
autonomous monstrosities, 93
Combat Actions, 29
field promotion, 62
frenzy, 98
inert warjacks, 59
Normal Movement, 29
by an out-of-formation trooper, 64
the Press Forward order, 64
slam, 45
standing up, 61
Take Aim! benefit, 74
timing, 90
trample, 48
voluntarily, 29
wild warbeast, 103
expiring effect, 60
forest, 79
formation, 64
DUR, Duration, 72
E
effect, expiring, 60
elevation, 78
and line of sight (LOS), 38, 40
Elite Cadre rule, 76
encounter levels, 2223
enemy vs. friendly, 9
engaged, engaging, 43
diagram: Melee Range &
Engaged Models, 43
F
FA, field allowance (FA), 24
facing, directly facing, 21
falling, 35
feat, 69, 101
Field Generator system, 57, 59
field promotion, 62
free-for-all game, 27
free strike, 44
diagram: Free Strike Examples
frenzy, 98, 100
friendly vs. enemy, 9
full advance, 30
fury
first player, 26
flag, 83
Flight advantage, 17
focus
allocating, 68
Battlegroup Commander special rule, 68
casting a spell with, 72
control range, 69
Convergence of Cyriss, 95
crippled Cortex system, 57
crippled Field Generator system, 57
Focus Manipulation rule, 69
FOCUS, 15
gaining, 66
induction, 95
and magic attacks, 41
monstrosities spending, 93
power up, 29, 68
removing in the Maintenance Phase, 29
replenishing, 29
spending, 29, 6667, 70
on attacks, 66
to boost a roll, 66
to run or charge, 67
to shake an effect, 67
starting, 26
vector, 95
warcaster, 68, 70
warjack spending, 66-67
fog, dense, 79
force field, 59
forcing and fury, 97
additional attacks
boost
rile
run or charge
shake effect
to cast animi, 98
G
game materials, 8
game overview, 7
gargantuan, 99
base size, 99
controlling a, 99
Great Beast rule, 99
life spiral, 96-97
Massive rule, 99
movement, 99
power attacks available, 98
grand melee encounter level, 23
Granted special rule, 63
Great Beast rule, 99
Great Machine rule, 67
Grunt, 15, 62
Gunfighter advantage, 52
H
half of a die roll or stat, 8
hazards, 81: acid bath, burning earth
diagram: Hazard Examples
head (weapon location), 19
head-butt, 45
which HORDES models can, 98
which WARMACHINE models can, 44
healing, 103
healing Cephalyx, 92
helljack, 13
index
105
hill, 79
Leader, 15, 62
HORDES, 88, 96
huge-based model
diagram: Huge-based Model Fields of Fire, 39
base size, 21
battle engine, 75
and clouds, 60
colossal, 67
elevation, 78
fields of fire, 39
forest, 79
front arc, 21
gargantuan, 99
line of sight, 39
power attacks available, 45
targeted in melee, 52
volume, 37
leeching, 102
Mercenaries, 25
callout: Mercenary Warjacks, 67
Cephalyx, 92
Partisan special rule, 25
Rhulic, 92
Minions, 103
hull, 57
I
immunities, 18, 56
Cold
Corrosion
Electricity
Fire
immunity to continuous effects, 61
impact attack, 75
impassable terrain, 78
inactive player, 10
Incorporeal advantage, 17
independent model, 1314
activating, 29
battle engine, 14, 75
monstrosity, 93
solo, 14
warbeast, 96
warbeast pack, 100
warcaster, 13
warcaster unit, 70
warjack, 13
warlock, 101
inert warjack, 59
initial attack, 36
Interface Node system, 57, 95
intervening model, 36
elevation, 78
Flight advantage, 17
Incorporeal advantage, 17
Stealth advantage, 17
intervening terrain
concealment and cover, 50
melee attack modifier, 44
Iron Kingdoms, 5
J
jack, 7
see also warjack
Jack Marshal advantage, 74
control of battlegroup commander, 68
on a Rhulic model, 92
K
knockdown, knocked down, 61
106
hit/miss, 4142
index
living model, 13
corpse and soul tokens, 60
monstrosity, 93
L/R/H/S, location (weapon) 19
M
Machine rule, 67
Magic Ability special rule, 72
magic attack, 55
magic attack roll, 55
callout: Magic Attack Roll Modifiers
back strike
cloud effect
concealment
cover
elevation bonus
knocked down target
stationary target
target in melee
Maintenance Phase, 29
major engagement encounter level, 23
Massive rule
on a battle engine, 75
on a colossal, 67
on a gargantuan, 99
MAT, Melee Attack stat, 15
maximum range, 40
measuring
diagram: Advancing, Involuntary Movement, 30
command range, 15
command range within a unit, 64
control range, 69
deviation, 46, 52
distance, 12
with elevation, 78
movement, 30
range, 40
range of a spell, 71
range with a channeler, 73
tools (tape measure, ruler), 8
unintentional movement, 34
melee attack, 43
callout: Melee Attack Roll Modifiers, 44
attack roll, 4344
damage roll, 56
MAT, Melee Attack stat, 15
Mount, 75
range, 43, 78
weapons, 19
model
independent, 13
profiles, 15
special rules, 16
volume, 37, 39
model statistics (stats), 15
see also FURY
model types
battle engines, 75
cavalry, 75
dragoons, 76
gargantuans, 99
monstrosities, 93
solos, 14
vectors, 95
warbeasts, 96100
warcasters, 13
warjacks, 1314
warlocks, 101103
monstrosities, 93
Mounts, 75
movement
callout: Movement in a Nutshell, 33
beyond the play area, 35
end of activation, 33
Movement system, 57
Normal Movement, 30
restrictions, 33
unintentional, 34
unit, 64
multiplayer games, 27: free-for-all, team
multiple spell effects, 73
must, 10
myrmidons, 13
N
names of models, 9
non-crippled systems, 57
Normal Movement, 29, 30
O
obstacles, 80
obstructions, 81
OFF, Offensive spells, 72
Officer advantage, 62
issuing orders, 64
theme forces, 26
unit commander, 62
warlock, 103
see also ranking officer
Open Fist weapon quality, 20
open terrain, 78
open war encounter level, 23
orders
issuing orders, 64
Ranking Officer, 76
warbeast packs, 100
Parry advantage, 17
Partisan special rule, 25
SPD, Speed, 15
special action (Action), 36
special attack (Attack), 36
Pathfinder advantage, 17
replacing models, 36
phases of a turn, 29
placing, 36
rerolls, 42
point cost, 23
callout: Sample Army, 24
return to play, 60
point of impact, 53
diagram: Point of Impact Example
riling, 97
special rules
advantages, 17
attack-generating, 43
conflicting, 10
feats, 69, 101
immunities, 18
model (and unit), 1516
orders, 64
and standard rules, 9
weapon qualities, 20
point of origin, 40
POW, Power, 19, 72
power attacks, 44
diagram: Slam Power Attack Movement &
Collateral Damage, 45
diagrams: Examples of a Throw Power
Attack, 4748
diagram: Trample Example, 48
collateral damage, 45
head-butt, 45
monstrosities, 93
power strike, 45
slam, 34, 4546
sweep, 46
throw, 46
trample, 48
warbeasts, 98
power field, 70
power strike, 45
power up, 68
Press Forward order, 64
primary attacker, 65
P+S, Power plus Strength, 19
pushed, being pushed, 34
R
Rage-Fueled rule, 93
range, 40
RNG, Range stat, 19
ranged attacks, 49
callout: Ranged Attack Roll Modifiers, 49
combined, 65
while engaged, 43
RAT, Ranged Attack stat, 19
weapons, 19
Rhulic Mercenaries, 92
RNG, Range, 19
magic attack, 72
ROF, Rate of Fire, 19
rough terrain, 78
round (game), 8, 28
rounding, 8
dice, 8
deviation distance, 52
falling distance, 35
rubble, 79
rule priority, 10
rule of least disturbance, 35
rules issues, resolving, 12
rules updates, 11
running, 30
S
scenarios, 82
overview, 26
random choice of, 83
specific:
Annihilation, 83
Close Quarters, 84
Hold the Line, 84
Incoming, 85
Mosh Pit, 85
Outflank, 86
Reinforcements, 86
Seek & Destroy, 87
Throw Down, 87
Selective rule, 92
bar, 15
base vs. current, 16
card, 8
steamjacks, 13
Ranking Officer, 76
shake effects
Focus Manipulation model, 70
Fury Manipulation model, 102
monstrosities, 93
warbeasts, 97
warjacks, 67
shallow water, 79
Superstructure system, 57
sharing information, 12
reaving, 102
Simultaneous effects, 43
reference objects, 40
slam, 4546
diagram: Slammed, 34
being slammed, 34
which models can slam, 44
solo, 14
Soulless advantage, 17
soul token, 60
Stealth advantage, 17
STR, Strength, 15
index
107
knockdown, 61
monstrosities, 93
warbeast, 98
warjack, 44
which models can trample, 44
table, 8, 35
Tactics special rules, 63
targeting
switching targets, 42
target unit vs. target model/unit,64
targeting a model in melee, 5152
diagram: Targeting into Melee Example, 51
different elevations, 78
magic attacks, 55
ranged attack modifier, 49
team game, 27
terrain, 77
diagram: LOS & Terrain, 38
diagram: Terrain Examples, 80
diagram: Trenches, 80
acid bath, 81
burning earth, 81
concealment and cover, 50
custom, 78
dense fog, 79
determining, 78
difficult, 78
elevation, 78
forests, 79
hazards, 81
hills, 79
impassable, 78
line of sight, 38, 78
obstacles, 80
obstruction, 81
open, 78
placing, 77
rough, 78
rubble, 79
shallow water, 79
standard features, 7879
trenches, 80
types, 78
variably sized features, 81
U
Undead advantage, 17
theme forces, 26
Cephalyx, 94
threshold and frenzy, 98
Unthinking rule, 93
throw, 46, 98
diagrams: Examples of a Throw Power
Attack, 47, 48
knockdown, 61
unintentional movement, 34
which models can throw, 44
upkeep spells, 72
and spellcaster destruction, 73
vector, 95
volume, model, 37
warrior, 13
W
warbeast, 96
Construct advantage, 97
forcing, 97, 101
FURY, 97
healing, 103
leeching, 102
power attack, 98
reaving, 102
transferred damage, 102
wild, 103
tokens, 60, 69
Tough advantage, 17
warcaster, 68
allocating focus, 68
Battlegroup Commander rule, 68
casting spells, 71
control range, 69
Convergence of Cyriss, 95
index
warjacks, 66
autonomous, 67
Bond special rules, 26
character, 26
Construct advantage, 17
Convergence of Cyriss, 95
damage grid, 20
damage key, 57
force fields, 59
heavy warjacks, 14
independent models, 13
inert, 59
light warjacks, 14
Mercenary, 25
by other names, 13
points, 24
power attacks, 44
power up, 68
Rhulic, 92
steamjacks, 13
systems, 57
types, 14
vectors, 13, 95
warlock, 101
Battlegroup Commander, 101
casting spells, 103
control range, 101
destruction, 103
FA, field allowance, 24
feat, 101
FURY, 101
Fury Manipulation rule, 101
fury: spending, 102
general, 88
independent model, 101
unit, 103
timing, 29, 90
Activation Phase, 29
attack, 41
at any time during activation, 11
Control Phase, 29
damage, recording, 57
damage rolls, 56
Maintenance Phase, 29
simultaneous effects, 43
spells, 71
unit activation, 29, 64
trample, 48
diagram: Trample Example
crippled Movement system, 57
free strikes, 44
108
trenches, 80
unit, 15
activating, 29, 64
in an army list, 23
attachment, 15, 63
character, 25
charging, 31
combined melee and ranged attacks, 65
commander, 15
components, 62
control of enemy, 61
deployment, 26
FA, field allowance, 24
formation, 64
Granted special rules, 63
Jack Marshal, 74
Leader or unit commander replacement, 62
multiple spell effects, 73
name of, 9
Normal Movement, 64
orders, 64
point cost of, 23
Press Forward order, 64
Ranking Officer, 76
as spell target, 64
Tactics special rules, 63
theme forces, 26
upkeep spells, 72
warcaster units, 70
thrown models, 35
destruction of, 59
FA, field allowance, 24
feat, 69
FOCUS, 15
Focus Manipulation special rule, 69
focus: replenishing, 69
focus: spending, 70
general description, 68
independent model, 13
Mercenary, 25
power field, 70
power up, 68
Rhulic, 92
spellcaster, 71
unit, 70
water, shallow, 79
weapon attachment, 63
weapon location, 19, 57
huge-based models, 39, 58
Weapon Master weapon quality, 20
weapon qualities, 20
weapon statistics, 19
weapon system, 57
within vs. completely within, 12Y
Y
you, yours, 9
Z
zones, 83