Hardcore 2013 Rules 3

download Hardcore 2013 Rules 3

of 6

Transcript of Hardcore 2013 Rules 3

  • 7/27/2019 Hardcore 2013 Rules 3

    1/6

    In Hardcore 2013 tournaments, players face off in a series ofWARMACHINE/HORDES games to test their mettle in an

    unforgiving environment. Insanely fast time limits, detailedpainting requirements, and only one army list make this a

    format for experienced players who want to push the limitsof their endurance and skill. Multiple awards also provideplayers with opportunities to claim victory even if they

    arent undefeated when the smoke clears.

    Certain requirements must be met in order to host aWARMACHINE and HORDES Hardcore 2013 event. Firstand foremost, all Hardcore 2013 tournaments must be pre-

    approved by Privateer Press. All the requirements below

    must also be met in order to qualify for an ofcially sanctionedHardcore 2013 tournament. Only approved tournaments willreceive Hardcore 2013 medals for prize support.

    Hardcore 2013 TournamenTs u.s.

    & InTernaTIonal requIremenTs

    Convention attendee minimum: 100+

    Hardcore 2013 tournament participant minimum: 32+

    Qualiers: No qualiers allowed must be open to all players

    Format: 35-, 50- or 75-point Hardcore 2013

    PlayerresPonsIbIlITIes

    logIsTIcs

    Players participating in a Hardcore 2013 event must bringall their own models, stat cards, dice, measuring devices,

    markers, and templates they require for play. Tokensrepresenting in-game effects such as focus, fury, spells,

    and abilities are required and must be kept adjacent to thecorresponding model on the table.

    Players can also use the War Room application duringHardcore 2013 events. When using War Room during an

    event, players can: mark damage on War Room cards insteadof physical stat cards; reference model and game rules fromWar Room instead of physical stat cards or rulebooks; and

    show Event Organizers (EOs) and opponents a ThemeForces rules on War Room. Players must still share their

    model stats, damage, and so on with opponents, whetheror not an opponent has War Room. If a players War Roomdevice fails during a game and it cannot be recovered in a

    timely manner, the player concedes that game.

    army lIsTPlayers can bring only one army list to Hardcore 2013

    events. Players must bring two legible copies of their armylist complete with point costs. Army list point totals cannot

    exceed the point size chosen for the game and cannotfall more than 2 points under the point size chosen forthe event. Players must incorporate all bonus warjack or

    warbeast points in their army list(s) point total. A 50-pointHigh Exemplar Kreoss army, for example, must include

    53 to 55 points of models. Any player-determined modelrelationships (attached, marshaled, etc.) must be specied.

    Hardcore 2013 allows all released Theme Forces to be used.

    Anyone using a Theme Force must have it available forreference in order to verify the army list and for opponentsreference in order to view the Theme Forces special rules.Permission is hereby granted to photocopy the Theme Forces

    section from the WARMACHINE and HORDES expansionbooks as well as any Theme Forces appearing in No Quarter

    magazine for personal, non-commercial use only and subjectto the terms found within those original source materials.

  • 7/27/2019 Hardcore 2013 Rules 3

    2/6

    modelIng and PaInTIng

    All models must be completely painted in Hardcore 2013events. Every model must be painted with a reasonable

    diversity of color, and individual elements of the miniaturemust be distinguishable by color or shading. For instance,esh must be a different color than hair or clothing; metal

    should be a different color than leather. The base is part of the

    model, so dont neglect it! Bases must be nished with sandor ock or otherwise modeled and painted.

    Models that do not meet these requirements will not be

    eligible for play. Whether a model is completed is thedecision of the EO. As a general rule, if someone feels the

    need to justify why a model is completed, it probably isnt.In order to be eligible for any prizes that are awarded based

    on quality and technique the owning player must paint allpresented models themselves.

    All models used in Privateer Press organized playevents must be Privateer Press miniatures from the

    WARMACHINE or HORDES ranges. The miniatures must

    be fully assembled on the appropriately sized base forwhich the model was designed. Any nonPrivateer Press

    models, unassembled miniatures, or inappropriately basedmodels are not permitted.

    Models that have not yet been released to the general publicat the time of the event are not permitted unless those models

    are readily available at the event venue (such as convention-release models in tournaments at that convention). The

    Extreme versions of models are acceptable for use in organizedplay. The Druid Gone Wilder promotional miniature is a legal

    substitute for the Circle Orboros Druid Wilder solo. To usethe miniature in this capacity, the player will also need access

    to the Druid Wilder stat card so that both players can seethe models stats and abilities. The Bombardier Bombshellpromotional miniature is a legal substitute for a Khador

    Man-O-War Bombardier trooper model. To use the miniaturein this capacity, the player will also need access to the Man-O-War Bombardier stat card so that both players can see the

    models stats and abilities. Additionally, the players unitmust clearly show which model within the unit is the Unit

    Commander model. For example: You could replace multiplemodels in your original Khador Man-O-War Bombardier unitwith Bombardier Bombshell models, including the leader, as

    long as you clearly indicated in some manner which model isthe Unit Commander.

    model conversIons

    Players must be unambiguous about model representation.The following rules must be adhered to when using

    converted models in organized play. These rules are meantnot to limit a players modeling options but rather to allowcreativity without generating an environment that could

    become confusing during game play. At his discretion, anevent organizer can make exceptions to these rules to approve

    any reasonable conversion.

    A converted model must contain a majority of parts from the

    WARMACHINE or HORDES model for which the rules werewritten. For example, a Testament of Menoth conversion

    must be composed mostly of parts from the Testament ofMenoth model. The end result of any conversion must beclearly identiable as the intended miniature and accurately

    represent its weapons and equipment as listed in its rules.

    Any conversions must be clearly pointed out to youropponent before the game to avoid confusion.

    On warrior models, converting and swapping weapons isacceptable provided the new weapon represents the sametype of weapon replaced (like swapping one sword for

    another). Anything relating to a weapons specic rulesmust be maintained to avoid confusion on the tabletop.

    For example, a weapon with Chain Weapon must still bemodeled as a chain-style weapon, and a weapons lengthmust be considered when converting weapons with Reach.

    Weapons cannot be swapped on warjack and warbeast

    models. Since many of the jacks and beasts utilize the same

    chassis or torso, the weapons are the most identiable partof the model when looking across the tabletop. Converting

    warjacks and warbeasts is still encouraged, but the aestheticsof the weapons must be maintained. Modifying weapons is

    permitted, as long as the end result is easily identiable asthe intended warjack or warbeasts proper weapon.

    Models/units with upgrade blisters are an exception tothe standard model conversion rules in a number of ways.

    Because the parts in these blisters dene an entirely separateset of stats and abilities, the upgrade parts must be clearly

    visible on the model/unit matching the upgrade stat card inorder to be legal for tournament use. For example, a helljack

    with one claw and one harpoon is not Malice. The modelmust have the correct head, harpoon blade, and all threespirit parts from the Malice upgrade in order to be considered

    Malice. Additionally, once a model/unit has been converted,it can only be elded as that model/unit. For example, aWarpwolf with the parts from the Ghetorix upgrade is not

    an acceptable conversion for use with a Warpwolf Stalkerstat card. Lastly, in the case of unit attachment or weapon

    attachment upgrade, the model(s) that use the upgrade statcard must follow these rules to be legal for tournament use,

    but the base unit follows the standard conversion policy forwarrior model conversions, above. For example, a BlackDragon Ofcer & Standard must always use the Black

    Dragon upgrade stat card and an Iron Fang Pikemen Ofcer& Standard must always use the Iron Fang Pikemen Ofcer

    & Standard stat card, but an Iron Fang Pikemen unit withouta UA uses its standard stat card whether or not they haveBlack Dragon shields (or any other reasonable conversion).

    Miniatures must be on their appropriately sized

    WARMACHINE/HORDES base, but scenic details can beadded. The bases perimeter must always be consideredwhen modeling scenic details. While it is acceptable for

  • 7/27/2019 Hardcore 2013 Rules 3

    3/6

    scenic elements to overhang the bases edge, the base itselfand not the scenic elements is used for all measurements. Theedge of a models base must not obscured to the point that

    accurate measuring becomes difcult or impossible.

    sPorTsmansHIP

    A fair and honest in-game environment is required in order

    for everyone to have fun. Players must accurately executethe rules of the game and fully cooperate with opponents to

    honestly answer any questions that arise before and duringthe game. Players are also responsible for holding theiropponents to the same standards.

    The EO will not be able to observe every game. If

    your opponent is doing something that is making youuncomfortablestalling, bending the rules, or outright

    cheatingtell your opponent about it. Explain what he cando to remedy the situation in order to maintain a fair, honest,and fun in-game environment. If the behavior continues or

    a dispute arises, call the EO and explain the situation. The

    EO always has the nal word on rules questions or debates.Players must accept all rulings made by the EO whether ornot they agree.

    Players must present a mature and polite demeanor to their

    opponents and the EO. Failure to do so will result in immediate

    disqualication. An EO can also disqualify a player for anyincident that is deemed unsporting. This includes, but is notlimited to, offensive or abusive conduct, bullying, cheating,

    constant rules arguments, improper play, stalling, andother inappropriate actions. Disqualied players are not

    eligible for any awards or prizes and are barred from furtherparticipation in the event and any other related events.

    Occasionally circumstances will prompt a player toconcede a game during a tournament. Concessions are not

    recommended since there is almost always a chance forvictory. In the case of a concession, the winning player will

    be awarded a win and army points destroyed based on anassassination using current board conditions. The player whoconceded will receive a loss and no points in any category. An

    EO can disqualify a player from a tournament if a concessionis deemed unsportsmanlike.

    evenT organIzerresPonsIbIlITIes

    number of rounds

    The event will run until one player has more tournamentpoints than any other player at the end of a round. Once this

    condition is met, the event ends without additional games.

    Players participate in a timed format with all players

    participating in every round. The number of playersparticipating in the tournament determines the maximum

    number of games usually required to determine a winner.

    Players Rounds

    32 5-round event

    33 to 64 6-round event

    65 to 128 7-round event

    fIrsT-round PaIrIngs

    Shufe all the tournament record sheets together. Take thetop two sheets and set them to one side. This gives you therst pairing. Without shufing the pile again, remove thenext two sheets and repeat the process until all players have

    an opponent. If you have an odd number of players, seeByes and Odd Number of Players below.

    subsequenT PaIrIngs

    From here on, all pairings and ranks are based on tournamentpoint subtotals and pairings from previous rounds. After all

    games in the previous round have been completed, sort thetournament record sheets into piles based on the number of

    tournament points. Shufe each pile.

    Take the top sheet of the pile with the greatest number of

    tournament points and choose the rst opponent in the pilehe has not already played. Set this pair aside and repeat the

    process. When you reach the end of a pile move to the nextpile. If a pile has an odd number of players, pair the lastplayer against someone from the next-highest tournament

    point pile. Do not do this with any individual player morethan once per event. Again, once you have all the pairings,

    write the opposing players name in the appropriate columnon each players sheet. It might take several attempts to ndpairings that avoid duplicating match-ups.

    byes and odd number of PlayersHardcore 2013 games take place between two players. In thecase of an odd number of players, one player will receive a

    bye. A player receiving a bye sits out of the current round andreceives 1 tournament point and half the army point level

    (rounded up) for the event.

    The EO will randomly determine which player receives the

    bye if a tournament begins with an odd number of players.In subsequent rounds, the EO will randomly select a player

    from those with the lowest tournament point totals. The EOshould ensure that the same player does not receive a bye

    more than once per event.

    game TImIng

    Event

    Point Size

    Round

    Base Length

    (minutes)

    Turn

    Length

    (minutes)

    Extension

    Length

    (minutes)

    35 70 5 2

    50 100 7 3

    75 120 10 5

  • 7/27/2019 Hardcore 2013 Rules 3

    4/6

    Each round in a Hardcore 2013 event has a variable round

    length. Before each round begins, the EO rolls a d3 andmultiplies the result by the variable for the event size; this

    result is the variable. He then rolls a d6 to determine whetherthe variable will be subtracted from (on a result of 13) or

    added to (on a result of 46) the base round length (shownabove) to determine the overall round length. The EO will

    not announce the result of this roll or reveal the amount oftime remaining in a game to players.

    d6 Roll Overall Rounds Length

    13 Subtract variable from Base

    46 Add variable to Base

    After the time for a round has expired, the EO calls dice

    down. If a player has declared the activation of a model/unitor has already begun to physically move the model/unit, he

    nishes movement for that model then the turn and gameend. If the player is in the process of making a roll of anykind, he completes that single roll, then the turn and game

    end. If the roll is an attack roll that directly hits its target,resolve the direct hit damage roll as well.

    At dice down, resolve all end-of-turn effects including

    the removal of models if applicable. Models that have notentered play yet or were removed from the table do not enterplay but do not count as destroyed. If a game does not have

    a clear winner after dice down, check the scenario for how todetermine the winner.

    Turn TImIng

    Hardcore 2013 also uses a timed turn length to ensure a fairplay environment. Players in each game use a timer to track

    the xed amount of time available for each turn. This timelimit is based on the point size of the event. A players timer

    begins after the resolution of continuous effects.

    If a player is moving a model when his turn time expires, he

    nishes moving that model and his turn ends. If the player isin the process of making a roll of any kind after movement iscomplete, he completes that single roll, then his turn ends. If

    the roll is an attack roll that directly hits its target, resolve thedirect hit damage roll as well.

    When a player moves a model, rolls dice, or takes time tomake decisions during the other players turn, the player

    whose turn it is has the option of stopping the clock while

    these actions are resolved.

    sTarTIng THe game

    Both players roll a d6 for the starting roll. The player withthe higher result can choose to be the rst or second player.

    The second player chooses his table edge. The rst player

    deploys rst and takes the rst turn. The EO has the optionto predetermine table sides for players in order to save time

    during deployment.

    fInal sTandIngs

    At the end of the event determine player ranks by total number

    of tournament points. If tournament points are the same for

    both players, the player with the most assassination wins earnsthe higher rank. If assassination wins are also the same for bothplayers, the player who accrued the most enemy army pointsdestroyed throughout the tournament earns the higher rank.

    Hardcore 2013 awards

    Vanquisher At the end of a round if one playerhas more tournament points than any other playerthen that player wins the Vanquisher award and isdeclared champion.

    Mage Hunter During each round players thatwin via assassination victory must record the totalnumber of non-warcaster/warlock enemy modelsthat they destroyed or removed from play during thegame; this is your Mage Hunter score for the round.Models destroyed or removed from play by youropponent are not counted. At the end of the eventthe player with the lowest Mage Hunter score froma single round wins the award. In the case of a tiethe player with the next lowest Mage Hunter scoreamong the tied players wins the award.

    Executioner During each round players tally theopponent army points that have been destroyed orremoved from play. The player who destroyed orremoved from play the highest total opponent army

    points in the event wins the award. In the case of a tie, theplayer with more assassination victories wins the award.

    Warcasters and warlocks are worth 5 army points each.

    Warjacks and warbeasts are worth their cards PCvalue. Inert/wild models are not counted.

    Models/units are worth their cards PC value.

    Units below 50% of their starting number(rounding up) are worth 50% of their armypoints (rounding up) includingall attachments.

    If a list contains two or more multiple-model solos,all casualties are counted toward the same solountil it is completely destroyed.

    Master Craftsman The player withthe nest painted army, as determine

    by appointed painting judges, wins theMaster Craftsman award.

    Contents and Game Rules 20012013 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah,Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Hardcore, and all associated logos and slogans are trademarks of Privateer Press,Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, orother notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

  • 7/27/2019 Hardcore 2013 Rules 3

    5/6

    sPecIal rules

    Mark a zone in accordance with the diagram below. A

    player can measure 14 from any board edge during hiswarcaster/warlocks activation.

    At the end of each players own turn, starting on thesecond players second turn, a friendly warcaster/warlockcompletely within 14 of a board edge suffers 5 points ofmagical damage that cannot be transferred. Additionally,the warcaster/warlock loses Tough, cannot be healed, andcannot have damage removed for one round.

    A player dominates a zone if he owns one or morewarcaster/warlock models within it and no opponentcontests it. When two or more warcasters/warlocks woulddominate the zone only the active player s warcaster/warlock dominates.

    A player must own at least one model within the zone tocontest that zone. Players own the models in their elded

    army list and any models created by abilities of models inthe army list. Warcasters, warlocks, inert warjacks, wildwarbeasts, models that are eeing, and models that areunder an opponents control cannot contest.

    At the end of each players turn, starting on the secondplayers second turn, when a player dominates the zone,the enemy warcaster/warlock suffers 5 points of magicaldamage that cannot be transferred. Additionally, thewarcaster/warlock loses Tough, cannot be healed, andcannot have damage removed for one round.

    vIcTory condITIons

    The player with the last remaining warcaster/warlock wins

    the game.If time runs out before a player has won the game via

    assassination victory tally the point cost of the remainingmodels/units owned by each player. Models/units that donot have a point cost or that are created by abilities of models

    in an army list and not added to an existing model/unit arenot counted.

    Double the value of non-warcaster/warlock models/units

    (rounded up) within the zone. Ignore inert warjacks, wildwarbeasts, and eeing models when checking tiebreakerconditions. The player with more army points worth of

    models remaining wins the game.

    Warcasters/warlocks are worth 5 points regardless ofwarjack and warbeast points. Warcaster/warlocks consistingof multiple models with the warcaster/warlock type are

    worth 5 points regardless of the number remaining.

    Warjacks/warbeasts are worth their cards listed point cost.

    Units and unit attachments are worth points equal to theunits point cost. Ignore units that have fewer than 50%(rounding up) of their starting number remaining in play. For

    doubling purposes, all the remaining models in a unit mustbe within the zone.

    Models with the Attachment ability add to the units value andalso add to the number of models needed. For example, ten

    Long Gunners need ve or more models in play to be worth10 points, and twelve Long Gunners including their unit

    attachment need six or more models to be worth 12 points.

    Solos are worth their cards listed point cost. If a solo consists

    of multiple models, when counting points ignore solos thathave fewer than 50% (rounding up) of their starting number

    remaining in play. For doubling purposes all the remainingmodels must be within the zone.

    Player 2 Deployment

    Player 2 AD Line

    Player 1 Deployment

    Player 1 AD Line

    10

    6

    7

    6

    12

    12

    18

    18

    18

    18

    Tactical Tip: Only the active player dominates whenmultiple warcasters/warlocks dominate a zone.

    Contents and Game Rules 20012013 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah,Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Hardcore, and all associated logos and slogans are trademarks of Privateer Press,Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, orother notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

    2013 scenarIo: deaTH maTcH

  • 7/27/2019 Hardcore 2013 Rules 3

    6/6

    Hardcore 2013 Player record sHeeT

    PLAYER NAME: FACTION:

    Round Opponents Name Result'Caster

    Kill(Y / N)

    # Opponent ModelsDestroyed/Removed(Caster Kill Only)

    OpponentArmy Points

    Destroyed

    1 W / L / D

    2 W / L / D

    3 W / L / D

    4 W / L / D

    5 W / L / D

    Army List

    Contract/Pact/Theme Force:

    Tier: 1 / 2 / 3 / 4 or N/A Point Cost

    Contents and Game Rules 20012013 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah,Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Hardcore, and all associated logos and slogans are trademarks of Privateer Press, Inc.Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other

    notices contained therein or preserve all marks associated thereof. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.