WARMACHINE Prime MK II.pdf
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14
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16
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THE COLOSSALS WERE TOWERING,
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POWERED CONSTRUCTS THAT
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EVEN THE GODS ENVIED THEM.
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THE IRON KINGDOMS
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EMPIRE OF CRYX
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TORUK’S ANCIENT TALONS HAVEGROUND ENTIRE TOWNS TO
DUST, AND THOUSANDS HEED
THE MERCILESS ORDERS OF HIS
UNDYING GENERALS.
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24
THE IRON KINGDOMS
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REFLECTIONS ON PERILS FROM THE
WASTES AND THE WILDERNESS
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INEXPLICABLY THE FORMER
KING RETURNED IN 603 AR,
BRINGING TERRIFYING ALLIES
NEVER BEFORE SEEN IN
THE WEST: THE SKORNE.
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26
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GAME OVERVIEW
Victory favors the bold! So bring it on,
if you’ve got the metal.
SUMMARY OF PLAY
RULES BASICSGENERAL KNOWLEDGE FOR COMBAT IN WARMACHINE
In addition to this book and your army of WARMACHINE
models, you will also need a few basic items to play:
• A table or playing surface where you can conduct your
battles (typically 4! x 4! ).
• A tape measure or ruler marked in inches and fractions
thereof to measure movement and attack distances.
• A few six-sided dice. Six will be plenty.
• A handful of tokens to indicate focus points, spell
effects, etc.
• The appropriate stat cards included with each model. We
suggest you put them in card sleeves and use a dry erase
marker to mark damage.
• The markers and templates on pp. 255-256 of this book.
You may photocopy them for personal use.
WHAT YOU NEED
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28
DICE AND ROUNDING
+
+
ADDITIONAL DICE AND
BOOSTED ROLLS
additional die
EXAMPLE: A model that hits a target with a charge attack gains a boosted damage roll , meaning it adds an extra die toits damage roll. Because this roll is boosted, the model cannotspend focus to boost the damage roll again for a total of twoextra dice on the roll.
GENERAL GUIDELINES
GAME TERMS
advantage is
friendly models
enemy models
A six-sided die is referred to as a d6. When you need two or
more of these, a numeral before the small d indicates thenumber 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 d 6, divide by 2, and
round up.” Quite a mouthful! Here’s how to read the results
of a d3 roll quickly:
1 or 2 = 1
3 or 4 = 2
5 or 6 = 3
DICE SHORTHAND
RULES BASICS
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model types
as warriors living models
INDEPENDENT MODELSIndependent models
WARCASTERS
A warcaster
A battlegroup
warlock
WARJACKS
A steamjack construct
cortex
A warjack
light
warjack has a medium base heavy warjack
has a large base
SOLOS
Solos
UNITS
TROOPERS
Troopers
MODELS—THE DOGS OF WARMODEL TYPES, STATS, AND DAMAGE CAPACITY
SO, YOU GOTTA BE DIFFERENT
Cryx light warjacks are called “bonejacks,” and Cryx heavy
warjacks are known as “helljacks.” Retribution warjacks
are sometimes referred to as “myrmidons.” Bonejacks,
helljacks, and myrmidons are all warjacks.
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CREMATOR POW P+S
7 14
SPELLSTORM PISTOL
RNG ROF AOE POW
12 2 — 12
QUAKE HAMMER
POW P+S
7 18
MOUNTPOW
10
POW, Power
P+S, Power plus Strength
L/R/H, Location
WEAPON QUALITIESWeapon qualities
Buckler
Continuous Effect: Corrosion
Continuous Effect: Fire
Critical Corrosion
Critical Fire
Damage Type: Cold
Damage Type: Corrosion
Damage Type: Electricity
IMMUNITY TO CONTINUOUS EFFECTS
WEAPON STATISTICS
These symbols show that the High Reclaimer’s melee weapon
Cremator has Continuous Effect: Fire, Magical Weapon, and Reach.
MODELS
RNG, Range
*
ROF, Rate of Fire
AOE, Area of Effect
Sample Ranged Weapon Stat
Bar for a Pair of Identical
Weapons
Sample Melee Weapon
Stat Bar
Sample Mount
Weapon Stat Bar
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Damage Type: Fire
Magical Weapon
Open Fist Open Fist
Reach
Shield
Weapon Master
SPECIAL RULES
special rules that take
ABILITIES
FEATS
SPECIAL ACTIONS (ACTIONS)
SPECIAL ATTACKS (ATTACKS)
ORDERS
DAMAGE CAPACITY AND
DAMAGE GRIDS damage capacity
damage boxes
wounds
damage grid
destroyed
system boxes
MODELS
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BUILDING YOUR ARMY
Forces of
WARMACHINE: Mercenaries
ENCOUNTER LEVELS
encounter level
army points
warjack points
EXAMPLE: Kris and Rob are playing a 25-point skirmish. Krischooses Captain Victoria Haley as his warcaster, and Robchooses Warwitch Deneghra. Because Kris chose Haley, hehas 5 warjack points to spend on warjacks in her battlegroup.Based on the encounter level, he also has 25 points that he canspend on whatever models he chooses.
EXAMPLE: Rob has 25 army points from the encounter level and5 warjack points from Deneghra. He wants to add a pair of4-point Deathrippers to Deneghra’s battlegroup. He spends his5 warjack points toward the point total of 8 for the two ’jacksand pays for the remaining 3 points with army points.
DUEL
Max. Warcasters: 1 Army Points: 15Est. Play Time: 20–45 Minutes
SKIRMISH
Max. Warcasters: 1 Army Points: 25, 35, or 50Est. Play Time: 45–90 Minutes
GRAND MELEE
Max. Warcasters: 1 Army Points: 75 or 100Est. Play Time: 90–120 Minutes
BATTLE ROYALE
Max. Warcasters: 2 Army Points: 100, 125, or 150Est. Play Time: 2–3 hours
WAR
Max. Warcasters: 3 Army Points: 150, 175, or 200Est. Play Time: 3–4 hours
APOCALYPSE
Max. Warcasters: 4+ Army Points: 200+Est. Play Time: 4+ hours
PREPARING FOR WARARMIES, SETUP, AND VICTORY CONDITIONS
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BATTLEGROUPS
battlegroup
CHARACTERS
characters
designated as character units
real
POINT COSTS
FIELD ALLOWANCEField allowance (FA)
The following army illustrates the force creation rules
of WARMACHINE. This army is designed for a 100-point
battle royale encounter, so each player can field up to two
warcasters.
WARCASTER: COMMANDER STRYKER (+6 warjack points)
Stryker’s Battlegroup Army Point Cost
1 Defender Heavy Warjack ................................................. 9
1 Ironclad Heavy Warjack .................................................. 7
2 Lancer Light Warjacks ......................................... 12 ( 6 ea.)
WARCASTER: CAPTAIN HALEY (+5 warjack points)
Haley’s Battlegroup Army Point Cost
3 Defender Heavy Warjacks ................................... 27 ( 9 ea.)
1 Charger Light Warjack ..................................................... 4
1 Lancer Light Warjack ...................................................... 6
Units Army Point Cost
2 Arcane Tempest Gun Mage Units (FA 2) .................12 ( 6 ea.)
1 Long Gunner Infantry Unit (FA 2) with 6 troopers ............. 6
3 Stormblade Infantry Units (FA 2) with 6 troopers .. 15 ( 5 ea.)
1 Trencher Infantry Unit (FA 2) with 6 troopers ................... 7
2 Field Mechanik Units (FA 3) with 6 troopers .......... 6 ( 3 ea.)
TOTAL 111 Points
(100 army points +11 warjack points)
The chosen warcasters are Commander Stryker and Captain
Haley, avoiding duplication since they are named characters.
Stryker adds 6 warjack points and Haley adds 5, so the army
can include up to 111 points of models in addition to the
warcasters. The nine warjacks in the army are assigned to
specific battlegroups.
The unit of Long Gunners and Trenchers are minimum-
strength units with only six troopers each, as allowed by
the unit options. There are two units of Field Mechaniks,
each with six troopers as allowed by their unit option. We
also included two Gun Mage units that always include six
troopers each. There are three units of Stormblades, which
also always include six troopers each. With the unit’s FA 2
and two warcasters, this army could have a total of four such
units. The total of army points spent is 111, so no points are
left unused.
SAMPLE ARMY
PREPARING FOR WAR
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SETUP, DEPLOYMENT,& VICTORY CONDITIONS
TWO-PLAYER GAMES
! !
starting roll
deployment zone
turn order
MULTIPLAYER GAMES
TEAM GAMES
team game
FREE-FOR-ALL GAMES
free-for-all game
EXAMPLE: Matt, Jason, Mike, and Steve roll 6, 5, 5, and 3
Jason and Mike reroll their t ie, getting a 4 and a 2, respectively. Jason chooses next, followed by Mike. As the lowest roller, Steve gets the remaining position in the turn order.
! !
SCENARIOS
scenario
PREPARING FOR WAR
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ACTIVATION PHASE
ACTIVATING MODELS
THE GAME ROUND game
rounds
round
THE PLAYER TURN phases
MAINTENANCE PHASE
CONTROL PHASE
GAMEPLAY—THE RULES OF ENGAGEMENTTURN SEQUENCE, MOVEMENT, AND ACTIONS
Generally an active model moves before going on to its
action. Depending on the movement option chosen, the
model might be able to make either a combat action or a
special action. A combat action lets a model make attacks.
A special action lets a model perform a unique battlefield
function such as digging in or creating Scrap Thralls.
WHAT A MODEL DOES WHEN ACTIVATED
ACTIVATING INDEPENDENT
MODELS
ACTIVATING UNITS
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The Butcher obviously has LOS to the Revenger. Since the Revenger has a medium base, it blocks LOS to other models with medium
and small bases. The Butcher has LOS to Flameguard 2 because you can draw an unobstructed line from the Butcher’s front arc
to the edge of Flameguard 2 ’s base that does not cross the Revenger’s base. On the other hand, the Butcher does not have LOS to
Flameguard 1 because you cannot draw a line between their bases that does not cross the Revenger’s base. Because they have
smaller bases than the Crusader, the Revenger and the two Flameguard do not block LOS to it. The Butcher can draw LOS to theCrusader as if those models were not there.
The Butcher has LOS to Kreoss because Kreoss’ base is not completely obscured.
If the Butcher were on terrain more than 1 higher than the other models, the Butcher would have LOS to Flameguard 1. The
Revenger does not block this LOS because its base is the same size as the Butcher’s and it is within 1 of Flameguard 1.
GAMEPLAY
Butcher
LOS AND TARGETING
Flameguard 1
Flameguard 2
Revenger
Kreoss
Crusader
LOS AND ELEVATION
The Charger is on a hill 1
higher than the other models.
The Charger has LOS to the
Manhunter because the
Manhunter is on a lower
elevation and there are no
intervening models that would
block line of sight within 1
of it.
The Charger has LOS to the
Battle Mechanik because none
of the intervening models
has a base larger than the
Charger’s.
The Charger does not have
LOS to Sorscha because the
Berserker is an intervening
model that is within 1 of
Sorscha and has a larger base
than the Charger.
Manhunter
Sorscha
BerserkerIron Fang Pikemen
Charger
Mechanik
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engaged
engaging
in melee
MELEE RANGE AND ELEVATION
FREE STRIKES
free strike
MELEE ATTACK ROLLS
Melee Attack Roll = 2d6 + MAT
A target is directly hit
MELEE ATTACK MODIFIERS
• Back Strike
• Free Strike
• Intervening Terrain
• Knocked Down Target
• Stationary Target
POWER ATTACKS
:
:
HEADLOCK/WEAPON LOCK
Maintaining Locks and Being Locked
COMBAT
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EXAMPLE: Rob’s Juggernaut successfully locks the head of Erik’sSlayer with its Open Fist. The Slayer cannot make Tusk attacksor special attacks (including Combo Strikes or power attacks),and the Juggernaut cannot make attacks with its Open Fistuntil the headlock is broken or released.
HEAD-BUTT
head-butt
PUSH
push
Being Pushed
SLAM
slam
successful
slam
COMBAT
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Slam Damage
slam damage
Collateral Damage
collateral damage
THROW
throw
Being Slammed
A slammed
rule of least disturbance
COMBAT
SLAM MOVEMENT AND COLLATERAL DAMAGE A Juggernaut declares a slam attack
against a Crusader. Because it moved
more than 3 to make contact with the
Crusader, the Juggernaut will be able
to slam its target. The attack succeeds,
and the Crusader is knocked back d 6 .
The roll comes up a 6 , but the Crusader
stops when it hits the wall 4 behind
it. During the slam, the Crusader passesover a Temple Flameguard, and the
Flameguard suffers collateral damage.
In addition, because the Crusader
was slammed into a wall, it suffers
a damage roll of 3 d 6 plus the STR
of the Juggernaut ( 2 d 6 plus an extra
die for colliding with a solid terrain
feature). This damage roll can still be
boosted on top of the additional die.
Juggernaut
Crusader
Flameguard
W a l l
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Collateral Damage
DOUBLE-HAND THROW
double-hand throw
TRAMPLE
trample
COMBAT
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RANGED COMBAT
ranged attacks
RANGED WEAPONSRanged weapons
Ranged Weapon Damage Roll = 2d6 + POW
DECLARING A TARGET
MEASURING RANGE
RATE OF FIRE
RANGED ATTACK ROLLS
Ranged Attack Roll = 2d6 + RAT
COMBAT
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CONCEALMENT ANDCOVER IN ACTION
Butcher
Defender
Winter Guard
A
Juggernaut
B
C
58
cover
TARGETING A MODEL IN MELEE
EXAMPLE: Using a d6, if there are three will become the new target on a 1 or 2,the second on a 3 or 4, and the third on a
5 or 6. If the attacker cannot draw line of sight to one of those
models due to an obstruction (e.g., it’s around the corner of abuilding), ignore that model and randomize the attack between on a 4, 5, or 6. If one of those two models cannot be targeted
for some reason, only one model is an el igible target and thus arandom roll is not necessary.
EXAMPLE: Stryker is in melee with a Revenger affected by theProtection of Menoth spell. A Charger forfeits its movement,aims, targets the Revenger with its dual cannon, and spends1 focus point to boost its attack roll. The Charger’s attack roll
gains an additional die for boosting the attack roll, gets +2 tothe roll for the aiming bonus, and suffers the –4 penalty fortargeting a model in melee. In addition, the Revenger’s DEFagainst this attack is enhanced due to the spell affecting it.
If the attack misses, the Charger rerolls the attack, this t imetargeting Stryker. It still includes the additional die forboosting the attack roll, the +2 aiming bonus, and the –4
penalty for targeting a model in melee. If Stryker is behindcover in relation to the Charger, he gains +4 DEF against thisattack.
COMBAT
It might appear at first that 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 A and Winter Guard B. The Defender cannot draw line of sight
to the Butcher at all because there is a forest between them. Winter Guard C
is behind the crates, but because he is more than 1 from them, he does not
receive the cover bonus.
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next
BEYOND THE PLAY AREA
POINT OF ORIGIN point of origin
origin of damage
direct hit
any other
REPLACING MODELSWhen replacing
ENTERING enters
STATIONARY MODELS
A stationary model
LEAST DISTURBANCE
COMBAT
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total
FORFEITING
REROLLS
SWITCHING TARGETS
DAMAGE
DAMAGE ROLLS
damage roll
Damage Roll = 2d6 + POW (+ STR if melee)
damage point
RECORDING DAMAGE
disabled
damage boxes
wounds
damage grids
COMBAT
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FORCE FIELDS
EXAMPLE: When damage is dealt to column 2, mark damage result of a special rule such as Eiryss’ Death Bolt).
EXAMPLE: with his Molten Metal spell. That spell deals 1 point of damageto each column on the warjack’s damage grid; the damage
grid has six columns, so the spell deals 6 damage points. If the
damage points are assigned to columns 4, 5, and 6.
EXAMPLE: If a warjack with a force field is hit by a Lancer’s
Shock Shield attack, the warjack hit suffers 1 damage point toits first available Cortex system box. This damage is appliedto an unmarked Cortex system box, not to the warjack’s force
fie ld.
CRIPPLING SYSTEMS
and crippled
• Crippled Arc Node:
• Crippled Cortex:
• Crippled Movement:
• Crippled Arm or Head Weapon System:
• Crippled Field Generator:
DISABLED AND DESTROYED disabled
COMBAT
On a warjack’s damage grid, the following letters represent
the warjack’s systems:
C: Cortex M: Movement
L: Left Arm weapon system A: Arc Node
R: Right Arm weapon system G: Field Generator
H: Head weapon system
WARJACK DAMAGE KEY
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inert
REACTIVATING WARJACKS
HEALING, REPAIRS, AND
REMOVING DAMAGE
is healed , repaired damage removed
RETURN TO PLAY return to play
DAMAGE TYPES damage type
COMBAT
EXAMPLE: The Stormclad is a warjack with Immunity:Electricity . If it were hit by an attack that caused electricaldamage and Disruption, the warjack would not suffer a damageroll from the attack but would still suffer Disruption.
MAGICAL WEAPONS
SPECIAL EFFECTS
AUTOMATIC EFFECTS
Cold
Immunity:Cold
Corrosion
Immunity:Corrosion
Electricity
Immunity:Electricity
Fire
Immunity:Fire
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MOVING UNITS
ISSUING ORDERSOrders
FIELD PROMOTION
EXAMPLE: The Kapitan of a Man-O-War unit is destroyed. Theunit’s controlling player decides to make a Grunt with fourunmarked damage boxes remaining the new unit commander.He replaces the Grunt model with the Kapitan model. Thenew Kapitan model has the same number of unmarked damageboxes remaining as the Grunt it replaced. If the Grunt was alsosuffering from the Fire continuous effect when it was replaced,the new Kapitan would continue to suffer from the continuouseffect.
EXAMPLE: is destroyed. Instead of replacing a Grunt in the unit with the becomes the new unit commander.
EXAMPLE: Boomhowler is destroyed during play he does not replaceanother model in his unit. Instead, the player controllingBoomhowler’s unit chooses a Grunt in the unit to become thenew unit commander.
EXAMPLE: If a Trencher Infantry unit currently consists of aLeader, a Sniper, a Grenade Porter, and a Grunt, and an AOEattack destroys both the Leader and the Grunt, the controlling
player must make the Sniper or the Grenade Porter the unitcommander. In either case, the model is not replaced by theLeader because neither is a Grunt.
SPELLS AND EFFECTS
UNITS
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WARCASTERSPECIAL RULES
BATTLEGROUP COMMANDER
battlegroup
ALLOCATING FOCUS POINTS
COMMANDER
FEARLESS
FEAT
feat
FOCUS MANIPULATION
replenishes
POWER FIELD
overboost
WARCASTERS AND FOCUS—TRUE POWERSPECIAL RULES, MANAGING FOCUS POINTS, AND CASTING SPELLS
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SPELLCASTER cast spells
CONTROL AREA control area
MEASURING CONTROL AREAS
EXAMPLE: A warcaster casts a spell that turns his control areainto rough terrain. That warcaster’s controller does not haveto measure his control area prior to an enemy model entering
it. The opposing player will have to adjust his model’s positionafter completing its movement if it entered the warcaster’scontrol area and had its movement reduced by the spell’s effect.
FOCUS: ADDITIONAL ATTACK spend focus
FOCUS: BOOST
FOCUS: SHAKE EFFECT
SPELLS
WARCASTERS
Players should use coins, colored beads, or tokens to represent
focus points. During a player’s control phase, place a number
of tokens equal to the warcaster’s current FOC next to the
model. These tokens can be allocated to eligible warjacks in
that warcaster’s battlegroup by moving them next to those
models. Remove focus point tokens from the table as they are
used. Each of a warcaster’s unspent focus points next to the
warcaster gives him a +1 ARM bonus.
THE POINT OF FOCUS
Some effects use terminology like “increases control area by
2.” Inches are a unit of length, not area, and so the phrase
may seem a bit odd. Likewise, some effects “double the
control area.” The correct interpretation is that the length
of the line extending out from the model’s base is the value
being modified, not the area enclosed by sweeping that line
around the model.
FOR THE MATHEMATICALLY INCLINED
Remember that a warjack must spend focus to run, charge, or
make a power attack. Warcasters can also spend their focus
points to cast spells or heal damage.
PERFORMANCE POWER
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“”
UP, Upkeep (Yes/No)
OFF, Offensive (Yes/No)
*
EXAMPLE: A spell that has an AOE but does not use one of thestandard 3 , 4 , or 5 templates would have “*” as its AOEstat and include rules explaining how its AOE is measured.
OFFENSIVE SPELLS AND
MAGIC ATTACKSAn offensive spell
*
CASTING A SPELL
MEASURING RANGE
measure
MAGIC ATTACK ROLLS magic attack
roll
Magic Attack Roll = 2d6 + FOCUS
MAGIC ATTACK ROLL MODIFIERS
• Back Strike
• Cloud Effect
WARCASTERS
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• Concealment
• Cover
• Elevated Attacker:
• Elevated Target: higher
• Knocked Down Target
• Stationary Target
• Target in Melee
SPELL TARGETING
EXAMPLE: The Witch Coven of Garlghast’s spell Infernal Machine states “target warjack in this model ’s battlegroup gains +2 MAT, +2 SPD, and Terror .” Therefore whena witch casts this spell it can target only a warjack in theCoven’s battlegroup.
EXAMPLE: Warwitch Deneghra attempts to cast CripplingGrasp on a Protectorate Temple Flameguard trooper in meleewith one of her Deathrippers, which is itself in melee withtwo other Flameguard troopers. Thus, there are four models inthe combat. If she misses, determine which of the other threemodels might be hit by the spell instead as usual.
UPKEEP SPELLSUpkeep spells
EXAMPLE: A unit of Khador Iron Fang Pikemen currently hasthe Iron Flesh spell in play on it. The Khador player decides it instead and casts it, which immediately removes the Iron Flesh
spell when he pays Fury’s COST. During the Cryx player’sturn, Deneghra casts Crippling Grasp on the unit. This doesnot remove the Fury spell because an enemy upkeep spell doesnot replace a friendly one.
MULTIPLE SPELL EFFECTS
WARCASTERS
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’JACK MARSHALS
’jack marshals ,
UNITS
EXAMPLE: leaves play, the Leader of the Arcane Tempest Gun Mage unitbecomes the new unit commander and gains the ’Jack Marshaladvantage.
DRIVES
ALLIESAllies
Forces of WARMACHINE:
Mercenaries
EXAMPLE: The Highborn Covenant mercenary contractsays it can include mercenaries that will work for Cygnar,so Precursor Knights (Cygnar allies) can be included in aHighborn Covenant contract army.
ADDITIONAL RULESMARSHALING, CAVALRY, EPIC, AND MORE
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DRAGOONS
Dragoons
LIGHT CAVALRY
light cavalry
CHARACTER WARJACKSCharacter warjacks
AFFINITIES
IMPRINTS
imprints
ELITE CADRES
Elite
Cadre
EPIC MODELS
ADDITIONAL RULES
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Epic models
EPIC WARCASTER BONDING
Warjack Bond
Campaign Play
In campaign play
MAGIC ABILITY
Magic Ability
Magic Ability Attack Roll = 2d6 + Magic Ability Score
MERCENARY WARCASTERS
AND WARJACKSA mercenary warcaster
Mercenary warjacks
THEME FORCESTheme Forces
Forces of WARMACHINE
ADDITIONAL RULES
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COMMAND RANGE command range
Commander advantage
COMMAND CHECKS
command check ,
Passed Command Check: 2d6 CMD
Failed Command Check: 2d6 > CMD
EXAMPLE: A Khadoran Manhunter has a CMD of 9. The Manhunter passes a command check on a 2d6 roll of 9 or less.
advantage
MASSIVE CASUALTIES massive casualties
TERRIFYING ENTITYA terrifying entity Abomination
Terror
COMMAND—OF MICE AND MENCOMMAND CHECKS, FLEEING, AND RALLYING
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86
BEFORE PLAY
TERRAIN TYPES
OPEN TERRAINOpen terrain
ROUGH TERRAINRough terrain
IMPASSABLE TERRAINImpassable terrain
TERRAIN FEATURES
TERRAIN—YOUR BEST FRIENDTHE BATTLEFIELD, HAZARDS, AND STRUCTURES
When discussing the specifics of terrain features, it may be
handy to keep the following questions in mind:
• Does it provide cover or concealment?
• Is it rough terrain? Impassable?
• Does it provide elevation? If so, does it have a gradual
or sloped surface? Are some parts of the elevated terrain
feature gradual while others are sheer?
• Does it have any special rules? Is it forest, shallow water,
a trench, a structure, or so on?
• What characteristics of terrain are likely to become
important during the game due to the abilities and spells
of the models in my army?
SETTING TERRAIN DETAILS
BATTLEFIELD SETUP
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its interior are far enough away from those walls not to sufferdamage when the structure collapses.
EXAMPLE: Those walls and fences are best treated as separate structures
from the house itself even though they are part of the singleterrain piece. After all, shooting at a fence should not cause thehouse to collapse!
DAMAGING AND DESTROYING STRUCTURES
EXAMPLE: A 1-wide or so wooden door in an otherwise stonebuilding would contribute only 5 points to the structure’sdamage capacity. The door has ARM 12 while the surroundingstone has ARM 18.
EXAMPLE: A 3-wide stone wall is destroyed once it suffers atotal of 30 damage points (3 length 10 points per inch), buta 3 6 stone building collapses when it suffers 90 points ofdamage (18 perimeter 10 points per inch ÷ 2).
collapses
EXAMPLE: A warjack inside a three-story brick building whenit collapses suffers a POW 48 (brick structure ARM 16 3levels) damage roll. Whatever is left of the warjack is thenknocked down.
ENTRYWAYS
entryways
EXAMPLE: A model can enter a ruined building that is missingits roof or one that has a removable roof. It cannot enter a way to allow access to the models inside of it.
EXAMPLE: Players might decide that a heavy warjack is unableto pass through a doorway much smaller than its base size or windows.
TERRAIN
Structure Material ARMDamage Capacity(points per inch)
Wood 12 5
Reinforced Wood 14 5
Brick 16 10
Stone 18 10
Iron 20 20
Steel 22 20
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90
! !
OBJECTIVE MARKERS objective markers
SCENARIOS—WHY WE CAN’T ALL BE FRIENDSVARIATIONS OF GAMEPLAY
BASIC BATTLE A mortal man is never so close to divinity as whenhe commands an army in battle. The tides of warrise and fall by the will of generals.
DESCRIPTION
SPECIAL RULES
VICTORY CONDITIONS
MULTIPLAYER GAME
If both players agree, instead of choosing a scenario for
battle, you can roll a d6 and consult this table to determine
the scenario you will play.
Roll Result
1 Break the Line
2 Killing Field
3 Mangled Metal
4 Mosh Pit
5 No Man’s Land
6 Throw Down
RANDOM SCENARIO DETERMINATION
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92
MANGLED METALThere’s nothing like the glorious clamor ofwarjacks crashing together, hulls ringing and furnaces spewing ash with gouts of sparks and flame, and the deafening screech of metal as onerends the other apart.
DESCRIPTION
SPECIAL RULES
VICTORY CONDITIONS
MULTIPLAYER GAME
MOSH PITTheir sacrifice is meaningless. With each death we gain ground.
DESCRIPTION
SPECIAL RULES
mosh pit
VICTORY CONDITIONS
MULTIPLAYER GAME
SCENARIOS
Deployment Zone
Deployment Zone
10
16
10
Deployment Zone
Deployment Zone
10
10
Mosh Pit
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SCENARIOS
NO MAN’S LANDIn Menoth’s name, we shall consecrate this landwith the blood of their fallen!
DESCRIPTION
SPECIAL RULES
no man’s land
VICTORY CONDITIONS
MULTIPLAYER GAME
THROW DOWNStriking the killing blow is meaningless if youopen yourself to a fatal retaliation. This is as true for an army as when fighting blade to blade.
DESCRIPTION
SPECIAL RULES
control zone
VICTORY CONDITIONS
MULTIPLAYER GAME
!"#$%&' "')*+
Deployment Zone
Deployment Zone
10
4
4
10
Deployment Zone
Deployment Zone
10
10
10
10
Control Zone Control Zone
No Man's Land
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94
Prime
Forces of WARMACHINE
CYGNAR|SIG-nahr|
THE PROTECTORATEOF MENOTH|MEN-awth|
KHADOR|KAY-dohr|
CRYX|kriks|
THE FACTIONS OF WARMACHINE
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OTHER NATIONS OFTHE IRON KINGDOMS
IOS AND THE RETRIBUTION
OF SCYRAH|EYE-ohss| and |SIGH-rah|
RHUL
|rule|
ORD
|ohrd|
LLAEL
|layl|
MERCENARIES
BEYOND THEIRON KINGDOMS
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24
THAT THE POPULACE TOLERATED
SUCH UNFORGIVABLE ACTIONS
WAS A SIGN OF HOW MANY HAD
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128
WE SHALL FINISH WHAT
HIERARCH SULON BEGAN SO
MANY GENERATIONS BEFORE. WE
WILL CONVERT OR CONQUER THE
LESSER FAITHS, BEGINNING WITH
THAT OF MORROW THE BETRAYER.
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50
ALWAYS THEY UNDERESTIMATE
US. CYGNARANS FORGOT IT
WAS WE WHO INVENTED
THE FIRST STEAM ENGINE.
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THE CYGNARAN COWARDS
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200
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ARCANE TEMPEST GUN MAGES
Unit
STORMBLADE INFANTRY
Unit
FIELD MECHANIKSUnit
IRONCLADHeavy Warjack
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212
CHARGER
Light Warjack
LANCER
Light Warjack
SENTINELLight Warjack
LONG GUNNER INFANTRY Unit
CYCLONE
Heavy Warjack
DEFENDER
Heavy Warjack
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TRENCHER INFANTRY Unit
CLASSIC LIEUTENANT
ALLISTER CAINE
Warcaster
CLASSIC COMMANDER
COLEMAN STRYKER
Warcaster
CLASSIC IRONCLAD
Heavy Warjack
CLASSIC DEFENDER
Heavy Warjack
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216
PROTECTORATE OF MENOTH MODEL GALLERY
GRAND SCRUTATOR
SEVERIUS
Warcaster
HIGH EXEMPLAR
KREOSS VARIANTWarcaster
HIGH EXEMPLAR
KREOSS
Warcaster
PALADIN OF THE ORDER
OF THE WALL
Solo
THE HIGH
RECLAIMER
Warcaster
PALADIN OF THE ORDER
OF THE WALL VARIANT
Solo
CRUSADER
Heavy Warjack
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KNIGHTS EXEMPLAR
Unit
TEMPLE FLAMEGUARD
Unit
CHOIR OF MENOTHUnit
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218
DELIVERERS
Unit
HOLY ZEALOTSUnit
VANQUISHER Heavy Warjack
TEMPLAR
Heavy Warjack
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REVENGER
Light Warjack
REPENTER Light Warjack
REDEEMER
Light Warjack
CLASSIC HIGH EXEMPLAR
KREOSS
Warcaster
CLASSIC VANQUISHER
Heavy Warjack
CLASSIC CRUSADER
Heavy Warjack
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222
KHADOR MODEL GALLERY
ORSUS ZOKTAVIR,
THE BUTCHER OF KHARDOV
Warcaster
KOMMANDER
SORSCHA VARIANT
Warcaster
VLADIMIR, DARK PRINCE
OF UMBREY VARIANT
Warcaster
KOMMANDER
SORSCHA
Warcaster
VLADIMIR, DARK PRINCE
OF UMBREY
Warcaster
IRON FANG PIKEMEN
Unit
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MANHUNTER
Solo
MANHUNTER VARIANT
Solo
MAN-O-WAR SHOCKTROOPERS
Unit
DESTROYER
Heavy Warjack
DECIMATOR
Heavy Warjack
JUGGERNAUT
Heavy Warjack
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224
WIDOWMAKERSUnit
BERSERKER Heavy Warjack
BATTLE MECHANIKS
Unit
DOOM REAVERSUnit
MARAUDER
Heavy Warjack
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CLASSIC MARAUDER
Heavy Warjack
WINTER GUARD INFANTRY
Unit
EXTREME
JUGGERNAUT
Heavy Warjack
CLASSIC DESTROYER Heavy Warjack
CLASSIC JUGGERNAUTHeavy Warjack
CLASSIC KOMMANDER
SORSCHA
Warcaster
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228
CRYX MODEL GALLERY
SKARLOCK
THRALL
Solo
WARWITCH
DENEGHRA VARIANT
Warcaster
CORRUPTER Helljack
WARWITCH
DENEGHRA
Warcaster
IRON LICH
ASPHYXIOUS
Warcaster
PIRATE QUEEN SKARRE
Warcaster
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BANE THRALLS
Unit
MECHANITHRALLS
Unit
REAPER
Helljack
SLAYER
Helljack
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230
DEFILER
Bonejack
NECROTECH AND SCRAP THRALLSSolos
SATYXIS RAIDERS
Unit
DEATHRIPPER
Bonejack
NIGHTWRETCHBonejack
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CLASSIC REAPER
Helljack
CLASSIC SLAYER
Helljack
BILE THRALLS
Unit
CLASSIC WARWITCH
DENEGHRA
Warcaster
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234
MERCENARY MODEL GALLERY
HERNE STONEGROUND
& ARQUEBUS JONNE
Unit
GREYGORE BOOMHOWLER & CO.
Unit
EIRYSS,
MAGE HUNTER OF IOS
Solo
REINHOLDT,
GOBBER SPECULATOR
Solo
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244
!"#$%& ()!*&+
$,!"#$%& ()!*&+
E XAMPLE: A Bloat Thrall has the Death Blast ability, whichcauses it to explode when disabled. If it is also affected byTerminus’ Shadow of Death, which grants Tough to undead
models, when an enemy model disables it, both Tough and
Death Blast need to resolve as inactive player effects. If youresolve Death Blast first, the Bloat Thrall will explode and beremoved from play. Tough then does not resolve. If you resolveTough first and pass the check, the Bloat Thrall regains onewound and so is no longer disabled. Death Blast then will notresolve, as its condition is no longer met. If you fail the Toughcheck, Bloat Thrall will remain disabled; the condition of adisabled model will still be met, and Death Blast will resolve.
SIMULTANEOUS AND SEQUENTIAL
APPENDIX A: TIMINGSTEP BY STEP THROUGH ATTACKS, DAMAGE, AND ACTIVATIONS
E XAMPLE: When a model is slammed, the slam damage issimultaneous with the collateral damage, so first resolve thedamage roll on every affected model. Then resolve effectstriggered by a damage roll being sufficient or insufficient todamage them. Finally, apply damage to every affected model.
E XAMPLE: A Repenter makes a Flame Thrower spray attackagainst some Scrap Thralls. The attack generates severaldamage rolls that all resolve simultaneously. Scrap Thrallsdestroyed by the attack do not explode due to their ThrallBomb ability until after all the attack and damage rolls
generated by the spray attack are resolved.
E XAMPLE: Captain Haley targets a member of a unit of KnightsExemplar with Chain Lightning and hits three additional
Knights. Resolve the damage rolls for the four KnightsExemplar hit by the spell before any of the Knights Exemplar
gain the benefits of their Bond of Brotherhood ability.
AT ANY TIME DURING THIS
MODEL’S ACTIVATION
%&'%()
E XAMPLE: Warcasters can cast spells “at any time duringtheir activat ion.” This means Goreshade the Bastard cancast a spell before and after moving, before and after anattack, before using his feat, and after placing all models
from his feat. He cannot , however, cast a spell while he ismoving, making an attack, or using his feat to place BaneThralls into play.
ACTIVATION TIMING
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ATTACK MAIN SEQUENCE
ATTACK ROLL
DAMAGE ROLL
DAMAGE APPLICATION
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246
FORGING A BOND
APPENDIX B: WARJACK BONDINGMAKING A BOND, BREAKING A BOND, AND BOND EFFECTS
-.,/
01#!-)$12&/ 3.,/ 4 /5 6 7 8.+ &!"2 9:!)$8*$,; -!##)& <
=!$)&/ 3.,/ 4 /5 6 7 8.+ &!"2 9:!)$8*$,; -!##)& < <
E XAMPLE: After finishing a campaign battle, Mike rolls to seeif The High Reclaimer’s unbonded Crusader bonds to him.Since this was its third game under his control without beingdestroyed or removed from play, the bond forms on a roll of 4or higher.
BREAKING A BOND
EFFECTS OF BONDING
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2D6 +
CMD R ESULT
2D6 +
CMD R ESULT
10 or less Bloodthirsty – While in its controlling warcaster’scontrol area, this warjack gains Berserk and cannotmake Chain Attacks. (When a model with Berserkdestroys one or more models with a melee attack
during its combat action, immediately after theattack is resolved it must make one additional meleeattack against another model in its melee range.During an activation that this model charges, itcannot gain additional attacks from Berserk until itscharge attack is resolved.)
11 Appetite for Destruction – If this warjack begins itsactivation in its controlling warcaster’s control area,this activation it can make power attacks withoutspending focus and this warjack’s first melee attackeach activation must be a power attack. If thiswarjack cannot make a power attack, it must makeinitial melee attacks for its combat action instead.
12 Irresistible Force – Models slammed by this modelare moved +2. While in its controlling warcaster’s
control area, this warjack can power attack slamwithout spending focus.
13 Indomitable – If this warjack begins a charge ora power attack slam or trample in its controllingwarcaster’s control area, it gains Pathfinderduring its activation. While in its controllingwarcaster’s control area, this warjack gains +2 ontrample attack rolls.
14 Demolisher – While in its controlling warcaster’scontrol area, this warjack can reroll missed chargeand power attack rolls.
15 Dominator – When this warjack makes an attackagainst an enemy warjack or warbeast in the controlarea of this warjack’s controlling warcaster, thiswarjack gains +2 to attack and damage rolls against
the enemy model.
16 All Terrain – If it begins its activation in itscontrolling warcaster’s control area, this warjackgains Pathfinder this activation.
17 Rassler – While in its controlling warcaster’s controlarea, this warjack can make headlock/weapon lock,head-butt, throw, and double-hand throw powerattacks without spending focus and cannot beknocked down or moved by a push or slam powerattack made by a model with a smaller base.
18 Unstoppable – While in its controlling warcaster’scontrol area, this warjack cannot be knocked downor made stationary. If it begins its activation in itscontrolling warcaster’s control area, this activation
this warjack can run or charge even if its Movementsystem is crippled.
19 Rain Shadow – While this warjack is in itscontrolling warcaster’s control area, friendly warriormodels B2B with it do not suffer blast damage.
20+ Corrective Firing – When AOE ranged attacks madeby this warjack deviate while it is in its controllingwarcaster’s control area, it can reroll the directionand/or distance of deviation.
KHADOR BONDS
2D6 +
CMD R ESULT
2D6 +
CMD R ESULT
CYGNAR BONDS
10 or less Craven – This warjack gains +2 DEF and can runwithout spending focus. It can advance into anenemy model’s melee range only if that model isin the control range of this warjack’s controllingwarcaster.
11 Dominator – When this warjack makes an attackagainst an enemy warjack or warbeast in the controlarea of this warjack’s controlling warcaster, thiswarjack gains +2 to attack and damage rolls againstthe enemy model.
12 Invigorated – When its controlling warcasterchannels a spell through it, after the spell is cast thiswarjack can make a full advance.
13 Combat Positioning – At the end of any activationin which this warjack made at least one attack, it canadvance up to 3 toward its controlling warcaster.
14 Marksman – While in its controlling warcaster’scontrol area, this warjack can reroll missed ranged
attack rolls.
15 Heightened Awareness – If this warjack begins itsactivation in its controlling warcaster’s control area,it gains Eyeless Sight for one round.
16 Anchor – While this warjack is in its controllingwarcaster’s control area, this warjack and friendlywarrior models B2B with it cannot be knockeddown.
17 Protective – While B2B with this warjack, itscontrolling warcaster gains +2 DEF against meleeattack rolls and cannot be knocked down. While B2Bwith its controlling warcaster, this warjack does notmove when slammed.
18 Psychically Attuned – This warjack’s controllingwarcaster can upkeep spells cast on it withoutspending focus and ignores LOS when targeting itwith spells.
19 Nexus – This warjack’s controlling warcaster canallocate focus points to it during his activation.Additionally, during that warcaster’s activation,you can remove any number of focus points fromthis warjack and place them on him. The warcastercannot exceed his current FOCUS in focus points as
a result of this bond.
20+ Extended Control – This warjack gains ExtendedControl Range. (When checking to see if a modelwith Extended Control Range is in its controller’scontrol area, double the area.)
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10 or less Extended Control – This warjack gains ExtendedControl Range. (When checking to see if a modelwith Extended Control Range is in its controller’scontrol area, double the area.)
11 Demolisher – While in its controlling warcaster’scontrol area, this warjack can reroll missed chargeand power attack rolls.
12 Corrective Firing – When AOE ranged attacks madeby this warjack deviate while it is in its controllingwarcaster’s control area, it can reroll the directionand/or distance of deviation.
13 Wrathful – When a model in its battlegroup istargeted by an enemy attack, this warjack gains +2 toattack and damage rolls for one round.
14 Dominator – When this warjack makes an attackagainst an enemy warjack or warbeast in the controlarea of this warjack’s controlling warcaster, thiswarjack gains +2 to attack and damage rolls against
the enemy model.
15 Rain Shadow – While this warjack is in itscontrolling warcaster’s control area, friendly warriormodels B2B with it do not suffer blast damage.
16 Protective – While B2B with this warjack, itscontrolling warcaster gains +2 DEF against meleeattack rolls and cannot be knocked down. While B2Bwith its controlling warcaster, this warjack does notmove when slammed.
17 Arcane Defenses – If it is in its controllingwarcaster’s control range during your MaintenancePhase, continuous effects and enemy upkeep spellson this warjack automatically expire.
18 Anchor – While this warjack is in its controllingwarcaster’s control area, this warjack and friendlywarrior models B2B with it cannot be knocked down.
19 Defensive – This model gains Shield Guard. (Onceper round, when a friendly model is directly hit bya ranged attack during your opponent’s turn andthis model is within 2 of the friendly model hit,this model can become the target of the attack andbe automatically hit instead. This model cannot useShield Guard if it is incorporeal , knocked down,
or stationary.)
20+ Psychically Attuned – This warjack’s controllingwarcaster can upkeep spells cast on it withoutspending focus and ignores LOS when targeting itwith spells.
2D6 +
CMD R ESULT
2D6 +
CMD R ESULT
PROTECTORATE BONDS
APPENDIX B: WARJACK BONDING
2D6 +
CMD R ESULT
2D6 +
CMD R ESULT
CRYX BONDS
10 or less Bloodthirsty – While in its controlling warcaster’scontrol area, this warjack gains Berserk and cannotmake Chain Attacks. (When a model with Berserkdestroys one or more models with a melee attack
during its combat action, immediately after theattack is resolved it must make one additional meleeattack against another model in its melee range.During an activation that this model charges, itcannot gain additional attacks from Berserk until itscharge attack is resolved.)
11 Man Killer – While in its controlling warcaster’scontrol area, this warjack can reroll missed attackrolls against living enemy models.
12 Blood Hunter – When this warjack destroys one ormore living enemy models with a melee attack whilein its controlling warcaster’s control area, after theattack is resolved this warjack can advance up to 1.
13 Craven – This warjack gains +2 DEF and can run
without spending focus. It can advance into anenemy model’s melee range only if that model isin the control range of this warjack’s controllingwarcaster.
14 All Terrain – If it begins its activation in itscontrolling warcaster’s control area, this warjackgains Pathfinder this activation.
15 Hound – When this warjack’s controlling warcasterdestroys one or more enemy models with melee orranged attacks during its activation, at the end of itsactivation this warjack can immediately advance up to 3.
16 Invigorated – When its controlling warcasterchannels a spell through it, after the spell is cast thiswarjack can make a full advance.
17 Nexus – This warjack’s controlling warcaster canallocate focus points to it during his activation.Additionally, during that warcaster’s activation,you can remove any number of focus points fromthis warjack and place them on him. The warcastercannot exceed his current FOCUS in focus points asa result of this bond.
18 Predator – If it begins its activation in its controllingwarcaster’s control area, this activation this warjackcan charge, power attack slam, and power attacktrample without spending focus. If it charges,power attack slams a living model, or power attacktramples during its activation it gains +2 SPD thisactivation.
19 Prowler – If this warjack begins its activation in its
controlling warcaster’s control area, it gains Prowlfor one round. (While within a terrain feature thatprovides concealment, the AOE of a spell thatprovides concealment, or the AOE of a cloud effect, amodel with Prowl gains Stealth .)
20+ Heightened Awareness – If this warjack begins itsactivation in its controlling warcaster’s control area,it gains Eyeless Sight for one round.
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2D6 +
CMD R ESULT
2D6 +
CMD R ESULT
RETRIBUTION BONDS
10 or less Wrathful – When a model in its battlegroup istargeted by an enemy attack, this warjack gains +2 toattack and damage rolls for one round.
11 Demolisher – While in its controlling warcaster’s
control area, this warjack can reroll missed chargeand power attack rolls.
12 Anchor – While this warjack is in its controllingwarcaster’s control area, this warjack and friendlywarrior models B2B with it cannot be knocked down.
13 All Terrain – If it begins its activation in itscontrolling warcaster’s control area, this warjackgains Pathfinder this activation.
14 Protective – While B2B with this warjack, itscontrolling warcaster gains +2 DEF against meleeattack rolls and cannot be knocked down. While B2Bwith its controlling warcaster, this warjack does notmove when slammed.
15 Mage Killer – While in its controlling warcaster’scontrol area, this warjack can reroll attack anddamage rolls against enemy spellcasters and modelswith enemy upkeep spells on them. Each roll can bererolled only once as a result of this bond.
16 Extended Control – This warjack gains ExtendedControl Range. (When checking to see if a modelwith Extended Control Range is in its controller’scontrol area, double the area.)
17 Heightened Awareness – If this warjack begins itsactivation in its controlling warcaster’s control area,it gains Eyeless Sight for one round.
18 Arcane Defenses – If it is in its controllingwarcaster’s control range during your MaintenancePhase, continuous effects and enemy upkeep spellson this warjack automatically expire.
19 Psychically Attuned – This warjack’s controllingwarcaster can upkeep spells cast on it withoutspending focus and ignores LOS when targeting itwith spells.
20+ Field Booster – When this warjack spends focus toremove a damage point from its field damage trackwhile in its controlling warcaster’s control area, the
warcaster heals 1 damage point. When its controllingwarcaster spends focus to heal a damage pointwhile this warjack is in his control area, this warjackremoves 1 damage point from its field damage trackunless its field generator is currently disabled.
2D6 +
CMD R ESULT
2D6 +
CMD R ESULT
MERCENARY BONDS
10 or less Bloodthirsty – While in its controlling warcaster’scontrol area, this warjack gains Berserk and cannotmake Chain Attacks. (When a model with Berserkdestroys one or more models with a melee attack
during its combat action, immediately after theattack is resolved it must make one additional meleeattack against another model in its melee range.During an activation that this model charges, itcannot gain additional attacks from Berserk until itscharge attack is resolved.)
11 Appetite for Destruction – If this warjack begins itsactivation in its controlling warcaster’s control area,this activation it can make power attacks withoutspending focus and this warjack’s first melee attackeach activation must be a power attack. If thiswarjack cannot make a power attack, it must makeinitial melee attacks for its combat action instead.
12 Craven – This warjack gains +2 DEF and can runwithout spending focus. It can advance into an
enemy model’s melee range only if that model isin the control range of this warjack’s controllingwarcaster.
13 Hound – When this warjack’s controlling warcasterdestroys one or more enemy models with melee orranged attacks during its activation, at the end of itsactivation this warjack can immediately advance upto 3.
14 Dominator – When this warjack makes an attackagainst an enemy warjack or warbeast in the control
area of this warjack’s controlling warcaster, thiswarjack gains +2 to attack and damage rolls againstthe enemy model.
15 Demolisher – While in its controlling warcaster’scontrol area, this warjack can reroll missed chargeand power attack rolls.
16 All Terrain – If it begins its activation in itscontrolling warcaster’s control area, this warjackgains Pathfinder this activation.
17 Combat Positioning – At the end of any activationin which this warjack made at least one attack, it canadvance up to 3 toward its controlling warcaster.
18 Corrective Firing – When AOE ranged attacks madeby this warjack deviate while it is in its controllingwarcaster’s control area, it can reroll the directionand/or distance of deviation.
19 Playin’ Possum – While in its controlling warcaster’scontrol area, this model gains Feign Death. (A modelwith Feign Death cannot be targeted by ranged ormagic attacks while knocked down.)
20 Prowler – If this warjack begins its activation in itscontrolling warcaster’s control area, it gains Prowlfor one round. (While within a terrain feature thatprovides concealment, the AOE of a spell thatprovides concealment, or the AOE of a cloud effect, amodel with Prowl gains Stealth .)
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abilities, 36attack-generating, 60–61range of (RNG), 35
Abomination advantage, 33 , 84
actions, 48–49and fleeing, 85forfeiting, 65out of formation, 71and knocked down models, 63–64and stationary models, 64
Activation Phase, 42and channeling, 79forfeiting, 65timing, 244
active/inactive player, 244
additional attacks, 49 spending focus for, 49, 73, 75
additional dice, 28
advancing, 46–47: charge, full advance, runand entering an area, 64
and fleeing, 85out of formation, 71and stationary models, 64
Advance Deployment advantage, 33
advantages, 33–34: Abomination, AdvanceDeployment, Arc Node, Combined Melee Attack, Combined Ranged Attack,Commander, Construct, Eyeless Sight, Fearless, Gunfighter, Incorporeal, ’Jack Marshal, Officer, Pathfinder, Standard Bearer,Stealth, Terror, Tough, Undead
affinities, 82
aiming bonus, 57, 63
allies, 80
allocate, 74–75
animi, animus, 63, 64
apocalypse encounter level, 38
arc nodes, see also channeling Arc Node advantage, 33 and battlegroup commanders, 74crippled, 66
arcs, front and back, 37
area of effect (AOE), 35of spells, 77
area-of-effect (AOE) attack, 58–60blast damage roll for, 59damage point of origin, 64deviation, 59–60direct hit, 59templates, 255–256
arm locks. see weapon locks
arm systems, and crippled, 66
Armor (ARM), 33
armiesbuilding, 38
versions of models in, 83
army list entry, 32
army points, 38
attachments, 32, 71
attack rollsadditional dice on, 28
for AOE attacks, 59automatic hit/miss, 61and back strike, 61boosting, 73, 75for charges, 47, 82for combined attacks, 62for critical effects, 68–69
vs. damage roll, 50and Gunfighter, 63and Incorporeal, 34for magic attacks, 77–78, 83for melee attacks, 33, 51for Mounts, 81for ranged attacks, 56–58for spray attacks, 60rerolling, 65timing, 245
attacksadditional, 49, 73, 75
AOE, 58–60combined melee or ranged, 62and fleeing, 85out of formation, 71impact, 82and knocked down models, 63magic, 75–79melee, 50–56, 81–82normal, 48–49power, 51–56ranged, 56–60ride-by, 81sequence of, 244special, 36 , 49, 61spray, 58, 60, 256timing, 245types, 50–60: magic, melee, ranged
automaticeffects, 68hit/miss, 61
autonomous warjacks, 80
away from vs. directly away from, 48
B2B, 46
back arcs, 37
back strikes, 61 , 77
base stats, 33of knocked down models, 63
bases
base-to-base, B2B, 46contact, 46overlapping, 64and replacing models, 64sizes, 37and volume, 43
battlefield, 40 , 86
battlegroups, 39
battlegroup commanders, 74reactivating inert warjacks, 68
battle royale encounter level, 38
beyond the play area, 64
blast damageroll, 59and structures, 89template, 255and trenches, 88
bonds, 82, 246
epic, 83
bonejacks, 31
bonusesaiming, 57 , 63back strike, 61Buckler, 35cavalry charge, 82for combined attacks, 62concealment, 57cover, 58and crippled system, 66and current stats, 63free strike, 51and inert warjack, 67overboosting power field, 74Shield, 36
warjack points, 38boosting rolls, 28, 73,75
boxed, disabled, and destroyed, 66–68
Buckler, 35 , 66
buildings, 89
can, cannot, must, 29
cavalry, 81–82charging with, 81–82dragoons, 82light cavalry, 82Mount weapon, 81special rules, 81: ride-by attack, Tall in theSaddle
channeling, 79, see also arc nodes
and control area, 75and knocked down models, 63
characters, 39epic, 83units, 39
warjacks, 82
charging, 46outside activation, 47attacks, 47
with cavalry, 81–82successful/failed, 47
checkscommand, 71, 84 skill, 49
warjack bonding, 246
cloud effects, 69. 78combat
actions, 48and cloud effects, 69damage, 65melee, 51overview, 51ranged, 56special effects, 68special situations, 60
combined melee attacks, 62advantage, 33damage roll for, 62primary attacker, 62
RULES INDEX
Animi are the spell-like abilities
utilized by warbeasts in HORDES.
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combined ranged attacks, 62advantage, 33damage roll for, 62primary attacker, 62
Command (CMD), 33
command checks, 84out of formation, 71
Commander advantage, 33 , 74, 84
command range, 84
concealment, 57and cloud effects, 69and magic rolls, 78
conflicting rules, 29
Construct advantage, 33 , 73
contact, 46
continuous effects, 69immunities to, 34–35
controland affinities, 82and battlegroup commanders, 74of friendly and enemy models, 28and ’jack marshals, 80
of mercenary warjacks, 83and weapon crews, 71
control areas, 75and AOE, 77and channeling, 79and focus point allocation, 74and RNG, 76and upkeep spells, 78
Control Phase, 42
Corrosion/Critical Corrosion, 69
Cortex and crippled Cortex, 66and focus allocation, 73
COST, 76
cover, 57–58
and magic attack rolls, 78and wreck markers, 67
crippled/non-crippled systems, 66: Arc Node,Cortex, Field Generator, Movement, Weapon,no longer crippled
critical effects, critical hits, 68
currentcontroller, 28stats, 33
d3, d6, 28
damagecapacity, 36healing/removing/repairing, 68marking, 65point of origin of AOE, 59
timing, 245types of, 68: cold, corrosion, electrical, fire
damage grid, 36–37, 65 , 73damage boxes, 36–37 , 65
marking, 65system boxes, 36–37, 66unmarked, 66
first “X”box on, 66force fields, 66
wounds, 36 , 65
damage rollsadditional die with, 53, 54, 63, 65boosted, 65
comparing to ARM, 65 with crippled weapons systems, 66and critical effects, 68direct hit on, 59, 60multiple, 244rerolling, 65resolving with simultaneous effects, 244simultaneous, marking, 66
damage rolls, in specific cases
for AOE attacks, 59blast, 59for collapsed structures, 89for collateral damage, slam, 53for collateral damage, throw, 55for combined melee attacks, 62for combined ranged attacks, 62for direct damage, 65for falling, 63for Fire continuous effect, 69for head-butts, 52and knocked down models, 63for magic attacks, 65, 77for melee, 65of a Mount, 81for pushes, 52for ranged weapons, 56, 65
for slams, 53for spray attacks, 60for throws, 54for tramples, 56
Defense (DEF), 33
deployment, deployment zones, 40–41
destroyedboxed, disabled, and, 66–68and removed from play/the table, 67and returning to play, 68
warcaster, 67 warjacks and wreck markers, 67
deviationof AOE attacks, 59–60template, 255
dice, 28additional, 28d3 and d6, 28reroll, 65shorthand, 28
direct hits, 51, 64 , 77
directlyaway from and directly toward, 48facing, 37
disabled, boxed, and destroyed, 66healing while, 68and leaving play, 67no longer disabled, 66
dismounted, 82
disputes, resolving, 30
double-hand throw, 55being thrown, 54damage, 54and deviation, 55
dragoons, 82
drive, 80
duel encounter level, 38
duration, 29, 42
effectsautomatic, 68
continuous, 69critical, 68targeting units, 72shaking, 73, 75
elevationelevated attacker, 78elevated target, 78and falling, 63hills, 88
and line of sight (LOS), 43 , 44and melee range, 51
elite cadre, 82
encounter levels, 38: apocalypse, battle royale,duel, grand melee, skirmish, war
enemy vs. friendly, 28
engaged, engaging, 51channelers, 79and knocked down models, 63and stationary models, 64
entering an area, 64
entryways, 89
epic models, 82–83epic warcaster bonding, 83, 246
excuses, 5
Eyeless Sight advantage, 34
facingand directly facing, 37
with rule of least disturbance, 64
Faction, 29
falling, 63damage roll, 63and overlapping bases, 64
Fearless advantage, 34 , 85
feats, 36and knocked down models, 63and stationary models, 64
field allowance (FA), 39–40
Field Generator system, and crippled, 66
field promotion, 72
Fire/Critical Fire, 69
first player, 40
fleeing, 85out of formation, 71
Focus Manipulation, 42
focus pointsallocating, 73, 74and autonomous warjacks, 80and bonded warjacks, 246and channeler, 79in teh Control Phase, 42
and COST, 76and crippled Cortex, 66and crippled Field Generator, 66FOCUS stat, 33, 74how to represent, 75in the Maintenance Phase, 42manipulation, 74removing, 42replenishing, 42 , 74spending, 73, 75, 82unspent, 74
force fields, 66
Forces of WARMACHINE books, 80, 83
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forfeiting, 64–65, 71
for one round, 42
forests, 87–88
formationand activating units, 42–43and cavalry attacks, 81–82and combined attacks, 62and command check, 84
in/out formation, 71–72rand placement, 48and rallying, 85receiving orders, 72and standard bearer, 70
free-for-all games, 40
free strikes, 51and Gunfighter, 63resolving against trampler, 56
friendly vs. enemy, 28
front arc, 37
full advance, 46
gaining dice, 28
game rounds, 42
grand melee encounter level, 38
granted, 28
Grunts, 70field promotion, 72
Gunfighter advantage, 34, 63
half (of a stat), 28
hazards, 52, 88
Head system, and crippled, 66
head-butt, 52
headlock, 51–52and knocked down models, 63and Open Fist, 73
healing, 68
helljacks, 31
hills, 88
hitautomatic, 61direct, 64 , 77
HORDES, 27, 31, 95
hulls, 66
immunities, 34–35, 68: Cold, Corrosion,Electricity, Fire, continuous effects
impact attacks, 81–82
impassable terrain, 86
imprints, 82
Incorporeal advantage, 34and magical weapons, 68
independent models, 31 , 74: solos, warcasters,warjacks
inert warjacks, 67–68, 80
initial attacksand Gunfighter, 63
with light cavalry, 82and locked weapons, 52
with melee weapons, 48, 50 with ranged weapons, 49, 56
intervening models, 43and cavalry charge, 81and knocked down models, 63
intervening terrain, 45, 51obstructions, obstacles, 87
Iron Kingdoms, 27, 94–95
’jacks, see warjacks
’Jack Marshal advantage, 34 , 80
and mercenary warjacks, 83reactivating inert warjacks, 68
knocked down, 63channeler, 79standing up, 64target, 78
Leader, 70field promotion, 72and unit commander, 71
least disturbance, rule of, 64
leave play, 67–68
light cavalry, 82
linear obstacles, 87
line of sight (LOS), 43–45
and channeling spells, 79and cloud effects, 69and focus point allocation, 74and knocked down models, 63and point of origin, 64
living models, 31non-living (Construct, Undead), 34
location (L/R/H/–), 35
Magic Abilities, 83
magic attacks, 75–79
magic attack rolls, 77for Magic Ability special attacks, 83modifiers, 77–78: back strike, cloud effect,concealment, cover, elevated target, elevated
attacker, knocked down target, stationarytarget, target in melee
magic damage, 65, 77
Magical Weapon, 36and Incorporeal, 68
Maintenance Phase, 42
markers, 67, 90
massive casualties, 84
materials needed for play, 27
maximum range, 30
measuringcommand range, 84control area, 75deviation, 59–60
distance, 30melee range, 50movement, 46for ranged attack, 56spell range, 76, 77a throw, 54tools, 27
within vs. completely within, 30
meleeadditional attacks, 50attack modifiers, 51attack rolls, 51 , 63and cavalry, 81
and cloud effects, 69damage rolls, 50and elevation, 51engaged, 51free strikes, 51and knocked down models, 63Melee Attack (MAT), 32power attacks, 51–56range, 50–51and stationary models, 64targeting a model in, 58, 78
mercenariesand allies, 80contracts, 38and field allowance (FA), 40
warcasters, warjacks, 83
miss AOE attack, 59automatic, 34, 61, 77combined attack, 62melee attack, 51, 58and range, 35, 56–57rerolls, 65spells, 77–78spray attack, 60
modelsactivating, 42entries, 32field allowance (FA), 39–40independent, 31intervening, 43–44living, 31point cost, 39stationary, 64types, 31: solos, troopers, warcasters,warjacks
volume, 43 warrior, 31
model statistics (stats), 32–33: ARM, Armor;CMD, Command; DEF, Defense; FOCUS, Focus; MAT, Melee Attack; RAT, Ranged Attack; SPD, Speed; STR, Strength
Mounts, 81
movementadvancing, 46beyond the play area, 64and facing, 46forfeiting, 65and knocked down models, 63measuring, 46modifiers to, 46Movement system, and crippled, 66normal, 46penalties, 48restrictions, 48unit movement, 72
multiplayer games
formats, 40: free-for-all, teamscenarios:Basic Battle, 90 Mangled Metal, Mosh Pit, 92
multiple spell effects, 79
must, 29
myrmidons, 31
names, 28–29 , 82, 83
objective markers, 90
obstacles, 87–89
obstructions, 87–89
RULES INDEX
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offensive spells, 77
Officer advantage, 34and drives, 80and field promotion, 72issuing orders, 72
Open Fist, 36and locks, 51 , 73and power attacks, 51 , 73
open terrain, 86orders, 36
issuing orders, 72and fleeing, 85out of formation, 71and knocked down models, 63and ride-by attacks, 81and stationary models, 64
origin of damage, see point of origin
overboosting a power field, 74
Pathfinder advantage, 34
penaltiesand charging, 46movement, 48for obstacles, 87
for rough terrain, 86 with spray attacks, 60for targeting a model in melee, 58
phases of the turn, 42
placing, 48beyond the play area, 64
play materials, 27
point cost, 38–39
point of impactof AOE magic attacks, 77and deviation, 59–60of a throw, 54
point of originof AOE damage, 59
of attack or effect, 64Power (POW), 35, 76
power attacks, 51–56. 73
power fields, 74
Power plus Strength (P+S), 35
primary attacker of combined attacks, 62
priority, 29
push, being pushed, 52
rallying, 85
rangemeasuring, 56and point of origin, 64Range (RNG) stat, 35 , 36, 76
ranged attacksand concealment and cover, 57declaring target, 56maximum number in an activation (ROF), 56modifying ranged attack rolls, 57Ranged Attack (RAT), 33ranged attack rolls, 56–57targeting a model in melee, 78
ranged weapons, 56
rate of fire (ROF), 35 , 56
Reach, 36 , 50
reactivating warjacks, 68, 80, 82
record sharing, 30
reference objects for LOS, 43
removed from play, 67and returning to play, 68
removed from the table, 67and returned to play, 68
repairing warjacks, 68and wreck marker, 67
replacing models, 64
replenishing focus points, 42 , 74
rerolls, 65
resolving attack, 245
return to play, 68
ride-by attacks, 81
rough terrain, 86
rounds, 42
rounding, 28: distances, numbers
rule priority, 29
rule of least disturbance, 64
rules issues, resolving, 30
running, 46
scenarios, 40, 90–93 multiplayer, 90, 92objective markers, 90random determination of, 90specificBasic Battle, 90Break the Line, 91 Killing Field, 91 Mangled Metal, 92 Mosh Pit, 92 No Man’s Land, 93Throw Down, 93
shake effects, 73, 75
sharing information, 30
Shield, 36and crippled system, 66on inert warjacks, 67
simultaneous, 244 AOE attacks, 59continuous effects, 69damage to force fields, 66damage with slam, 53damage with throw, 54–55fall damage, 63multiple attacks/damage rolls, 65spray attack, 60trample attacks, 56
skill check, 49
skill value, 49
skirmish encounter level, 38
slamattack, 52being slammed, 53damage, 53damage, collateral, 53and knocked down models, 63and overlapping bases, 64successful, 52
solos, 31
special actions (action), 36 , 49
special attacks (attack), 36
special effectsautomatic, 68continuous, 69: resolving, and upkeep,Corrosion, Fire critical, 68–69: and AOE attack, CriticalCorrosion, Critical Fire, critical hit
special rulesprecedence, 29of warcasters, 74–75
of warjacks, 73–74Speed (SPD), 32
modifiers to, 46
spellcasters, 75
spells, 75–79 Arc Node advantage, 79attacking a structure with, 77casting, 77casting while out of formation, 71channeling, 79and fleeing, 85magic attack, 77multiple effects, 79point of origin of channeled, 79point of origin of normal, 75range, measuring for, 77
and stationary models, 64stats, 76–77: *, Area of Effect, COST,Offensive, Power, Range, Upkeep targeting, 78targeting a model in melee, 58, 78targeting restrictions, 77, 78targeting units, 72upkeep, 78
sportsmanship, 5, 30
spray attacks, 60boosting, 60that miss, 58and terrain, 60template, 256
Stall, 33
Standard Bearer advantage, 34standing up, 64
starting roll, 40
statsbars, 32–33base vs. current, 33cards, 32continuous effects, 69model, 32–33modifying, 33
weapon, 35
stationary, 64channeler, 79targets, 78
steamjacks, 31, see also warjacks
Stealth advantage, 34
Strength (STR), 32
structures, 88–89
systems and crippled systems, 66: Arc Node,Cortex, Field Generator, Head, Left Arm, Movement, Right Arm
system boxes, 36–37
table, 40beyond the table edge, 64
tactics, 71
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Tall in the Saddle, 81
targetselevated, 78stationary, 64, 78switching, 65unit vs. model/unit, 72
targeting a model in melee, 58and point of origin, 64
team games, 40templates, 255–256
terrain, 86–89details to discuss, 86elevated, attacker/target on, 78as spell target, 77types, 86: impassable, open, rough
wreck markers, 67
terrain features, 86–89elevation, 43–44entryways, 89forest, 87–88hills, 88linear obstacles, 87obstacles, obstructions, 87structures, 88–89
trenches, 88 variably sized, 87 water (deep, and shallow), 88
terrifying entities, 84–85
Terror advantage, 34 , 84–85
theme forces, 83
throwattack, 53–54being thrown, 54damage, 54–55and overlapping bases, 64
timing, 244–245
tokensfor model destruction, 63
soul, 67Tough advantage, 34
toward vs. directly toward, 48
trample, 55–56
trenches, 88
troopers, 31–32activating, 42cavalry, 81–82charging, 47combined attacks, 62command check, 84damage capacity, 36fleeing, 85in/out of formation, 72–72, 84making a ride-by attack, 81
models, 70–71movement, 72orders, 72placed, 48rallying, 85running, 46
turn order, 40
two-player games, 40scenarios, 90–93
Undead advantage, 34
unit attachments, 32, 71 tactics, 71
unit components, 31–32, 70 attachments, 32: unit attachments, weaponattachments Grunts, 32, 70Leaders, 32, 70Officers, 32, 70standard bearers, 70troopers, 31, 70unit commanders, 32, 70
weapon crews, 71
unitsactivating, 31, 42 in an army list, 38–40cavalry, 81character, 39charging, 72combined melee and ranged attacks, 62command checks, 84control, 28deployment, 40as effect/spell targets, 72FA, field allowance, 39–40fleeing, 85in and out of formation, 32, 71–72 , 84and ’Jack Marshal, 80leader or unit commander replacement, 70
massive casualties, 84moving, 72multiple spells or animi, 79orders, 72point cost of, 32, 39profile, 32rallying, 85returning models to play, 68ride-by attack, 81tactics, 71targeting, 72and terrifying entities, 84in theme forces, 83and upkeep spells, 78
upkeep spells, 67, 78
victory conditions, 41
volume, 43
warcaster special rules,affinities, 82allocating focus points, 74Battlegroup Commander, 74casting spells, 77Commander, 33 , 74control area, 75destruction, 67epic, 83Fearless, 34 , 74feats, 36 , 74and focus, 74FOCUS stat, 33 , 74, 75,mercenary, 83power field overboost, 74
special rules, 74–75Spellcaster, 75spending focus, 75theme forces, 83
Warjack Bond, 83
war encounter level, 38
warjack bonds, 83, 246Cryx, 248Cygnar, 247Khador, 247Mercenary, 249Protectorate, 248Retribution, 249
warjacks, 73autonomous, 80base size, 31bonding, 83, 246channeling, 79character, 82: affinities, bonding, imprintsConstruct advantage, 73damage grid, 36–37, 65–66destruction, 67force fields, 66’jack marshals, 80inert, 67mercenary, 83points, 38reactivating inert, 68repairing, 68restarting, 88special rules, 65, 73systems, 66and trample, 55–56, 73types, 31: bonejacks, heavy, helljacks, light,myrmidons
volume, 43in water, 88
warlocks, 31
warriors, 31
base size, 37in deep water, 88restarting warjacks, 88
volume, 43
water (deep/shallow), 88
weapon attachments, 71
weapon crews, 71
weapon locations, 35, 66
weapon locks, 51–52and knocked down models, 63and Open Fist, 73
Weapon Master, 36,
weapon qualities, 35–36: Buckler, ContinuousEffect: Corrosion, Continuous Effect: Fire,
Critical Fire, Damage Type: Cold, DamageType: Corrosion, Damage Type: Electricity,Damage Type: Fire, Magical Weapon, Open Fist, Reach, Shield, Weapon Master
weapon statistics, 35 AOE, Area of Effect, 35L/R/H/–, Location, 35P+S, Power plus Strength, 35POW, Power, 35RNG, Range, 35ROF, Rate of Fire, 35
weapon systems, 66and Buckler, 35crippled, 66locked, 52and Shield, 36
whining, 5
within vs. completely within, 30
wounds, 36, 65
wreck markers, 67
x2, 35
you and yours, 28
RULES INDEX
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256
TRENCH
WALL
6” SPRAY
8” SPRAY
10” SPRAY
TEMPLATES
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SPRAY
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