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Warmachinemkii Core Rules

Warmachinemkii Core Rules

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Published by s022850
FT Rules for mkii warmachine
FT Rules for mkii warmachine

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Published by: s022850 on Feb 05, 2010
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Game Overview
In WARMACHINE, the very earth shakes during erceconfrontations as six-ton constructs of tempered iron andsteel slam into each other with cataclysmic force, lead-spewing cannons chew through armor plating as easilyas esh, and bold heroes set the battleeld ablaze with atempest of arcane might to forge the fates of their unyieldingnations in the res of destruction.WARMACHINE is a fast-paced and aggressive 30 mmtabletop miniatures battle game for two or more players setin the steam-powered fantasy world of the Iron Kingdoms.Players take on the role of elite soldier-sorcerers known aswarcasters. Though warcasters are formidable combatantson their own, their true strength lies in their magical abilityto control and coordinate mighty warjacks—massivecombat automatons that are the pinnacle of military mightin the Iron Kingdoms. Players collect, assemble, and paintfantastically detailed models representing the varied men,machines, and creatures in their army. This book providesrules for using those models in swift and brutal conict. Thisis steam-powered miniatures combat, and your tabletopwill never be the same!In addition, WARMACHINE is also fully compatible withthe monstrous miniatures combat of HORDES, which is setin the wilds of the Iron Kingdoms and features powerful beings who harness the strength and fury of the savagewarbeasts that stalk the dark places of the realm. This allowsplayers to pit their forces against each other in a battle of machines versus beasts.A WARMACHINE army is built around a warcaster andhis battlegroup of warjacks. Squads of soldiers and supportteams can further bolster a battlegroup’s combat capability.Sometimes huge armies with multiple battlegroups andlegions of soldiers take the eld to crush their enemies withthe combined might of muscle and iron.Warjacks, called ’jacks for short, are specialized fightingmachines. They are hulking iron giants powered by afusion of steam technology and arcane science and arecontrolled with deadly precision by a warcaster. Warjackscan be outfitted with a plethora of wicked melee orranged weaponry and equipment. Specialized ’jacksknown as channelers are equipped with a device calledan arc node that lets the warcaster project spells throughthe warjack itself.A warcaster is in constant telepathic contact with the ’jacksin his battlegroup. During the course of a confrontation,warcasters continually draw on a magical energy calledfocus. A warcaster’s focus points can be used to boost hisown combat abilities, boost those of his warjacks in hiscontrol area, or cast powerful spells.The warcaster is the tie binding the battlegroup together but is also its weakest link. If the warcaster falls, his ’jacks become little more than iron shells.The outcome of a battle depends on your ability to think quickly, use sound tactics, and decisively employ yourforces. A crucial component of your strategy will be themanagement of your warcaster’s focus points and howyou use them to boost your warjacks’ abilities. Focuspoints can be used to enhance a ’jack’s already impressivecombat power signicantly. Properly allocated, they canmake an entire battlegroup a nigh-unstoppable instrumentof destruction.
Victory favors the bold! So bring it on,if you’ve got the metal.
Summary Of Play
Before a battle begins, players agree on an encounter leveland a scenario to be played, and then they create theirarmies based on those guidelines. Next, determine the turnorder. It will not change throughout the game. Players thendeploy their forces and prepare for battle to begin.Battles are conducted in a series of game rounds. Duringa game round, each player receives one turn to commandhis army. During his turn, a player activates all the modelsin his army, one after the other. When activated, a modelcan move and then make one of a variety of actions such
ruleS BaSicS
General KnOwledGe fOr cOmBat in warmacHine
In addition to this book and your army o WARMACHINEmodels, you will also need a ew basic items to play:
•Atabayingsacwycancncty
battles (typically 4
´
x 4
´
).
•Atamasmainincsanactins
thereo to measure movement and attack distances.
•Awsix-siic.Sixwibnty.•Aantnstinicatcsints,s
eects, etc.
•Taiatstatcasincwitacm.Wsggstyttmincassansayasmatmaamag.•Tmasantmatsn.XXXtisb.Y
may photocopy them or personal use.
 WhATYouNeedforWArMAChINe
WARMACHINE MKII Rules Preview. September 18th, 2009.
Contents and Game Rules ©2001-2009 Privateer Press Inc. All Rights Reserved.
Privateer Press, WARMACHINE®, HORDES, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, warcaster, warjack, warbeast 
, and all associated logos and slogans are trademarks of PrivateerPress, 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 at any time for any reason.
 
26
as attacking, repairing a ’jack, or casting spells. Once bothplayers have taken their turns, the current game roundends and a new one begins starting again with the rstplayer. Game rounds continue until one player wins bydestroying the opposing warcaster or warcasters, meetingscenario objectives, or accepting the surrender of hisopponent or opponents.
dice and rOundinG
WARMACHINE uses six-sided dice, abbreviated d6, todetermine the success of attacks and other actions. Mostevents, such as attacks, require rolling two dice (abbreviated2d6). Other events typically require rolling from one to fourdice. Die rolls often have modiers, which are expressed as
+
or
some quantity after the die roll notation. For example,melee attack rolls are described as “2d6
 
+
MAT.” This means“roll two six-sided dice and add the attacking model’s MATstat to the result.”Some events call for rolling a d3. To do so, roll a d6, dividethe result by 2, and round up.Some instances call for a model’s stat or a die roll to bedivided in half. For distance measurements, use the actualresult after dividing the number in question. For everythingelse, always round a fractional result to the next highestwhole number.
additiOnal dice andBOOSted rOllS
Sometimes a special ability or circumstance will allow amodel to roll an
additional die
. An additional die is a dieadded to the number of dice a model would ordinarily roll.For example, when a model makes a ranged attack roll, itgenerally rolls 2d6 and adds its RAT stat. If the model gainsan additional die on this attack, it would roll 3d6 and addits RAT stat.A die roll can include multiple additional dice as long aseach additional die comes from a different rule or ability.Some effects grant models boosted attack or damage rolls.Add one extra die to a boosted roll. Boosting must bedeclared before rolling any dice for the roll. Each attack or damage roll can be boosted only once, but a model can boost multiple rolls during its activation. When an attack affects several models, the attack and damage rolls againsteach individual model must be boosted separately.
E
 xamplE
:
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 cannot spend ocus to boost the damage roll again or a total o twoextra dice on the roll.
General GuidelineS
This section covers how WARMACHINE handles gameterms, the relationship between standard and special rules,sportsmanship between players, and the procedures forresolving rules disputes.
Game termS
When these rules dene a game term, it appears in bold.For the sake of brevity, the phrase “model with theability” is sometimes replaced with the ability’s name. Forexample, a model with the ’Jack Marshal
advantage is
a ’jack marshal, and a model with the Spellcaster abilityis a spellcaster. Similarly, the phrases “attack with theweapon” and “attack granted by the ability” can bereplaced by the expression “
 
attack.” For instance,Caine’s feat, Maelstrom, allows him to make several attackswith his Spellstorm Pistols. These attacks are referred toas “Spellstorm Pistol attacks” in the Maelstrom text. In thesame way, the extra attacks granted by the Strafe ability of a Cygnar Sentinel’s Chain Gun are referred to as “Strafeattacks” and the attacks a trampling warjack makes againstmodels it moved over are called “trample attacks.”All models in your army are
friendly models
. Modelscontrolled by your opponent are
enemy models
. If youropponent takes control of one of your models or unitsduring play, it becomes an enemy model or unit for as longas it is under your opponent’s control. If you take control of one of your opponent’s models or units it is friendly for aslong as it is under your control.The abilities of models are written as if speaking to thecurrent controller of the model. When a model’s rulereferences “you” or “yours,” it refers to the player currentlycontrolling the model.In a model’s rules, “this model” always refers to the modelcarrying the rule.
 Asix-siiistasa6.Wnyntw
or more o these, a numeral beore the small
indicates the
nmbict.Twsix-siicaabbiatas26,ticas36,ansn.Ttm3isastct“a6,iiby2,ann.”Qitamt!h’swtatstsa3
roll quickly:1 or 2 = 1
34=256=3
dICeShorThANd
ruleS BaSicS
WARMACHINE MKII Rules Preview. September 18th, 2009.
Contents and Game Rules ©2001-2009 Privateer Press Inc. All Rights Reserved.
Privateer Press, WARMACHINE®, HORDES, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, warcaster, warjack, warbeast 
, and all associated logos and slogans are trademarks of PrivateerPress, 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 at any time for any reason.
 
27
The various nations and forces within the IronKingdoms are represented by the differentfactions; this rulebook includes information onsome, but not all, of those factions. Armies aremade up of a single faction and may includemercenaries that will work for that faction. Whena rule references “Faction” it refers to the factionof the model carrying the rule. On a Mercenarymodel, for instance, “friendly Faction warjack”can be read as “friendly Mercenary warjack; thesame text on a Cygnar model would be read as“friendly Cygnar warjack.”A model or unit may be referenced by eitherline of its name, in whole or in part. The KnightsExemplar unit, for example, has the name“Knights Exemplar” and is a “Protectorate Unit.”This unit could be referenced specically by itsunit name Knights Exemplar, as a Protectorateunit, as a unit, or as Exemplars.Unless specied otherwise, when a model’s rulesreference another model by name, the modelreferenced is assumed to be a friendly model.For example, Nightmare has an Afnity rulethat grants it Stealth while it is in Deneghra’scontrol area. Nightmare gains Stealth only if itscontrolling player also controls Deneghra. Anenemy Deneghra model does not grant Stealth toNightmare.
rule PriOrity
WARMACHINE is a complex game providinga multitude of play options, but its rules areintuitive and easy to learn. The standard rules lay thefoundation upon which the game is built and provide allthe typical mechanics used in play. Additional special rulesapply to specic models and modify the standard rules incertain circumstances. When they apply, special rules takeprecedence.Unless otherwise specied, multiple instances of the sameeffect (that is, effects with the same name) on a model arenot cumulative. If a model would be affected by a secondinstance of an effect, the second instance is not applied anddoes not change anything about the rst instance, includingits expiration. If the effect has a duration, this means itexpires when the rst applied effect expires. Multipleinstances of the same effect are not cumulative even whenthe effect comes from different sources. For example, a spellthat grants Dark Shroud would not be cumulative with theDark Shroud ability of Bane Thralls.Different effects are cumulative with each other, however,even if they happen to apply the same modier to a model.For example, being in a Burning Ash cloud reduces yourattack rolls by 2. Choking Veil does the same thing but is adifferent effect, and so a model in both effects would haveits attack rolls reduced by 4.Situations can occur where two special rules conict. Usethe following guidelines, in order, to resolve special rulesinteractions.If one rule specically states its interaction with anotherrule, follow it.Special rules stating that something “cannot” happenoverride rules stating that the same thing “can” or“must” occur. (Rules directing or describing actionsor circumstances are treated as if they used “must.”Examples include “Gain an additional die,” “Knockeddown models stand up,” and “This model gains cover.”)
E
 xamplE
:
A model has a rule stating it cannot be knockeddown, and it is aected by something that states it isknocked down. Since the rules make no speciic mention o each other, ollow the second guideline, and the model is not knocked down.
ruleS BaSicS
WARMACHINE MKII Rules Preview. September 18th, 2009.
Contents and Game Rules ©2001-2009 Privateer Press Inc. All Rights Reserved.
Privateer Press, WARMACHINE®, HORDES, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, warcaster, warjack, warbeast 
, and all associated logos and slogans are trademarks of PrivateerPress, 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 at any time for any reason.

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