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The ultimate WARMACHINE and HORDES event has Load.

Load. Privateer Press will announce the list of Iron Gauntlet


arrived! Its champion will lay claim to the title “Best in qualifiers at Lock & Load each year. Iron Gauntlet qualifiers
the World.” Welcome to Iron Gauntlet: WARMACHINE for 2013 will be listed at http://privateerpress.com/
& HORDES World Championship! Iron Gauntlet qualifier organized-play/irongauntlet
events will challenge players the world over to earn a spot
Each Iron Gauntlet player will be assigned to one of four
in the Top 16 and a shot at claiming the world title. In the
regions. The names of the regions will vary from year to
annual Iron Gauntlet finals, the best of the best will come
year and are broadly geographic. The selected names
together and square off to determine the true master of
will roughly correspond to the locations of Iron Gauntlet
WARMACHINE and HORDES.
qualifier events that are run in those regions. The current
The 2013 Iron Gauntlet begins at the Lock & Load GameFest regions are: North America East, North America West,
2013 in Seattle, WA and concludes at the next year’s Lock & Europe, and Australia/Asia.

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Players who finish in the Point System Example:
Top 16 at an Iron Gauntlet Bob and Mike are the point leaders in the North America West
Finish Points
qualifier and earn points region, so they both qualify for the finals.
toward qualification for the 1 10
Michelle and Chris are the point leaders in the North America East
Iron Gauntlet finals will be 2 8
region, so they both qualify for the finals.
assigned a region based on 3 6
their current address. It is Jim, Steve, and Bill are tied for points in the Europe Region. Jim
4 4
very important that all players and Steve have more event wins than Bill, so Jim and Steve both
in an Iron Gauntlet qualifier 5 2
qualify for the finals but Bill does not.
accurately fill out their city, 6 2
state, and country information Ben, Joe, and Eric are tied for points in the Australa/Asia region.
7 2
on their player record. Ben has more event wins than Joe and Eric, so Ben qualifies for the
8 2 finals. Joe and Eric have the same number of event wins but Joe has
A player’s assigned region 9 1 a 2-1-0 record against Eric in qualifier events, so Joe qualifies for
cannot change before the first the finals.
10 1
Iron Gauntlet finals. A list of
players in each region and 11 1 The remaining eight slots and the eight alternate slots are filled
their current point totals will 12 1 by reviewing the point totals of all Iron Gauntlet players. Ties are
be updated throughout the broken first by event wins, then by the players’ head-to-head record
13 1
season. against tied players (and previously qualified players if necessary).
14 1
All Iron Gauntlet qualifiers will
Finals Seeding
15 1
be run in accordance with the 16 1
rules in this document. Players and Brackets
competing in Iron Gauntlet qualifiers will earn points based
Once all the qualified players have been determined the field
on their final standing in each Iron Gauntlet qualifier event
of sixteen qualified players is ranked from 1–16 based on 1)
they compete in, according to the table above.
total points, 2) number of event wins, and 3) head-to-head
win ratio versus other qualified players. Then players are
Iron Gauntlet Finals divided among the regional brackets.

At the conclusion of the Iron Gauntlet season, sixteen The top four ranked players (#1–4) will be distributed
qualified players will compete in the Iron Gauntlet finals to among the four regions, and each will receive a #1 seed in
be played annually at the Lock & Load GameFest. The two the regional bracket. The next four ranked players (#5–8) will
players with the highest point totals in their region at the be distributed among the four regions, each receiving a #2
end of the Iron Gauntlet season automatically qualify for the seed in the regional bracket. The next four ranked players
finals. Regional ties are broken based first on highest number (#9–12) will be distributed among the four regions, each
of event wins and then on highest number of head-to-head receiving a #3 seed in the regional bracket. Finally, the last
wins against tied players. In the event that a regional point four ranked players (#13–16) will be distributed among the
leader cannot attend the Iron Gauntlet finals, the player with four regions, each receiving a #4 seed in the regional bracket.
the highest point total across all regions will qualify. When possible, qualified players from the same home region
will not meet until the regional finals.
The remaining eight Iron Gauntlet finals player slots are
granted to the players with the highest overall point totals for
the season, regardless of region. Globally if players are tied Results and Next Season
for total points earned during the season, then the tie will Players competing in the Iron Gauntlet finals will earn points
be broken based on highest number of event wins followed from that event towards the next season based on their
by head-to-head win ratio versus regional champions and standing in the finals.
players with the same point total for the season.
After the top sixteen have been determined, eight alternates Player
will be selected in order, based on highest overall point totals Responsibilities
for the season, regardless of region. Ties will be broken as
described above. If one of the sixteen finalists is unable to Logistics
attend the Iron Gauntlet finals, the highest ranked alternate Players participating in an Iron Gauntlet 2013 event must
will take their place. bring all their own models, stat cards, dice, measuring
devices, markers, and templates they require for play. Tokens
representing in-game effects such as focus, fury, spells,
and abilities are required and must be kept adjacent to the
corresponding model on the table. Players should also bring

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a copy of the Iron Gauntlet 2013 scenario reference sheet for the removal of models from a maximum unit) or the changing
use during the tournament. of point cost options such as a Drakhun’s dismount model.
Players can also use the War Room application during Iron Specialists must follow the restrictions of any Theme Force
Gauntlet 2013 events. When using War Room during an to which they are added. A Theme Force’s established tier
event a player can: mark damage on War Room cards instead level cannot be changed as a result of specialist substitutions.
of physical stat cards; reference model and game rules from The models/units that satisfy the army list’s established tier
War Room instead of physical stat cards or rulebooks; and requirements must be identified and can be replaced only
show EOs and opponents a Theme Force’s rules on War with specialist models that fulfill the same tier requirement.
Room. Players must still share their model stats, damage, Specialist models benefit from all point cost reductions and
and so on with their opponent, whether or not that opponent field allowance exceptions during list construction and all in-
has War Room. If a player’s War Room device fails during a game bonuses when substituted into a list. Free models granted
game, and the information cannot be recovered in a timely by a Theme Force bonus cannot be substituted for specialist
manner, the player concedes that game. models. All relationships determined by the player (attached,
marshaled, etc.) must be identified for specialist models/units.
Army Lists After list selection is complete, both players simultaneously
Iron Gauntlet 2013 events require two lists. Each list must be reveal the card(s) of models that will be removed from and
played at least once in Iron Gauntlet 2013 events. added to each player’s selected list for the game. Specialist
Players must bring two copies of their army lists, complete substitutions cannot result in an illegal army list.
with point costs. Army list point totals cannot exceed the
Specialist Point Values
point size chosen for the game and cannot fall more than 2
points (including warjack/warbeast points) under the point Game Size Army Points for Specialists

size chosen for the event. For example, a 50-point Kaelyssa 35 10


army must include 55 to 57 points of models. 50 10

A player’s lists can be led by warcasters/warlocks from any 75 15


combination of factions, contracts or pacts. Players cannot
include the same version of a model or unit with FA: C in Iron Gauntlet 2013 allows all released Theme Forces to be
more than one list. The original and epic incarnation(s) of used. Anyone using a Theme Force must have the Theme
a character do not count as the same version of a model. Force available for the event organizer’s reference (in order
Any player-determined model relationships (attached, to verify the army list) and for the opponent’s reference (in
marshaled, etc.) must be specified in each list and cannot order to view the Theme Force’s special rules). Permission is
change between rounds. hereby granted to photocopy the Theme Forces section from
the WARMACHINE and HORDES expansion books as well
Players can add a supplementary list of models/units
as any Theme Forces appearing in No Quarter magazine for
(specialists) to each of their army lists. Specialist model/
personal, non-commercial use only and subject to the terms
unit lists are completely optional but cannot exceed the
totals listed in the table below. These models are not used found within those original source materials.
unless a player decides to substitute them for models/units
in the corresponding base army list in accordance with the Modeling and Painting
specialist rules. Specialists must be listed separately for each All models used in Iron Gauntlet 2013 events must be
army list and must follow all Field Allowance (FA) rules, completely painted. Every model must be painted with a
including Iron Gauntlet 2013 FA: C requirements between
reasonable diversity of color. Individual elements of the
lists. Specialist selections must be models/units with a
miniature must be distinguishable by color or shading. For
separate physical copy of a card from models/units in the
corresponding main list. instance, flesh must be a different color than hair or clothing;
metal should be a different color than leather. The base is part
For example, listing the point cost required to increase a of the model, so don’t neglect it! Bases must be finished with
minimum unit in a list to a maximum unit by the addition sand or flock or otherwise modeled and painted.
of specialists is not permitted. However, listing Unit
Attachment, or Weapon Attachments to add to a minimum Models that do not meet these requirements will not be
unit in the main list is permitted as these models have a eligible for play. Whether a model is completed is the decision
separate physical card that is not already in the main list and of the event organizer. As a general rule, if someone feels the
does not exceed FA. need to justify why a model is completed, it probably isn’t.
The same rules apply for the removal of models in a list to In order to be eligible for any prizes that are awarded based
facilitate the addition of specialists. Removals must be card on quality and technique, the owning player must paint all
based and cannot be accomplished by point reductions (such as presented models themselves.

All models used in Privateer Press organized play events must


be Privateer Press miniatures from the WARMACHINE or

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HORDES ranges. The miniatures must be fully assembled on Weapons cannot be swapped on warjack and warbeast
the appropriately sized base for which the model was designed. models. Since many of the ’jacks and beasts utilize the same
Any non–Privateer Press models, unassembled miniatures, or chassis or torso, the weapons are the most identifiable part
inappropriately based models are not permitted. of the model when looking across the tabletop. Converting
warjacks and warbeasts is still encouraged, but the aesthetics
Models that have not yet been released to the general public
of the weapons must be maintained. Modifying weapons is
at the time of the event are not permitted unless those models
permitted, as long as the end result is easily identifiable as
are readily available at the event venue (such as convention-
the intended warjack or warbeast’s proper weapon.
release models in tournaments at that convention). The Extreme
versions of models are acceptable for use in organized play. Models/units with upgrade blisters are an exception to
The “Druid Gone Wilder” promotional miniature is a legal the standard model conversion rules in a number of ways.
substitute for the Circle Orboros Druid Wilder solo. To use Because the parts in these blisters define an entirely separate
the miniature in this capacity, the player will also need access set of stats and abilities, the upgrade parts must be clearly
to the Druid Wilder stat card so that both players can see the visible on the model/unit matching the upgrade stat card in
model’s stats and abilities. The “Bombardier Bombshell” order to be legal for tournament use. For example, a helljack
promotional miniature is a legal substitute for a Khador Man- with one claw and one harpoon is not Malice. The model
O-War Bombardier trooper model. To use the miniature in this must have the correct head, harpoon blade, and all three
capacity, the player will also need access to the Man-O-War spirit parts from the Malice upgrade in order to be considered
Bombardier stat card so that both players can see the model’s Malice. Additionally, once a model/unit has been converted,
stats and abilities. Additionally, the player’s unit must clearly it can only be fielded as that model/unit. For example, a
show which model within the unit is the Unit Commander Warpwolf with the parts from the Ghetorix upgrade is not
model. For example: You could replace multiple models in your an acceptable conversion for use with a Warpwolf Stalker
original Khador Man-O-War Bombardier unit with Bombardier stat card. Lastly, in the case of unit attachment or weapon
Bombshell models, including the leader, as long as you clearly attachment upgrade, the model(s) that use the upgrade stat
indicated in some manner which model is the Unit Commander. card must follow these rules to be legal for tournament use,
but the base unit follows the standard conversion policy for
Model Conversions warrior model conversions, above. For example, a Black
Players must be unambiguous about model representation. Dragon Officer & Standard must always use the Black
The following rules must be adhered to when using Dragon upgrade stat card and an Iron Fang Pikemen Officer
converted models in organized play. These rules are meant & Standard must always use the Iron Fang Pikemen Officer &
not to limit a player’s modeling options, but rather to allow Standard stat card, but an Iron Fang Pikemen unit without a
creativity without generating an environment that could UA uses its standard stat card whether or not they have Black
become confusing during game play. At his discretion, Dragon shields (or any other reasonable conversion).
an event organizer can make exceptions to these rules to Miniatures must be on their appropriately-sized
approve any reasonable conversion. WARMACHINE/HORDES base, but scenic details can be
A converted model must contain a majority of parts from the added. The base’s perimeter must always be considered
WARMACHINE or HORDES model for which the rules were when modeling scenic details. While it is acceptable for
written. For example, a Testament of Menoth conversion scenic elements to overhang the base’s edge, the base itself
must be composed mostly of parts from the Testament of and not the scenic elements is used for all measurements. The
Menoth model. The end result of any conversion must be edge of a model’s base must not obscured to the point that
clearly identifiable as the intended miniature and accurately accurate measuring becomes difficult or impossible.
represent its weapons and equipment as listed in its rules.
Any conversions must be clearly pointed out to your Sportsmanship
opponent before the game to avoid confusion. A fair and honest in-game environment is required in order
for everyone to have fun. Players must accurately execute
On warrior models, converting and swapping weapons is
the rules of the game and fully cooperate with opponents to
acceptable provided the new weapon represents the same
honestly answer any questions that arise before and during
type of weapon replaced (like swapping one sword for
the game. Players are also responsible for holding their
another). Anything relating to a weapon’s specific rules
opponents to the same standards.
must be maintained to avoid confusion on the tabletop.
For example, a weapon with Chain Weapon must still be
modeled as a chain-style weapon, and a weapon’s length
must be considered when converting weapons with Reach.

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The EO will not be able to observe every game. If Players Rounds
your opponent is doing something that is making you 8 or fewer 3-round event
uncomfortable—stalling, bending the rules, or outright
9 to 16 4-round event
cheating—tell your opponent about it. Explain what he can
16 to 32 5-round event
do to remedy the situation in order to maintain a fair, honest,
and fun in-game environment. If the behavior continues or 33 to 64 6-round event

a dispute arises, call the EO and explain the situation. The 65 to 128 7-round event
EO always has the final word on rules questions or debates.
Players must accept all rulings made by the EO whether or Qualifier Events – First-Round
not they agree. Pairings
Players must present a mature and polite demeanor to Shuffle all the tournament record sheets together. Take the
their opponents and the EO. Failure to do so will result in top two sheets and set them to one side. This gives you
immediate disqualification. An EO can also disqualify a player the first pairing. Without shuffling the pile again, remove
for any incident that is deemed unsporting. This includes, the next two sheets and repeat the process until all players
but is not limited to, offensive or abusive conduct, bullying, have an opponent. If you have an odd number of players,
cheating, constant rules arguments, improper play, stalling, see “Byes & Odd Number of Players” below. Once you have
and other inappropriate actions. Disqualified players are not completed the pairings, note the opposing player’s name on
eligible for any awards or prizes and are barred from further each player’s sheet to track that player’s opponents. Record
participation in the event and any other related events. the tournament (1 for a win, 0 for loss or tie), control, and
army point scores for each player when the round ends.
Occasionally circumstances will prompt a player to
concede a game during a tournament. Concessions are not
Qualifier Events – Subsequent
recommended since there is almost always a chance for
Pairings
victory. In the case of a concession, the winning player will
From here on, all pairings and ranks are based on tournament
be awarded a win, half the control points (rounding up)
point subtotals and pairings from previous rounds. After all
for a scenario win, and army points destroyed based on an
games in the previous round have been completed, sort the
assassination using current board conditions. The player who
tournament record sheets into piles based on the number of
conceded will receive a loss and no points in any category. An
tournament points. Shuffle each pile.
EO can disqualify a player from a tournament if a concession
is deemed unsportsmanlike. Take the top sheet of the pile with the greatest number of
tournament points and choose the first opponent in the pile
Event Organizer he has not already played. Set this pair aside and repeat the
process. When you reach the end of a pile move to the next
Responsibilities pile. If a pile has an odd number of players, pair the last
player against someone from the next-highest tournament
Logistics point pile. Do not do this with any individual player more
When estimating the overall length of a tournament, an EO than once per event. Again, once you have all the pairings,
should add extra time for each round to cover the variable, write the opposing player’s name in the appropriate column
allow time to do pairings, get people to their new tables, on each player’s sheet. It might take several attempts to find
and get the next round started. Ensure that all the required pairings that avoid duplicating match-ups.
materials for the planned scenarios are prepared ahead of
time to avoid delays.
Byes and Odd Number of Players
In the case of an odd number of players, one player will
Number of Rounds receive a bye. A player receiving a bye sits out of the current
The event will run until one player has more tournament round and receives 1 tournament point, half the control
points than any other player at the end of a round. Once this points (rounded up) for a scenario win, and half the army
condition is met, the event ends without additional games. point level (rounded up) for the event.
Players participate in a timed format with all players The EO will randomly determine which player receives the
participating in every round. The number of players bye if a tournament begins with an odd number of players.
participating in the tournament determines the maximum In subsequent rounds, the EO will randomly select a player
number of games usually required to determine a winner. from those with the lowest tournament point totals. The EO
should ensure that the same player does not receive a bye
more than once per event.

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Game Timing Scenario Selection
Chess clocks are used to time games in Iron Gauntlet 2013 Iron Gauntlet 2013 contains six scenarios. In order to ensure
events. Each player is allotted a set time (player clock) to that tournaments contain a variety of scenarios, EOs must
achieve victory and the sum of both player clocks determines select a different scenario before they can run the same
the expected end time for each round. scenario again.

Event Point Size Player Clock (minutes) Scenario Selection Example


35 42 Round Scenario Choices Available Scenario Chosen
50 60 1 1, 2, 3, 4, 5, 6 1
75 72 2 2, 3, 4, 5, 6 4
3 2, 3, 5, 6 3
When army lists and deployment order for all games are
determined, both players can place their selected armies on 4 2, 5, 6 2

the table outside their respective deployment zones. Upon 5 5, 6 5


notification by the EO the first players start their clock and 6 6 6
begin pre-deployment. When the first player’s pre-deployment
is complete he taps his clock to the second player, who then The EO should choose scenarios before a tournament to
completes his pre-deployment. All phases of deployment are ensure he has the required materials for those scenarios. The
completed in this manner until the second player’s advance selected scenarios can be played in any order. The random
deployment is complete. At this time the second player taps scenario table below can also be used.
his clock and the first player’s first turn begins. Scenarios cannot be repeated in a Iron Gauntlet 2013
When first players begin pre-deployment the judge will tournament unless more than six rounds are played. All
record the expected end time for the round based on the players play the same scenario each round. The EO should
sum of both player clocks. In order to maintain the event not announce the round’s scenario until the start of each
schedule players cannot pause the chess clock at any time. If round of games.
a judge’s call is required, the judge, at his own discretion, can During each round the EO should provide at least one copy
pause the chess clock when he arrives at the table. If the judge of the scenario being played for every two tables in the event.
paused the clock he will restart it when his call is complete. The EO should answer questions concerning the scenario
Players who pause their chess clock will receive one warning before the round begins. Players are responsible for making
and will lose their game upon a second infraction. sure they understand the scenario.
A player must activate all his models each turn or risk d6 Roll Scenario
disqualification. Declaring that a model/unit sacrifices its
1 Destruction
movement and action is acceptable. When a player moves a
2 Close Quarters
model, rolls dice, marks damage, or contemplates decisions
during the other player’s turn, the player whose turn it is 3 Incursion

has the option of switching the clock to his opponent’s time 4 Outflank
while these actions are resolved. This rule is present for the 5 Into the Breach
sake of time equity versus action and should not be abused. 6 Process of Elimination
A player should call a judge if concerned with an opponent’s
use of this rule.
Artifices
When scenario win conditions are met, a player can end his Kill Box – Starting on the first player’s second turn, if
turn without activating any other models, or can complete a player ends his own turn with a friendly warcaster/
his current turn as normal. If a player’s clock runs out of time, warlock completely within 14˝ of any board edge, his
that player loses the game; score the loss as an assassination opponent immediately scores two control points. A player
victory using current table conditions. When the expected can measure 14˝ from any board edge during his warcaster/
end time for the round arrives the judge will check on all warlock’s activation.
remaining active games. Games with less than 5 minutes
combined on both player clocks will play to completion.
Games with more than 5 minutes combined on both player
clocks will be declared a draw.

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Starting the Game If strength of schedule is the same for both players, the
Players can ask to see their opponent’s lists at any time player who accrued the most control points throughout the
including before list selection, before the start of the game, and tournament earns the higher rank.
during play. A player must take care not to disrupt the flow
If control points are also the same for both players, the
of the game while doing this. All models in each list must be
player who accrued the most enemy army points destroyed
presented to an opponent upon request before list selection.
throughout the tournament earns the higher rank.
After the pairings and scenarios for the game have been
In events where the field is cut to X top players on the second
announced, but before the starting roll, each player secretly
day, first-day results will be combined with second-day
chooses one of his lists and conceals the card for the selected
performance to determine final standings.
warcaster or warlock on the table. A player cannot change
lists after making this selection. Both players simultaneously
reveal their lists.

Both players roll a d6 for the starting roll. The player with
the higher result can choose to be the first or second player.
The second player chooses his table edge. The first player
deploys first and takes the first turn. The EO has the option
to predetermine table sides for players in order to save time
during deployment.

Game Results
At the end of a game both players are required to enter the
following information on their player record sheets. Record
the name of your opponent, your result in the game (Win/
Loss/Draw), the list you played, the amount of control points
you scored, and the number of your opponent’s Army Points
that were destroyed. Calculate the number of Army points
destroyed using the 4th tiebreaker rules from the scenario
reference sheet. Please remember that battlegroup warjacks
become inert and battlegroup warbeasts become wild upon
the assassination of their controller and therefore count for
the 4th tiebreaker total. Once this information is recorded
report the results of the game to the EO. Also note that for
the purposes of scoring the game a player cannot earn more
control points than are required to win the scenario.

Final Standings
Players score tournament points based on the outcome of
each game. A player gains 1 tournament point for a win and
0 for a loss or draw. Tournament points determine a player’s
current standing in a tournament.

In the case of two players with the same number of tournament


points, determine which one ranks higher by calculating
strength of schedule. Count the tournament points scored by
each opponent of the tied players to determine strength of
schedule. The player whose opponents have the highest total
score has the best strength of schedule score and earns the
higher rank.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.

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SCENARIO REFERENCE SHEET (PAGE 1 of 2)
Deployment: Refer to the diagram in each scenario to set up a Zone: A player controls a zone if he owns one or more models
game. Each player’s board edge, deployment zone, objectives that are not immobile, fleeing, wild, or inert within it and no
(circle), flags (triangle), and zones will be highlighted in that opponent contests it. There are no additional requirements
player’s corresponding color (P1 = red, P2 = blue). Flags, for solos, warjacks, or warbeasts.
zones, and objectives will be identified as friendly Faction,
For a unit to control a zone the unit must contain 50% or more
friendly, or enemy in the scenario rules.
of its starting number (rounding up) and all those remaining
Scenario Element: Zones, flags, and objectives. models must be within the same zone.

Starting number: The number of models that a model/unit Flag (40 mm base): All flags are models with the following
starts with based on the point cost paid. Model/units that are qualities: Incorporeal, stationary, and immune to all game
discounted due to Theme Force rules always use their card’s effects. They do not activate and cannot be targeted, damaged,
listed point cost and model count for 3rd/4th tiebreaker moved, placed, or removed from play.
scoring. Models that are added to an army list for free
A player controls a flag if he owns one or more models that
also use the card’s point cost and model count for 3rd/4th
are not immobile, fleeing, wild, or inert B2B with a flag
tiebreaker scoring.
that an opponent does not contest. There are no additional
Own: Players own the models in their fielded army list and requirements for solos, warjacks, or warbeasts.
any models created by abilities of models in the army list.
If the model B2B with the flag is a member of a unit, the unit
Contest: A player must own at least one model within a zone, must contain 50% or more of its starting number (rounding
within 4˝ of a flag, or within 2˝ of an objective to contest that up) and all those remaining models must also be within 4˝
zone, flag, or objective. Enemy objectives contest zones that of the flag.
they are within, flags within 4˝, and other objectives within 2˝.
Objective (50 mm base): Objectives are a model type
Warcasters, warlocks, inert warjacks, wild warbeasts, used only in scenarios. The rules for these models are on
models that are fleeing, and models that are under an their corresponding objective cards. Objectives cannot be
opponent’s control cannot contest. Enemy objectives cannot controlled (only dominated).
contest themselves.
When an objective is friendly or enemy to all other models,
Control: A player cannot control a zone, flag, or objective continuous effects are resolved on both players’ turns.
that he dominates. See zone, flag, and objective descriptions Additionally, only the player who made the attack (or caused
for specific control requirements. the continuous effect) that destroyed the objective earns the
corresponding control points for its destruction.
Dominate: A player dominates a zone if he owns one or
more warcaster/warlock models within it and no opponent
contests it.

A player dominates a flag if he owns one or more warcaster/


warlock models B2B with a flag that an opponent does
not contest.

A player dominates an objective if he owns one or more


warcaster/warlock models within 2˝ of an objective that an
opponent does not contest.

Some scenarios add additional requirements for dominate.


A warcaster/warlock (including units and those that consist
of multiple models) cannot dominate more than one scenario
element. When a warcaster/warlock would dominate more
than one scenario element, the active player must choose one
to dominate. When two or more warcasters/warlocks would
dominate the same zone, flag, or objective only the active
player’s warcaster/warlock dominates.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
SCENARIO REFERENCE SHEET (PAGE 2 of 2)
Assassination Victory: When only one player owns Solos: Points equal to the army point cost of the model. If a
warcasters/warlocks remaining in play, that player solo consists of multiple models, when counting army points
immediately wins the game. Conduct control point scoring ignore solos that have fewer than 50% (rounding up) of their
upon an assassination victory. This scoring does not starting number remaining in play. For doubling purposes
change game results (cannot lead to a scenario victory) but all the remaining models must be within the designated area.
affects scoring the game. If all warcasters/warlocks are Exception – Feralgeist: If controlling a friendly warbeast use
simultaneously destroyed, the game ends and victory is the warbeast’s point cost. If controlling an enemy warbeast
determined using tiebreakers. place Feralgeist in B2B contact with the controlled warbeast,
Scenario Victory: When a player has fulfilled the victory using the rule of least disturbance (WARMACHINE: Prime
conditions described in the scenario, that player immediately Mk II, p. 65) if necessary, then remove the warbeast from play.
wins the game. Exception – Machine Wraith: If controlling a friendly warjack
1st Tiebreaker: If time runs out before a player has won the use the warjack’s point cost. If controlling an enemy warjack
game, the player who owns the most warcasters/warlocks place Machine Wraith in B2B contact with the controlled
remaining in play wins the game. If both players own the warjack, using the rule of least disturbance (WARMACHINE:
same number of warcasters/warlocks in play, check the 2nd Prime Mk II, p. 64) if necessary.
tiebreaker to determine the winner. 4th Tiebreaker: Tally each player’s army points that have
2nd Tiebreaker: The player who has the most control points been destroyed or removed from play as described below.
wins the game. If both players have the same number of control The player whose opponent suffered more army points
points, check the 3rd tiebreaker to determine the winner. destroyed/removed from play wins the game. If both
players have destroyed the same number of army points
3rd Tiebreaker: Tally the point cost of the remaining models/ the game is a tie.
units owned by each player. Double the value of non-
warcaster/warlock models/units (rounded up) within the • Models/units are worth their army point value.
area(s) designated by the scenario. Ignore models without a • Units below 50% of their starting number (rounding up) are
PC, inert warjacks, wild warbeasts, and fleeing models when worth 50% of their army points (rounding up) including all
checking 3rd tiebreaker conditions. The player with more attachments.
army points worth of models remaining wins the game. • Inert warjacks and wild warbeasts are worth their full army
point value.
Warcasters/Warlocks: 5 points for each warcaster or warlock • Warcasters and warlocks are worth 5 army points each.
regardless of warjack and warbeast bonus points. Warcaster/ • If a list contains two or more of the same multiple-model
warlocks consisting of multiple models with the warcaster/ solos, all casualties are counted toward the same solo until it
warlock type are worth only 5 points regardless of number is completely destroyed.
remaining. Models automatically included with the warcaster
or warlock without the warcaster or warlock subtype do not Kill Box: Starting on the first player’s second turn, if
affect warcaster/warlock scoring. a player ends his own turn with a friendly warcaster/
Warjacks/Warbeasts: Points equal to the army point cost of warlock completely within 14˝ of any board edge, his
the model. opponent immediately scores 2 control points. A player can
measure 14˝ from any board edge during his warcaster/
Units and Unit Attachments: Points equal to the unit’s army warlock’s activation.
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 must be within the
designated area.

Models with the Attachment ability add to the unit’s value and
also add to the number of models needed. For example, ten
Long Gunners need five or more models in play to be worth
10 points, and twelve Long Gunners including their unit
attachment need six or more models to be worth 12 points.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
Scenario 1: destruction
Special Rules
Artifice: Kill Box Monolith
Mark a zone (12˝ × 6˝ rectangle) and place four objectives Objective
(Monoliths) in accordance with the diagram below. The Base Size: Large

objectives on Player 1’s side of the board are friendly Faction DEF: 5

ARM: 20
models to Player 1 and vice versa. At the end of each player’s Player 1’s Objective 1 Damage: 15
turn, starting on the second player’s second turn, a player
earns control points (CP) as follows: Player 1’s Objective 2 Damage: 15

• Enemy Objective: Destroyed (once per objective) = 1 CP Player 2’s Objective 1 Damage: 15

• Zone: Control = 1 CP, Dominate = 2 CP


Player 2’s Objective 2 Damage: 15

Victory Conditions
immobile – This model has no movement or action and cannot be
The first player to earn at least 5 control points and have more knocked down or moved. Its front arc extends to 360°. It has no melee
range, cannot engage, and is automatically hit by melee attacks.
control points than the opponent immediately wins the game. Inexorable – This model cannot be placed and is immune to
continuous effects. When another monolith is damaged this model
If time runs out before a player has won the game via cannot be damaged for one turn.
objective – This model cannot be targeted or damaged until the
scenario or assassination victory, break the tie as outlined in second player’s second turn.

the Scenario Reference Sheet. For the 3rd tiebreaker, double


the army points within the zone.
All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

10˝
Player 2 Deployment

6˝ 21˝
Player 2 AD Line

18˝

12˝ 6˝
18˝

Player 1 AD Line
21˝ 6˝

Player 1 Deployment

Tactical Tip: If multiple Monoliths are damaged simultaneously, then


all Monoliths will benefit from Inexorable after the attack is resolved.

Tactical Tip: Only the active player scores when multiple players
dominate the same zone, flag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
Scenario 2: close quarters
Special Rules Victory Conditions
Artifice: Kill Box The first player to earn at least 5 control points and have more
control points than the opponent immediately wins the game.
Place two flags in accordance with the diagram below. At
the end of each player’s turn, starting on the second player’s If time runs out before a player has won the game via
second turn, a player earns control points (CP) as follows: scenario or assassination victory, break the tie as outlined in
the Scenario Reference Sheet. For the 3rd tiebreaker, double
• Friendly Flag: Dominate = 1 CP
the army points within 4˝ of the enemy flag.
• Enemy Flag: Control = 2 CP, Dominate = 3 CP

10˝ 21˝

Player 2 Deployment


Player 2 AD Line

18˝
18˝

Player 1 AD Line
21˝ 6˝

Player 1 Deployment

Tactical Tip: Only the active player scores when multiple players dominate the same zone,
flag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
Scenario 3: incursion
Special Rules Victory Conditions
Place three flags in accordance with the diagram below. At The first player to earn at least 5 control points and have more
the end of the second player’s first turn, randomly remove control points than the opponent immediately wins the game.
one flag from the board.
If time runs out before a player has won the game via
At the end of each player’s turn, starting on the second player’s scenario or assassination victory, break the tie as outlined in
second turn, a player earns control points (CP) as follows: the Scenario Reference Sheet. For the 3rd tiebreaker, double
the army points within 4˝ of each flag.
• Flag: Control = 1 CP, Dominate = 2 CP

10˝
Player 2 Deployment

6˝ 24˝
Player 2 AD Line

12˝ 12˝ 12˝ 12˝

Player 1 AD Line
24˝ 6˝

Player 1 Deployment

Tactical Tip: Only the active player scores when multiple players dominate the same zone,
flag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
Scenario 4: outflank
Special Rules Victory Conditions
Mark two zones (12˝-diameter circles) in accordance with the The first player to earn at least 5 control points and have more
diagram below. control points than the opponent immediately wins the game.

At the end of each player’s turn, starting on the second player’s If time runs out before a player has won the game via
second turn, a player earns control points (CP) as follows: scenario or assassination victory, break the tie as outlined in
the Scenario Reference Sheet. For the 3rd tiebreaker, double
• Zone: Control = 1 CP, Dominate = 2 CP
the army points within each zone.

10˝
Player 2 Deployment

6˝ 24˝
Player 2 AD Line

14˝ 14˝

Player 1 AD Line
24˝ 6˝

Player 1 Deployment

Tactical Tip: Only the active player scores when multiple players dominate the same zone,
flag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
Scenario 5: into the breach
Special Rules Victory Conditions
Mark a zone (12˝-diameter circle) and place a flag in The first player to earn at least 5 control points and have more
accordance with the diagram below. At the end of each control points than his opponent immediately wins the game.
player’s turn, starting on the second player’s second turn a
If time runs out before a player has won the game via
player earns control points (CP) as follows:
scenario or assassination victory, break the tie as outlined in
• Zone: Control = 1 CP, Dominate = 2 CP the Scenario Reference Sheet. For the 3rd tiebreaker, double
• Flag: Dominate = 1 CP the army points within the zone and within 4˝ of the flag.

10˝
Player 2 Deployment

6˝ 24˝
Player 2 AD Line

16˝ 16˝

Player 1 AD Line
24˝ 6˝

Player 1 Deployment

Tactical Tip: Only the active player scores when multiple players dominate the same zone,
flag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.
Scenario 6:
Process of Elimination
Special Rules
Artifice: Kill Box Monolith
Mark two zones (12˝ × 6˝ rectangles) and place two objectives Objective
(Monoliths) in accordance with the diagram below. The Base Size: Large
objectives are enemy models to all other models. Only the DEF: 5

ARM: 20
player who destroys one of these objectives gains 1 CP for
Objective 1 Damage: 15
destroying that enemy objective. At the end of each player’s
turn, starting on the second player’s second turn, a player Objective 2 Damage: 15

earns control points (CP) as follows:


immobile – This model has no movement or action and cannot be
knocked down or moved. Its front arc extends to 360°. It has no melee
• Objective: Destroyed (once per objective) = 1 CP range, cannot engage, and is automatically hit by melee attacks.
Inexorable – This model cannot be placed and is immune to
• Zone: Control = 1 CP, Dominate = 2 CP continuous effects. When another monolith is damaged this model
cannot be damaged for one turn.

Victory Conditions objective – This model cannot be targeted or damaged until the
second player’s second turn.
The first player to earn at least 5 control points and have more
control points than his opponent immediately wins the game.

If time runs out before a player has won the game via
scenario or assassination victory, break the tie as outlined in
the Scenario Reference Sheet. For the 3rd tiebreaker, double
the army points within each zone. All Rights Reserved.
All faction names, logos, warjack, warcaster & warbeast are TM of Privateer Press, Inc.

10˝ 18˝ Player 2 Deployment

6˝ Player 2 AD Line

12˝
14˝ 8˝ 14˝

Player 1 AD Line 18˝ 6˝

Player 1 Deployment 7˝

Tactical Tip: Only the active player scores when multiple players
dominate the same zone, flag, or objective.
Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.

15
Iron Gauntlet 2013 PLAYER RECORD SHEET
PLAYER NAME: City, State, Country:

Control Opponent
Round Opponent’s Name List Played Result Army Points
Points Destroyed
1 1/2 W/L/D

2 1/2 W/L/D

3 1/2 W/L/D

4 1/2 W/L/D

5 1/2 W/L/D

Army List 1 Army List 2


Faction: Faction:
Contract/Pact/Theme Force: Contract/Pact/Theme Force:
Point Point
List 1 Tier: 1 / 2 / 3 / 4 or N/A List 2 Tier: 1 / 2 / 3 / 4 or N/A
Cost Cost

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Cygnar, Convergence of Cyriss, Convergence, Cryx, Khador, Protectorate of Menoth,
Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, Iron Gauntlet, 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.

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