Sr2012 Beta Final Draft

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    Steamroller 2012In Steamroller tournaments, players face off in a series of games and pit their skills againstincreasingly challenging opponents to determine who will emerge victorious. Steamroller is ideal forgroups of 8 to 64 players and promotes fast and furious play while stressing the ability to adapt to avariety of scenarios.

    Player ResponsibilitiesLogistics

    Players participating in a Steamroller 2012 (SR2012) event must bring all their own models, statcards, dice, measuring devices, markers, and templates they require for play. Tokens representingin game effects such as focus, fury, spells and abilities are required and must be kept adjacent tothe corresponding model on the table. Players should also bring a copy of the SR2012 scenarioreference sheet for use during the tournament.

    Army Lists

    Players must bring two legible copies of all their army lists complete with point costs. Army list pointtotals cannot exceed the point size chosen for the game and cannot fall more than 2 points underthe point size chosen for the event. Players must incorporate all bonus warjack or warbeast points intheir army list(s) point total. A 50-point Kaelyssa army, for example, must include 55 to 57 points ofmodels.

    Players can bring one or two lists, the second list is optional. All lists must be led bywarcasters/warlocks from the same faction. Mercenary players can use different contracts or themeforces for their lists. Minion players can use different pacts or theme forces for their lists. Playerscannot include the same version of a model or unit with FA:C in more than one list. The original andepic incarnation(s) of a character do not count as the same version of a model. Any player decided

    model relationships (attached, client, marshaled, etc.) must be specified in the list and cannotchange between rounds.

    SR2012 contains scenarios which use reinforcements. Reinforcements are additional models addedto a players army list(s) that are only used in scenarios with the reinforcements artifice. Thesepoints must be represented in a players army list(s) although reinforcements scenarios may not beplayed. Detailed rules are found in the artifices section (p.XX)

    SR2012 allows all released Theme Forces to be used. Anyone using a theme force must have theTheme Force available for the TOs reference (in order to verify the army list) and for the opponentsreference (in order to view the Theme Forces special rules). Permission is hereby granted to

    photocopy the Theme Forces section from the Forces of WARMACHINE and HORDES books aswell as any theme forces appearing in No Quarter Magazine for personal, non-commercial use onlyand subject to the terms found within those original source materials.

    Modeling and Painting

    All models used in Privateer Press organized play events must be Privateer Press miniatures fromthe WARMACHINE or HORDES ranges. The miniatures must be fully assembled on theappropriately-sized base for which the model was designed. Any non-Privateer Press models,unassembled miniatures, or inappropriately based models are not permitted.

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    Models that have not yet been released to the general public at the time of the event are notpermitted. The Extreme versions of models are perfectly acceptable for use in organized play.

    Privateer Press encourages players to have a fully painted force on the table. Games with paintedarmies are more interesting to watch and generally enhance the experience for all. Althoughpainting is not required, players should take this chance to show off all aspects of the hobby.

    Model Conversions

    Playing with a uniquely individualized and painted force is one of the most rewarding aspects of thehobby. Just as with information disclosure and sportsmanship, players are expected to beunambiguous about model representation. The following rules must be adhered to when usingconverted models in organized play. These rules are meant not to limit a players modeling optionsbut rather to allow creativity without generating an environment that could become confusing duringgame play. At his discretion, an event organizer may make exceptions to these rules toapprove any reasonable conversion.

    A converted model must contain a majority of parts from the WARMACHINE or HORDES model forwhich the rules were written. For example, a Testament of Menoth conversion must be comprisedmostly of parts from the Testament of Menoth model. The end result of any conversion must besomething that is clearly identifiable as the intended miniature and accurately represents itsweapons and equipment as listed in its rules. Any conversions must be clearly pointed out to youropponent before the game to avoid confusion.

    On warrior models, converting and swapping weapons is acceptable provided the new weaponrepresents the same type of weapon replaced (like swapping one sword for another). Anythingrelating to a weapons specific rules must be maintained to avoid confusion on the tabletop. Forexample, a weapon with Chain Weaponmust still be modeled as a chain-style weapon, and a

    weapons length must be considered when converting weapons with Reach.

    Weapons cannot be swapped on warjack and warbeast models. Since many of the jacks andbeasts utilize the same chassis or torso, the weapons are the most identifiable part of the modelwhen looking across the tabletop. Converting warjacks and warbeasts is still encouraged, but theaesthetics of the weapons must be maintained. Modifying weapons is permitted, as long as the endresult is easily identifiable as the intended warjack or warbeasts proper weapon.

    The models with upgrade kit blisters are an exception to the standard conversion rules. Becausethe parts in these blisters define an entirely separate model for rules purposes, all parts must beclearly visible on the model for legal tournament use. For example, a helljack with one claw and one

    harpoon is notMalice. The model must have the correct head, harpoon blade, and all three spiritparts from the Malice blister in order to be considered Malice.

    Miniatures must be on their appropriately-sized WARMACHINE/ HORDES base, but scenic detailsmay be added. The bases perimeter must always be considered when modeling scenic details.While scenic elements may overhang the bases edge, the base itself, not the scenic elements, areused for all measurements. The edge of a models base must not obscured to the point thataccurate measuring becomes difficult or impossible.

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    Sportsmanship

    A fair and honest in-game environment is required in order for everyone to have fun. Players mustaccurately execute the rules of the game and fully cooperate with opponents to honestly answer anyquestions that arise before and during the game. Players are also responsible for holding theiropponents to the same standards.

    The TO will not be able to observe every game. If your opponent is doing something that is makingyou uncomfortablestalling, bending the rules, or outright cheatingtell your opponent about it.Explain what they can do to remedy the situation in order to maintain a fair, honest and fun in-gameenvironment. If the behavior continues or a dispute arises call the TO and explain the situation. TheTO alwayshas the final word on rules questions or debates. Players must accept all rulings madeby the TO whether or not they agree.

    Players must present a mature and polite demeanor to their opponents and the TO. Failure todo so will result in immediate disqualification. A TO may also disqualify a player for any incident thatis deemed unsporting. This includes, but is not limited to, offensive or abusive conduct, bullying,cheating, constant rules arguments, improper play, stalling, and other inappropriate actions.

    Disqualified players are not eligible for any awards or prizes and are barred from further participationin the event and any other related events.

    Occasionally circumstances will prompt a player to concede a game during a tournament.Concessions are not recommended since there is almost always a chance for victory. In the case ofa concession the winning player will be awarded a win, half the control points (rounding up) for ascenario win and army points destroyed based on an assassination using current board conditions.The player who conceded will receive a loss and no points in any category. A TO may disqualify aplayer from a tournament if a concession is deemed unsportsmanlike.

    TO Responsibilities

    ScheduleWhen estimating the overall length of a tournament, a TO should add extra time for each round tocover the variable, allow time to do pairings, get people to their new tables, and get the next roundstarted.

    Number of Rounds

    The event will run until one player has more tournament points than any other player at the end of around. Once this condition is met, the event ends without additional games.

    Players participate in a timed format with all players participating in every round. The number of

    players participating in the tournament determines the maximum number of games usually requiredto determine a winner.

    Players Rounds8 or fewer 3-round event

    9 to 16 4-round event

    17 to 32 5-round event

    33 to 64 6-round event

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    First Round Pairings

    Shuffle all the tournament record sheets together. Take the top two sheets and set them to one side.This gives you the first pairing. Without shuffling the pile again, remove the next two sheets andrepeat the process until all players have an opponent. If you have an odd number of players, seeByes & Odd Number of Players below.

    Once you have completed the pairings, note the opposing players ID on each players sheet totrack that players opponents. Record the tournament point and control point scores for each playerwhen the round ends. Ignore the subtotal boxes for now; they only matter for rounds after the first.

    Subsequent Pairings

    From here on, all pairings and ranks are based on tournament point subtotals and pairings fromprevious rounds. After all games in the previous round have been completed, sort the tournamentrecord sheets into piles based on the number of tournament points. Shuffle each pile.

    Take the top sheet of the pile with the greatest number of tournament points and choose the first

    opponent in the pile he has not already played. Set this pair aside and repeat the process. Whenyou reach the end of a pile move to the next pile. If a pile has an odd number of players, pair the lastplayer against someone from the next-highest tournament point pile do not do pair down a playermore than once per event. Again, once you have all the pairings, write the opposing players namein the appropriate column on each players sheet. It may take several attempts to find pairings thatavoid duplicating match-ups.

    Some TOs use additional criteria for their pairings. Keep in mind that any additional criteria mustcome aftermatching players with the same number of tournament points who have not alreadyplayed one another.

    Byes & Odd Number of PlayersSteamroller games take place between two players. In the case of an odd number of players, oneplayer will receive a bye. A player receiving a bye sits out of the current round and receives 1tournament point, half the control points (rounded up) for a scenario win and half (rounding up) ofthe army point level for the event.

    The TO will randomly determine which player receives the bye if a tournament begins with an oddnumber of players. In subsequent rounds, the TO will randomly select a player from those with thelowest tournament point totals. The TO should ensure that the same player does not receive a byemore than once per event.

    Game Timing

    EventPoint Size

    BaseRound Length

    (minutes)

    TurnLength

    (minutes)

    ExtensionLength

    (minutes)15 30 3 125 50 5 235 70 7 350 100 10 5

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    EventPoint Size

    BaseRound Length

    (minutes)

    TurnLength

    (minutes)

    ExtensionLength

    (minutes)75 120 12 6

    100 150 15 7150 200 20 10

    200 250 25 12Each round in a Steamroller event has a variable round length. Before each round begins, the TOrolls a d3 and multiplies the result by the turn extension length for the event size this is thevariable. A d6 roll is then made to determine whether the variable will be subtracted from (result of1-3) or added to (result of 4-6) the base round length (shown above) to determine the overall roundlength.

    During rounds that use scenarios with the reinforcements artifice TOs will add two extensions to theoverall round length after the variable is subtracted or added. In this case do not exceed themaximum round length of base round length +3 extensions. The TO will not announce the result ofthis roll or reveal the amount of time remaining in a game to players.

    After the time for a round has expired, the TO calls dice down. If a player is in the process ofmoving a model, he finishes that movement, then the turn and game end. If the player is in theprocess of making a roll of any kind, he completes that single roll, then the turn and game end. If theroll is an attack roll that directly hits its target, resolve the direct hit damage roll as well.

    At dice down resolve all end of turn effects that would occur including the removal of models ifapplicable. Models that have not entered play yet or were removed from the table do not enter playand do not count as destroyed.

    Dice down or assassination prompts a final iteration of scenario scoring even though the game isover. Assassination victories always take priority over a scenario win.

    If a game does not have a clear winner after dice down, check the scenario for how to determine thewinner. The TO should instruct all players how the tiebreaker system, described in the SR2012scenario reference sheet, works before the tournament begins.

    Turn Timing

    Steamroller also uses a timed turn length to ensure a fair play environment. Players in each gameuse a timer to track the fixed amount of time available for each turn. This time limit is based on thepoint size of the event. A players timer begins after the resolution of continuous effects.

    If a player is executing a model/units normal movement when his turn time expires, he finishesmoving that model/unit, then his turn ends. If the player is in the process of making a roll of any kindafter movement is complete, he completes that single roll, then his turn ends. If the roll is an attackroll that directly hits its target, resolve the direct hit damage roll as well.

    When a player moves a model, rolls dice or takes significant time to make decisions during the otherplayers turn, the player whose turn it is has the option of stopping the clock while these actions areresolved.

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    Turn Extension

    Once per game, each player may extend his turn length with an extension. A player can extend histurn length by declaring he is doing so during his turn. After the current turn time expires, the activeplayers opponent resets the clock for the turn extension, then the active player continues his turn.Extensions cannot extend a turn past the total round time.

    During rounds that use scenarios with the reinforcements artifice each player is granted a 2nd

    extension. The 2nd

    extension is the same duration as a normal extension and cannot be combinedwith another extension on the same turn.

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    ScenariosScenario Selection

    Steamroller 2012 contains six groups of scenarios. The scenarios in each group have similarobjectives. In order to ensure that tournaments contain a variety of different scenario types, TOsmust select a scenario from each group before they can choose from the same group again.

    TOs should choose scenarios before a tournament to ensure that they have the required materials

    for those scenarios. The selected scenarios can be played in any order. You may also use therandom scenario table below.

    Scenarios cannot be repeated in a standard tournament. All players play the same scenario eachround. The TO keeps the upcoming scenario secret until the start of each round of games.

    During each round the TO should provide at least one copy of the scenario being played for everyfour players (every two tables) in the event. After declaring the scenario, the TO will read the rulesfor that scenario aloud. The TO should answer questions concerning the scenario before the roundbegins. Players are responsible for making sure they understand the scenario.

    TOs should stress that it is imperative all players pursue both the scenario andassassination victoryconditions during the game as players do not know when the round time is going to expire.

    Group Selection Example

    Round Group Choices Available Group Chosen

    1 1, 2, 3, 4, 5, 6 1

    2 2, 3, 4, 5, 6 4

    3 2, 3, 5, 6 3

    4 2, 5, 6 2

    5 5, 6 5

    6 6 6

    D6 Roll: Group STEAMROLLER 2012

    1 - CenterClose

    QuartersGauntlet Overrun

    2 - Distant GuidonsSupply and

    DemandDestruction

    3 - Dual IncursionProcess of

    EliminationOutflank, Outfight, Outlast

    4 - Flank

    A Flag

    Too Far Bunkers Envelopment5 - Objective Demolition Incoming Restoration

    6 - RadialCommand

    and ControlDiversion Sacrifice

    D3 Roll: Scenario 1 2 3

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    Deployment

    SR2012 has added flank scenarios that use flank deployment illustrated in the diagram below.Mechanics that are measured from a players board edge or back of deployment zone can use apoint on the board edge indicated below.

    Flank Deployment Diagram

    SR2012 also contains radial scenarios. Mechanics that are measured from a players board edge orback of deployment zone can use a point on either of the two board edges indicated below

    Radial Deployment Diagram

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    In order to mitigate the initiative advantage of the first player, the deployment zones in SR2012 aredifferent sizes based on turn order.

    In standard and flank deployment the first player has a 7 deployment zone (13 AD) and the secondplayer has a 10 deployment zone (16 AD). Theme force bonuses do not extend the width of flankdeployment zones.

    In radial deployment the first player has a 17 deployment zone (23 AD) and the second player hasa 20 deployment zone (26 AD).

    Terrain

    Terrain is a key element for games of Warmachine and Hordes. Terrain pieces should presentchoices to both players but should not give an undue advantage to either. To reinforce this principleterrain should be relatively symmetrical on a table. For example if one side of the board contains aforest, a hill and a linear obstacle then the other side should contain terrain with similar properties.

    An average table should contain 5-7 pieces of terrain that are close enough to prevent large openareas without unduly constricting movement. The size of terrain pieces is also important; no pieceshould be insignificantly small or extremely large. A piece of terrain should vary from 4 to 8 inchesin length and width when measured. There are always exceptions to these rules but keep them inmind when choosing terrain for your venue.

    The type, volume, and placement of terrain are up to the TO, but the following guidelines must befollowed when setting up tables:

    Do not place terrain within deployment zone areas. This does not apply to AdvanceDeployment areas.

    All terrain pieces must be placed at least 3 away from other terrain pieces. This includes

    terrain pieces granted by Theme Force bonuses.

    Do not place impassable terrain within zones when playing scenarios that use them. Notethat all other terrain types can be placed within the zones.

    TOs can choose whether to fully represent the zones presented in the scenario packet withtemplates or mark the corners of rectangular zones or the center point of circular zones.

    If center or corner markers are used, players may measure the zone whenever it is relevant tofulfilling scenario conditions. Any attempted abuse of this mechanic is grounds for disqualification. Ifa scenario zone marker is inadvertently moved during play pause the clock and reset its position. If

    scenario scoring occurred while a marker was in an incorrect position the control points stand, evenif this error is noticed after the fact.

    Artifices

    SR2012 introduces artifices to scenario play. Artifices are mandatory additional rules present incertain scenarios.

    1. Kill Box If a player ends his turn with a friendly warcaster/warlock within 10 of any board edge,starting on the first players 2nd turn, then that warcaster/warlock is destroyed.

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    2. Reinforcements Additional models, up to a specified point value (see below), added to aplayers army list(s) that are only used in scenarios with the reinforcements artifice. These modelsare separate from the main part of each list and must be included, with battlegroup/marshalaffiliation if applicable, even though reinforcements scenarios may not be played. Reinforcementsfollow the normal Field Allowance rules for their corresponding list. Players can field reinforcementswithout using all of the reinforcement points available. Reinforcements must follow the restrictions ofany theme force to which they are added, and benefit from any applicable bonuses (including FieldAllowance) but are not counted toward satisfying tier requirements.

    Warcasters, Warlocks, models/units with the Pre-Deployment, Attached, Companion rule ormodels/unit that cannot begin the game in play cannot be Reinforcements. Reinforcement modelscannot be bonded. Reinforcements lose the Ambush ability. Reinforcements with the Prey abilitychoose their Prey target after all players are deployed.

    During the maintenance phase, on a players 2nd

    turn or later, these models can be placed within 3of any point on the reinforcements line shown in the scenario diagram. All of a playersreinforcements must be placed on the same turn.

    On the turn that reinforcement warjacks enter the game, during the focus allocation step of yourControl Phase, they are allocated 3 free focus. This focus is only applied to warjacks controlled by awarcaster that started the game in play and cannot exceed the normal focus allocation limit. On theturn that reinforcement warbeasts enter the game they can be forced while outside of theircontrolling warlocks control area. This rule only applies to warbeasts controlled by a warlock thatstarted the game in play.

    ADJUSTMENTS TO ROUNDS USING REINFORCEMENTS

    Variable

    Roll

    Overall

    Round

    Length

    Event Point

    Size

    Reinforcements

    (points)

    Player Timing

    (per player)

    -3 Base -1 Extension 15 3 N/A

    -2 Base 25 5 +1 Extension

    -1 Base +1 Extension 35 7 +1 Extension

    +1 Base +3 Extensions 50 10 +1 Extension

    +2 Base +3 Extensions 75 15 +1 Extension

    +3 Base +3 Extensions 100 20 +1 Extension

    150 30 +1 Extension

    200 40 +1 Extension

    3. Interactive Objectives Replace the basic objective properties listed in the scenario reference

    sheet with the objective card type (p. xx) indicated in the scenario.

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    Starting the Game

    Players can ask to see their opponents lists at any time, including before final list selection, beforethe start of the game, and during play. A player must take care not to disrupt the flow of the gamewhile doing this. All models in each list must be presented to an opponent upon request before listselection.

    Before the starting roll the players secretly choose one of their lists after the pairings and scenariosfor the game have been announced. Players must conceal the card for their selected warcaster orwarlock on the table. Players cannot change their lists after making this selection. Both playersreveal their lists simultaneously followed by the starting roll.

    Both players roll a D6 for the starting roll. The player with the highest result can choose to be thefirst or second player. The second player chooses his table edge. The first player deploys first andtakes the first turn. TOs have the option to predetermine table sides for players in order to save timeduring deployment.

    Final Standings

    Players score tournament points based on their performance during each game. A player gains 1tournament point for a win and 0 for a loss or draw. Tournament points determine a players currentstanding in a tournament.

    In the case of two players with the same number of tournament points, determine which one rankshigher by calculating strength of schedule. Count the tournament points scored divided by thenumber of games played by each opponent of the tied players. If one of the players opponents didnot score any tournament points use a value equal to 1 divided by the total number of rounds in theevent.

    For example, after four rounds Jason and Doug are tied for second place. To break the tie, the TOadds up the tournament points divided by number of games played for Jasons opponents during theprevious four rounds and compares the total to the same metric for Dougs opponents.

    The player whose opponents have the highest total score has the best strength of schedule scoreand earns the higher rank. If strength of schedule is the same for both players, the player whoaccrued the most control points throughout the tournament earns the higher rank. If control pointsare the same for both players, the player who accrued the most enemy army points destroyedthroughout the tournament earns the higher rank. When counting destroyed army points, use thedestruction scoring rules found on page xx.

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    #1 Close Quarters (Center Scenario)Special Rules

    Summary: Players attempt to control a circular zone on their opponents side of the board while theirwarcaster/warlock is within a zone.

    Artifice:Kill Box

    Mark two zones (8 diameter circles) in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, a player earns 1 control point bycontrolling the zone on his opponents side of the board while his warcaster or warlock is within a zone.

    Victory Conditions

    The first player to earn at least 3 control points andhave more control points than the opponent wins thegame.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within the zone on youropponents side of the board.

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    #2 Gauntlet (Center Scenario)Special Rules

    Summary: Players attempt to control a zone on the opponents side of the board.

    Artifice:Kill Box

    Mark two 6x 8zones in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, a player earns 1 control point ifhe controls the zone on the opponents side of the board.

    Victory Conditions

    The first player to earn at least 2 control points andhave more control points than the opponent wins thegame.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within the zone on youropponents side of the board.

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    #3 Overrun (Center Scenario)Special Rules

    Summary: Players attempt to control a zone in the center of the board.

    Artifice:Kill Box

    Mark a 36 x 8zone in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, either player can earn 1 controlpoint by controlling the zone.

    Victory Conditions

    The first player to earn 2 control points immediately wins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within the zone.

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    #4 Guidons (Distant Scenario)Special Rules

    Summary: Players attempt to move an objective into a zone or control/destroy their opponentsobjective.

    Mark two zones (4 diameter circles) and place two objectives (Guidon Bearer) in accordance with the

    diagram below.Artifice:Interactive Objectives

    At the end of each players turn, starting on the second players second turn:

    - a player earns 1 control point when his objective is not contested by an enemy model and is within thezone on his own side of the board

    OR (cannot score both ways in one turn)

    - A player earns 2 control points when he controls or destroys his opponents objective.

    Victory Conditions

    The first player to earn at least 3 control points andhave more control points than the opponent immediatelywins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within zones.

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    #5 Supply and Demand (Distant Scenario)Special Rules

    Summary: Players attempt to control/destroy objectives and control a zone on their opponents sideof the board

    Mark two zones (12 diameter circles) and place two objectives (Fuel Cache) in accordance with the diagram

    below.

    Artifice:Interactive Objectives

    At the end of each players turn, starting on the second players second turn:

    - a player earns 1 control point if he contests the zone on his opponents side of the board while hecontrols the objective on his own side of the board.

    OR (cannot score both ways in one turn)

    - a player earns 2 control points if he controls the zone on his opponents side of the board and theobjective within that zone is destroyed.

    Victory ConditionsThe first player to earn at least 3 control points andhave more control points than the opponent wins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie as outlined inVictory & Tiebreakers. For the 3rd tiebreaker, count only the army points within the zone on your opponents side of theboard.

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    #6 Destruction (Distant Scenario)Special Rules

    Summary: Players attempt to destroy two objectives on the opponents side of the board.

    Artifice:Interactive Objectives

    Before deployment, position an objective (Monolith) on both OBJ1 positions in accordance with the diagram

    below. When an objective in the OBJ1 position is destroyed place a new objective (Monolith) in the OBJ2position on the same side of the board during the next maintenance phase using the rule of least disturbance(WARMACHINE Prime, p.65) if necessary.

    Players earn 1 control point for each objective that is destroyed on their opponents side of the board.

    Victory Conditions

    The first player to earn 2 control points immediately wins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers, For the 3rd tiebreaker, count only the army points within 4 of an objectiveon your opponents side of the board.

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    #7 Incursion (Dual Scenario)Special Rules

    Summary: Players attempt to control two flags.

    Place three flags in accordance with the diagram below.

    At the end of the second players first turn, randomly remove one flag from the board.

    At the end of each players turn, starting on the second players second turn, a player earns 1 control point foreach flag he controls.

    Victory Conditions

    The first player to earn at least 3 control points andhave more control points than the opponent immediatelywins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rdtiebreaker, count only the army points within 4of a flag.

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    #8 Process of Elimination (Dual Scenario)Special Rules

    Summary: Players attempt to control two zones.

    Mark two 6x 14zones in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, a player earns 1 control point for

    each zone that he controls. Players can only earn 1 control point per turn. Players can only earn 1 controlpoint in each zone during the game.

    Victory Conditions

    The first player to score 2 control points andhave more control points than his opponent wins the game. Ifboth players reach 2 control points on the same turn re-open scoring in both zones and play until a playerearns 2 more control points. Repeat as needed.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within zones.

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    #9 Outflank, Outfight, Outlast (Dual Scenario)Special Rules

    Summary: Players attempt to control two zones.

    Artifice:Reinforcements

    Mark two zones (12 diameter circles) in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, a player earns 1 control point foreach zone that he controls.

    Victory Conditions

    The first player to earn at least 3 control points andhave more control points than the opponent, immediatelywins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within zones.

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    #10 A Flag Too Far (Flank Scenario)Special Rules

    Summary: Players attempt to control two flags.

    Artifice:Reinforcements

    Place four flags in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn:

    - A player earns 1 control point if he contests his secondary flag while controlling his primary flag

    - If either player controls their primary and secondary flags, they earn an additional control point.

    Victory Conditions

    The first player to earn at least 3 control points andhave more control points than his opponent, immediatelywins the game.

    If time runs out before a player has won via scenario or assassination victory, break the tie as outlined inVictory & Tiebreakers. For the 3rd tiebreaker, only counts the army points within 4of the primary flags.

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    #11 Bunkers (Flank Scenario)Special Rules

    Summary: Players attempt to control a zone.

    Artifice:Reinforcements

    Mark two zones (8 diameter circles) in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, player 1 earns 1 control point ifhe controls zone P1; player 2 earns 1 control point if he controls zone P2.

    Victory Conditions

    The first player to earn at least 2 control points andhave more control points than the opponent, immediatelywins the game.

    If time runs out before a player has won via scenario or assassination victory, break the tie as outlined inVictory & Tiebreakers. For the 3rd tiebreaker, player 1 only counts the army points within zone P1; player 2only counts the army points within zone P2.

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    #12 Envelopment (Flank Scenario)Special Rules

    Summary: Players attempt to control a zone.

    Artifice:Reinforcements

    Mark a two 14 x 6zones in accordance with the diagram below.

    At the end of each players turn, starting on the second players second turn, player 1 earns 1 control point ifhe controls zone P1; player 2 earns 1 control point if he controls zone P2.

    Victory Conditions

    The first player to earn 3 control points immediately wins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, player 1 only counts the army points within zoneP1; player 2 only counts the army points within zone P2.

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    #13 Demolition (Objective Scenario)Special Rules

    Summary: Players attempt to control an objective and a zone on the opponents side of the board.

    Center an objective (Explosives Cache) and mark two zones (8 diameter circles) in accordance with thediagram below.

    Artifice:Interactive Objectives

    At the end of each players turn, starting on the second players second turn:

    - A player earns 1 control point if he controls the zone on his opponents side of the board.

    - A player earns 1 control point when he controls the objective.

    Victory Conditions

    The first player to earn at least 3 Control Points andhave 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 asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, only count the army points within the zone on youropponents side of the board or within 4 of the objective.

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    #14 Incoming (Objective Scenario)Special Rules

    Summary: Players attempt to control/destroy objectives and control a zone on their opponents sideof the board.

    Mark two zones (14x6 rectangles) and place two objectives (Artillery Emplacement) in accordance with the

    diagram below.

    Artifice:Interactive Objectives

    At the end of each players turn, starting on the second players second turn:

    - A player earns 1 control point if he controls the objective on his own side of the board.

    OR (cannot score both ways in one turn)

    - A player earns 2 control points if the objective on his opponents side of the board is destroyed and hecontrols the zone on his opponents side of the board.

    Victory Conditions

    The first player to earn at least 3 Control Points andhave 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 asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, only count the army points within the zone on youropponents side of the board.

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    #15 Restoration (Objective Scenario)Special Rules

    Summary: Players attempt to destroy an objective on their opponents side of the board and control azone.

    Mark a zone (14x6 rectangle) and place two objectives (Restoration Cache) in accordance with the diagram

    below.

    Artifice:Interactive Objectives

    At the end of each players turn, starting on the second players second turn, a player earns 1 control point ifthe objective on his opponents side of the board is destroyed and he controls the zone.

    Victory Conditions

    The first player to earn at least 3 Control Points andhave 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 asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, only count the army points within the zone.

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    #16 Command and Control (Radial Scenario)Special Rules

    Summary: Players attempt to control a zone while contesting any flag with their warcaster or warlock.

    Mark one zone (12 diameter circle) and place four flags in accordance with the diagram below. In thisscenario, in addition to the normal control requirements for control zones, a player must contest any flag with

    a friendly warcaster or warlock in order to control the zone. Players do not earn control points for controllingflags in this scenario.

    At the end of each players turn, starting on the second players second turn, either player can earn 1 controlpoint for controlling the zone.

    Victory Conditions

    The first player to earn 2 control points immediately wins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within the zone.

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    #17 Diversion (Radial Scenario)Special Rules

    Summary: Players attempt to control a flag while contesting a zone on their opponents side of theboard.

    Mark two zones (8 diameter circles) and place two flags in accordance with the diagram below.

    Each player may only score on the flag to his right. In this scenario, in addition to the normal controlrequirements for flags, a player must contest the zone on the opponents side of the board in order to controlhis designated flag. Players do not earn control points for controlling zones in this scenario.

    At the end of each players turn, starting on the second players second turn, either player can earn 1 controlpoint for controlling his designated flag.

    Victory Conditions

    The first player to earn at least 2 control points andhave more control points than the opponent immediatelywins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within 4 of a flag.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse 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.

    #18 Sacrifice (Radial Scenario)Special Rules

    Summary: Players attempt to control a zone while a friendly model is B2B with a flag.

    Mark one zone (12-diameter circle) and place one flag in accordance with the diagram below.

    In this scenario, in addition to the normal control requirements for zones, a player must own a friendly model

    in B2B with the flag in order to control the zone. Players do not earn control points for controlling flags in thisscenario. At the end of each players turn, starting on the second players second turn, either player can earn1 control point for controlling the zone.

    Each turn after scoring is complete, but before the next turn begins, all models in B2B with the flag,owned bya player who scored that turn, suffer a POW 20 magic damage roll and are pushed 3 directly away from theflag and knocked down.

    Victory Conditions

    The first player to earn 2 control points immediately wins the game.

    If time runs out before a player has won the game via scenario or assassination victory, break the tie asoutlined in Victory & Tiebreakers. For the 3rd tiebreaker, count only the army points within the zone.

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    Guidon BearerSteamroller Objective Structure

    Base Size: Large

    Manual Activation Starting on a players2nd turn this structure can activate when itis controlled by a warcaster or warlock.

    Rallying Point - Friendly models/units(based on its controllingwarcaster/warlock) within 4 of thisstructure immediately rally.

    Raise the Guidon During this structuresactivation it can be placed in B2B with its

    controlling warcaster/warlock.

    Objective(50mmbase):Aplayercontrolsanobjectiveifhiswarcaster/warlockiswithin4ofanobjectivethatanopponentdoesnotcontest.

    Somescenarioswilladdadditionalqualitiestoobjectivesorcontradictthepropertiesbelow-inthosecasesthescenariotakesprecedence.

    Allobjectivesarestructures(WarmachinePrime,p.88)withthefollowingadditional

    qualities:

    BlockLOSasa50mmbase

    CanbechargedCanbedamagedbyrangedweaponsofanyPOWCannotbetargeted/damagedonturn1Cannotbeadvanced,slammed,thrown,pushedorplaced

    Objective(50mmbase):Aplayercontrolsanobjectiveifhiswarcaster/warlockiswithin4ofanobjectivethatanopponentdoesnotcontest.

    Somescenarioswilladdadditionalqualitiestoobjectivesorcontradictthepropertiesbelow-inthosecasesthescenariotakesprecedence.

    Allobjectivesarestructures(WarmachinePrime,p.88)withthefollowingadditional

    qualities:

    BlockLOSasa50mmbase

    CanbechargedCanbedamagedbyrangedweaponsofanyPOWCannotbetargeted/damagedonturn1Cannotbeadvanced,slammed,thrown,pushedorplaced

    bjective(50mmbase):Aplayer ontrolsanobjectiveifhis arcaster/warlockiswithin4ofan bjectivethatanopponentdoesnot ontest.

    omescenarioswilladdadditionalalitiestoobjectivesorcontradicttheopertiesbelow-inthosecasestheenariotakesprecedence.

    objectivesarestructures(Warmachineime,p.88)withthefollowingadditional

    ualities:

    BlockLOSasa50mmbase

    Canbecharged CanbedamagedbyrangedweaponsofyPOW Cannotbetargeted/damagedonturn1 Cannotbeadvanced,slammed,thrown,shedorplaced

    Fuel CacheSteamroller Objective Structure

    ARM: 20Base Size: LargeDamage: 20

    Manual Activation Starting on a players2nd turn this structure can activate when itis controlled by a warcaster or warlock.

    Flammable - When this structure isdestroyed models within 2 suffer a POW14 magical damage roll.

    ResupplyDuring this structuresactivation up to 3 points of Damage can beremoved from this structure.

    Fuel When this structure activates,friendly models (based on its controllingwarcaster/warlock) activating within 4 ofthis structure can run, charge or makepower attacks without being forced orspending focus for one turn.

    MonolithSteamroller Objective Structure

    ARM: 20Base Size: LargeDamage: 20

    Manual Activation Starting on a players2nd turn this structure can activate when iis controlled by a warcaster or warlock.

    Ossification When this structureactivates it can gain one armor token. Thstructure can hold up to three armortokens. This structure gains +1 ARM foreach armor token that it holds.

    Crumble When this structure activates ican be destroyed.

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    Explosives CacheSteamroller Objective Structure

    Base Size: Large

    Manual Activation Starting on a players2nd turn this structure can activate when itis controlled by a warcaster or warlock.

    Warded This structure cannot bedamaged

    Demolish - During this structuresactivation a 5 AOE can be placed within4 of its controlling warcaster/warlock.Models within the AOE suffer anunboostable POW 14 magical damage rolland are knocked down.

    Objective(50mmbase):Aplayercontrolsanobjectiveifhiswarcaster/warlockiswithin4ofanobjectivethatanopponentdoesnotcontest.

    Somescenarioswilladdadditionalqualitiestoobjectivesorcontradictthepropertiesbelow-inthosecasesthescenariotakesprecedence.

    Allobjectivesarestructures(WarmachinePrime,p.88)withthefollowingadditional

    qualities:

    BlockLOSasa50mmbase

    CanbechargedCanbedamagedbyrangedweaponsofanyPOWCannotbetargeted/damagedonturn1Cannotbeadvanced,slammed,thrown,pushedorplaced

    Objective(50mmbase):Aplayercontrolsanobjectiveifhiswarcaster/warlockiswithin4ofanobjectivethatanopponentdoesnotcontest.

    Somescenarioswilladdadditionalqualitiestoobjectivesorcontradictthepropertiesbelow-inthosecasesthescenariotakesprecedence.

    Allobjectivesarestructures(WarmachinePrime,p.88)withthefollowingadditional

    qualities:

    BlockLOSasa50mmbase

    CanbechargedCanbedamagedbyrangedweaponsofanyPOWCannotbetargeted/damagedonturn1Cannotbeadvanced,slammed,thrown,pushedorplaced

    bjective(50mmbase):Aplayer ontrolsanobjectiveifhis arcaster/warlockiswithin4ofan bjectivethatanopponentdoesnot ontest.

    omescenarioswilladdadditionalalitiestoobjectivesorcontradicttheopertiesbelow-inthosecasestheenariotakesprecedence.

    objectivesarestructures(Warmachineime,p.88)withthefollowingadditional

    ualities:

    BlockLOSasa50mmbase

    Canbecharged CanbedamagedbyrangedweaponsofyPOW Cannotbetargeted/damagedonturn1 Cannotbeadvanced,slammed,thrown,shedorplaced

    Artillery EmplacementSteamroller Objective Structure

    ARM: 20Base Size: LargeDamage: 20

    Manual Activation Starting on a players2nd turn this structure can activate when itis controlled by a warcaster or warlock.

    Flammable - When this structure isdestroyed models within 2 suffer a POW14 magical damage roll.

    Incoming! During this structuresactivation a point within a zone can bemarked. Make a scatter roll from themarked point, originating from thisstructure, and place a 3 AOE. When it isplaced models within the AOE suffer anunboostable POW 12 magical damage roll.This AOE is rough terrain and remains inplay for one round.

    Restoration CacheSteamroller Objective Structure

    ARM: 20Base Size: LargeDamage: 20

    Manual Activation Starting on a players2nd turn this structure can activate when iis controlled by a warcaster or warlock.

    Restoration During this structuresactivation D6 damage can be removedfrom this structure. Additionally D3damage and continuous effects can beremoved from friendly models (based on

    its controlling warcaster/warlock) within 4of this structure.

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    BETA FINAL DRAFT SCENARIO REFERENCE SHEET

    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse 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 Glossary

    Starting number: The number of models that a model/unitstarts with based on the PC paid. Models that are

    discounted always use their cards listed PC and modelcount for scoring. Models that are free also use the cardsPC and model count for scoring. If a free model/unit doesnot begin the game in play then the lowest PC on the cardis used to determine the model count required for scoring.

    Own:Models listed, or created by effects, within a playersfielded army list.

    Control: See Zone, Flag and Objective.

    Contest: A player must own at least one model within azone, within 4 of a flag, or within 4 of an objective tocontest. Inert warjacks, wild warbeasts, fleeing models, outof formation models, and models that you own that are

    under the control of your opponent cannot contest.Zone:A player controls a zone if he owns one or moremodels within a zone that an opponent does not contest.Ignore inert warjacks, wild warbeasts, fleeing models, out offormation models and models that you own that are underthe control of your opponent when checking for control.There are no additional requirements for warcasters,warlocks, warjacks, or warbeasts.

    For a unit to control a zone the unit must contain 50% ormore of its starting number (rounding up) and all remainingmodels must be within the same zone.

    For a solo to control a zone, it must have an army point cost

    of 1 or more. For solos that consist of multiple models,divide the PC of the solo by the model count on the card tosee if each model is worth at least 1 point. For multiplemodel solos to control a zone they must contain 50% ormore of their starting number (rounding up) and allremaining models must be within the same zone.

    Reinforcements During the maintenance phase, on aplayers 2

    nd

    turn or later, these models can be placed within3 of the reinforcements line shown in the scenario diagram.All of a players reinforcements must be placed on the sameturn.

    On the turn that reinforcement warjacks enter the game,during the focus allocation step of your Control Phase, theyare allocated 3 free focus. This focus is only applied towarjacks controlled by a warcaster that started the game inplay and cannot exceed the normal focus allocation limit.

    On the turn that reinforcement warbeasts enter the gamethey can be forced while outside of their controllingwarlocks control area. This rule only applies to warbeastscontrolled by a warlock that started the game in play.

    Flag (40 mm base):All flags are models with thefollowing qualities:

    Incorporeal, stationary models Immune to all in-game effects; do not activate Cannot be targeted, damaged, moved, placed, or

    removed from play

    A player controls a flag if he owns one or more modelsB2B with a flag that an opponent does not contest. Ignoreinert warjacks, wild warbeasts, fleeing models, out offormation models and models that you own that are underthe control of your opponent when checking for controlconditions. There are no additional requirements forwarcasters, warlocks, warjacks, or warbeasts.

    If the B2B model is a member of a unit, the unit must

    contain 50% or more of its starting number (rounding up)and all remaining models must also be within 4 of theflag.

    If the B2B model is a solo it must have an army point costof 1 or more. For solos that consist of multiple models,divide the PC of the solo by the model count on the cardto see if each model is worth at least 1 point. For multiplemodel solos to control a flag the solo must contain 50% ormore of its starting number (rounding up) and allremaining models must also be within 4 of the flag.

    Objective (50 mm base):A player controls an objective ifhis warcaster/warlock is within 4 of an objective that an

    opponent does not contest.Some scenarios will add additional qualities to objectivesor contradict the properties below - in those cases thescenario takes precedence. All objectives are structures(Warmachine Prime, p.88) with the following additionalqualities:

    ARM 20, Damage: 20 Block LOS as a 50mm base Can be charged Can be damaged by ranged weapons of any

    POW Cannot be targeted/damaged on turn 1

    Cannot be advanced, slammed, thrown, pushedor placed

    Kill Box If a player ends his turn with a friendlywarcaster/warlock within 10 of any board edge, startingon the first players 2

    ndturn, then that warcaster/warlock is

    destroyed.

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    BETA FINAL DRAFT SCENARIO REFERENCE SHEET

    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse 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.

    Victory and Tiebreakers

    Assassination Victory:When only one player ownsWarcasters/Warlocks remaining in play, that player

    immediately wins the game. Conduct CP scoring upon anassassination victory this round of scoring does notchange game results. If all WC/WLs are simultaneouslydestroyed the game ends and victory is determined bytiebreaker conditions.

    Scenario Victory:When a player has fulfilled the victoryconditions described in the scenario, that playerimmediately wins the game.

    1st

    Tiebreaker: If time runs out before a player has won thegame, the player who owns the most warcasters/warlocksremaining in play wins the game. If both players own thesame number of warcasters/warlocks in play, check the 2nd

    tiebreaker to determine the winner.2nd Tiebreaker: The player who has the most controlpoints wins the game. If both players have the samenumber of control points, check the 3rd tiebreaker todetermine the winner.

    3rd Tiebreaker: Tally the army point value of themodels/units owned by each player within the areadesignated by the scenario. Ignore inert warjacks, wildwarbeasts, and fleeing models when checking 3rdtiebreaker conditions. The player with more army points inthe designated area wins the game. If both players have thesame number of army points in the designated area, checkthe 4th tiebreaker to determine the winner.

    Warcasters/Warlocks:5 points for each warcasteror warlock (regardless of warjack and warbeastbonus points) within the scoring area. If a warcasteror warlock choice consists of multiple models, allthe models with the warcaster or warlock subtypemust be within the scoring area. Modelsautomatically included with the warcaster orwarlock choice without the warcaster or warlocksubtype do not affect warcaster/warlock scoring.

    Warjacks/Warbeasts:Points equal to the army pointcost of the model within the scoring area.

    Units and Unit Attachments:Points equal to theunits army point cost. Ignore units that have

    fewer than 50% (rounding up) of their startingnumber remaining in play when counting armypoints. At least half (rounding up) of theremaining models must be within the scoringarea.

    Models with the Attachment ability add to theunits value and also add to the number ofmodels needed. For example, ten Long Gunnersneed five or more models in play to be worth 10points, and twelve Long Gunners including theirunit attachment need six or more models to beworth 12 points.

    Solos:Points equal to the army point cost of themodel within the scoring area. If a solo choiceconsists of multiple models, ignore solo choicesthat have fewer than 50% (rounding up) of theirstarting number remaining in play when countingarmy points. All remaining models must be withinthe scoring area for the solo choices value to becounted.

    4th Tiebreaker: Tally each players army pointsdestroyed or removed from play as described below. Theplayer whose opponent suffered more army pointsdestroyed/removed from play wins the game.

    Models/units are worth their army points value.

    Units below 50% of their starting number(rounding up) are worth 50% of their army points(rounding up) including all attachments.

    Count the full army points value for inert warjacksand wild warbeasts.

    Warcasters and warlocks are worth 5 armypoints.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Scenario Scoring - Exceptions

    All the standard rules for scenarios are contained within the SR2012 scenario reference sheetabove. However, there are certain models that do not conform well to these general guidelines.They are listed here with answers to the commonly asked questions as they pertain to scenarios.

    Model Control (Y/N) 3rd

    Tiebreaker 4th

    Tiebreaker

    Lesser WarlocksYes (Either modelcan control azone/flag)

    All lesser warlocks are worth 2points. Companion warbeastsincluded with these models areworth the Lesser Warlocks PCminus 2.

    All lesser warlocks are worth2 points. Companionwarbeasts included withthese models are worth theLesser Warlocks PC minus2.

    LightWarjacks/Warbeastswithout a PC

    Yes 5 Army Points 5 Army Points

    Solos without a PC Yes 2 Army Points 2 Army Points

    Kallus Feat (Incubi)

    At the end of your opponents turn group all remaining created Incubi into groups of 5and the remainder into another group of X, which counts as X remaining from a groupof 5. Each of these groups now counts as a purchased Incubi solo and follows thestandard scenario rules for multiple model solos.

    Feralgeist Yes

    If controlling a friendly warbeastuse the warbeasts PC.

    If controlling an enemy warbeastplace in B2B with the controlled

    warbeast, using least disturbance(WARMACHINE Prime, p.65) ifnecessary, and then remove thewarbeast from play.

    1 Army Point

    Machine Wraith Yes

    If controlling a friendly warjackuse the warjacks PC.

    If controlling an enemy warjackplace in B2B with the controlledwarjack, using least disturbance(WARMACHINE Prime, p.65) ifnecessary.

    1 Army Point

    Multiple model solosthat do not begin inplay

    Standard Standard

    If two ore more multiplemodel solos are in a list allcasualties are countedtowards the same solo until itis completely destroyed

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Steamroller 2012 AppendixOfficial WARMACHINE & HORDES Tournament Variants

    Steamroller 2012 (SR2012) provides an official format for Tournament Organizers (TOs) ofWARMACHINE and HORDES events. We realize that not all communities are the same, so wehave compiled this appendix to provide official variants to specific areas of the SR2012 document.

    These variants can be used to alter a single rule, or they can be combined to form a more casual orcompetitive format based on the preferences of the players, the needs of the venue, or event timeconstraints. No matter what choices you make, any combination of variants from this document willconstitute an official SR2012 tournament format.

    Variant rules are available for the following sections of the SR2012 rules:1. Army Lists2. Painting3. Number of Rounds4. Game Timing

    5. Scenarios6. Victory7. Final Standings

    Using Variants

    This document will revisit several rules areas of the SR2012 document. A review of the minimumbaseline version of a rule will be listed followed by variant keyword(s) and the description of thevariant(s). Not all sections of the SR2012 rules document will have variant options. For exampleplayers must always practice good sportsmanship, therefore no variants are available for playingoutside the sportsmanship parameters set forth in the baseline SR2012 rules.

    Event listings are easy to write by stating that you are running a SR2012 event with appendixvariants in use and then listing the appropriate keywords. Players can reference this document forthe details which keeps your announcement concise.

    1. Army List Variants

    Baseline Second list optional. All lists are subject to the same point constraints and must be ledby warcasters/warlocks from the same faction. Players cannot include the same version of a modelor unit with FA: C in more than one list.

    Theme Forces: Tier X Required Players must use a Theme Force of Tier X or higher in all lists.

    X List(s) Required Players must bring exactly X army lists and must play each army list at leastonce during the event.

    Warcaster/Warlock Characters Restricted Warcaster/warlock characters cannot be included inmore than one of a players list. Epic versions of a character are the same character.

    Unrestricted Characters Models and units with FA:C can be included in more than one list.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Divide and Conquer The TO will announce the expected number of rounds to be played at thebeginning of the tournament. Divide the number of rounds to be played by the required number oflists for each player. The result (rounded down) is the number of times each list must be playedduring the tournament. Divide and Conquer events must use the X Lists Required variant.

    For example, if a tournament requires that each player brings two army lists and has five rounds,then each player would have to play each list at least twice (4 divided by 2). In this variant a player

    must inform his opponent if he has no choice of which warcaster or warlock he must play prior to agame. If a player receives a bye he must choose a list to use for the bye round.

    2. Painting Variants

    Baseline Painted armies are not required.

    Basic Painting Required All models must be primed and base coated. Players must present theintended final color scheme on all parts of the model. Bases can be unfinished.

    Hardcore Painting Required For Hardcore tournaments, all the Steamroller Modeling andPainting and Conversions rules apply. In addition, all models must be completely painted. Thismeans that every model must be painted with a reasonable diversity of color. Individual elements ofthe miniature must be distinguishable by color or shading. For instance, flesh must be a differentcolor than hair or clothing; metal should be a different color than leather. The base is part of themodel, so don't neglect it! Bases must be finished with sand or flock or otherwise modeled andpainted.

    Models that do not meet these requirements will not be eligible for play. Whether a model iscompleted is the decision of the event organizer. As a general rule, if someone feels the need to

    justify why a model is completed, it probably isnt. In order to be eligible for any prizes that areawarded based on quality and technique the owning player must paint all presented modelsthemselves.

    3. Number of Rounds Variants

    Baseline All players participate in every round. Play a number of rounds required to determine aclear winner.

    X-Round Event This tournament will have no more than X rounds regardless of the number ofplayers. This type of event can end before X rounds if there is one player with more TP than anyother player at the end of a round.

    The X-Round Event variant can be paired with a Final Standings variant when the number of rounds

    is reduced below the number of rounds recommended in the SR2012 core rules.

    4. Game Timing Variants

    Baseline Basic round times are randomly decreased or increased by a variable (d3 * extensionlength) that is not revealed to players. During each game, one turn extension is allowed for eachplayer. Dice down when round time is complete.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    No Time Limits Games are untimed. A round continues until all players have completed theirgames.

    Relaxed Time Limits Use the base round, turn, and extension length of an event two sizeshigher.

    Casual Time Limits Use the base round, turn, and extension length of the next-higher event point

    size.

    Hardcore Time Limits Use the base round, turn, and extension length of the next-lower eventpoint size.

    Frenzy Time Limits Use the base round, turn, and extension length of an event two sizes lower.

    No Extensions The allowance of one turn extension per game is removed.

    Chess Clocks Instead of timing each turn, chess clocks will be used. Baseline round times withno variable are used, but the chess clock replaces the turn length. Each players clock will be setbased on the following equation:

    Base round time x 0.53 = Player clock total (rounded up to the nearest minute)

    When a player moves a model, rolls dice or takes significant time to make decisions during the otherplayers turn, the player whose turn it is has the option of switching to the opponents time on thechess clock while these actions are resolved.

    When chess clocks are used, a player must take meaningful turns, fully activating all his models, orrisk disqualification. If a players clock runs out of time, that player loses the game.

    Death Clock Use the Chess Clocks variant. Additionally, dice down will not be called in any

    round.

    5. Scenario Variants

    Baseline During each round, the TO will select a scenario. All players play the selected scenariothat round. The TO keeps scenarios secret until the start of each round of games.

    Scenario(s) (X) The listed scenarios or scenario groups that will be played at the event arerevealed to all players prior to the event. This variant may also include the order in which thescenarios will be played.

    No Kill Box The Kill Box artifice will be removed from all scenarios played at the event.

    No Reinforcements The Reinforcements artifice will be removed from all scenarios played at theevent.

    No Interactive Objectives The Interactive Objectives artifice will be removed from all scenariosplayed at the event. The Guidons scenario cannot be played when this variant is used.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Warcaster/Warlock Reinforcements Add a Warcaster or Warlockto the reinforcements sectionof your army list(s). Warjack/Warbeast points for the WC/WL are added to the reinforcements total.Reinforcement WC/WL are granted 5 additional WJ/WB points. The army is still counted as having astandard FA for the base point size of game.

    If a player is using a theme force, the second warcaster or warlock must be chosen from the samefaction. Mercenary players must choose from a contract that allows the primary warcaster(s). Minion

    players must choose from a pact that allows the primary warlock(s). All other reinforcement modelsfollow the baseline reinforcement rules for theme forces.

    Artifice(s) (X) The listed artifices will be added to all eligible scenarios played at the event.Reinforcements cannot be added to radial scenarios; use the reinforcements line diagram below toadd a reinforcements line to any non-radial scenario.

    6. Victory Variants

    Baseline Assassination Victory, Scenario Victory, Control Points Tiebreaker, Army PointsRemaining Tiebreaker, Army Points Destroyed Tiebreaker.

    No Caster Kill This event does not use Caster Kill as a scenario win condition. When awarcaster or warlock is destroyed, the game continues until a scenario victory is achieved or one

    player has no models remaining.

    No Tiebreakers This event will not use tiebreakers. If time expires the game is a tie.

    7. Final Standings Variants

    Baseline If there is no clear winner at the end of the tournament, use the Strength of Scheduletiebreaker followed by Control Points and then Army Points Destroyed.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Scenario Scoring If there is no clear winner at the end of a tournament, use the number ofscenario wins as the tiebreak condition (followed by Strength of Schedule and then Control Points, ifneeded).

    Control Point Scoring If there is no clear winner at the end of a tournament, use the ControlPoint tiebreaker followed by Strength of Schedule and then Army Points destroyed.

    Assassin Scoring If there is no clear winner at the end of a tournament, use the number ofcaster kill wins as the tiebreak condition (followed by Army Points Destroyed and then ControlPoints, if needed).

    Destruction Scoring If there is no clear winner at the end of a tournament, use the total numberof enemy army points destroyed or removed from play during the tournament as the tiebreakcondition (followed by Strength of Schedule and then Control Points, if needed). The method belowshould also be used to determine awards based on army point destruction. Points are scored eachtime a model/unit is destroyed/removed from play (i.e. Thagrosh1 and Goreshade2 feats).

    When counting destroyed army points each round use the following methods: Destroyed models/units are worth their army points value. Units below 50% of their starting number (rounding up) are worth 50% of their army points

    (rounding up) including all attachments. Warcasters and warlocks are worth 5 army points. Non-warcaster/warlock models included

    with warcasters and warlocks have no additional value. Count the full army points value for inert warjacks and wild warbeasts.

    When calculating model value, use the values printed on the model/units card even if thatmodel/unit was brought into the army via other means (example: Dark Industries) or if the modelsreceived a discount during army-building (example: Call of the Wild tier 4 theme force benefit).

    Finals Tables When creating match-ups for the final round of an event, the TO pairs the currenttop four players on two finals tables. The first finals table matches the current first-ranked playeragainst the current second-ranked player. The second finals table matches the current third-rankedplayer against the current fourth-ranked player.

    The winner of the first finals table wins the event, and the opponent wins second place. The winnerof the second finals table wins third place. Standings beyond third place should be calculated usingStrength of Schedule followed by Control Points in the case of a tie.

    The Finals Tables variant should be used only in events that are planned for the number of roundsrecommended in the Steamroller 2012 rules based on player attendance, and it cannot be combinedwith any other Final Standings Variant. Also, this is nota preferred variant, as it places the luck of

    the draw (when someone lost to the champion) above game-related scoring metrics such asopponent difficulty, control points, army points, and assassination.

    Logistics

    TOs should always consider the best way to run events for their players given the resources theyhave available. These resources include a place to run the event, the amount of time available,

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    tokens to mark the corners or center of scenario zones, timers, etc. For example, if you have limitedtime per day at the venue, you may want to consider running a larger event over two days.

    Use the variants provided in this appendix to run an event that best fits the resources you haveavailable as well as the preferred play style of your players.

    Sample Combinations

    Hardcore

    One List Required Hardcore Painting Required Hardcore Time Limits (Death Clock timing variant allowed) Scenario: Close Quarters Artifice: Kill Box Assassin Scoring

    Limited Venue Hours 3-Round Event Control Point Scoring

    Casual Tournament

    Scenario Scoring No Time Limits No Caster Kill

    By varying the SR2012 Appendix rules in use, the standard Steamroller format offers a diversity offormats to create a unique combination of tournaments at a convention or weekend event. Seebelow for an example of a three-day event. Please take note of the thematic names attached to

    each event; these small touches can be used to inspire players lists, generate unique prize ideas,and build excitement.

    Friday: 50-pt SR2012 Last Rites TournamentSR2012 Appendix rules:

    Artifice: Kill Box

    Saturday: 75-pt SR2012 Hardcore! TournamentSR2012 Appendix rules:

    One List Required

    Hardcore Painting Required Hardcore Time Limits Scenario: Close Quarters Artifice: Kill Box Assassin Scoring

    Sunday: 35-pt SR2012 Dual Strike TournamentSR2012 Appendix rules:

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Artifice: Reinforcements Warcaster/Warlock Reinforcements

    Privateer Press Tournament Requirements

    WARMACHINE and HORDES Masters and Hardcore tournaments are held to a higher standardthan other Steamroller tournaments. As such, they have certain requirements that must be met inorder to host one at a convention or event. First and foremost, all Masters and Hardcoretournaments must be preapproved by Privateer Press. All of the requirements below must be met inorder to qualify for an officially sanctioned Masters or Hardcore tournament, and only approvedtournaments will receive Masters trophies or Hardcore medals for prize support.

    Masters Tournaments - U.S. Requirements

    Convention attendee minimum: 1,000+ or 100+ WARMACHINE/HORDES playersMasters tournament participant minimum: 32+*

    Qualifiers: Any qualifiers must be held at the same convention, but are not required.Format: 35 or 50 Point Steamroller3 Lists RequiredChess Clock or Death Clock timing variants are allowedPrize Support: Steamroller trophies ($74.99) or Masters trophy ($100.00) (must be purchased fromPrivateer Press)*If your Masters tournament contains qualifiers, the total number of players in the qualifiers must bea minimum of 32 distinct players. For instance, it is acceptable to have two Masters tournamentqualifiers with 16+ distinct players and a final Masters tournament of 8 distinct players seeded fromthe two qualifier tournaments.

    Masters Tournaments - International Requirements

    Convention attendee minimum: 500+ or 50+ WARMACHINE/HORDES playersMasters tournament participant minimum: 32+ *Qualifiers: Any qualifiers must be held at the same convention, but are not required.Format: 35 or 50 Point Steamroller3 Lists RequiredChess Clock or Death Clock timing variants allowedPrize Support: Steamroller ($74.99) or Masters trophy ($100.00) purchased from Privateer Press*If your Masters tournament contains qualifiers, the total number of players in the qualifiers must bea minimum of 32 distinct players. For instance, it is acceptable to have two Masters tournament

    qualifiers with 16+ distinct players and a final Masters tournament of 8 distinct players seeded fromthe two qualifier tournaments.

    Hardcore Tournaments - U.S. & International Requirements

    Convention attendee minimum: 100+Hardcore tournament participant minimum: 32+Qualifiers: No qualifiers are allowed.

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    Contents and Game Rules 2001-2012 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE, Cygnar, Khador, Cryx, Protectorate of Menoth,Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans aretrademarksof Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,noncommercialuse and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reservesthe right to remove this permission or revise contents herein at any time for any reason.

    Format: 35 or 50 Point Steamroller1 List RequiredHardcore Painting RequiredHardcore Time Limits (Death Clock timing variant allowed)Scenario: Close QuartersArtifice: Kill BoxAssassination ScoringPrize Support: Hardcore medals ($50.00) (must be purchased from Privateer Press)

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    STEAMROLLER 2012 PLAYER RECORD SHEET

    PLAYER NAME: FACTION:

    Round Opponent Name ResultControlPoints

    OPP APDestroyed

    1 W / L / T

    2 W / L / T

    3 W / L / T

    4 W / L / T

    5 W / L / T

    Army List 1 Army List 2 (OPTIONAL)

    Contract/Pact/Theme Force: Contract/Pact/Theme Force:

    List 1 Tier: 1 / 2 / 3 / 4 or N/APointCost:

    List 2 Tier: 1 / 2 / 3 / 4 or N/APointCost:

    LIST 1 REINFORCEMENTS LIST 2 REINFORCEMENTS