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BETA DRAFT 14 NOV 2011 Steamroller 2012 In Steamroller tournaments, players face off in a series of matches and pit their skills against increasingly challenging opponents to determine who will emerge victorious. Steamroller is ideal for groups of 8 to 64 players and promotes fast and furious play while stressing the ability to adapt to a variety of scenarios. Player Responsibilities Logistics Players participating in a Steamroller 2012 (SR2012) event must 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 a copy of the SR2012 scenario reference sheet for use during the tournament. Army Lists In the SR2012 format players can bring one or two lists, the second list is optional. All lists must be led by warcasters/warlocks from the same faction. Mercenary players can use different contracts or theme forces for their lists. Minion players can use different pacts or theme forces for their lists. Players cannot include the same version of a model or unit with FA:C in more than one list. The original and epic incarnation(s) of a character do not count as the same version of a model. Players must bring two legible copies of all their army lists complete with point costs. Army list point totals cannot exceed the point size chosen for the game and cannot fall more than 2 points under the point size chosen for the event. Players must include all bonus warjack or warbeast points in their army lists. A 50-point Kaelyssa army, for example, must include 55 to 57 points of models. SR2012 contains scenarios which use reinforcements. Reinforcements are additional points added to a player’s army list(s) that are only used in scenarios with the reinforcements complication. These points must be represented in a player’s army list(s) although reinforcements scenarios may not be played. Detailed rules are found in the complications section (p.XX) SR2012 allows all released Theme Forces to be used. Anyone using a theme force must have the Theme Force available for the TO’s reference (in order to verify the army list) and for the opponent’s reference (in order to view the Theme Force’s special rules). Permission is hereby granted to photocopy the Theme Forces section from the Forces of WARMACHINE and HORDES books as well as any theme forces appearing in No Quarter Magazine for personal, non-commercial use only and 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 from the WARMACHINE or HORDES ranges. The miniatures must be fully assembled on the appropriately-sized base for which the model was designed. Any non-Privateer Press models, unassembled miniatures, or inappropriately based models are not permitted. Models that have not yet been released to the general public at the time of the event are not permitted. The Extreme versions of models are perfectly acceptable for use in organized play.

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BETA DRAFT 14 NOV 2011

Steamroller 2012 In Steamroller tournaments, players face off in a series of matches and pit their skills against increasingly challenging opponents to determine who will emerge victorious. Steamroller is ideal for groups of 8 to 64 players and promotes fast and furious play while stressing the ability to adapt to a variety of scenarios.

Player Responsibilities Logistics Players participating in a Steamroller 2012 (SR2012) event must 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 a copy of the SR2012 scenario reference sheet for use during the tournament.

Army Lists In the SR2012 format players can bring one or two lists, the second list is optional. All lists must be led by warcasters/warlocks from the same faction. Mercenary players can use different contracts or theme forces for their lists. Minion players can use different pacts or theme forces for their lists. Players cannot include the same version of a model or unit with FA:C in more than one list. The original and epic incarnation(s) of a character do not count as the same version of a model.

Players must bring two legible copies of all their army lists complete with point costs. Army list point totals cannot exceed the point size chosen for the game and cannot fall more than 2 points under the point size chosen for the event. Players must include all bonus warjack or warbeast points in their army lists. A 50-point Kaelyssa army, for example, must include 55 to 57 points of models.

SR2012 contains scenarios which use reinforcements. Reinforcements are additional points added to a player’s army list(s) that are only used in scenarios with the reinforcements complication. These points must be represented in a player’s army list(s) although reinforcements scenarios may not be played. Detailed rules are found in the complications section (p.XX)

SR2012 allows all released Theme Forces to be used. Anyone using a theme force must have the Theme Force available for the TO’s reference (in order to verify the army list) and for the opponent’s reference (in order to view the Theme Force’s special rules). Permission is hereby granted to photocopy the Theme Forces section from the Forces of WARMACHINE and HORDES books as well as any theme forces appearing in No Quarter Magazine for personal, non-commercial use only and 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 from the WARMACHINE or HORDES ranges. The miniatures must be fully assembled on the appropriately-sized base for which the model was designed. Any non-Privateer Press models, unassembled miniatures, or inappropriately based models are not permitted. Models that have not yet been released to the general public at the time of the event are not permitted. The Extreme versions of models are perfectly acceptable for use in organized play.

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Privateer Press encourages players to have a fully painted force on the table. Games with painted armies are more interesting to watch and generally enhance the experience for all. Although painting 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 the hobby. Just as with information disclosure and sportsmanship, players are expected to be unambiguous about model representation. The following rules must be adhered to when using converted models in organized play. These rules are meant not to limit a player’s modeling options but rather to allow creativity without generating an environment that could become confusing during game play. At his discretion, an event organizer may make exceptions to these rules to approve any reasonable conversion. A converted model must contain a majority of parts from the WARMACHINE or HORDES model for which the rules were written. For example, a Testament of Menoth conversion must be comprised mostly of parts from the Testament of Menoth model. The end result of any conversion must be something that is clearly identifiable as the intended miniature and accurately represents its weapons and equipment as listed in its rules. Any conversions must be clearly pointed out to your opponent before the game to avoid confusion. On warrior models, converting and swapping weapons is acceptable provided the new weapon represents the same type of weapon replaced (like swapping one sword for another). Anything relating to a weapon’s specific rules 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. Weapons may not be swapped on warjack and warbeast models. Since many of the ‘jacks and beasts utilize the same chassis or torso, the weapons are the most identifiable part of the model when looking across the tabletop. Converting warjacks and warbeasts is still encouraged, but the aesthetics of the weapons must be maintained. Modifying weapons is permitted, as long as the end result is easily identifiable as the intended warjack or warbeast’s proper weapon. Miniatures must be on their appropriately-sized WARMACHINE/ HORDES base, but scenic details may be added. The base’s perimeter must always be considered when modeling scenic details. While scenic elements may overhang the base’s edge, the base itself, not the scenic elements, are used for all measurements. The edge of a model’s base must not obscured to the point that accurate measuring becomes difficult or impossible. Sportsmanship A fair and honest in-game environment is required in order for everyone to have fun. Players must accurately execute the rules of the game and fully cooperate with opponents to honestly answer any questions that arise before and during the game. Players are also responsible for holding their opponents to the same standards.

The TO will not be able to observe every game. If your opponent is doing something that is making you uncomfortable—stalling, bending the rules, or outright cheating—tell your opponent about it. Explain what they can do to remedy the situation in order to maintain a fair, honest and fun in-game

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environment. If the behavior continues or a dispute arises call the TO and explain the situation. The TO always has the final word on rules questions or debates. Players must accept all rulings made by the TO whether or not they agree.

Players must present a mature and polite demeanor to their opponents and the TO. Failure to do so will result in immediate disqualification. A TO may also disqualify a player for any incident that is 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 participation in 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 of a concession the winning player will be awarded a win, full control points for the scenario and full army points destroyed from the opposing army. The player who conceded will receive a loss and no points in any category. A TO may disqualify a player from a tournament if a concession is deemed unsportsmanlike.

TO Responsibilities Schedule When estimating the overall length of a tournament, a TO should add extra time for each round to cover the variable, allow time to do pairings, get people to their new tables, and get the next round started.

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

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 matches usually required to determine a winner.

Players Rounds 8 or fewer 3-round event 9 to 16 4-round event 17 to 32 5-round event 33 to 64 6-round event

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 and repeat the process until all players have an opponent. If you have an odd number of players, see “Byes & Odd Number of Players” below.

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

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Subsequent Pairings From here on, all pairings and ranks are based on tournament point subtotals and pairings from previous rounds. After all matches in the previous round have been completed, sort the tournament record 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. When you reach the end of a pile move to the next pile. If a pile has an odd number of players, pair the last player against someone from the next-highest tournament point pile. Again, once you have all the pairings, write the opposing player’s ID in the appropriate column on each player’s sheet. It may take several attempts to find pairings that avoid duplicating match-ups.

Some TOs use additional criteria for their pairings. Keep in mind that any additional criteria must come after matching players with the same number of tournament points who have not already played one another.

Byes & Odd Number of Players Steamroller matches take place between two players. In the case of an odd number of players, one player will receive a bye. A player receiving a bye sits out of the current matches and receives 1 tournament point, 1 control point and 50% of the army point level for the event.

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

Match Timing

Event Point Size

Base Round Length

(minutes)

Turn Length

(minutes)

Extension Length

(minutes) 15 30 3 1 25 50 5 2 35 70 7 3 50 100 10 5 75 120 12 6

100 150 15 7 150 200 20 10 200 250 25 12

Each round in a Steamroller event has a variable round length. Before each round begins, the TO rolls a d3 and multiplies the result by the turn extension length for the event size – this is the variable. A d6 roll is then made to determine whether the variable will be subtracted from (result of 1-3) or added to (result of 4-6) the base round length (shown above) to determine the overall round length.

During rounds that use scenarios with the reinforcements complication TOs will add two extensions to the overall round length after the variable is subtracted or added. In this case do not exceed the

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maximum round length of base round length +3 extensions. The TO will not announce the result of this roll or reveal the amount of time remaining in a match to players.

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

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

Dice down or assassination prompts a final iteration of scenario scoring even though the game is over. 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 the winner. The TO should instruct all players how the tiebreaker system, described in the SR2012 scenario 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 match use a timer to track the fixed amount of time available for each turn. This time limit is based on the point size of the event. A player’s turn begins after the resolution of continuous effects.

If a player is executing a model/unit’s normal movement when his turn time expires, he finishes moving that model/unit, then his turn ends. If the player is in the process of making a roll of any kind after movement is complete, he completes that single roll, then his turn ends. If the roll is an attack roll 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 other player’s turn, the player whose turn it is has the option of stopping the clock while these actions are resolved.

Turn Extension Once per game, each player may extend his turn length with an extension. A player can extend his turn length by declaring he is doing so during his turn. After the current turn time expires, the active player’s 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 complication each player is granted a 2nd extension. The 2nd

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

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Scenarios Scenario Selection Steamroller 2012 contains six groups of scenarios. The scenarios in each group have similar objectives. In order to ensure that tournaments contain a variety of different scenario types, TOs must 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 the random scenario table below.

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

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

TOs should stress that it is imperative all players pursue both the scenario and assassination victory conditions during the match 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 - Center Close Quarters Gauntlet Overrun

2 - Distant Guidons Demolition Destruction

3 - Dual Incursion Process of Elimination Outflank, Outfight, Outlast

4 - Flank A Flag Too Far Bunkers Envelopment

5 - Objective Supply and Demand Incoming Restoration

6 - Radial Command and Control Diversion 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.

Flank Deployment Diagram

SR2012 also contains radial scenarios where players deploy from the right hand corner of the board and a player’s table edge is defined as the two table edges that intersect at the right-hand corner. Mechanics that are measured from a player’s back table edge may use a point on either of the two sides 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 are different sizes based on turn order.

In standard and flank deployment the first player has a 7˝ deployment zone (13˝ AD) and the second player has a 10˝ deployment zone (16˝ AD).

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

Terrain Terrain is a key element for games of Warmachine and Hordes. Terrain pieces should present choices to both players but should not give an undue advantage to either. To reinforce this principle terrain should be relatively symmetrical on a table. For example if one side of the board contains a forest, 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 open areas without unduly constricting movement. The size of terrain pieces is also important; no piece should be insignificantly small or extremely large. A piece of terrain should vary from 4 to 8 inches in length and width when measured. There are always exceptions to these rules but keep them in mind when choosing terrain for your venue.

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

• Do not place terrain within deployment zone areas. This does not apply to Advance Deployment 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. Note that all other terrain types can be placed within the zones.

TOs can choose whether to fully represent the zones presented in the scenario packet with templates 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 to fulfilling scenario conditions. Any attempted abuse of this mechanic is grounds for disqualification. If a 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, even if this error is noticed after the fact.

Complications SR2012 introduces complications to scenario play. Complications are additional rules that make a scenario more difficult for both players. Complications can only be used in designated scenarios. The rules associated with complications will only be listed here. 1. Kill Box – If a player ends his turn with a friendly warcaster/warlock within 10” of any board edge, starting on the first player’s 2nd turn, then that warcaster/warlock is destroyed.

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2. Reinforcements – Additional points added to a player’s army list(s) that are only used in scenarios with the reinforcements complication. These points must be included in a player’s army list(s), with battlegroup affiliation if applicable, even though reinforcements scenarios may not be played. Reinforcements follow the normal Field Allowance rules for their corresponding list. Warcasters, Warlocks, models/units with the Pre-Deployment, Attached, Companion rule or models/unit that cannot begin the game in play cannot be Reinforcements. Reinforcements do not contribute to the achievement of Tiers, grant or gain Theme Force bonuses (including FA adjustments) but must follow the restrictions of the list. Reinforcement models cannot be bonded. Reinforcements lose the Ambush ability. During the maintenance phase, on a player’s 2nd

turn or later, these models can be placed within 3” of the reinforcements line shown in the scenario diagram. All of a player’s reinforcements must be placed on the same turn.

On the turn that reinforcement warjacks enter the game, during the focus allocation step of your Control Phase, they are allocated 3 free focus. This focus is only applied to warjacks controlled by a warcaster that started the game in play and cannot exceed the normal focus allocation limit. On the turn that reinforcement warbeasts enter the game they can be forced while outside of their controlling warlock’s control area. This rule only applies to warbeasts controlled by a warlock that started 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

Starting the Game Players can ask to see their opponent’s lists at any time, including before final list selection, before the start of the game, and during play. A player must take care not to disrupt the flow of the game while doing this. All models in each list must be presented to an opponent upon request before list selection. Before the starting roll the players secretly choose one of their lists after the pairings and scenarios for the game have been announced. Players must conceal the card for their selected warcaster or warlock on the table. Players cannot change their lists after making this selection. Both players reveal 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 the first or second player. The second player chooses his table edge. The first player deploys first and

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takes the first turn. TOs have the option to predetermine table sides for players in order to save time during deployment. Final Standings <Develop SoS alternative for conventions due to large number of drops>

Players score tournament points based on their performance during each match. 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 score, determine which one ranks higher by adding the tournament score of all of the opponents each player faced over the previous rounds (strength of schedule). For example, after four rounds Jason and Doug are tied for second place. To break the tie, the TO adds up all the tournament points of Jason’s opponents for the previous four rounds and compares the total to the combined score of Doug’s opponents for those rounds.

The player whose opponents have the highest total score has the best strength of schedule score and earns the higher rank. If strength of schedule is the same for both players, the player who accrued the most control points throughout the tournament earns the higher rank. If control points are the same for both players, the player who accrued the most enemy army points destroyed throughout the tournament earns the higher rank. When counting destroyed army points, use the destruction 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 opponent’s side of the board while their warcaster/warlock is within a zone. Complication: Kill Box

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

At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point by controlling the zone on his opponent’s half of the board while his warcaster or warlock is within a zone.

Victory Conditions The first player to earn at least 3 control points and have 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 in “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within the zone on your opponent’s half of the board.

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#2 – Gauntlet (Center Scenario) Special Rules Summary: Players attempt to control a zone on the opponent’s side of the board. Complication: Kill Box

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

At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point if he controls the zone on the opponent’s half of the board.

Victory Conditions The first player to earn at least 2 control points and have 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 in “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within the zone on your opponent’s side of the board.

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#3 – Overrun (Center Scenario)

Special Rules Summary: Players attempt to control a rectangular zone in the center of the board. Complication: Kill Box

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

At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control point 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 as outlined 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. Mark two zones (4” diameter circles) and place two objectives in accordance with the diagram below. Objectives cannot be damaged.

When a player controls an objective his Warcaster(s)/Warlock(s) gain the Guidon Bearer ability.

Guidon Bearer – This ability cannot interrupt an advance. During this model’s activation if there is an objective within 4” of this model then place that objective, using least disturbance (WARMACHINE Prime, p.65) if necessary, in B2B with this model. Friendly models/units within this model’s CMD immediately rally. Each player may only use the Guidon Bearer ability once per turn and cannot use it on his first turn.

At the end of each player’s own turn, starting on the second player’s second turn:

- Player 1 earns 1 control point when OBJ P1 is within ZONE1 and there are no enemy models contesting ZONE 1. Player 1 earns 2 control points when OBJ P1 is within ZONE2 and there are no enemy models contesting ZONE 2.

- Player 2 earns 1 control point when OBJ P2 is within ZONE2 and there are no enemy models contesting ZONE 2. Player 2 earns 2 control points when OBJ P2 is within ZONE1 and there are no enemy models contesting ZONE 1.

Victory Conditions The first player to earn at least 4 control points and have more control points than the 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 “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within the zone on the opponent’s side of the board.

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#5 – Demolition (Distant Scenario) Special Rules Summary: Players attempt to demolish or control a zone on the opponent’s side of the board.

Center one objective and mark two zones (8” diameter circles) in accordance with the diagram below. Objectives in this scenario cannot be damaged.

When a player controls an objective his Warcaster(s)/Warlock(s) gain the Demolish ability.

Demolish – This ability cannot interrupt an advance. During this model’s activation if there is an objective within 4” of this model then place a 5” AOE within 4” of this model. Models within the AOE suffer an unboostable POW 14 magical damage roll and are knocked down. Each player may only use the Demolish ability once per turn and cannot use it on his first turn.

At the end of each player’s turn, starting on the second player’s second turn:

- A player earns 1 control point if he controls the zone on his opponent’s half of the board.

- A player earns 1 control point when his warcaster or warlock uses the Demolish ability and places the AOE within the zone on his opponent’s half of the board.

Victory Conditions The first player to earn at least 3 control points and have 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 in “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within the zone on your opponent’s side of the board.

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#6 – Destruction (Distant Scenario) Special Rules Summary: Players attempt to destroy two objectives on the opponent’s side of the board. Before deployment, position an objective on both “OBJ1” positions in accordance with the diagram below. When an “OBJ1” objective is destroyed place an objective in the “OBJ2” position on the same side of the board during the next maintenance phase using the rule of least disturbance (WARMACHINE Prime, p.65). When a player controls an objective his Warcaster(s)/Warlock(s) gain the Armorer ability.

Armorer – This ability cannot interrupt an advance. During this model’s activation if there is an objective within 4” of this model then that Objective gains +2 ARM. Each player may only use the Armorer ability once per turn and cannot use it on his first turn.

Victory Conditions Players earn 1 control point for each objective that is destroyed on their opponent’s side of the board. 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 as outlined in “Victory & Tiebreakers,” For the 3rd tiebreaker, count only the army points within 4˝ of an objective on your opponent’s side of the board.

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#7 – Incursion (Dual Scenario) Special Rules Summary: Players attempt to control two flags on the centerline of the board. Place three flags in accordance with the diagram below.

At the end of the second player’s first turn, randomly remove one flag from the board.

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

Victory Conditions The first player to earn at least 3 control points and have more control points than the 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 “Victory & Tiebreakers.” For the 3rd

tiebreaker, count only the army points within 4˝ of a flag.

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#8 – Process of Elimination (Dual Scenario) Special Rules Summary: Players attempt to control two central zones. Mark two 6˝ x 14˝ zones in accordance with the diagram below.

At the end of each player’s turn, starting on the second player’s 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 control point in each zone during the game.

Victory Conditions The first player to score 2 control points and have more control points than his opponent wins the game. If both players reach 2 control points on the same turn re-open scoring in both zones and play until a player earns 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 as outlined in “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within the two control zones.

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#9 – Outflank, Outfight, Outlast (Dual Scenario) Special Rules Summary: Players attempt to control two zones on the centerline of the board. Complication: Reinforcements

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

Victory Conditions The first player to earn at least 3 control points and have more control points than the 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 “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within either zone.

BETA DRAFT 14 NOV 2011

#10 – A Flag Too Far (Flank Scenario)

Special Rules Summary: Players attempt to control two flags near their opponent’s deployment zone. Complication: Reinforcements Place four flags in accordance with the diagram below.

At the end of each player’s turn, starting on the second player’s second turn:

- player 1 earns 1 control point if he contests flag F2 while controlling flag F1

- player 2 earns 1 control point if he contests flag F4 while controlling flag F3.

- If either player controls both of their scoring related flags, they earn an additional control point. Victory Conditions The first player to earn at least 3 control points and have more control points than his opponent, immediately wins the match.

If time runs out before a player has won via scenario or assassination victory, break the tie as outlined in “Victory & Tiebreakers.” For the 3rd tiebreaker, player 1 only counts the army points within 4˝ of flags F1 or F2; player 2 only counts the army points within 4˝ of flags F3 or F4.

BETA DRAFT 14 NOV 2011

#11 – Bunkers (Flank Scenario)

Special Rules Summary: Players attempt to control a zone on their opponent’s half of the board. Complication: Reinforcements Mark two zones (8” diameter circles) in accordance with the diagram below.

At the end of each player’s turn, starting on the second player’s second turn, player 1 earns 1 control point if he 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 and have more control points than the opponent, immediately wins the match.

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

BETA DRAFT 14 NOV 2011

#12 – Envelopment (Flank Scenario)

Special Rules Summary: Players attempt to control a rectangular zone. Complication: Reinforcements Mark a two 18˝ x 6˝ zones in accordance with the diagram below.

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

Victory Conditions The first player to earn 2 control points immediately wins the match.

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

BETA DRAFT 14 NOV 2011

#13 – Supply and Demand (Objective Scenario)

Special Rules Summary: Players attempt to destroy an objective on their opponent’s side of the board and control two zones. Mark two zones (12” diameter circles) and place two objectives in accordance with the diagram below.

When a player controls an objective his Warcaster(s)/Warlock(s) gain the Resupply ability.

Resupply – This ability cannot interrupt an advance. During this model’s activation if there is an objective within 4” of this model then add 3 points to that objective’s Damage statistic (i.e. 15 becomes 18). Objectives may exceed their initial Damage statistic. Additionally, friendly models activating within 4” of the same objective may run, charge or make power attacks without being forced or spending focus for one turn. Each player may only use the Resupply ability once per turn and cannot use it on his first turn. When a player disables an objective models within 2” of that objective suffer a POW 14 magical damage roll and are knocked down. At the end of each player’s turn, starting on the second player’s second turn:

- player 1 earns 1 control point if he controls the zone on his own half of the board and OBJ1 is within that zone

- player 2 earns 1 control point if he controls the zone on his own half of the board and OBJ2 is within that zone.

- a player earns 2 control points if he controls the zone on his opponent’s half of the board and there is no objective within that zone.

Victory Conditions The first player to earn at least 4 Control Points and have more Control Points than his opponent, immediately wins the match. If time runs out before a player has won the match via scenario or assassination victory, break the tie as outlined in “Victory & Tiebreakers”. For the 3rd tiebreaker, only count the army points within the zone on your opponent’s half of the board.

BETA DRAFT 14 NOV 2011

#14 – Incoming (Objective Scenario)

Special Rules Summary: Players attempt to destroy an objective and control a zone on their opponent’s half of the board. Mark two zones (14”x6” rectangles) and place two objectives in accordance with the diagram below.

When a player controls an objective his Warcaster(s)/Warlock(s) gain the Incoming! ability.

Incoming! – This ability cannot interrupt an advance. During this model’s activation if there is an objective within 4” of this model then mark a point in a rectangular zone. Make a scatter roll from the same objective and place a 3” rough terrain AOE, models within the AOE suffer an unboostable POW 12 magical damage roll. Each player may only use the Incoming! ability once per turn and cannot use it on turn 1. At the end of each player’s turn, starting on the second player’s second turn:

- A player earns 1 control point if there is an objective on his own half of the board and he controls the rectangular zone on his own half of the board.

- Player 1 earns 2 control points if OBJ2 is destroyed and he controls the rectangular zone on his opponent’s half of the board.

- Player 2 earns 2 control points if OBJ1 is destroyed and he controls the rectangular zone on his opponent’s half of the board.

Victory Conditions The first player to earn at least 4 Control Points and have more Control Points than his opponent, immediately wins the match. If time runs out before a player has won the match via scenario or assassination victory, break the tie as outlined in “Victory & Tiebreakers”. For the 3rd tiebreaker, only count the army points within the rectangular zone on your opponent’s half of the board.

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#15 – Restoration (Objective Scenario)

Special Rules Summary: Players attempt to destroy an objective on their opponent’s half of the board and control two zones. Mark three zones (two 8” diameter circles and one 14”x6” rectangle) and place two objectives in accordance with the diagram below.

When a player controls an objective his Warcaster(s)/Warlock(s) gain the Aid ability.

Aid – This ability cannot interrupt an advance. During this model’s activation if there is an objective within 4” of this model choose a friendly model within 4” of the same objective. Remove all continuous effects from the chosen model and heal it for D3 damage. Each player may only use the Aid ability once per turn and cannot use it on his first turn. At the end of each player’s turn, starting on the second player’s second turn:

- a player earns 1 control point if he controls the rectangular zone and there is an objective within the zone on his own half of the board.

- a player earns 2 control points if he controls the zone on his opponent’s half of the board and there is no objective within that

zone.

Victory Conditions The first player to earn at least 2 Control Points and have more Control Points than his opponent, immediately wins the match. If time runs out before a player has won the match via scenario or assassination victory, break the tie as outlined in “Victory & Tiebreakers”. For the 3rd tiebreaker, only count the army points within the zone on your opponent’s half of the board.

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#16 – Command and Control (Radial Scenario) Special Rules Summary: Players attempt to control a zone in the center of the board 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 this scenario, 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 controlling flags in this scenario.

At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control point for controlling the zone.

Victory Conditions The first player to earn 2 control points immediately wins the match.

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

BETA DRAFT 14 NOV 2011

#17 – Diversion (Radial Scenario) Special Rules Summary: Players attempt to control a flag to their right while contesting a zone on their opponent’s half of the board. 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 control requirements for flags, a player must contest the zone on the opponent’s half of the board in order to control his designated flag. Players do not earn control points for controlling zones in this scenario.

At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control point for controlling his designated flag.

Victory Conditions The first player to earn at least 2 control points and have more control points than the opponent immediately wins the match.

If time runs out before a player has won the match via scenario or assassination victory, break the tie as outlined in “Victory & Tiebreakers.” For the 3rd tiebreaker, count only the army points within 4” of either 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 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.

#18 – Sacrifice (Radial Scenario) Special Rules Summary: Players attempt to control a zone while 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 this scenario. At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 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 by a player who scored that turn, suffer a POW 20 magic damage roll and are pushed 3˝ directly away from the flag and knocked down.

Victory Conditions The first player to earn 2 control points immediately wins the match.

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

BETA DRAFT 14 NOV 2011 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 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 Glossary

Starting number: The number of models that a model/unit starts with based on the PC paid. Models that are discounted always use their card’s listed PC and model count for scoring. Models that are free also use the card’s PC and model count for scoring. If a free model/unit does not begin the game in play then the lowest PC on the card is used to determine the model count required for scoring.

Own: Models listed, or created by effects, within a player’s fielded army list.

Control: See Zone, Flag and Objective.

Contest: A player must own at least one model within a zone, within 4” of a flag, or within 4” of an objective to contest. Inert warjacks, wild warbeasts, fleeing models, out of 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 more models within a zone that an opponent does not contest. Ignore inert warjacks, wild warbeasts, fleeing models, out of formation models and models that you own that are under the 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% or more of its starting number (rounding up) and all remaining models 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 to see if each model is worth at least 1 point. For multiple model solos to control a zone they must contain 50% or more of their starting number (rounding up) and all remaining models must be within the same zone.

Reinforcements – During the maintenance phase, on a player’s 2nd

turn or later, these models can be placed within 3” of the reinforcements line shown in the scenario diagram. All of a player’s reinforcements must be placed on the same turn.

On the turn that reinforcement warjacks enter the game, during the focus allocation step of your Control Phase, they are allocated 3 free focus. This focus is only applied to warjacks controlled by a warcaster that started the game in play and cannot exceed the normal focus allocation limit. On the turn that reinforcement warbeasts enter the game they can be forced while outside of their controlling warlock’s control area. This rule only applies to warbeasts controlled by a warlock that started the game in play.

Flag (50 mm base): All flags are models with the following qualities:

• Incorporeal, stationary, large-based 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 models B2B with a flag that an opponent does not contest. Ignore inert warjacks, wild warbeasts, fleeing models, out of formation models and models that you own that are under the control of your opponent when checking for control conditions. There are no additional requirements for warcasters, 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 the flag.

If the B2B model is a solo 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 to see if each model is worth at least 1 point. For multiple model solos to control a flag the solo must contain 50% or more of its starting number (rounding up) and all remaining models must also be within 4˝ of the flag.

Objective (50 mm base): A player controls an objective if his warcaster/warlock is within 4” of an objective that an opponent does not contest.

Some scenarios will add additional qualities to objectives or contradict the properties below - in those cases the scenario takes precedence. All objectives are structures (Warmachine Prime, p.88) with the following additional qualities:

• ARM 20/Damage: 15 • 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, pushed

or placed

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

Victory and Tiebreakers

Assassination Victory: When only one player owns Warcasters/Warlocks remaining in play, that player immediately wins the game. Conduct CP scoring upon an assassination victory – this round of scoring does not change game results. If all WC/WL’s are simultaneously destroyed the game ends and victory is determined by tiebreaker conditions.

Scenario Victory: When a player has fulfilled the victory conditions described in the scenario, that player immediately wins the game.

1st Tiebreaker: If time runs out before a player has won the game, the player who owns the most warcasters/warlocks remaining in play wins the game. If both players own the same number of warcasters/warlocks in play, check the 2nd tiebreaker to determine the winner.

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

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

• Warcasters/Warlocks: 5 points for each warcaster or warlock (regardless of warjack and warbeast bonus points) within the scoring area. If a warcaster or warlock choice consists of multiple models, all the models with the warcaster or warlock subtype must be within the scoring area. Models automatically included with the warcaster or warlock choice without the warcaster or warlock subtype do not affect warcaster/warlock scoring.

• Warjacks/Warbeasts: Points equal to the army point cost of the model within the scoring area.

• Units and Unit Attachments: Points equal to the unit’s army point cost. Ignore units that have fewer than 50% (rounding up) of their starting number remaining in play when counting army points. At least half (rounding up) of the remaining models must be within the scoring 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.

• Solos: Points equal to the army point cost of the model within the scoring area. If a solo choice consists of multiple models, ignore solo choices that have fewer than 50% (rounding up) of their starting number remaining in play when counting army points. All remaining models must be within the scoring area for the solo choice’s value to be counted.

4th Tiebreaker: Tally each player’s army points destroyed as described below. The player whose opponent suffered more army points destroyed wins the game.

• 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.

• Count the full army points value for inert warjacks and wild warbeasts.

• Warcasters and warlocks are worth 5 army points.

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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 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 Scoring - Exceptions All the standard rules for scenarios are contained within the SR2012 scenario reference sheet above. 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 Warlocks Yes (Either model can control a zone/flag)

All lesser warlocks are worth 2 points. Companion warbeasts included with these models are worth the Lesser Warlock’s PC minus 2.

All lesser warlocks are worth 2 points. Companion warbeasts included with these models are worth the Lesser Warlock’s PC minus 2.

Light Warjacks/Warbeasts without 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 opponent’s turn group all remaining created Incubi into groups of 5 and the remainder into another group of X, which counts as X remaining from a group of 5. Each of these groups now counts as a purchased Incubi solo and follows the standard scenario rules for multiple model solos.

Feralgeist Yes

If controlling a friendly warbeast use the warbeast’s PC.

If controlling an enemy warbeast place in B2B with the controlled warbeast, using least disturbance (WARMACHINE Prime, p.65) if necessary, and then remove the warbeast from play.

1 Army Point

Machine Wraith Yes

If controlling a friendly warjack use the warjack’s PC.

If controlling an enemy warjack place in B2B with the controlled warjack, using least disturbance (WARMACHINE Prime, p.65) if necessary.

1 Army Point

Multiple model solos that do not begin in play

Standard Standard

If two ore more multiple model solos are in a list all casualties are counted towards the same solo until it is 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 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.

Steamroller 2012 Appendix Official WARMACHINE & HORDES Tournament Variants Steamroller 2012 (SR2012) provides an official format for Tournament Organizers (TOs) of WARMACHINE and HORDES events. We realize that not all communities are the same, so we have 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 or competitive format based on the preferences of the players, the needs of the venue, or event time constraints. No matter what choices you make, any combination of variants from this document will constitute an official SR2012 tournament format.

Variant rules are available for the following sections of the SR2012 rules: 1. Army Lists 2. Painting 3. Number of Rounds 4. Match Timing 5. Scenarios 6. Victory 7. Final Standings

Using Variants This document will revisit several rules areas of the SR2012 document. A review of the minimum baseline version of a rule will be listed followed by variant keyword(s) and the description of the variant(s). Not all sections of the SR2012 rules document will have variant options. For example players must always practice good sportsmanship, therefore no variants are available for playing outside 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 appendix variants in use and then listing the appropriate keywords. Players can reference this document for the 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 led by warcasters/warlocks from the same faction. Players cannot include the same version of a model or 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 least once during the event.

Warcaster/Warlock Characters Restricted – Warcaster/warlock characters cannot be included in more than one of a player’s list. Epic versions of a character are the same character.

Characters Unrestricted – 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 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.

Divide and Conquer – The TO will announce the expected number of rounds to be played at the beginning of the tournament. Divide the number of rounds to be played by the required number of lists for each player. The result (rounded down) is the number of times each list must be played during 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 a game. 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 the intended final color scheme on all parts of the model. Bases can be unfinished.

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

Models that do not meet these requirements will not be eligible for play. Whether a model is completed 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 isn’t.

3. Number of Rounds Variants Baseline – All players participate in every round. Play a number of rounds required to determine a clear winner.

X-Round Event – This tournament will have no more than X rounds regardless of the number of players. This type of event can end before X rounds if there is one player with more TP than any other 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. Match Timing Variants Baseline – Basic round times are randomly decreased or increased by a variable (d3 * extension length) that is not revealed to players. During each game, one turn extension is allowed for each player. Dice down when round time is complete.

No Time Limits – Games are untimed. A round continues until all players have completed their games.

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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 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.

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

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 event point 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 with no variable are used, but the chess clock replaces the turn length. Each player’s clock will be set based 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 other player’s turn, the player whose turn it is has the option of switching to the opponent’s time on the chess clock while these actions are resolved.

When chess clocks are used, a player must take meaningful turns, fully activating all his models, or risk disqualification. If a player’s clock runs out of time, that player loses the match.

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 scenario that round. The TO keeps scenarios secret until the start of each round of games.

Scenario(s) (X) – The scenarios that will be played at the event are revealed to all players prior to the event. This variant may also include the order in which the scenarios will be played.

Complication(s) (X) – The listed scenario complications will be added to all scenarios played at the event. Reinforcements cannot be added to radial scenarios.

Warcaster/Warlock Reinforcements – Add a Warcaster or Warlock to the reinforcements section of 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.

6. Victory Variants Baseline – Assassination Victory, Scenario Victory, Control Points Tiebreaker, Army Points Remaining Tiebreaker, Army Points Destroyed Tiebreaker.

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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 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.

No ’Caster Kill – This event does not use ’Caster Kill as a scenario win condition. When a warcaster 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 match is a tie.

7. Final Standings Variants Baseline – If there is no clear winner at the end of the tournament, use the Strength of Schedule tiebreaker followed by Control Points and then Army Points Destroyed.

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

Control Point Scoring – If there is no clear winner at the end of a tournament, use the Control Point 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 of ’caster kill wins as the tiebreak condition (followed by Strength of Schedule and then Control Points, if needed).

Destruction Scoring – If there is no clear winner at the end of a tournament, use the total number of enemy army points destroyed during the tournament as the tiebreak condition (followed by Strength of Schedule and then Control Points, if needed). The method below should also be used to determine awards based on army point destruction. Points are scored each time a model/unit is destroyed (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/unit’s card even if that model/unit was brought into the army via other means (example: Dark Industries) or if the models received 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 current top four players on two “finals tables.” The first finals table matches the current first-ranked player against the current second-ranked player. The second finals table matches the current third-ranked player against the current fourth-ranked player.

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

BETA DRAFT 14 NOV 2011

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 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.

The Finals Tables variant should be used only in events that are planned for the number of rounds recommended in the Steamroller 2012 rules based on player attendance, and it cannot be combined with any other Final Standings Variant. Also, this is not a preferred variant, as it places the luck of the draw (when someone lost to the champion) above game-related scoring metrics such as opponent difficulty, control points, army points, and assassination.

Logistics TOs should always consider the best way to run events for their players given the resources they have available. These resources include a place to run the event, the amount of time available, tokens to mark the corners or center of scenario zones, timers, etc. For example, if you have limited time 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 have available 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 • Complication: 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 of formats to create a unique combination of tournaments at a convention or weekend event. See below 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” Tournament SR2012 Appendix rules:

• Complication: Kill Box

Saturday: 75-pt SR2012 “Hardcore!” Tournament SR2012 Appendix rules:

BETA DRAFT 14 NOV 2011

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 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.

• One List Required • Hardcore Painting Required • Hardcore Time Limits • Scenario: Close Quarters • Complication: Kill Box • Assassin Scoring

Sunday: 35-pt SR2012 “Dual Strike” Tournament

SR2012 Appendix rules: • Complication: Reinforcements • Warcaster/Warlock Reinforcements

Privateer Press Tournament Requirements WARMACHINE and HORDES Masters and Hardcore tournaments are held to a higher standard than other Steamroller tournaments. As such, they have certain requirements that must be met in order to host one at a convention or event. First and foremost, all Masters and Hardcore tournaments must be pre‐approved by Privateer Press. All of the requirements below must be met in order to qualify for an officially sanctioned Masters or Hardcore tournament, and only approved tournaments will receive Masters trophies or Hardcore medals for prize support. Masters Tournaments - U.S. Requirements Convention attendee minimum: 1,000+ or 100+ WARMACHINE/HORDES players Masters tournament participant minimum: 32+* Qualifiers: Any qualifiers must be held at the same convention, but are not required. Format: 35 or 50 Point Steamroller 3 Lists Required Chess Clock or Death Clock timing variants are allowed Prize Support: Steamroller trophies ($74.99) or Masters trophy ($100.00) (must be purchased from Privateer Press) * If your Masters tournament contains qualifiers, the total number of players in the qualifiers must be a 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 from the two qualifier tournaments. Masters Tournaments - International Requirements Convention attendee minimum: 500+ or 50+ WARMACHINE/HORDES players Masters tournament participant minimum: 32+ * Qualifiers: Any qualifiers must be held at the same convention, but are not required. Format: 35 or 50 Point Steamroller 3 Lists Required Chess Clock or Death Clock timing variants allowed

BETA DRAFT 14 NOV 2011

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 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.

Prize 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 be a 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 from the two qualifier tournaments. Hardcore Tournaments - U.S. & International Requirements Convention attendee minimum: 100+ Hardcore tournament participant minimum: 32+ Qualifiers: No qualifiers are allowed. Format: 35 or 50 Point Steamroller 1 List Required Hardcore Painting Required Hardcore Time Limits (Death Clock timing variant allowed) Scenario: Close Quarters Complication: Kill Box Assassination Scoring Prize Support: Hardcore medals ($50.00) (must be purchased from Privateer Press)

BETA DRAFT 14 NOV 2011

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 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.

STEAMROLLER 2012 PLAYER RECORD SHEET

PLAYER NAME: FACTION:

Round Opponent Name Result Control Points

OPP AP Destroyed

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

Cost:

LIST 1 REINFORCEMENTS LIST 2 REINFORCEMENTS