Rules for Warmachine

Dice and Rounding

WARMACHINE uses six-sided dice, abbreviated d6, to determine the success of attacks and other actions. Most events, such as attacks, require rolling two dice (abbreviated 2d6). Other events typically require rolling one to four dice. Die rolls often have modifiers, which are expressed as + or – some quantity after the die roll notation. For example, melee attack rolls are described as “2d6 + MAT.” This means “roll two six-sided dice and add the
attacking model’s MAT stat to the result.”

Some events call for rolling a d3. To do so, roll a d6, divide the result by 2, and round up.

Some instances call for a model’s stat or a die roll to be divided in half. For distance measurements, use the actual result after
dividing the number in question. For everything else, always round a fractional result to the next highest whole number.

Additional Dice and Boosted Rolls

Sometimes a special rule or circumstance will allow a model to roll an additional die. An additional die is a die added to the
number of dice a model would ordinarily roll. For example, when a model makes a ranged attack roll, it generally rolls 2d6 and adds
its RAT stat. If the model gains an additional die on this attack, it would roll 3d6 and add its RAT stat.

A die roll can include multiple additional dice as long as each additional die comes from a different rule.

Some effects grant models boosted attack or damage rolls. Boosting a roll allows you to roll one extra die. If a model has
a rule that gives it the option to boost a roll, you must declare it is boosting before rolling any dice for the roll. Each attack or
damage roll can be boosted only once, but a model can boost multiple rolls during its activatiLeon. When an attack affects several
models, the attack and damage rolls against each individual model must be boosted separately.

Even though they affect die rolls similarly, boosting a roll is different than gaining additional dice. A roll can be boosted and
gain additional dice.

EXAMPLE: The damage roll for a charge attack that hits is boosted, meaning it adds an extra die to its damage roll. Because
this roll is already boosted, the model cannot spend focus to boost the damage roll again in order to receive a total of two
extra dice on the roll. A model that receives an additional die on an attack or damage roll can still also boost that roll, however.

Rule Priority: If one rule says something cannot happen that would override a rule that stats something can happen.

Active or Inactive player: If a model is making an attack, its controller is the active player.  I no model is making an attack, the active player is the player whose turn it is.  In both cases, the other player is the inactive player.  When resolving effects that occur” after the attack is resolved,” the active and inactive players remain the same as during the attack until all effects triggered by the attack are resolved.

Triggers: Some rules will describe a conditional effects, also refereed to as Triggered effects.  These rules will typically describe the trigger condition, the timing of the trigger, the resulting effect, and the timing of the resolution of this effect.  If no specific timing is described, the effect is resolved upon the trigger condition being met.

If a triggered effect contains an optional part, indicating the player can do something, the player can choose not to resolve that part of the effect but the trigger will still count as having resolved.

Whenever two or more special rules are triggered at the same time, such as attack hit or end activation, the active player chooses the order in which special rules on their model resolve and resolves them, then the inactive player chooses the order in which special rules on their models resolve and resolves them.

Some effects cause certain conditions of an attack, such as whether it hit or what models it disabled or destroyed, to change during resolution.  when resolving triggered effects, recheck trigger conditions as you resolve each special rule.  If a condition is not longer met, the effect does not resolve.  Similarly, if an effect on one model causes a condition to change on another model, effects triggered by that condition will resolve for each of those models.

Use of Any Tie Special Rules: Spells, feats, and other special rules that state they can be used at any time during this model’s activation can be used before moving, after moving, before making an attack, or after an attack but not while moving, attacking, or resolving another triggered effect.  A model cannot interrupt movement or an attack to use one of these special rules.  Additionally, a model cannot use one these special rules after running.

Measuring Distances: You can measure any distance for any reason at any time.  A model is within a given distance when the nearest edge of its base is within that distance even if it is exact. If models bases overlap, they are within 0″ of each other.

Model Types, Stats, and Damage Capacity

Warcasters: A warcaster is a tremendously powerful sorcerer, warpriest, or battle mage with teh ability to control a group of warjacks telepathically.  Warcasters can use the many rules that are common to all warcasters and are not listed on the model’s stat card.

Leaders: The various factions warring across the Iron Kingdoms are led by a variety of heroes and champions, whether they are carcasters, warlocks, or even infernal master.  Each is considered to be a leader model.  A rule affecting a leader or leader model affects any model with the leader rule.

Warjacks: A warjack is a steamjack built expressly to wage war. Armed with fearsome ranged and close-combat weaponry.  Though able to think and operate independently, a warjack reaches it full potential only when controlled by a warcaster.  The warcaster forms a telpathic link to each of the warjacks in their battlegroup.  This link lets the warcaster give their warjacks commands and use focus to boost their abilities with just a thought.  The telepathci connection linking a warcaster to their warjacks is fragile.  A warjack whose cortex is cripple cannot have focus points.  Even worse, should a warcaster become incapacitated, their telepathic link to the jacks is severed.  The accompanying feedback of uncontrolled magical energies overloads their warjacks cortexes causes the machines to become inert.  Warjacks are independent cohort models.  All warjacks have the construct advantage and are not living.  Models with the Warjack type have all the common rules of warjacks.

Warlocks: A warlock is a leader of raging beasts and feral troops.  A warlock is a tremendously powerful sorcerer, shaman, or duid with teh ability to control a group of warbeasts telepathically.  A warlock can use fury points drawn from the warbeasts in its battlegroup to enhance its own combat abilities and cast spells.  Warlocks are independent leader models.  A model with model type warlock has all the abilites that are common to all warlocks and are not listed on the model’s stat cards.

Warbeasts: Warbeasts are creates noted for formidable battle prowess and a capacity to be controlled by warlocks.  Though warbeasts are capable of acting on their own, a warlock’s dominating will overrides their individuality except in cases of frenzy.  Models with the model type Warbeast have many rules that apply to warbeasts that are not listed on their stat cards.

Model Statistics

Spd, Speed – a model’s movement rate.  A model moves up to its SPD in inches when making a full advance.

AAT, Arcane Attack – A measure of a model’s potency in combat when casting offensive spells.  A model uses its AAT when making arcane attack rolls.

MAT, Melee Attack – A model’s skill with melee weapons such as swords and hammers or with natural weapons like fists and teeth.  Used for making melee attack rolls.

RAT, Ranged Attack – A model’s accuracy with ranged weapons such as guns and crossbows or thrown weapons like spears and knives.  Used for when making ranged attack rolls.

DEF, Defense – A model’s ability to avoid being hit by an attack.  A model’s size, quickness, skill, and even magical protection all contribute to its DEF.  An attack roll must be equal to or greater than the target model’s DEF to score a hit against it.

ARM, Armor – A model’s ability to resist being damaged.  This resistance can come from natural resilience, worn armor, or even magical benefits.  A model takes 1 damage point for every point by which a damage roll exceed its ARM.

ARC, Arcana – A measure of model’s arcane power.  Only models that cast spells using focus or fury points, such as warcaster and warlocks, have an ARC stat.  Arc determines a model’s beginning focus or fury points.

FURY – indicates how much a warbeast can be forced.  When warbeasts are forced to perform certain actions, they generate fury points, the arcane resources used by warbeasts and warlocks.  Models with the Fury Manipulation ability, such as warlocks, draw on the fury to enhance their own abilities.

CTRL, Control Range – determines a warcaster or warlock’s control range.

THR, Treshold – a measure of a warbeast’s ability to resit frenzy.

Hardpoints – A customizable warjack or warbesat’s hardpoints determine where its weapons and equipment can be added to the model.

Weapon Statistics

A pistol denotes a ranged weapon.  A sword denotes a melee weapon.

RNG, Range – the maximum distance in inches between the attack’s point of origin and the target before the attack will automatically miss.  Measure range from the edge of the point of origin’s base nearest to the target, up to the maximum range of the attack.  Spray attacks use special range descriptors beginning with SP.  A RNG or CTRL indicates the weapon can target any model in the attacking model’s control range.  Remember, the attacking model needs line of sight to a model to target it.  A RNG of “*” indicates the model’s special rules ocntain information about determining the RNG.  Some special rules can affect a weapon’s range.  If a weapon’s RNG is reduced to 0 or less by some effect, the weapon cannot be used to make attacks.

ROF, Rate of Fire – the number of initial attacks a model can make with this ranged weapon during its activation.

AOE, Area of Effect – When resolving a direct hit with an area of effect weapon, this determines how many inches away from the target that other models will suffer blast damage.  It also determines how many inches away from the target that other models will suffer blast damage.  It also determines the potential number of models that can suffer blast damage from the attack.

POW, Power – the value used when making damage rolls.  A weapon or attack marked with a POW of – does not cause damage.  Some special rules can affect a weapon’s POW.  A weapon’s power can never be reduced to less than 0.  On an area of effect weapon, the number after the / is the POW of blast damage inflicted by the weapon.

L/R/H, Location – the weapon stat bar of warjacks indicate where their weapons are located: L – left arm, R right arm, H – head, S – superstructure.  When all of a warjack’s system boxes for a location have been damage, taht system is crippled.

Gameplay, Turn Sequence, Movement & Actions

Maintenance Phase

Control Phase

Activation Phase

Any markers that are expire at the beginning of your turn are removed before maintenance phase.

Maintenance Phase

  1. Remove all focus points from your warjacks.  Remove all focus points in excess of the ARC stat for each of your models with the Focus Manipulation special rule.  Remove all fury points in excess of the ARC stat for each of your models with the Fury Manipulation rule.  Leave fury points on warbeasts at this time.
  2. Check for expiration of continous effects on any models you control.   After checking for expired continuous effects, resolve the effects of those that remain in play.
  3. Resolve all other effects that occur during the Maintenance Phase.

Control Phase

  1. Each of yoru models with the Focus Manipulation special rule, like warcaster, replenishes its focus points.  To replenish focus, a model gains focus points so that is has number equal to its current ARC.  Each of your models with the Fury Manipulation special rule, like warlocks, can leech any number of fury points from warbeasts in its battlegroup that are in its control range.  However, a model cannot exceed its current ARC in fury points as a result of leeching.
  2. After leeching, a model with the Fury Manipultion special rule can additionally gain up to 1 fury point for each medium based or larger warbeast taht was part of its battlegroup and has been destroyed or removed from play as a result of spirit bond.  If a destoryed warbeast returns to play for any reason, this model can no longer gain fury points for that warbeast from spirit bond while that warbeast remains in play.  A model cannot exceed its ARC in fury points as a result of Spirit Bond.
  3. Warjacks power up.  Each warjack in a battlegroup that has a functional corttex and is within its controller’s control range.  gains 1 focus point.  A warjack with a crippled cortex or no cortexat all cannot power up and does not gain this focus.
  4. Each model with the focus manipulation special rule can allocate focus points to warjacks in its battlegroup that re in its control range.  A model cannot allocate focus to a warjack with a cripple cortex.
  5. Each model with the focus manipulation special rule can spend focus points to maintain its upkeep spells in play.  Similarly, each model with the Fury manipulation special rule can spend fury points to maintain its upkeep spells in play.  If a model does not spend focus or fury points to maintain an upkeep spell, the spell expries, its effects immediately end.
  6. Make a threshold check for each of your warbeasts with 1 or more fury points left on it.  Any warbeasts that fail the check immediately frenzy.
  7. Resolve all other effects that occur during the control Phase.

Activation Phase

All models must be activated once per turn.  Units and independent models are activated one at a time in the order your choose.  A model cannot forfeit its activation unless allowed to do so by a sepcial rule.  A model must be on the table to activate.

Activation consits of Normal Movement and Combat Actions.  Normal movement must be resolved before progressing to its combat actions.

Forfeiting Normal Movement or Combat Actions

Some rules require a model to forfeit its normal movement or combat action or allow it to do so voluntarily for some benefit.  This happens in place of the movement or combat.  A model cannot voluntarily forfeit if the model cannot forfeit becasue of multiple effects.

Movement

Models generally only move during this phase though some special rules permit movement at other times.

Advancing refers to movement a model intentionally amkes and not due to involuntary movement caused by effects.  Make all measurements from the front of an advancing model’s base.  A models base cannot pass over another model’s base.

Unit Movement

When a unit moves choose one trooper model in the unit to move.  Troopers are placed simultaneously.  After determing the model’s movement, place the remaing troopers in the unit within 2″ of that model.  These models must be placed so they have line of sight to the trooper that moved.  Models suffering an effect taht does not allwo them to advance are palced normally but must forfeit their combat action this acctivation and cannot make attacks.  Troopers that cannot be placed within 2″ of the trooper models that moved are destroyed.

If during unit movement the moving moving model is destroyed or removed from play before the other models in its unit are palced, the controlling player  can select another model to move and choose any normal movement option.  When models in the unit move for any other reason, move the models individually as normal.

Movement

  • Forfeit its normal movement
  • Aim
  • Full Advance
  • Run
  • Charge

Additionally some models can choose to perform a power attack encompanssing its normal movement and combat action such as slam or trample.

Aim: the models movement ends.  For the rest of the models activation, each affected model gains a +2 bonus to every ranged attack roll it makes.  Models do not gain this bonus while they are engaged.

Full Advance: The model or unit advances up to its currnet speed (SPD) in inches.

Run:  the model or unit advances up to its current SPD plus 5″.  This forfeits its combat action and its activation ends as soon as it completes it run movement.  If a model cannot run due to some effect and is required to use its normal movement to run, instead of running it forfeits its combat action and makes a full advance, then its activation ends.  A warjack must spend 1 focus point to use its normal movement to run.  A warbeast must be forced to use it Normal Movement to run.

Charge: The model or unit rushes into melle ranged with a rarget and takes advantage of its momentum ot make a more powerful first strike.  A model taht does not have a melee weapon cannot charge.  A model that forfeits its combat action cannot use it normal movement to charge that activation.  Cannot charge a friendly model.

Independent model charges: requrires line of sight.  After declaring charge then advances up to its SPD +3″ in a straight line in any direction taht bring its target into melee range, ignoring terrain, the distance to the charge target, and other models.  The model can’t voluntary stop its movment until its target is in melee range.  The model stops if it contacts a model, an obstackle, or an obstruciton or if it is pushed, slammed, thrown, or placed during its charge movment.  If the model has an ability that allows it to pass through a model, obstacle, or obstruction it is allowed to charge.  With a successful charage the model must use its combat action to make either initial melee attacks or a special attack with a melee weapon.  If the model moved at least 3″ the attack is considered a charge atttack.  The first attack must be against the charged model.  If a charged attack hits, the damage roll is automatically boosted.  After resolving the charge attack, the charging model completes it combat action normally.  If the model does not get into melee range of targe the charge fails, the activation ends.  A warjack must spend 1 focus point to use it normal movement to charge.  A warbest must be foreced to use its normal movement to charge.  If for some reason after the charge the charged target is not able to be attacked the attacker can choose another eligible target but the damage is not automically boosted.

Unit Charges: Sames as independent model except you choose one model from the unit.  After the charge is complete place the other troops in its unit within 2″.  Models in the unit with an enemy in its melee range must use it combat action to make a melee attack or special attack with melee weapon.  If a model in the unit was engaged prior to being palced as a result of its charging must also forfeit its combat action that activation unless it is places within the melee range of all models that were previously engating it.  In that case the attack is not a charged attack and damage rolls are not automically boosted as part of the charge.

Required Charges: Some effects require a model to charge.  If a model is requried to charge and either it cannot or there are no legal charge targets in its line of sigth, the model activates but must forfeit its normal movement and combat action.

Movement Restictions: four movment restictions can occur.

  • Model A must move toward model B.  Model A can move along any path as long as the distance between the two models is decreasing.
  • Model A Must move directly toward model B
  • Model A must move away from model B.  Model A can move any path as long as the distance between the models is increasing.
  • Model A must move directly away from model B.  Must move the most direct path away.

In all of these scenarios a model can still forfeit its movment or choose not to move at all.

End of activation Movement: some special rules enables a model to advance a certain distance at the end of its activation.  Only one of these specaisl rules can apply, the controller chooses.

Unintentional Movement: This could be a pushed, slammed or other effect.

Pushed: Sometimes models can be pushed as a result of an attack, when a model is pushed it suffers the effects of any hazards.

Slammed: can occur from a spell or attack.  When slammed, model is moved a certain distance directly away from the point of orgin then becomes knocked down.  Distance moved is determined by the spell or attack that caused the slam.  The slammed model then suffers a damage roll determined by the spell or attack taht caused the slam.  The model suffers the effects of hazards through whcih its moves and stops if it contacts an obstacle, obstruction, or a model with an equal or lager base.  If slammed into a model with a smaller base, the model moves through it.  An additional die to the damage roll the slammed model suffers if it contacts an obstacle, obstruction, or a model with an equal or larger base.

If the slammed model contacts a model with an equal or smaller base that model becomes knocked down and suffers a collateral damage roll determiend by the spell or attack taht caused the slam.  Collateral damage cannot be boosted.

Thrown: Models can be thrown as a result of an attack or spell.  When thrown the model is moved directly away from the point of orgin a distance determined by the spell.  During this movement the model thrown moves through mdoels with smaller bases without contacting them.  The model still stops if it contacts an obstacle, obstruction, or model with equal or larger base.  After moving, the thrown model becomes knocked down and contacts all models with which it is base to base or overlaps.  The thrown model then suffers a damage roll determined by the spell or attack that cause the throw.  Add an additional die to the damage roll the thrown model suffers if it contacts an obstacle, obstruction, or a model with an equal or larger base.

If a thrown model contacts a model wit han equal or smaller base, the contacted model becomes knocked down and suffers collateral damage determined by the spell or attack that caused the throw.  A large base model does not suffer collateral damage and is not knocked down.

Beyond the Play Area: If an effect would cause a model to move or be placed beyond the table edge (such as being thrown or slammed), the model stops at the table edge and ramins in play.  The table edge does not counts as an obstacle, models do not take additional damage for stopping there.

Falling: A model that is slammed, thrown, pushed, or that otherwise moves off an elevated surface to another surface at least 1 full inch lower falls.  A falling model becomes knocked down and suffers a damage roll.  A fall of up to 2″ causes a POW 12 damage roll.  Add an additional die to the damage roll for every additiaonl 2″ the model falls, rounded up.  Examples a fall of 2″ suffers 2d+12 damage roll.  Fall from 5″ would be 4d6+12.

If a falling model lands on another model, follow the rule of least disturbance to move the non-falling model intoa legal position.

If a falling model contacts a model with an equal or smaller base, the contacted model becomes knocked down and suffers the sme damage roll as the falling model.  A contacted model with a large base than the folling model, however, does not suffer damage and is not knocked odnw.  All damage resulting form the fall is simultaneous.

Rule of Least Disturbance: Some rules can cause the bases of moving models to overlap those of other models temporarily, such as when a model is thrown or slammed.  Once the model has stopped moving, models must be positioned so that no bases overlap.  The model that was moving stays in its infal position, other models are moved out of the way to make room.  If the model that was moving overlaps the base of a model that cannot be moved or if the model that was moving is smaller than the base it overlaps, the moving model is repositioned using the rule of least disturbance.

To determine which models to move and where to move them, first identify the fewest models that would need to be moved to make room.  Then find the locations to move them that create the least total distance moved.  If multiple options yield the least distance – if one models is centered over another, for example – randomly determine the option to use.