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New_Quickstart_Rules
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QUICKSTART RULES
In WARMACHINE™, the very earth shakes during fierce confrontations where six-ton constructs of tempered iron and steel slam into
one another with the destructive force of a locomotive, where lead-spewing cannons chew through armor plating as easily as flesh, and
where a tempest of arcane magics sets the battlefield ablaze with such Armageddon-like proportions that the gods themselves fear to
tread such tormented ground!
Victory shall favor the bold! So bring it on, if you’ve got the metal.
WARMACHINE™ is a fast-paced and aggressive 30mm tabletop miniatures battle game set in the steam-powered fantasy world of the
Iron Kingdoms™. These Quick Start rules are designed to get you up and running with the contents of your battlegroup box set. They
are streamlined to facilitate quick learning of the game’s fundamentals, and as such omit certain special rules and options.
The WARMACHINE rulebook provides greatly expanded rules that cover all the models, including troops and characters, as well as
extensive background into the world of the Iron Kingdoms.
ARMIES OF THE KINGDOMS
WARMACHINE focuses on four of the most powerful nations in the Iron Kingdoms.
CYGNAR™
The crown jewel of the Iron Kingdoms, Cygnar is the birthplace of warjack technology. They are the progressive leaders of every indus-
try, be it arcane or mundane. Disciplined, inventive, steadfast, unfaltering—these are the core traits of the Cygnaran people, and why they
have triumphed over every resentful adversary defiling their borders throughout the ages.
PROTECTORATE OF MENOTH™
Devoted followers of the Old Faith, the fervent Protectorate host marches forth from the gates of its cathedral fortresses to enlighten the
vast heathen countries for Menoth’s greater glory. With sacred fire and pain they punish the Iron Kingdoms’ heresies, wherever they may
be found.
KHADOR™
In this boreal hinterland of thick woodland, high mountains, and long, harsh winters, only the strong survive. Khador is home to a pride-
ful tradition of strength, shown in both the powerful sinews of her people and the endurance of their hell-bent warmachines. Warmed
from within by a deep-seated, millennia-old rage, the Khadorans ever prevail.
CRYX™
A terrifying horde of undying machinations born of the dark vision of the Dragonlord Toruk, the Cryxian Empire is a nightmare legion
of the evil dead. Led by horrible, necromantic warcasters, the Cryx are a blight of malevolence and ravenous, life-devouring savagery,ever-
spreading over the entire Iron Kingdoms.
MODELS & MATERIALS
WARCASTERS
A warcaster is a tremendously powerful battlemage with the ability to telepathically control a group of warjacks. A warcaster may use his
focus points to enhance his combat abilities and cast spells, or he may allocate them to individual warjacks to increase their fighting abili-
ties. All warcasters are unique characters.
WARJACKS
A warjack is a mechanikal construct built for war and given the ability to reason by a magical brain, known as a cortex, housed within
its hull. Armed with the most fearsome melee and ranged weaponry yet devised, a warjack reaches its full destructive potential only when
controlled by a warcaster.
STAT CARDS
Every model has a unique stat card that provides a quick reference a model’s profile and abilities. The card’s front shows stats, ability lists,
and the damage grids, while ability explanations and spells appear on the back. We recommend that you place the cards in a plastic card
sleeve or sheet protector, found in most game and hobby stores. That way, you can mark damage on the plastic sleeve with a dry-erase
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marker to avoid damaging the card itself. Alternatively, you may track damage on a photocopy of the card so that you can keep the orig-
inal unmarked.
OTHER MATERIALS YOU WILL NEED
In addition to card protectors and reproductions, you will need a handful of six-sided dice, a flexible ruler or tape measure, and some
tokens, coins, or glass beads to represent focus points and other spell effects.
MODEL STATS
Speed (SPD): The number of inches a model can normally move.
Strength (STR): The measure of a model’s physical strength.
Melee Attack (MAT): The measure of a model’s skill with melee weapons.
Ranged Attack (RAT): The measure of a model’s accuracy with ranged weapons.
Defense (DEF): The measure of a model’s ability to avoid being hit by an attack.
Armor (ARM): The measure of a model’s ability to resist being damaged.
Command (CMD): The quickstart rules do not use this stat, so ignore any reference to CMD checks.
Focus (FOC): The measure of a warcaster’s arcane power.
WEAPON STATS
Power (POW): The base amount of damage a weapon inflicts.
(P+S): The sum of the model’s STR and its melee weapon’s POW.
Range (RNG): The maximum distance, in inches, a ranged weapon can be used against a target.
Rate-of-Fire (ROF): The maximum number of times a ranged weapon may be used in a turn.
Area-of-Effect (AOE): The diameter, in inches, of an attack’s area-of-effect .
(SPECIAL): A model’s stat card lists its weapons’ special rules.
DAMAGE GRIDS
A damage grid consists of several damage boxes . Every time a model takes damage, one damage box is marked for each damage point
taken. A model is removed from play when all its damage boxes are marked. A model may lose systems or become disabled before its
damage grid is completely full.
SPECIAL RULES
Warcasters and warjacks have many special rules that take precedence over the basic rules.
Abilities: Always in effect, abilities apply every time a game situation warrants their use.
Special Attacks(
FACI NG
A model’s facing is the direction indicated by the orientation of its head. The 180° arc centered on the
direction its head faces defines the model’s front arc ; the opposite 180° defines its back arc . A model draws
line of sight and attacks through its front arc.
STARTING THE GAME
The contents of your battlegroup box set make a balanced army. Alternatively, you may select one warcaster and any number of warjacks
from the same faction to an agreed upon points total. After setting up the battlefield, both players roll a d6. The high roller chooses who
goes first. The first player deploys his battlegroup up to 4” in from a table edge, then his opponent does the same. These battlegroups
should be deployed on opposite sides of the battlefield, with at least 20” separating the opposing forces.
WARMACHINE battles are fought in a series of game rounds . Each game round, both players take a turn . The player who deployed
his army first takes his turn first every game round. After the second player takes his turn, a new round begins.
A game effect with a duration of one round expires at the beginning of its creator’s next turn.
The Player Turn: The turn is divided into three phases:
Maintenance Phase: Remove your previous turn’s unused focus points and any effects that expire on your turn. Resolve any
continuous effects on your models.
Control Phase: Replenish your warcaster’s focus points. Assign them to eligible models and upkeep spells.
Activation Phase: Activate your models in any order. Each model can move and then perform either one combat action or one
special action.
LINE OF SIGHT
A model has line of sight to a target model if it can draw a straight, unobstructed line from the center of its base through its front arc to
any part of the target model, including the target’s base.
Attacks): Instead of attacking normally during its combat action, a model may make
one special attack.
Feats: A feat can be freely used once per game, anytime during a warcaster’s activation. See the stat card
for details.
COMBAT
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MOVEMENT
A model must use or forfeit its movement before performing its combat action.
Normal Movement: A model may move up to its SPD in inches. A model always faces the direction it is moving, but may change its fac-
ing freely during its movement, and may face any direction at the completion of that movement. A moving model’s base may not pass
over another model’s base.
Running: A running model may move up to twice its SPD in inches. A warjack must use a focus point to run. A running model’s move-
ment follows the same guidelines as normal movement. A model that runs loses its combat action. A warcaster that runs cannot cast
spells or use feats this turn.
Charging: Charging combines a model’s movement and combat action. A warjack must use a focus point to charge. A model may attempt
to charge any enemy model currently in its line of sight. The charging model moves its SPD plus 3” along any straight line that will get
it into melee range with its target. It can only move across open terrain , cannot cross any obstacles , and cannot change its facing after charg-
ing. If the charging model moved at least 3” to enter melee range, its first melee attack is a charge attack . This attack roll may be boosted .If
it hits, it gets a bonus
damage die. Damage cannot be further boosted . A model may not make ranged attacks after charging. A model attempting a charge ends its
activation if it encounters a terrain feature or another model while moving, or if it remains outside melee range of its target after moving.
COMBAT ACTIONS
A model can make one attack with each of its melee weapons or ranged weapons . It may use focus points to make additional attacks, but a
ranged weapon cannot exceed its ROF. A model making more than one attack may divide them among any eligible targets. Instead of
attacking normally, a model may make one special attack, but can still use focus points to make additional standard attacks.
Attack Rolls: Melee Attack Roll = 2d6+MAT; Ranged Attack Roll = 2d6+RAT. Boosted attacks get an additional die. An attack hits
if the roll equals or exceeds the target’s DEF. Rolling all 1s results in an auto miss, while rolling all 6s causes an auto hit.
Stationary Targets: A stationary target cannot move, attack, cast spells, or use feats. A melee attack against a stationary target automat-
ically hits. A stationary target has a base DEF of 5 against any ranged attack.
MELEE COMBAT
A model can make a melee attack against any target in melee range of its weapon. A model’s melee range extends 1/2” beyond its front arc
for a normal weapon or 2” for a reach weapon. A model in an opponent’s melee range is engaged . A model that moves out of its opponent’s
melee range suffers a free strike.
Free Strikes: A model may make a free attack with any melee weapon against an opponent that moves out of its melee range. It gets a
+2 bonus to the attack roll and a bonus damage die. These rolls may not be boosted.
WARJACK MELEE ATTACK OPTIONS
Warjacks have melee attack options unavailable to other models.
Bash Attacks: A warjack that has lost the use of its normal melee weapons may bash its opponent. A bash attack receives a –2 penalty
to the attack roll. A warjack’s bash damage is 2d6+STR.
Fist Attacks: A warjack can use its fist as a melee weapon. Fists follow all normal rules for melee attacks.
Shields: A warjack with a shield has two ARM values. While its shield arm is functioning, it uses the ARM value indicated by the shield
icon. If its shield arm is disabled, the warjack’s ARM reverts to the value listed in its stat bar. A warjack can use its shield as a melee
weapon. Shields follow all normal rules for melee attacks.
WARJACK SPECIAL ATTACKS
A special attack is executed instead of normal attacks during a warjack’s combat action and requires spending a focus point. Focus points
may also be used to boost the attack and damage rolls. Only one special attack may be made per combat action. Additional normal attacks
may be made after the special attack but require the warjack to spend focus points to do so.
Head-butt: As a special attack, a warjack may spend a focus point to head butt its opponent and drive it to the ground. A head-butt
attack roll suffers a –2 penalty against a target with an equal- or smaller-sized base, or a –4 penalty against a target with a larger base. A
successful hit causes damage and knocks the target down. Add the attacker’s STR to the damage roll. If the attacker also has a head
weapon, such as tusks, horns, or spikes, add their POW to the damage roll as well.
Slam: As a special attack, a warjack may spend a focus point to slam an enemy by ramming it with the full force of its armored hull, send-
ing it flying backward and knocking it to the ground. A Slam combines a warjack’s movement and combat action. A warjack may attempt
to slam any enemy model currently in its line of sight and not knocked down. The model attempting the slam moves its SPD plus 3”
directly toward its target along the shortest path. It can only move across open terrain , cannot cross any obstacles , and cannot change its fac-
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ing after the slam. If the slamming model moved at least 3” to enter melee range, it makes a slam attack . A slam attack roll suffers a –2
penalty against a target with an equal- or smaller-sized base, or a –4 penalty against a target with a larger base. A successful hit propels
the target d6 inches directly away from its attacker, who gets knocked down and takes damage as detailed under Slam Damage .After a
slam, the warjack may use focus points to make additional melee attacks against any models in melee range. A model may not make ranged
attacks after a slam. A model attempting a slam ends its activation if it encounters a terrain feature or another model while moving, or if
it remains outside melee range of its target after moving.
Being Slammed: A slammed model is moved d6 inches directly away from its attacker. The slam distance is halved if the target has a larger
base than the attacker. Terrain affects this movement as normal. A slammed model will move at half rate through rough terrain, suffer the
effects of any hazards, and be stopped if it collides with an obstacle, obstruction, or a model with an equal- or larger-sized base. A slammed
model is not subject to free strikes during this movement.
Slam Damage: Determine damage after the target’s slam movement finishes. Add the slamming warjack’s STR to the damage roll. Roll an
additional damage die if the target collided with an obstacle, obstruction, or a model with an equal- or larger-sized base. Finally,the slammed
model is knocked down. Slam damage can be boosted.
Collateral Damage: If a slammed model strikes another model that has an equal- or smaller-sized base, that model is knocked down and
takes a damage roll, adding the STR of the model that initiated the slam. Focus points cannot be used to boost collateral damage. A
struck model with a base larger than the slamming model’s does not take collateral damage.
Arm Lock/Head Lock: As a special attack, a warjack with an empty fist may spend a focus point to seize another warjack’s weapon arm
or head and prevent its use. Make a melee attack roll with the empty fist. A successful hit does no damage, but the attacker can lock an
opponent’s arm or head. While an arm is locked, the attacker cannot use its empty fist and the defender cannot use the locked weapon.
The attacker and the defender are free to attack with any of their other melee weapons. The attacker may release an arm lock at any time
during its activation. The defender automatically attempts to break free as part of its combat action. Both models roll a d6 and add their
STR. If the defender’s total is greater than the attacker’s, its arm breaks free, but may not be used further this turn. Focus points may be
spent to make repeated break-free attempts.
Throw : A warjack with an empty fist may pick up and throw a model with an equal- or smaller-sized base. The empty fist’s melee attack
roll suffers a –2 penalty when attempting this attack. If the attack hits, both models roll a d6 and add their STR. If the defender’s total
is greater, it breaks free and avoids being thrown. If the attacker’s total is equal to or greater than the defender’s, it throws the defender,
who takes damage and is knocked down.
Being Thrown: The attacker throws the defender d6 inches in any direction within its front arc. The thrown model automatically devi-
ates half normal distance from the determined point of impact. This movement is not affected by rough terrain, but the thrown model
will be stopped if it collides with an obstacle, obstruction, or a model with an equal- or larger-sized base. A thrown model is not subject
to free strikes during this movement.
Throw Damage: Determine damage after the model is thrown. Add the attacking (throwing) warjack’s STR to the damage roll. Roll an
additional damage die if the thrown model struck an obstacle, obstruction, or a model with an equal- or larger-sized base. Finally, the
thrown model is knocked down.
Collateral Damage: If a thrown model strikes another model that has an equal- or smaller-sized base, that model is knocked down and
takes a damage roll, adding the STR of the model that initiated the throw. Focus points cannot be used to boost collateral damage. A
struck model with a larger base than the thrown model does not take collateral damage.
RANGED COMBAT
A ranged attack can be made against any target in line of sight . A model cannot be targeted if it is within
1” of another model with an equal- or larger-sized base that obscures any portion of its base from the
attacker. Declare the attack before measuring range. If the target is beyond maximum range, the attack
automatically misses.
An Area-of-Effect attack affects every model in an area with a diameter equal to its
AOE. If the attack roll hits, the intended target takes direct hit damage (2d6+POW) and
every other model in the AOE takes blast damage (2d6+1/2 POW). If the attack roll misses, the AOE
deviates d6 inches (but no more than half its original range) in a random direction and does blast dam-
age to every model in the AOE.
•Spray Attacks: An attack with a RNG of SP is a spray attack. Make a ranged attack roll against every
model in a straight path 1”wide and 8” long from the attacker’s front arc. A model targeted by a spray attack does not receive any benefit
from concealment or cover.
•A model that did not move this turn gets a +2 aiming bonus to its ranged attack rolls.
•A ranged attack against an engaged model gets a –4 penalty to the attack roll. If it misses, roll a d6—on a 1 or 2, the attack hits
another random model in the melee.
DEVIATION
RANDOMIZER
ATTACK SPECIAL EFFECTS
•Apply an automatic effect every time a warjack makes a successful attack.
•Apply a critical effect to a successful attack if any two dice in the attack roll show the same number.
•Continuous effects remain on a model. Resolve continuous effects on your models during your maintenance phase. Roll a d6—if the
result is a 1 or 2, the effect is removed without causing further damage. On a 3 through 6, the effect remains in play and the model suf-
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fers the resulting effect. Corrosion does one point of damage. Fire causes a POW 12 damage roll. A cloud effect remains in play at its
point of impact. A cloud provides concealment to models inside it or touching it and completely obstructs line of sight to anything
beyond it. A model in a cloud may target models outside of it. A cloud may cause damage to a model that moves into it or ends its turn
inside it.
•Knockdown: A model that is knocked down is placed on its back and becomes a stationary target. A knocked-down model can stand
up during its next activation. To stand up, a model must give up either its movement or its combat action. It may face any direction when
it stands. A model that gives up its movement to stand performs its combat action as normal. Its ranged attacks do not get the aiming
bonus. A model that gives up its combat action to stand may move normally but cannot run or charge.
DAMAGE ROLLS
A damage roll is 2d6+POW. Melee attacks add the attacker’s STR as well. Boosted damage rolls get an additional die. Mark one dam-
age box for every point that the damage roll exceeds the target’s ARM.
WARCASTER DAMAGE
Mark damage left to right. Remove the model from play when you mark its last damage box. Warjacks become inert if their controlling
warcaster is removed from play—you lose!
WARJACK DAMAGE
The attacking player rolls a d6 to determine which column takes the damage. Starting with the uppermost empty box in that column and
working down, mark one damage box per damage point taken. Once a column is full, continue recording damage in the next column to
the right that contains unmarked damage boxes. Damage wraps, so if all the damage boxes in column 6 are marked, continue recording
damage in column 1, or in the next column with unmarked damage boxes. Continue shifting columns as required until every damage
point taken has been recorded.
DISABLING SYSTEMS
System boxes are damage boxes labeled with a letter. Once all of a
system’s boxes have been marked, that system is disabled. Mark its system status box to show this.
Disabled Arc Node: A warjack cannot channel spells with a disabled arc node .
Disabled Cortex: A warjack with a disabled cortex cannot receive or use
focus points.
Disabled Hull: A warjack’s blank damage boxes represent its hull. A disabled hull counts toward the disabled-systems limit but has no
other effect.
Disabled Movement: A warjack with disabled movement has its SPD reduced to 1” and its DEF reduced to 7. Disabled movement pre-
vents a warjack from charging.
Disabled Weapon System: A disabled weapon may no longer make attacks. When a warjack’s shield arm is disabled its ARM reverts to
the value listed in its stat bar.
DISABLING A WARJACK
A warjack is disabled when any three of its systems are disabled. In the quickstart rules, a disabled warjack is removed from play.
FOCUS
A warcaster receives a number of focus points equal to its FOC during its player’s control phase. These can be assigned as desired among the war-
caster and any of his warjacks in his control area . This control area covers 360 degrees with a radius equal to twice the warcaster’s FOC in inches.
A warjack must be in its warcaster’s control area (but does not require line of sight) to be assigned focus points or channel spells. A warjack may
be assigned up to three focus points per turn.
USING FOCUS POINTS
Focus points can be used anytime during a model’s activation for any of the following effects:
Additional Attack: Every focus point spent lets the model make an additional melee or ranged attack as part of its combat action. Focus points can-
not be used to make additional special attacks.
Boost Attack & Damage Rolls: A boosted attack or damage roll adds an additional die to the roll. Each attack or damage roll can only
be boosted once, but a model can boost multiple rolls during its turn.
Cast Spell: A warcaster can cast a spell anytime during its activation by spending the required number of focus points. Resolve the spell’s
effects immediately. A warcaster can cast as many spells during its activation as it can pay the FOC cost for, and can do so while engaged
in melee, even when casting ranged spells.
Warjacks—Run, Charge, Special Attacks: A warjack must use a focus point to run, charge, or make a special attack.
Overboost Power Field: Each of a warcaster’s unspent focus points gives the warcaster a +1 bonus to its ARM. This bonus stays in effect
until the focus points are used or the owning player’s next maintenance phase begins.
Regenerate Power Field: Every focus point a warcaster spends for this effect restores one of his damage boxes.
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