Warmachine - Prime Remix.pdf

(116463 KB) Pobierz
Warmachine Prime Remix
664414613.009.png
664414613.010.png
Credits
Creators of the Iron Kingdoms
Brian Snoddy
Matt Wilson
Creative Director
Matt Wilson
Project Director
Bryan Cutler
Came Design
Matt Wilson
Lead Developer
Jason Soles
Art Director
James Davis
Development
Rob Stoddard
Writing
J. Michael Kilmartin
Douglas Seacat
Jason Soles
Bryan Steele
Matt Wilson
Continuity
Douglas Seacat
Jason Soles
Rules Editing
Steve Benton
Kevin Clark
Bryan Cutler
Andy Daniels
Gilles Reynaud
Jason Soles
Editing
Christopher Bodan
Bryan Cutler
Lauren Cutler
Andy Daniels
Cover Illustration
Matt Wilson
Illustrations
Abrar Ajmal
Daren Badcr
Chippy
Matt Dixon
Jesper Ejsing
Andrew Hou
Imaginary Friends Studios
Lucio Parillo
Karl Richardson
Brian Snoddy
Mark Tedin
Eva Widermann
Matt Wilson
Concept Illustration
Matt Wilson
Cartography
Todd Gamble
Pierre-Alexandre Xavier
Licensing and Contract Manager
Brent Waldher
NQM Managing Editor
Eric Cagle
Press Gang Quartermaster
Dan Brandt
Assistant
Playtesting
Alex Badion
Kayo Blackmoor
Scott Briggs
David Carl
Jessica Carl
Doug Carter
Kevin Clark
Cody Dupras
Jason Hill
Scott Hill
Rob Hinds
Chris Holt
Peter Jenisch
Jeremy Mueller
Adam Poirier
Adam Rosenblum
Bob Russel
Tim Simpson
David Sininger
Jason St. Pierre
Mark Thomas
Dan Tibbies
Kurtis Trimbo
Chris Vermeers
Dan Weber
Clint Whiteside
Eric Wilson
Graphic Design & Layout
Steve Angeles
Bryan Cutler
James Davis
Josh Manderville
Design Elements
Mike South
WARMACHINE Logo
Daniel Gelon
Miniatures Direction
Mike McVey
Sculpting
Gregory Clavilier
Christian Danckworth
Roy Eastland
Chaz Elliott
Will Hannah
Mike McVey
Jerzy Montwill
Paul Muller
Kevin White
John Winter
Miniatures Painting
Ron Kruzie
Mike McVey
Allison McVey
Dave Perrotta
Quentin Smith
Rob Stoddard
Terrain
Todd Gamble
Alfonso Falco
Mike McVey
Photography
Steve Angeles
Bryan Cutler
James Davis
Mike McVey
President
Sherry Yeary, PhD
Office Administrator
Marky Erhardt
Convention /Front Office Manager
Erik Breidenstein
Customer Support
Adam Johnson
Marc Verebely
Marketing Manager
Nathan Letsinger
NQM EIC
Nathan Letsinger
Quartermaster
Jamie Rarick
Production Manager
Mark Christensen
Technical Director
Kelly Yeager
Casting Manager
Douglas Colton
Shipping and Packing Manager
Kevin Clark
Production
Alex Badion
Trey Bindewald
Brandon Burton
Alex Chobot
Matt DiPietro
Joel Falkenhagen
Ryan Gatterman
Del Ivanov
Steve Kanick
Brad Lannon
Greg Lincoln
Craig Lowry
Joshua McDowell
Mike Mcintosh
Justin Steurich
Ben Tracy
Clint Whiteside
Tom Williamson
Proofreading
Chris Bodan
Dan Brandt
Kevin Clark
Bryan Cutler
Andy Daniels
Infernals
Doug Seacat
Johnny Servin
Jason Soles
Rob Stoddard
Marc Verebely
Brent Waldher
Data Thrall
Don Ezra Cruz Plemons
RPG Line Director
Nathan Letsinger
Webmaster
James Kerr
Web and Forum Support
Peter Goublomme
Eric Lakin
David Ray
Infernals
David Bigley
Peter Goublomme
Isaiah Mitchell
Gilles Reynaud
John Simon
AN EXTRA SUPER BIG DOSE OF
APPRECIATION AND THANKS GOES OUT TO
ALL OUR DEVOTED PLAYERS WHO HAVE
HELPED US SHAPE WARMACHINE
INTO THE GAME IT IS TODAY. WITHOUT
YOUR DEDICATION TO OUR BELOVED
GAME, WE WOULD NOT HAVE BEEN ABLE
TO SEE IT GROW AND EVOLVE OVER
TIME. WE ALSO WANT TO THANK OUR
INFERNALS FOR ALL OF THEIR SUPPORT.
N O T ONLY DO THEY ASSIST US WITH
ANSWERING QUESTIONS ON OUR FORUMS,
BUT THEY WERE AN INVALUABLE HELP
WITH THIS BOOK. WE ARE LUCKY TO
HAVE SUCH A WONDERFUL GROUP OF
PLAYERS AND FANS.
664414613.011.png
Table of Contents
FOREWORD
4
Movement
33
Focus Points
65
PAGE FIVE
5
Unit Formation
35
Control Area
65
Actions
36
Allocating Focus Points
65
FROST AND THUNDER
6
COMBAT-
THROWING DOWN
Using Focus Points
66
T H E IRON KINGDOMS
12
38
Casting Spells
66
RULES BASICS
2 0
Melee Combat
38
Spell Targeting
67
Upkeep Spells
67
Game Overview
20
Melee Attack Rolls
39
Channeling
68
Summary of Play
20
Warjack Melee Attack Options
39
Spell Statistics
69
Dice and Rounding
21
Power Attacks
40
Warjack Bonds
69
General Guidelines
21
Ranged Combat
44
Epic Warcasters
70
Game Terms
21
Declaring a Target
4 5
Epic Warcaster Warjack Bonds
71
Rule Priority
21
Ranged Attack Rolls
45
Elite Cadres
71
Sportsmanship & Sharing Information
22
Concealment and Cover
46
Warjack Bond Charts
71
Resolving Rules Issues
22
Targeting a Model in Melee
47
Measuring Distances
22
Area-of-Effect Attacks
48
COMMAND—
OF MICE AND MEN
MODELS-
THE DOGS OF WAR 23
Independent Models 23
Units 23
Model Profiles 24
Model Statistics 24
Weapon Statistics 25
Special Rules 25
Damage Capacity and Damage Grids 26
Base Size and Facing 26
PREPARING FOR W A R 2 7
Creating an Army 27
Encounter Level 27
Battlegroups 27
Characters 28
Point Costs 28
Field Allowance 28
Setup. Deployment, and Victory Conditions 29
Two-Player Games
Spray Attacks
50
74
Special Combat Situations
50
Command
Checks
74
Attacks that Hit or Miss Automatically
51
Command Range
75
Back Strikes
51
Fleeing
75
Combined Melee Arracks
51
Rallying
76
Combined Ranged Attacks
52
Fearless Models
76
Corpse Tokens
52
Issuing Orders
76
Effects with Simultaneous Timing
52
TERRAIN-
YOUR BEST FRIEND
Falling
52
7 7
Knockdown
52
Battlefield Setup
77
Leaving the Play Area
53
Terrain
77
Origin of Damage
53
Entryways
79
Replacing Models
53
Structures
79
Soul Tokens
53
Special Attacks
54
SCENARIOS-
W H Y WE CAN'T ALL BE FRIENDS . 8 1
CYGNAR 8 5
PROTECTORATE OF MENOTH. . . . 1 0 9
CRYX 1 3 3
KHADOR 1 5 7
MERCENARIES 1 8 0
MODEL CATALOG 1 9 0
Cygnar 1 9 0
Protectorate 1 9 4
Cryx 1 9 8
Khador 202
Mercenaries 2 0 6
PAINTING AND MODELING GUIDE . 2 0 7
MAP O F WESTERN IMMOREN . . . 2 1 6
GLOSSARY
Stationary Models
54
Damage
54
Disabling Systems
55
Disabling a Warjack
55
29
Destroying a Warjack
56
Multiplayer Games
29
Destroyed vs. Removed from Play
56
Scenarios
29
Warcaster Death
56
Victory Conditions
30
Special Effects
56
Starting the Game
30
BEST OF THE REST
58
GAMEPLAY-
THE RULES O F ENGAGEMENT . . . . 3 1
The Game Round
'Jack Marshals
58
Attachments
58
31
Cavalry
58
The Player Turn
31
Dragoons
60
Maintenance Phase
31
Mercenary Warcasters and Warjacks
60
Control Phase
31
Unique Warjacks
61
Activation Phase
31
Weapon Crews
61
Activating Models
31
Mercenary Contracts
61
2 1 8
Line of Sight
32
Building a Mercenary Army
61
ERRATA & CLARIFICATIONS . . . .
2 3 0
Intervening Models
33
WARCASTERS AND FOCUS-
TRUE POWER
GAME TEMPLATES
2 5 6
Screening
33
6 4
Elevation and LOS
33
Warcaster Special Rules
64
Visit: www.privateerpress.com
Privateer Press, Inc.
13434 NE 16th St Suite 1 2 0 Bellevue, WA 98005 Tel (425) 643-5900 Fax (425) 643-5902
For online customer service, email: frontdesk@privateerpress.com
This book is printed under the copyright law of the United Slates of America. All contents herein including the Privateer Press logo, the Iron Kingdoms, WARMACHINE®. HORDES,
Formula P3, Full Metal Fantasy, places, things, character names and factions, and their distinctive likenesses are C a nd/or TM 2002-2006 and property of Privateer Press, Inc.. Printed in
China. All rights reserved. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this publication may he reproduced, stored in
any retrieval system, or transmitted in any form or by any other means electronic, mechanical, photocopying, recording, or otherwise without prior written permission unless such a reproduction
is for personal use only or as permuted by 17 USC § 107 - 108. Copies for personal use must maintain all copyrights, trademarks, or other notices contained herein. Steal our material and
you'll find out the hard way that rulebooks and music aren't the only things that can be remixed.
All the contents herein including WARMACHINE, HORDES, Iron Kingdoms, Privateer Press, Formula P3, logos, places, things, character names and factions, and their distinctive
likenesses, are I'M and/or 2002-2006 property of Privateer Press, Inc.
First printing: November 2006. Printed in China.
WARMACHINE: Prime Remix
ISBN: 978-1-933362-15-1
PIP 1009
PIP 1010
WARMACHINE: Prime Remix Hardcover
ISBN: 978-1-933362-16-8
664414613.012.png 664414613.001.png 664414613.002.png 664414613.003.png 664414613.004.png 664414613.005.png 664414613.006.png 664414613.007.png
Foreword
To improve is to change; to he perfect is to change often. — Winston Churchill
A person can learn a thing or two in four years. What is
the proper ratio of pizza to playtesters? How many cases
of books do you really need to haul to a convention? If
you're lucky, you might even learn how to do what you do
a little better, and if you're smart, you do it.
We were hiding a secret, though. WARMACHINE
wasn't a completed game. Just a few weeks after what was
otherwise a very successful convention for a tiny little
startup company, we were tearing down the rules and
building them up all over again. We knew the game could
be better, faster, and stronger. We abandoned action
points, stripped away rules, and refined language until what
finally emerged was the game that would be printed in the
six thousand original WARMACHINE: Prime rulebooks that
shipped in April of 2003.
Nearly four years ago, WARMACHINE released to an
anxiously awaiting group of cutting edge early adopters.
Since then WARMACHINE has garnered several awards,
earned the respect of our peers, and become the cornerstone
for a thriving game company populated by a crew of like-
minded individuals who believe the best way to appreciate
their loyal customers is to create quality products. What
those early adopters might remember—and I'm talking
about the people who found WARMACHINE that
summer of 2002 before Prime, before cards, before
we really had it all nailed down—was that the game of
WARMACHINE was different.
As those books arrived at the homes of our early
adopters, readers quickly saw a drastic difference in how
the game functioned. All of the attractive concepts that
drew them into the game were still present, but the engine
of the game had changed. It was better.
Prime Remix isn't as drastically different as
WARMACHINE: Prime was from the original rules we
distributed at Gen Con in 2002. The Remix is an attempt
to get one step closer to perfection. Our goal has always
been to make the absolute best tabletop miniatures game
possible. The Remix cleans up small rules issues, makes
minor adjustments to game balance, and most importantly,
it puts all of the players of WARMACHINE on the same
footing with a new volume that has been crafted with
the wisdom of four years of experience. In that time we
have had the opportunity to develop several expansions,
observe countless tournaments, and find what works and
what doesn't. This book is the culmination of our analysis
and is meant to improve the overall gaming experience
for WARMACHINE players. It boasts a few new tracks
and some funky new beats, yet it is a sound comfortably
familiar and excitingly fresh all at the same time.
At Gen Con 2002, Privateer Press had a small 10' x
20' booth situated in what one might politely refer to as
B.F.E. W i t h four small green felt demo stations, our tiny
crew demonstrated the hell out of a brand new unreleased
tabletop game about battle wizards and steam-powered
robots. We sold early release miniatures hand-packed
right there at the convention in brown craft paper boxes,
and we took down each customer's name and address so
that we could send them a free rulebook and stat cards
once they were printed six months later. In the meantime,
with each purchase we provided a plastic promotional
ruler printed with 'cheat sheet' information and a folded
photocopied flyer with the original quick start rules of
WARMACHINE.
The funny thing about those original rules and that
ruler is that they bear little resemblance to the game
you have come to know as a veteran player or the one
you are about to experience if you are new to the game.
The fundamental concepts were there—warcasters
commanded warjacks, pouring their focus into them to
make them fight more capably while casting spells and
mixing it up themselves—but the game system ran using
action points, and the language found in those early rules
was far from what we'd call 'bullet proof'. Nonetheless,
WARMACHINE sparked something in the people who
experienced it, and word of this new game spread quickly
through the gaming community at large.
This is not the last stop for WARMACHINE. We will
always continue to move in the direction of perfection,
learn from our experiences, and apply the lessons to the
game. Maybe someday we'll even produce that perfect,
final product, or at least figure out how much pizza you
need to feed a roomful of gamers.
664414613.008.png
Zgłoś jeśli naruszono regulamin