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1 WW W .P RI VATE ER PR ESS .C OM TM TM TM In Steamroller tournaments, players face off in a series of WARMACHINE/HORDES games and pit their skills against a gauntlet of opponents to determine who will emerge victorious. Steamroller is ideal for groups of 8 to 128 players and promotes fast and furious play while stressing the ability to adapt to a variety of scenarios. Pla yer resPonsibilities logistics Players participating in a Steamroller 2013 (SR2013) 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 SR2013 scenario reference sheet for use during the tournament. Players can also use the War Room application during SR2013 events. When using War Room during an event a player can: mark damage on War Room cards instead of physical stat cards; reference model and game rules from War Room instead of physical stat cards or rulebooks; and show Event Organizers (EOs) and opponents a Theme Force’s rules on War Room. Players must still share their model stats, damage, and so on with opponents, whether or not anopponent has War Room. If a player’s War Room device fails during a game and the information cannot be recovered in a timely manner , the player concedes that game. army lists Players must bring two copies of their army list(s) complete with point costs. Army list point totals cannot exceed the point size chosen for the game and cannot fall more than 2 points (including warjack/warbeast points) under the point size chosen for the event. For example a 50-point Kaelyssa army must include 55 to 57 points of models. Players can bring a second list if they choose. 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. Any player-determined model relationships (attached, client, marshaled, etc.) must  be specied in the list a nd cannot c hange between r ounds. SR2013 allows all released Theme Forces to be used. Anyone using a Theme Force must have the Theme Force available for the event organizer’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 WARMACHINE and HORDES expansion 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 unless those models are readily available at the event venue (such as convention- release models in tournaments at that convention). The

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In Steamroller tournaments, players face off in a series of WARMACHINE/HORDES games and pit their skills againsta gauntlet of opponents to determine who will emergevictorious. Steamroller is ideal for groups of 8 to 128 playersand promotes fast and furious play while stressing the abilityto adapt to a variety of scenarios.

PlayerresPonsibilities

logisticsPlayers participating in a Steamroller 2013 (SR2013) event

must bring all their own models, stat cards, dice, measuringdevices, markers, and templates they require for play. Tokensrepresenting in-game effects such as focus, fury, spells,and abilities are required and must be kept adjacent to thecorresponding model on the table. Players should also bringa copy of the SR2013 scenario reference sheet for use duringthe tournament.

Players can also use the War Room application duringSR2013 events. When using War Room during an eventa player can: mark damage on War Room cards instead of physical stat cards; reference model and game rules from WarRoom instead of physical stat cards or rulebooks; and showEvent Organizers (EOs) and opponents a Theme Force’srules on War Room. Players must still share their model

stats, damage, and so on with opponents, whether or notanopponent has War Room. If a player’s War Room devicefails during a game and the information cannot be recoveredin a timely manner, the player concedes that game.

army listsPlayers must bring two copies of their army list(s) completewith point costs. Army list point totals cannot exceed thepoint size chosen for the game and cannot fall more than 2points (including warjack/warbeast points) under the point

size chosen for the event. For example a 50-point Kaelyssaarmy must include 55 to 57 points of models.

Players can bring a second list if they choose. All lists must be led by warcasters/warlocks from the same faction.Mercenary players can use different contracts or ThemeForces for their lists. Minion players can use different pactsor Theme Forces for their lists. Players cannot include thesame version of a model or unit with FA C in more than onelist. The original and epic incarnation(s) of a character do notcount as the same version of a model. Any player-determinedmodel relationships (attached, client, marshaled, etc.) must

 be specied in the list and cannot change between rounds.

SR2013 allows all released Theme Forces to be used. Anyoneusing a Theme Force must have the Theme Force availablefor the event organizer’s reference (in order to verify thearmy list) and for the opponent’s reference (in order toview the Theme Force’s special rules). Permission is herebygranted to photocopy the Theme Forces section from theWARMACHINE and HORDES expansion 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 theWARMACHINE or HORDES ranges. The miniatures must

 be fully assembled on the appropriately sized base for

which the model was designed. Any non–Privateer Pressmodels, 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 unless those modelsare readily available at the event venue (such as convention-

release models in tournaments at that convention). The

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Extreme versions of models are acceptable for use in organizedplay. The Druid Gone Wilder promotional miniature is a legalsubstitute for the Circle Orboros Druid Wilder solo. To use

the miniature in this capacity, the player will also need accessto the Druid Wilder stat card so that both players can see

the model’s stats and abilities. The Bombardier Bombshellpromotional miniature is a legal substitute for a Khador

Man-O-War Bombardier trooper model. To use the miniaturein this capacity, the player will also need access to the Man-O-War Bombardier stat card so that both players can see the

model’s stats and abilities. Additionally, the player’s unitmust clearly show which model within the unit is the Unit

Commander model. For example: You could replace multiplemodels in your original Khador Man-O-War Bombardier unitwith Bombardier Bombshell models, including the leader, as

long as you clearly indicated in some manner which model isthe Unit Commander.

Privateer Press encourages players to have a fully paintedforce on the table. Games with painted armies are more

interesting to watch and generally enhance the experience forall. Although painting is not required, players are encouraged

to show off all aspects of the hobby.

model conversions

Players must be unambiguous about model representation.

The following rules must be adhered to when usingconverted models in organized play. These rules are meantnot 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 can make exceptions to these rules to

approve any reasonable conversion.

A converted model must contain a majority of parts from theWARMACHINE or HORDES model for which the rules were

written. For example, a Testament of Menoth conversionmust be composed mostly of parts from the Testament of 

Menoth model. The end result of any conversion must beclearly identiable as the intended miniature and accuratelyrepresent its weapons and equipment as listed in its rules.

Any conversions must be clearly pointed out to youropponent before the game to avoid confusion.

On warrior models, converting and swapping weapons isacceptable provided the new weapon represents the same

type of weapon replaced (like swapping one sword foranother). Anything relating to a weapon’s specic rules

must be maintained to avoid confusion on the tabletop.For example, a weapon with Chain Weapon must still bemodeled as a chain-style weapon, and a weapon’s length

must be considered when converting weapons with Reach.

Weapons cannot be swapped on warjack and warbeastmodels. Since many of the ’jacks and beasts utilize the same

chassis or torso, the weapons are the most identiable partof 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 ispermitted, as long as the end result is easily identiable as

the intended warjack or warbeast’s proper weapon.

Models/units with upgrade  blisters are an exceptionto the standard model conversion rules in a number of ways. Because the parts in these blisters dene an entirely

separate set of stats and abilities, the upgrade parts must beclearly visible on the model/unit matching the upgrade stat

card in order to be legal for tournament use. For example,a helljack with one claw and one harpoon is not Malice.The model must have the correct head, harpoon blade,

and all three spirit parts from the Malice upgrade in orderto be considered Malice. Additionally, once a model/unit

has been converted, it can only be elded as that model/unit. For example, a Warpwolf with the parts from theGhetorix upgrade is not an acceptable conversion for use

with a Warpwolf Stalker stat card. Lastly, in the case of unitattachment or weapon attachment upgrade, the model(s)

that use the upgrade stat card must follow these rules to be legal for tournament use, but the base unit follows the

standard conversion policy for warrior model conversions,above. For example, a Black Dragon Ofcer & Standardmust always use the Black Dragon upgrade stat card and

an Iron Fang Pikemen Ofcer & Standard must always usethe Iron Fang Pikemen Ofcer & Standard stat card, but an

Iron Fang Pikemen unit without a UA uses its standard statcard whether or not the models have Black Dragon shields(or any other reasonable conversion).

Miniatures must be on their appropriately sized

WARMACHINE/HORDES base, but scenic details can beadded. The base’s perimeter must always be considered whenmodeling scenic details. While it is acceptable for scenic elements

to overhang the base’s edge, the base itself and not the scenicelements is used for all measurements. The edge of a model’s

 base must not obscured to the point that accurate measuring becomes difcult or impossible.

sPortsmanshiP

A fair and honest in-game environment is required in orderfor everyone to have fun. Players must accurately executethe rules of the game and fully cooperate with opponents to

honestly answer any questions that arise before and duringthe game. Players are also responsible for holding their

opponents to the same standards.

The EO will not be able to observe every game. If your opponentis doing something that is making you uncomfortable—stalling, bending the rules, or outright cheating—tell your

opponent about it. Explain what he can do to remedy thesituation in order to maintain a fair, honest, and fun in-game

environment. If the behavior continues or a dispute arises, callthe EO and explain the situation. The EO always has the nalword on rules questions or debates. Players must accept all

rulings made by the EO whether or not they agree.

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Players must present a mature and polite demeanor to

their opponents and the EO. Failure to do so will resultin immediate disqualication. An EO can also disqualify

a player for any incident that is deemed unsporting. Thisincludes, but is not limited to, offensive or abusive conduct,

 bullying, cheating, constant rules arguments, improperplay, stalling, and other inappropriate actions. Disqualied

players are not eligible for any awards or prizes and are barred from further participation in the event and any otherrelated events.

Occasionally circumstances will prompt a player to

concede a game during a tournament. Concessions are notrecommended since there is almost always a chance forvictory. In the case of a concession, the winning player will

 be awarded a win, half the control points (rounding up)for a scenario win, and army points destroyed based on an

assassination using current board conditions. The player whoconceded will receive a loss and no points in any category. AnEO can disqualify a player from a tournament if a concession

is deemed unsportsmanlike.

event organizerresPonsibilities

logistics

When estimating the overall length of a tournament, an EOshould 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. Ensure that all the required

materials for the planned scenarios are prepared ahead of time to avoid delays.

number of rounds

The event will run until one player has more tournamentpoints than any other player at the end of a round. Once thiscondition is met, the event ends without additional games.

Players participate in a timed format with all players

participating in every round. The number of playersparticipating in the tournament determines the maximum

number of games usually required to determine a winner.

Players Rounds

8 or fewer 3-round event

9 to 16 4-round event17 to 32 5-round event

33 to 64 6-round event

65 to 128 7-round event

first-round Pairings

Shufe all the tournament record sheets together. Take the

top two sheets and set them to one side. This gives you therst pairing. Without shufing the pile again, remove the

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

completed the pairings, note the opposing player’s name oneach player’s sheet to track that player’s opponents. Record

the tournament (1 for a win, 0 for loss or tie), control, andarmy point scores for each player when the round ends.

subsequent Pairings

From here on, all pairings and ranks are based on tournamentpoint subtotals and pairings from previous rounds. After allgames in the previous round have been completed, sort the

tournament record sheets into piles based on the number of tournament points. Shufe each pile.

Take the top sheet of the pile with the greatest number of tournament points and choose the rst opponent in the pile

he has not already played. Set this pair aside and repeat theprocess. 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 tournamentpoint pile. Do not do this with any individual player morethan once per event. Again, once you have all the pairings,write the opposing player’s name in the appropriate column

on each player’s sheet. It might take several attempts to ndpairings that avoid duplicating match-ups.

byes and odd number of Players

In the case of an odd number of players, one player willreceive a bye. A player receiving a bye sits out of the current

round and receives 1 tournament point, half the controlpoints (rounded up) for a scenario win, and half the armypoint level (rounded up) for the event.

The EO will randomly determine which player receives the

 bye if a tournament begins with an odd number of players.In subsequent rounds, the EO will randomly select a playerfrom those with the lowest tournament point totals. The EO

should ensure that the same player does not receive a byemore than once per event.

game timing

Event

Point Size

Round

Base Length

(minutes)

Turn

Length

(minutes)

Extension

Length

(minutes)

15 30 3 125 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

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Each round in a Steamroller event has a variable round

length. Before each round begins, the EO rolls a d3 andmultiplies the result by the turn extension length for the

event size; this result is the variable. He then rolls a d6 todetermine whether the variable will be subtracted from (on a

result of 1–3) or added to (on a result of 4–6) the base roundlength (shown above) to determine the overall round length.

The EO will not announce the result of this roll or reveal theamount of time remaining in a game to players.

d6 Roll Overall Round Length

1–3 Subtract variable from Base

4–6 Add variable to Base

After the time for a round has expired, the EO calls “ dice

down.” If a player has declared the activation of a model/unit or has already begun to physically move the model/unit, he nishes movement for that model/unit, then the

turn and game end. If the player is in the process of makinga 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 itstarget, resolve the direct hit damage roll as well.

At dice down, resolve all end-of-turn effects including theremoval of models if applicable. Models that have not entered

play yet or were removed from the table do not enter playand do not count as destroyed. Dice down or assassinationprompts a nal iteration of scenario scoring even though the

game is over. Assassination victories always take priority overa scenario win. If a game does not have a clear winner after

dice down, check the scenario for how to determine the winner.

turn timing

Steamroller also uses a timed turn length to ensure a fair playenvironment. Players in each game use a timer to track thexed amount of time available for each turn. This time limitis based on the point size of the event. A player’s timer begins

after the resolution of continuous effects.

If a player is moving a model when his turn time expires, henishes moving that model and his turn ends. If the player is

in the process of making a roll of any kind after movement iscomplete, 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 time to

make decisions during the other player’s turn, the playerwhose turn it is has the option of stopping the clock while

these actions are resolved.

turn extension

Once per game, each player can extend his turn length

with an extension. A player can extend his turn length bydeclaring 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 playercontinues his turn. Extensions cannot extend a turn past

total round time.

scenario selection

Steamroller 2013 contains six groups of scenarios. The

scenarios in each group have similar objectives. In order

to ensure that tournaments contain a variety of differentscenario types, EOs must select a scenario from each group

 before they can choose from the same group again.

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

The EO should choose scenarios before a tournament toensure he has the required materials for those scenarios. The

selected scenarios can be played in any order. The randomscenario table below can also be used.

Scenarios cannot be repeated in a standard tournament. Allplayers play the same scenario each round. The EO should

not announce the round’s scenario until the start of eachround of games.

During each round the EO should provide at least onecopy of the scenario being played for every two tables in

the event. The EO should answer questions concerning the

scenario before the round begins. Players are responsible formaking sure they understand the scenario.EOs should stressthat it is imperative all players pursue both the scenario and assassination victory conditions during the game as players

do not know when the round time is going to expire.

d6 Roll: Group STEAMROLLER 2013

1 – Guard Destruction Supply and Demand

2 – Assault Close Quarters Ammunition Run

3 – Invade Incursion Chemical Reaction

4 – Border Outank  Incoming

5 – Balance Into the Breach Rally Point

6 – Lock Process of Elimination Fire Support

d6 Roll: Scenario 1–3 4–6

dePloyment

Refer to the diagram in each scenario to set up a game. Eachplayer’s board edge, deployment zone, objectives (circle),

ags (triangle) and zones will be highlighted in that player ’scorresponding color (P1 = red, P2 = blue). Flags, zones, and

objectives will be identied as friendly Faction, friendly, orenemy in the scenario rules.

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terrain

Terrain is a key element for games of WARMACHINEand HORDES and should be relatively balanced on a table

while still presenting a choice for the player who wins thestarting roll. For example, if one side of the board containsa forest, a hill, and a linear obstacle, the other side should

contain terrain that provides concealment, elevation, and

cover as well but may be positioned in a more advantageousdefensive position.

As a general rule, an average table should contain ve to

seven pieces of terrain placed close enough to eliminate largeopen areas without unduly constricting movement. The

size of terrain pieces is also important. No piece should beinsignicantly small or extremely large; terrain pieces that

range from 4˝ to 7˝ in length and width are best.

The type, number, and placement of terrain pieces are up to

the EO, but the following guidelines must be followed whensetting up tables:

Do not place terrain within deployment zone areas. This doesnot apply to Advance Deployment areas.

All terrain pieces must be placed at least 3˝ away from other

terrain pieces. This includes terrain pieces or wreck markersgranted by Theme Force bonuses.

Do not place impassable terrain within zones, within 4˝ of ags, or within 2˝ of objectives when playing scenarios that

use them. Note that all other terrain types can be placedwithin these areas.

EOs can choose whether to fully represent the zonespresented in the scenario packet with templates or mark the

corners of rectangular zones or the center point of circularzones. If center or corner markers are used, players can

measure the zone whenever it is relevant to fullling scenarioconditions. Any attempted abuse of this rule is grounds fordisqualication. If an objective, ag, or zone is inadvertently

moved, pause the clock and reset the zone marker’s position.If scenario scoring occurred while a marker was in an

incorrect position the control points stand, even if this erroris noticed after the fact.

artifices

Kill Box – Starting on the rst player’s second turn, if a playerends his own turn with a friendly warcaster/warlock completely

within 14˝ of any board edge, his opponent immediately scores2 control points. A player can measure 14˝ from any board edgeduring his warcaster/warlock’s activation.

starting the game

Players can ask to see their opponent’s lists at any timeincluding before list selection, before the start of the game, and

during play. A player must take care not to disrupt the owof the game while doing this. All models in each list must bepresented to an opponent upon request before list selection.

After the pairings and scenarios for the game have beenannounced, but before the starting roll, each player secretlychooses one of his lists and conceals the card for the selected

warcaster or warlock on the table. A player cannot changelists after making this selection. Both players simultaneously

reveal their lists.

Both players roll a d6 for the starting roll. The player with

the higher result can choose to be the rst or second player.The second player chooses his table edge. The rst player

deploys rst and takes the rst turn. The EO has the optionto predetermine table sides for players in order to save timeduring deployment.

game results

At the end of a game both players are required to enter thefollowing information on their player record sheets. Record

the name of your opponent, your result in the game (Win/Loss/Draw), the list you played, the amount of control points

you scored, and the number of your opponent’s army points

that were destroyed. Calculate the number of army pointsdestroyed using the 4th tiebreaker rules from the scenario

reference sheet. Please remember that battlegroup warjacks become inert and battlegroup warbeasts become wild upon

the assassination of their controller and therefore count forthe 4th tiebreaker total. Once this information is recorded

report the results of the game to the EO. Also note that forthe purposes of scoring the game a player cannot earn morecontrol points than are required to win the scenario.

final standings

Players score tournament points based on the outcome of each game. A player gains 1 tournament point for a win and

0 for a loss or draw. Tournament points determine a player ’scurrent standing in a tournament.

In the case of two players with the same number of tournament points, determine which one ranks higher by

calculating strength of schedule.

Count the tournament points scored by each opponent of thetied players to determine strength of schedule.

The player whose opponents have the highest total scorehas the best strength of schedule score and earns the higher

rank. If strength of schedule is the same for both players, theplayer who accrued the most control points throughout the

tournament earns the higher rank. If control points are alsothe same for both players, the player who accrued the mostenemy army points destroyed throughout the tournament

earns the higher rank.

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Deployment:Refer to the diagram in each scenario to set up agame. Each player’s board edge, deployment zone, objectives

(circle), ags (triangle) and zones will be highlighted in thatplayer’s corresponding color (P1 = red, P2 = blue). Flags,

zones, and objectives will be identied as friendly Faction,

friendly, or enemy in the scenario rules.

Scenario Element: Zones, ags, and objectives.

Starting number: The number of models that a model/unitstarts with based on the point cost paid. Model/units that are

discounted due to Theme Force rules always use their card’slisted point cost and model count for 3rd/4th tiebreakerscoring. Models that are added to an army list for free

also use the card’s point cost and model count for 3rd/4thtiebreaker scoring.

Own: Players own the models in their elded army list andany models created by abilities of models in the army list.

Contest:A player must own at least one model within a zone,within 4˝ of a ag, or within 2˝ of an objective to contest thatzone, ag, or objective. Enemy objectives contest zones thatthey are within, ags within 4˝ and other objectives within 2˝.

Warcasters, warlocks, inert warjacks, wild warbeasts,

models that are eeing, and models that are under anopponent’s control cannot contest. Enemy objectives cannot

contest themselves.

Control: A player cannot control a zone, ag, or objective

that he dominates. See zone, ag, and objective descriptionsfor specic control requirements.

Dominate: A player dominates a zone if he owns one ormore warcaster/warlock models within it and no opponent

contests it.

A player dominates a ag if he owns one or more warcaster/warlock models B2B with a ag that an opponent doesnot contest.

A player dominates an objective if he owns one or more

warcaster/warlock models within 2˝ of an objective that anopponent does not contest.

Some scenarios add additional requirements for dominate.A warcaster/warlock (including units and those that consist

of multiple models) cannot dominate more than one scenarioelement. When a warcaster/warlock would dominate more

than one scenario element the active player must choose oneto dominate. When two or more warcasters/warlocks woulddominate the same zone, ag, or objective only the active

player’s warcaster/warlock dominates.

Zone:A player controls a zone if he owns one or more modelsthat are not immobile, eeing, wild, or inert within it and no

opponent contests it. There are no additional requirementsfor solos, 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 those remainingmodels must be within the same zone.

Flag (40 mm base): All ags are models with the followingqualities: Incorporeal, stationary, immune to all game effects.

They do not activate and cannot be targeted, damaged,moved, placed, or removed from play.

A player controls a ag if he owns one or more models thatare not immobile, eeing, wild, or inert B2B with a ag

that an opponent does not contest. There are no additionalrequirements for solos, warjacks, or warbeasts.

If the model B2B with the ag is a member of a unit, the unit

must contain 50% or more of its starting number (roundingup) and all those remaining models must also be within 4˝ of the ag.

Objective (50 mm base): Objectives are a model typeused only in scenarios. The rules for these models are on

their corresponding objective cards. Objectives cannot becontrolled (only dominated).

When an objective is friendly, or enemy, to all other modelscontinuous effects are resolved on both players’ turns.

Additionally, only the player who made the attack (or causedthe continuous effect) that destroyed the objective earns the

corresponding control points for its destruction.

scenario reference sheet (Page 1 of 2)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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Assassination Victory: When only one player owns

warcasters/warlocks remaining in play, that player

immediately wins the game. Conduct control point scoring

upon an assassination victory. This scoring does not

change game results (cannot lead to a scenario victory) but

affects scoring the game. If all warcasters/warlocks aresimultaneously destroyed, the game ends and victory is

determined using tiebreakers.

Scenario Victory: When a player has fullled the victory

conditions described in the scenario, that player immediatelywins the game.

1st Tiebreaker: If time runs out before a player has won thegame, the player who owns the most warcasters/warlocks

remaining in play wins the game. If both players own thesame number of warcasters/warlocks in play, check the 2ndtiebreaker to determine the winner.

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

3rd Tiebreaker:Tally the point cost of the remaining models/units owned by each player. Double the value of non-

warcaster/warlock models/units (rounded up) within thearea(s) designated by the scenario. Ignore models without a

PC, inert warjacks, wild warbeasts, and eeing models whenchecking 3rd tiebreaker conditions. The player with morearmy points worth of models remaining wins the game.

Warcasters/Warlocks: 5 points for each warcaster or warlock 

regardless of warjack and warbeast bonus points. Warcaster/

warlocks consisting of multiple models with the warcaster/warlock type are worth only 5 points regardless of number

remaining. Models automatically included with the warcasteror warlock without the warcaster or warlock subtype do not

affect warcaster/warlock scoring.

Warjacks/Warbeasts: Points equal to the army point cost of the model.

 Units and Unit Attachments: Points equal to the unit’s armypoint cost. Ignore units that have fewer than 50% (rounding

up) of their starting number remaining in play. For doublingpurposes all the remaining models must be within the

designated area.Models with the Attachment ability add to the unit’s value and

also add to the number of models needed. For example, tenLong Gunners need ve or more models in play to be worth10 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. If asolo consists of multiple models, when counting army pointsignore solos that have fewer than 50% (rounding up) of their

starting number remaining in play. For doubling purposesall the remaining models must be within the designated area.

Exception – Feralgeist: If controlling a friendly warbeast use

the warbeast’s point cost. If controlling an enemy warbeastplace Feralgeist in B2B contact with the controlled warbeast,using the rule of least disturbance (WARMACHINE: Prime

 Mk II, p. 65) if necessary, then remove the warbeast from play.

Exception – Machine Wraith: If controlling a friendly warjack use the warjack’s point cost. If controlling an enemy warjack place Machine Wraith in B2B contact with the controlled

warjack, using the rule of least disturbance (WARMACHINE:

Prime Mk II, p. 65) if necessary.

4th Tiebreaker: Tally each player’s army points that have

 been destroyed or removed from play as described below.The player whose opponent suffered more army pointsdestroyed/removed from play wins the game. If both

players have destroyed the same number of army pointsthe game is a tie.

• Models/units are worth their army point value.

• Units below 50% of their starting number (rounding up) are

worth 50% of their army points (rounding up) including all

attachments.

• Inert warjacks and wild warbeasts are worth their full army

point value.

• Warcasters and warlocks are worth 5 army points each.

• If a list contains two or more multiple-model solos, all

casualties are counted toward the same solo until it is

completely destroyed.

Kill Box: Starting on the rst player’s second turn, if 

a player ends his own turn with a friendly warcaster/

warlock completely within 14˝ of any board edge, his

opponent immediately scores 2 control points. A player can

measure 14˝ from any board edge during his warcaster/

warlock’s activation.

scenario reference sheet (Page 2 of 2)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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Tactical Tip: If multiple Monoliths are damaged simultaneously, allMonoliths will benet from Inexorable after the attack is resolved.

Tactical Tip: Only the active player scores when multiple players dominate

the same zone, ag, or objective.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

12˝ 

10˝ 

6˝ 

7˝ 

6˝ 

18˝ 

18˝ 

21˝ 

6˝ 

21˝ 

Steamroller objective

Base size: Large

DeF: 5

aRM: 20

PlayeR 1’s OBjective 1 DaMage: 15

PlayeR 1’s OBjective 2 DaMage: 15

PlayeR 2’s OBjective 1 DaMage: 15

PlayeR 2’s OBjective 2 DaMage: 15

inexORaBle – When another Monolith is damaged this modelcannot be damaged for one turn.

iMMOBile – This model has no movement or action and cannot beknocked down or moved. Its front arc extends to 360°. It has no meleerange, cannot engage, and is automatically hit by melee attacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

 Monolith 

All Rights Reserved.All faction names, logos, warjack , warcaster  & warbeast are TM of Privateer Press, Inc.

sPecial rules

Artice: Kill Box

Mark a zone (12˝ × 6˝ rectangle) and place four objectives

(Monoliths) in accordance with the diagram below. Theobjectives on Player 1’s side of the board are friendly Faction

models to Player 1 and vice versa. At the end of each player’sturn, starting on the second player’s second turn, a playerearns control points (CP) as follows:

• Enemy Objective: Destroyed (once per objective) = 1 CP

• Zone: Control = 1 CP, Dominate = 2 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol 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 inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within the zone.

scenario 1: destruction(guard scenario)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

18˝ 

18˝ 

18˝ 

18˝ 

24˝ 

24˝ 

sPecial rules

Artice: Kill Box

Mark a zone (12˝-diameter circle) and place two objectives(Supply Caches) in accordance with the diagram below. The

objectives on Player 1’s side of the board are friendly Factionmodels to Player 1 and vice versa. At the end of each player’s

turn, starting on the second player’s second turn, a playerearns control points (CP) as follows:

• Enemy Objective: Destroyed (once per objective) = 1 CP,

Dominate = 2 CP

• Zone: Control = 1 CP, Dominate = 2 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol 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 inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within the zone.

Supply CaChe

All Rights Reserved.All faction names, logos, warjack , warcaster & warbeast  are TM of Privateer Press, Inc.

Steamroller objective

Base size: Large

DeF: 5

aRM: 15

PlayeR 1’s OBjective DaMage: 15

PlayeR 2’s OBjective DaMage: 15

Fuel – While a warcaster/warlock dominates this objective, friendlymodels beginning their activation within 2˝ of this model can run or charge without spending focus or being forced. Enemy warcasters/warlocks cannot dominate the zone while this model is within their control area.

iMMOBile – This model has no movement or action and cannot beknocked down or moved. Its front arc extends to 360°. It has no meleerange, cannot engage, and is automatically hit by melee attacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

scenario 2: suPPly and demand(guard scenario)

Tactical Tip:Only the active player scores when multiple players dominate

the same zone, ag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Artice: Kill Box

Place two ags in accordance with the diagram below. At

the end of each player’s turn, starting on the second player ’ssecond turn, a player earns control points (CP) as follows:

• Friendly Flag: Dominate = 1 CP

• Enemy Flag: Control = 2 CP, Dominate = 3 CP

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

18˝ 

21˝ 

21˝ 

18˝ 

victory conditions

The rst player to earn at least 5 control points and have morecontrol points than the opponent immediately wins the game.

If time runs out before a player has won the game viascenario or assassination victory, break the tie as outlined in

the Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within 4˝ of the enemy ag.

scenario 3: close quarters(assault scenario)

Tactical Tip: Only the active player scores when multiple players dominate the same zone, ag,or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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Tactical Tip: The enemy objective in the center of the table conteststhe zone until a player destroys it.

Tactical Tip: Only the active player scores when multiple playersdominate the same zone, ag, or objective.

sPecial rules

Mark a zone (12˝ × 6˝ rectangle) and place three objectives(Explosives Caches) in accordance with the diagram below.The objective on Player 1’s side of the board is a friendly

Faction model to Player 1 and vice versa. The center objectiveis an enemy model to all other models. Only the player who

destroys the central objective gains 1 CP for destroying thatenemy objective. At the end of each player’s turn, starting onthe second player’s second turn, a player earns control points

(CP) as follows:

• Zone: Control = 1 CP, Dominate = 2 CP

• Enemy Objective: Destroyed (once per objective)= 1 CP

victory conditions

The rst player to earn at least 5 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 viascenario or assassination victory, break the tie as outlined in

the Scenario Reference Sheet. For the 3rd tiebreaker, double

the army points within the zone.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

13˝ 

21˝ 

13˝ 

6˝ 

12˝ 

20˝ 

20˝ 18˝ 

 aMMunition CaChe

All Rights Reserved.All faction names, logos, warjack , warcaster  & warbeast are TM of Privateer Press, Inc.

Steamroller objective

Base size: Large

DeF: 5

aRM: 15

PlayeR 1’s OBjective DaMage: 15

PlayeR 2’s OBjective DaMage: 15

exPlOsive – When this model is destroyed, models within 2˝ suffer aPOW 12 magical damage roll and the Fire continuous effect.

iMMOBile – This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has nomelee range, cannot engage, and is automatically hit by melee attacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

PRecisiOn aMMunitiOn – While a warcaster/warlock dominatesthis objective, the ranged weapons of friendly models within 2˝ of this model gain +1 RNG.

scenario 4: ammunition run(assault scenario)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Place three ags in accordance with the diagram below. Atthe end of the second player’s rst turn, randomly remove

one ag from the board.

At the end of each player’s turn, starting on the second player’ssecond turn, a player earns control points (CP) as follows:

• Flag: Control = 1 CP, Dominate = 2 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol points than the opponent immediately wins the game.

If time runs out before a player has won the game viascenario or assassination victory, break the tie as outlined inthe Scenario Reference Sheet. For the 3rdtiebreaker, double

the army points within 4˝ of each ag.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

12˝ 12˝ 12˝ 12˝  

24˝ 

24˝ 

scenario 5: incursion(invade scenario)

Tactical Tip: Only the active player scores when multiple players dominate the same zone, ag,or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Mark two zones (12˝ × 6˝ rectangles) and place two objectives(Alchemical Devices) in accordance with the diagram below.The objective on Player 1’s side of the board is a friendly

Faction model to Player 1 and vice versa.At the end of each player’s turn, starting on the secondplayer’s second turn, a player earns control points (CP)as follows:

• Enemy Objective: Destroyed (once per objective) = 1 CP

• Friendly Zone: Dominate = 1 CP

• Enemy Zone: Control = 2 CP, Dominate = 3 CP

victory conditions

The rst player to earn at least 5 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 viascenario or assassination victory, break the tie as outlined

inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within the enemy zone.

Tactical Tip: Only the active player scores when multiple playersdominate the same zone, ag, or objective.

 alCheMiCal DeviCe

All Rights Reserved.All faction names, logos, warjack , warcaster  & warbeast are TM of Privateer Press, Inc.

Steamroller objective

Base size: Large

DeF: 5aRM: 18

PlayeR 1’s OBjective DaMage: 15

PlayeR 2’s OBjective DaMage: 15

alcheMical ReactiOn – While a friendly warcaster/warlock dominates this objective friendly models within 2˝ of this model areimmune to continuous effects.

iMMOBile – This model has no movement or action and cannot beknocked down or moved. Its front arc extends to 360°. It has no meleerange, cannot engage, and is automatically hit by melee attacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

12˝  6˝ 6˝   12˝ 

12˝ 

16˝ 

12˝ 

16˝ 

24˝ 

24˝ 

17˝ 

17˝ 

scenario 6: chemical reaction(invade scenario)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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victory conditions

The rst player to earn at least 5 control points and havemore control points than the opponent immediately wins

the game.If time runs out before a player has won the game viascenario or assassination victory, break the tie as outlined inthe Scenario Reference Sheet. For the 3rd tiebreaker, double

the army points within each zone.

sPecial rules.

Mark two zones (12˝-diameter circles) in accordance with thediagram below.

At the end of each player’s turn, starting on the second player’ssecond turn, a player earns control points (CP) as follows:

• Zone: Control = 1 CP, Dominate = 2 CP

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

14˝ 14˝  

24˝ 

24˝ 

scenario 7: outflank(border scenario)

Tactical Tip: Only the active player scores when multiple players dominate the same zone,ag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Mark two zones (12˝ × 6˝ rectangles) and place two objectives(Artillery Emplacements) in accordance with the diagram

 below. The objective on Player 1’s side of the board is a

friendly Faction model to Player 1 and vice versa. At the endof each player’s turn, starting on the second player’s second

turn, a player earns control points (CP) as follows:

• Enemy Objective: Destroyed (once per objective) = 1 CP

• Friendly Zone: Dominate = 1 CP

• Enemy Zone: Control = 2 CP, Dominate = 3 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol points than his opponent immediately wins the game.

If time runs out before a player has won the game via

scenario or assassination victory, break the tie as outlined inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within the enemy zone.

Tactical Tip: Only the active player scores when multiple playersdominate the same zone, ag, or objective.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 18˝  

18˝ 

17˝ 

6˝ 

7˝ 

6˝ 17˝ 

6˝ 

6˝  6˝ 

6˝ 

12˝ 

12˝ 

24˝ 

24˝ 

 artillery eMplaCeMent 

All Rights Reserved.All faction names, logos, warjack , warcaster & warbeast  are TM of Privateer Press, Inc.

Steamroller objective

Base size: Large

DeF: 5

aRM: 18

PlayeR 1’s OBjective DaMage: 15

PlayeR 2’s OBjective DaMage: 15

FiRe MissiOn – While a warcaster/warlock dominates this objectivefriendly models within 2˝ of this model with Light Artillery gain boosted damage rolls.

iMMOBile – This model has no movement or action and cannot beknocked down or moved. Its front arc extends to 360°. It has no meleerange, cannot engage, and is automatically hit by melee attacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

scenario 8: incoming(border scenario)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Mark a zone (12˝-diameter circle) and place a ag inaccordance with the diagram below. At the end of each

player’s turn, starting on the second player’s second turn, aplayer earns control points (CP) as follows:

• Zone: Control = 1 CP, Dominate = 2 CP

• Flag: Dominate = 1 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol points than his opponent immediately wins the game.

If time runs out before a player has won the game viascenario or assassination victory, break the tie as outlined inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within the zone and within 4˝ of the ag.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

16˝ 16˝  

24˝ 

24˝ 

scenario 9: into the breach(balance scenario)

Tactical Tip: Only the active player scores when multiple players dominate the same zone,flag, or objective.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Mark two zones (12˝-diameter circles) and place two

objectives (Efgies of Valor) in accordance with the diagram

 below. The objective on Player 1’s side of the board is afriendly Faction model to Player 1 and vice versa. At the end

of each player’s turn, starting on the second player’s secondturn, a player earns control points (CP) as follows:

• Enemy Objective: Destroyed (once per objective) = 1 CP

• Friendly Zone: Dominate = 1 CP

• Enemy Zone: Control = 1 CP, Dominate = 2 CP

victory conditions

The rst player to earn at least 5 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 inScenario Reference Sheet. For the 3rd tiebreaker, double the

army points within the enemy zone.

Tactical Tip: Because an Efgy of Valor objective counts as

a warcaster/warlock for the purposes of dominating andcontesting a zone, it can dominate a zone but cannot contest it.

Tactical Tip: Only the active player scores when multipleplayers dominate the same zone, ag, or objective.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

14˝ 

22˝ 

22˝ 

16˝ 

16˝ 

24˝ 

24˝ 

14˝ 

6˝ 

7˝ 

6˝ 

 effigy of valor 

All Rights Reserved.All faction names, logos, warjack , warcaster  & warbeast  are TM of Privateer Press, Inc.

Steamroller objective

Base size: Large

DeF: 5

aRM: 20

PlayeR 1’s OBjective DaMage: 20

PlayeR 2’s OBjective DaMage: 20

eFFigy – Friendly model/units within 2̋ of this model gainFearless . This model counts as a warcaster/war lock for thepurposes of dominate and contest.

iMMOBile – This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It hasno melee range, cannot engage, and is automatically hit by meleeattacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

tRansPORt – If a friendly warcaster/warlock dominates thisobjective, this model can be placed within 5˝ of its current locationonce during the dominating warcaster/warlock’s turn.

scenario 10: rally Point(balance scenario)

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Artice: Kill Box

Mark two zones (12˝× 6˝ rectangles) and place two objectives

(Monoliths) in accordance with the diagram below. Theobjectives are enemy models to all other models. Only theplayer who destroys one of these objectives gains 1 CP fordestroying that enemy objective. At the end of each player ’s

turn, starting on the second player’s second turn, a playerearns control points (CP) as follows:

• Objective: Destroyed (once per objective) = 1 CP

• Zone: Control = 1 CP, Dominate = 2 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol points than his opponent immediately wins the game.

If time runs out before a player has won the game viascenario or assassination victory, break the tie as outlined inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within each zone.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

6˝ 

8˝ 14˝ 14˝  12˝ 

18˝ 

18˝ 

scenario 11: Process of elimination(lock scenario)

Tactical Tip: Only the active player scores when multiple playersdominate the same zone, flag, or objective.

Steamroller objective

Base size: Large

DeF: 5

aRM: 20

PlayeR 1’s OBjective DaMage: 15

PlayeR 2’s OBjective DaMage: 15

iMMOBile – This model has no movement or action and cannot beknocked down or moved. Its front arc extends to 360°. It has no meleerange, cannot engage, and is automatically hit by melee attacks.

inexORaBle – When another Monolith is damaged this modelcannot be damaged for one turn.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

 Monolith 

All Rights Reserved.All faction names, logos, warjack , warcaster  & warbeast  are TM of Privateer Press, Inc.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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sPecial rules

Artice: Kill Box

Place two ags and two objectives (Artillery Emplacements)

in accordance with the diagram below. The objective onPlayer 1’s side of the board is a friendly Faction model toPlayer 1 and vice versa. At the end of each player’s turn,

starting on the second player’s second turn, a player earnscontrol points (CP) as follows:

• Flag: Control = 1 CP, Dominate = 2 CP

• Enemy Objective: Destroy = 1 CP

victory conditions

The rst player to earn at least 5 control points and have morecontrol points than his opponent immediately wins the game.

If time runs out before a player has won the game via

scenario or assassination victory, break the tie as outlined inthe Scenario Reference Sheet. For the 3rd tiebreaker, doublethe army points within 4˝ of each ag.

Tactical Tip: Enemy objectives contest ags within 4˝.

Tactical Tip: Only the active player scores when multiple playersdominate the same zone, ag, or objective.

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

7˝ 

6˝ 

16˝ 16˝ 16˝  

24˝ 

19˝ 

19˝ 

24˝ 

scenario 12: fire suPPort(lock scenario)

 artillery eMplaCeMent 

All Rights Reserved.All faction names, logos, warjack , warcaster & warbeast  are TM of Privateer Press, Inc.

Steamroller objective

Base size: Large

DeF: 5

aRM: 18

PlayeR 1’s OBjective DaMage: 15

PlayeR 2’s OBjective DaMage: 15

FiRe MissiOn – While a warcaster/warlock dominates this objectivefriendly models within 2˝ of this model with Light Artillery gain boosted damage rolls.

iMMOBile – This model has no movement or action and cannot beknocked down or moved. Its front arc extends to 360°. It has no meleerange, cannot engage, and is automatically hit by melee attacks.

OBjective – This model cannot be targeted or damaged until thesecond player’s second turn. An objective cannot be engaged.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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steamroller 2013aPPendix

official Warmachine & hordes

tournament variants

Steamroller 2013 (SR2013) provides an ofcial format for

Event Organizers (EOs) of WARMACHINE and HORDESevents. We realize that not all communities are the same, so

we have compiled this appendix to provide ofcial variantsto specic areas of the SR2013 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 thevenue, or event time constraints. No matter what choices you

make, any combination of variants from this document willconstitute an ofcial SR2013 tournament format.

Variant rules are available for the following sections of theSR2013 rules:

1. Army Lists

2. Painting

3. Number of Rounds

4. Game Timing

5. Scenarios

6. Victory

7. Final Standings

using variants

This document will revisit several rules areas of the SR2013

document. A review of the baseline version of a rule will belisted followed by variant keyword(s) and the description of the variant(s). Not all sections of the SR2013 rules document

have variant options. For example, players must alwayspractice good sportsmanship, so no variants are available for

playing outside the sportsmanship parameters set forth inthe baseline SR2013 rules.

SR2013 appendix variants make it easy for an EO to tailorevents to the needs of a player community. By using the

appropriate variant keywords, players can reference thisdocument for details, which will help keep pre-tournamentannouncements concise.

1. army list variants

Baseline – Second list optional. All lists are subject to the samepoint constraints and must be led by warcasters/warlocks

from the same faction. Players cannot include the same versionof a model or unit with FA C in more than one list.

[X] List(s) Required – Players must bring exactly X army lists

and must play each army list at least once during the event.

Characters Restricted– Different versions of the same character

model/unit cannot be included in more than one of a player’slists. (Example: A player cannot include Alexia, Mistress of the

Witchre in one list and Alexia Ciannor & the Risen in another.)

Characters Unrestricted – Models/units with FA C can beincluded in more than one list.

Theme Forces: Tier [X] Required – Players must use a Theme

Force of Tier X or higher in all lists. Models/units with FA Ccan be included in more than one list (if included in more

than one Theme Force).

Divide and Conquer [X] – Each list must be played at leastX times during the tournament. Divide and Conquer eventsmust also use the X Lists Required variant. The goal of this

variant is to challenge players to use their lists equally priorto the nal round so that a list decision is available. If thisgoal is not achievable based on the expected number of 

rounds Divide and Conquer is not recommended.

Battlegroup Only – Army lists contain only battlegroupmodels and independent warjacks/warbeasts.

Specialists – Players can add a supplementary list of models/units (specialists) to each of their army lists. Specialist model/

units lists are completely optional but cannot exceed the totals

listed in the table below. These models are not used unlessa player decides to substitute them for models/units in thecorresponding base army list in accordance with the specialistrules. Specialists must be listed separately for each army list

and must follow all Field Allowance (FA) rules, includingSteamroller 2013 FA C requirements between lists. Specialist

selections must be models/units with a separate physical copyof a card from models/units in the corresponding main list.

For example, listing the point cost required to increase aminimum unit in a list to a maximum unit by the addition

of specialists is not permitted. Listing a Unit Attachmentor Weapon Attachments to add to the minimum unit in the

main list is permitted, however, since these models have aseparate physical card that is not already in the main list anddoes not exceed FA.

The same rules apply for the removal of models in a list to

facilitate the addition of specialists. Removals must be card- based and cannot be accomplished by point reductions (such asthe removal of models from a maximum unit) or the changing

of point cost options such as a Drakhun’s dismounted model.

Specialists must follow the restrictions of any Theme Forceto which they are added and benet from any applicable

 bonuses (including Field Allowance). All relationships

determined by the player (attached, marshaled, etc.) must beclearly identied for specialist model/units.

After list selection is complete both players simultaneously

reveal the card(s) of models that will be removed from andadded to each player’s selected list for the game. Specialistsubstitutions cannot result in an illegal army list.

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Specialists Point Values

Game Point Size Army Points for Specialists

25 5

35 10

50 10

75 15

100 15

150 25

200 25

2. Painting variants

Baseline – Painted armies are not required.

Basic Painting Required – All models must be primed and basecoated. Players must present the intended nal color

scheme on all parts of the model. Bases can be unnished.

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 every model must be painted with areasonable diversity of color and individual elements of the

miniature must be distinguishable by color or shading. Forinstance, esh 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 nished withsand or ock or otherwise modeled and painted.

Models that do not meet these requirements will not beeligible for play. Whether a model is completed is the

decision of the EO. As a general rule, if someone feels theneed to justify why a model is completed, it probably isn’t.

In order to be eligible for any prizes that are awarded basedon quality and technique the owning player must paint allpresented models themselves.

3. number of rounds variants

Baseline – All players participate in every round. Play anumber 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 moretournament points than any other player at the end of a round.

The [X] Round Event variant can be paired with a FinalStandings variant when the number of rounds is reduced belowthe number of rounds recommended in the SR2013 core rules.

4. game timing variants

Baseline – Basic round times are randomly decreased orincreased by a variable (d3 × extension length) that is not

revealed to players. During each game, one turn extensionis allowed for each player. Dice down is called when round

time is complete.

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

Relaxed Time Limits – Use the baseline round, turn, andextension length of an event two sizes higher.

Casual Time Limits – Use the baseline round, turn, andextension length of the event with the next-higher point size.

Hardcore Time Limits – Use the baseline round, turn, and

extension length of the event with the next-lower point size.

Frenzy Time Limits – Use the baseline round, turn, andextension length of an event two sizes lower.

No Extensions – The allowance of one turn extension per

game is removed.

Death Clock – Dice down is not called in Death Clock rounds.Instead of timing each turn, chess clocks are used. A clock 

with a player’s total time (player clock) replaces individualturn lengths and the sum of both player clocks determines

the expected end time for each round.

Event

Point SizePlayer Clock

Artice:

Reinforcements

Player Clock

15 18 22

25 30 36

35 42 50

50 60 72

75 72 86

100 90 108

150 120 144

200 150 180

When army lists and deployment order for all games aredetermined both players can place their selected armies on

the table outside their respective deployment zones. Uponnotication by the EO the rst player starts his clock and begins

pre-deployment. When the rst player’s pre-deployment iscomplete he taps his clock to the second player, who completeshis pre-deployment. All phases of deployment are completed

in this manner until the second player’s advance deploymentis complete. At this time the second player taps his clock and

the rst player’s rst turn begins.

When rst players begin pre-deployment the judge will recordthe expected end time for the round based on the sum of bothplayer clocks. In order to maintain the event schedule, players

cannot pause the chess clock at any time. If a judge’s call is

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required, the judge, at his own discretion, can pause the chessclock when he arrives at the table. If the judge paused the clock he will restart it when his call is complete. Players who pause

the chess clock will receive one warning and will lose theirgames upon a second infraction.

A player must activate all his models each turn or risk disqualication. Declaring that a model/unit sacrices its

movement and action is acceptable. When a player moves amodel, rolls dice, marks damage, or contemplates decisions

during the other player’s turn, the player whose turn itis has the option of switching the clock to his opponent’s

time while these actions are resolved. This rule is presentfor the sake of time equity versus action and should not beabused. A player should call a judge if concerned with an

opponent’s use of this rule.

When scenario win conditions are met, a player can end histurn without activating any other models. If a player ’s clock runs out of time, that player loses the game; score the loss

as an assassination victory using current table conditions.

When the expected end time for the round arrives, the judgewill check on all remaining active games. Games with lessthan 5 minutes combined on both player clocks will play tocompletion. Games with more than 5 minutes combined on

 both player clocks will be declared a draw.

5. scenario variants

Baseline – For each round, the EO selects a scenario all

players will play. The EO keeps scenarios secret until the startof each round of games.

Scenario(s) [X] – The listed scenarios or scenario groups that

will be played at the event are revealed to all players prior

to the event. This information can also include the order inwhich the scenarios will be played.

Non-Interactive Objectives – Objectives lose all abilities

except for “Objective” And “Immobile”.

Artice: Kill Box – The Kill Box artice will be added to all

scenarios played at the event.

Artice: Reinforcements – All scenarios will use ank deployment as shown in the diagram below. Recommendedscenarios are Close Quarters, Incoming, Chemical Reaction,

Outank, Rally Point, and Fire Support. Theme Force bonuses do not alter the width of ank deployment zones.

When reinforcements are in use base round times are adjusted

per the table below. Additionally, each player is granted asecond extension. The second extension is the same durationas a normal extension and cannot be combined with another

extension on the same turn.

Event

Point Size

Reinforcements

Round

Base Length

(minutes)

Turn

Length

(minutes)

Extension

Length

(minutes)

25 60 5 2

35 84 7 3

50 120 10 5

75 144 12 6

100 180 15 7

150 240 20 10

200 300 25 12

Army lists require additional models for each list in

accordance with the table below.

Reinforcements Point Values

Game Size Reinforcements Size

25 5

35 10

50 10

75 15

100 15

150 25

200 25

Player 2 Deployment

Player 2 AD Line

Player 1 Deployment

Player 1 AD Line

10˝ 

6˝ 

6˝ 

6˝ 

7˝ 

6˝ 

20˝ 28˝  

28˝ 

20˝ 

20˝ 

20˝ 

P l   a  y  e r 2 R  e i  nf   or  c  e m e n

t   s L i  n e 

   P   l  a  y   e  r   1   R   e   i  n   f   o  r   c   e  m   e  n   t   s   L   i  n   e

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Reinforcement models/units must follow Field Allowance(FA) rules for their corresponding list; a model/unit’s FAcannot be split between the main list and its reinforcements

section. All model relationships determined by the player(attached, marshaled, etc.) must be clearly identied.

Reinforcements must follow the restrictions of any ThemeForce to which they are added and benet from any

applicable bonuses (including Field Allowance) but are notcounted toward satisfying tier requirements.

Warcasters, warlocks, models/units with the Pre-Deploymentor Attached rule, and models/unit that cannot begin the

game in play cannot be reinforcements. Reinforcementmodels cannot be selected for a warcaster’s warjack bond ora warlock’s warbeast bond. Reinforcements lose the Ambush

ability. Reinforcements with the Prey ability choose theirPrey target after both players are deployed.

In a reinforcement scenario, during the Maintenance Phaseon a player’s second turn or later, reinforcement models

can be placed within 3˝ of any point on the reinforcements

line shown in the ank deployment diagram. All a player’sreinforcements must be placed on the same turn.

If a warjack controlled by a warcaster is a reinforcement

model, it is allocated 3 free focus points during the focusallocation step of the Control Phase following its placement

as a reinforcement. A reinforcement warjack still cannotexceed the normal focus allocation limit. If a warbeast

controlled by a warlock is a reinforcement model, it can beforced while outside its controlling warlock’s control area onthe turn following its placement as a reinforcement.

6. victory variants

Baseline – Assassination Victory, Scenario Victory, ControlPoints Tiebreaker, Army Points Remaining Tiebreaker, Army

Points Destroyed Tiebreaker.

No ’Caster Kill– This event does not use ’Caster Kill as a scenariowin condition. When a warcaster or warlock is destroyed, thegame continues until a scenario victory is achieved or one

player has no models remaining.

No Tiebreakers – This event will not use tiebreakers. If timeexpires, the game is a tie.

7. final standings variants

Baseline – If there is no clear winner at the end of thetournament, use the Strength of Schedule tiebreaker followed

 by Control Points and then Army Points Destroyed.

Large Event Scoring – In larger events, players dropping

out of the tournament adversely affect their opponents’strength of schedule. If there is no clear winner at the endof an event using large event scoring, count the tournament

points scored divided by the number of games played byeach opponent of the tied players. For an opponent who

did not score any tournament points, use a value equal to 1divided by the total number of rounds in the event.

For example, after four rounds Jason and Doug are tied for secondplace. To break the tie, the EO adds up the tournament points and

divides by the number of games played by Jason’s opponentsduring the previous four rounds. The EO does the same forDoug’s opponents and compares the total to break the tie.

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, go to ControlPoints and then Army Points as normal.

Control Point Scoring – If there is no clear winner at the end

of a tournament, use the Control Points tiebreaker followed byArmy Points Destroyed and then Strength of Schedule.

Assassin Scoring – If there is no clear winner at the end of atournament, use the number of ’caster kill wins as the tiebreak 

condition (followed by Army Points Destroyed and thenControl Points, if needed).

Destruction Scoring – If there is no clear winner at the endof a tournament, use the total number of enemy army points

destroyed or removed from play during the tournamentas the tiebreak condition (followed by Control Points and

then Strength of Schedule, if needed). The method belowshould also be used to determine awards based on army

point destruction. Points are scored each time a model/unitis destroyed/removed from play; for example, if Thagrosh,Prophet of Everblight returned a Scythean to play using

Dark Revival, the opponent earns 9 points for each time hedestroyed the warbeast.

When counting destroyed army points each round use thefollowing methods:

• Destroyed models/units are worth their army point 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 each. Non-

warcaster/warlock models included with warcasters and

warlocks have no additional value.

• Inert warjacks and wild warbeasts are worth their full army

point values.

When calculating model value, use the values printed on themodel/unit’s card even if that model/unit was brought into the

army via other means (such as Dark Industries) or if the modelsreceived a discount during army-building (such as the Call of the Wild Tier 4 Theme Force benet).

Finals Tables – When creating match-ups for the nal round

of an event, the EO pairs the current top four players on two“nals tables.” The rst nals table matches the current rst-

ranked player against the current second-ranked player. Thesecond nals table matches the current third-ranked playeragainst the current fourth-ranked player.

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The winner of the rst nals table wins the event, and hisopponent wins second place. The winner of the second nalstable wins third place. Standings beyond third place should

 be calculated using Strength of Schedule followed by ControlPoints in the case of a tie.

The Finals Tables variant should be used only in events thatare planned for the number of rounds recommended in the

Steamroller 2013 rules based on player attendance, and itcannot be combined with any other Final Standings variant.

Also, this is not a preferred variant, as it places the luck of thedraw (as to when someone lost to the champion) above game-

related scoring metrics such as opponent difculty, controlpoints, army points, and assassination.

logistics

EOs should always consider the best way to run events fortheir players given the resources they have available. Theseresources include a place to run the event, the amount of time

available, templates or tokens to mark zones, timers, and so on.

For example, if you have limited time per day at the venue, youmight want to consider running a larger event over two days.Use the variants provided in this appendix to run an event that

 best ts the resources you have available as well as the preferred

play style of your players.

Contents and Game Rules ©2001–2013 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, HORDES, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods , Trollblood, warcaster, warjack, warbeast, Steamroller, 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.

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steamroller 2013 Player record sheet

PLAYER NAME: FACTION:

Round Opponent’s Name List Played ResultControlPoints

OpponentArmy PointsDestroyed

1 1 / 2 W / L / D

2 1 / 2 W / L / D

3 1 / 2 W / L / D

4 1 / 2 W / L / D

5 1 / 2 W / L / D

Army List 1 Army List 2

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

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

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