Primal Hordes
Primal Hordes
Primal Hordes
CREDITS
PRESIDENT Sherry Yeary CHIEF CREATIVE OFFICER Matthew D. Wilson CREATIVE DIRECTOR Ed Bourelle
DIRECTOR OF BUSINESS DEVELOPMENT William Shick DIRECTOR OF OPERATIONS Jason Martin DIRECTOR OF PUBLICATIONS Michael G. Ryan
WARMACHINE GRAPHIC DESIGN & LAYOUT CONCEPT ARTISTS, NEW MODELS Alexandre Marks STUDIO ADMINISTRATION
CREATED & DESIGNED BY Shona Fahland Roberto Cirillo Ben Misenar ASSISTANT
Matthew D. Wilson Matt Ferbrache Nate Feyma Jerzy Montwill Dan Roman
LEAD DESIGNER & DEVELOPER Josh Manderville Johan Grenier Paul Muller HOBBY & TERRAIN MANAGER
Jason Soles Jessy Stetson Nick Kay Oliver Nkweti Stuart Spengler
ADDITIONAL DEVELOPMENT
Ainsley Yeager Matthew D. Wilson Felix Paniagua HOBBY & TERRAIN SPECIALIST
David Carl ART DIRECTOR STUDIO DIRECTOR Edgar Ramos Michael Archer
Jack Coleman Mike Vaillancourt Ron Kruzie Bob Ridolfi
PHOTOGRAPHY
Brian Cutler Neil Roberts
CARTOGRAPHER SCULPTING MANAGER Matt Ferbrache
Laine Garrett Doug Hamilton Jose Roig
DEVELOPMENT ASSISTANT Stuart Spengler
Ben Saunders
Cody Ellis COVER ILLUSTRATOR STAFF SCULPTORS
Steve Saunders SENIOR PROJECT MANAGER
EDITORIAL & WRITING MANAGER Nstor Ossandn Brian Dugas Nate Scott Shona Fahland
Darla Kennerud Andrea Uderzo Michael Jenkins Ben Seins PROJECT MANAGER
SENIOR WRITER & CONTINUITY ILLUSTRATORS SCULPTORS Javier Garcia Urea Gabriel Waluconis
Douglas Seacat Carlos Cabrera Shawn Bruner Stephane Nguyen Van Gioi PLAYTEST COORDINATOR
WRITERS
Oscar Cafaro Steve Buddle Jim Warner Jack Coleman
Matt Goetz Alberto Dal Lago Sean Bullough Kev White
Zachary C. Parker Eric Deschamps Reed Casey Jeff Wilhelm INFERNALS
privateerpress.com
This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All Rights Reserved.
All trademarks herein including Privateer Press, Iron Kingdoms, Full Metal Fantasy, Immoren, WARMACHINE, Forces of WARMACHINE,
Steam-Powered Miniatures Combat, Cephalyx, Convergence of Cyriss, Convergence, Cygnar, Cryx, Khador, Protectorate of Menoth, Protectorate,
Retribution of Scyrah, Retribution, warcaster, warjack, HORDES, Forces of HORDES, Monstrous Miniatures Combat, Circle Orboros, Circle,
Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warbeast, Formula P3, Formula P3 Hobby Series, War Room, and all associated logos
are property of Privateer Press, Inc. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental.
No part of this publication may be stored in any retrieval system or transmitted in any form without written permission from Privateer Press.
Duplicating any portion of the materials herein, unless specifically addressed within the work or by written permission from Privateer Press,
is strictly prohibited. In the event that permissions are granted, such duplications shall be intended solely for personal, non-commercial use
and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Please dont steal
our copyrighted material. We see anyone who does as fair gameliterally. Thats why we keep an eager argus around. Going after a copyright
violator lets him release some of that excess energy. Good boy!
First printing: December 2015. Printed in China.
3
FOREWORD
The world is full of beasts, great and small, fearless and timid. Beauty, it is said, is in the eye of the beholder. As much as
Each is a product of its environment, uniquely equipped for our individuality informs our varied tastes, our common
its place in the world. Only one rule governs all of them: humanity draws us all to certain qualities. Strength, power,
survival of the fittest. speed, elegance: these are all characteristics shared by those
beasts we consider majestic. What could be more beautiful
With claw and fang, unyielding predators vie for dominion
than a creature evolved to embody all these traits together?
in a never-ending competition to claim the highest rank
within the natural order. When a beast falls short of genetic Transformation is a requirement of continued existence. For
superiority, it must adapt by changing its behavior, its three years, we have analyzed every fiber of HORDES over
patterns, and sometimes even its environment. And when the course of designing the game you see before you. Every
adaptation cannot ensure its dominance, it must evolve. rule on every model has been scrutinized, re-evaluated, and
refined in order to maximize performance, eliminate overlap,
And so it goes with our games.
and make the model a viable choice within the context of
Creating an ever-expanding, immersive miniatures game the army you choose to assemble. But where HORDES has
can feel like trying to tame a wild beast. Finding the transformed the most is in the play experience, specifically
balance between a true-to-life mass-combat simulation the arc of the game. By developing her spiritual connection
and an enjoyable recreational pastime requires negotiating with her warbeasts, a warlock retains some potency all the
its unpredictable nature and hidden dangers. Somewhere way to a battles finish despite whatever losses she may suffer.
between the realism and the entertainment is the sweet spot, Instead of slowly winding down to an inevitable conclusion,
or what we refer to as the fun. Untamed, the beast can the conflict remains an intense battle to the very end.
rampage out of control, trampling those caught in its path.
In every aspect of this game, weve endeavored to preserve
Chained too tightly, the poor creature becomes dull and
the strength and elegance of the original while evolving it into
lifeless, a pale shadow of its potential.
a form that heightens what we crave from tabletop battles.
We want you to care for our beast the way we do, to forge a Our beast has undergone a metamorphosis, emerging more
sublime connection to it. We want to give you an experience equipped to create the most perfectly immersive experience
that taps into your primal nature and keeps you coming possible on the tabletop. And while perfection is a quality
back for more. that can never be achieved, you must know that well never
stop trying. Its our nature.
Matthew D. Wilson
4
WELCOME
TO MONSTROUS MINIATURES COMBAT!
HORDES is a game of cunning strategy, brutal tactics, and an army to guidance on terrain and scenarios. Whatever your
epic clashes between forces of snarling warbeasts, battle- experience level, youll quickly be leading your chosen army
hardened warriors, and elite battle mages. The game is set onto the field of battle to dominate your foes.
in the Iron Kingdoms, where mankind enjoys the fruits of
HORDES is also a rewarding hobby where players collect
steam-powered arcane technology while simultaneously
and paint finely detailed miniatures representing the
protecting itself from the horrors that lurk in the wilderness.
warriors, beasts, and heroes of this untamed fantasy world.
Its a world where swordplay and guncraft go hand-in-hand
Throughout this book youll see a variety of inspiring
and powerful magic can turn the tide of battle. The Iron
photographs of our studio models in action.
Kingdoms are rife with conflict, and only the boldest heroes
will reign supreme. We sincerely hope youll enjoy HORDES as much as we do.
With this book and a few miniatures, youll be well on your
This book gives you the gritty details of how to play out
way to ultimate monstrous miniatures combatand your
these conflicts on your tabletop, from the basics of building
tabletop will never be the same!
5
6
RULES BASICS GENERAL KNOWLEDGE FOR
COMBAT IN HORDES
Game Overview multiple warlocks and legions of warriors take the field
to crush their enemies with the combined might of spears,
Take control of a powerful warlock and wreak havoc on your spells, and claws.
foes with a horde of hulking warbeasts fueled by unbridled
rage. In HORDES, only the strongest, fastest, and most cunning Warbeasts are mighty creatures drawn from the wilds of
survivethe rest are a feast served up for your warbeasts. Immoren and trained for combat. They are bred or chosen
for their ability to fight and heed their warlocks commands.
HORDES is a fast-paced and aggressive 32mm fantasy tabletop Most rely on claw and fang, but some wield massive weapons
miniatures combat game for two or more players set in the wilds or boast supernatural powers.
of the Iron Kingdoms. Players jump into the action controlling
powerful warrior-sorcerers or battle-shamans known as A warlock maintains mental contact with the warbeasts in his
warlocks. Though warlocks are formidable combatants, their battlegroup and can force them to attack with greater accuracy
true strength lies in their parasitic synergy with packs of savage and strength or evoke latent arcane abilities, increasing the
warbeastsmonstrous creatures of flesh, blood, and bone beasts fury. During a conflict, the warlock can leech this fury
that allow the warlocks to contend on equal footing with the from his warbeasts and use it to boost his combat abilities, heal
greatest modern armies. Players collect, assemble, and paint his battlegroup, stave off injury, or cast formidable spells.
fantastically detailed models representing the various beasts, The warlock is the tie that binds the horde together but is also
minions, and warriors in their horde. its weakest link. If a warlock falls, his warbeasts lose interest
In addition, HORDES is fully compatible with the steam- in the fight and soon fall to their enemies on the field.
powered miniatures combat of WARMACHINE, which is set The outcome of a battle depends on the ability to think
in the industrial nations of the Iron Kingdoms and features quickly, use sound tactics, and decisively employ your
powerful warcasters whose magic and steam-powered warjacks forces. A crucial component of strategy is the warlocks
make the earth tremble. This allows players to pit their forces management of warbeasts fury to enhance their attacks
against each other in epic battles of machines versus beasts. (A and fuel his own powers. Properly managed, fury can turn
WARMACHINE Rules appendix is included on p.326.) a battlegroup into a nigh-unstoppable horde of destruction!
A HORDES army is built around a warlock and his warbeasts. Too much fury can backfire, however, causing warbeasts
Bands of warriors and other allies can further bolster a to frenzy uncontrollably and attack whatever is nearest
hordes combat capabilities. Sometimes huge armies with whether friend or foe.
7
Some events call for rolling a d3. To do so, roll a d6, divide
Summary of Play the result by 2, and round up.
Before a battle begins, players agree on an encounter level, which
Some instances call for a models stat or a die roll to be divided
determines the scope of the game being played, and a scenario
in half. For distance measurements, use the actual result after
for play. They then create their armies based on those guidelines.
dividing the number in question. For everything else, always
Next, the players determine the turn order. Once established, the
round a fractional result to the next highest whole number.
turn order will not change throughout the game. Players then
deploy their forces and prepare for battle to begin.
A table or playing surface where you can conduct your Additional Dice & Boosted
battles (typically 4 4).
A tape measure or ruler marked in inches and fractions
Rolls
Sometimes a special rule or circumstance will allow a model
thereof to measure movement and attack distances.
to roll an additional die. An additional die is a die added to the
A few six-sided dice. Six will be plenty. number of dice a model would ordinarily roll. For example,
A handful of tokens, like the official token sets offered by when a model makes a ranged attack roll, it generally rolls 2d6
Privateer Press, to indicate focus points, spell effects, etc. and adds its RAT stat. If the model gains an additional die on
this attack, it would roll 3d6 and add its RAT stat.
Stat cards for all the models in your army. You can either
use the physical cards that came with your models, or A die roll can include multiple additional dice as long as each
you can download War Room, the digital WARMACHINE additional die comes from a different rule.
and HORDES companion app from the iTunes, Google
Play, or Amazon App stores. When using physical cards, Some effects grant models boosted attack or damage rolls.
we recommend you put them in card sleeves and use a Boosting a roll allows you to roll one extra die. If a model has
dry erase marker to mark damage. a rule that gives it the option to boost a roll, you must declare
that it is boosting before rolling any dice for the roll. Each
The markers and templates in the Basic Training tutorial
attack or damage roll can be boosted only once, but a model
guide. You may photocopy them for personal use.
Privateer Press also offers high-quality laser-cut acrylic can boost multiple rolls during its activation. When an attack
versions of these templates. affects several models, the attack and damage rolls against
each individual model must be boosted separately.
8 RULES BASICS
models from a single Faction and can also include Minions
General Guidelines that will work for that Faction. When a rule references
This section covers how HORDES handles game terms, Faction it refers to the Faction of the model carrying the
the relationship between standard and special rules, rule. On a Minion model, for instance, friendly Faction
sportsmanship between players, and the procedures for warbeast means friendly Minion warbeast, while the
resolving rules disputes. same text on a Trollblood model means friendly Trollblood
warbeast.
Game Terms, Model Names & The names of the models and units in HORDES appear on two
Rules References lines that describe what the model is called and what type of
When these rules define a game term, it appears in bold. model it is. Each model also has a name that appears on its
stat profile. Rules in HORDES can refer to a model by any of
For the sake of brevity, the phrase model with the special these identifiers. Additionally, a model can be identified by
rule is sometimes replaced with the rules name. For example, its own rules; for this to apply to a unit, however, all models
a model with the Pathfinder advantage is a pathfinder, and in the unit must have the identifying rule.
a model with the Spellcaster rule is a spellcaster. Similarly,
EXAMPLE: The Pyg Bushwhacker unit has the name
the phrases attack with the weapon and attack
Pyg Bushwhackers (listed on the first line) and is a
granted by the special rule can be replaced by the
Trollblood Unit (listed on the second line). This unit
expression attack. For instance, the attacks a trampling
could be referenced specifically as Pyg Bushwhackers, as a
warbeast makes against models it moved over are called
Trollblood unit, as a unit, or as Pygs.
trample attacks.
EXAMPLE: The Hunters Grim is a warlock unit consisting
All models in your army are friendly models. Models of Grim Angus and his two hunting buddies, Muggs and
controlled by your opponent are enemy models. Krump. Grim has a rule stating that he is a Trollkin model,
while Muggs and Krump have a rule stating that they are
The rules of models are written as if speaking to the current
Pygs. As a result Grim is affected by special rules that
controller of the model. When a models rule references you
affect trollkin, and Muggs and Krump are affected by rules
or yours, it refers to the player currently controlling the model.
that affect Pygs. Because neither the Trollkin nor the Pyg
In a models rules, this model always refers to the model rule is shared by all models in the unit, however, the unit is
carrying the rule. not considered a Trollkin unit or a Pyg unit.
The various nations and tribes within the Iron Kingdoms are EXAMPLE: The Feralgeist solo has the Undead
represented by the different Factions. Armies are made up of advantage. This solo could be referenced as an undead solo.
RULES BASICS 9
Unless specified otherwise, when a models rules reference
another model by name, the model referenced is assumed
to be a friendly model. For example, the Skorne model
Tyrant Rhadeim has a Leadership rule that grants the Dodge
special rule to Skorne Praetorian Ferox models in Rhadeims
command range. Praetorian Ferox gain Dodge only if their
controlling player also controls Rhadeim. An enemy Rhadeim
model does not grant Dodge to the Praetorian Ferox.
Rule Priority
HORDES is a complex game that provides a multitude of
play options, but its rules are intuitive and easy to learn. The
standard rules lay the foundation for the game and provide
all the typical mechanics used in play. Additional rules apply
to specific models and modify the standard rules in certain
circumstances. When they apply, the rules of individual
models take precedence over the rules in this rulebook.
10 RULES BASICS
Active or Inactive Player Use of Any Time Special Rules
If a model is making an attack, its controller is the active Spells, feats, and other special rules that state they can be
player. If no model is making an attack, the active player is used at any time during this models activation can be used
the player whose turn it is. In both cases, the other player is before moving, after moving, before making an attack, or
the inactive player. When resolving effects that occur after after an attack but not while moving, attacking, or resolving
the attack is resolved, the active and inactive players remain another triggered effect. A model cannot interrupt movement
the same as during the attack until all effects triggered by the or an attack to use one of these special rules.
attack (see below) are resolved.
EXAMPLE: Warlocks can cast spells at any time during
their activation. This means Thagrosh, Prophet of
Triggers Everblight can cast a spell before and after moving, before
Some rules will describe conditional effects, also referred and after an attack, before using his feat, and after placing
to as triggered effects. These rules will typically describe the model from his feat. He cannot, however, cast a spell
the trigger condition, the timing of the trigger, the resulting while he is moving, making an attack, or using his feat to
effect, and the timing of the resolution of this effect. If no place a Carnivean back into play.
specific timing is described, the effect is resolved upon the
trigger condition being met.
Some effects cause certain conditions of an attack, such as In addition to the downloadable reference documents and
whether it hit or what models it disabled or destroyed, to War Room updates, annually we will release a physical update
change during resolution. When resolving triggered effects, pack containing updated versions of the cards that were
recheck trigger conditions as you resolve each special rule. affected by the previous years adjustments. Models that
If a condition is no longer met, the effect does not resolve. have been updated in this way will be listed on our website at
privateerpress.com/errata. In order to make card versions
Similarly, if an effect on one model causes a condition to
easily identifiable, each stat card contains the year and version
change on another model, effects triggered by that condition
number and is marked with a color specific to that year. This
will resolve for each of those models.
will enable players in an official event setting to quickly and
EXAMPLE: A Gatorman Husk has the Death Blast special easily confirm the cards they are using are the most current
rule, which causes it to explode when disabled. If it is also versions by cross-referencing them with the stat card version
affected by a Gatorman Witch Doctors Zombify special sheet found at the front of the errata document.
action (which grants Tough and Undead ) when an
We highly recommend that you visit this site regularly
enemy model disables it, both Tough and Death Blast need
to ensure you are using the current version of a models
to resolve as inactive player effects. The inactive player
rules and enjoying the best possible WARMACHINE and
decides which effect resolves first. If you resolve Death
HORDES experience.
Blast first, the Gatorman Husk will explode and be removed
from play, and then Tough does not resolve. If you resolve
Tough first and pass the check, the Gatorman Husk removes
1 point of damage and so is no longer disabled. Death Blast
then will not resolve, as its condition is no longer met. If
you fail the Tough check, the Gatorman Husk will remain
disabled; the condition of a disabled model will still be met,
and Death Blast will resolve.
RULES BASICS 11
Sportsmanship & Sharing Measuring Distances
Information A player can measure any distance for any reason at any time.
Although HORDES simulates violent battles between rival A model is within a given distance when the nearest edge of
forces, you should still strive to be a good sport in all aspects its base is within that distance. If two models are exactly a
of the game. Remember, this is a game meant to provide certain distance apart, they are considered to be within that
entertainment and friendly competition. Whether winning distance of each other.
or losing, you should still be having lots of fun.
A model is completely within a given distance when its entire
From time to time, your opponent may wish to see your base is within that distance.
records to verify a models stats or see how much damage
If models bases overlap, they are within 0 of each other.
a particular warbeast has taken. Always represent this
information honestly and share your records and information When determining the effects of a rule that affects models
without hesitation. within a specified distance of another model, the effect is a
circular area that extends out from the edge of the specified
Resolving Rules Issues models base and includes the area under the models base.
Unless the rule says otherwise, that model is considered to be
These rules have been carefully designed to provide as much
completely within the area described.
guidance as possible in all aspects of play. That said, you still
might encounter situations where the proper course of action is
not immediately obvious. For instance, players might disagree
on whether a model has line of sight to its intended target. WITHIN VS. .
During a game, try to resolve any such issue quickly in the
COMPLETELY WITHIN
Praetorian Swordsman A is not within the shaded area. Praetorian
interest of keeping the game flowing. There will be plenty of
Swordsmen B and E are within the shaded area. Praetorian
time after the game to determine the best answer, which you
Swordsmen C and D are completely within the shaded area.
can then incorporate into future games.
12 RULES BASICS
MODELS
MODEL TYPES, STATS,
& DAMAGE CAPACITY
Each HORDES combatant is represented on the tabletop by rules that are common to all warlocks and are not listed on
a highly detailed and dramatically posed miniature figurine the models stat card (see Warlock Special Rules, p.70).
referred to as a model. There are several basic model types: All warlocks are characters.
warlocks, warbeasts, troopers, solos, and battle engines.
In the game of WARMACHINE, the parallel of the warlock is
Troopers, solos, and nonbattle engine warlocks are warriors.
called a warcaster and is a commander of warjacks and soldiers.
Models are considered to be living unless otherwise noted.
Warbeasts
Independent Models Warbeasts are creatures noted for formidable battle prowess
Independent models are those that activate individually. and a capacity to be controlled by warlocks. Warbeasts come
Warlocks, warbeasts, solos, and battle engines are in a variety of shapes and sizes and are drawn from diverse
independent models. geographies and ecologies. They are smarter than animals
but more primitive and savage than the races fighting across
Warlocks the face of Immoren. Each of the armies in HORDES brings
A warlock is a tremendously powerful sorcerer, shaman, distinct types of warbeasts to their battles and employs
or druid with the ability to control a group of warbeasts specialized techniques in recruiting and controlling them.
telepathically. A warlock is a deadly opponent highly skilled Once warbeasts are brought to fight, the fury of their attacks
in both physical combat and spellcasting. A battlegroup strengthens their warlocks, and together they form an
includes a warlock and the warbeasts it controls. A warlock almost-unstoppable synergy.
can force only the warbeasts in its battlegroup.
Warbeasts would be considered terrible monsters by civilized
During battle, a warlock commands a battlegroup of nations, for each is capable of ripping even armed foes limb-
warbeasts in an effort to complete objectives. A warlock can from-limb. Many have had their considerable natural abilities
use fury points drawn from the warbeasts in its battlegroup enhanced with heavy armor and the best-made weapons
to enhance its own combat abilities and cast spells. available. Most have endured considerable training to
Throughout a battle, the warlock forces warbeasts to bolster capitalize on their abilities and fight ably alongside warriors
their effectiveness in combat. and warlocks. Though warbeasts are capable of acting on their
own, a warlocks dominating will overrides their individuality
Warlocks are generally independent models, though some
except in cases of frenzy (p.67).
warlocks command their own units (see Warlock Units,
p.72). A model with the model type Warlock has many
MODELS 13
BATTLE ENGINE
Meat Thresher
WARBEAST
Dire Troll Mauler WARLOCK
Thagrosh, Prophet of Everblight
SOLO
Lord of the Feast
UNIT
COMMAND ATTACHMENT Praetorian Swordsmen
Praetorian Swordsman
Officer & Standard
Warbeasts are classified according to base size: each lesser Battle Engines
warbeast and each warbeast that is part of a warbeast pack
Battle engines are powerful weapons of war. Battle engines
has a small base (30mm), a light warbeast has a medium
are independent models with huge bases (120mm). Battle
base (40mm), a heavy warbeast has a large base (50mm),
engines are not warrior models. Battle engines have a number
and a gargantuan has a huge base (120mm). Most warbeasts
of special rules, which can be found on p.78.
are independent models even though they are assigned to
specific battlegroups. However, some warbeasts operate as
part of warbeast packs (p.68). Units
A unit is a group of similarly trained and equipped
Models with the model type Warbeast have many rules
trooperssuch as swordsmen, riflemen, and scoutswho
that are common to all warbeasts and are not listed on their
operate together as a single force. All models in a unit are
stat cards. These rules are detailed on p.66.
troopers, and every unit includes a unit commander and one
or more additional troopers. Models in units do not activate
Solos individually; instead, all members of the unit activate at the
Solos are individuals who operate alone, such as monster same time and progress through the steps of an activation
hunters and heroes. Solos are independent models. together. See Anatomy of a Unit on p.62 for more
detailed rules on units.
Grunts
Grunts are the basic troopers in a unit.
14 MODELS
SPD, Speed A models movement rate. A model moves up
Unit Commanders, Leaders & to its SPD in inches when making a full advance.
Officers
Each unit is led by a unit commander. A unit commander is STR, Strength A models physical strength. STR is used to
a trooper that has the ability to give its unit orders that allow calculate melee damage.
the unit to perform specialized battlefield maneuvers. MAT, Melee Attack A models skill with melee weapons
In most cases, the Leader of a unit is its unit commander. such as swords and hammers or with natural weapons like
Some units are led by Officers. While an Officer is in play, it fists and teeth. A model uses its MAT when making melee
is the unit commander of its unit. attack rolls.
KAYA 1
SPD STR MAT RAT DEF ARM CMD
7 6 6 4 16 14 8
SPLINTER
RNG POW P+S
2 6 12
Kaya the Wildborne
MODELS 15
Base Stats, Current Stats & Model Special Rules
Modifiers Most HORDES combatants are highly specialized and
Rules in HORDES can refer to a models base stats or to its trained to fill unique roles on the battlefield. To represent
current stats. A models base stats are typically those printed this, models have special rules that take precedence over
in its stat bar. Some special rules can change the base stat the standard rules. Special rules include advantages, feats,
of a model to a specific value, however. Apply this change immunities, orders, special actions, special attacks, spells,
before applying any other modifiers to the stat. If a model weapon qualities, and other rules that appear on a models
is affected by multiple rules that change a base stat, the base card and in its model entry.
stat becomes the lowest value. If the base stats of a model
In addition, some model types have additional rules that
are modified, they are then referred to as the models current
appear in the text of a book. For example, warbeasts and
stats. Unless a rule specifies otherwise, always use a models
warlocks have additional rules that appear in the Warbeasts
current stats.
(p.66) and Warlocks & Fury (p.70) sections of this
To determine a models current stat, start with the base stat rulebook, which detail many special rules common to all
and then apply modifiers in the following order. warlocks and warbeasts that do not appear on their stat cards
or model entries.
1. Apply modifiers that double the stat.
Some special rules have a range (RNG). A rules range is the
2. Apply modifiers that halve the stat.
maximum distance in inches it can be used to affect another
3. Apply bonuses that add to the stat. model or unit (see Measuring Range, p.40). A RNG of
4. Apply penalties that reduce the stat. CMD indicates the special rule has a range equal to the
models Command stat. A model with a special rule that has
The result is the models current stat. A models base and
a RNG is the point of origin of the rules effect (see Point of
current stats can never be reduced to less than 0.
Origin & Origin of Damage, p.40).
EXAMPLE: Stationary models have a base DEF of 5,
and cover grants +4 DEF. Therefore, a stationary model If the target model is within range, it is affected by the special
behind cover has a current DEF of 9 (base DEF 5 + 4 DEF rule. If the target model is outside the range, it is not affected
for cover). A stationary model (base DEF 5) affected by but the special rule has still been used. Spells and attacks
Megaliths Undergrowth animus (2 DEF) would have a have their own rules for measuring range and determining
current DEF of 3. the effects of making an action if the target is out of range.
Note that these limitations apply only to the stats If a model can be a valid target for its own special rule, then
themselves and not to attack rolls. A Venator Catapult Crew it is always within range of its special rule.
with RAT5 affected by a spell that reduces their RAT by 2
EXAMPLE: Tyrant Xerxis has Battle Plan special rules with
has a current RAT of 3. The Venator Catapult Crew suffers
4 to their attack roll from its weapons Inaccurate rule, RNG 5 that can target warrior models. Because Xerxis is a
so what would have been 2d6+3 becomes 2d61 even warrior model, he can target himself with his Battle Plans
though the stat itself is not less than 0. and is always within range.
16 MODELS
Advantages Incorporeal This model treats all non-impassable terrain
Advantages are common special rules that many models have.
as open terrain (p.82) while advancing. It can move through
A models advantages are represented by icons beneath its obstructions and through other models if it has enough
stat bar; the text of the advantages does not appear in the movement to move completely past them. While charging,
model entries or on the cards but is listed below. Advantages slam power attacking, or trample power attacking, this model
are always in& - USE THIS AMPERSAND FOR CIRCLE
effect. does not stop its movement when it contacts an obstacle,
an obstruction, or another model. Other models, including
slammed, pushed, or thrown models, can move through
LORD OF THE FEAST 2016 v1 this model without effect if they have enough movement to
CIRCLE SOLO
move completely past it. This model does not count as an
LORD OF THE FEAST 1
SPD STR MAT RAT DEF ARM CMD intervening model. This model is immune to continuous
5 8 8 7 12 17 3 effects and non-magical damage. This model cannot be
moved by a push, slam, or throw. When this model makes a
RAVEN
RNG ROF AOE POW
melee or ranged attack, before the attack roll is made it loses
10 1 Incorporeal until the start of its next activation. This model
These symbols show that the Lord of the Feast has cannot make free strikes while Incorporeal.
Advance Deployment, Pathfinder, and Stealth.
WURMBLADE
RNG POW P+S
1 5 13
Advance Deployment This model can be placed after
normal deployment, up to 6 beyond the established
deployment zone (p.26).
Combined Ranged Attack This model can participate in Pathfinder This model treats rough terrain as open
combined ranged attacks with other models in its unit (p.65). terrain (p.82) while advancing. While charging, slam
power attacking, or trample power attacking, this model does
Construct This model is a construct and is not a living
not stop its movement when it contacts an obstacle.
model. See Warbeast Constructs on p.66 for additional
rules for constructs that are also warbeasts. Soulless This living model does not generate a soul
token (p.59) when it is destroyed.
Eyeless Sight This model ignores cloud effects (p. 59)
when determining line of sight. This model ignores concealment Stealth Ranged and magic attacks targeting this
(p.50) and Stealth (p.17) and never suffers Blind. model from a point of origin (p.40) greater than 5 away
automatically miss. This model is not an intervening model
Flight This model treats all non-impassable terrain as
(p.36) when determining line of sight from a model more
open terrain (p.82) while advancing. It can move through
than 5 away.
obstructions and through other models if it has enough
movement to move completely past them. While charging, Tough When this model is disabled (p.57), roll a d6.
slam power attacking, or trample power attacking, this model On a 5 or 6, remove 1 damage point from this model; it is no
does not stop its movement when it contacts an obstacle, an longer disabled and becomes knocked down (p.61). While
obstruction, or another model. This model ignores intervening knocked down this model loses Tough.
models when declaring its charge target.
Undead This model is an undead model and not a living
Gunfighter This model is a gunfighter (p.52). model.
MODELS 17
Immunities continuous effect is never applied to that model. If a model
gains immunity to a continuous effect while suffering that
Immunities are advantages that protect models from some
effect, the continuous effect immediately expires.
types of damage and effects. A model never suffers damage
from a damage type to which it is immune. If the damage has
multiple damage types, a model that is immune to any of the
Feats
types will not suffer the damage. Each warlock has a unique and powerful special rule called a
feat that can be used only once per game (p.70).
Immunity: Cold This model does not suffer cold
damage (p.56). Orders
Immunity: Corrosion This model does not suffer An order lets a unit perform a specialized combat maneuver
corrosion damage (p. 56) and is immune to the Corrosion (see Issuing Orders, p.64).
continuous effect (see below and p.60).
18
ROF, Rate of Fire The number of initial attacks a model can
Weapon Statistics make with this ranged weapon during its activation.
On a models weapon stat bar a sword icon denotes a melee
weapon, a pistol icon denotes a ranged weapon, and a EXAMPLE: Lylyth, Herald of Everblights weapon
horseshoe icon & denotes a Mount.
- USE THIS The entry
AMPERSAND for a model with
FOR CIRCLE Hellsinger has ROF2. When Lylyth makes ranged attacks
multiple identical weapon has a single weapon stat bar with with Hellsinger during her activation, she can make two
the number of weapons indicated on the icon. A weapons attacks. A Dire Troll Blitzers Slugger has ROFd3. When
BEAST
stat bar lists only theMASTER
stats XEKAAR
that apply to its use. Those
2016 v1that are the Blitzers controlling player declares the warbeast is
SKORNE PAINGIVER WARLOCK
going to make ranged attacks with its Slugger, that player
not applicable are marked with .
XEKAAR 1 first rolls a d3 and then can make up to the number of
SPD STR MAT RAT DEF ARM CMD
7 6 6 4 15 14 8 attacks indicated.
AOE, Area of Effect The diameter in inches of the template
DAMAGE
WB FA
attacks point of MODEL
origin and the target before +the
DS DAMAGE 30 attack
C will
automatically miss (see Making Attacks, p.41). Measure
MODEL ES DAMAGE FA
PC Leader & 2 Grunts 11
range from the edge of the point ofLeader
origins
& 4 Grunts base18nearest
2 to the
target up to the maximum range of the attack (see Measuring
Range, p.40). Spray attacks use special range descriptors
beginning with SP (p.54). A RNG of CTRL indicates
the weapon can target any model in the attacking models
control range. Remember, the attacking model needs line of
sight to a model target it (p.36). A RNG of * indicates the
models special rules contain information about determining
the RNG. Some special rules can affect a weapons range. If
a weapons RNG is reduced to 0 or less by some effect, the
weapon cannot be used to make attacks.
MODELS 19
& Qualities
Weapon - USE THIS AMPERSAND FOR CIRCLE Disruption A warjack hit by this attack loses its focus
Weapon qualities are special rules that are marked as icons on
points and cannot channel spells or gain focus by any means,
a weapons statGRAYLE
block. THE FARSTRIDER including by being allocated focus, for one round.
2016 v1
CIRCLE WOLF SWORN WARLOCK
Open Fist This weapon is an Open Fist. A warbeast can
GRAYLE 1
SPD STR MAT RAT DEF ARM CMD
use a weapon with an Open Fist to make some power attacks
7 6 7 4 15 16 9 (p.44).
HUNTING BLADE Shield This weapon is a shield that gives the model a
RNG POW P+S cumulative +2ARM bonus; for example, a model with two
1 4 10
of them gains a bonus of +4ARM. A model does not gain
this bonus when resolving damage that originates in its
back arc (p. 42).
These symbols show that Grayle the Farstriders Hunting
Weapon Master When attacking with this weapon, add
Blade melee weapons have Damage Type: Magical
and Weapon Master . an additional die to its damage rolls.
FURY
Continuous Effect: Corrosion A model hit by this attack Every time a model with multiple damage boxes suffers
suffers the Corrosion continuous effect (p.60). damage, mark one damage box for each damage point taken.
(See Recording Damage, p.57, for more.) A model with
Continuous Effect: Fire A model hit by this attack suffers damage capacity is disabled once all its damage boxes are
the Fire continuous effect (p.60). marked. A warbeast can suffer from crippled aspects before
Critical Corrosion On a critical hit, the model hit by this its life spiral is completely filled, however. A warbeasts life
attack suffers the Corrosion continuous effect (p.60). spiral is arranged into three aspects: Mind, Body, and Spirit.
When all damage boxes for a specific aspect have been
Critical Disruption On a critical hit on a warjack, the marked, that aspect is crippled. (See Recording Damage,
warjack suffers Disruption. A warjack suffering Disruption p.57, for more.)
loses its focus points and cannot channel spells or gain
focus by any means, including by being allocated focus, for
one round.
2
Critical Fire On a critical hit, the model hit by this attack
1
suffers the Fire continuous effect (p.60). 3
MIND
BOD
Damage Type: Cold This weapon causes cold damage
Y
(p.56). 4
IR
SP
damage (p.56). 6
Damage Type: Electricity This weapon causes electrical 5
damage (p.56).
Damage Type: Fire This weapon causes fire damage Sample life spiral from a warbeast stat card
(p.56).
20 MODELS
Base Size & Facing
The physical models themselves have some properties
FACING & DIRECTLY FACING
important to gameplay, namely base size and facing. The Titan Cannoneer is facing both Lylyth, Herald of Everblight
and the Carnivean. The Cannoneer is directly facing the
Base Size Carnivean. Note that although it is facing the other warbeast,
the Carnivean is not directly facing the Cannoneer.
The physical size and mass of a model are reflected by its
base size. There are four base sizes: small bases (30mm),
medium bases (40mm), large bases (50mm), and huge bases Cannoneer
(120mm). Generally, most human-sized warrior models
have small bases; larger creatures and light warbeasts have
medium bases; very large creatures and heavy warbeasts
have large bases; and gargantuans and battle engines have
huge bases. A models entry states its base size. Lylyth
Facing
A models facing is determined by its shoulder orientation.
The 180 arc in the direction its shoulders face defines the
models front arc; the opposite 180 defines its back arc.
Many players find it helpful to make a small mark on either
side of each models base to indicate where the front arc ends
and the back arc begins instead of relying on the positioning
of its shoulders. If a model lacks shoulders, you must mark Carnivean
its base or discuss its facing with your opponent before the
game starts.
MARKING YOUR .
Front Arc MODELS FACING
We recommend you paint lines on your models bases to
identify their facing clearly.
Back Arc
MODELS 21
PREPARING FOR WAR
ARMY BUILDING, ENCOUNTER LEVELS & SETUP
CIRCLE BATTLEGROUP
CYCLOPS RAIDER x3
LYLYTH 1
SPD STR MAT RAT DEF ARM CMD
7 4 5 7 16 14 8
HELLSINGER
RNG ROF AOE POW
&
12 2 12
- USE THIS AMPERSAND FOR CIRCLE
BOW BLADE
RNG POW P+S
0.5 3 7
LYLYTH, SHADOW OF EVERBLIGHT 2016 v1
LEGION BLIGHTED NYSS WARLOCK
LYLYTH 2
FURY SPD STR MAT RAT DEF ARM CMD
7 4 5 8 16 14 8
5
WHISPER
RNG ROF AOE POW
&
12 1 12
- USE THIS AMPERSAND FOR CIRCLE
BOW BLADE
RNG POW P+S
0.5 3 7
LYLYTH, RECKONING OF EVERBLIGHT DAMAGE
2016 v1
LEGION BLIGHTED NYSS BATTLE ENGINE WARLOCK
WB FA
LYLYTH 3 +30 C
FURY SPD STR MAT RAT DEF ARM CMD
9 8 6 8 15 16 8
5
WHISPER
RNG ROF AOE POW
12 3 12
MOUNT
RNG POW
0.5 12
DAMAGE
WB FA
+28 C
FURY
Starting Fury
Every warlock and other model with the Fury Manipulation
special rule begins the game with a number of fury points
equal to its Fury stat.
27
GAMEPLAY
TURN SEQUENCE, MOVEMENT & ACTIONS
28 GAMEPLAY
The Player Turn Activation Phase
The Activation Phase is the major portion of a players turn.
A players turn has three phases: Maintenance, Control, and
Activation. All models you control must be activated once per turn.
This is usually done during the Activation Phase, but some
Some effects are resolved at the beginning of a players turn. effects allow a model to activate earlier in the turn. Units
These effects are resolved before the start of the Maintenance and independent models are activated one at a time in the
Phase. Remember to remove markers for any effects that order you choose. A model cannot forfeit its activation unless
expire at the beginning of your turn. allowed to do so by a special rule (see Forfeiting Normal
Movement or Combat Actions, below). A model must be on
Maintenance Phase the table to activate.
During the Maintenance Phase, perform the following steps
in order:
Activating Models
1. Remove all fury points in excess of the FURY stat for When a model activates, the activation is divided into its
each of your models with the Fury Manipulation special Normal Movement (see Normal Movement & Advancing,
rule. Leave fury points on warbeasts at this time. p.30) and its Combat Action (see Combat Actions,
2. Check for expiration of continuous effects on any p.36). A models Normal Movement must be resolved
models you control. After checking for expired before progressing to its Combat Action. For a detailed
continuous effects, resolve the effects of those that breakdown of model activation, see Activation Timing in
remain in play. the Timing appendix p.324.
GAMEPLAY 29
Movement BY ANY OTHER NAME
Normal Movement & Remember that all intentional movementwhether full
Advancing advancing, running, or chargingis considered to be
advancing regardless of whether it takes place during a
The first part of a models activation is its Normal Movement
models Normal Movement.
(see Activating Models, p.29). While models generally
move only during this portion of their activations, some
special rules permit movement at other times.
When a model resolves its Normal Movement, it must choose
Advancing refers to movement a model intentionally makes, one of the following options:
not to involuntary movement caused by other effects, such as
Forfeit its Normal Movement
being pushed or slammed. A model can change its facing at any
time during its advance, but when it advances it must always Aim
move in the direction it is facing. Make all measurements from Full advance
the front of an advancing models base. Determine the distance
Run
a model advances by measuring how far the leading edge of
its base travels. The distance moved is absolute. Changing Charge
facing by rotating in place is still advancing even though the Additionally some models can choose to perform a power
models position on the table does not change. A models base attack encompassing its Normal Movement and Combat Action
cannot pass over another models base while advancing. This such as a slam (p.45) or trample power attack (p.48).
means that if a gap between the bases of two models is too
small for another models base to fit between them, the third
model cannot move through the space.
Forfeiting Normal Movement
See Forfeiting Normal Movement or Combat Actions, p.29.
ADVANCING Aim
During Normal Movement the model changes its facing to The model does not advance, not even to change its facing; then its
point in the direction it moves. Normal Movement ends. For the rest of the models activation, it
receives a +2 bonus to every ranged attack roll it makes. A model
in melee (p.43) cannot use its Normal Movement to aim.
Full Advance
The model advances up to its current speed (SPD) in inches.
Run
2 The model advances up to twice its current SPD in inches.
When a model uses its Normal Movement to run, it must
forfeit its Combat Action before advancing and its activation
ends as soon as it completes its run movement. A model
3 cannot use its Normal Movement to run after casting a spell
or using a feat that activation.
INVOLUNTARY MOVEMENT If a model cannot run due to some effect and is required to use
its Normal Movement to run, instead of running it forfeits its
During involuntary movement the model does not change
Combat Action and makes a full advance, then its activation
its facing.
ends. A model that is required to run for some reason cannot
cast spells or use its feat even if it cannot run.
GAMEPLAY 31
A MODEL CAN CHARGE WHAT IT SEES
A model needs only line of sight to another model to charge it, even if there are circumstances that will cause the charge to fail.
Sometimes tactical benefits from the extra distance of a charge outweigh the negatives of failing the charge (such as when using the
Assault advantage to reposition close enough for a ranged attack). Each of the following is a valid charge, even though the attacker is
not able to reach the charge target.
CHARGE EXAMPLES
Wild Argus
Wild Argus
Lord of the Feast
Rough
Terrain
Wolves of
Orboros
Blighted Nyss
Swordsman
Blighted Nyss
Swordsman Blighted Nyss
Swordsman
32 GAMEPLAY
Charges Outside of Activation End of Activation Movement
When a model charges outside its activation, such as with Some special rules enable a model to advance a certain
the Countercharge special rule, follow the rules on p.31 distance at the end of its activation. If two or more special
but ignore any references to the models activation, Normal rules would grant a model such movement, the models
Movement, or Combat Action. When a model makes a controlling player chooses which special rule to apply. The
charge outside its activation, it makes only one attack. models movement is then resolved using the rules for that
Countercharging cavalry models can still make their impact special rule.
attacks (see Cavalry, p.79). A model that charges outside
its activation cannot make a special attack. If the model fails EXAMPLE: Tyrant Xerxis casts Tactical Supremacy on
its charge, it does not make any attack. a Paingiver Bloodrunner Master Tormentor, granting it
Reposition [3]. It has Sprint already, which enables it to
make a full advance at the end of an activation in which it
Movement Restrictions destroys an enemy model with a melee attack. At the end
Some effects place restrictions on how a model moves or of such an activation, the Master Tormentor would have to
advances. There are four types of these restrictions. In the choose whether to advance as a result of Sprint or because
following descriptions, Model A is moving with some of Tactical Supremacy.
restriction relative to Model B.
GAMEPLAY 33
Unintentional Movement Slammed
Models can move without advancing as a result of being Sometimes models are slammed as a result of a spell or
pushed or slammed or from other effects. Determine the attack. When a model is slammed, it is moved a certain
distance a model moves in this way by measuring how distance directly away from the point of origin of the slam
far the leading edge of its base travels. Unless otherwise (usually the attacker), then becomes knocked down (p.61).
specified, a models facing does not change when it moves The distance the slammed model is moved is determined
unintentionally. Remember, unintentional movement is not by the spell or attack that caused the slam. The slammed
advancing, so things like free strikes that occur as a result model then suffers a damage roll determined by the spell
of advancing do not apply to movement caused by pushes, or attack that caused the slam. A slammed model moves at
slams, or throws. half rate through rough terrain, suffers any damaging effects
through which it passes, and stops if it contacts an obstacle,
Pushed an obstruction, or a model with an equal or larger base. A
Sometimes models can be pushed as a result of an attack, a slammed model moves through models with smaller bases
special rule, or a spell. A pushed model moves at half rate than its own.
through rough terrain, suffers the effects of any hazards Add an additional die to the damage roll the slammed model
(p.85) through which it moves, and stops if it contacts an suffers if it contacts an obstacle, an obstruction, or a model
obstacle, an obstruction, or another model. with an equal or larger base.
Gorax Rager
Feral
Warpwolf
Gnarlhorn
Satyr
4 3
Tyrant
Xerxis
Dire Troll
Mauler
Troll Impaler
34 GAMEPLAY
If a slammed model contacts a model with an equal or
smaller base or moves through a model with a smaller base,
Beyond the Play Area
If an effect would cause a model to move or be placed beyond
the contacted model becomes knocked down (p.61) and
the table edge (such as being thrown or slammed), the model
suffers a collateral damage roll determined by the spell or
stops at the table edge and remains in play. The table edge
attack that caused the slam. A contacted model with a larger
does not count as an obstacle; models do not take additional
base does not suffer collateral damage and is not knocked
damage for stopping there.
down. Resolve any collateral damage simultaneously with
the damage resulting from the spell or attack that caused the
slam (see Simultaneous Effects, p.43). Falling
A model that is slammed, thrown, or pushed or that otherwise
If a slammed model cannot be knocked down it must still
moves off an elevated surface to another surface at least 1
forfeit its Normal Movement or Combat Action if it activates
full inch lower falls. A falling model becomes knocked down
later in a turn in which it was slammed.
(p. 61) and suffers a damage roll. A fall of up to 2 causes
a POW12 damage roll. Add an additional die to the damage
roll for every additional 2 the model falls, rounded up.
COLLATERAL DAMAGE
Fall Damage Roll = 2d6+12 + d6 for
Collateral damage cannot be boosted and is not considered
every 2 of the fall after the first
damage from an attack or model.
EXAMPLE: A model falling 2 suffers a damage roll of
2d6+12. One falling 5 suffers a damage roll of 4d6+12,
and one falling 7 suffers a damage roll of 5d6+12!
Thrown If a falling model lands on top of another model, follow the
Sometimes models are thrown as the result of a spell or attack. rule of least disturbance to move the non-falling model into
When a model is thrown, refer to the spell or attack that caused a legal position.
the throw to determine the models point of impact, generally
If a falling model contacts a model with an equal or smaller
directly away from the attacking model. However, when
base, the contacted model becomes knocked down and suffers
resolving a throw power attack, it may be necessary to roll for
the same damage roll as the falling model. A contacted model
deviation to determine the thrown models point of impact
with a larger base than the falling model, however, does
(see Throw Power Attack, p.46, and Deviation, p.52).
not suffer damage and is not knocked down. All damage
Move the thrown model from its current location in a straight
resulting from the fall is simultaneous. (see Simultaneous
line directly toward the point of impact. During this movement,
Effects, p.43).
a thrown model moves through models with smaller bases
without contacting them. Unlike when a model is slammed,
rough terrain does not affect this movement, but the thrown Rule of Least Disturbance
model still stops if it contacts an obstacle, an obstruction, Some rules can cause moving models to overlap the bases of
or a model with an equal or larger base. After moving, the other models temporarily, such as when a model is thrown
thrown model becomes knocked down (p.61) and contacts or slammed. Once the model has stopped moving, models
all models with which it is base-to-base and models whose must be repositioned so that there are no overlapping bases.
bases it overlaps. The thrown model then suffers a damage roll The model that was moving stays in its final position; other
determined by the spell or attack that caused the throw. models are moved out of the way to make room. If the model
that was moving overlaps the base of a model that cannot be
Add an additional die to the damage roll the thrown model
moved, then the moving model is repositioned using the rule
suffers if it contacts an obstacle, an obstruction, or a model
of least disturbance.
with an equal or larger base.
To determine which models to move and where to move
If a thrown model contacts a model with an equal or smaller
them, first identify the fewest models that would need to
base, the contacted model becomes knocked down (p.61)
be moved to make room. Then find the locations to move
and suffers a collateral damage roll determined by the spell
them that create the least total distance moved. If multiple
or attack that caused the throw. A contacted model with a
options yield the least distanceif one model is centered
larger base than the thrown model does not suffer collateral
over another, for examplerandomly determine the option
damage and is not knocked down. Resolve any collateral
to use. A models facing does not change when the model is
damage simultaneously with the damage resulting from
moved as a result of this rule.
the spell or attack that caused the throw (see Simultaneous
Effects, p.43).
If you can draw any straight line between the bases of two
models that crosses over any part of the base of a third model,
the third model is an intervening model.
36 GAMEPLAY
LOS & TARGETING Titan Gladiator
Thagrosh
2.75
2.25
1.75
GAMEPLAY 37
LOS & TERRAIN
Cannoneer Cannoneer
Here, the Titan Cannoneer has line of sight to the Druid of Here, the Titan Cannoneer does not have line of sight to
Orboros, because an unobstructed line can be drawn from the Druid of Orboros, because there is no unobstructed line
its volume to the Druids volume. between their volumes.
This wall is shorter than 1.75. It will not block line of sight This wall is taller than 1.75 but shorter than 2.25. It will
to any of the models behind it. block line of sight to small-based models behind it.
This wall is taller than 2.25 but shorter than 2.75. It will block This wall is taller than 2.75. It will block line of sight to all
line of sight to small- and medium-based models behind it. non-huge based models behind it.
TITAN SENTRY
Heavy Warbeast
PYG BUSHWHACKER
Trooper Model
CYCLOPS SAVAGE
Light Warbeast
Although the Pyg Bushwhackers pose has it hidden below the stone Similarly, although the top of the Titan Sentrys banners can be
wall, its defined height as a small-based model is greater than the seen over the wall, its defined height as a small-based model is
walls height. The Pyg Bushwhacker can see over the wall to the lower than the wall's height. The Pygs do not have line of sight to
Cyclops Savage, and the Cyclops Savage can see the Pyg Bushwhacker. the Sentry.
38 GAMEPLAY
HUGE-BASED MODEL FIELDS OF FIRE
The Mountain King can target the Wild Argus with the weapons on its left side, the Wolves of Orboros with the weapons on its right side,
and the Feral Warpwolf with the weapons on either or both sides.
Argus Warpwolf
LEFT
SIDE
Wolves of Orboros
RIGHT
SIDE
Mountain King
Line of sight can also be blocked by terrain. To determine Huge-Based Models & .
whether a models line of sight to another model is blocked by
terrain, consider each models volume. Every model occupies
Line of Sight
a volume of space above the bottom of its base determined A huge-based models front arc is marked on its base. Its
by its base size. See the callout Determining Model Volume front arc is further divided into two 90 fields of fire. These
on p. 37 for details. fields of fire determine which models a huge-based model
can target with its weapons, depending on the location of
In the following descriptions, Model A is determining line of those weapons. Weapons located on a huge-based models
sight to Model B: left side (L) can be used to target only models in its left field
1. Draw a straight line from any part of Model As of fire, and weapons located on its right side (R) can be used
volume to any part of Model Bs volume that is within to target only models in its right field of fire. Weapons with
Model As front arc. location can be used to target models in either field of
fire. If any part of a models base is on the line separating the
2. The line must not pass through a terrain feature that left and right fields of fire, the model is considered to be in
blocks line of sight. both fields of fire.
3. The line must not pass over an intervening models
base that is equal to or larger than Model Bs.
4. The line must not pass over an effect that blocks line of
sight, such as a cloud effect.
GAMEPLAY 39
LOS & ELEVATION
The Troll Impaler is on a hill that grants Troll Impaler
elevation (p. 82).
Wolves of Orboros
Kaya
Shifting Stone B
Shifting Stone A
For most attacks, the origin of damage will be the same as the
Using Reference Objects point of origin of the attack. The origin of damage for a direct
If you cannot easily determine line of sight between your
hit with an AOE attack is the attacks point of origin, but the
model and another model due to the position of terrain on
origin of damage for any other damage caused by an AOE
the table, use reference objects for drawing the line. First
attack is the point of impact.
confirm the other model is in your models front arc; if it
is not, your model cannot have line of sight to it. Next, Finally, some non-AOE attacks, such as Chain Lightning, have
choose an edge of your models base and an edge of the special rules that allow them to damage models in addition to
other models base. For each model, hold an object next to the attacks target. The origin of damage in those cases is the
the chosen edge that is the height used to determine the model or point from which you measure the range to other
models volume (1.75, 2.25, 2.75, or 5). If you can draw affected models. For example, when the lightning generated
a line from the inside edge of the object next to your model by Chain Lightning arcs to another model, the model most
to the inside edge of the other object that does not pass recently struck by the lightning is the origin of that damage.
through a terrain feature, your models line of sight to the
The origin of damage for an AOE that is not considered to
other model is not blocked by terrain.
be part of an attack, such as from a hazard, is the center of
the AOE.
Point of Origin &
Origin of Damage Measuring Range
When measuring range, measure from the edge of the point
The point of origin of an effect or attack is the location or model
of origins base nearest to the target up to the maximum range
from which the attack or effect originates. Typically this is the
of the attack or special rule. If the nearest edge of the target
model causing the effect or making the attack, but not always.
models base is within the maximum range of the attack or
For example, when a warlock channels a spell through a model,
special rule, the target is in range.
the model the spell is channeled through is the point of origin of
the spell even though the warlock is the model casting the spell.
Both line of sight and any attack roll modifiers that depend on
line of sight (such as concealment) are checked from the point
of origin of the attack. Range is also checked from the point of
origin, including the placement of spray templates.
40 GAMEPLAY
COMBAT
ATTACK RESOLUTION & DAMAGE
When a model makes an attack, start by declaring its target. Ranged Attack Roll = 2d6 + RAT
Unless stated otherwise, an attack can target any model,
Magic Attack Roll = 2d6 + FURY or
whether friendly or enemy.
Magic Ability Score (p.74)
COMBAT 41
Attacks That Hit or Miss Switching Targets
Automatically Some models have the ability to cause another model to
be directly hit by an attack in their place. Others can cause
Some rules cause attacks to hit automatically or miss
themselves to be directly hit by an attack in place of another
automatically. If a rule causes an attack to hit automatically,
model. Switching targets occurs as soon as a hit or a miss has
you do not have to make an attack roll. If you choose to make
been determined, including the resolution of all rerolls.
a roll (because you want to try for a critical hit, for example),
the attack no longer hits automatically. If the attack roll fails,
the attack misses. Back Strikes
A back strike grants a +2 bonus to the attack roll of a melee,
If a rule causes an attack to miss automatically, do not make
ranged, or magic attack. For a model to receive the back strike
an attack roll. The attack just misses.
bonus, the point of origin of the attack must be completely in
If one rule causes an attack to hit automatically and one the back arc of the target of the attack.
causes it to miss automatically, the automatic miss takes
precedence over the automatic hit. For instance, an effect
that allows attacks to hit automatically would not override MAKING A BACK STRIKE
special rules such as Stealth that would cause an attack to Blighted Nyss Swordsman As base is partially in the front arc
miss automatically. of the Basilisk Drake. Therefore, Blighted Nyss Swordsman A
Some effects can also reduce the number of dice a model can cannot make a back strike against the Basilisk Drake.
roll for an attack. If the number of dice a model can roll for Blighted Nyss Swordsman Bs base is completely within
an attack is reduced to zero, the attack automatically misses. the back arc of the Basilisk Drake. Therefore, Blighted Nyss
Swordsman B can make a back strike against the Basilisk Drake.
Rerolls
Some models have special rules that enable them to reroll Swordsman A
attack or damage rolls or that cause another model to
reroll its attack or damage rolls. These rerolls occur before
applying effects that are triggered when an attack roll hits
or misses or when a damage roll damages a model or fails
to damage a model. The reroll results replace the original Basilisk Drake
rolls results. For example, if a reroll causes a hit model to be Swordsman B
missed, it is missed. If a reroll causes a missed model to be
hit, it is hit. Multiple reroll effects can come into play on the
same roll. Resolve them all before resolving any other effects
dependent on hitting/missing or damaging/not damaging.
See the Timing appendix on p. 324 for details on timing.
42 COMBAT
Simultaneous Effects Melee Range
When resolving simultaneous effects, completely resolve all A models melee range is considered the longest melee range
attack and damage rolls before applying any of the targets of its melee weapons. Additionally, each individual weapon
special rules triggered by suffering damage, being destroyed, can be used to attack only targets within its own range. For
or being removed from play. example, a Totem Hunter has two melee weapons: Kelkax has
a range of 2, and the Spiked Buckler has a range of 0.5. The
EXAMPLE 1: A Trollkin Runeshaper is slammed backward
Totem Hunters melee range is 2 because that is the longest
through a Farrow Brigand, but the Runeshaper is not knocked
range of its melee weapons, but it cannot attack targets with
down by the slam because it has the Steady special rule.
Slam damage is simultaneous with collateral damage, so the Spiked Buckler that are beyond the Bucklers range of 0.5.
the damage rolls for both the Runeshaper and the Brigand Models with no melee weapons have no melee range.
are resolved completely before the Runeshapers Tough
advantage resolves. The Brigand cannot benefit from Tough ,
because it became knocked down before suffering damage.
Engaged & Engaging
When a model is within an enemy models melee range and
EXAMPLE 2: Krueger the Stormwrath targets a Cyclops
in that models line of sight, it is engaged. When a model
Savage with Forked Lightning and lightning arcs to one
has an enemy model in its melee range and line of sight,
additional model, Master Tormentor Morghoul. Resolve
the damage rolls for both models hit by the spell before it is engaging that model. When a model is either engaged
Morghoul has the opportunity to transfer damage. The or engaging, it is in melee, which prevents it from making
Cyclops Savage suffers 5 damage points of its remaining 7 ranged attacks.
damage boxes. If Morghoul transfers damage to the Savage,
it can suffer only 2 damage points before being destroyed,
and Morghoul will suffer the remaining damage.
MELEE RANGE & .
ENGAGED MODELS
Attack-Generating Special Rules If a model is in melee range and line of sight, it has engaged
its opponent in melee combat. When opposing models are in
When a model is granted more attacks as a result of an
each others melee ranges, they are both engaged. However,
attack it made, it gains only one. If two or more special rules
a model with a weapon that has a longer melee range than
would grant the model another attack as a result of making
its opponent can take advantage of its greater melee range
an attack, its controlling player chooses which special rule
to engage the opponent without becoming engaged itself.
to apply. The attack is then resolved using those rules. These Though both models are considered to be in melee, a model is
attacks can in turn grant more attacks of their own. engaged only if it is in its opponents melee range.
Warpwolf
Stalker Warpwolf Stalker
Warpwolf Stalker
The Blighted Nyss Swordsman advances The Blighted Nyss Swordsman advances The Blighted Nyss Swordsman advances
out of the Warpwolf Stalkers melee out of the Warpwolf Stalkers melee range out of the Warpwolf Stalkers line of
range but not its line of sight, giving the and its line of sight, giving the Warpwolf sight but not its melee range, giving the
Warpwolf Stalker a free strike against it. Stalker a free strike against it. Warpwolf Stalker a free strike against it.
Carnivean
Wall
Shredder
4
Dire Troll Mauler
Power Attack Damage Rolls & with the Open Fist weapon quality to make a power strike
power attack. The power strike power attack has a melee
Collateral Damage range equal to that weapons melee range. Its target must be
Though power attacks are melee attacks, they do not resolve
in the Open Fists field of fire and have a smaller base than
damage rolls the same way. Instead of rolling 2d6 and adding
the gargantuan.
both the attackers STR and the POW of the weapon being
used, roll 2d6 and add just the attackers STR. If the power The gargantuan makes a melee attack against the target. If
attack results in collateral damage, collateral damage is the attack hits, the target is slammed d6+2 directly away
also determined by rolling 2d6 and adding the STR of the from the gargantuan (see Slammed, p. 34) and suffers a
attacking model. Collateral damage cannot be boosted and is power attack damage roll.
not considered to be damage from an attack or model.
A model making a head-butt power attack smashes its head A slam power attack made by a gargantuan has a 2 melee
into a model to drive it to the ground. A head-butt power range. A slam power attack made by any other model has a
attack made by a gargantuan has a 2 melee range. A head- 0.5 melee range.
butt power attack made by any other model has a 0.5 melee
A model making a slam power attack during its activation
range. The attacking model makes a melee attack roll against
can attempt to slam any model that is in its line of sight at
its target. If the attack hits, the target becomes knocked down
the beginning of its Normal Movement. Declare a slam and
(p.61) and then suffers a power attack damage roll.
its target before moving the slamming model. Remember,
A model cannot head-butt a model with a larger base. a model requires line of sight to another model to target it.
After declaring a slam, turn the slamming model to directly
Power Strike face the slam target. The slamming model then advances its
Only gargantuans can make power strikes. full SPD plus 3 directly toward its target. The slamming
model cannot voluntarily stop its movement unless its target
A gargantuan making a power strike power attack uses the is in its melee range, but it can end this movement at any
force of its tremendous melee power to send a smaller-based point with its target in its slam power attacks melee range.
model flying. A gargantuan must have at least one weapon
COMBAT 45
It stops if it contacts a model, an obstacle, or an obstruction Throw
or if it is pushed, slammed, thrown, or placed during its slam
A model making a throw power attack picks up and throws
movement. If a model contacts a model, an obstacle, or an
another model. A warbeast must have at least one weapon
obstruction while moving as part of a slam power attack but
with the Open Fist weapon quality to make a throw power
is able to move through it for some reason, the slamming
attack. A throw power attack has a melee range equal to the
model does not stop but is still considered to have contacted
melee range of its weapon with Open Fist. A model cannot
the model, obstacle, or obstruction.
throw power attack a model with a larger base; that is, a
The slamming model cannot change its facing after advancing model with a larger base cannot be targeted.
as part of a slam.
The attacking model must first attempt to grasp the model it
A slamming model that ends its slam movement with its intends to throw by making a melee attack roll against it. If
target in the melee range of its slam power attack has made the attack hits, that model is grasped and tries to break free
a successful slam. If the slamming model advanced at least before it is lifted off the ground. Both models roll a d6 and
3, it makes a melee attack roll against its target. A model that add their current STR. If the attacker has two weapons with
power attack slams a model with a larger base suffers 2 to its Open Fist, it rolls 2d6 instead. If the grasped models total
attack roll. If the attack hits, the target is slammed d6 directly is greater, it breaks free and the attack ends. If the attackers
away from the attacker, becomes knocked down, and then total equals or exceeds the grasped models total, the grasped
suffers a power attack damage roll (see Slammed, p.34). model is thrown (see Thrown, p.35).
If the model making the slam power attack has a smaller base When your model throws another model, you can choose either
than the model it slammed, the slammed model is slammed to throw the model directly away from the attacker or to throw
half the distance rolled. it at another model within the attackers line of sight. The throw
distance is equal to half the attackers current STR in inches.
Smaller-based models hit by a slam power attack made by a
a huge-based model are moved an additional 2. If you choose to have your model throw a model at another
model, ignore the model being thrown when determining line
If a slamming model makes a successful slam but moved less
of sight to the target. The target can have a larger base than
than 3, the model still makes an attack roll against its target.
the attacker. If the distance between the thrown model and the
If the target is hit, it suffers a power attack damage roll but
model it is being thrown at is beyond the throw distance, the
is not slammed. These are still slam attack rolls and slam
point of impact is the point along the line from the thrown
damage rolls.
model to the model it is being thrown at equal to the throw
A model that does not end its slam movement with its target distance (see Thrown, p.35). In this case, do not roll for
within its slam melee range has failed its slam power attack. deviation. If the other model is within the throw distance, the
If a model fails its slam power attack during its activation, its attacker makes a melee attack roll against it. On a hit, move
activation ends. the thrown model from its current location directly toward the
other models base until it contacts the target.
Slams Outside of Activation If the target was in the throw range and the attack roll resulted
When a model makes a slam power attack outside its
in a miss, determine the thrown models actual point of impact
activation, such as with the Counter Slam special rule, follow
by rolling for deviation. Referencing the deviation rules
the rules above but ignore any references to the models
(p.52), roll a d6 for direction and a d3 for distance in inches.
activation, Normal Movement, or Combat Action. If the
Measure deviation from the center of the missed models base.
model fails its slam, it does not make any attack.
The deviation distance cannot exceed half the distance between
the thrown model and the model that was missed.
Sweep
When moving the thrown model, it moves through the
A gargantuan can use its arms to scythe through models
throwing model without contacting it.
within its reach. A gargantuan chooses a melee weapon with
a location of L or R to make the sweep power attack. It then The thrown model suffers a power attack damage roll.
makes one melee attack with the weapon against each model
in the weapons field of fire that is within the weapons melee
range, ignoring intervening models when determining line DEVIATION
of sight. This power attack does not require a target, but each In HORDES most attacks that miss have no further effect.
separate attack does. These attacks are simultaneous (see However some attacksprimarily power attack throws,
Simultaneous Effects, p. 43). Models hit suffer a power ranged AOE attacks, and AOE spell attacksare so strong or
attack damage roll. explosive that they will still land somewhere even when they
miss. Use the rules for deviation (p.52) to determine where
those attacks land.
46 COMBAT
EXAMPLE OF A THROW POWER ATTACK
Titan Gladiator
6 Titan Gladiator
5 1 Actual
Point of
Intended Point of Impact Impact
2
4
Beast Handler 3 Beast Handler
It is the Dire Troll Blitzers activation, and the Trollblood player template on the Gladiator, the Blitzer rolls a 2 for direction and
wants to throw the Skorne Cyclops Savage at the Titan Gladiator. a 2 for distance. The actual point of impact is just to the right of
the Gladiator.
First the Blitzer must roll to hit the Savage. The Blitzers MAT is
6 and the Savages DEF is 13, so the Blitzer needs to roll a 7 or The Savage then moves in a straight line from its current position
better. It rolls a 9 and hits the Savage. to the actual point of impact. During this move its base crosses
the base of the Beast Handler on the left, but because the Beast
Next, both models roll dice and add their STR to see if the Savage
Handlers base is smaller than the Savages, the Savage does not
can break free. Because both its Claws have Open Fist , the
contact it.
Blitzer rolls 2d6, while the Savage rolls only a single d6. The Blitzer
rolls a 7 and adds its STR of 12 for a total of 19. The Savage rolls The Savage stops when it comes into contact with the Gladiators
a 5 and adds its STR of 8 for a total of 13. The Savage does not base because the Gladiators base is equal to or larger than the
break free. Savages. When it stops, the Savages base is overlapping the base
of the Praetorian Swordsman on the right, so the Swordsman
The Blitzer then can choose to throw the Savage either directly
is contacted and must be moved according to the rule of least
away or at a target. In this case, the Blitzer chooses to throw it at
disturbance (p. 35). Both the Savage and the Swordsman are
the Titan Gladiator, hoping to destroy a Beast Handler in addition
knocked down.
to damaging the Savage.
The Savage suffers a damage roll from the power attack, and an
Because the Blitzers STR is 12, the thrown model can travel 6.
additional die is added to the damage roll because the Savage
The Gladiator is 4 away from the Savage, so the Gladiator is in
contacted a model with an equal or larger base. The Swordsman
range of the throw.
suffers a collateral damage roll of 2d6 plus the Blitzers STR of
The Blitzer makes another melee attack roll against the Gladiators 12. The Gladiator does not suffer any damage and is not knocked
DEF of 10 to hit the Gladiator with the thrown model. Needing a 4 down because its base is larger than the Savages.
to hit, the Blitzer rolls a 3. The throw misses!
The Blitzer wasnt able to crush the Beast Handler, but at least the
A missed throw behaves like a missed AOE attack and deviates warbeast eliminated a pesky Swordsman with its throw.
from the center of the Gladiators base. Centering the deviation
COMBAT 47
ANOTHER . Gnarlhorn Satyr
EXAMPLE OF . Gorax
A THROW .
POWER ATTACK 6
A Carnivean throws a Gorax Rager at a
nearby Gnarlhorn Satyr. The Carnivean has
a STR of 12, so the throw distance is 6.
The Satyr is just out of range of the throw,
so it is missed. The point of impact is the
point 6 away from the Gorax Rager along
the line between them. The Gorax Rager Carnivean
is knocked down and then suffers a power
attack damage roll.
Trample
TRAMPLE EXAMPLE A model making a trample power attack crashes its way
A Carnivean trample power attacks through a unit of through small-based models in its path. A trample combines
Praetorian Swordsmen. The Carnivean chooses a direction a models Normal Movement and Combat Action. A model
that allows it to contact as many Swordsman models as cannot make a trample power attack if it forfeited either its
possible as it moves. The Carniveans SPD is 5, so it moves 8 Normal Movement or its Combat Action.
in a straight line without changing its facing. Upon finishing
Declare a trample power attack at the beginning of the models
this trample movement, the Carnivean makes a melee attack
Normal Movement. Choose a direction in which you wish to
roll against Swordsmen A, B, C, D, and E. After resolving
trample, and turn the model to face that direction. The model
those attacks, Swordsman F and the Basilisk Drake make free
strikes against the Carnivean. then advances up to its current SPD plus 3 in a straight line
in that direction. It moves through any small-based model in
its path, but there must be room for the trampling models
Carnivean
base at the end of the movement. It stops if it contacts a model
with a medium or larger base, an obstacle, or an obstruction.
Basilisk If a model contacts a model with a medium or larger base, an
Drake A obstacle, or an obstruction while moving as part of a trample
power attack but is able to move through it for some reason,
the trampling model does not stop but is still considered
to have contacted the model, obstacle, or obstruction. The
trampling model cannot change its facing during or after this
D movement. Do not resolve free strikes against the trampling
B model during this movement.
C
After the model has finished its trample movement, it makes
a melee attack roll against each small-based model it moved
F through during this movement. Models hit by a trample
attack suffer a power attack damage roll. These attacks are
simultaneous (see Simultaneous Effects, p. 43). When a
Praetorian trampling model hits a model with a Buckler or a Shield
E Swordsmen
or while a model is benefiting from the Shield Wall order, the
hit model gains the shield, buckler, or Shield Wall ARM bonus
only if the trampling model first contacted the model through
its front arc. A trampling model gains a back strike bonus
against a model only if the trampling model was completely
in that models back arc when it first contacted that model.
48 COMBAT
Ranged Attacks
Ranged attacks include attacks made with weapons such
as bows, rifles, pistols, cannons, flamethrowers, crossbows,
harpoon guns, mortars, and thrown spears. A model can
make a ranged attack against any target in its line of sight. A
model in melee (p.51) cannot make ranged attacks.
COMBAT 49
EXAMPLES OF CONCEALMENT & COVER
Cover:
+4 DEF
Cover:
+4 DEF
Concealment:
+2 DEF
Concealment & Cover A model with concealment, either granted by being within
1 of a terrain feature that provides concealment in relation
Terrain features, spells, and other effects can make it more
to its attacker or from another effect, gains +2 DEF against
difficult to hit a model with a ranged or magic attack. A model
ranged and magic attack rolls. Concealment provides no
within 1 of an intervening terrain feature can gain either a
benefit against spray attacks. Examples of concealment-
concealment bonus or a cover bonusdepending on the type
granting terrain features include low hedges and bushes.
of terrainto its DEF against ranged and magic attacks. If
you can draw a line from any part of an attackers volume A model with cover, granted either by being within 1 of a
to any part of the target models volume and that line passes terrain feature that provides cover in relation to its attacker
through a terrain feature, that terrain feature is intervening. or from another effect, gains +4 DEF against ranged and
Concealment and cover bonuses are not cumulative with magic attack rolls. Cover provides no benefit against spray
themselves or each other, but they are cumulative with other attacks. Examples of cover-granting terrain features include
effects that modify a models DEF. In order to benefit from stone walls, giant boulders, and buildings.
concealment or cover, the target model must be within 1 of
Remember, huge-based models never gain the DEF bonuses
that terrain feature along at least one straight line between
from concealment or cover.
it and the attacker. See Terrain on p.81 for details on
terrain features and how they provide concealment or cover.
CONCEALMENT &.
COVER IN ACTION Basilisk
Krea
It might appear at first that the Dire Troll Titan Gladiator
Blitzer has several targets from which to
choose, but many of them are actually well
defended. The forest grants concealment
(+2 DEF) to the Titan Gladiator, and the Praetorian
crates grant cover (+4 DEF) to Praetorian Swordsmen
Swordsmen A and B. The Blitzer cannot
A
draw line of sight to the Basilisk Krea at C
all because there is a forest between them Dire Troll Blitzer
(see the rules for forests on p. 83).
Praetorian Swordsman C is behind the
crates, but because it is more than 1 from
them, it does not receive the cover bonus.
B
50 COMBAT
Targeting a Model in Melee
A model making a ranged or magic attack roll against a
TARGETING INTO MELEE .
target in melee risks hitting another model participating in EXAMPLE
the combat, including friendly models. A model in melee Madrak Ironhide, Thornwood Chieftain is in melee with Kaya the
gains +4DEF against non-spray ranged and magic attacks. Wildborne and a Gorax Rager. A Scattergunner enters the fight
from the side to engage Kaya but not the Gorax. A Troll Impaler,
If a non-AOE, non-spray attack misses its intended target and which gets the back strike bonus against the Gorax, makes a
the target was in range, the attack might hit another combatant. ranged attack against the Gorax and misses. Because Madrak
If the target was not in range, the attack misses automatically and is in melee with the Gorax and Kaya is in melee with Madrak,
cannot hit another combatant. If a magic or ranged AOE attack they are both in the same combat as the intended target. The
misses a target in melee, it deviates normally instead of following Scattergunner is not included because it is not in melee with
these rules (see Area-of-Effect [AOE] Attacks, p. 52). Spray the intended target (the Gorax) or with another model that is in
attack rolls that miss a model in melee do not follow these rules; melee with the intended target (Madrak).
they simply miss (see Spray Attacks, p.54).
A die roll determines Kaya is the new target. Unfortunately, since
Ignore the target in melee DEF bonus when the point of the Impaler is more than 5 away from Kaya and she is affected
origin (p.40) of the ranged or magic attack is in melee with by the Occultation upkeep spell, which gives her the Stealth
the model the attack roll is being made against. advantage, the attack automatically misses. Even though Stealth
prevents Kaya from being hit, she can still be targeted. Since
If the target was in range, the attacker must then reroll its the attack missed both its intended target and the new target, it
attack against another model in that combat and in the misses completely with no further chance of hitting Madrak or
attackers line of sight, ignoring intervening models. If the the Scattergunner.
new target is out of the attacks range, it misses normally.
When determining the attacks new target, the only models If the die roll had determined Madrak to be the new target, the
Impaler would make an attack roll against Madrak but would not
considered to be in the same combat are those that are in
get the back strike bonus because it is not in Madraks back arc.
melee with the attacks original target and any models that
are in melee with them. Any model meeting these criteria can
become the new target. If multiple models in the combat are
eligible targets, randomly determine which model becomes Troll Impaler
the new target (excluding the original target).
If the attack misses, the Impaler rerolls the attack, this time
targeting Madrak because he is the only other model in the
same combat. It still includes the additional die for boosting
the attack roll, the +2 for aiming, and the 4 penalty for
targeting a model in melee. If Madrak is behind cover in
relation to the Impaler, he gains +4DEF against this attack.
COMBAT 51
Once the point of impact has been established, every model
Targeting a Huge-Based Model other than the model directly hit that has any part of its base
in Melee covered by the AOE template is hit, but not directly hit, by
Huge-based models never gain the Target in Melee DEF the attack and suffers a blast damage roll of 2d6+POW.
bonus. If a ranged or magic attack misses a huge-based Make separate damage rolls against each model in the AOE;
model in melee, it does not reroll the attack against another each roll must be boosted individually.
model. It misses completely.
AOE Direct Hit Damage Roll = 2d6 + POW
52 COMBAT
DEVIATION EXAMPLE
A Titan Cannoneer makes a ranged attack with its Siege Cannon targeting the Wolf of Orboros in the middle of the unit 12 away. If it
hits, the Cannoneer will catch four Wolves under the template! The Cannoneers ranged attack roll misses, however, and since the attack
is an AOE attack, the Cannoneers controller must roll deviation to determine the attacks point of impact. The roll is a 5 for direction and
a 4 for distance in inches. Measure 4 in the determined direction from the center of the attacks original target in order to locate the
point of impact. Models under the template are hit, but not directly hit, and suffer blast damage and are subject to the attacks special
effects. The Cannoneer does not hit as many Wolves as it wanted, but it still catches one under the template.
Point of Impact
4
6
5 1
4
2
3
in of Attack
< Orig
A B C
COMBAT 53
EXAMPLES OF .
SPRAY ATTACKS Praetorian
A Scattergunner makes a spray attack Swordsmen
against a group of Praetorian Swordsmen.
The Trollblood player chooses the
centermost Swordsman as the target and
centers the SP 8 spray template laterally
over that model. Targeting that trooper Scattergunner
enables the player to cover the greatest
number of Swordsmen with the template
without covering his own nearby Troll
Impalers. He makes a ranged attack roll
against each of the four Swordsmen in Troll Impalers
the spray. If an attack roll against the
Swordsman in melee with the Impalers
misses, it will not hit one of the Impalers.
Spray Attacks
An attack using the spray template is sometimes referred Make separate attack rolls against each model under
to as a spray attack. Some weapons and spells, such as the template. Remember that each roll must be boosted
flamethrowers and Lylyth, Reckoning of Everblights Frost individually. A model under the spray template cannot be hit
Hammer spell, make spray attacks. These devastating short- by the attack if the attackers line of sight to it is completely
ranged attacks can potentially hit several models. A spray blocked by terrain.
attack uses the spray template, which is marked with three
Spray attacks ignore concealment, cover, Stealth, intervening
possible ranges: SP6, SP8, and SP10. Consider only
models, and the target in melee DEF bonus. A spray attack
the portion of the template corresponding to the RNG of the
roll against a model in melee that misses is not rerolled
spray attack when determining which models are hit by the
against another model; it misses completely. See Targeting a
attack. Effects that modify RNG do not affect spray attacks.
Model in Melee on p.51 for details.
A spray attack follows all normal targeting rules. When
Every model hit by a spray attack suffers a direct hit. Make
making a spray attack, center the spray template laterally
separate damage rolls against each model hit.
over the target with the narrow end of the template touching
the nearest edge of the point of origins base. The target itself A spray attack is a simultaneous attack (see Simultaneous
need not be under the template. Every model with any part Effects, p.43).
of its base covered by the appropriate section of the spray
template can be hit by the attack.
54 COMBAT
Magic Attacks MAGIC ATTACK ROLL .
A model can make a magic attack targeting any model in
the spells range that is in its line of sight. Magic attacks are MODIFIERS
similar to ranged attacks and follow most of the same rules, The most common modifiers affecting a models magic attack
but they are not affected by rules that affect only ranged roll are summarized here for easy reference. Where necessary,
attacks. See Casting a Spell on p.74 for more information additional detail can be found on the pages listed.
on magic attacks. Back Strike (p. 42): A back strike gains +2 to the
attack roll.
Magic Attack Roll = 2d6 + FURY or
Magic Ability Score (p.74) Cloud Effect (p. 59): A model inside a cloud effect
gains concealment.
Magic Attacks & Targets in Concealment (p. 50): A model with concealment in
relation to its attacker gains +2DEF against ranged and
Melee magic attacks. Huge-based models never gain the DEF
Targeting a model in melee with a magic attack works the bonus from concealment. Concealment and cover are
same way as targeting a model in melee with a ranged not cumulative.
attack (p.51). However, when a magic attack targeting a
Cover (p. 50): A model with cover in relation to its
model in melee misses, ignore its targeting restrictions when
attacker gains +4DEF against ranged and magic attacks.
determining which model in the combat might be hit instead. Huge-based models never gain the DEF bonus from cover.
If the new target is an invalid one for the spell, the spell has Concealment and cover are not cumulative.
no further effect.
Elevation Bonus (p. 82): A non-huge-based elevated
EXAMPLE: Thagrosh, Prophet of Everblight attempts to model gains +2 DEF against ranged and magic attack
cast Twisted Form on a Troll Axer warbeast that is in melee rolls made by models on lower elevations. Huge-based
with one of his Neraph warbeasts. The Neraph is itself in models never gain the DEF bonus from elevation.
melee with two Trollkin Champion troopers. Thus, there
Knocked Down Target (p. 61): While knocked down,
are four models in combat. If Thagrosh misses, he will have
a model has its base DEF reduced to 5.
to determine if one of the other three models in the combat
might be hit by the spell instead of the Axer being hit. If the Stationary Target (p. 61): While stationary, a model
spell hits one of the trooper models, the spell will have no has its base DEF reduced to 5.
effect because Twisted Form can target only warbeasts. Target in Melee (p.51): A model in melee gains +4DEF
against non-spray ranged and magic attacks. Huge-based
models never gain the target in melee DEF bonus.
55
Damage
Warlocks, warbeasts, and some other models can take a
tremendous amount of damage before they fall in combat.
What might be an incapacitating or mortal wound to a
regular trooper will just bruise a warbeast or be deflected by
a warlocks arcane protections.
Damage Rolls
Determine how much damage is dealt to a model by making a
damage roll. In the case of ranged attacks, magic attacks, and
most other damaging effects, roll 2d6 and add the Power (POW)
of the attack. In the case of melee attacks, roll 2d6 and add the
P+S of the attack, which is the POW of the weapon used for the
attack + the Strength (STR) of the attacking model. A boosted
damage roll adds an additional die to this roll. Special rules for
certain circumstances might modify the damage roll as well.
Damage Types
Some weapons inflict a specific damage type that might affect
some models differently than others. When a damage type is
referenced in text, it is described as X damage. For example,
a damage roll that causes electrical damage is described as an
electrical damage roll .
56 COMBAT
Damage Type: Magical Crippling Aspects
Magical damage can affect models with the Incorporeal Life spirals are divided into three aspects that can be crippled
advantage. Attacks made with weapons that cause magical as a warbeast suffers damage: Body, Mind, and Spirit. As
damage are not magic attacks; magical ranged weapons a warbeasts aspects are crippled its performance on the
make ranged attacks, and magical melee weapons make battlefield suffers. While all the boxes corresponding to
melee attacks. Damage from spells is magical damage. an aspect are marked, the aspect is crippled. The effects of
crippled aspects are as follows:
Recording Damage Crippled Body: The warbeast rolls one fewer die on
A models entry gives its damage capacity, or the total damage rolls.
amount of damage it can suffer before being disabled. For
Crippled Mind: The warbeast rolls one fewer die on
models without damage boxes, this is 1 damage point. A
attack rolls. Additionally, the model cannot make chain
non-warbeast resilient enough to take more than 1 point
attacks, power attacks, or special attacks.
of damage will have a row of damage boxes for tracking
the damage it receives. Record its damage left to right by Crippled Spirit: The warbeast cannot be forced.
marking one damage box for each damage point taken. A If 1 or more damage points are removed from a crippled
model is disabled once all its damage boxes are marked. aspect, the aspect is no longer crippled.
Warbeasts have life spirals consisting of six branches of
damage boxes (represented by circles) labeled with the Disabled, Boxed & Destroyed
numbers 1 through 6. Different life spirals will be slightly A model is disabled when all its damage boxes are marked
different in shape and the number of damage boxes, but or, if it does not have damage boxes, when it suffers 1
they function the same way. When a model with a life spiral damage point. When a model is disabled, immediately
suffers damage, roll a d6 to determine which branch takes resolve any effects triggered by being disabled. If 1 or more
the damage. Starting with the outermost unmarked box in damage points are removed from a disabled model, it is no
that branch and working inward, mark one damage box longer disabled.
per damage point taken. Once a branch is full, continue
recording damage in the next branch clockwise that contains After resolving any effects triggered by being disabled, if the
an unmarked damage box. Continue filling branches as model is still disabled it is considered to be boxed. When a
required until every damage point taken has been recorded. model is boxed, resolve any effects triggered by being boxed.
After resolving any effects triggered by being boxed, if the
When a rule specifically states a model suffers damage to a model is still boxed it is destroyed, triggering any relevant
particular aspect, find the lowest numbered branch on the effects. Remove the destroyed model from the table.
models card that has an unmarked damage box for that
aspect. Within that branch, mark the outermost unmarked If an effect causes a model to leave play or cease being
damage box of that aspect. disabled, such as when damage is removed due to a Tough
roll, do not resolve any additional effects that were triggered
by the model being disabled. The model does not become
boxed or destroyed, thus effects triggered by the model
2 becoming boxed or destroyed do not occur.
1
3 Likewise, if an effect causes a boxed model to leave play or no
MIND
BOD
Y
longer be boxed, do not resolve any additional effects triggered
4 by the model being boxed. For example, if an effect causes a
boxed model to be removed from play, no additional effects
I
triggered by the model being boxed take place, and the model
T
IR
SP
6
is not destroyed. In this case, the removed model does not
5
generate a soul token (p.59) because it was not destroyed.
COMBAT 57
Warlock Destruction Removed from the Table &
When a model with the Battlegroup Commander special rule
is destroyed or removed from the table, the warbeasts in its
Removed from Play
Some rules cause a model to be removed from the table, such
battlegroup become wild. Additionally, all upkeep spells cast
as when it is destroyed or temporarily leaves the game for
by that model expire (p. 76).
some reason. The model is removed from the playing field
Wild Warbeasts and set aside; it can return to the game at a later point (see
Return to Play, next).
While it is wild, a warbeast must use its Normal Movement
to run during its activations. It is not required to move Some rules cause a model to be removed from play; sometimes
the full distance of its run, however, and can even run 0 this is instead of being destroyed, and at other times it is in
if desired. If a wild warbeast cannot run, it makes a full addition to being destroyed. A model removed from play is
advance and must forfeit its Combat Action. A wild taken off the table and set aside for the rest of the game; it
warbeast cannot advance outside its Normal Movement, cannot return to the game for any reason.
make special actions, be forced, cast its animus, or make
attacks, including attacks that do not take place during the Expiring Effects
warbeasts activation, such as free strikes. It also does not When a model is removed from play or removed from the table,
gain an ARM bonus for shields or bucklers. A wild warbeast any effects on it expire. In the case of an upkeep spell affecting
cannot gain fury points and never frenzies. a unit, the spell will not expire as a result of a model being
When a warbeast goes wild, remove all fury points from it. removed until the last model in the unit is removed (p.76).
If a model has a special rule it can use only once per game
and uses it before being removed from the table, it cannot
use that special rule again that game even if it returns to play.
58 COMBAT
Corpse & Soul Tokens
Living models have souls that can be claimed as soul tokens.
EXAMPLE OF A CLOUD EFFECT
Living and undead models have corpses that can be claimed The Troll Impaler has line of sight to Shredders A and C.
as corpse tokens. Some special rules allow models to gain Shredder C is completely within the cloud effect, so it gains
corpse tokens and soul tokens when a model is destroyed. +2 DEF from concealment against any ranged or magic
attacks from the Impaler. Shredder A does not gain this
A model generates only one of each type of token when
concealment, as its base is partially out of the cloud effect.
destroyed. If multiple models are eligible to claim a specific
The cloud effect blocks line of sight between the Impaler and
token as a result of the destruction of a model, the nearest
Shredder B. The Impaler and Shredder B do not have line of
eligible model claims the token. If a model has a limit on how
sight to each other because the cloud effect is between them.
many of a specific token it can have and is at that limit, it is
not considered an eligible model for claiming the token.
Removing Damage
Some special rules, spells, and other effects remove damage
points from a model. When a model with a life spiral has
damage removed, remove the damage points from anywhere
on the models life spiral. Remember, if a model has damage
points removed while disabled, it is no longer disabled.
Special Combat
Situations
The chaos of a battlefield is constantly producing the
unexpected. The following rules cover a variety of effects
certain weapons or models can produce.
Cloud Effects
A cloud effect produces an area of dense smoke, magical
darkness, thick mists, or the like that remains in play for
a specified length of time. Use an AOE template of the
appropriate diameter to represent the cloud. Every model
with any part of its base covered by the clouds template is
within the cloud and is susceptible to its effects.
60 COMBAT
Control of Enemy Models A knocked down model can stand up at the start of its
next activation unless it became knocked down during its
Some special rules can allow a player to take temporary or
controllers turn. In that case it cannot stand up until its
permanent control of his opponents models. If your opponent
controllers next turn, even if it has not yet activated this turn.
takes control of one of your models during play, it becomes
A model cannot stand up during a turn it was knocked down.
an enemy model for as long as it is under your opponents
control. If you take control of one of your opponents models, Knockdown is not cumulative; a model cannot become
it is friendly for as long as it is under your control. knocked down while it is knocked down.
If you take control of an enemy trooper, it is an independent EXAMPLE: A model becomes knocked down during your
model (p.13) while it is under your control; it is not opponents turn, and before it gets a chance to stand up it
considered to be part of its unit while under your control. If is affected by an attack that would normally cause it to be
your opponent takes control of the commander of one of your knocked down. It is not affected by the second instance of
units, select a new unit commander according to the rules knockdown, so it can still stand up on your turn.
found in Unit Commander: Leaders & Officers on p.62. To stand up, a knocked down model forfeits either its Normal
Movement or its Combat Action. A model that forfeits its
Note that special rules that can be used only during a units
Combat Action to stand can use its Normal Movement to
activation cannot be used by an independent model under
make a full advance but cannot run, charge, or perform a
another players control, as an independent model is not part
slam or trample power attack that activation. When a model
of a unit.
stands, it ceases to be knocked down.
For how control of enemy models affects battlegroups, see
Battlegroup Commander, p.70.
Stationary Models
Some attacks and special rules cause a model to become
Knockdown stationary. While stationary a model does not have a melee
Some attacks and special rules cause a model to become range and cannot advance, make special actions, make
knocked down. While knocked down, a model does not have attacks, cast spells, use feats, be used to channel a spell,
a melee range and cannot advance, make special actions, or give orders. A stationary model does not engage other
make attacks, cast spells, use feats, or be used to channel a models and cannot be engaged by them. As a consequence,
spell. A knocked down model does not engage other models a model is never in melee with a stationary model. A melee
and cannot be engaged by them. As a consequence, a model is attack against a stationary model automatically hits. A
never in melee with a knocked down model. A melee attack stationary model has a base DEF of 5.
against a knocked down model automatically hits. A knocked
down model has a base DEF of 5. A knocked down model does
not block line of sight and is never an intervening model.
COMBAT 61
ANATOMY OF A UNIT
COMPONENTS, FORMATION
& MOVEMENT
An armys soldiers and support personnel are mostly A troopers proximity to its unit commander determines
organized into units. Members of a unit are generally whether it is in unit formation (see Unit Formation, p.64).
equipped the same and trained to fill a certain battlefield
role. Some units specialize in melee combat, others excel Field Promotion
with ranged weapons, and some provide critical or highly If an Officer leading a unit is destroyed, is removed from
specialized capabilities. play, or leaves the unit for another reason and there is a
Leader model in its unit, the Leader model becomes the unit
Unit Components commander. If there is not a Leader model in the unit, choose
another model in the unit to become the unit commander.
Most units are made up of a single Leader model and one or
more Grunts that all share the same stat profile. Some units When a units Leader is destroyed, choose a Grunt in that
are led by an Officer with a different stat profile than the unit to take its place as the new Leader, even if there is an
models it leads. Officer model in the unit. Replace the Grunt model with the
Leader model. Effects on the destroyed Leader expire. The
All models in a unit are troopers.
promoted model retains any effects that were applied to it
while it was a Grunt and has the same number of unmarked
Grunts damage boxes remaining as the Grunt it replaced. The
Grunts are the basic troopers in a unit. The number of Grunts new Leader must forfeit its Combat Action the turn it was
in a unit is noted on the units card. promoted and is not considered to have entered an area (for
the purposes of hazards and similar abilities).
Unit Commanders: Leaders & If a units Leader is destroyed while under your opponents
Officers control, do not replace the Leader model.
A unit is always led by a unit commander, a model that is If the units Leader is the unit commander and it is destroyed
the focal point of its unit. In most cases the Leader model while there is no Grunt to replace it, is removed from play, or
in a unit is the unit commander. An Officer is a special type leaves the unit for another reason, choose another model in
of unit commander with the Officer advantage. If a unit the unit to become the unit commander.
includes an Officer, the Officer is the unit commander even if
If the units Officer or Leader later returns to the unit, that
a Leader model is also part of the unit.
model becomes the units commander.
62 ANATOMY OF A UNIT
WEAPON WEAPON
ATTACHMENT ATTACHMENT
WEAPON
ATTACHMENT
STANDARD
BEARER
PIPER
GRUNT
GRUNT GRUNT
64 ANATOMY OF A UNIT
EXAMPLE: Four members of a Kriel Warrior unit make
Spells & Effects a combined melee attack against a Seraph. One model is
Some special rules and spells affect entire units, as noted in chosen to make the melee attack for the group, adding +4
their descriptions. If a special rule or spell specifies target to its attack and damage rolls since there are four models
unit, it must target a trooper in a unit but will affect all models participating in the attack. Two other troopers in that unit
in the unit. Effects that specify target model/unit can target make a combined melee attack against a nearby Raek. The
any model, including non-troopers, but if the target model is a trooper declared as the primary attacker makes one melee
attack and adds +2 to its attack and damage rolls.
trooper the effect will apply to the entire unit.
When a spell or effect affects a unit, it affects models that are later
added to the unit until the spell or effect expires. If no models
Combined Ranged
remain in a unit, any unit-affecting spells or effects on that unit
expire. This is usually only important when a trooper becomes
Attacks
Models in some units have the Combined Ranged Attack
an independent model while it is under an opponents control.
advantage. When resolving their Combat Actions, two or more
EXAMPLE: A unit of Trollkin Champions is affected by troopers with the Combined Ranged Attack advantage in
the Crippling Grasp spell. After suffering casualties, only the same unit can combine their ranged attacks against the
one model remains in the unit. When the opponent takes same target. In order to participate in a combined ranged
control of that model using the Influence spell, there are no attack, a trooper must be able to declare a ranged attack against
models remaining in the unit, so Crippling Grasp expires. the intended target, be within range, and be in formation.
Furthermore, a model that would automatically miss if attacking
Combined Melee the target normally cannot participate in a combined ranged
attack. Choose one model in the attacking group to be the primary
Attacks attacker, and make one ranged attack roll for the group. Add +1
Models in some units have the Combined Melee Attack to the attack and damage rolls for each model participating in the
advantage. When resolving their Combat Actions, two or more attack, including the primary attacker. All bonuses and penalties
troopers with the same unit with the Combined Melee Attack for the attack are based on the primary attacker.
advantage in the same unit can combine their melee attacks Each model in a combined ranged attack=
against the same target. In order to participate in a combined +1 to the attack and damage rolls
melee attack, a trooper must be able to declare a melee attack
against the intended target, have the intended target within Combined ranged attacks cannot target a model in melee
its melee range, and be in formation. Choose one model in the unless it has a huge base. Combined ranged attacks can
attacking group to be the primary attacker and make one melee target huge-based models in melee normally.
attack roll for the group. Add +1 to the attack and damage In a combined ranged attack, only the primary attacker
rolls for each model participating in the attack, including the actually makes an attack. The other participants lose the
primary attacker. All other bonuses and penalties to the attack attacks they contributed to the combined attack.
and damage rolls, such as the bonus for intervening terrain,
are based on the primary attacker. Units with Combined Ranged Attack ignore the rule that
one troopers Combat Action cannot begin until the previous
Each model in a combined melee attack= models Combat Action is resolved. The ranged attacks of a
+1 to the attack and damage rolls unit with Combined Ranged Attacks can be grouped in
In a combined melee attack, only the primary attacker actually any way, including as multiple combined ranged attacks.
makes an attack. The other participants lose the attacks they EXAMPLE: Before declaring a combined ranged attack
contributed to the combined attack. A model that charged during with her four Blighted Nyss Archers targeting a Tharn
its activation can participate in a combined melee attack, but the Bloodtracker (which has Stealth), a Legion player decides
combined attack cannot be a charge attack unless all contributed to measure range to it. She determines that one of her
attacks are charge attacks. If any non-charge attack is contributed, Blighted Nyss Archers is more than 5 away from the Tharn
the combined attack is not a charge attack. Bloodtracker and therefore would automatically miss. That
model cannot participate in the combined attack and does
Units with Combined Melee Attack ignore the rule that
not lose its attack. The model chosen to make the ranged
one troopers Combat Action cannot begin until the previous
attack for the group gains only +3 to its attack and damage
models Combat Action is resolved. The melee attacks of a unit
rolls since only three of the four models can contribute to
with Combined Melee Attack can be grouped in any way,
the attack.
including multiple combined melee attacks. Troopers capable
of multiple melee attacks can divide them among eligible
targets and participate in multiple combined melee attacks.
ANATOMY OF A UNIT 65
WARBEASTS
SPECIAL RULES, FORCING & FRENZY
Warbeast Constructs
Warbeasts with the Construct advantage (p.17) never
make threshold checks and cannot be healed.
1. It immediately activates.
Forced: Run or Charge
A warbeast must be forced in order to use its Normal 2. Without being forced, it automatically shakes
Movement to run or charge. When a warbeast is forced to knockdown, stationary, and any other effects that can
run or charge it gains 1 fury point. be shaken. A frenzied warbeast also ignores effects
that would cause it to forfeit its Normal Movement or
Forced: Shake Effect Combat Action during an activation in which it frenzies.
During your Control Phase after resolving threshold checks 3. It immediately charges directly toward the closest
and frenzies, a warbeast can be forced for the following: model in its line of sight without being forced, even
if the closest model is a friendly model. The frenzied
If the warbeast is knocked down, it can be forced to warbeast cannot voluntarily stop its movement before
stand up. contacting its charge target.
If the warbeast is stationary, it can be forced to cause the 4. It makes one basic attack against the model it charged
stationary status to expire. with the highest-POW weapon that has range to the
If the warbeast is suffering an effect like Blind or Shadow target. The attack roll is automatically boosted. If the
Bind that can be shaken, it can be forced to cause the warbeast moved at least 3 during the charge, the
effect to expire. attack is a charge attack and its damage roll is boosted.
A warbeast gains 1 fury point each time it is forced to shake A frenzied warbeast cannot make Assault ranged
an effect. attacks or additional attacks.
5. At the end of the warbeasts frenzy activation, it is no
Animi longer frenzied and you can remove any number of
fury points from it.
Warbeasts have dormant arcane spells called animi that can
be tapped by the warlocks who control them. See Animi on If two or more models are closest to the warbeast when
p.74 for details. it frenzies, randomly determine which of those models it
charges.
WARBEASTS 67
Because a frenzied warbeast activates in the Control Phase,
it cannot activate during its controllers Activation Phase Warbeast Packs
that turn. During the frenzy activation, a frenzied warbeast Warbeast packs are units of small-based warbeasts that fight
can only take its Normal Movement and Combat Action as together and support each other on the battlefield. Models in
described above. It cannot be forced, cast its animus, make a pack do not activate individually; instead, all members of
special actions, and so on. If a frenzied warbeast cannot the pack activate at the same time and progress through the
immediately activate or if it cannot charge, it loses its steps of an activation together. The warbeasts in a pack are
activation and is no longer frenzied, and you can remove any part of the same battlegroup and have the same battlegroup
number of fury points from it. controller.
MINION WARBEASTS
Unit
A warbeast pack is a unit, but each model in the unit is a
Remember, Minion warbeasts can be controlled only by
warbeast, not a warrior. As models in a unit, these warbeasts
Minion warlocks. Likewise, a Minion warlock can control
are all troopers, the unit commander is the Leader, and
only Minion warbeasts.
the other models in the unit are Grunts. While it is part of
a warbeast pack, a warbeast is not an independent model.
Although warbeast packs are both warbeasts and units, they
follow warbeast theme force restrictions as other warbeasts
Gargantuans do but are not affected by unit restrictions.
The gargantuans are the largest and most powerful warbeasts
Models in a warbeast pack cannot run or charge during the
ever to stride the battlefield. As a result of their great size and
packs activation unless they receive the Press Forward order
raw power, there are a number of special rules that apply to
or are compelled to run or charge as part of a game effect.
gargantuans but not to smaller warbeasts.
A packs unit commander can issue a Press Forward order
A gargantuan is a huge-based (120mm) warbeast. only while in the control range of its battlegroup controller.
Models in a warbeast pack cannot make power attacks.
Controlling a Gargantuan When a friendly Faction model with the Battlegroup
Gargantuans must be assigned to a battlegroup. Your Commander special rule takes control of a wild warbeast
opponent can never take control of your gargantuan. that is in a warbeast pack, it takes control of all models in
the warbeast pack, not just the warbeast it is in base-to-
Gargantuan Movement base contact with. When an opponent takes control of a
warbeast in a warbeast pack, for the duration of the effect,
A gargantuan can advance only during its Normal Movement.
that warbeast becomes an independent model with FURY 0
A gargantuan can never be placed.
that cannot be forced.
Only the packs unit commander can gain fury points, and
that model can gain fury points only as a result of being
forced. The unit commander can never have a fury point total
higher than the packs current FURY. A model in a warbeast
pack cannot be forced if the fury points gained would cause
the unit commander to exceed the packs current FURY.
68 WARBEASTS
When the packs Fury stat is reduced as a result of a change
in the number of models in the pack, immediately remove
fury points in excess of its new Fury stat.
Pack Frenzy
If the unit commander frenzies, all models in the pack also
frenzy. When a model in the pack frenzies, it ignores the
other models in its pack when determining which model it
charges.
Pack Animus
Only the unit commander has an animus. The packs
controller can cast the packs animus only while the packs
unit commander is in the pack controllers control range.
WARBEASTS 69
WARLOCKS.
& FURY
SPECIAL RULES & FURY MANIPULATION
Warlocks are the most powerful models in HORDES. They Only friendly models can be part of a battlegroup. If a rule
are potent shamans and deadly warriors as effective in causes a warbeast to become an enemy model, it is not part of
martial combat as when wielding magical forces. A warlocks its original battlegroup while that rule is in effect.
greatest talent, however, is controlling warbeasts.
If an effect causes a battlegroup commander to fall under
Battles can be won or lost purely by how well a player your opponents control, while the model is controlled by
manages his models fury and how he forces his warbeasts. your opponent the warbeasts in its battlegroup remain
HORDES is a game of risk management, pure and simple. under your control but are not considered to be part of their
Players need to know not only where to boost an attack or former controllers battlegroup. If you regain control of the
cast a spell but also how far they are willing to push the battlegroup commander, it resumes control of the warbeasts
warbeasts under their control. Choosing poorly can result in in its battlegroup unless some other model has already taken
a frenzied warbeast charging ahead of the rest of the army control of them.
or worse, assaulting its controlling warlock in a blind rage.
Feat
Warlock Special Rules Each warlock has a unique feat that can turn the tide of battle
if used at the right time. A warlock can use this feat at any
All warlocks have the following special rules in common.
time during its activation. A warlock can use its feat only
once per game.
Battlegroup Commander
A warlock cannot use its Normal Movement to run after using
This model can control a group of warbeasts. This model
its feat and cannot use its feat after using its Normal Movement
and the warbeasts it controls are collectively referred to
to run, as its activation ends as soon as it completes the run
as a battlegroup. This model can force the warbeasts in its
movement. Additionally, because a warlock can use its feat
battlegroup.
at any time, it can do so before moving, after moving, before
As warlocks and warbeasts are independent models, each making an attack, or after an attack but not while moving or
model in a battlegroup can move freely about the battlefield attacking (see Use of Any Time Special Rules, p.11).
separate from the rest of the group. Although warbeasts
usually benefit from remaining within their battlegroup
commanders control range, they are not required to do so.
This model can leech any number of fury points but cannot
Control Range exceed its FURY in fury points as a result of leeching.
A model with the Fury Manipulation special rule has a Leeching is performed at the start of the Control Phase before
control range, a circular area centered on the model with a threshold checks are made or fury is spent to upkeep spells.
radius that extends out from the edge of its base a number of EXAMPLE: Hoarluk Doomshaper has FURY7. If he begins
inches equal to twice its current FURY. When a special rule his controlling players turn with 2 fury points, he can
changes a models current FURY, its control range changes leech up to 5 additional fury points from warbeasts in his
accordingly. Some spells and feats use the control range, battlegroup that are in his control range, but he cannot
noted as CTRL, as their range or area of effect. leech more than 5 because the additional points would
cause him to exceed his FURY.
A model is always considered to be in its own control range.
WAR WAGON
Trollblood Battle Engine
Praetorian Ferox
Dragoons
Dragoons are cavalry models that begin the game mounted
but can become dismounted during play.
Elite Cadres
Some models confer special rules to other models of a certain
type in an army. Models that gain special rules from an Elite
Cadre rule retain them even if the model that granted those
special rules is destroyed or removed from play.
Use the amount of terrain that suits the type of game you
wish to play. A table with few terrain features favors ranged
attacks and swift movement, while using more terrain
features shifts the emphasis toward melee combat.
TERRAIN 81
Custom Terrain 2) Does the Terrain Grant .
Custom terrain features enable players to tailor terrain Elevation?
for their games, allowing them to use any terrain in their Some terrain features provide elevation to models completely
collections. Because the terrain features in each players within their perimeters. Elevation can both influence what a
collection are unique and varied, the players decide the model can see and provide it with a defensive bonus against
specific qualities of each feature before starting the game. ranged and magical attacks made by models at lower elevations.
Terrain features are virtually limitless in their variety, but
Elevation is relative. When determining which terrain
you can quantify each by how it affects movement, the type
features grant elevation, players should also decide if any
of protection it affords, and how it affects visibility.
terrain features grant higher elevations than others.
If players decide to use custom terrain, discuss the terrain
prior to the start of the game and answer the following four Elevation & Line of Sight
questions for each piece of custom terrain. When determining if a model on an elevated terrain feature
has line of sight to a model on a lower elevation, ignore
1) What Type of Terrain Is It? intervening models on lower elevations except those within
A models movement can be affected by the type of ground 1 of the model the elevated model is drawing line of sight to.
it covers. A terrain features type determines how the feature
When determining if a model at a lower elevation has line of
affects the movement of models moving over it.
sight to a model on a higher elevation, the model at the lower
elevation ignores intervening models on lower elevations
Open Terrain than the model it is drawing line of sight to.
A model in open terrain moves without restriction. Generally,
most of the battlefield will be open terrain. Examples include Melee Range & Elevation
grassy plains, barren fields, flat rooftops, dirt roads, sloped
When a model makes a melee attack targeting a model on a
hillsides, elevated walkways, and paved surfaces.
different elevation, use the models volumes when determining
melee range instead of measuring from base to base.
Rough Terrain
Rough terrain can be traversed, though at a significantly Elevation Bonus
slower pace than open terrain. As long as any part of its base
An elevated model gains +2DEF against ranged and magic
is in rough terrain, a model moves at half rate. Examples
attack rolls made by models on lower elevations. Huge-based
include thick brush, rocky areas, murky bogs, forests, shallow
models never gain the DEF bonus from elevation.
water, and deep snow.
TERRAIN 83
Trenches
Trenches are earthwork fortifications represented by 3 5 TRENCHES
templates. Trench templates are designed to be placed in Strider Scouts A, B, and C are completely within the area of
contact with each other to create networks of trenches on one or more trench templates, so they have cover and do not
the table. suffer blast damage unless the origin of the damage is in a
trench template they are touching.
A model completely within one or more trench templates has
cover from attacks made by models that are not touching any Strider Scouts D and E are not completely within the area of
of the trench templates the model is in. Models completely at least one trench template, so they do not gain the benefits
within one or more trench templates do not suffer blast of being within the trench.
damage unless the origin of damage is in a trench template
they are touching. When drawing line of sight to a model not
completely within one or more trench templates, ignore models
that are completely within one or more trench templates.
Obstacles
An obstacle is a physical barrier on the table up to 1 tall, such
as a wall, hedge, or standing ruin. A non-charging advancing B
A
model can cross an obstacle if it has enough movement to
move completely past the obstacle. Otherwise, the model C
must stop short of the obstacle. A charging model stops its
movement if it contacts an obstacle. A model cannot partially
cross, climb on, or stand atop an obstacle. E
D
A model with any portion of its base obscured from its
attacker by an obstacle gains +2DEF against melee attack
rolls and may gain a DEF bonus against ranged or magical
attacks for concealment or cover depending on the nature of
the terrain (p.82).
Obstruction
Obstacle Hill
Forest
Rubble
Dense Fog
Shallow Water
Trench
84
Acid Bath Burning Earth
A model with any portion of its base obscured from its Burning Earth
attacker by an obstruction gains +2DEF against melee attack Burning earth represents fires raging on the tabletop. Flames
rolls and may gain a DEF bonus against ranged and magical can be represented by one or more 3 AOE templates or can
attacks for concealment or cover depending on the nature of affect another terrain feature, such as the area of a forest
the terrain (p.82). or structure. For example, a burning oil slick could be
When resolving a slam or throw, remember to add an represented by burning shallow water (p.83).
additional die to the damage roll when the slammed (p.34) A model without Flight entering or ending its activation
or thrown (p.35) model contacts an obstruction. within a burning earth terrain feature suffers the Fire
continuous effect (p.60). A model with Flight that
Terraced Obstructions is knocked down within the area of a burning earth terrain
Players may decide that an obstruction is wide and accessible feature also suffers the Fire continuous effect . Burning
enough that models can climb on it, allowing models to move earth terrain features are cloud effects (p.59).
up and down it normally. A terraced obstruction provides
Flames can go out unpredictably at any time. At the end
elevation to models that are completely within its perimeter.
of each players turn, starting with the end of the second
Terraced obstructions provide cover to models behind them
players first turn, roll a d6 for each burning template in
but not to models on top of them.
play. On a 1 or 2, the flames go out and the area is no longer
A models base size can limit which terraced obstructions it considered to be on fire. If the burning earth terrain feature
can climb. A model cannot climb onto a terraced obstruction if was represented by a 3 AOE template, that template is
its base would hang off the terrain feature by more than 1. For removed from the table.
example, a huge-based model cannot climb onto a terraced
obstruction that is only 1 wide because doing so would result
in its base overhanging the edge by more than 1. Variably Sized Terrain
Hazards Features
Terrain features can have some parts that are greater than 1 tall
Hazards are dangerous terrain features that wreak havoc with and some parts that are less, such as a crumbling wall. In such
models entering or ending their activations within them. cases players decide before the start of the game whether they
are treating the terrain feature as an obstacle, an obstruction,
Acid Bath or both. If they are treating it as both, the parts up to 1 tall are
An acid bath is a caustic pool of industrial waste, alchemical obstacles and the parts over 1 tall are obstructions.
sludge, or corrosive acid. An acid bath can be represented by
3, 4, or 5 AOE templates or by another piece of terrain that
simulates a pool.
TERRAIN 85
SCENARIOS
VARIATIONS OF GAMEPLAY
86 SCENARIOS
Flags Annihilation
Some scenarios use flags to mark key positions on the
Annihilation is a brutal battle of attrition in which victory
battlefield. Flags are represented on the table with 40 mm
is determined by the number of casualties inflicted upon
flag markers. The flag is not considered a model or terrain.
the enemy.
A model can move through a flag normally as long as it has
enough movement to move completely past it; otherwise, the
model must stop short of the flag.
Special Rules
Players deploy normally. The game ends after six rounds.
A player who has one or more of his models in base contact Throughout the game, players score points equal to the army
with a flag that is not contested controls that flag. A flag is point value of their opponents models that are destroyed
contested if an opponent controls a model within 4 of it. A or removed from play. Points are scored even if a destroyed
model that is wild, inert, or out of formation cannot contest model is later returned to play. For units, points are scored
or control a flag. only when all the models in the unit are destroyed or
removed from play.
Zones
Some scenarios use zones to mark key areas on the battlefield. Victory Conditions
A player controls a zone if one or more of his models are The player controlling the last warcaster(s)/warlock(s)
within a zone that is not contested. A zone is contested if remaining in play wins the game.
your opponent controls one or more models within it. A
At the end of six rounds, if both players still have one or
model that is wild, inert, or out of formation cannot contest
more warcasters/warlocks in play, the player who scored the
or control a zone.
most points during the game wins.
RANDOM SCENARIO
DETERMINATION
If both players agree, instead of choosing a scenario for your
battle, you can roll 2d6 and play the scenario indicated here.
ROLL RESULT
23 Incoming
4 Annihilation
6 Throw Down
10 Player 2
7 Mosh Pit Deployment
8 Close Quarters
10 Outflank
1112 Reinforcements
Player 1
7 Deployment
SCENARIOS 87
Close Quarters Hold the Line
Close Quarters is a brutal struggle for control over the Hold the Line is a desperate struggle between two armies
battlefield in which only a decisive victory can carry the day. to seize control of the battlefield, either by entrenching
themselves on the centerline or by inflicting crippling losses
Special Rules on the enemy.
Before the start of the game, place two flags on the table. The
first flag is centered 21 forward from the first players table Special Rules
edge and 18 from the table edge to that players right. The Before the start of the game, place three flags in the middle
second flag is centered 21 forward from the second players of the table: one at the center and one 12 from the right and
table edge and 18 from the table edge to that players right. left table edges. Do not place any terrain features within 5 of
Do not place any terrain features within 5 of a flag that a flag that would prevent a model from being in base contact
would prevent a model from being in base contact with the with the flag. Starting on the second players second turn, a
flag. Starting on the second players second turn, a player player scores 1 control point for each flag he controls at the
scores 1 control point for each flag he controls at the end of end of his turn.
his turn.
Players deploy normally.
Players deploy normally.
Victory Conditions
Victory Conditions The player controlling the last warcaster(s)/warlock(s)
The player controlling the last warcaster(s)/warlock(s) remaining in play wins the game. A player also wins upon
remaining in play wins the game. A player also wins upon scoring 5 or more control points.
scoring 4 or more control points.
10 Player 2 10 Player 2
Deployment Deployment
21
18
12 12
18
21
Player 1 Player 1
7 Deployment 7 Deployment
88 SCENARIOS
Incoming Mosh Pit
The key to victory in this pitched battle, with artillery raining The rhythm of warfare often leads to decisive moments as
down on all sides, is to hold the field. enemy lines are crossed or territories lost. Mosh Pit is a bitter,
disorganized brawl in the center of the battlefield in which
Special Rules the only way to victory is to seize the initiative and never
Before the start of the game, mark one 12-diameter control back down.
zone centered in the middle of the table. When placing terrain,
do not place any obstructions within this area. Starting on the Special Rules
second players second turn, a player scores 1 control point if Before the start of the game, mark a 12-diameter control zone
he controls the zone at the end of his turn. centered in the middle of the table. When placing terrain, do
not place any obstructions within the control zone. Starting
Players deploy normally.
on the second players second turn, a player scores 1 control
Starting at the beginning of round 2, the battlefield will be point if he controls the zone at the end of his turn.
continuously bombarded with artillery fire. At the start of
Players deploy normally.
each turn from then on, each player will choose a point on
the table outside the control zone for a bombardment blast
to deviate from. The bombardments then deviate 2d6 from
Victory Conditions
these points in a direction determined by the deviation The player controlling the last warcaster(s)/warlock(s)
template. Direction 4 on the deviation template should remaining in play wins the game. A player also wins upon
be pointed toward the rear edge of the rolling players scoring 3 control points.
deployment zone. Center a 4 AOE on the point of impact.
Models hit suffer a POW10 ranged attack blast damage roll.
Victory Conditions
The player controlling the last warcaster(s)/warlock(s)
remaining in play wins the game. A player also wins upon
scoring 3 control points.
10 Player 2 10 Player 2
Deployment Deployment
12 12
Control Control
Zone Zone
Player 1 Player 1
7 Deployment 7 Deployment
SCENARIOS 89
Outflank Reinforcements
With each force seeking advantage over the other, two great Sometimes the battle turns on the actions of the warlock and
armies wheel about each other at the start of battle. his battlegroup, at least until reinforcements can arrive.
Player 2
10 Player 2
Deployment Deployment
10 24
21
18 Secondary
Deployment
Secondary 4 12 12
Deployment Control
4 12 18 Zone
21
Player 1
Deployment Player 1
10 24 7 Deployment
90 SCENARIOS
Seek & Destroy Throw Down
Two opposed armies clash over control of the battlefield. Armies desperately clash across the muddy, blood-drenched
field to secure two points of vital strategic importance. Each
Special Rules side strives to gain supremacy while trying to manage their
Place five flags on the table: one centered in the middle of the divided forces.
table and each of the remaining four centered 18 from the
middle of the table toward a different table corner. Do not place Special Rules
any terrain features within 5 of a flag that would prevent a Before the start of the game, mark two 12-diameter control
model from being in base contact with the flag. Starting on the zones on the centerline of the table, one centered 14 from the
first players second turn, a player scores 1 control point for each left table edge and one centered 14 from the right table edge.
flag he controls at the end of his turn. A player can score a control When placing terrain, do not place any obstructions within
point for each flag only once. these areas. Starting on the second players second turn, a
player scores 1 control point for each zone he controls at the
Players deploy normally.
end of his turn.
10 Player 2 10 Player 2
Deployment Deployment
14 14
18 18
12 12
Control Control
Zone Zone
18 18
Player 1 Player 1
7 Deployment 7 Deployment
SCENARIOS 91
WARMACHINE
REMOVED FROM THE WILDS OF IMMOREN,
MONSTERS OF METAL AND STEAM REIGN SUPREME.
HORDES is fully compatible with WARMACHINE, a In game terms, warcasters differ from warlocks in many
32mm tabletop miniatures game set in the Iron Kingdoms ways. Instead of leeching fury from warbeasts to fuel their
and focused on the nations that shaped western Immoren. magic, warcasters draw on their own innate reserve of arcane
WARMACHINE features powerful soldier-sorcerers known power called focus. Warcasters cannot transfer damage from
as warcasters who possess formidable arcane talents, themselves to members of their battlegroup, but they take to
including the ability to mentally control the massive steam- the field wearing steam-powered, arcantrikally tuned armor.
powered machines of war known as warjacks. An impressive fusion of magic and technology, warcaster armor
can be charged with the warcasters own power to absorb
The gameplay is similar to HORDES, but there are some
incoming damage. Finally, warcasters can use their focus for
key differences. In WARMACHINE, warcasters rather than
more than just casting spells or absorbing damage. They can
warlocks lead armies, and a warcasters battlegroup is made
also use it to enhance the combat efficiency and effectiveness of
up of warjacks rather than warbeasts. Masters of martial
their warjacks, making focus a flexible and vital resource.
combat as well as spellcraft, warcasters can channel their
arcane abilities into the warjacks they control to make the Warbeasts battle warjacks, and warlocks clash with
machines nearly unstoppable. In addition, a warcasters warcasters, but HORDES and WARMACHINE are two sides
army often includes supporting units of soldiers and other of the same coin. All official Privateer Press organized play
combatants, their combined might a match for any army in and events are open to armies of either game. So when youre
western Immoren. ready to feel the power of technology fused with magic
and the might of hulking mechanikal constructs, check out
WARMACHINE and gear up for action!
IRONCLAD
Heavy Warjack
CASTIGATOR
Heavy Warjack
MALEKUS,
THE BURNING TRUTH
Warcaster
92 WARMACHINE
LORD KOZLOV, JUGGERNAUT
VISCOUNT OF SCARSGRAD Heavy Warjack
Warcaster
SLAYER
Heavy Warjack
MANTICORE
Heavy Warjack
MAGISTER HELYNNA
Warcaster
WARMACHINE 93
APPENDIX A:
TIMING
STEP-BY-STEP ATTACKS, DAMAGE & ACTIVATIONS
Every triggered special rule or effect has conditions dictating
when it begins and ends. Situations in which multiple effects
resolve at the same time are not uncommon, and the following
tables help explain the order in which effects resolve. In most
cases the sequence shown here is more detailed than you will
need. Remember, when they apply, the rules of individual
models take precedence over the timing sequence.
Activation Timing
1. Resolve effects that occur at the start of activation,
including the unit commander issuing an order to its unit.
2. Resolve all required forfeitures of Normal Movement
and Combat Action. You cannot use at any time
abilities or forfeit your Normal Movement or Combat
Action voluntarily before this step is resolved.
3. Resolve effects that occur before Normal Movement.
4. The model makes its Normal Movement.
5. Resolve effects that occur at the end of Normal
Movement.
6. If activating a unit, repeat steps 4 and 5 for each
trooper, then resolve effects that occur at the end of the
units Normal Movement.
7. The model makes its Combat Action.
8. Resolve effects that occur at the end of a models
Combat Action.
9. If activating a unit, repeat steps 7 and 8 for each
trooper, then resolve effects that occur at the end of the
units Combat Action.
Spellcasting Sequence
Models cannot use at any time abilities while resolving the
spellcasting sequence or while resolving triggered effects.
1. Declare the spell being used and pay its COST (by
spending focus or fury, being forced to use an animus,
using the model's combat action to perform a special
action, etc.).
2. Declare the spells target.
3. Resolve effects that occur when a model is targeted by
a spell.
4. If the spell is not an Offensive spell, check the range
to the target. If the target is in range, it is affected by
the spell. If the spell is an Offensive spell, resolve the
spell using the Attack Sequence timing beginning with
"Check range to the target."
5. If the spell is not an Offensive spell, the spell is now
resolved. If the spell is an Offensive spell, it is resolved
when you reach "The attack is now resolved" during
94 APPENDIX A: TIMING the Attack Sequence timing.
Attack Sequence
Models cannot use at any time abilities while resolving the c. Resolve effects that remove dice from the roll.
attack sequence or while resolving triggered effects, including d. Determine if the roll would damage the model.
between new attacks triggered by the previous attack.
e. Resolve effects that cause the damage roll to
1. Declare the attack and its target. be rerolled. Return to step b if needed. When
2. Resolve effects that occur when a model is targeted by returning to step b, add all dice removed in
an attack. step c back to the roll.
3. Check the range to the target. If the target is out of f. Resolve effects triggered by a damage roll
range, the attack automatically misses; do not make that fails to exceed the ARM of a model hit.
any attack rolls, and go to step 6. g. Resolve effects that trigger when a model
4. Resolve effects that cause an attack to hit or miss would suffer damage such as damage
automatically. transference.
5. Make all attack rolls as dictated by the type of attack 10. Apply all damage.
and its special rules. For example, a spray attack or
Thresher special attack must go through the attack
roll sequence for each model potentially hit before
Damage Application
proceeding to step 6. If an attack damaged more than one model, choose
one model, follow the damage application sequence
Attack Roll below, then repeat for each other damaged model.
a. Resolve effects that change the number of a. Resolve effects triggered by a model
dice rolled, such as boosting the roll. suffering damage.
APPENDIX A: TIMING 95
APPENDIX B:
WARMACHINE RULES
WARCASTERS, WARJACKS, 'JACK MARSHALS & MERCENARIES
Fully compatible with the monstrous miniatures combat of Warjack Special Rules
HORDES, WARMACHINE is set in the industrial nations All warjacks are independent models and have the following
of the Iron Kingdoms. This allows players to pit their forces special rules in common.
against each other in epic battles of machines versus beasts.
This section provides the basic rules for using the models
Focus: Additional Attack
representing these great military powers in swift and brutal
A warjack can spend focus to make additional melee attacks
conflict. This is steam-powered miniatures combat, and your
as part of its Combat Action (p.50). It can make one
tabletop will never be the same!
additional attack for each focus point spent. Some models
have special rules that enable them to also spend focus points
Warjacks to make additional ranged attacks.
Warjacks represent the pinnacle of military technology in the
Iron Kingdoms and are the greatest assets in a warcasters Focus: Boost
arsenal. They are equipped with a broad variety of melee A warjack can spend 1 focus point to boost any of its attack
and ranged weaponry and embody the strengths of their rolls or damage rolls during its activation. Add an extra die
respective Factions. A single warjack can annihilate dozens to the boosted roll. Boosting must be declared before rolling
of warriors, and several warjacks working together comprise any dice for the roll. Remember, a particular roll can be
a threat no enemy can ignore. boosted only once, but a warjack can boost as many different
rolls as you choose and can afford.
Warjacks are classified according to base size: a light warjack
has a medium base (40 mm), a heavy warjack has a large base
Focus: Run or Charge
(50 mm), and a colossal has a huge base (120 mm). Each
A warjack must spend 1 focus point in order to use its Normal
warjack is an independent model even though it is assigned
Movement to run or charge.
to a specific battlegroup.
If the warjack is knocked down, it can spend 1 focus Your opponent can never take control of your colossal.
point to stand up.
Colossal Movement
If the warjack is stationary, it can spend 1 focus point to
A colossal can advance only during its Normal Movement. A
cause the stationary status to expire.
colossal can never be placed.
If the warjack is suffering an effect like Blind or Shadow
Bind that can be shaken, it can spend 1 focus point to Great Machine
cause the effect to expire. A colossal never suffers Disruption . A colossal can never
gain Advance Deployment , Incorporeal , or Stealth .
Machine
Warjacks do not have a CMD stat or a command range. Massive
A colossal cannot be pushed, knocked down, or made
Power Attacks
stationary. A colossal cannot be moved by a slam or throw.
Warjacks can make power attacks as follows:
A light warjack can make head-butt and slam power Ranged Attacks While in Melee
attacks. A light warjack with at least one non-crippled A colossal can make ranged attacks while in melee.
melee weapon that has Open Fist weapon quality can
make throw power attacks. Recording Warjack Damage
A heavy warjack can make head-butt, slam, and trample Some models, such as warjacks, have damage grids
power attacks. A heavy warjack with at least one non- consisting of six columns of damage boxes labeled with
crippled melee weapon that has the Open Fist weapon the numbers 1 through 6. Different damage grids might
quality can make throw power attacks. be slightly different in shape and the number of damage
boxes, but they function the same way. When a model with
A colossal can make head-butt, slam, and trample power
a damage grid suffers damage, roll a d6 to determine which
attacks. A colossal with at least one non-crippled melee
column takes the damage. Starting with the uppermost
weapon that has a location of L or R can make sweep
unmarked box in that column and working down, mark one
power attacks. A colossal with at least one non-crippled
damage box per damage point taken. Once a column is full,
melee weapon that has the Open Fist weapon quality
continue recording damage in the next column to the right
can make power strike and throw power attacks.
that contains an unmarked damage box. If all the damage
To make a power attack, a warjack must spend 1 focus point. boxes in column 6 are marked, continue recording damage
See Power Attacks on p.58 for full power attack rules. in column 1 or the next column that contains an unmarked
damage box. Continue filling columns as required until every
Weapon Location damage point taken has been recorded.
A warjacks weapon stat bars indicate where its weapons are
When a rule specifically states a model suffers damage to the
located: left arm (L), right arm (R), head (H), or superstructure
first box of a given system (see Warjack Damage Key
(S). When all the system boxes for a location have been
callout, p. 98), find the lowest numbered column on the
damaged, the system is crippled (p.98). A weapon that is
models card that has an unmarked damage box for that
not in one of these locations is marked with .
system. Within that column, mark the uppermost unmarked
damage box of that system.
Colossals
Colossals are the largest and most powerful warjacks ever
to stride the battlefield. As a result of their great size and
raw power, there are a number of special rules that apply to
colossals but not to smaller warjacks.
Controlling a Colossal
Colossals must be assigned to a battlegroup and cannot
begin the game under the control of a jack marshal (p. 102). The first unmarked Cortex system box
A colossal can never be controlled by a jack marshal. If a jack
EXAMPLE: If a warjack with a force field is hit by a To take control of an autonomous warjack, a friendly Faction
Lancers Shock Shield attack, the warjack hit suffers 1 model with the Battlegroup Commander special rule must
damage point to its first available Cortex system box. This spend 1 focus point during its activation while base-to-base
damage is applied to an unmarked Cortex system box, not with the warjack. A jack marshal can take control of an
to the warjacks force field. autonomous friendly Faction warjack during its activation
by forfeiting its Combat Action while base-to-base with the
Removing Field Damage warjack. If the model taking control of the warjack has the
Once per turn during its activation, a model with a force Battlegroup Commander special rule, the warjack becomes a
field can spend 1 focus point to remove d3 + 1 damage part of its battlegroup.
points from its force field damage track unless its Field
Generator (G) system is crippled.
Jack Marshals
Jack marshals are models with the Jack Marshal
advantage. They are specialists who command their warjacks
through a combination of gestures and commands shouted
across the battlefield.
RHULIC CEPHALYX
MERCENARIES MERCENARIES
Although the dwarven kingdom of Rhul seem to have little No one in western Immoren knows the origins of the
interest in conquest, they often serve as mercenaries in the cephalyx, dreaded and enigmatic beings who emerge from
conflicts of the Iron Kingdoms. their underground lairs for slave raids that are the stuff of
nightmares. They float eerily above the ground, their faces
Warcasters hidden behind masks fitted with sinister lenses and their
bodies augmented with spider-like metal appendages, each
A Mercenary Rhulic warcaster can have only Mercenary ending in sharpened tools for their bloody work. They do not
Rhulic warjacks in its battlegroup and can reactivate only hesitate to employ their terrifying mental powers to kill or
friendly Mercenary Rhulic warjacks. dominate any who oppose them.
Warjacks Selective
A Mercenary Rhulic warjack can be controlled only by a Most Cephalyx models/units have the Selective special rule,
Mercenary Rhulic warcaster or a Mercenary Rhulic jack which states that they can be included only in a Mercenary
marshal. This model can be reactivated only by a friendly army made using a Cephalyx theme force (p. 106). This
Mercenary Rhulic warcaster or a friendly Mercenary Rhulic means that unless they are included in a non-Mercenary
jack marshal. Faction army, the army they are included in must be created
using a Cephalyx theme force.
Jack Marshals
A Mercenary Rhulic jack marshal can control only Mercenary Warcasters
Rhulic warjacks. A Mercenary Rhulic jack marshal can Some cephalyx have the ability to directly control multiple
reactivate only Mercenary Rhulic warjacks. monstrosities and wield formidable powers. While the root
of their powers is distinct from those warcasters dwelling
on the surface, the control they exert over their augmented
slaves is roughly the equivalent of a warcasters command
of his battlegroup.
Healing
At any time during its activation, this model can spend focus
points to heal damage a monstrosity in its battlegroup in its
control range has suffered. For each focus point spent this
way, remove 1 damage point.
Living Models
Focus: Shake Effect
Unfortunately for them, monstrosities are living models.
During your Control Phase after allocating focus, a
They are not warjacks and do not have cortexes.
monstrosity can spend focus points for the following:
Damage Grid If this model is knocked down, it can spend 1 focus point
Monstrosities have damage grids like warjacks. to stand up.
If this model is stationary, it can spend 1 focus point to
Brain cause the stationary status to expire.
A monstrosity can be allocated focus but can have no more
If this model is suffering an effect like Blind or Shadow
than 3 focus points at any time. Unless otherwise stated, it
Bind that can be shaken, it can spend 1 focus point to
can spend focus only during its activation. A monstrosity
cause the effect to expire.
cannot gain or spend focus while its Brain system is crippled.
Unthinking
Rage-Fueled
Monstrosities do not have a CMD stat or a command range.
Though monstrosities can be allocated focus normally, they
do not power up and do not automatically gain a focus Power Attacks
point for being in their controlling warcasters control range
Monstrosities can make power attacks. To make a power
during the Control Phase. Instead, a monstrosity gains
attack, a monstrosity must spend 1 focus point.
1 focus point each time it suffers damage as a result of an
attack or a continuous effect. A monstrosity can make head-butt, slam, and trample
power attacks. A monstrosity with at least one non-crippled
Note that monstrosities are not warjacks and focus points are
weapon with the Open Fist weapon quality can make
not removed from them during the Control Phase.
throw power attacks.
Focus: Additional Attack
Warcaster Destruction
A monstrosity can spend focus to make additional melee
If a Cephalyx warcaster is destroyed or removed from the
attacks as part of its Combat Action (p.50). It can make one
table, the monstrosities in its battlegroup become autonomous.
additional attack for each focus point spent. Some models
Autonomous monstrosities remain active but do not have a
possess special rules that also enable them to spend focus
controller. An autonomous monstrosity acts normally but
points to make additional ranged attacks.
cannot be allocated focus, though it can receive focus from
other sources. A monstrosity must have a controller at the start
Focus: Boost
of the game; it cannot begin the game autonomous.
A monstrosity can spend 1 focus point to boost any of its
attack rolls or damage rolls during its activation. Add an A Cephalyx warcaster can take control of an autonomous
extra die to the boosted roll. Boosting must be declared friendly monstrosity. To do this, a Cephalyx warcaster must
before rolling any dice for the roll. Remember, a single roll spend 1 focus point during its activation while base-to-base
can be boosted only once, but a monstrosity can boost as with the autonomous monstrosity. The monstrosity must
many different rolls as you choose and can afford. forfeit its Combat Action the turn it becomes controlled.
The monstrosity becomes a part of the battlegroup of the
Focus: Run or Charge warcaster that took control of it.
A monstrosity must spend 1 focus point in order to use its
Normal Movement to run or charge.
APPENDIX C: WARMACHINE FACTION-SPECIFIC RULES 105
Cephalyx Theme Force
OPERATING THEATER
The inscrutable cephalyx tirelessly perform diabolical Special Rules
experiments on their captives deep below the earth. For every 30 points of Drudge units in this army,
Masters of powerful psychic energies and advanced you can add one Cephalyx Overlord unit to the
surgery, these alien beings shape both the minds and army free of cost.
bodies of lesser creatures to create heavily modified
laborers and warrior slaves to suit the sinister agenda of Monstrosities in this army gain Hyper-Aggressive.
their vast underground hives. (When a model with Hyper-Aggressive suffers
damage from an enemy attack anytime except
while it is advancing, after the attack is resolved
Army Composition
it can immediately make a full advance directly
An army made using this theme force can include
toward the attacking model.)
only the following Mercenary models:
One Cephalyx Mind Slaver & Drudge unit in
Cephalyx warcasters this army gains Ambush. (You can choose not
Non-character monstrosities to deploy a unit with Ambush at the start of the
game. If it is not deployed normally, you can
Cephalyx models/units put it into play at the end of any of your Control
Non-Cephalyx units with Cephalyx Dominator Phases after your first turn. When you do, choose
command attachments any table edge except the back of your opponents
deployment zone. Place the unit with Ambush
completely within 3 of the chosen table edge.)
108 INDEX
critical effect, 20, 60 directly facing, 21 forcing and fury, 6667
Corrosion directly toward and directly away, 32 additional attacks
Disruption boost
Fire disabled, 57 rile
critical hit, 41 dismounted, 80 run or charge
shake effect
current disputes, resolving, 12
to cast animi, 74
game round, 8 Disruption rule, 61
stat, 16 forfeiting
dragoon, 80 activation, 29
D duel encounter level, 23 advance, 64
autonomous monstrosities, 105
d3, d6, 8 DUR, Duration, 75 Combat Actions, 29, 30
damage, 56 field promotion, 62
E
diagram, unmarked damage box, 57 formation, 64
AOE attack, 52 elevation, 82 frenzy, 67
capacity, 20, 57 and line of sight (LOS), 40 inert warjacks, 101
collateral, 35 Elite Cadre rule, 80 Normal Movement, 30
to a colossal, 98 Press Forward order, 64
and life spirals, 20 encounter levels, 2223 slam, 45
point of origin of, 40, 53 enemy vs. friendly, 9 standing up, 61
recording, 57 engaged, engaging, 43 timing, 90
removing, 59 diagram: Melee Range & trample, 48
transferring, 72 Engaged Models, 43 voluntarily, 29
warbeast pack, 69 warjack aiming, 102
to a warjack, 97 entering an area, 33 wild warbeast, 58
damage grid, 96, 97 evolution, 4 forest, 83
colossal, 98 expiring effect, 58 formation, 64
damage boxes, 20
Eyeless Sight advantage, 17 free-for-all game, 27
force field, 98
monstrosity, 105 F free strike, 44
recording damage on, 97 diagram: Free Strike Examples
system boxes, 98 facing, directly facing, 21
frenzy, 67, 69
damage roll, 56 falling, 35
AOE, direct hit on, 52 friendly vs. enemy, 9
feat, 70, 100
boosted, 41 full advance, 30
field allowance (FA), 24
comparing to ARM, 56 fury
crippled weapons system, 98 Field Generator system, 98, 99
callout: Representing Fury, 71
critical effect, 41 field promotion, 62 casting a spell with, 75
falling, 35 discarding, 72
rerolling, 42 first player, 26
forcing, 66
resolving with simultaneous effects, 43 flag, 87 Fury Manipulation rule, 71
Weapon Master weapon quality, 20 Flight advantage, 17 replenishing, 71
see also additional dice spending, 67, 72
focus
damage roll in specific cases allocating, 100 starting, 26
AOE attack, 52 Battlegroup Commander, 101
collateral damage, 45 G
casting a spell with, 101
combined attacks, 65 control range, 100 game materials, 8
fall, 35 Convergence of Cyriss, 107 game overview, 7
Fire continuous effect, 60 crippled Cortex, 98
melee, 56 gargantuan, 68
crippled Field Generator, 98
Mount melee attack, 79 base size, 21
Focus Manipulation rule, 100
origin of, 53 controlling a, 68
induction, 107
power attack, 45 Great Beast rule, 68
magic attacks, 101
ranged weapon, 56 head-butt, 45
monstrosities spending, 105
life spiral, 57
Damage Type weapon quality, 5657 power up, 100
Massive rule, 68
Cold, 56 removing in the Maintenance Phase, 100
movement, 68
Corrosion, 56 replenishing, 100
power attacks, 44
Electricity, 56 spending, 9697
power strike, 45
Fire, 56 starting, 100
slam, 4546
Magical, 57 vector, 107
sweep, 46
DEF, Defense, 15 warcaster, 100, 101
warjack gaining, 96, 100 grand melee encounter level, 23
deployment and zones, 2627 warjack, inert, 101 Granted, 63
destroyed, 57 warjack spending, 29, 70
for an additional attack, 66 Great Beast rule, 68
deviation, 52
to boost a roll, 96 Great Machine rule, 97
callout: Deviation, 46
to run or charge, 96
diagram: Deviation Example, 53 Grunt, 14, 62
to shake an effect, 97
dice, 8 Gunfighter advantage, 52
fog, dense, 83
direct hit, 41, 52
force field, 9899
INDEX 109
H Jack Marshal advantage, 102 Mount, 79
control of battlegroup commander, 68 range, 43
half of a die roll or a stat, 8
on a Rhulic model, 92 weapons, 19
hazards, 85: acid bath, burning earth in a unit, 68 Mercenaries, 103
head (weapon location), 97 Cephalyx, 104
K
head-butt, 45 Partisan special rule, 103
knockdown, knocked down, 61 Rhulic, 104Minions, 25
which HORDES models can, 44
which WARMACHINE models can, 97 callout: Minion Warbeasts, 68
L
healing, 72 miss, automatic, 19, 4142
Leader, 15, 62
healing Cephalyx, 104 model
least disturbance, rule of, 35 independent, 13
hill, 83 leeching, 71 profiles, 15
hit/miss, 4142 life spiral, 20, 57 special rules, 16
huge-based model, 39 volume, 37, 39
line of sight (LOS)
diagram: Huge-based Model Field of Fire, 39 diagram: LOS & Elevation, 40 model statistics (stats), 15
battle engine, 78 diagram: LOS & Targeting, 37 see also FOCUS
and clouds, 59 diagram: LOS & Terrain, 38 model types
colossal, 9798 elevation, 40 battle engines, 14, 78
elevation, 82 targeting, 3638 cavalry, 79
fields of fire, 39 terrain, 38 dragoons, 80
forest, 83 using reference objects, 40 gargantuans, 68
gargantuan, 68 monstrosities, 105
line of sight, 39 living model, 59, 105
solos, 14
slam power attack, 46 location, weapon, 19 vectors, 107
targeted in melee, 52 warbeasts, 13, 66
L/R/H/, 19
volume, 37 warcasters, 100101
hull, 98 M warjacks, 9697
Machine rule, 97 warlocks, 13, 70
I
Magic Ability special rule, 74 monstrosities, 105
immunities, 18, 56
magic attack, 55 Mounts, 79
Cold
Corrosion magic attack roll modifiers, 55 movement, 3033
Electricity callout, p. 55 beyond the play area, 35
Fire back strike end of activation, 33
cloud effect Movement system, crippled, 98, 105
immunity to continuous effects, 18, 60
concealment Normal Movement, 30
impact attack, 79 restrictions, 33
cover
impassable terrain, 82 elevation bonus unintentional, 34
knocked down target unit, 64
inactive player, 11
stationary target Mount attacks, 79
Incorporeal advantage, 17 target in melee
multiplayer games, 27: free-for-all, team
independent model, 1314 Maintenance Phase, 29
activating, 29 multiple spell effects, 77
battle engine, 14, 78 major engagement encounter level, 23
must, 10
monstrosity, 105 Massive rule
solo, 14 battle engine, 78 N
warbeast, 13 colossal, 97 names of models, 9
warbeast pack, 68 gargantuan, 68
warcaster non-crippled systems, 57
MAT, Melee Attack stat, 15
warcaster unit, 102 Normal Movement, 29, 30
warjack maximum range, 40
warlock, 13 measuring O
inert warjack, 101 command range, 15 obstacles, 84
command range within a unit, 64
initial attack, 36 obstructions, 85
control range, 71
Interface Node, 98, 107 deviation, 52 OFF, Offensive spells, 55
intervening models 36 distance, 12 Officer advantage, 62
elevation, 82 with elevation, 82 issuing orders, 64
Flight, 17 movement, 30 orders in special rules, 64
Incorporeal, 17 range, 40 unit commander, 62
Stealth, 17 range of a spell, 74 warlock unit, 72
range with a channeler, 77
intervening terrain tools (tape measure, ruler), 8 Open Fist weapon quality, 20
concealment and cover, 50 unintentional movement, 34 open terrain, 82
melee attack modifier, 44
melee attack, 43 open war encounter level, 23
J callout: Melee Attack Roll Modifiers, 44 orders
attack roll, 4344 issuing orders, 64
jack, 100
damage roll, 56 Ranking Officer, 103
see also warjack
Melee Attack stat (MAT), 15 warbeast packs, 68
110 INDEX
P replenishing focus points, 100 special rules
replenishing fury points, 71 advantages, 17
P+S, Power plus Strength, 19
attack-generating, 43
Parry advantage, 17 rerolls, 42 conflicting, 10
Partisan special rule, 25 return to play, 58 feats, 70, 101
immunities, 18
Pathfinder advantage, 17 Rhulic Mercenaries, 92
model (and unit), 16
phases of a turn, 29, 90 riling, 67 orders, 64
pitched battle encounter level, 23 RNG, Range, 19 and standard rules, 9
magic attack, 74 weapon qualities, 20
placing, 36
ROF, Rate of Fire, 19 spellcasters, 7273, 101
point cost, 23
callout: Sample Army, 24 rough terrain, 82 spells, 73
animi, 74
point of impact, 53 round (game), 8, 28 Arc Node advantage, 17
diagram: Point of Impact rounding, 8 casting with FOCUS, 101
point of origin, 40 dice, 8 casting with FURY, 75
deviation distance, 52 casting sequence, 90
POW, Power, 19, 75
falling distance, 35 channeling, 77
power attacks, 44 Damage Type: Magical, 57
rubble, 83
collateral damage, 45 Magic Ability, 74
head-butt, 45 rule priority, 10 magic attack, 55
monstrosities, 93 rule of least disturbance, 35 magic attack roll, 55
push, 34 multiple effects, 77
slam, 34, 4546 rules issues, resolving, 12
OFF, offensive, 75
sweep, 46 rules update, dynamic, 11 point of origin, 53
throw, 46 running, 30, 67 range, measuring, 74
trample, 48 statistics, 75: AOE, COST, DUR, OFF, POW,
power field, 101 S RNG
targeting, 73
power strike, 45 scenarios, 86
units, 64
overview, 26
power up, 100 upkeep spells, 76
random choice of, 87
Press Forward order, 64 specific: Spirit Bond rule, 72
primary attacker, 65 Annihilation, 87 sportsmanship, 12
Close Quarters, 88
pushed, being pushed, 34 Hold the Line, 88 spray attack, 54
Incoming, 89 diagram: Examples of Spray Attacks, 54
R concealment and cover, 51
Mosh Pit, 89
Rage-Fueled rule, 93 Outflank, 90 standing up, 61
range, measuring, 40 Reinforcements, 90 starting roll, 26
Seek & Destroy, 91
Range (RNG) stat, 19 Throw Down, 91 stationary, 61
ranged attacks, 49 Selective rule, 92 stat
callout: Ranged Attack Roll Modifiers, 49 bar, 15
combined, 65 shake effects base vs. current, 16
while engaged, 43 Focus Manipulation, 100 card, 8
Ranged Attack stat (RAT), 19 Fury Manipulation, 72
monstrosities, 93 Stealth advantage, 17
weapons, 19
warbeasts, 67 STR, Strength, 15
Ranking Officer, 103 warjacks, 96
Superstructure system, 57
rapid assault encounter level, 23 shallow water, 83
superstructure (weapon location), 97
RAT, Ranged Attack, 15 sharing information, 12
systems and crippled systems, 98
reactivating inert warjacks, 101 Shield weapon quality, 20 Arc Node, 100
reaving, 72 simultaneous effects, 43 Brain, 105
reference objects, 40 Cortex, 98
skirmish encounter level, 23 Field Generator, 98
removed from the table, removed from play, 58 slam, 4546 Head, 57
continuous effects, 60 being slammed, 34 Left Arm, 98
disabled or boxed model, 57 which models can slam, 44 Movement, 98
Elite Cadre rules, 80 Right Arm, 98
expiring effects, 58 solo, 14
Superstructure, 98
Officer model, 62, 64 Soulless advantage, 17
reaving, 72 system boxes, 97
soul token, 59
spellcaster, 76
Tactics special rules, 63 SPD, Speed, 15 T
timing with simultaneous effects, 43 special action (Action), 36 table, 8, 35
unit commander, 62 Tactics special rules, 63
upkeep spells, 76 special attack (Attack), 36
warlock, 58 special combat situations, 59 targeting
effects that prevent targeting, 41
replacing models, 36 switching targets, 42
target unit vs. target model/unit,64
INDEX 111
targeting a model in melee, 5152 triggers, triggered effects, 10 feat, 100
diagram: Targeting into Melee Example, 51 effects triggering on a hit, 42 field allowance (FA), 24
different elevations, 82 trooper, 63 FOCUS, 100
magic attacks, 55 Focus Manipulation special rule, 100
ranged attack modifier, 49 turn, 29 focus: replenishing, 100
team game, 27 turn order, 8 focus: spending, 100101
general description, 92
terrain, 81 U Mercenary, 103
diagram: LOS & Terrain, 38 power field, 101
Undead advantage, 17
diagram: Trenches, 84 power up, 100
acid bath, 85 unit, 14 Rhulic, 104
burning earth, 85 activating, 29, 64 spellcaster, 101
concealment and cover, 50 in an army list, 23 unit, 102
custom, 82 attachment, 15, 63
dense fog, 83 character, 25 warjack, 96
determining, 82 charging, 31 autonomous, 99
difficult, 82 combined melee and ranged attacks, 65 Bond special rules, 26
elevation, 82 commander, 15 character, 26
forests, 83 components, 63 Construct, 17
hazards, 85 control of enemy, 61 Convergence of Cyriss, 107
hills, 83 deployment, 26 damage grid, 96
impassable, 82 FA, field allowance, 24 damage key, 98
line of sight, 38, 82 formation, 64 force fields, 98
obstacle, 84 Granted special rules, 63 heavy warjacks, 96
obstruction, 85 Jack Marshal, 102 inert, 101
open, 82 Leader or unit commander replacement, 62 light warjacks, 96
placing, 81 multiple spell effects, 77 Mercenary, 103
rough, 82 name of, 9 points, 101
rubble, 83 Normal Movement, 64 power attacks, 97
shallow water, 83 orders, 64 power up, 100
standard features, 8385 point cost of, 23 Rhulic, 104
trenches, 84 Press Forward order, 64 systems, 9798
types, 82 Ranking Officer, 103 vectors, 107
variably sized features, 85 returning models to play, 58 warlock, 70
spell target, 64 Battlegroup Commander rule, 70
theme forces, 26
Tactics special rules, 63 casting spells, 72
Cephalyx, 94
theme forces, 26 control range, 71
threshold and frenzy, 67 upkeep spells, 76 destruction, 58
throw, 46, 97 warcaster units, 102 FA, field allowance, 24
diagrams: Examples of a Throw Power warlock units, 72 feat, 70
Attack, 47, 48 Unthinking rule, 93 FURY, 15
knockdown, 61 Fury Manipulation rule, 71
upkeep spells, 74 fury, spending, 72
unintentional movement, 34
and spellcaster destruction, 73 general description, 7
which models can throw, 44
independent model, 13
thrown models, 35 V
unit, 72
timing, 29, 90 vector, 95
WARMACHINE, 92, 96
Activation Phase, 29 volume, model, 37
attack, 41 warrior, 13
diagram: Determining Model Volume
at any time during activation, 11 water, shallow, 83
Control Phase, 29 W
damage, recording, 57 weapon attachment, 63
warbeast, 66
damage rolls, 56 weapon location, 19, 97
Construct advantage, 66
Maintenance Phase, 29 huge-based models, 39
forcing, 66, 71
simultaneous effects, 43 Weapon Master weapon quality, 20
FURY, 66
spells, 73
healing, 72 weapon qualities, 20
unit activation, 29, 64
leeching, 71
tokens, 59 power attack, 67 weapon statistics, 19
Tough advantage, 17 reaving, 72 weapon systems, 98
transferred damage, 72 within vs. completely within, 12
trample, 48 wild, 58
diagram: Trample Example diagram: Within vs. Completely Within, 12
crippled Movement system, 98 warbeast pack, 6869
free strikes, 44 Y
warcaster, 100
knockdown, 61 allocating focus, 100 you, yours, 9
monstrosities, 93 Battlegroup Commander rule, 100
warbeast, 98 casting spells, 101 Z
warjack, 96 Cephalyx, 104 zones, 87
which models can trample, 44 control range, 100
trenches, 84 Convergence of Cyriss, 107
destruction of, 101
112 INDEX